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Fallout
TABLE OF CONTENTS
TABLE OF CONTENTS..............................................................1 Overview....................................................................38
FOREWORD..........................................................................3 Layout........................................................................38
Entrance.....................................................................39
THE ESSENTIALS...............................................................4
Living Quarters..........................................................39
What is a Role-Playing Game?...................................5
Command Center......................................................39
What Do You Need to Play?.......................................5
True Purpose.............................................................39
Dice Symbols..............................................................5
Results.......................................................................40
INTRODUCTION.....................................................................7 List of Known Vaults.................................................41
Overview......................................................................8
BROTHERHOOD OF STEEL....................................................44
Tropes........................................................................10
Origins.......................................................................45
50s Atompunk Americana........................................11
Early Years.................................................................45
Apocalyptic Wasteland.............................................11
The Super Mutants...................................................46
Radioactive Nation...................................................11
Aftermath...................................................................46
Mixed Technology.....................................................11
The Enclave...............................................................47
Fanatical Groups.......................................................11
War With the NCR......................................................47
The Vaults.................................................................12
Operations in the East..............................................48
Survival......................................................................12
Society.......................................................................48
THE SETTING.......................................................................13 Ideology.....................................................................48
Locations...................................................................14 Symbolism of the Insignia.......................................49
Agriculture.................................................................15 Structure....................................................................49
Cannibalism..............................................................16 Divisions and Locations...........................................50
Slavery.......................................................................17 Military.......................................................................52
Religion......................................................................17 Ranks.........................................................................52
CURRENCY..........................................................................22 Chain of Command...................................................54
Background...............................................................23 Relations with the Outside.......................................57
Variants.....................................................................23 Attitude Towards Mutants.......................................57
TECHNOLOGY.......................................................................25 Technology................................................................57
Artificial Intelligence.................................................26 THE ENCLAVE......................................................................59
Auto-Doc...................................................................26 Origins.......................................................................60
Biomedical Technologies.........................................26 The Vault Experiment...............................................60
Computers.................................................................27 Rise to Power............................................................61
Cryogenics.................................................................27 The Project................................................................61
Energy........................................................................27 Fall and Aftermath....................................................62
Holodisk.....................................................................27 Return........................................................................62
Hologram...................................................................27 Old Tricks...................................................................62
Personal Protection..................................................28 Enclave Sigma...........................................................62
Robotics....................................................................29 Western Remnants...................................................63
Vehicles.....................................................................29 NEW CALIFORNIA REPUBLIC.................................................64
Virtual Reality............................................................29 Background...............................................................65
Weapons....................................................................29 Society.......................................................................65
MUTATIONS AND THEIR CAUSES...........................................31 Structure....................................................................66
Forced Evolutionary Virus........................................32 Military.......................................................................66
Radiation...................................................................32 Relations with the Outside.......................................67
Other Mutants...........................................................33 Technology................................................................67
Enclave Mutation Policy...........................................33 Currency....................................................................68
DISEASES...........................................................................34 RAIDERS............................................................................69
New Plague...............................................................35 Background...............................................................70
Post-Cryogenic Syndrome.......................................35 Territory.....................................................................70
REPCONN Shakes.....................................................35 Relationships............................................................70
Super Ebola Virus.....................................................36 THE INSTITUTE....................................................................71
Vault Depressive Syndrome.....................................36 Background...............................................................72
VAULTS..............................................................................37 Structure....................................................................72
Background...............................................................38
TABLE OF CONTENTS 1
GENESYS
2 TABLE OF CONTENTS
Fallout
FOREWORD
First and foremost, I would like to express my coming together with a glimpse of community,
gratitude to MICHAEL ENGESGAARD, for raiders rushing in to lay waste to these small
without him I would never have picked up settlements and plunder, while slavers
that first d20 die some 30-odd years ago capture people and lead them away to
and ventured into the worlds of role- horrible fates, and yet amidst the gloom and
playing games. So Michael, this one is radiation there is hope.
for you! It was never a question about working on
a Fallout setting, it was just a matter of
What you are reading now is the having the right system to handle
revised Second Edition of my Fallout the rules. And the d20 system sure
setting for the GENESYS role-playing would do Fallout no justice. Then came
game system with its rather the GENESYS system. The first edition,
impressive Narrative Dice system. which I ultimately thought was the final
So why a Fallout setting? Well, for edition, was completed in little time and
starters, I got into playing role-playing brought to the role-playing table shortly
games back when I was around 11 years old, thereafter. A few bugs were corrected and
which is now 32 years ago. My introduction things were tweaked along the way, but
was, of course, Dungeons & Dragons. But the GENESYS system handled the
over the years I branched out, and the Fallout setting quite well, and brought
computer role-playing games also had a big countless hours of gaming fun to the
lure, and I was instantly hooked when I group.
played the very first Fallout game on PC from Then after having worked on and
Interplay Entertainment. Needless to say that completed three other settings, I
I have been vigilantly and loyally playing wanted to revisit my beloved Fallout
every Fallout released game ever since, setting and revise it, giving it a visual
even the board games. touch-up as well making it more user-
With the years of being a DM (Dungeon Master) friendly for the GM and players alike, as well
and GM (Game Master), I have always yearned for correcting the minor faults, flaws, errors and game
diversity and branching out to different games, that we stumbled upon during the playtesting hours,
settings and tropes. But the players have been which spanded over a weekly session of 5 to 7 hours
mostly adamant on playing Dungeons & Dragons. for more than 6 months running.
Then came the GENESYS system, shortly after my Fallout will always have a special place in my heart
introduction ot the Narrative Dice through the STAR and will also weigh as one of the top contenders for
WARS game, also from Fantasy Flight Games. And a functioning role-playing game setting, alongside
GENESYS was the tool that I needed to expand into a with STAR WARS. After 32 years of mostly playing
more open-ended system. Thus, I first made a fantasy settings through Dungeons & Dragons
Fallout conversion, which has now undergone a and also EARTHDAWN, it has been long overdue to
second revised edition, as my familiarity and grasp branch out and explore new territories through the
on the GENESYS system is more established and Narrative Dice system and the wonders that is the
secure. After that I converted my own Dungeons & GENESYS system.
Dragons setting (named Kyrania), followed by
DEAD END (a zombie apocalypse), STRANGE AEONS PAUL M. N. HAAKONSEN
(a Lovecraftian and Cthulhu setting), and most October, 2018
recently a SHADOWRUN setting.
For me there is just something truly fascinating
and alluring about the post-apocalyptic setting and
the decay of society and the world at large that is
presented in the Fallout universe. The vast wasteland
with desolate cities, small hubs of sporadic people
FOREWORD 3
THE ESSENTIALS
Fallout
THE ESSENTIALS
arbitrate the results of character actions, and
WHAT IS A ROLE-PLAYING GAME? maintain the narrative flow. In tabletop RPGs the GM
A role-playing game (sometimes spelled performs these duties in person.
roleplaying game and abbreviated to RPG) is a game PLAYER CHARACTER: Another standard concept in
in which players assume the roles of characters in a RPGs is the player character (PC), a character in the
fictional setting. Players take responsibility for fictional world of the game whose actions the player
acting out these roles within a narrative, either controls. Typically each player controls a separate
through literal acting or through a process of player character, whom acts as a protagonist in the
structured decision-making of character story.
development. Actions taken within the game NON-PLAYER CHARACTER: In contrast to player
succeed or fail according to a formal system of rules characters, non-player characters (NPCs) are
and guidelines. controlled by the gamemaster. Non-player
Both authors and major publishers of tabletop characters fill out the population of the fictional
role-playing games consider them to be a form of setting and can act as antagonists, bystanders or
interactive and collaborative storytelling. Events, allies of the player characters.
characters, and narrative structure give a sense of a
narrative experience, and the game need not have a
strongly-defined storyline. Interactivity is the crucial WHAT DO YOU NEED TO PLAY?
difference between role-playing games and In order to step out into the desolate American
traditional fiction. Whereas a viewer of a television wasteland with your guns drawn, sword in hand, or
show is a passive observer, a player in a role-playing quick silvered tongue, you will need a copy of the
game makes choices that affect the story. Such book that you are reading. You will also need a copy
role-playing games extend an older tradition of of the GENESYS core rulebook, a copy of the
storytelling games where a small party of friends character sheet, and a pencil and scratch paper.
collaborate to create a story. You'll also need some dice, the kind that are
Tabletop and pen-and-paper (PnP) RPGs are usually available at your local friendly
conducted through discussion in a small gamestore – or embrace the
social gathering. The GM describes the technological future and go online to
game world and its inhabitants. The purchase them.
other players describe the intended The dice used in the GENESYS
actions of their characters, and the system are called the Narrative
GM describes the outcomes. Some Dice, and should be readily
outcomes are determined by the available at your local gaming
game system, and some are store. Dice sets are sold
chosen by the GM. separately; or players may use the
This is the format in which role- GENESYS DICE APP to roll
playing games were first them electronically.
popularized. The first If you are not already
commercially available RPG, familiar with the Fallout world
Dungeons & Dragons (D&D), from the numerous games
was inspired by fantasy readily available on PC and
literature and the consoles, it is
wargaming hobby and was recommended that you check out
published in 1974. The popularity of D&D led to the the official website https://fallout.bethesda.net/ or
birth of the tabletop role-playing game industry, do a Google search on Fallout.
which publishes games with many different themes,
rules, and styles of play.
GAME MASTER: One common feature of many
RPGs is the role of gamemaster, a participant who
DICE SYMBOLS
has special duties to present the fictional setting, While the Fallout setting is set in the GENESYS
THE ESSENTIALS 5
GENESYS
6 THE ESSENTIALS
INTRODUCTION
Fallout
INTRODUCTION
Welcome to the Fallout world, a world that exists in and miniaturization of electronics was neglected.
an alternate timeline that completely diverged from Some time before 1969, in an attempt to mitigate the
the real world timeline after World War II. From this influence of Communism, the United States adopts a
split until the Great War in 2077, a stylized system of thirteen Commonwealths. In 1970, China
representation of 1950s American culture (with more fails to adopt any free market reforms and ends up
advanced technology) dominated the Fallout world. retaining a political and economic structure similar
The science fiction anthology Worlds of Tomorrow, to what it had under Communist Party Chairman
released during the Golden Age of Science Fiction in Mao Zedong beginning in 1949. In 1991, the USSR
the 1950s, heavily influenced this representation. did not collapse.
No major international conflicts would take place
The Fallout roleplaying role-playing game is set in
until the middle of the twenty-first century. In 2052,
2287, exactly 210 years after The Great War –
the oil rich Middle East nations raised oil prices
though a GM is free to change this particular year to
causing the economic collapse of many smaller
fit his or her needs, of course.
countries. The European Commonwealth (analogous
to the real world European Union), similarly
OVERVIEW dependent on oil imports from the Middle East,
begins the Resource Wars by responding with
Although the Fallout universe and the real world military force. The United Nations, weakened by its
share a common timeline until about the mid 1940s, inability to prevent the conflict, attempts to
the defining moment of the Fallout universe was not intervene. Many of its member nations respond by
until the Great War of 2077. On October 23, 2077, the withdrawing and the UN disbands that year.
United States, China, and other nuclear-armed The United States, supplied with oil from Texas
countries commenced a rapid exchange of nuclear and Mexico, escaped any direct impact from the
strikes. Although the conflict lasted only two hours, Resource Wars. However, the U.S. would soon have
the destruction it brought was staggering and significant problems of its own. In 2052, the Texas
complete: more energy was released in the early oil fields run dry, making the country severely
moments of the war than in all previous global vulnerable to energy shortages. In 2053, the New
conflicts combined. Plague begins to ravage the U.S. population, causing
The world that remained was harsh and an estimated 200,000 deaths and prompting the
unforgiving. 90 years after the Great War, humanity government to close the country's international
continued to survive, but struggled to do so. Above borders. Nuclear fears grip the country when, in the
ground, small bands fought over the crumbling same year, Tel Aviv is destroyed by a terrorist
remains of once great cities while mutants prowled nuclear weapon and, in the following year, warring
the irradiated wastes. Underground, a fortunate few nations exchange nuclear weapon strikes in the
enjoyed the relative safety and comfort of the Vaults, Middle East. In response, the Americans begin
designed before the war, seemingly to protect Project Safehouse: a series of underground Vaults
residents from the nuclear destruction. Some sought designed to survive nuclear war or an epidemic.
to keep the world out, others to connect with and re- In 2059, oil resources grow increasingly scarce. To
populate it. Wherever humanity survived it was secure the Alaskan oil fields the United States ramps
under constant threat by psychotic mutants, rogue up its military presence in that state, creating the
machines, vicious raiders, and all manner of hostile Anchorage Front Line. Relations with Canada grow
mutant creatures. increasingly strained as the Americans press to have
their military units stationed on Canadian soil to
protect the Alaskan pipeline.
BEFORE THE GREAT WAR In 2060, the Middle East oil fields run dry. This not
For most of human history, the Fallout universe and only ends the Resource Wars in Europe, but the
the real world shared a common timeline. However, European Commonwealth as well. Without a
in 1945, significant political and technological common enemy, the European nations begin fighting
differences in the Fallout timeline set it on a different among each other for the remaining resources.
course. In 1947, the transistor was not discovered Fossil fuels become too expensive to use in
INTRODUCTION 8
GENESYS
9 INTRODUCTION
Fallout
Similarly, The Commonwealth of Massachusetts The remainder of mutations were caused by the
and Boston were left relatively unharmed, being Forced Evolutionary Virus (FEV). Its origins lie in the
struck by only a single, high-yield nuclear weapon in years preceding the Sino-American War. In an effort
an area that came to be known as the Glowing Sea. to defend against a Chinese biological attack,
Like the Capital Wasteland, it too supported caravan defense contractor West Tek initiated the Pan-
infrastructure, regional radio broadcasts, and other Immunity Virion Project. The goal was simply to
such amenities. make the human immune system strong enough to
As these regions rose from the ashes, so too did resist any pathogen, natural or engineered. Some of
new societies. The New California Republic was the side effects, discovered during testing, were
established in 2186 and would control all of New increased size and strength. The US Army seized the
California a century later. The Brotherhood of Steel project in an effort to create a super soldier. They
was founded days after the Great War and would moved the project to the Mariposa Military Base.
become a technological powerhouse by 2150. The They also sent a large sample to Vault 87 on the
Enclave - descendants of the United States East Coast as part of the Vault Experiment.
government and military-industrial complex - made Following the Great War, Mariposa was abandoned
its presence felt in New California in 2237 and then - the surviving leadership having left to form the
in the Capital Wasteland in 2277. The Rome- Brotherhood of Steel. After laying dormant for 30
obsessed slavers of Caesar's Legion arose in 2247, years, the base was rediscovered by Richard
forged from the conquest of 87 tribes, and would Moreau, an exile from Vault 8. After realizing that the
control most if not all of Arizona and New Mexico, FEV could be used to create super mutants, he
along with some holdings in eastern Utah and parts attempted to raise an army but was defeated by the
of southern Colorado. Vault Dweller.
While very little is known of the world beyond the Despite the destruction of Mariposa base, a
former United States, things seem to be significantly sample of its FEV was claimed by the Enclave. Using
worse in Great Britain and Ireland than in North slave labor kidnapped from nearby Redding, the
America, as inhabitants of the Isles often emigrate Enclave excavated Mariposa. Those slaves
to the American Wastelands in search of fortune, inadvertently exposed to the FEV mutated into a new
opportunity, and a better life. batch of super mutants.
On the East Coast, the FEV sent to Vault 87 was
CREATURES used to create that area's own variety of super
mutants. Shelton Delacroix, a Vault 87 security
The distinctive creatures in the Fallout world arose officer was forcibly exposed to and mutated by it.
after the Great War and were the result of exposure While the mutation process took away much of his
to radiation or the Forced Evolutionary Virus. intelligence, he was, astoundingly, able to reclaim
Radiation led to the spontaneous rise of many new much of it by studying the Vault's database. The FEV
species three years after the bombs fell. The new also made it into the hands Weston Lesko who
species were larger, hardier and more dangerous inadvertently, but tragically, used it to mutate giant
than the animals and insects they mutated from. ants into fire ants.
Radscorpions, giant ants, and brahmin descended
from scorpions, household ants and cows,
respectively. TROPES
Heavy exposure of radiation mutated some
humans, who possessed a particular genetic trait, Fallout centers around a post-apocalyptic retro-
into ghouls. Although their decaying skin gave them future America. The tone of the setting is a cross
a frightening, almost inhuman appearance, they between post-apocalypse-survival and 50s-era-
generally retained their mental faculties: their ability atompunk. After World War II, the world advances
to reason and communicate were left intact. the power of the atom, and uses up many of its
Ironically, despite their physical decay they had natural resources in the process to create a variety
heightened senses and longer lifespans. of fusion powered comforts. When resources begin
Varying degrees of exposure gave rise to diversity to run dry, hostilities around the world escalate,
within the ghoul community. Ghouls exposed to resulting in a catastrophic nuclear war. Some people
prolonged radiation poisoning lost their intelligence managed to survive in the blasted Wasteland of
and mutated into feral ghouls. Longer periods of Post-war Earth, but others survived by paying for
radiation exposure resulted in further degeneration space in large underground Vaults constructed
into Glowing ones - ghouls with heightened physical before the Cataclysm, Vaults built by an American
capabilities who literally glow in the dark. corporation called “Vault-Tec”.
INTRODUCTION 10
GENESYS
11 INTRODUCTION
Fallout
THE VAULTS
Of course, the greatest resource for surviving tech
may be the Vaults, the vast underground
communities created by Vault-Tec before the war.
Many of these Vaults suffered mechanical failures or
social hardships during their time in isolation (some
accidental, others intended as a part of Vault-Tec’s
twisted social experiments). At various points in the
past 200 years, a number of Vaults reopened and
joined the Wasteland community. A few Vaults are
even still closed off, living in isolation for one reason
or another and filled with vault-dwellers who know
relatively nothing of the dangers of the Wasteland
world. In any case; populated, abandoned, or ruined,
these Vaults represent a treasure trove for salvagers
and wanderers alike.
SURVIVAL
A main recurring theme of the Fallout game is
simply surviving in the ruins of Wasteland America.
With so few resources left, and truly safe havens
nowhere to be found, trying to survive against the
hazards of weather, radiation, mutants, and even
fellow man is a daunting task. A settler in the
Wastelands is just as likely to die from being shot by
a raider as they are from radiation poisoning, a bite
from a mole rat, or by simply catching a disease.
INTRODUCTION 12
THE SETTING
Fallout
THE SETTING
This chapter deals with the specific environmental the ruins of Pittsburgh. It was infested by Wildmen
setting of the Fallout roleplaying game. and trogs until a Brotherhood of Steel detachment
led by Paladin Owyn Lyons cleared the area on their
way to the Capital Wasteland. They left behind
LOCATIONS Ishmael Ashur, one of their own, who transformed
The Pitt into a slave colony. Just outside were the
The locations in the post-nuclear United States
settlements of Ronto and Monroeville.
form the backdrop in which the events of Fallout The Commonwealth consists of the city of Boston
occur. Many have diverse environments where and its surrounding towns, which weren't hit as hard
anything can happen, such as a special encounter, as many of the other cities in the United States,
or just a skirmish with raiders. The environments leaving most of the land relatively intact. Several
and places change over the course of the years, and settlements have popped up around the
always brought new surprises with them. Commonwealth, offering safe haven to the people of
the wasteland. Diamond City, established in a
EAST COAST baseball stadium in the center of the city and
While, strictly speaking, the "East Coast" describes Goodneighbor, established in the Old State House,
the entire eastern seaboard of the continental United are the two most prominent settlements in the
States, within the Fallout universe, it chiefly refers to Commonwealth.
the Northeastern US. Its major locations were the To the immediate north of the Commonwealth is
Capital Wasteland along the coast, The Pitt, the the Island, an island off the coast of Maine
Commonwealth and the Island. consisting of the town of Far Harbor, which is the
The Capital Wasteland encompassed the ruins of only remaining bastion for the Harbormen as the
Washington, D.C. and the surrounding wilderness. only place on the island not affected by the Fog, a
The city's downtown, though surrounded by rubble radioactive fog that has made many of the other
and accessible only through its Metro system, was a settlements on the island inhabitable. As well, the
hub of activity. The Galaxy News Radio building was Island is the home of Acadia, a refuge for synths
operational, its signal amplified by dish atop the located inside a wind farm to the west of Far Harbor,
Washington Monument. A contingent of slavers and a chapter of the Children of Atom, found in the
operates out of the Lincoln Memorial. Brotherhood submarine base known as the Nucleus.
of Steel paladins, super mutants and Talon Company To its immediate west, the Pre-War amusement
mercenaries fought to control the The Mall. The park of Nuka-World can be found, which has become
Museum of History housed a ghoul colony. the home of three vicious raider factions who seek
Just outside the city, the Brotherhood of Steel had to expand into the various sections of the park.
a base in the ruins of the Pentagon. Along the banks
of the Potomac River, Project Purity operated out of MOJAVE WASTELAND
the Jefferson Memorial. The Mojave Desert is now known as the Mojave
The wilderness surrounding Washington, D.C. was Wasteland. The Mojave Wasteland is the second
home to various vaults and settlements. Rivet City largest desert in North America.
was the most successful settlement and was The Mojave occupies a significant portion of
instrumental in delivering Aqua Pura to the area southern California, Nevada, and parts of Utah and
when Project Purity was completed. Vault 87 Arizona.
produced the region's super mutant population. Before the Great War, Las Vegas was the largest
Vault 101 was the home of the Lone Wanderer. oasis of civilization in the Mojave, and New Vegas
To the immediate south of the Capital Wasteland seems to maintain that reputation. 77 atomic
was the former coastal resort of Point Lookout. To warheads were launched at the city and surrounding
the Wasteland's immediate west was Adams Air areas, but due to an intricate system set in place by
Force Base where the Enclave sought to rebase itself Mr. House, 59 were force disarmed, 9 were blasted
after the destruction of their original East Coast out of the sky by a laser guided missile defense
base, Raven Rock, by the Lone Wanderer. system atop the Lucky 38, and only 9 hit the
The Pitt was the steelyard and surrounding area in surrounding desert, resulting in the local climate and
THE SETTING 14
GENESYS
wildlife being much less radioactive, if not radiation- hours for the nuclear warheads that were fired to
free, than in other places in the post-atomic United change the face of the planet and affect life on Earth
States. for many centuries to come. After the atomic fire had
Most denizens attribute the region's survival to the cleared, the surface of the Earth was very different.
Chinese betting against the House - and the House Millions of buildings and cities were demolished or
always wins. severely damaged, with only a few exceptions. Most
The NCR is the most powerful faction in the area, of the plants that had once flourished on the Earth
with New Vegas being on the edge of the Republic's died as the Earth was changed from a diverse
southern borders. Other significant powers are landscape to a barren and hot desert, radiation
Caesar's Legion, the Great Khans, who before the becoming a serious threat to what little life
NCR came, had a strong grip on the region and a remained.
surviving pocket of Mariposa super mutants, called Countries such as the United States were turned
the State of Utobitha, and the Three Families that into scorching wastelands that became filled with
run casinos in New Vegas. The Brotherhood of Steel new dangers due to mutations in wildlife that altered
also have a small secret base in the area. many of the species, making them more dangerous
than before. As the remnants of humanity began to
THE WEST spread once again, new violence was introduced in
the form of different factions. They began warring
The first part of The West is known as the 'Core against each other in the new anarchic world which
Region'. It is mostly made up of New California. they now reside in, and though more than two
More specifically New California stretches from Baja centuries have passed since the Great War, progress
in the south to Klamath in the north. It covers most in the reclamation of humanity has been slow and
of the West Coast of the United States, including the wasteland remains a radioactive and war torn
California and parts of Oregon and Nevada. It is a desert, where life is a struggle.
largely inhospitable region, which is why most
people have chosen to seek refuge in the ruins of the
old cities, where they have found (relative) safety in
numbers. However, as resources grew more and
AGRICULTURE
more scarce, people and creatures came to Agriculture is the cultivation of animals and plants
consolidate into groups of their own kind, so to create products used to sustain and enhance
locations are far more homogeneous than one might human life. Agriculture is key to the growth of any
expect from a world ravaged by mutation. society, with surpluses in food encouraging further
The ghoul population of New California was mostly development. The success and implementation of
clustered around old Bakersfield (Necropolis), but agricultural techniques depends greatly on the
were scattered after an attack by the master's army. climate, culture, resources, and technology involved,
Most of the surviving ghouls eventually found a in addition to the availability of reliable and pure
home in Gecko or Broken Hills along with humans water supplies.
and super mutants, both far to the north-east of Following the Great War, agricultural production in
their former home. the United States was gravely affected, with all
Super mutants were plentiful in the Mariposa area modern agrochemicals and industrial farming
from 2102 to 2162, and they sent patrols as far as to methods lost. Societal knowledge of agricultural
Los Angeles. After the master's defeat, however, was all but lost during that time. Once humans
most of them retreated to the east. began to reemerge and rebuild the land, revival of
Humans are the dominant species of the agricultural rapidly followed.
wasteland, and their main cities in New California
are The Hub, Los Angeles Boneyard, NCR, Vault City, CALIFORNIA AND OREGON
New Reno and San Francisco. During the 2100s, emergent agriculture was highly
As of 2281, most of New California is part of the limited and prone to failure throughout the former
NCR. Northwest and Southwest Commonwealths. Where
agriculture was able to take root, it was limited to
WASTELAND barely more than subsistence farming carried out by
The Wasteland or Wastes refers to the majority of small villages or towns. The Water Merchants of the
the world's post-nuclear environment in the Fallout Hub would play an instrumental role in the delivery
universe. of water throughout the region, thus spurring on
During the Great War, it took no more than two further agricultural development. The town of
Adytum was unique at the time for being able to
15 THE SETTING
Fallout
conduct hydroponic farming. reliable source of clean water as the Potomac River
By the 2200s, with the rise of the New California was irradiated and hazardous to use. Hostile wildlife,
Republic (NCR) and the elimination of various raider not to mention bands of Raiders and Super Mutants,
and super mutant threats, agriculture was allowed to also prevented the establishment of many large
grow further. Dedicated farms and ranches could communities which could sustain agricultural
now be maintained to feed the growing population. endeavors.
Unified behind the NCR, the citizens and Project Purity, constructed within the ruins of the
communities of the region would finally gain a Jefferson Memorial, would provide an answer to the
reliable source of food and water. Capital Wasteland’s water problem. Dr. Madison Li,
along with Catherine and James, were instrumental
MASSACHUSETTS in the initial development of the project. Project
Purity was finally brought online sometime in late
Agricultural production in the Commonwealth 2277 or early 2278, thanks to the efforts of the Lone
seems largely unhindered by environmental Wanderer and the Brotherhood of Steel.
concerns, with access to arable lands and usable The Enclave had intentions of seizing Project
water readily available. Several settlements in the Purity for their own genocidal ends. John Henry
region were specifically dedicated to agriculture, Eden, President of the Enclave, intended to introduce
going as far as to use greenhouses to grow crops. a modified strain of the Forced Evolutionary Virus
Raiders, however, were a constant concern as they into the purifier at the Jefferson Memorial that would
saw the agricultural settlements as an easy food kill any living thing which had been in any way
source without having to expend their time and affected by the radiation of the Capital Wasteland.
resources on actual farming. Had the Enclave been successful, not only would the
The Institute considered agricultural production to drinking water have become infected, ultimately any
be a key priority and dedicated any entire division to agricultural grown with the same water would have
engineering and producing a viable food stock for been as well.
their staff. Dr. Clayton Holdren is the Head of
Biosciences at the Institute in 2287.
CANNIBALISM
NEVADA Cannibalism is considered a crime against nature
The lack of significant radiation from nuclear in most major Wasteland societies. Conversations
attacks, as had befallen the rest of the country, with members of the Family indicate that cannibals
meant that agriculture in the Mojave Wasteland are ostracized and often beaten by other members
rebounded which more successfully than was of society, although by implication this suggests
possible elsewhere. Hoover Dam and Lake Mead that cannibalism alone (when not also combined
provided ample fresh water for farms and ranches in with murder) is not considered a sufficient crime to
the region, especially once the local infrastructure warrant execution/extermination. Vance, the leader
was repaired by the NCR following the First Battle of of The Family, implies that cannibals are a species
Hoover Dam in 2277. Agriculture in the Mojave mutation like ghouls or psykers; they are born with
perhaps resembled pre-war practices as closely as an innate craving for human flesh, as well as the
was possible in the two centuries following the Great ability to consume it without ill effects.
War. Cannibals often form groups in order to obtain
The NCR Office of Science and Industry (OSI) took mutual social acceptance while engaging in this
great interest in the region, hoping to learn new taboo activity. Some, like the residents of Andale in
agricultural techniques to take back west to prevent the Capital Wasteland or the underground-dwelling
potential food shortages. Responsible for overseeing tribe that would eventually become the White Glove
farming efforts around New Vegas, the OSI branch in Society in the Mojave Wasteland, are descended
the Mojave Wasteland is headquartered in Camp from a long line of individuals who have practiced
McCarran and led by Director Thomas Hildern. the killing and consumption of fellow humans. Other
Hildern was also interested in convincing the Courier groups, like The Family, consist of individuals who
to mount an expedition to nearby Vault 22 to recover have banded together after being shunned or exiled
experimental agricultural data. from their home communities for their practice of
cannibalism.
WASHINGTON DC, MARYLAND AND VIRGINIA Normal wastelanders may unwittingly engage in
cannibalism, as some vendors sell human flesh
The Capital Wasteland was a very precarious place
under the guise of regular meat, either because they
for the development of agriculture. The area lacked a
THE SETTING 16
GENESYS
are practicing cannibals themselves, or because themselves may be of any ethnic background.
they can obtain human flesh cheaply and engage in
unethical business practices by selling it as food.
Iguana Bob, a highly successful food vendor in The
SLAVES
Hub, would obtain human flesh for cheap from the Slaves are not so much a faction as a collection of
local morgue, and sell it at a premium price as victims. No one is safe from slavery in the
"iguana bits." Certain groups of hunters in the wasteland. If you are weak or vulnerable, you may be
Capital Wasteland hunt wastelanders for their meat, taken as a slave.
and then sell it to unsuspecting travelers. Old Ben in
Freeside remarks that his father's butcher shop went
out of business after a local merchant began selling
RELIGION
"strange meat" at very low cost; after the merchant All the basic pre-War religions and belief systems
died from the debilitating shakes associated with are still active after the Great War. The entire
prolonged consumption of human flesh, human spectrum of Christianity still exists, and has
remains were found buried under his house. scattered into even more splinter groups, such as
the Catholicism-derived Saint Monica's Church as
seen in Rivet City, and the Abbey of the Road, a
SLAVERY Christian monastery somewhere west of the
Slavery is a lucrative business in the post-War Commonwealth. The Mormon church still exists as
world. Although many of the larger pockets of well. The Hubologists are even more active than
civilization have outlawed slavery, the practice yet before the war. Followers of Dharma also exist; such
persists throughout the wasteland. as Hindus, Buddhists and Sikhs - Aradesh is a prime
example.
After the bombs fell, many new religions also came
SLAVERS into being. Just before the War, and soon after it,
Slavery is a controlled business in the post- many doomsday cults were created, one of which
nuclear world. Nearly all the slave trade in the eventually became the Children of the
New California Republic is done Cathedral who were situated near Los
under the auspices of the Slaver's Angeles. The Children of the Atom in
Guild, a group of older slavers who Megaton and the Crater of
decide prices and organize capture Atom have a warped view of
hunts in the wastelands. Anyone nuclear weapons, viewing them
caught capturing or selling slaves in as a sort of deliverance, but are a
New California without their blessing generally peaceful group. Some
may be forced to undergo a series of of the post-War factions might
trials until either deemed worthy to join also be considered "religious"
the Guild or be killed. The Guild often even if they do not worship
controls smaller towns in which it any specific deity, such as the
operates, although quietly—preferring to Followers of the Apocalypse
remain behind the scenes. Guild and the Brotherhood of Steel.
members wear a distinctive tattoo There are also as many tribal
covering most of their face, making religions - some worship fragments
them readily identifiable and allowing of forgotten knowledge about the world
the Guild to make fast judgments when before the War; some, like Arroyo or
someone without "the tat" has a tribal up Sulik's tribe, worship their ancestors, and
on the auction block. many others deify the Nature, or
In 2241, the head of the Slaver's Guild is particular plants or animals (like the
Metzger, whose headquarters is in the Den. Vipers or the Hangdogs). Some natives of
Slavers in the Fallout games do not the Pitt worship Ishmael Ashur, Lord of
discriminate between people based upon The Pitt. The residents of Oasis in the
their race, species, or ideology; Capital Wasteland seem to have
anyone who can be easily cowed developed a religious system around
into submission, captured, and the love of nature. Caesar's
fitted with a slave collar is Legion, composed of
perfectly acceptable "meat" for reconditioned tribals, believes
them to use. Similarly, slavers in the divinity of Caesar as the
17 THE SETTING
Fallout
son of Mars.
CHRISTIANITY
CHILDREN OF THE CATHEDRAL Christianity is a pre-War monotheistic religion
The Children of the Cathedral was the religious based on the life and teachings of Jesus of Nazareth
branch of the Unity, a widespread religious cult that as presented in the gospels and other New
the Master established as a cover for his activities Testament writings. Although Christianity still exists
and to spread his philosophy. in post-War America, its overall influence has
The actions of the Cathedral's Children are based waned. Many new religions have sprung up in its
on the belief that the nuclear holocaust (referred to place. Where Christianity still holds sway, it has
as the Holy Flame, the Sacred Fire), invoked by scattered into even more splinter groups.
human greed, corruption and selfishness was a
chance to begin anew. It is the proverbial light that
nearly destroyed humanity. The Master is the
CHURCH OF THE CHILDREN OF THE ATOM
antithesis, the Dark God, waiting in the Darkness The exact origins of the Church of the Children of
below (quite literally), leading his children into a new the Atom is unknown, but it seems to have already
era of peace and unity. existed as far back as Megaton's construction, as
They have faith that the Master will bring about the Manya mentions that they were instrumental in
Unity, through which the Nexus of Rebirth will be getting the town built. The citizens of Megaton do
reached, during which all the worthy ones will be not mind them residing there as their technologies
baptized in the holy FEV and become the next and workforce were needed to build the city, in
generation of humans. When everyone reaches this exchange for it being "built around the bomb."
next stage of evolution, the Age of Peace will come, The Children of Atom believe that each atom
when there will be no more war and no more contains within it an entire universe, and when an
suffering. atom is split many universes are created. Therefore,
The Children believed in expanding their influence instead of seeing the Great War as destructive, the
through all possible means. Nightkin would assault Church believes it was a creative and unifying holy
cities assisted by Cathedral cultists, while loyal event. The Children of Atom also see death more as
servants would head into the wastes and establish a celebration of life and unification to Atom through
hospitals and offer healing to the body and the spirit. "the Glow." "The Glow" is the earthly embodiment of
The Master's plan was to unify all and bring them Atom and the Children of Atom's direct connection
into the glory that is his master plan. to Atom. The Children of Atom view the ghouls as
The lowest ranking members of the Cathedral cult "Atom's forsaken" or those who have unfinished
were "Initiates", used as menial workers or business and, for denying the ghouls their
indoctrinated cannon fodder, used against the unification with Atom himself, Atom touches them
enemies of the cult whenever nightkin involvement with "the Glow" and asks that they spread the word
was deemed unnecessary. An initiate that has of Atom to those around the world. Those ghouls
completed his assigned tasks could be elevated to that refuse to accept the "gift of the Glow" and
the rank of Scribe or Scholar, the latter tasked with refuse to spread the word of Atom are doomed to
spreading the gospel of the Holy Flame and sent as becoming feral ghouls.
healers throughout the wastelands to build up
support for the cult and prepare weapon stockpiles CHURCH OF THE LOST
for the imminent invasion. This lowest ranking group The majority of the city's population are members
is commonly referred to as Acolytes. of this cult, dedicated to guarding the secret vault
Servitors were the "officers" of the cult, who have from the outside world and to eradicate all humans
undergone intense brainwashing and indoctrination and super mutants that happen across their holy
in the Inner Sanctum of the Cathedral and whose ground. Their leader and spiritual guide is Blake.
faith is unquestioned. They are given vital The Church of the Lost is indeed a powerful force.
assignments and considered trustworthy enough to The ghouls have access to some advanced
know of the true foundation of the cult - the Master. weaponry, such as laser weaponry, and they use
A separate caste, the High Order, grouped Servitors glowing one comrades, poison dogs, and even
who were tasked with the most delicate of suicide bombers to fight their enemies.
assignments. The Church of the Lost consists not only of pre-
Elders were the leaders, ensuring that Cathedral War ghouls, but also ghouls who were turned after
operations ran smoothly, sometimes operating in the the war. Some of the members, including Blake
field. himself, have been ghouls for little over 20 years,
THE SETTING 18
GENESYS
created by the explosion in the secret Vault from ago. The Star Father lives on the distant planet
which they originally came. 'Quetzal' in the constellation of Zyphus. Through
him, the Hubologists have received the knowledge
CTHULHU on 'alignments.'
The Star Father is the source of life on earth and
In Lovecraft's fiction, the various cults worshipping the Hubologists believe that they are all his
Cthulhu usually consist of primitive, or secluded descendants, but that they have lost their way, led
groups of people who either believe that Cthulhu will astray by the neurodynes. The Hub's grand plan
usher in an era of chaos and uninhibited violence or however will save them: The Hub convinced the
that he will wipe out all humanity but will great Star Father to let the true faithful live with him
thoughtfully kill off the cult quickly and relatively on 'Quetzal,' where they are forever saved from
painlessly. Either way, the return of Cthulhu for most neurodynes. The Star Father will free the full
people is thought of as a bad thing. potential of their minds and they will be able to do
It sounds strange, but over the years there have unimaginable things. Then they will return to Earth
been a few small "cults" that have actually formed to rule over mankind to end the influence of
around the Cthulhu mythos. Some of these cults neurodynes once and for all and guide the rest of
combined Lovecraft's mythology with other beliefs, mankind to its full potential.
like Satanism, while others seem to accept that Hubology uses a metaphor of a "wheel in the sky"
Cthulhu and his brethren are fictional, but subscribe to explain their existence, with Dick Hubbell
to the philosophy that those fictional beings representing the center hub of the wheel, the
represent. There are also several Lovecraft fan Hubologists the extending spokes, and non-
organizations that use the term Cult of Cthulhu to members the outer rim, "crushed" by the truth of
describe their group, though they are more about their teachings. The existence of extraterrestrial life
celebrating works of fiction than promoting a plays a role in Hubology, and as a part of this, the
particular world view. Hubologists in San Francisco are trying to repair a
pre-War space shuttle to leave the planet, and the
HUBOLOGISTS Hubologists in Nuka-World are trying to repair a UFO
The Hubologists originated as a cult founded with the same goal.
before the Great War by a man known as Dick
Hubbell (or "The Hub" by Hubologists). Hubology as MORMON CHURCH
a religion promotes the idea that humans are The Church of Jesus Christ of Latter-day Saints,
plagued by the spirits of the dead, causing more commonly known as the Mormon church to
neurodynes to form. most who are not members of the church, is the
Neurodynes can also be formed through contact largest denomination originating from the Latter Day
with so-called 'supressors: people that supress ones Saint movement founded by Joseph Smith in
talents and abilities. Their neurodyne-infested Upstate New York in 1830.
brainwaves can trigger neurodyne activity in others. Adherents, often referred to in-game as New
Through a 'cleansing' process offered at Hubology Canaanites, view good works and adherence to the
centers called 'alignment,' members can remove teachings of Jesus Christ as revealed through
these negative influences and gain greater powers. Joseph Smith, Jr. as the central tenets of their
This is done using zeta radiation to destroy some of religion. The Church has an open canon which
the neurodynes. Multiple alignments are therefore includes five scriptural texts: the Bible (both Old and
required, each one destroying more neurodynes. New Testaments), the Book of Mormon, the Doctrine
The degree to which a member has devoted his or and Covenants, and the Pearl of Great Price. Other
her time, efforts and caps to Hubology accords him than the Bible, the majority of the LDS canon
or her a numerical rank; the Hubologist leader, AHS- consists of revelation dictated by Joseph Smith
9, holds the highest rank of any living Hubologist, (who was subsequently murdered by an angry mob)
with his second in command being AHS-7. Guards and includes commentary and exegesis about the
are typically AHS-4s. In the group of Hubologists Bible, texts described as lost parts of the Bible, and
near Nuka-World, Dara Hubbell herself is also an other works believed to be written by ancient
AHS-9, with the Sole Survivor potentially becoming prophets. The Church of Jesus Christ of Latter-day
an AHS-8 (if they're willing to spend the caps Saints also follows a path of modern revelation, with
required). Phil Roller is an AHS-7. each successive president of the church (and his
Hubologists believe that their founder, Dick Hubbell Apostles) being sustained as prophets, seers, and
or 'The Hub,' made contact with the Star Father long revelators; church publications and talks from
19 THE SETTING
Fallout
General Conference are often likened to scripture, have a structure similar to a traditional government
and are used as such in a supplementary fashion. with politicians, a chief of the army, a medical
Groups of Mormons still survive in the wasteland, division, a science division, etc., but religious
mostly in the area that used to be known as the classes are also important in the Reaver Movement,
state of Utah, which originated as a safe haven for like priests. Also, the priest is the only reaver office
the Latter-day Saints as they migrated to escape that can be held in conjunction with the other
persecution. The Mormon Pioneers succeeded in classes, like scientist-priest. They are extremely
establishing a community, which became Salt Lake numerous, and a group of about forty reavers can be
City, Utah's capital and most populous city. Some seen in Junction City just to get one item of
time after a direct war with the United States, the technology and patrol the Midwest.
Utah territory, also known to the Mormons as Also, they have priests allowed to perform the
Deseret, became the state of Utah in 1896. This turn sacred rites of the Reaver Movement and acting as a
of events occurred after a series of unsuccessful mediatory between the reavers and the reavers'
petitions by the Church's former president, Brigham gods. They also have holy visions about prophecy or
Young, who had also been Utah territory's first technology, fanciful or not, that sometime take
governor. The petitions had been denied in the past, shape after in Temple-Laboratories, the reaver
primarily due to the Church's early stance on workshops. They generally perform a period of
polygamy. After the proclamation of the 1890 fasting, permitting them to have a better contact
Manifesto (which denounced any future plural with their gods.
marriages) by Church president Wilford Woodruff, Technology is everything for the Reaver Movement,
Utah was granted statehood. seeing it as sacred, searching for the spiritual
Though truly brutal groups like Caesar's Legion willenlightenment of science. Knowledge is divine for
not hesitate to enslave or kill Mormons, most tribals them and they don't hesitate to give courage in
and other organizations leave the Mormons alone, combat with citing the greatest invention of man or
knowing that they often will voluntarily give the scientific theory, like "for the glory of the
medicine or other aid to groups who need it. transistor" and "by the spirit of Counter-Electric-
Wastelanders tolerate the Mormons' proselytizing Motor-Force!", they also refer to each other as
because finding help with relatively benign brothers. They believe in a thing called the "current
conditions is rare; the New Canaanites are also flow", connecting them between the spiritual world
known as fair traders. of technology and the real world.
They have and revere many gods called Tech-Gods
REAVER MOVEMENT - mostly based on electrical units or pre-War
technology components - their domains being
The Reaver Movement is a religious cult of humans related to their function. The known Tech-Gods of
dedicated to the worship of technology operating in the Reaver Movement are:
the Midwest. Electric Father of Creation, the creator of
The Reaver Movement was founded many decades everything.
before 2197 in the Midwest. They were raiders at Be'alza-Gates, the acolyte of Satansoft (comes
first who found a military cache in the Midwest and from Beelzebub and Bill Gates, founder of
started to create a religion dedicated to the worship Microsoft).
of technology and everything around it. Sometime Heavenly Ampere, the god of vision (comes from
after, they established a headquarters in the former the unit of electric current).
city of Newton in Kansas, where His Capacitance, a kind of guide for
reaver scientists began to examine the Reaver Movement.
and produce technology and Holy Ohm, the god of resistance
weapons. They are very different (comes from the unit of electrical
than the Brotherhood of Steel, since resistance).
they feel technology has an Panasonica, lord of the Eternal
important religious significance and Assembly Lines of Panasonica
have religious beliefs in various (comes from the corporation
technology-related fields. They are Panasonic).
also more aggressive and have kept Saint Di Ode, the god of
their likeness to raiders, acting like protection (comes from a diode -
them when they come close to getting wrongly named Di Ode).
new technology. Saint Sony, the god of vision
They are lead by the four reaver elders and
THE SETTING 20
GENESYS
21 THE SETTING
CURRENCY
GENESYS
CURRENCY
Bottle caps, also commonly referred to as caps for
short, are the standard currency in the Fallout setting. VARIANTS
As odd as it may seem, then bottle caps are the There is a handful of different bottle caps available
standard accepted currency instead of regular bills that functions as currency in the Fallout setting.
and coins.
23 CURRENCY
Fallout
PRE-WAR MONEY
Pre-War money was the currency of the United
States of America before the Great War. Despite its
former status, no contemporary individuals or
organizations use pre-War money as a form of
currency, treating it as a low-value collectable item
instead. Since the holograms at the Sierra Madre
Casino were programmed before the war, they still
use pre-War money as their primary basis of
exchange.
CURRENCY 24
TECHNOLOGY
Fallout
TECHNOLOGY
Technology in the world of Fallout is different from well as the Mark IX and Sink models.
ours. First, due to the Divergence, it has developed in Typically, Auto-Doc functionality includes
a radically different direction. It's a world in which regenerating health, restoring crippled limbs and
integrated circuits were developed very late and performing surgeries, as well as being capable of
even then their popularity was limited, as people implementing implants that enhance both physical
preferred the more resistant and reliable vacuum and mental performance. Optional upgrades also
tubes. Second, the technology has progressed allow it to mitigate fatigue (by injecting adrenaline -
beyond our current level, as the development not recommended for extended use) and dispense
proceeded all the way until 2077 and even further in medical supplies. Even after the Great War, Auto-
certain cases (such as the Enclave). Docs have remained a rare technology found in the
Much of the Fallout world and technology is possession of only a few individuals.
inspired by 1950s pulp science fiction. The world is The Auto-Doc is considered to have three points of
not our own, functioning due to a different set of Intellect for the purpose of Medicine checks, and
rules. It is a world in which radiation can mutate also have two ranks of Medicine skill. Further, it also
people into ghouls and portable directed energy have two ranks of both the Physician and Surgeon
weapons are not only viable but also (relatively) talents.
widespread. This article aims to highlight the
differences between the Fallout world's technology
and our own.
BIOMEDICAL TECHNOLOGIES
Yet another startlingly advanced field in the Fallout
world, biomedical science flourished in the retro-
ARTIFICIAL INTELLIGENCE futuristic world. The most basic example, the
In colloquial parlance, Artificial Intelligence refers stimpak is astounding by our standards - a self
to a computer or a robot that is "self-aware" - it is contained stimulation delivery package, sending the
capable of not only logical deduction, reasoning and cells into a replication frenzy, swiftly healing minor
communicating, but knows of its own existence, the wounds, doing in seconds what often takes days by
possibility of its own mortality (and immortality), regular means. What further deepens the gap
and possesses creativity, desire, and, in many cases, between our technology and that of Fallout is the
emotion. existence of superior versions, the super stimpak
The most notable, and the most advanced AI to and ultra stimpak, which can heal even the worst of
date, are the Synths, specifically the Generation 3 injuries at a minor cost of health damage from the
Synths. Almost entirely biological and near-perfect frenzy of replication a few minutes later.
clones of humans with the exception of a number of Of course, developments also took place in fields
mechanical components inserted during other than healing, namely, pharmaceutical
manufacturing, Generation 3 Synths are entirely enhancement. In comparison, our drugs look like
sapient and self aware, with few exceptions. primitive hallucinogenics, as those in the Fallout
world last longer and have much stronger effects.
Buffout, synthetic steroids, amplifies Strength and
AUTO-DOC Endurance greatly, Mentats increase Intelligence and
An Auto-Doc (abbreviation of "Automatic Doctor") Perception while psycho increases both resistance
is a miracle of pre-War medical technology - a to pain and physical damage.
device capable of performing even the most Yet all of the above pales in comparison with truly
complex medical procedures without qualified revolutionary technologies. Beginning with the
medical personnel. Even for a talented physician, ability to easily clone replacement limbs and organs
these are invaluable aids. Early models were for humans, through surgeries permanently
retroactively upgraded with new software and enhancing the human body all the way to viruses
functionality introduced in later Auto-Docs before capable of rewriting human DNA and altering their
the Great War and as such, even Mark I devices are physical appearance in real time. This last, most
commonly able to perform complex surgeries just as phenomenal achievement is called the FEV, Forced
Evolutionary Virus.
TECHNOLOGY 26
GENESYS
27 TECHNOLOGY
Fallout
technology before the Great War, and never achieved being made of only light, they cannot be killed, hurt,
the same level of prominence as other forms of or even slowed down by conventional weapons.
technology. Due to the enormous energy Their only weakness is the hologram emitter they
requirements for projecting holograms, as well as are bound to, and limits the range at which they will
the cost of materials and manufacturing, holograms pursue their targets. Due to the limited range
were largely unseen by the public eye, existing hologram emitters, they can often be found near
primarily in top-secret research labs and military guards, after which they can be destroyed with a
facilities. decent amount of force. Emitters can also be
It is believed that hologram technology originally reprogrammed via terminals, either switching
stemmed from Stealth Boy research, in a scientific holograms to a non-hostile state or shutting them
drive to match Chinese stealth suit technology. off completely.
All holograms in the Fallout universe appear as
bright blue, monochromatic 3-D projections, often
with visible scan lines and "flickering" effects similar PERSONAL PROTECTION
to an old CRT monitor. Being made of light, they are One of the most noticeable technological leaps
intangible, and thus cannot be touched, held or, in was made in the field of protecting people from
the case of security holograms, killed. All harm (as well as causing it, but more on that later).
holograms require an emitting device to The United States was especially proficient at doing
appear. They are used primarily for so, as its research into polymers paid off, resulting
displaying images for communication and in suits of advanced combat armor being widely
research, although some are deployed across the country to police and military
used for entertainment as well forces, sometimes even civilians with a special
as security. BADTFL permit. This armor protected the
Service protocol holograms wearer considerably from conventional and
perform a specific function - explosive damage as well as laser and
greeters, simple vendors, or in the plasma, a trait quite useful on the modern
case of the Sierra Madre casino battlefield.
itself, even monitoring gambling Another example of considerable
tables. These service holograms advancement is the power armor, an
follow simple routines, being little armored suit with a hydraulic endoskeleton,
more than robots. They cannot attack, powered by a fusion pack, designed to be a one-
nor will they respond to attacks. In the man tank replacing traditional, inefficient
Sierra Madre, they appear as ordinary vehicles in their role. It is an exclusively
humans with neat haircuts and fancy American technology, which is also the root of
suits. many other technologies, such as the
Security protocol holograms are aforementioned cold fusion.
somewhat more sophisticated than Even the Great War failed to stall research into
Service holograms, capable of the technology, as the Enclave continued to
providing security to a designated area. develop new suits to create an even
Using invisible field-of-view sensors to more powerful suit than the pre-War
scan their surroundings, Security cutting edge T-51b power armor.
holograms can patrol a fixed path and An interesting example of
respond to any threats they encounter research into personal protection
with swift retaliation. Their memory cells exists, in the form of the Tesla
can only perceive the area in a fixed cone in armor, a suit based on Nikola
front of them, so two or more holograms are Tesla's blueprints, in which
utilised to cover each other's blind spots. Once an Tesla Attraction Coils attract
intruder is detected, Security holograms will and disperse energy attacks,
turn from blue to yellow in color, indicating providing a surprisingly
that they are aware of the intruder's effective protective apparel and
presence. If the trespasser does not leave their another example of how Fallout's physics are
line of sight, they will flash red, and attempt to different than our own.
subdue the target with a powerful discharge beam
fired from their foreheads.
Attacking a security hologram head-on is useless-
TECHNOLOGY 28
GENESYS
29 TECHNOLOGY
Fallout
TECHNOLOGY 30
MUTATIONS AND
THEIR CAUSES
Fallout
OTHER MUTANTS
There are a few other types of mutant creatures in
the Wastelands that don't directly stem from FEV or
radiation. These are mostly the intelligent animals.
The intelligent spore plant and radscorpion in
Broken Hills were another, separate experiment
conducted by a scientist there. The wanamingos
were a pre-War experiment conducted by the U.S.
military similar to the Enclave's intelligent Deathclaw
research, were all, without exception, systematically
eradicated. Occasionally, other intelligent animals
have appeared here and there, but all have been
flukes.
There are human societies that have undergone
gradual mutations over several generations due to
either environmental conditions like exposure to the
modified airborne strain of FEV that permeates the
Wastelands of New California, radiation exposure, or
other reasons. Two examples are the Slags (mutated
by genetic adaption to life underground) and the
Beastlords (mutated by a unique form of radiation).
Additional forms of these such mutants include the
Trogs of the Pitt, the Swampfolk of Point Lookout
and the Tunnelers of Hopeville.
DISEASES
Not only is the radioactive Wasteland a threat in one. When this reach no upgrade, the patient is
itself, but so are the many denizens that roam the successfully treated of the New Plague.
blasted wastes, but diseases also run rampart
among those that traverse the Wastelands.
POST-CRYOGENIC SYNDROME
NEW PLAGUE Post-cryogenic syndrome is a medical condition
that can be suffered by individuals who are removed
New Plague, the Blue Flu, or Limit 115 is a socially from cryogenic stasis after having been submerged
transmitted plague which arose in the middle of the in bio med gel for prolonged periods of time. Dobbs
21st century in the United States. is the only known person to have suffered the
The time from onset of early, flu-like symptoms to condition.
death was three to five days. Later, infected subjects The symptoms can be fatal, and can result in the
suffered from profuse sweating, unexplained individual completely dissolving seconds after
contusions/swelling, and massive external leaving stasis.
hemorrhaging. Eventually, the New Plague resulted
in clogged respiration, usually killing the infected Vector: None.
subject. Survivors of the New Plague usually ended Speed: Immediate.
up sterile. Duration: Instantaneous.
Limit 115 was a secret, genetically engineered Effect: When brought out from cryogenic freeze, a
weapon designed by scientists working for the character must make an Average (dd) Resilience
United States government or the shadow check. Any uncancelled t results in 2 points of
government later known as the Enclave. The intent unsoakable Strain damage each. A y results in the
was initially to create a virus that would sterilize the character being Disoriented for a duration of one day
infected people, to be used on enemies such as per uncancelled t on the check, with a minimum of
China. one day. Should the check result in y and ttt
The "New Plague" arose in 2052 after Chinese Hei the body immediately starts to dissolve, leaving the
Gui agents managed to steal some of the Limit-115 character with a single turn before dying.
during a sabotage of the Hoover Dam testing labs. Treatment: There is no known treatment for Post-
The spies were in the process of trying to escape Cryogenic Syndrome.
Denver and were killed, breaking samples of the
virus in a crowded public area. The epidemic killed
approximately two-hundred thousand citizens in the REPCONN SHAKES
United States, including cities such as Denver,
The REPCONN Shakes was an illness that was
Boulder, and Colorado Springs. The United States
caused when a few pre-War children drank the
closed its borders and the first-ever national
glowing blue liquid from a rocket souvenir toy. The
quarantine was declared.
children mistook the liquid inside of said rocket toy
for Nuka-Cola Quartz (presumably) and drank it
Vector: Airborne.
down after getting them at the REPCONN gift shop.
Speed: [24 – Brawn] hours.
It is assumed that the symptoms would be the
Duration: [Resilience] days.
same as drinking any other poisonous substance
Effect: Anyone affected with the New Plague must
such as Windex. Symptoms include:
upgrade the difficulty of all skill checks once. This
Severe diarrhea
upgrade penalty increases by an additional upgrade
Vomiting.
per day, to the point of the patient's Resilience ranks
Severe shaking.
in days, at which point the patient dies a horrible
Fever.
suffocating death.
Teeth chattering.
Treatment: New Plague can be treated, although it
Pale-looking face.
is quite difficult. A Daunting (dddd) Medicine Blood in vomit.
check is required each day of treatment. A Increased blood pressure to compensate for lost
successful check lowers the upgraded difficulty by blood after vomiting.
35 DISEASES
Fallout
The REPCONN Shakes, according to Cliff Briscoe write that the afflicted person should be encouraged
“was a bad thing indeed for RobCo”. Having no want to see a vault physician for diagnosis. If diagnosed
for the rocket toys after that incident, they unloaded with VDS, the afflicted person is prescribed an anti-
all of their stock of rocket toys onto the Dino Bite gift anxiety medication.
shop in Novac, where they have sat for over 200
years. Vector: None.
Speed: Usually one check is made every year in a
Vector: Ingestion. Vault, at the GMs discretion.
Speed: [Brawn + 1] turns. Duration: Until cured.
Duration: [Brawn – 6] days. Effect: Anyone suffering from VDS must upgrade
Effect: RepCONN shakes renders the character the difficulty of all skill checks once. Furthermore,
Disoriented for a duration of [6 – Brawn] days. any skill check with a y result, means that the
During this time, the character adds bb to all skill character performs an erratic and random act, which
checks. is determined by the GM. The character is well aware
Treatment: RepCONN shakes can be treated by of his actions during the time, but his mental state of
administering an Average (dd) Medicine check. mind has driven him to do such an abnormal
behavior.
Treatment: Vault Depressive Syndrome, or VDS, is
SUPER EBOLA VIRUS relatively easile cured, requiring an Average (dd)
From the name alone Super Ebola Virus (SEBOV), it Medicine check.
can be assumed to be a mutated strain of the well-
known, standard Ebola virus. If it is anything at all
like or similar to the regular Ebola virus, the Super
Ebola virus would likely cause a virally hemorrhagic
fever in the infected and ultimately lead to high fever
shock and ultimately death much more quickly or
much more severely overall than the regular Ebola
virus.
Vector: Inhalation.
Speed: [Brawn x 2] hours.
Duration: Until cured.
Effect: Every day that the character is affected with
SEBOV, he reduces both of his Agility and Brawn
characteristics by 1 point. If either of these two
characteristics reach 0, the character dies.
Treatment: The Super Ebola Virus is rather
resistant to medicine and treatment, making it one
of the most difficult diseases for doctors to treat.
Attempts to cure a patient of SEBOV requires a
Formidable (ddddd) Medicine check.
DISEASES 36
VAULTS
Fallout
VAULTS
A vault is a type of subterranean installation occupants at any given time, although hot-bunking
initially designed by the Vault-Tec Corporation, later was required at maximum capacity, and equipped
constructed in collaboration with RobCo Industries. with all facilities and supplies needed by them to
Officially, they were designed for the sole purpose of survive in isolation for the designated time.
sheltering up to one thousand individuals in the According to the Vault 101 PA System, the life
event of a nuclear holocaust; however, in reality, they support system could work for over 900 years
were part of a series of secret experiments without failure, and the odds of a vault failing were
orchestrated by the United States government. 1,763,497 to 1. In addition, the PA system also
stated that the average life expectancy in a properly
maintained vault is 92.3 years. The facilities and
BACKGROUND supplies for Vault 13 included complete construction
Commissioned by the U.S. government in 2054 as equipment, hydro-agricultural farms, a water
part of “Project: Safehouse,” also known as the purification system, defensive weaponry to equip 10
"Societal Preservation Program," the Vault-Tec people, communication systems and surface
Corporation constructed 122 vaults across the monitors, social, and entertainment files (for total
country. However, at the onset of the Great War in duration). Waste management was conducted by
2077, the vaults sealed without many of their burning trash on scheduled "burning days." Larger
intended inhabitants, a result of the “cry wolf effect" incinerator receptacles were used for the destruction
that previous training drills of human corpses. In addition, some vaults received
had on the populace. one or two G.E.C.K.s,
The first vault was intended to help the
constructed beneath Los inhabitants create a viable
Angeles, and was intended civilization in the post-
to demonstrate the viability nuclear world after the All
of such a facility. Unlike Clear signal is sent.
subsequent installations, Different types of power
this demonstration vault sources were utilized for
was not part of the ulterior the vaults. Vault 13 relied
experiment behind Project: primarily on geothermal
Safehouse. By 2063, most energy, with backup power
of the vaults had finished construction, with the available from a General Atomics nuclear power
exceptions of Vault 13, Vault 114, Vault 118 and generator, enough to sustain the vault for two
Vault 88. Vault 112 is the last known vault to be hundred years. Vault 8 on the other hand, relied on
completed, construction having concluded in June an inefficient nuclear reactor, which, while enough
of 2074. for Vault City to emerge, could only support a
relatively small, highly advanced settlement, and in
2241 was nearing its capacity, after which further
OVERVIEW growth would be impossible.
All vault dwellers wear blue-and-yellow jumpsuits,
The vaults were some of the most expensive
although the design varied between different vaults.
shelters in the pre-War world. According to the Vault
Needless to say, most vaults in the experiment
Dweller's Survival Guide for Vault 13 (otherwise
failed and had results completely different than
known as the Fallout manual), the intended budget those advertised. Many who exited successful vaults
for that particular installation was 400 billion dollars, seem to suffer from xenophobia (fear of strangers)
and by the end of its construction reached $645 and/or agoraphobia (fear of open places).
billion (although it should be mentioned that prices
in the Fallout setting are highly inflated). The vaults
were located in various locations, and little LAYOUT
information is available as to why those particular The vaults are all very similar in their basic
sites were chosen. functions, but sometimes were constructed
Each vault was designed to hold one thousand
VAULTS 38
GENESYS
39 VAULTS
Fallout
The total number of vaults is a government secret failures. However, as noted in the Penny Arcade
and has been lost; there were the aforementioned comic, the vaults were never truly intended to ‘save’
"public" vaults, which numbered 122 and an anyone; there was simply not enough time, money or
undisclosed number of "private" vaults. Information resources to build enough shelters to house more
on whether Vault-Tec was an international than a fraction of the population. While the “control
corporation or strictly U.S. based, cannot be vaults” did function as advertised and opened on
released due to Vault-Tec and United States federal schedule, most of the vaults were actually intended
regulations. That said, Vault-Tec seems to have to explore and observe how societies succeeded or
constructed some vaults in Canada. In a letter sent failed to adapt in response to various challenges and
to a rejected DC citizen the company offered to restrictions. These social experiments were
provide a list of "Vault-Tec facilities with available conducted on live, (largely) unaware subjects,
accommodations, in exciting locales such as monitored by Vault-Tec researchers in several
Oklahoma and newly-annexed Canada." separate facilities, and undertaken at the behest of
Of the 122 known public vaults, only 17 were the future Enclave as part of a massive feasibility
control, meaning that only 17 were made to public study of how to best resettle a devastated Earth or, if
expectations. All others were designed to include a necessary, colonize another planet.
social experiment, sometimes with a select few of Most of the vaults seen in the games were non-
the inhabitants observing the occupants. viable 200 or even a mere 80 years after the War.
While some vaults had 'noble' goals, such as to While Vault 13 might have lasted until its
eradicate disease (Vault 81) or improve the scheduled opening date of 2277, the
human genome (Vault 75), they had unplanned failure of the water chip
incredibly unethical methods of doing forced the overseer's hand and
so, often exposing their inhabitants - set subsequent events in
often fatally - to some danger motion. If Vault 101 was truly
specific to certain vaults to intended to stay closed "forever,"
research the effects. its failure was inevitable; the
The few vaults that only question was how
survived intact for more than 80 long, and what form the
years came to serve another, change or disaster would
unanticipated purpose: they were take. Many other vaults were
an excellent source of pure abandoned because of
human stock, uncontaminated unlivable conditions, or saw the
by the mutated airborne residents driven violently
strain of FEV and prime insane by the procedures
candidates for conversion inflicted on them. Some of these
into super mutants. continue to pose a hazard to the
The true nature of the vaults unwary who wander in from
epitomized the insidious nature of the government outside, looking for loot or a place
at its most callous, a running theme in Fallout that of safety.
the American government was unconcerned with Out of all the vaults, only the
the wellbeing of its people even in absolute control vaults were a success,
crisis. The innumerable loss of life caused by with all experimental vaults failing
making so few vaults, and their intended use in one way or another. There
as social experiments, and toying with what are however exceptions; Vault
little remained of the American population 101 while an experimental
highlights this. Worse, if the Enclave met vault technically failed as it
setbacks, failed or were rendered incapable of was never meant to open; Vault
recolonizing the world, it appears there was no 3 is another exception as
backup plan to utilize the vaults to replenish technically a control vault, it
humanity. failed as all the residents were
massacred by the Fiends; Vault 81 is the last
exception, as its experiment was sabotaged from
RESULTS the start by the overseer, so it instead acted like a
In terms of providing safety and security for their control vault.
inhabitants, most of the vaults were complete Despite all of this, the experiment may be
VAULTS 40
GENESYS
41 VAULTS
Fallout
VAULT 43 VAULT 87
A Forced Evolutionary Virus (F.E.V.) research and
Populated by twenty men, ten women, and one testing facility. The residents were exposed to the
panther. FEV in locked chambers where scientists would
Location: Unknown. observe their changes. In two weeks, the subjects
VAULT 69 underwent changes that gave birth to super mutants
As Vault 68's counterpart, the vault had one and centaurs.
thousand people maximum and is populated by nine Location: Capital Wasteland.
hundred and ninety nine women and one man.
Location: Unknown. VAULT 88
Intended to test various prototype devices with the
VAULT 75 aim of rolling them out to the rest of the vaults; this
Excluding vault staff, all residents were under the vault was never fully constructed; only the entrance
age of 18 at the time of vault activation; parents and a few interior rooms were finished before the
were quietly separated from their children and later Great War began. With the assistance of the vault's
executed by vault security. The children were intended overseer, Valery Barstow, the Sole Survivor
subjected to various methods of torture and harsh can build this vault however they like, and run
tests by vault staff, with the hope of making them various experiments of their choosing on the
capable of surviving the wastes. The experiment dwellers.
went well for several generations, but the archives Location: Boston, The Commonwealth.
were destroyed and most if not all of the progress
made was lost. VAULT 92
Location: Malden, The Commonwealth. Populated largely by renowned musicians, this
vault was a test bed for a white noise-based system
VAULT 76 for implanting combat-oriented posthypnotic
This vault was designed as a control group for the suggestions. Nearby Old Olney, Capital Wasteland
vault experiment. Like Vault 3 and Vault 8, it was Vault 95 Populated solely with drug addicts, with
intended to open and re-colonize the surface after the exception of a single vault-tec employee
20 years. Vault 76 was unveiled by Vault-Tec in 2076 undercover. The vault residents would elect an
in celebration of the United States' tercentenary. overseer regularly and hold therapy sessions as part
Location: Unknown. of a rehab program. Five years after the vault was
sealed, a hidden stash of drugs was unlocked.
Within a few days, all of the vault residents but one
VAULT 77 fell back into addiction or killed each other.
Populated by one man and a crate full of puppets. Location: The Commonwealth.
VAULTS 42
GENESYS
43 VAULTS
BROTHERHOOD OF
STEEL
GENESYS
BROTHERHOOD OF STEEL
The Brotherhood of Steel is a quasi-religious days after the attack, on October 25, Captain
technological organization operating across the Maxson sent one of his men, Platner, outside in
ruins of post-war North America, with its roots protective power armor to scout the area and gather
stemming from the United States Armed Forces and readings on the atmosphere. Platner reported no
the government-sponsored scientific community significant amounts of radiation in the surrounding
from before the Great War. area.
After burying the bodies of Anderson and his
executed staff members, Captain Maxson and his
ORIGINS men raided the base for various supplies and
The Brotherhood of Steel was founded by Roger weapons schematics before sealing Mariposa and
Maxson, a captain in the United States Army. Led by venturing off into the desert. The following weeks of
Colonel Robert Spindel, Maxson was part of a team travel inflicted casualties on the party at the hands
sent on January 3, 2076 to monitor progress at a of various raider gangs and the harsh conditions of
West-Tek facility in California, which was conducting the Wasteland. In November 2077, Captain Maxson
research on behalf of the American government. On eventually led his band of survivors to the safety of
January 7, 2077, all West-Tek research and Lost Hills, a government fallout shelter. This journey
personnel – Maxson and his team included – were came to be immortalized in Brotherhood lore as “the
relocated to the newly constructed Mariposa Military Exodus”.
Base in an effort to enhance security. In time, Captain Maxson set the bunker as the
On October 10, 2077, Captain Maxson and his men headquarters for his new organization, the
discovered, to their horror, that the West-Tek Brotherhood of Steel. As the Brotherhood's first High
scientists at Mariposa were using military prisoners Elder, Maxson sought to use Lost Hills' resources to
as unwilling test subjects for their genetically help rebuild civilization – no matter the cost.
engineered Forced Evolutionary Virus (F.E.V.). Morale
in the base quickly collapsed and Colonel Spindel
suffered a mental breakdown, eventually committing EARLY YEARS
suicide five days later. In the midst of the crisis, Relatively little is known about the early years of
Maxson's men turned to him for leadership. Captain the Brotherhood of Steel. In 2134, an emerging
Maxson proceeded to interrogate Robert Anderson, faction of the Brotherhood, led by Sergeant Dennis
the chief scientist of the West-Tek research team Allen, petitioned the Council of Elders for permission
stationed at Mariposa, learning the extent of their to explore the remnants of the West-Tek research
experiments. Anderson, along with most of his facility in search of technological artifacts. In the
research team, were subsequently executed for their wake of the Great War, the facility was left a highly
crimes. irradiated ruin referred to by locals as “the Glow”.
Maxson, now in control of the base, declared his The Elders thus denied Sergeant Allen's request,
desertion from the United States Army via radio on prompting him and his followers to splinter from the
October 20. To his confusion, he received no Brotherhood, taking some advanced weapons and
response from the chain-of-command, as the U.S. technology with them. Despite this incident, the
Army was currently focused on escalating conflicts Brotherhood of Steel continued to grow in strength
with the Chinese. Three days later on October 23, under the guidance of Elder Maxson, further refining
both nations launched their entire nuclear arsenals. their technology and gradually forming the orders of
Within two hours, the Great War had ended and Knights, Scribes, and Paladins that are known today.
much of the Earth was reduced to a radioactive That following year, Roger Maxson died of cancer.
wasteland. On October 21 Maxson ordered that the His son, Maxson II, succeeded him as High Elder.
families, including his, be brought inside the base to In the 2150's, the Brotherhood began extending
protect them. The Mariposa Military Base survived their influence out into the surrounding areas,
the onslaught, its numerous safety protocols quickly asserting their place as one of the major
protecting the soldiers within from the radiation and powers of New California of the post-War West
the F.E.V., which had been accidentally released and Coast. The early 50's saw the emergence of a
was now seeping into the newborn Wasteland. Two prominent raider group known as the Vipers, who
45 BROTHERHOOD OF STEEL
Fallout
quickly established a base of operations in the upon the corpse of a super mutant. The remains
badlands to the south of Lost Hills. Driven by a near- were transported back to Lost Hills for study by
religious frenzy, the Vipers' raids become bolder and Head Scribe Vree.
more frequent over time, eventually attracting the In 2162, the Vault-Dweller arrived at the Lost Hills
attention of the Brotherhood of Steel. bunker, seeking entry into the Brotherhood. His
In 2155, the Brotherhood sent a handful of squads request was not taken seriously and he was tasked
out into the Wasteland to track the Vipers down. To with retrieving the records of Sergeant Dennis Allen's
the Elders, this seemed a glorified training exercise, expedition from the hazardous ruins of the Glow, a
as they were convinced that a small detachment of fool's errand commonly used to deter would-be
Brotherhood troops in power armor would be Brotherhood members. To the Brotherhood's
sufficient to deal with a band of raiders, no matter surprise, not only did the Vault-Dweller return from
how large. One Brotherhood squad, led by High Elder the West-Tek facility alive, but he had also
Maxson II himself, located the Vipers. Expecting the succeeded in his fool's errand and recovered a
raiders to break and run at the sight of such a holodisk recording of Allen's doomed expedition. As
heavily armed force, Maxson did not take into a result, the Vault-Dweller became the first outsider
account the Vipers' zeal and ferocity... or their in decades to be accepted into the Brotherhood of
poisoned weapons. A single arrow nicked the High Steel, despite the protests of a few members.
Elder while he had his helmet off, leading to his It was from the Vault-Dweller that the Brotherhood
death a few hours later. John Maxson, subsequently learned of the Master's mutant army
grandson of Roger, took up the role of and its plans to forcibly convert the surviving human
High Elder. population into Super Mutants. With the support
In the wake of this incident, the of High Elder John Maxson, the Vault-Dweller
newly appointed Head Paladin was able to convince the Council of Elders
Rhombus launched a full-scale to deploy a squad of Paladins to
campaign against the Vipers, Mariposa, where the Master's F.E.V. vats were
hunting them down and driving located. With the assistance of the
them to near-extinction over Brotherhood, the Vault-Dweller managed to
the course of a month. The defeat the Master and disrupt his mutant
few remaining Vipers army. They also helped drive some
managed to scatter north mutants away from other human
and east to the Sierra Madre outposts. At this point in time, the
mountain range. It was Brotherhood of Steel stood as the
towards the end of this most technologically advanced faction in
campaign that the New California. Although the remaining
Brotherhood sent a handful of super mutants and the nascent Gun
scouts and emissaries to the Hub Runners had access to
in order to track down these comparably advanced
runaway Vipers. It was from weaponry, the Brotherhood
these beginnings that the Hub had a monopoly on power
and the Brotherhood of Steel armor, supercomputers, and
opened full trade relations. advanced medical
(Caravans had delivered to technologies, such as cybernetics. With
the Brotherhood in the past, this technology slowly being
but in the wake of the Vipers' introduced into New California,
destruction, caravan trains the Brotherhood of Steel
now ran directly from the became a major research
Hub to the Brotherhood's and development house.
headquarters at Lost Hills on a regular basis.)
AFTERMATH
THE SUPER MUTANTS In the wake of the Master's defeat, the Brotherhood
Several years after the Viper campaign, the of Steel began arguing amongst itself over the need
Brotherhood of Steel encountered an enemy far for new recruits versus their secrecy as an
more formidable than any band of raiders. In organization. In the end, most of the Elders ruled
October of 2161, a Brotherhood patrol stumbled against the sharing of their technology with
BROTHERHOOD OF STEEL 46
GENESYS
47 BROTHERHOOD OF STEEL
Fallout
that had the Brotherhood not suffered from such overwhelming acceptance and reverence for Elder
poor leadership, and had been able to utilize its Maxson in light of his ideals and namesake. The
training, then despite their numerical advantage, the Brotherhood also has a hardline stance against
NCR would still have lost. Since then, the "abominations" since Maxson took charge, notably
Brotherhood's presence in the Mojave Wasteland wishing to eradicate the 'Synth menace' and all
has been restricted to only a few scouting missions, super mutant and feral ghouls, sentient ghouls are
a point of major controversy within the chapter. The treated with suspicion, but far more leniency. It is
Courier, however, may prove to the elder that the clear that from the sheer amount of troops and
NCR is no where near as strong as he thinks it is, advanced weaponry that the Brotherhood were
causing Elder McNamara to lift the lockdown, victorious against the Enclave in D.C. They have a
allowing patrols into the wastes once more. vast supply of Vertibird aircraft to facilitate the
transport of Brotherhood forces across the
Commonwealth. However, there have been some
OPERATIONS IN THE EAST changes to Brotherhood equipment. The
In the year 2254, the Brotherhood sent a large Brotherhood no longer equips all of its troops in
contingent under the leadership of Owyn Lyons power armor, that right is reserved only for the rank
eastward. Their primary goal was to make contact of Knight and above. Initiates are denied this right
with the lost Midwestern Brotherhood chapter, who until they pass training. However this is not due to
had previously been sent east to hunt down the an inability to equip their soldiers but to maintain
remnants of the Master's army. The contingent flexibility in their military. Their power armor is also
failed to make contact with the Midwestern far more advanced than their previous standard
Brotherhood and ended up overshooting their target, issue model, they now equip their forces with the
marching all the way to Pittsburgh. Upon arrival, it more advanced T-60 power armor instead of the
became obvious to Elder Lyons that the East Coast older T-51 or T-45s.
was in far worse condition than the West, and thus
he made radical changes to the Brotherhood
doctrine. The first step was to eradicate the slavers SOCIETY
of the Pitt, after which the contingent continued on The Brotherhood of Steel is a neo-knightly order
to the nation's capitol. Once there, the Brotherhood that rose from the ashes of the United States
worked tirelessly to eradicate the Super Mutant military in the years following the Great War of 2077.
threat and help the people of the Capital Wasteland. The organization's tenets include the eradication of
A new threat soon challenged them in the form of a mutants and the veneration of technology. In recent
resurgent Enclave, which had relocated to Raven years the Brotherhood has broken its trend of
Rock and silently rebuilt itself into an effective reluctancy in sharing advanced technology with their
fighting force. In the end, the conflict came down to fellow Wastelanders. They generally consider them
a fight over Project Purity. too irresponsible and unpredictable to be trusted
By 2287, the Brotherhood is still engaged in the with such technology, however the Brotherhood has
ongoing conflict with the NCR, but in the East they recently been more trustful of wastelanders, and has
saw a significant resurgence led by Arthur Maxson. established relationships with settlements and
After establishing themselves in the Capital traders on the east coast akin to their early
Wasteland, they sent an expeditionary force relationships with factions on the west coast, where
northward in a mission to locate and destroy the they had been known to trade their technology with
Institute. Using their giant airship, the Prydwen. Over frontier communities and the NCR.
a period of six years (two to design and four to
build), the Brotherhood constructed an airship to
transport a large contingent of troops to the IDEOLOGY
Commonwealth in order to destroy The Institute and Although the Brotherhood has always been
salvage what tech remained once they finished. portrayed as aloof, as time went on more negative
Notably, Arthur Maxson himself has led numerous aspects of their beliefs have been increasingly
changes to Brotherhood policy. The Brotherhood emphasized as their power has decreased. Originally
hearkens back to its traditional methods of they stood for relatively benign goals of
technology collecting, although it remains trustful of preservation. Indeed, in one of the possible endings
human outsiders and is still willing to accept in Fallout; they voluntarily reintroduce technology,
wastelanders into their ranks. There is evidence The engage in novel research, and actively assist those
West Coast may have also followed suit, due to their inhabiting the wasteland. Later, in Fallout Tactics,
BROTHERHOOD OF STEEL 48
GENESYS
49 BROTHERHOOD OF STEEL
Fallout
known to recruit ghouls and other mutants into their Their installations include bunkers in the Den, San
ranks. Francisco, and Shady Sands (capital of the New
The ranks of the Brotherhood of Steel are generally California Republic). All Brotherhood outposts are
recognized as being composed of the best and the formally subject to the Lost Hills' ruling council's
brightest remaining to humanity, which means the authority, even if they sometimes tend to act
BoS is a relatively small organization, at least independently, especially if they are located far from
compared to the New California Republic. They California and contact with the headquarters is rare.
make up for this with their intimidating arsenal of The Lost Hills bunker is surrounded by the town of
pre-and-post-Great War technology: they have laser Maxson, which, while named after the founder of the
and plasma weapons, power armor, surgical Brotherhood, is officially outside Brotherhood rule
cybernetic enhancements, combat implants, and and is a state of the New California Republic. The
Brotherhood Paladins have the ability to erase an later conflict between the Republic and the
entire town from the map without a scratch. The Brotherhood most likely resulted in the destruction
vast majority of BoS members are born into the of many of the Brotherhood's bunkers in New
Brotherhood - they very rarely accept outsiders into California.
their ranks. While not an official policy, many
members believe that in order to survive, all
members are obligated to procreate. This results in a
COLORADO DETACHMENT
lack of tolerance for same-sex relationships, at least While not necessarily a separate chapter, a fairly
when the proponents of the aforementioned stance large group of Brotherhood soldiers and staff were
are concerned. Those born in the Brotherhood that sent to the Maxson Bunker in southern Colorado.
want to be neither Scribes, Knights nor Paladins are In the year 2231, High Elder Jeremy Maxson
free to leave - the Brotherhood does not believe in decided that it was time to expand Brotherhood
forcing anyone to serve them against their will. operations into the east, and he sent an
Although, members who decide to leave the expeditionary force composed of five Paladins to
Brotherhood will face the punishment of death for confirm the location of pre-war Senator Todd
sharing any medical or scientific knowledge they Peterson's bunker. The expedition leader, Andrea
have acquired with any outside faction. Brixley, discovered the bunker, disabled its security,
While they have great reverence for technology, and opened it for habitation. For over a decade, she
most of the Brotherhood members have little regard and her fellow Paladins explored the east, and
for non-technical fields of knowledge (and even for forged relationships with many of the local tribes
non-combat-related technology). Even most of the that inhabited the area.
Scribes do not care about history, and some In the year 2242, Jeremy Maxson renamed the
Brotherhood of Steel Initiates do not even know who bunker after his famous ancestor, Roger Maxson,
Roger Maxson, the founder of the Brotherhood, was. and later sent a full complement of troops for
occupation there. Andrea Brixley was promoted to
Elder, given the rank of General, and was placed in
DIVISIONS AND LOCATIONS charge of the bunker. The remainder of her
exploratory team were given the title of Elder as well.
Following below is a detailed description of each of It was not long afterward that the war with the New
the different chapters found within the Brotherhood California Republic was announced, and the bunker
of Steel. was re-suited for war.
BROTHERHOOD OF STEEL 50
GENESYS
of his changed priorities he received no support from assault on the feral ghouls occupying Boston
California and his faction, for all intents and Airport, and established their main base of
purposes, was independent. Without reinforcements operations there. They are capable of and frequently
from the West Coast, Lyons was forced to recruit conduct air assault operations, especially when
locally, but, as most new wastelander conscripts are inserting patrol teams and assaulting objectives
overeager, unskilled, or both, the survival rate of such as Bunker Hill.
these local members was atrocious. Elder Lyons’
daughter Sarah commanded her own elite squad,
Lyons' Pride. These soldiers help preserve the
MIDWEST BROTHERHOOD
Capital Wasteland by holding back the super The Midwestern branch, a splinter faction which
mutants, who tend to remain in the urban ruins of lost contact with the Brotherhood leadership at Lost
Washington, D.C. Hills has been an independent organization since
As the war with the super mutants intensified, the the 2160s, when the airships of its founders crashed
Enclave returns in the flesh after relocating from near Chicago. Unlike the original, isolationist
New California several years prior. Their radio Brotherhood, this faction rules over a large part of
broadcasts had been heard for years on Wasteland the area between the former states of Illinois and
radios. In a bold first move they seized the Jefferson Kansas and drafts tribals from villages under
Memorial's "Project Purity" (a project intended to Brotherhood protection into its ranks. While more
provide clean water to the wasteland), and open to the outside world, this faction of the
subsequently consolidated their power throughout Brotherhood is by no means altruistic - the villagers
the Capital Wasteland. At first favoring caution, Elder under Brotherhood rule, while protected from raiders
Lyons soon changed his mind, engaging the Enclave and mutants, live in fear of the infamous
in a full-scale battle after the Enclave acquires Brotherhood Inquisitors. The Midwestern
possession of Vault 87's G.E.C.K. and nearly Brotherhood main bases were bunkers that were
activating Project Purity. With the aid of Liberty probably pre-Great War military bunkers that were
Prime, the Enclave was ousted from the Jefferson found, taken, and rebuilt. In accordance with the
Memorial and into uncertain disarray. After the Brotherhood's military roots, they were renamed
events of Broken Steel, the East Coast chapter had Bunkers Alpha, Beta, Gamma, Delta and Epsilon. The
become as powerful and well-equipped as their Midwestern Brotherhood power armor is very similar
fellow chapters back west, possibly even more so. to the advanced power armor Mk II, and may be a
There are members of Lyons' expeditionary force variant of it.
to the East Coast who preferred to stay faithful to
the Brotherhood's original goals of locating and MOJAVE CHAPTER
preserving technology and knowledge. These The Brotherhood's bunker is located in Hidden
members of the Brotherhood left the Citadel to take Valley, directly east of the settlement of Goodsprings
up residence in Fort Independence, and stylized in the Mojave Wasteland. It is surrounded by
themselves as the Brotherhood Outcasts. In addition powerful underground fans that serve as a high-tech
to carrying out Lyon's original orders, the Outcasts defense system, creating artificial sandstorms which
are also trying to re-establish contact with the allow the inhabitants to travel to and from the
western Elders, and have Lyons placed in front of a bunker under cover. It also serves as a kind of
firing squad. electronic disturbance to any and all outside
Between 2277 and 2287, Elder Lyons died and, factions' targeting sensors, therefore rendering the
after a series of other Elders, the chapter came bunker safe from detection.
under the leadership of Elder Arthur Maxson. They Prior to 2276 the Mojave Brotherhood had been
spent years developing the Prydwen, a large airship very active in the region before their crippling defeat
to act as a mobile base, and acquired large at HELIOS One by NCR Forces and were forced
quantities of Vertibirds and T-60 power armor and underground on the orders of their new leader Elder
the ability to manufacture more, as well as energy McNamara. Due to a complete lockdown ordered to
weapons. They also spent years sending recon preserve what remaining soldiers he had, McNamara
teams, such as Recon Squad Gladius, to the relies solely on teams that were trapped outside of
Commonwealth to investigate the region. Some time the bunker for intel and trusted undercover
later, a large contingent of Brotherhood troops operatives to bring food and supplies back to those
arrived in the Commonwealth aboard the Prydwen, trapped inside.
and began their offensive against the Institute. Once Despite their seclusion from the outside world they
they arrived, the Brotherhood conducted an air still are regarded as a powerful faction in the region,
51 BROTHERHOOD OF STEEL
Fallout
this is shown in Mr. House's calculations as they person's rank and affiliation in the brotherhood.
painted the Brotherhood insurgency to be the
greatest threat to his reign in the Mojave Wasteland
in the long-term.
WEST COAST
Initiates are trainees and amateurs of the
Brotherhood of Steel who are expected to perform
MONTANA BROTHERHOOD well enough in the training process to be promoted
A bunker exists in Montana and is at some point to senior initiates, and later to apprentices. After
the home of Elder Patrocolus. proving themselves, apprentices are promoted to
journeyman knights or scribes. The next rank is
TEXAS BROTHERHOOD senior knight/scribe, and finally the leader of each of
these orders is the head knight and head scribe. The
After the death of John Maxson, Rhombus, the initiates must prove the Brotherhood of Steel
head of the Brotherhood's Paladins, became the new training is well-developed and that it can make the
High Elder. After the death of the Master, the weak into soldiers, and that the Brotherhood has
Brotherhood of Steel helped the other human superior soldiers with enough training via utilizing
outposts of New California drive the mutant armies their skills.
away with minimal loss of life on both sides of the Scribes are responsible for copying the ancient
conflict. However, a super mutant faction under the technologies, maintaining the current technology
leadership of Attis moved east and attempted to and even experimenting with new weapons and
recreate the mutant army in Texas using the Secret other useful devices to be used on the field by the
Vault. Rhombus, despite some criticism from the knights and paladins. Scribes rarely leave the
ruling council of the West Coast safety of the bunkers, but they are
Brotherhood of Steel, started a crusade sometimes called into the field to examine
against the still existent threat of the a piece of technology or perform a task
super mutant army, now led by Attis. beyond the skills of the Brotherhood
They traveled eastward to Texas. There, soldiers. They can act as medics if need
he discovered a prototype Vault which be, to test medical advances, but usually
was abandoned and installed the the Brotherhood has specialized medic
Brotherhood's main base of operation units for that.
in this area. Their principal mission Knights are trained soldiers of war
was to eradicate the menace of all that know their enemy well enough
super mutants. For this reason, they to show their progression on the
created a new Texas Brotherhood battlefield. They take part in
icon, which featured a pair of wings, maintaining strategic advances in the
topped by dual pistols, all of a red color. battlefield and they support their fellow soldiers
with the utmost honor and respect, even giving their
MILITARY own lives to save their comrades. It is this courage
that shows that many have the heart of a true lion.
The Brotherhood of Steel has characteristics The ranks of knight are: apprentice knight,
similar to that of today's military such as standard journeyman knight, senior knight and head knight.
armor (T-45d power armor, T-51b power armor, or T- From there it is possible to be promoted to paladin.
60 power armor), standard weapons (laser rifle and Paladins are in charge of all security and outside
the laser pistol), standard ammunition (microfusion activities. The paladin ranks are junior paladin,
cells, small energy cells and electron charge packs). paladin, senior paladin, and head paladin.
They also have training equal to that of pre-war US Elders are the most senior members of the
military training and trade training, have a chain of Brotherhood, responsible for setting its course. They
command, various bases, supply their own troops must go through all ranks before reaching elder and
and have distinct branches/trades (i.e. Paladins and must have many years of experience. The only
Scribes) that cover combat and support roles within exception is when one dies and the next elder is
the organization. "coronated." The leader of the council and the
Brotherhood itself is the high elder, usually
BROTHERHOOD OF STEEL 52
GENESYS
53 BROTHERHOOD OF STEEL
Fallout
BROTHERHOOD OF STEEL 54
GENESYS
head scribe reports to the high elder and Elder Commonwealth, initiates are never seen wearing
Council only. power armor, and are instead seen with uniforms
(referred to as "fatigues") made from some sort of
HIGH SCRIBE light ballistic fiber that offers small protection from
small arms fire and shrapnel.
The high scribes are the proctors of the Orders.
There are three high scribes: one of the Sword,
Shield and Quill. They oversee and approve of each INQUISITOR
project that the scribes in their order are working on Inquisitors primarily act as a detective service
and assign the proper scribes to the right projects. within Brotherhood territory. An inquisitor is a
Each high scribe must report to the head scribe on special rank of the Midwest Brotherhood, and they
each project and to get approval to move ahead with are usually extremely sadistic. They are in charge of
a new project. The high scribes often work on their interrogation and intelligence within the
own projects, which are usually completed very Brotherhood, and are not restricted by much of the
quickly because the high scribes can prioritize them Brotherhood's code when it comes to their job.
and assign senior scribes to them. In some cases,
high scribes have been called to meetings with the
high elder and the Elder Council.
JOURNEYMAN KNIGHT
Journeyman knight is the one small step rank
before becoming a full fledged knight. It is where an
INITIATE initiate decides after their advancement whether to
Initiate is one of the lowest ranks in the continue as a knight or scribe. It is an important step
Brotherhood of Steel's rank system. The precise in advancement as they continue to serve the
definition of the rank appears to vary between the Brotherhood.
regional chapters.
The West Coast division uses the term to indicate
a mere trainee as having been initiated into the
JOURNEYMAN SCRIBE
Brotherhood, whereas the other two reserve that title Journeyman scribes are scribes-in-training. They
until the recruit has completed initial training. The are often taken in by one of the senior scribes and
most plausible explanation lies in the fact that the made apprentices, where they are then taught to be
West Coast division is significantly more insular full scribes. If they are not apprenticed by a senior
than the others; the bulk of its new recruits are the scribe, they are often chosen to work on projects
offspring of existing members, and only rarely are that are very insignificant. Journeyman scribes start
outsiders accepted into the organization. By off in no order but will either pick an order
contrast, circumstances have forced the other two themselves, or their master will choose for them.
divisions to actively recruit from among the local
population. JUNIOR KNIGHT
Both the West Coast and Midwestern divisions Not much is known about this rank only that it is
divide the rank into "buck" initiate and senior initiate. higher than journeyman knight.
It is not known whether the East Coast division
follows this practice.
In the West Coast division, initiate is the base rank KNIGHT
of one who has only just been accepted into the Knights are responsible for manufacturing and
Brotherhood as a trainee. After completing initial repairing the weapons and other pieces of
training, initiates are slated to become either scribes technology. After many years of service and
or knights, and are promoted to apprentice in the experience, the best knights are promoted to
appropriate branch. Initiates on the West Coast were paladins - the pinnacle of the Brotherhood military.
also not allowed to leave the Lost Hills Bunker and The next rank is senior knight, and finally the leader
experience field combat. They would have to be of the order is the head knight. As all paladins are
promoted to squire before they could actually fight. also knights, the head paladin is usually also the
Unlike in the other Brotherhood divisions, east head knight. Knights wear mostly power armor. The
coast initiates may even be issued power armor if large gear in the Brotherhood of Steel symbol
their assignment merits it. They were also sent out represents the knights.
into the field of battle to experience fighting the In the East Coast and Midwestern divisions,
mutants for real, because of the low numbers of "knight" is a strictly military rank and the scribes are
soldiers. However, since their arrival in the the ones responsible for manufacturing technology
55 BROTHERHOOD OF STEEL
Fallout
there. This rank is most likely the equivalent of real- from the generals, because they often clash with
life junior non-commissioned officers (corporal or Brotherhood military regulations. They are given
sergeant). specially selected squads that will follow the paladin
lords without question, and are forbidden to talk
KNIGHT CAPTAIN about their missions to other members of the
Brotherhood.
Though not officially officers, they hold influence
and command similar to that of a modern day
second or first lieutenant. Knight captains can be SCRIBE
seen holding staff jobs as well as command Scribes are tasked with creating and keeping
positions. records of the technology used by the Brotherhood.
The attitude of many scribes in the Brotherhood can
KNIGHT COMMANDER be described as techno-centric. While a great
number study history and culture, the majority of
Knight commanders are often seen in the field scribes focus their studies on subjects related to the
leading shock troopers dropped off of Vertibirds, or acquisition, repair, or creation of technology.
in charge of a command post in the Commonwealth, It is implied by the Fallout Tactics Manual that
leading lower ranking knights into battle. Being the some scribes, at least in the Midwest chapter,
highest ranked field knight, they are accountable organize themselves into unions similarly named to
only to officers such as paladins, the sentinel, and American labor unions.
the elder.
BROTHERHOOD OF STEEL 56
GENESYS
STAR PALADIN
Star paladins are paladins who have been TECHNOLOGY
recognized by the Brotherhood for their honor, Military technology is the Brotherhood's main
tenacity in battle, and loyalty to the Brotherhood. priority, and their efforts over the centuries have
They are a separate caste (similar to sentinel) in that equipped them with a powerful array of power armor,
they are free from the chain of command, although energy weapons, defense turrets, combat implants,
they are not given as much freedom as a sentinel and computers. Their devotion to the cause of
would. collecting technology is such that they are willing to
57 BROTHERHOOD OF STEEL
Fallout
BROTHERHOOD OF STEEL 58
THE ENCLAVE
Fallout
THE ENCLAVE
The Enclave is a secretive Finally, early in the fateful year of
political, scientific, and militaristic 2077, with the planet ultimately
organization that is descended headed directly for nuclear
directly from members of the pre- devastation, the President of the
War United States government, United States and various other
and claims to be the legally- members of the continuity of
sanctioned continuation of the government fell back to multiple
government, while also styling fortified areas around the world.
themselves and their overall The Poseidon Oil Rig in the Pacific
demeanor as such. Ocean was chosen as their main
The Enclave is comprised of hidden fortress with which the
(mostly) ancestral descendants of United States could continue to
top ranking officials of the exist and wage war on China, with
government (most notably, the the eventual goal of retaking the
last standing president of the continental United States and
United States before the Great War), and elite wiping out communism forever. Other members of
members of various branches of the United States' the Enclave retreated to remote locations in other
military, as well as a few others such as those who parts of the world, but when the bombs began to fly,
had considerable ties and/or sway with powerful they lost communications with the main group.
corporations that worked closely with the U.S As the world burnt in nuclear hellfire and the
government that retreated to the Poseidon Energy United States with it, its President, and the Enclave,
Oil Rig. remnants of the pre-War American government,
assumed positions and established themselves as
its continuation...
ORIGINS
One of the few old world organizations to survive
the Great War, the Enclave finds its roots in various THE VAULT EXPERIMENTS
branches of the pre-War American government. Its The Vaults were funded by the U.S. government
founding members embraced the inevitability of and, accordingly, the government had control over
nuclear war. They believed that the common man of them. Ostensibly, they were intended to allow a
the nation could not survive it. With most believing selection of privileged United States citizens to
that as long as the 'important people' of the United survive the Great War. Secretly, however, a large part
States survived, they could regroup quickly when of the Vault Project had a far more sinister goal.
worse came to worst and wipe out communism The U.S. government's real plan to survive a
once and for all. nuclear war was simply to find another planet to live
Though not technically a part of the Enclave, many on after blowing up Earth. A spacecraft designed to
powerful corporations lobbied for the benefits that ferry the human race to another planet was either
they hoped would result from government- under construction or ready to go before the War.
sanctioned war contracts. Based in many of the The plan was for the government to flee to the oil rig,
Enclave's research facilities, most were protected or and then leave in a spaceship for another planet.
grazed during the nuclear firestorm of 2077. Any voyage to space or recolonization of Earth
In 2073, as the global race to exploit the handful of would have been very difficult and fraught with
remaining natural resources reached its most unforeseeable complications. Thus, many of the
fevered peak, the United States managed to stake a Vaults were designed to have some sort of critical
claim on the entire world's last known supply of flaw in order to test how an average American would
crude oil, buried thousands of feet beneath the be able to deal with various circumstances. Vault 12
Pacific Ocean. Poseidon Oil, which in the years in Bakersfield had a faulty Vault door that wouldn't
leading to the war became the world's leading close all the way, allowing dangerous radiation to
monopoly on remaining oil reserves, was contracted leak in, leading to the creation of California's ghoul
to build an oil rig and extract the precious oil. population. Vault 15 was built normally (the rock
THE ENCLAVE 60
GENESYS
slide that buried its control center was accidental), Enclave troops stumbled across the old abandoned
but was populated with a diverse mix of races and Military Base, where research on the Forced
people to see what sort of tensions arise when Evolutionary Virus had been done before the Great
varied backgrounds are packed into a small War. The FEV was what had created the super
environment. Vault 13 was intended to stay shut for mutants, the biggest threat of all to the Enclave.
a full 200 years to test the effects of long term The Enclave excavated the military base, largely
isolation. Vault 101 was to be sealed permanently to using slave labor gathered from the nearby mining
study the evolution of small communities in town of Redding, eventually finding the vats deep
complete isolation from the rest of the world. The inside the lower levels of the base. Though they had
types and purposes of the experiments go on. been buried in rock and forgotten for decades, the
Eventually, due to either a change of plans by the vats still contained that old familiar green bubbling
Enclave's leadership or the spacecraft being gunk, the Forced Evolutionary Virus. The Enclave
destroyed, the Enclave abandoned their initial goal of gathered samples to be sent back to the oil rig for
settling on another planet, and decided to resettle further analysis. Before long, though, the slave
the one they already had, although the Vault miners, some being fully exposed to raw FEV, others
monitoring and research continued as the Societal likely falling into the vats accidentally, began to
Preservation Program. In order to monitor the mutate into a second generation of super mutants.
populations being experimented upon, the Enclave's The mutant slaves soon overthrew their guards.
oil rig possessed a great deal of equipment that Seizing their weapons, hardware left behind by the
allowed them to observe and control the Vaults. For first mutant army or anything lying around, the super
example, the Enclave sent the all clear signal to mutants stormed the upper levels and quickly
Vault 8 shortly after the War, prompting them to overran the troops in the base. Panicked and
leave their Vault and build their city. These retreating, the Enclave troopers on the upper levels
monitoring tools also let the Enclave see that the fled the base and used explosives to seal the
population of Vault 13 was largely intact, although entrance, trapping the second generation mutants
this wouldn't become important until much later. inside the base.
61 THE ENCLAVE
Fallout
THE ENCLAVE 62
GENESYS
the Wasteland with little communication to and from Legion. Whether they joined the Courier, and/or the
the others. With the conventional Enclave military outcome of the battle, remains unknown. Enclave
experiencing a lack of new recruits and the high scientists and engineers stationed at Adams Air
command remaining silent, the Enclave would seem Force Base sent a reinforced combat-model eyebot,
to be a doomed force. ED-E, to Navarro to be serviced and repaired there,
However, a small influx of specially trained fighters seemingly uninformed of the assault on the outpost.
is seeking to fill the manpower losses caused by the ED-E's programming contained a message saying
Brotherhood of Steel advances. Previously posted to that any repairs needed on the way were to be made
remote and classified locations outside of the by Chicago Enclave personnel, indicating that there
Capital Wasteland, only the most elite of Enclave are Enclave outposts there. The Illinois license plate
personnel having training in multiple forms of bolted to ED-E's side is just one more fact that
combat can earn the right to belong to Sigma. Squad supports the idea that other Enclave outposts or
sigma operates in six-soldier units, which utilize holdings still exist elsewhere within North American
heavy incinerators and are led by a soldier clad in Wastelands.
Hellfire Armor. Furthermore, Squad Sigma members
are experienced fighters, each member being a
hardened veteran of numerous successful combat
operations. Sigma Squads are posted around
locations deemed by Enclave high command as
imperative to the salvation of the cause.
WESTERN REMNANTS
In the year 2281 on the west coast, a few elderly
Enclave survivors make an existence on the fringes
of, or near the borders of NCR territories, keeping
their heads down for fear of persecution. Many left
for the Mojave Wasteland, where the NCR's grip was
significantly weaker due to the presence of Caesar's
Legion. Enclave remnants may have supported the
Courier at the Second Battle of Hoover Dam, either
desperate for a final shot at glory and to exact
revenge on the NCR, or assist them against the
63 THE ENCLAVE
NEW CALIFORNIA
REPUBLIC
GENESYS
their Special Forces units consists of the New Brotherhood of Steel would launch a military
California Rangers, a select group that is pledged to campaign with the goal of pacifying the NCR and
protect the people of the Wastes much like the Texas reclaiming technology that they felt the NCR was not
Rangers of old. The Rangers are said to have fully capable of understanding. After narrowly
numerous safe houses throughout the wastes, and avoiding defeat in the early days of the war, the NCR
they use these to strike at slavers outside of NCR would ultimately prevail and force the Brotherhood
territory (usually in the North). As expected, the two into retreat and hiding. The NCR had pushed back
groups hate each other with a passion. NCR was their strongest opponent yet but at a cost. With the
also in the habit of establishing marshals in the destruction of their gold reserves in the early days of
major population centers in their territories, the war, the Republic could not continue to fund their
responsible for enforcing the laws of NCR costly war with the Brotherhood for long, unless
throughout the Republic. Ghouls, super mutants, and more revenue was acquired.
humans were all known to serve in the NCR armed After the death of President Tandi, her successors
forces. The NCR gained access to a would gradually change the direction of the NCR.
limited number of Vertibirds from their battle with Rapidly expanding the Republic's borders in every
the Enclave over Navarro, along with the direction in a more imperialistic fashion, they
Brotherhood of Steel. sacrificed some of the NCR's principles and moral
Although diverse, the NCR military is mostly high ground in the process. Now led by President
composed of their regular troopers who are Aaron Kimball, the NCR's expansion has led it to the
characterized by their tan uniforms, wide-brimmed Mojave Wasteland, where it would encounter the
hats, goggles and armed with a standard service impressive city of New Vegas, and the even more
rifle. These soldiers are the image often associated promising Hoover Dam. However, it would also
with the NCR and are commonly seen in both pro- encounter its greatest enemy to date, Caesar's
and anti-NCR propaganda. Legion, across the Colorado River. Seeking to annex
New Vegas and drooling over the prospects of the
money that would flow back towards the Republic in
RELATIONS WITH THE OUTSIDE taxes, they sent their army east.
Many people in the western wastelands have The NCR initially had great success in the Mojave
mixed feelings about the NCR. Some people strongly Wasteland, setting up several bases and even an
support the Republic's goals of spreading embassy on The Strip. The front line of the new
democracy and the rule of law, and others conflict between the NCR and Caesar's Legion
vehemently oppose their methods of "controlling" moved towards the Colorado River. The Legion
everything they come into contact with. With attacked the NCR with its full strength during the
wastelanders who were used to having no more than First Battle of Hoover Dam. The NCR was forced to
a mayor or sheriff now suddenly being part of a retreat, but lured the Legion into a trap at Boulder
complex political structure and having to pay taxes, City and was able to retake the Dam. After their
some view it as a loss of the frontier lifestyles that defeat, the Legion regularly conducted raids on the
once defined them. As the NCR's power and territory west side of the Colorado, even creating permanent
grew, it made progressively stronger enemies who bases at Cottonwood Cove and sacking towns like
would test the resolve of the Republic. Nipton and Nelson with little response from the NCR.
Under President Tandi, the NCR made slow but
sustainable territorial expansion, allowing towns and
other small communities, who were impressed by TECHNOLOGY
the principles of the NCR, to join of their own The NCR has access to stockpiles of pre-War
volition. While defending their borders from hostile technology. Standard NCR soldiers have service
raiders like the once legendary Vipers and Jackals, rifles along with standard pre-War and self-made
who would be ravaged by the NCR's military until combat armor. The NCR possesses salvaged power
they became broken shadows of their former glory. armor acquired from engagements with the
Eventually taming Southern California, these Brotherhood, but lack the training to use it. Instead,
achievements would garner such respect for the servos in the joints are stripped out and an air-
President Tandi that the people would come to adore conditioning unit is installed in place of the power
her, and tribals outside the NCR's borders would core, turning it into extremely heavy, but effective,
refer to her as the "Great Mother." armor. However, the NCR special forces, the NCR
Viewing the NCR's growth and success as a threat Veteran Rangers, use pre-War riot gear and armor.
to their already stagnating power and influence, the The weapons used by the Rangers include: anti-
CURRENCY
The NCR created its own currency in the form of
gold coins around the turn of the 22nd century.
Bottle caps were useless at this time due to the gold
reserves of the NCR. This changed when the
Brotherhood of Steel destroyed the gold reserves in
2281. The NCR dollar devalued and the conversion
rate lowered to 2.5 NCR dollars to one cap.
The common denotations of NCR currency are the
$5, $20, and $100 bills. The $5 bill features a picture
of Aradesh and Shady Sands, the $20 bill features
pictures of Seth and the NCR Ranger insignia, and
the $100 bill features pictures of Tandi.
RAIDERS
Raiders is a term used to describe a group of gangs – often there is a connection between the
hostile gangs in the Wasteland. The raiders are raider gang name and the symbols they incorporate.
loose bands of outlaws banding together for a For example, a raider gang under the name The Red
common cause, but there is no larger community Claws could have a symbol of a Yao Guai's claw
between rival raider gangs. splattered with blood.
Individual stats for different types of raider
opponents are listed in the Adversary Menagerie
chapter. RELATIONSHIPS
Raiders have no alliances with other factions and
TERRITORY
Raider territory tends to be marked with spray – it
could range from painted symbols and mutilated
bodies hung up with meat hooks on chains to skulls
on pikes, and everything in between. Many raiders
also use symbolic tags, much like graffiti spray tags.
These symbols could include a green-blue circle
with the number 21 in the middle, a "FUCK YOU"
written in blood, and a colorful mushroom cloud, a
grinning skull, a deathclaw talon, and so forth. Every
single raider gang have their own unique markings
and symbols. So the GM should be creative in
coming up with symbolisms for the individual raider
RAIDERS 70
THE INSTITUTE
Fallout
THE INSTITUTE
The Institute is an advanced scientific organization lasting prejudice against synths and wariness of the
in the Commonwealth. It is known and feared for its secretive Institute.
ability to produce advanced synthetic humans (also By 2227, work on the third generation of synths,
known as synths) of high enough quality to pass as who would be indistinguishable from genuine
true humans. humans, was well underway. The mercenary Conrad
Kellogg was sent out to find Vault 111, where the
Institute's scientists believed they could find a
BACKGROUND cryogenically-preserved pre-War human for their
The Institute was born from the Commonwealth experiments. Kellogg returned with the infant Shaun,
Institute of Technology, or CIT, a renowned university whose pristine DNA was used to finish the synths.
based in Cambridge, Massachusetts. Robert House The people of the surface first encountered a
attended it in his youth. During the Great War, a prototype Generation 3 synth in 2229, when it
number of CIT personnel survived by taking attacked the residents of Diamond City in what
refuge in the underground level of the became known as the "Broken Mask
campus. In 2110, the survivors and Incident." Existing prejudices against
their descendants founded the synths were compounded into
Institute, an organization paranoia; the people of the
dedicated to furthering pre- surface realized that the
War science. Institute could secretly
In its early days, as the very kidnap and replace them with
first Generation 1 synths synths. While some scoffed
were being built, the at such a notion, this
Institute reached out to aid paranoia was in fact
the people of the justified, as the Institute did
Commonwealth in begin using synths to
rebuilding civilization, but infiltrate and even sabotage
mutual mistrust quickly surface communities to
doomed that enterprise. further their own goals.
Soured on any further By 2287, the Institute was
cooperation with the surface, the actively opposed by the Railroad,
Institute withdrew into the shadows who viewed the third-gen synths as
and adopted a new purpose: to abandon the fully sapient and wished to liberate
Commonwealth to whatever fate awaits it and them from the Institute, as well as the
focus only on furthering their own vision of Brotherhood of Steel, who viewed the Institute's
humanity's future - regardless of how many work with synths as a return to the days of amoral
innocent lives they would have to sacrifice in the pre-War corporations such as Poseidon Energy and
process. Mass Fusion. This quickly led to a large conflict
The Institute's Advanced Systems department between the three factions.
completed work on the Molecular Relay, a
teleportation device, in the late 2180s. This allowed
the Institute to completely seal itself off from the STRUCTURE
surface and begin expanding its facilities deeper The Institute is divided into four main divisions,
underground. Whenever the Institute required each with specific areas of expertise. All divisions
materials that it could not produce itself, Generation answer to the directorate, composed of the division
1 and 2 synths were teleported to the surface to heads plus the director, who lead the Institute. The
scavenge, as well as to conduct experiments which director is the overall leader of the organization,
would otherwise have required Institute personnel to whose main purpose is to ensure proper cooperation
leave the safety of the facility. These directives between the divisions so that the goals of the
frequently led to conflict between the synths and the Institute are properly met. These divisions are:
people of the surface, and instilled in the latter a
THE INSTITUTE 72
GENESYS
THE SYNTH RETENTION BUREAU (often inside the cafeteria and main chamber. Despite its
abbreviated to SRB), temporarily headed by Justin secrecy, the Institute maintains a friendly and
Ayo in the absence of Dr. Zimmer. The bureau welcoming demeanor to those introduced into its
employs completely obedient Generation 3 synths ranks, and allows access to almost every area inside
known as coursers. Responsible for tracking down the facility to newcomers.
and retrieving escaped synths, courser training, There appears to be no strict work hours for most
synth wiping and monitoring the Commonwealth. scientists, as they often take many hours off and
They wear the black variant of the Institute lab coat. come and go as they please from meals.
A notable member was A3-21, also known as
Harkness.
MILITARY
ROBOTICS, responsible for synth construction, While the Institute is primarily a scientific group, it
development and maintenance. They wear the has a powerful army at its disposal: the synths.
orange variant of the Institute lab coat. Inside the main HQ of the Institute, the Robotics
Department can produce very large numbers of
BIO-SCIENCE, headed by Clayton Holdren: Focuses synthetic organisms, which can be very efficient foot
on the study and creation of biomechanical life, and soldiers with enhanced strength and resilience. This,
bridging the gap between organic life and robotic coupled with the advanced technology at their
life. Responsible for genetic and bio-engineering, disposal, makes the Institute's synths a serious
medical care, FEV experimentation, crop production threat to anyone who dares to oppose them.
and pharmaceuticals. They wear the green variant of Coursers are a particular type of synth with higher
the Institute lab coat. Virgil was a member before military capability, used as special agents to pursue
fleeing due sabotaging a secret program that and recover lost synths.
involved working with FEV.
73 THE INSTITUTE
Fallout
Capital Wasteland in 2277 and in the "born" with the bodies and mental faculties of full-
Commonwealth and the Island in 2287. grown adult humans. Though entirely biological,
each Gen 3 synth contains a neurological implant
BACKGROUND inside their brain allowing them to be "programmed"
and manipulated via voice commands. This implant
Synths, created by the Institute, are cybernetic cannot be detected nor removed without killing the
organisms designed to resemble humans. They are synth.
classified into one of three generations depending
upon their complexity: Although it is unknown when each successive
generation was developed, the people of Diamond
GENERATION 1 SYNTHS are purely robotic City first encountered a synth in 2229, in an event
androids, possessing all the physical capabilities of called the Broken Mask Incident. The synth, which
a human, but being no smarter called itself Mr. Carter, was a
than a standard protectron. prototype that was field
They resemble a lanky tested without the Institute
skeleton with metal joints, director's approval. Though
mechanical "organs" and the Institute did not actually
hydraulic muscles. They are intend to massacre the
completely loyal to the people of Diamond City, the
Institute and speak in a high- people of Diamond City have
pitched, robotic tone. Like all feared and resented the
robots, they can take large Institute ever since.
amounts of damage, never By 2277, at least one
backing down from a fight Generation 3 synth is known
even with their limbs blown to have had traveled to the
off. Capital Wasteland after
becoming fully self-aware
GENERATION 2 SYNTHS are and escaping the Institute.
similar in appearance to their With the help of the
predecessors, but are hardier underground organization
and sheathed in plastic "flesh" known as the Railroad, he
mounted on a thin metal had his appearance and
lattice surrounding their memories altered and
mechanical skeleton. Though eventually wound up as the
more human-like in chief of security at Rivet City.
appearance, Gen-2s still Incidents of synths escaping
possess limited A.I. and have occurred multiple times
superficially resemble a prior to 2277 as the Synth
mannequin more than a Retention Bureau was
human, having visible seams created and had multiple
along their sickly, yellow-gray coursers tracking rogue
skin. Their skin is fragile synths as far as the Island.
however, and will fall off in Many denizens of the Commonwealth have
large chunks if struck or shot with enough force to become paranoid and prejudiced against synths,
reveal their mechanical insides. These synths are fearing they might be abducted by the Institute and
often found dressed in synth armor when on the replaced with identical copies of themselves. Their
surface, or else in Institute jumpers when working paranoia is justified, as some of the most
down in the Institute. They also speak in a robotic sophisticated synths encountered act as spies and
voice, but at a much lower pitch than Gen 1 synths. could fool the unaware. There are some examples of
Commonwealth citizens that were murdered and
GENERATION 3 SYNTHS represent the pinnacle of replaced with synth duplicates whom the Sole
synth technology, being virtually indistinguishable Survivor interacts with on missions if they choose to
from natural-born humans down to the cellular level. join the Institute.
Each Gen 3 synth is built from lab-grown bones, The synths' Institute creators view them as
muscles and other tissues that are assembled and nothing more than machines and treat them as
brought to life at the Institute's Robotics lab, and are
THE INSTITUTE 74
GENESYS
slaves. The Railroad has committed itself to freeing comment that their systems may be in need of
Generation 3 synths from their masters and recalibration if they lose track of a target. During the
smuggling them out of the Commonwealth to Tradecraft quest, Deacon comments that Gen 1 and
somewhere the Institute cannot reach them. In 2 synths are on a similar mental level to protectrons
contrast, the Brotherhood of Steel has sworn to and other pre-War robots, causing some debate
eliminate all synths, for to them, a machine capable among members of the Railroad as to if Gen 1 and 2
of thinking like a human is an abomination of synths are worth trying to rescue.
technology. Generation 3 synths are physically and mentally
Most encountered hostile synths belong to either indistinguishable from ordinary humans, having lab-
Generations 1 or 2, are armed with Institute laser grown bodies of real human flesh, bones, and organs
weapons and shock batons and are immune to instead of plastic and metal. As Dr. Roslyn
radiation damage. When fighting against the Gen 1 Chambers found, no medical tests or procedures can
and 2 synths, it is possible to shoot off their limbs. identify someone as a synth without killing them
The moment one of their arms is destroyed, they (synths that infiltrate settlements, for example, only
may be unable to use their weapons. However, they drop synth components when killed). Psychological
will then proceed to rush the player character and tests, such as Covenant's SAFE test, are dubious at
begin attacking them with their remaining arm. best. However, they are not perfect duplicates, and
Shooting their legs will result in them crawling to the have a few key differences from humans that are not
player character and attacking them with their immediately obvious: synths cannot gain or lose
hands. weight (one Institute researcher remarked on this
Gen 1 and 2 synths are less intelligent than Gen 3 after discovering that many of the Institute synths
synths, but display a level of sapience, as had a taste for snack cakes).
exemplified in their dialogue. They call out to their
target "whoever you are, I know you're there" and will
GENERATION 2 SYNTHS
75 THE INSTITUTE
FALLOUT
CHARACTERS
GENESYS
FALLOUT CHARACTERS
Characters are the center of the Fallout roleplaying or bleeders by their mutant counterparts. Four
game, as they are in just about every roleplaying distinguishable, common ethnic groups are present
game ever published. They are the extensions of the in post-War America: African, Asian, Caucasian, and
player's portraying them within the Fallout setting. Hispanic.
Characters come in a multitude of variety in Post-nuclear humans, as a direct result of the
archetypes, races and careers, everyone is unique in radiation and exposition to the F.E.V. of the West Tek
his or her own way as determined by skills, talents Research Facility (that mutated after the Great War
and background. A character can be whatever you, due to radiation), and some other biochemical
the player, wants it to be. Remember you are playing agents released into the environment during and
someone else, not yourself! after the Great War, exhibit more diversity, primarily
in genetic structure. The aforementioned factors
have resulted in an increased rate of mutations in
NEW STARTING CHARACTERS humans, although very few of these result in
phenotypical changes. Most of these changes are
Characters in Fallout can be any human archetype, non-lethal, non-damaging variations in the human
as detailed below. In addition, radiation and genetic DNA that simply increase the gene pool
experimentation has led to two mutant-human variety. Also, humans with minor mutations,
races; Ghouls and Super Mutants. Many robots have like additional toes, skin lesions due to TDC
either survived since the Great War or have been infection, permanent red eyes, permanent
repaired by wasteland technicians. Some ingenious varicose veins or complete lack of hair, are
survivors are even able to build new robots from still considered to be normal humans.
scrap. Several of these robots possess complex “Pure” humans, or “prime normals”
personalities and individual desires, and are theoretically humans which have
strike off on their own. Synths are also not been mutated unnaturally by
making appearances, though they mostly radiation or other Post-War
remain hidden among human settlements. pollutants. They can be said to be
While ghouls, robots, super mutants and original humans, no different
synths are indeed a big part of the Fallout than those from before the War.
setting, you should consult with your Game However, because of the
Master before selecting a deviation from widespread and pervasive fallout
the human species, to see how a ghoul, in the Wasteland, these represent a
robot or super mutant will fit into his or her very small minority of all sentient
campaign. species on Earth. They exist only in
A new character starts with a total of isolated factions, such as the
500 bottlecaps for spending on Enclave, or in remote areas
equipment. A character can spend 10 XP untouched by radiation, such as the
for an additional 500 bottlecaps one time. underground vaults. Some vaults,
opening at times where the radiation
77 FALLOUT CHARACTERS
Fallout
CHARISMATIC HUMAN
The charismatic archetype reprensts any character INTELLECTUAL HUMAN
who has the gift of a silver tongue. This could be a The intellectual archetype represents a character
entertainer of some sort, a politician, a musician, an who has a background grounded in some sort of
aristocrat, or even a merchant. As charming smooth intellectual pursuit. This pursuit could be
talkers, charismatic archetype typically rely on high mechanical, medicine, or even teaching. Brilliant and
Presence characteristics. skillful, the intellectual archetype typically relies on a
high Intellect characteristic. The intellectual is quick
to deduce even the most complex of thinking into
logical, rational thought.
FALLOUT CHARACTERS 78
GENESYS
79 FALLOUT CHARACTERS
Fallout
post-mutation humans. Considering that ghouls are Ghouls are immune to most forms of radiation that
missing their noses, the pinna of the ear, still remain in the wasteland. Radiation poisoning
and some complain about knee pain, it cannot get worse for the ghouls, though it can
may be that the process of hasten the process of decay and lead to their
ghoulification severely damages decline into the feral state as described above.
cartilage in the human body. However, many ghouls report feeling
In physical appearance, healthier when exposed to low-
a ghoul's flesh is level radiation, and thus
constantly rotting off, make their homes near
appearing very raw and locations with acute
discolored from necrosis. background radiation. The
Lips and eyelids are ghouls known as
sometimes absent, and "glowing ones" actually
noses are in almost every enjoy large amounts of
case completely rotted radiation, which they
off. Feral ghouls are describe as being
typically heavily "comfortably warm." They
emaciated and hunched are even healed by it.
over (possibly due to As one of the more
malnutrition and lack of common consequences of
sunlight), while non-ferals ghoulification seems to be
typically have a healthier, sporadic or even complete
more human-like build and hair loss and loss of their
posture. Another major normal voice: few ghouls retain
difference between ferals and non- enough hair on their heads to actually
ferals is dress: while non-ferals dress like maintain a haircut, and ghouls with
normal humans, feral ghouls wear little clothing facial hair seems to be even more rare. Also,
other than tattered pants or sections of old armor, ghouls with clear voices are very uncommon;
having long ago lost the mental capacity to mend or most possess raspy voices. While the exact cause
replace their clothes. of their hoarse voices is unknown, it is more than
Ghouls, at least the non-feral ones, are generally likely caused by partial decay of their vocal cords.
as intelligent as normal humans. However, their
intelligence decreases at varying rates as a result of
the radiation rotting their brains, this continues until
their ability to reason has gone completely, and they
become feral. Their physical repulsiveness makes
the life of a ghoul difficult at best - only the most Wound Threshold: 11 + Brawn
tolerant human communities accept them as Strain Threshold: 10 + Willpower
anything more than monsters. Some ghouls Starting Experience: 90 XP.
eventually go mad and it remains unclear exactly Special Abilities: Ghouls get a free Rank in
what precipitates this change in neurobiology and Survival. They obtain this rank before spending
psychology, but anecdotal evidence seems to experience points.
indicate that non-social ghouls, or those in isolation, Rad Resistance: Ghouls take no damage from
are more prone to the condition. It is known that Radiation damage sources. Once per session when
ghouls can turn feral when exposed to excessive exposed to a source of radiation damage, a ghoul
levels of radiation. Ghouls that succumb to insanity character may spend a Story Point to heal a number
are called "feral ghouls": they are mindlessly of wounds equal to the rating of the radiation
aggressive and, having lost their ability to reason, source.
driven entirely by their instincts. These feral ghouls
strongly resemble zombies like those depicted in old
horror films, and this misconception succeeds in ROBOT
alienating non-feral ghouls even more from humans. Robots in the wasteland come in a variety of
The term "zombie" has become an offensive racial shapes and sizes. Their capabilities are determined
slur to ghouls and "smoothskin" is a derogatory term by their original purpose of construction; the
for humans often used by ghouls. hovering Mr. Handy came with a trio of spindly arms
FALLOUT CHARACTERS 80
GENESYS
that have pincer hands, buzzsaws, or even small Willpower-based checks for each other friendly
flame projectors. Meanwhile the Protectron series of character of the same species (robot) within
robots were used in fire and rescue, police and Medium range – to a maximum of sss.
security, and even construction. Other robots Robotic: Robots do not need to eat, sleep, or
were specifically built with warfare in mind, breathe, and are unaffected by toxins and poisons.
and possess a lethal variety of weapons
bonded directly to their metal frames.
A player character robot can be built SUPER MUTANT
from a Mr. Handy or Protectron blueprint, Super mutants are mutated humans,
but abiding to the rules below. Or the products of infection by the Forced
player is free to come up with his or Evolutionary Virus (FEV). They are much
her own unique appearance for a robot, taller, bulkier and muscular than pure strain
but have to restrain to using the humans, have (mostly) green, gray, or yellowish
rules that apply to normal skin, are immune to disease and radiation, and
characters; for example, no are gifted with superhuman strength and
flying. One might argue that a Mr. endurance. Although they are completely sterile,
Handy is flying, but it is not. It is the rapid regeneration of their cells caused by
floating by means of a propulsion engine, FEV makes them virtually biologically immortal
which is equivalent of walking, just a given (but not immune to death from injury).
distance above the surface of the ground. Average super mutants stand approximately
The GM should allow the player to use 10.4 feet tall (although they typically stand with
unique designs for his or her robot hunched backs that reduce them to about 7.8
character, but feet) and weigh around 800 pounds, possibly
Robots are built using variation to the character even more. Their skin color is predominately grayish
creation rules (see below). All robots start with green in the case of Mariposa mutants and yellow
characteristics of 1, but have a higher starting XP. with tints of red and green in the case of Vault 87
This is for the player to customize his robot ones, although some mutants with other skin colors
according to his character design. also exist. Their skin is extremely tough, and their
muscle and bone structure are enhanced
well beyond the human norm.
Super mutant cells undergo cellular
division at a greatly increased rate.
Mitosis occurs at a rate 15%
Wound Threshold: 10 + Brawn. quicker than that found
Strain Threshold: 10 + Willpower. in pure strain humans. A
Starting Experience: 175 XP. super mutant's
Special Abilities: After selecting their cellular structure is
career, your robot character may train one said to be highly
rank in six of the eight career skills similar to normal
(instead of the usual four). humans. Super mutant
Inorganic: Since robots are inorganic, DNA strands are nearly
they do not gain the benefits of flawless, with all of the
recovering Wounds with stimpaks or a recessive genes that
Medicine check. Robots can recover Wounds produce many of the
and Strain naturally by resting, as their most common
systems attempt self-repairs. Robots can ailments like
also be “healed” by using the Mechanics diabetes, cancer and
skill instead of the Medicine skill, but cardiovascular
otherwise following the guidelines disease eradicated
detailed on page 116 of the GENESYS core from the genome. Those
rule book. recessive genes which
Metal Body: Robots increase their are commonly found in
Soak value by 1. humans have been
Networked Intelligence: A robot adds manipulated in such a
automatic s to its Intellect- and way by the infection of the
81 FALLOUT CHARACTERS
Fallout
FEV as to bring about the best possible combination has a focused skill option, but less experience. The
of genetic traits. A super mutant's RNA structure “A Face in a Crowd” rule represents a synth blending
was also altered by the virus to produce more rapid into an urban setting (after all, they look exactly like
transcription, resulting in the enhanced regenerative a bunch of other synths), but may have to deal with
capacities of the mutated form. anti-synth bias.
The mutation produced by the FEV in this case has
some severe side effects. Chief among them is
sterility. As the gametes of the reproductive system
consist of 'half-cells' comprising only 23 of the
normal 46 chromosomes, they are perceived as
'damaged' cells by the FEV's integrated genetic Wound Threshold: 11 + Brawn
sequences, which "repairs" them by restoring the Strain Threshold: 10 + Willpower
missing chromosomes, which essentially renders Starting Experience: 80 XP.
the mutants sterile since their gametes lose the Special Abilities: You may select two skills when
ability to recombine with other sex cells in sexual creating a synth character. Your synth character
reproduction. Other side effects of this form of FEV starts play with two ranks in each of these skills.
infection include an alteration of the pigment cells of You still can't train their skills above rank 2 during
the epidermis. While the super mutants originating character creation.
from Mariposa are sterile, they do not lose their A Face in a Crowd: Characters add b to any
sexual organs, but they do lose their secondary checks they make to pick a synth out in a crowd.
sexual characteristics, such as breasts; Similarly Synths also add b to Social skill checks
East Coast mutants are said to lose most sexual they make when interacting with people
characteristics. who don't know the specific synth.
While they will not normally die due to the normal
effects of aging, super mutants are prone to senility,
leading to tendencies to engage in near-psychotic,
aggressive attacks against other humans and other
creatures. As super mutants created by the modified
strain of FEV as part of the Evolutionary
Experimentation Program in the Capital Wasteland
age, they grow consistently larger and stronger,
eventually reaching heights of up to 2 stories.
SYNTH
This profile is for a human synth. It is an Institute-
produced synth that has been tailored for a certain
job (otherwise, if this were an unmodified synth, you
could simply use the Average Human profile).
Synths have customization options to represent
their “designed” nature, but in their case, the synth
FALLOUT CHARACTERS 82
CAREERS
Fallout
CAREERS
Once you've settled on a species – human, ghoul, four predetermined career skills, what about the
robot, super mutant, or synth – that you want to remaining four career skills to complete the career?
play, it is time to further flesh out your character with The Fallout setting allows the player to select the
choices of careers, skills and talents. So what is it remaining four career skills and make notice of
that makes your character SPECIAL? these as being career skills on the character sheet.
Fallout uses careers, skills, and talents that would However, the player must adhere to the following
be appropriate in a Modern Day setting. The Knight restrictions for selecting the remaining four career
career is also appropriate for use with the sci-fi skills. It is important to notice that the
setting changes, as it is used for the Brotherhood of predetermined career skills do not count against the
Steel, though this is not an available starting career requirements listed below, of course.
for the player character to select.
The choosing of an character's career At least one Social or Combat
is probably the most important skill must be selected.
choice a player makes. The No more than a total of three
occupation of your character has Combat or Social skills can be
a direct bearing on which skills selected: Magic skills (Arcana,
she may have and her status Divine and Primal) are not
in the community. available in the Fallout
Select one starting career setting.
for your starting Wasteland No more than two
survivor. This represents additional General skills can
the training and life be selected.
experience the character has
had prior to the start of the Following the normal rules
campaign. A character may hold for career skills, on page 40 in
other jobs as his career unfolds, the GENESYS core rulebook, a
but the benefits of a starting career starting character may
are only applied once, at the time of character choose four of their career skills and gain one rank
creation. in each of them. This is done before spending
You can think of a career as your character's job or experience during character creation.
role. It's a broad concept of what your character is
going to be especially good at during the game.
Careers enable your character to focus on being AVAILABLE CAREERS
better at certain tasks at the expense of others. A The following careers below are available to the
career is usually definited by the role the character
plays in the game. players in the Fallout setting. Please take into
consideration that the Game Master has the final
vote on determining whether or not the list below fits
CAREER SKILLS into his or her specific Fallout campaign.
The default rules of career skills, as detailed on
page 40 of the GENESYS core rulebook, has been AMBASSADOR
modified for the Fallout setting to allow for a greater An ambassador seeks out those who can help a
character customization. cause and works to ensure they do. He brings the
Each available career now only comes with four best arguments he can to sway hubs, settlements,
predetermined career skills (individually listed under organizations, and other groups to side with the
each specific career; see below), that are irrevocably forces he serves. The ambassador brings every
unchangeable, whereas in the GENESYS core possible asset to bear in order to convince them to
rulebook careers come with a default set of eight see things his way.
predetermined career skills. Compromise is a way of life for the ambassador;
As the careers presented below only comes with he won't even bother going into a negotiation if he
CAREERS 84
Fallout
has no room in which to maneuver. The true mastery time living on the fringes of society, learning to make
of his trade is in getting his most important goals do with whatever materials and facilities were on
agreed to and making the other side of the hand, regardless of their apparent functionality or
discussion feel like the agreement was its doing. crude construction. Ascetics may be out of practice
Ambassadors are just as effective in dealing with in social interactions and interpersonal
individuals in crisis situations as they are in communication, but the awareness and resilience
managing discussions with a room full of skeptical they have gained through their trials, as well as the
politicians. physical strength their chosen path has earned
The ambassador counts the following skills as them, can be invaluable to a group when more
career skills: Charm, Discipline, Knowledge and refined, civilized plans have failed.
Negotiation. The ascetic counts the following skills as career
skills: Athletics, Discipline, Resilience and Vigilance.
ARCHAEOLOGIST
Most explorers are searching for the new – new ASSASSIN
opportunities, new settlements, new locations, new Whereas most bounty hunters focus primarily on
marketplaces, etc. Archaeologists, on the other the capture of quarry, those who specialize as
hand, are firmly entrenched in the old. The assassins are generally tasked with the
Wasteland is impossibly old, and nigh-infinite straightforward proposition of terminating their
millennia have witnessed the rise and fall of targets.
countless civilizations. The archaeologist endeavors Despite their different methods, assassins still
to find these lost cultures and unlock the secrets of adhere to many of the same ethics and practics of
their history, art, science. and everything else about other bounty hunters. They take their work very
them. seriously, avoid all needless bloodshed, and honor
Most archaeologists believe very passionately that their contracts to the letter. Some treat their
what they do is noble and important to the people of methods with reverence, even assigning a certain
the Wasteland. They tend to be less concerned with mystique to it. Others simply see themselves as cold
who is currently in charge, except for how the killers, and are just fine with it.
prevailing policies of the current government impact The assassin counts the following skills as career
their studies and digs. Unfortunately for the current skills: Melee, Ranged [Heavy], Skulduggery and
state of the field, the Brotherhood of Steel tends to Stealth.
take a very heavy hand in matters of "revisionist
history," preferring to alter findings to best fit its
agendas As such, most archaeologists either work
BEAST RIDER
outside of Brotherhood channels or wish they did. While most any being can ride a trained mount, it is
The archaeologist counts the following skills as the beast rider who can break in wild mounts and
career skills: Athletics, Discipline, Knowledge and train them. Once he has trained a mount, the skilled
Perception. beast rider can coax his mount to perform incredible
feats, even in the heat of battle. The beast rider is
also something of an outdoorsman, and is a
ASCETIC valuable member of a team with or without his
There are many paths that might lead one to the creature companion.
role of ascetic. Whether they are particularly Beast riders might be expert riders on a single type
sensitive and seek seclusion to contend with some of mount or experienced creature wranglers who
failure that haunts their steps or wish to have spent time with all manner of riding creatures.
contemplate the greater role of fate in the Wasteland Most cultures and militaries still rely heavily on
at large, ascetics are individuals driven to a calmer, mounts.
more comtemplative approach to their life, their The beast rider counts the following skills as
needs, and their place in the Wasteland. They do not career skills: Athletics, Knowledge, Perception and
seek to gather caps, possessions, or laurels, but Survival.
rather judge their worth by the depth of their
understanding of and communication with fate.
Ascetics concentrate on honing their own mind to
BOUNTY HUNTER
a razor sharp focus. As a result, they are likely to He’ll hunt man or beast – bail jumpers, molerats,
have the versatility to work their way through almost runaway daughters, yao guai... whatever you pay
any difficulty. An ascetic has spent a considerable him to find, he’ll track it down and bring it back alive,
dead, or as a trophy. Truth be told, it’s not the money
CAREERS 85
GENESYS
that matters so much as the challenge of pitting brand of flair and style. The charmer keeps a cool
himself against man and/or beast, facing down head in the hottest situations, which often serves as
whatever life throws at him and returning the winner. inspiration to others, and he has no qualms with
Plains, desert, or the concrete jungle, he’s the alpha taking a leadership role if it furthers his purposes.
predator. And you? You’re just prey. Run if you want, Whether or not he knows the right thing to say, the
but when he’s chasing, he knows how it’ll end. charmer always knows how to say it.
The bounty hunter counts the following skills as The charmer counts the following skills as career
career skills: Brawl, Ranged [Heavy], Streetwise and skills: Charm, Cool, Leadership and Negotiation.
Vigilance.
COMMANDO
CHARMER Commandos are specialists trained to strike the
Confident and elegant, the charmer employs his enemy from unexpected directions to do the most
wits and wiles with more precision than a laser damage in the most vulnerable locations.
scalpel. Rather than resorting to uncivilized Commando teams are often used like surgical
intimidation tactics or distasteful acts of violence, instruments by the commanders who have access
the charmer believes the best way to get what he to them. A commando knows how to find a target,
wants is to simply ask for it. A charmer knows how attack it, disable it, survive the aftermath, and find
to talk the talk, possessing natural charisma that his way home.
makes him irresistible. Struck by the flash of his For any team, a commando is a fine general-
smile or the wink of his eye, people have a hard time purpose combat specialist to have around.
denying anything to the He handles fights well
charmer. (especially hand-to-hand
The charmer combines the situations), and can manage in
silver tongue of a politico, the almost any high-stress
street smarts of a scoundrel, situation. More often than not,
and the keen mind of a he's also effective as backup
trader. Where the politico during covert operations.
might rally, chastise, or even Matters of overall philosophy
bribe to achieve his or strategy rarely concern a
objective, the charmer commando; he's almost
showers his mark with always focused on the
flattery. While the trader mission at hand or training to
relies on his ability to haggle ensure he and his companions
down a price, the charmer survive the next one.
convinces others that The commando counts the
lowering the price is their following skills as career
idea. When a scoundrel skills: Brawl, Melee,
resorts to coercion and Resilience and Survival.
violence, a charmer applies a
softer touch to disarm his
opponents with words alone.
COURIER
The chief weapon in a There is more to military
charmer’s arsenal is clearly intelligence than stealing the
his undeniable charisma. enemy's secrets. The data
When coaxing his way into a must be secured and
private club or restricted delivered to the specialists
area, the charmer knows how who can best exploit it. The
to compliment without courier specializes in
sounding sycophantic. In transporting critical
rare cases when his debonair information, often while
appearance and refined taste working incognito far behind
fails him, the charmer enemy lines. These experts take
knows how to resort to the necessary risks of repeatedly
negotiation and trickery to get his crossing through security checkpoints or
way, doing so with his own smooth even active battlefronts. They must be capable of
CAREERS 86
Fallout
operating under foes' scrutiny without drawing the treatment of illnesses with him, he brings a
undue attention. To a certain extend, these spies are broad spectrum of knowledge and a solid persona in
a very specialized type of smuggler, dealing primarily the face of adversity.
in information rather than physical goods. Most doctors trade their healing talents for a
The courier counts the following skills as career chance to see more of the Wasteland than their time
skills: Athletics, Deception, Streetwise and Vigilance. in medical school ever allowed. Their overall motives
can be as varied as those of any being, yet they tend
DEMOLITIONIST to share a common instinct to heal where there is
harm. While many will simply take up residence with
Demolitionists are masters of explosives and whatever lord, organization, or boss will hire them,
incendiary devices. Often seen as dangerous other doctors will find a way to get out into the larger
pyromaniacs, most demolitionists possess a deep Wasteland, both to bring help to those in need and to
understanding of the physics behind combustion experience life in some fashion.
and explosion on an intuitive level as well as an The doctor counts the following skills as career
academic one. They are not mindless destroyers. skills: Cool, Knowledge, Medicine and Resilience.
but artists. Demolitionists are adept at wreaking
havoc while avoiding being injured by their own
handiwork – most of the time. ENFORCER
The work of a demolitionist is extremely Enforcers know that achieving results does not
dangerous, as a single misstep can spell doom for always require violence – sometimes the threat of it
the character (and anyone unfortunate enough to be is enough. Enforcers focus on social interactions as
in the general vicinity). In order to succeed. A much as combat. They can handle themselves in a
demolitionist must be able to keep a clear head and fight, to be sure, but prefer to accomplish their
focus on his work. even as bullets fill the air around objectives through savvy, intimidation, blackmail,
him As such, most demolitionists are adept at and straightforward threats. If they need to fight,
staying cool in the most nerve-wracking situations. however, they can brawl with the best.
In order to put their skills to the greatest use, In most criminal organizations, enforcers fill the
demolitionists must have an understanding of the dual role of hired muscle and the "face" of a criminal
principles of construction, as well as knowing how organization. The enforcer brings a criminal
to construct their explosive devices. Both of these syndicate's message to the streets, then ensures
are where some skill with Mechanics becomes that message is followed (and punishes those who
important. By knowing how a machine operates, or stray). Enforcers should have no trouble finding
the load-bearing points of a structure, a work, whether in the uncivilized Wasteland or in the
demolitionist can determine where to place shady underworlds the sporadic settlements
explosives for the greatest effect. Similarly, throughout the Wasteland. Enforcers are a natural fit
demolitionists know how to get the most from their for organized crime syndicates. where they collect
tools, creating larger than expected explosions or debts and ensure everyone shows the proper
causing devastating chain reactions. Demolitionists respect and deference to bosses and leaders. Many
can use their creative talents for more than sheer enforcers practice a certain subtlety, avoiding police
destruction, and can usually be counted on to find forces while enforcing the rules of gangs and
an inventive route out of a dangerous situation. Of criminal organizations.
course, sometimes that plan is even more While most enforcers have a fondness for violence,
dangerous than the original threat. they also display a degree of self-control. Violence is
The demolitionist counts the following skills as a tool in the enforcer's arsenal. and not an end in
career skills: Computers, Cool, Mechanics and itself. An enforcer is more likely to try words before
Skulduggery. violence, though these words may be laced with
venom and the threat of imminent violence.
DOCTOR However. an enforcer must always be ready to fight.
The enforcer counts the following skills as career
Of all the types of people who come to the skills: Brawl, Coercion, Melee and Streetwise.
Wasteland, doctors probably have the easiest time
finding employment They are in high demand almost
anywhere they go. Unfortunately, most of what they FRINGER
are asked to do involves patching up the wounds of Part negotiator, part navigator, and savvy in the
the worst kind of beings. ways of the Wasteland beyond the settlements, the
With his skills, a doctor brings not only healing and fringer is a jack-of-all-trades. He focuses on
CAREERS 87
GENESYS
knowing how to find what he needs and how to get are soon parted, and the gambler is always happy to
where he needs to go. He's got the gift of gab when oblige.
it's time to talk, and the awareness and reflexes to The gambler counts the following skills as career
maneuver away when it's time to run. skills: Charm, Cool, Deception and Skulduggery.
Fringers can also be tough, wiry, and nimble,
surprising any would-be assailant, with their ability
to avoid getting hit and avoid getting caught.
GUNSLINGER
A Player Character fringer stands a good chance The gunslinger knows better than most that
of being either the primary or secondary one the making a living in the Wasteland is a constant
group turns to when it comes to dealing with struggle. He needs to be fast on the draw to stay
employers, or finding a job in the first place If alive. The gunslinger and his beloved sidearm are
someone needs to go into a town to handle inseparable, but he often carries a holdout weapon
business, the fringer should definitely be a part of when stuck in a hostile, target-rich environment To
that excursion. face off with a gunslinger is a dangerous and foolish
The fringer counts the following skills as career proposition.
skills: Coordination, Negotiation, Streetwise and A gunslinger often has a special bond with his
Survival. favorite weapon. His knack for gunplay often earns
him a reputation that puts him at odds with other
bandits who want to prove their mettle. This lifestyle
GAMBLER is second nature to the gunslinger, so he knows how
When the chips are down, the gambler holds all the to keep his cool when threatened. When some thug
cards. Like the devious thief, the gambler loves sticks a pistol in his face, the gunslinger doesn’t
misleading others and taking big risks to profit. Like flinch. He shoots first and skips asking questions.
the clever trader, the gambler has a knack for The gunslinger often needs to remain one step
convincing others to part with their valuables for ahead of the law, and so he wanders the Wasteland
next to nothing. The gambler has a unique variety of in search of his next job. The hard life of the streets
tricks up his sleeve to deceive or misdirect is not all gunfights, so the gunslinger takes on work
opponents, keeping them guessing as to whether he wherever he can find it. The gunslinger uses his
has a winning or losing hand. However, the gambler underworld contacts to secure odd jobs for a variety
knows that there is no such thing as a losing hand; of criminal groups.
winning is all about knowing how to play the cards The gunslinger counts the following skills as
that have been dealt. career skills: Coercion, Cool, Ranged [Light] and
The gambler knows how to play all the most Streetwise.
popular games of chance; however, he also
recognizes there is far more to winning than just
knowing the rules. His ability to identify subtle clues
HACKER
in the body language, mannerisms, voice patterns, For the hacker, a computer or robot is just a puzzle
and behavior of his opponents gives the gambler all to solve with prizes for doing so. “Slicing” or
the information he needs to decide when to make his “Hacking” is the term used for the invasive efforts to
move. The gambler prides himself on being steal or alter data in a system. With practically the
unpredictable, denying his opponents any hints to entire Wasteland once wired to computerized
his intentions with his stone-cold expression. systems, hackers are extremely valuable people to
Whether the situation is a game of cards, betting on know, and dangerous to cross. Hackers are a skilled
races, or talking a thug out of blasting his with computers and robots, in fact they excel at
companions, the gambler has a strategy, and rarely taking them apart and rebuilding them, or even
the one people expect. reprogramming them.
A gambler may not always look like much, but Hackers are among the most valued professionals
looks can be deceiving. The gambler is an excellent in the Wasteland, especially to the criminal world. A
actor, always able to project an air of calm hacker's worth, however, is only as good as his
confidence so he seems as cool as carbonite even reputation; success and loyalty will earn him top
when he is as tense as a raider on Jet. A great caps, while blowing key operations or double-
gambler knows to never count his caps at the table, crossing an employer will tend to make his
so to speak, but sometimes playing hurt can throw prospects far less attractive.
his opponents. Some gamblers love baiting their The hacker counts the following skills as career
opponents by looking vulnerable just so they can skills: Computers, Knowledge and Mechanics and
gloat while raking in the pot. A fool and his money Stealth.
CAREERS 88
Fallout
CAREERS 89
GENESYS
CAREERS 90
Fallout
friends sneak into a building that would otherwise expensive call girl, brothel whore or streetwalker.
never have granted them access. Often driven by circumstance, many dream of a way
However, there is often more to a performer than out. A few work completely independently; however
just words. Performers may include dancers, for most, they are lured and kept in the business by
acrobats, jugglers, and other individuals who must ruthless pimps whose only concern is cash.
possess impressive coordination and be at peak The prostitute counts the following skills as career
physical condition. Their acrobatic abilities can give skills: Deception, Melee, Skulduggery and
some performers an unexpected edge in a fight. In Streetwise.
addition, many have been trained in martial arts and
the use of stage weaponry for roles in theater or
holovids. The agility and overall fitness required to
SABOTEUR
perform on stage means they are often in great Almost anathema to the usual technician's
shape, and as such, it is not uncommon for the mentality, the saboteur specializes in disrupting and
performer to be the last one standing when the dust destroying technical and mechanical assets. His job
settles. is to diminish the enemy's capacity to wage war by
The performer counts the following skills as career denying the enemy use of its weapons and vehicles.
skills: Charm, Coordination, Deception and Melee. Of course, it takes a high degree of understanding
about how something works in order to ensure it
ceases working, or better still, to ensure it never
POLITICO works again.
If there is one thing a politico knows how to do Blowing things up is a popular way to commit
better than anyone else in the Wasteland, it's talking. sabotage, and saboteurs are often the best at
He can talk to anyone about anything in any handling demolitions tasks (often using a
necessary way. What others accomplish with might combination of Mechanics and Skulduggery).
and fear, a talented politico may well achieve with a However, there are many other ways to disrupt
few well-placed words and a decent plan. and destroy machinery, and the saboteur
A politico might join a discussion, speech, or knows them all. Most often, he will seek a
debate in any number of ways. With his talents, way to cause the most damage and the most
he might act to inspire greatness in those chaos at just the right moment. For the
around him, or he might know just what to saboteur (especially one with a sense of
say to cut an opponent to the core, style), timing is everything.
diminishing his confidence and leaving him The saboteur counts the following skills
vulnerable. as career skills: Coordination, Mechanics,
Politicos in the Wasteland are usually up to Skulduggery and Stealth.
something; ambition is hardwired into their
very being. They may not yet know what they
wish to accomplish, but when they see an
SCIENTIST
opportunity to achieve some kind of greater With a fraction of the resources
goal, they will turn all their will and and funding of the
personality towards achieving it. pre-War world, the survivors and
Politicos might sign on to temporarily settlers are constantly forced to
work for another, but they will not find creative solutions to
long be happy in a subservient problems. These problems
role. Leadership is the core of include matters of supply,
who they are. housing, transport, effective
The politico counts the weaponry and defenses,
following skills as career and a host of others. The
skills: Charm, Coercion, people they turn to for those
Deception and Knowledge. creative solutions are those
who are trained and driven
to identify a need and seek
PROSTITUTE out a technical solution to it
Depending on – in other words, scientists.
circumstance, breeding and Most Scientists pursue
background, a prostitute their work in labs, rarely
may be a high-rolling venturing out into the
CAREERS 91
GENESYS
greater Wasteland. Their lives are spent on theories surprisingly, most scouts develop fairly independent
and research, pondering the latest mysteries streaks and personality quirks, making them ill-
comfortably away from conflict and strife. Some suited to general military service. At the same time,
scientists, however, seek the satisfaction of bringing scouts often develop a profound love of travel and
their theories and their ideas into the world in order an appreciation for the diverse beauty of the
to help others. They design solutions, help create of Wasteland.
the technology to implement those solutions, and The scout counts the following skills as career
actively test and use those solutions alongside skills: Athletics, Medicine, Stealth and Survival.
others who are also trying to help make life better.
The scientist counts the following skills as career
skills: Computers, Knowledge, Perception and
SHARPSHOOTER
Vigilance. With a love of firearms and a pride in personal
accuracy, the sharpshooter is the most desirable
asset a team can ask for when a firefight erupts. He
SCOUNDREL maintains his composure under a blanket of bullets,
Part con artist, part gunslinger, and part bar takes careful aim, and eliminates threats with
brawler, the scoundrel is quick-witted, quick on his ruthless efficiency and lightning speed.
feet, and quick to get himself into a great deal of Sharpshooters are, simply, the masters of personal-
trouble at the drop of a hat. He doesn't care one whit scale ranged combat.
for rules or laws, except where he can use them to Most sharpshooters are thoroughly comfortable
work an angle that either nets him a lot of caps or with any ranged weapon, though many will focus
brings down an enemy If he's really lucky-and he attention and effort on mastering a single (often
tends to have an unshakable faith in his luck-he'll highly-personalized) weapon. Some prefer a sniper
manage both. role, taking up a hidden position and removing
Scoundrels fulfill many roles in the Wasteland. threats from the field as invisible dealers of death.
Some are grifters, others are middle-men, and still Other sharpshooters prefer a more direct approach,
others are simply thrill-seekers looking to see what blaster energy blazing in waves of destruction as
they can get into next. Scoundrels tend to avoid they cover their teammates against hordes of
taking charge of anything, but they are more than raiders.
willing to ride the coattails of powerful people, often The sharpshooter counts the following skills as
applying their unique skill set to help their employer career skills: Cool, Perception, Ranged [Heavy] and
in any number of ways. Scoundrels rarely put down Ranged [Light].
roots for very long, and will always be looking for the
next interesting thing to do (especially if it can make
them some caps).
SOLDIER
The scoundrel counts the following skills as career War. War never changes. Soldiers are warriors
skills: Charm, Cool, Deception and Ranged [Light]. through and through. At home on the battlefield, they
know everything there is to know about surviving the
horrors of combat – and making sure the opposition
SCOUT doesn't. Whether your soldier is a toughed brawler
Before an army dares commit its forces to action, it armed with a sword, carrying an assault rifle and
must know where the enemy is, what that enemy is body armor, or wielding a laser pistol, the soldier
doing, and what the conditions of the area of gets the work done. However, the basics of a career
operations are. Additionally, military forces require member of the military never really change.
constant updates on possible future sites for The soldier counts the following skills as career
operations. Operations like that being conducted by skills: Athletics, Gunnery, Ranged [Heavy] and
the military are in continual need of contingency Vigilance.
locations for new bases as raiders and slavers
relentlessly tracks down existing headquarters.
Scouts are the vital source of this information.
STRATEGIST
Most scouts tend to be loners, or else are used to Strategists are responsible for forming the core
working with a very small group. The ability to slip directives of many military units. Rather than
into and out of a system unnoticed is the key to their focusing on individual battles, they analyze the big
success and survival, and most scouts are picture – both what has happened and what is
accustomed to going long stretches of time without bound to happen should their plans bear fruit. They
direct contact with their command structure. Not also monitor the effectiveness of logistics to ensure
that military units aren't too thinly spread or
CAREERS 92
Fallout
sparsely supplied to be effective. Anything that people or groups, seeking to accomplish something
might change the tide of battle concerns them, and against an opponent that is far beyond the realms of
they must possess sharp minds and keen wits to legal action. Of course, thieves must always be on
keep all the variables under control. the lookout for a double-cross.
The strategist counts the following skills as career The thief counts the following skills as career
skills: Cool, Knowledge, Leadership and Vigilance. skills: Computers, Skulduggery, Stealth and
Vigilance.
SURVIVALIST
Beyond civilization, in the farthest reaches of the TRADER
Wasteland, there are places where few (if any) Those seeking to take what they discover as they
sentients have ever trodden the ground. Places like explore the Wasteland and beyond (and turn a
these are ideal hiding places for those fleeing the serious profit from it) are traders. For a trader, a new
law or retribution for their actions. Places like these undiscovered location represents nigh-infinite
are where survivalists thrive. potential for resource exploitation, while a new
Not everything that happens in the world occurs in culture or hidden community is a customer base just
cities. In fact, most of the habitable places of the begging for his particular talents.
Wasteland are rural or wilderness in nature. Being a Traders are exceptionally adept at
survivalist ensures a character has the necessary commerce, naturally; they know how to find
knowledge and training to what is needed, and can usually bypass the
make his way in such kinds of restrictions that stymie others. At
environments. and help the far the same time, traders can get the most
more urban-minded folks he's out of a transaction, as well as talk
likely traveling with. themselves into or out of almost
Despite their capacity to live off anything. Traders are strategic
the land, survivalists enjoy caps and the thinkers, planning ahead for
things that can be purchased with them just contingencies. They are also
like anyone else. They will often look to hire strong-willed, making them
themselves out to customers who need their excellent companions in a
expertise in seeking out (or hunting) something crisis.
beyond the concrete. A trader played in a
The survivalist counts the following skills as campaign will likely serve as the group's
career skills: Knowledge, Perception, Resilience public face, though not necessarily as
and Survival. the leader. He will be one of the best first
choices for interacting with public
THIEF officials, money men, and anyone with
whom the group seeks to do business.
Where the scoundrel is a bit flashier, the thief When it comes to finding and buying
really is a covert operative. His ideal circumstance something that the team needs, or fencing
is to get into places blocked to others, grab things something that they wish to get rid of for a
he's not supposed to have, and get out without profit, he is invaluable.
anyone ever knowing he was there. If he can sell The trader counts the following skills as
what he grabbed for a tidy sum, that makes for a career skills: Cool, Deception, Knowledge
perfect day. and Negotiation.
Generally, thieves tend to either operate with a
group that shares in their larcenous goals, or they
work alone. The Wasteland is full of treasures, many
of which are guarded by locks and goons A thief will
gladly handle the locks, though he'll probably
appreciate having some back-up to handle the
goons if things go badly. Then again, if he's truly
good at what he does, that shouldn't happen. Some
thieves gain a strong enough reputation that they
are offered contract opportunities by powerful
CAREERS 93
SKILLS
Fallout
SKILLS
AVAILABLE SKILLS
Playing in the Fallout setting means that not all
skills listed in the GENESYS core rulebook are
available. The skills listed below is the complete skill
list available for player characters and non-player
characters alike.
GENERAL SKILLS
Athletics (Brawn)
Computers (Intellect)
Cool (Presence)
Coordination (Agility)
Discipline (Willpower)
Driving (Agility)
Mechanics (Intellect)
Medicine (Intellect)
Operating (Intellect)
Perception (Cunning)
Piloting (Agility)
Resilience (Brawn)
Skulduggery (Cunning)
Stealth (Agility)
Streetwise (Cunning)
Survival (Cunning)
Vigilance (Willpower)
COMBAT SKILLS
Brawl (Brawn)
Gunnery (Agility)
Melee (Brawn)
Ranged [Heavy] (Agility)
Ranged [Light] (Agility)
Skills represent what your character excels at
doing; the more ranks in a skill, the better your KNOWLEDGE SKILLS
character performs that skill. Anytime your character Knowledge (Intellect)
does something that has a possibility of failure (and
that failure has some negative consequences for
your character), your character makes a skill check SOCIAL SKILLS
to see if they succeed or not. Charm (Presence)
The skills are divided into four different groups of Coercion (Willpower)
skills; Social, General, Knowledge and Combat. This Deception (Cunning)
is further detailed in the GENESYS core rulebook on Leadership (Presence)
pages 57 through 69 for your reference. Naturally, Negotiation (Presence)
the Magic skills on page 70 are not an integrated
part of the Fallout setting.
SKILLS 95
TALENTS
Fallout
TALENTS
Talents generally represent specialized techniques part of a talent entry conveys specific information.
that a character has mastered, typically through Name: Every talent has a name, making it easy for
intense practice and study. A character is likely to be you to refer to the talent, and hopefully providing you
more successful when engaged in actions for which a bit of colorful description as well!
they have appropriate talents. Tier: Each talent belongs in one of five tiers, as
Generally, skills are what your character uses to detailed in the GENESYS core rulebook. The higher
perform a task. If your character wants to climb a the tier, the more XP it costs for your character to
wall, they use the Athletics skill. Talents, on the other purchase the talent.
hand, modify how a character uses that skill (such Activation: Some talents, once chosen, constantly
as rerolling a failed Athletics check when attempting apply to your character; these are passive talents.
to climb that wall). Talents may also modify some of Toughened, which increases your character’s Wound
your character's other attributes (such as changing threshold, is one such talent. Once you buy it, your
their Wound threshold), or perform actions character always has a higher Wound threshold.
normally not allowed by the rules (such as Other talents are active, which means you choose
ignoring Critical Injuries). when your character uses the talent. Natural, for
Listed below is a complete list of available example, lets you reroll one check in a game
talents in the Fallout setting. For easy refering, session, and you choose when your character uses
all talents from the GENESYS core rulebook it. If a talent is active, it has additional details in
have also been included in this book. parentheses describing how much time and effort it
Each talent belongs in one of five tiers, takes for your character to use the talent. Finally,
as detailed in the GENESYS core you can use most talents only on your
rulebook. The higher the tier, the character’s turn, but some talents can
more XP it costs for your be used during another character’s
character to purchase the turn. These talents have the “out of
talent, and the more beneficial turn” descriptor.
or powerful the talent will be. Ranked: Some talents are ranked,
Some talents are better which means
than others. They may have your character can take them more
more exciting abilities or than once.
just better mechanical Rules: These are the rules that
boosts for your character. To describe what the talent does.
balance these talents out and
create an opportunity for characters to progress
toward better abilities, this system sets different AVAILABLE TALENTS
talents at different tiers. These talents are unique to the Fallout setting and
Particular talents are only beneficial if you have a are detailed below. The talents are readily available
prerequisite talent already. These talents will start to anyone who can fulfill any prerequisites in terms
the descriptive text with a red text indicating what of Tier availability. Please notice that the GM has the
particular talent you should have prior to selecting final saying on whether or not a new talent is
this talent, in order to benefit from this talent. available in his or her particular campaign, so
Each tier determines how much a talent costs in remember to check before with the GM before you
experience points. spend all your hard earned experience points.
For easier and quicker reference, the talents from
Tier 1: Each talent costs 5 XP. pages 72 through 81 in the GENESYS core rulebook
Tier 2: Each talent costs 10 XP. are reprinted in this book. The reason for this is to
Tier 3: Each talent costs 15 XP. make it far easier and simpler for you, as a player
Tier 4: Each talent costs 20 XP. and GM, to look up talents without having to juggle
Tier 5: Each talent costs 25 XP. two books simultaneously.
TALENTS 97
GENESYS
TIER 1 TALENTS
TALENT RANKED SUMMARY
Adaptable Flanker No Designate one Engaged target, allies gain b on combat checks made
against this foe.
All-Terrain Driver No Ignore penalties for difficult terrain when using Driving skill.
Bad Cop Yes Spend aa on Coercion or Deception check to upgrade ally's subsequent
Social skill check against the target.
Beautiful Beatdown Yes Brawl combat checks against you deal 1 less damage.
Black Market Contact Yes Reduce rarity of goods by 1 at increase cost by 50%.
Bought Info No Succeed on Knowledge check by spending cash on the info.
Brace Yes Remove b from skill check imposed by environment.
Broad Daylight No Use light in Pip-Boy actively during Stealth with no penalties.
Bullrush No Spend aaa or x to knock target prone within one range band.
Call 'Em No Do not add bb to Aim Maneuvers at specific target.
Cannibal No Eat human corpse to heal your Wounds.
Catch Off-Guard No Do not suffer imposed t when using improvised melee weapons.
Catfall Yes Add b to Athletics and Coordination check to reduce damage from falling,
and reduce Wound and Strain damage by 1.
Cave Dweller Yes Remove f from checks to find dangers in subterranean area.
Challenge! Yes Force adversaries to target you in combat.
Chem Resistant Yes Add b to to checks to avoid addiction from using chems.
Clever Retort No Add automatic tt to opponent's Social skill check.
Code Breaker Yes Remove b from checks to break codes or decrypt communications.
Collector of Stories No Hard (ddd) Knowledge check to identify creatures.
Complimentary Insight No Add bb when using the Assisting Maneuver instead of b.
Construction Specialist Yes Remove b on checks to build engineering projects.
Coyote Style No Use Brawn characteristic instead of Willpower for Coercion checks.
Crack Shot No Opponent's cover does not impose b on your ranged attack.
Creative Design Yes Add a on crafting checks, but equal amount of t.
Deathclaw Style No When you inflict a Critical Injury your opponent bleeds for 2 turns.
Defensive Sysops No Add bb to attempts to hack your computer system.
Desperate Recovery No Heal two additional Strain at end of encounter if over half of Strain
threshold.
Duelist No Add b against single opponent, add b if Engaged with 3 or more.
Durable Yes Reduce the result of Critical Injury by 10, to a minimum of 1.
Energy Transfer No Power up an unpowered electric device with other gear.
Entomologist No Add b to combat checks against insects.
Expert Tracker Yes Remove b from check to find or follow tracks at 50% less time.
Extra Ammo No Cannot run out of ammunition on a y or ttt result.
Familiar Sky No Hard (ddd) Knowledge check to gain useful information on
environment.
Fast Metabolism Yes Heal additional Wounds from natural rest.
98 TALENTS
Fallout
Forager No Remove bb from skill checks to find food, water and shelter.
Friend of the Night No Remove b from checks imposed by darkness.
Ghost Steps Yes Throw your movement sounds to originate from other location.
Good Cop Yes Spend aa on Charm or Negotiation check to upgrade ally's subsequent
Social skill check against the target.
Grit Yes Increase your Strain threshold by one.
Hamstring Shot No Halve your Ranged damage in order to Immobilize your target.
Hidden Storage Yes Hidden storage in vehicle or equipment to hold 1 encumbrance.
Initiate of Pain Yes Add b to combat and Discipline checks when hurt.
Iron Soul No If carrying 2 Encumbrance or less heal all Strain at end of encounter.
Jump Up No Stand up from seated or prone position as an Incidental.
Kill With Kindness Yes Remove b from all Charm and Leadership checks.
Knack For It Yes Remove bb from any one selected skill.
Know Somebody Yes Reduce rarity of item when purchasing.
Knowledge Specialization Yes Spend x to gain additional s on Knowledge checks.
Lead Belly Yes Add b to resist effects of radiation from radioactive food or water.
Let's Ride No Mount or dismount from vehicle or steed as an Incidental.
Listen to This Yes You can perfectly imitate what you have heard.
Lurk Style No Hard (ddd) Knowledge check for foe add b to combat checks.
Machine Bender Yes Heal additional Wounds to robots.
Mole Rat Style No Combat checks against you add b, add b against some opponents.
Museum Worthy No Hard (ddd) Knowledge check to gain information on a relic, ruin or
piece of history.
Never Outnumbered Yes Hard (ddd) Coercion check to give all foes in Short range an automatic
t on all skill checks.
Night Person Yes Add b to Perception checks between 6 p.m. and 6 a.m.
One With Nature No May use Survival instead of Discipline or Cool to recover Strain.
Painful Blow No Increase difficulty of combat check, on a successful combat check inflict
2 Strain on opponent everytime it performs a Maneuver.
Parry Yes Suffer Strain to parry a Brawl or Melee attack and reduce the damage
before applying Soak.
Party Animal No Add b to all skill checks while intoxicated.
Physician Yes Heal additional Strain when using Medicine skill.
Plausible Deniability Yes Remove b from Coercion and Deception checks.
Prone Mastery No Attacks against you while prone do not incur the usual b bonus.
Proper Upbringing Yes Add a to your Social skill checks.
Quick Draw No Draw or holster item as Incidental, reduce weapon Prepare quality.
Quick Strike Yes Add b to checks against opponent who has not yet acted.
Rapid Reaction Yes Add automatic s to Vigilance or Cool check for Initiative.
Rapid Recovery Yes Heal 1 additional Strain after end of an encounter.
Redundant Systems No Easy (d) Mechanics check to use components from functional item to
repair a broken item, without breaking the functional item.
TALENTS 99
GENESYS
100 TALENTS
Fallout
TIER 2 TALENTS
TALENT RANKED SUMMARY
Adroitness No Reduce time to perform specific General skill by 25%.
Alluring Yes Add automatic a to all Social skill checks.
Animal Expertise Yes Add b on all skills when interacting with animal/beast.
Ant Style No Gain +1 Ranged Defense while using Brawl and having one hand free.
Anticipate Dodge Yes Add b to combat checks against target using Dodge talent.
Barrage Yes Add 1 damage to Gunnery and Ranged [Heavy] skill at Long and Extreme
range.
Basic Military Training No Athletics, Ranged [Heavy] and Resilience skills are career skills.
Black Widow / Lady Killer No Deal 1 additional damage against Nemesis adversaries, remove b from
Social skills when dealing with Nemesis adversaries.
Blackmail No Spend 1 Story Point to convince NPC to perform a task.
Bullwark No Parry to reduce Brawl/Melee damage on an Engaged ally.
Burly Yes Reduce weapon's Cumbersome quality and Encumbrance by 1.
Cazador Style No Remove b from Guarded Stance, +1 Melee Defense.
Chemist No Any chem you use have double its duration.
Child at Heart No Decrease difficulty of Social skill check when interacting with child.
Command Yes Add b to Leadership. Affected targets add b to Discipline checks.
Concussive Attack Yes Spend aa to add b on target's Intellect and Willpower checks.
Conditioned Yes Remove b from Athletics and Coordination. Reduce falling damage by
one.
Confidence Yes Decrease difficulty of Discipline checks to avoid fear.
Coordinated Assault Yes Automatic a to combat checks per rank in Leadership.
Counteroffer No Negotiation vs Discipline check to stagger a non-nemesis opponent.
Crashing Wave Style No You can immediately follow a disengaging adversary.
Cutting Question No When making Coercion check, may use Deception skill instead.
Daring Aviator Yes Add t to Driving/Piloting skill check to add equal number of s.
Debilitating Shot No Spend aa to reduce maximum speed of hit vehicle.
Deceptive Taunt No May force an adversary to focus attacking the character.
Defensive Stance Yes Upgrade difficulty of Brawl and Melee combat checks against you.
Defensive Sysops(Improved) No Add s and t to Defensive Sysops check instead of bb.
Dirty Tricks No Upgrade adversary's next skill check upon a Critical Injury.
Disorient Yes Spend aa to Disorient opponent.
Distracting Behavior Yes Give Engaged opponent's automatic t on skill checks.
Dual Wielder No Decrease difficulty of using two weapons simultaneously.
Dynamic Fire No Suffer 2 Strain to reduce difficulty of Ranged while Engaged.
Enforcer No When dealing Strain damage with Brawl or Melee attempt Coercion check
to demoralize opponent and add b to his skills.
Exploit Yes Suffer 2 Strain to add Ensnare quality to Melee combat check.
Fan the Hammer No Add Auto-Fire quality to pistol, but immediately run out of ammo.
Fancy Paint Job No Upgrade all Charm, Deception and Negotiation checks once within
TALENTS 101
GENESYS
102 TALENTS
Fallout
Overstocked Ammo Yes Increase value of Limited Ammo on Signature Vehicle weapons.
One With the Shadows No In shadows or darkness add b to Initiative checks and all combat checks
against you have b.
Opening Tap No Open lock without tools at a twice increased difficulty.
Pack Initiative No Add automatic s to Initiative if ally has Pack Initiative talent.
Physical Training Yes Add b to Athletics and Resilience checks.
Pride and Joy No Upgrade all Social checks once in Short range of Signature Vehicle.
Quick Draw (Improved) No Use Quick Draw twice per turn, and reduce the Prepare quality of a
weapon by 2.
Rad Resistant Yes Gain b to resist all types of external radiation sources.
Radroach Style No No b to you or b to foes when you are being prone.
Rapid Reload Yes Reduce a weapon's Prepare quality to reload.
Reckless Charge No Suffer 2 Strain to add ss and tt on Brawl or Melee attack.
Reconstruct the Scene No Hard (ddd) Perception check to identify physical characteristics of a
person present at scene within 24 hours.
Researcher (Improved) Yes On successful Knowledge check, character and allies add automatic a to
all skill checks.
Resist Disarm No Suffer 2 Strain to avoid being disarmed or have weapons damaged or
destroyed.
Sadistic Reward Yes If dealing damage, all attacks against you have a b penalty.
Scathing Tirade No Average (dd) Coercion check to inflict Strain to enemies.
Scavenger Yes Remove b from checks to scavenge, reduce time needed by 50%.
Selective Detonation Yes Spend a on weapon with Blast quality to exclude person in blast.
Sense Danger No Remove bb from any one skill once per session.
Sense Emotions No Add b to all Charm, Coercion and Deception checks.
Shortcut Yes Add b to checks to catch or escape an opponent.
Side Step Yes Upgrade difficulty of all Ranged combat checks made against you.
Stalker Yes Add b to all Coordination and Stealth checks.
Stunning Blow No Melee attacks may inflict Strain damage instead of Wound damage.
Sturdy Frame No While wearing armor, the armor weighs 1 Encumbrance less.
Sundering Strike No The cost of triggering Sunder quality is one a less.
Suppressing Fire Yes Spend a on failed combat check to inflict Strain on opponent.
Technical Aptitude No Spend aa or x on Computers check to reduce the time by 50%.
Threaten Yes Suffer 3 Strain to inflict Strain upon opponent within Short range.
Time to Go No Spend 1 Story Point to move into cover or out of blast range of a weapon
or explosion.
Tinkerer Yes Add 1 additional hard point to items.
Touch of Fate No Add bb to any one skill check once per session.
Unarmed Parry No May parry Brawl and Melee attacks while unarmed.
Unstoppable No Do not receive Critical Injury on a Critical Injury result of 01.
Vehicle Combat Training No Driving, Gunnery and Piloting become career skills.
Walker Instinct No Add s and a to Perception checks when outside and outdoors.
TALENTS 103
GENESYS
TIER 3 TALENTS
TALENT RANKED SUMMARY
Acrobatic Strike No Suffer 3 Strain and make a Hard (ddd) Coordination check to add bb
on Brawl or Melee combat check against an opponent.
Ambush No Add damage equal to Stealth when benefiting from cover.
Animal Companion Yes Gain a special animal companion.
Armor Master No Increase Soak by 1 when wearing armor.
Backstab No Attack unaware adversary for additional damage using Skulduggery skill
instead of Melee.
Bad Press No Hard (ddd) Deception check to reduce Strain threshold of members of a
specific faction.
Barrel Roll No Reduce damage to vehicle at the cost of System Strain.
Blind Spot No You and allies in Short range add a to combat checks while benefiting
from cover.
Blindsense Yes Ignore b from darkness within Short range.
Bloody Assault No Suffer bb to Melee or Ranged combat check to cause bleeding wound.
Body Guard Yes Suffer Strain to upgrade attacks against an Engaged ally.
Bullheaded No Add b to checks against fear, cannot become Disoriented.
Capital Sendoff No Hard (ddd) Cool check to make 2 vehicles suffer minor collision.
Center of Being Yes Increase critical rating against you by 1 when wielding melee weapon with
Defensive quality.
Cherchez La Femme / No Deal 1 additional damage against members of the opposite sex, add b to
Confirmed Bachelor Social skill checks against members of the opposite sex.
Chopshop Expertise Yes Average (dd) Knowledge check to reduce cost and time of repairs of
vehicles.
Chosen Foe Yes Gain b on combat checks and +1 Defense against one target, bb on
combat checks against others and they add b against you.
Combat Veteran No Add b to Brawl and Discipline checks.
Confidence (Improved) No Spend a on fear check to give allies in Short range automatic s on the
same fear check.
Congenial Yes Suffer Strain to downgrade or upgrade difficulty of Charm or Negotiation
checks.
Constant Vigilance No Use Vigilance to determine Initiative.
Counterattack No Activate item quality when using Improved Parry.
Creative Killer No Reduce critical rating by 2 with improvised weapon.
Customized Cooling Unit Yes Increase System Strain threshold by 2 on Signature Vehicle.
Daredevil Yes Add b to skill checks that is of Hard (ddd) difficulty or greater.
Daring Turn No Suffer 2 Strain to negate the effects of Gain the Advantage.
Defy Death No Immune to fear effects, allies in Short range gain b to fear checks.
Disarm No Spend aa or x with Brawl or Melee attack to disarm opponent.
Disarming Smile Yes Make Charm check to lower Defense rating of an opponent.
Distinctive Style No Add ss and tt to Computers checks to hack a system.
Dodge Yes Suffer Strain to upgrade difficulty of combat checks targeting you.
104 TALENTS
Fallout
Double of Nothing No Suffer 2 Strain to double the amount of a on a skill check with increased
difficulty of one.
Dual Strike No Suffer 2 Strain instead of using aa to hit with secondary weapon.
Eagle Eyes No Increase your weapon's range band by one.
Easy Prey No Suffer 3 Strain to add bb to combat checks at Immobilized foes.
Encoded Communique No Upgrade difficulty to decrypt your coded messages.
Encouraging Words No Suffer 1 Strain to assist Engaged ally's next skill check.
Eye for Detail Yes Suffer Strain to convert s to a on Mechanics or Computers check.
Fear the Shadows No Hard (ddd) Deception check to make minion group or rival flee.
Fearsome Reputation Yes Add a to Coercion skill checks.
Feint Yes Spend x or aaa on a failed Brawl or Melee combat check to upgrade
opponent's combat check.
Ferocious Loyalty No When you exceed half Wound threshold, your animal companion adds
automatic s and a to combat checks.
Field Commander No Average (dd) Leadership check for allies to perform a Maneuver.
Fire Control No All combat checks made from vehicle count target's Silhouette as 1 larger.
Flick of the Wrist No Add s and a to combat check if drawing a one-handed weapon.
Forgot to Count? No Spend tt on opponent's combat check to run out of ammunition.
Formation Tactics No Hard (ddd) Leadership check to upgrade combat checks against all
allies within Short range.
Fortified Structure Yes Increase hull trauma by 1 on Signature Vehicle.
Fortune Finder Yes Find 10% additional bottle caps.
Freerunning (Improved) No Suffer 4 Strain to move anywhere within Medium range.
Frenzied Attack Yes Suffer Strain to upgrade Brawl or Melee combat checks.
Full Stop No Bring piloted vehicle to speed zero immediately at 1 System Strain.
Full Throttle No Hard (ddd) Driving/Piloting check to increase top speed by 1.
Greased Palms Yes Pay 50 bottle caps to upgrade Social skill check once.
Grenadier Yes Spend 1 Story Point to trigger Blast quality without using aa, and
increase range of grenades to Medium range.
Harass No Animal companion may forego inflicting damage on foe to upgrade
difficulty of the target's next check instead.
Hard-Boiled Yes Spend a when recovering Strain to recover 1 Wound.
Heroic Resilience Yes Spend 1 Story Point to increase Soak.
Heroic Will No Ignore effects of Critical Injuries on two characteristics.
Hindering Shot Yes Spend 1 Story Point to increase difficulty of Gunnery, and inflict System
Strain to a moving vehicle.
Hit the Deck No Increase Soak by 1 against explosive weapons.
Hunter's Quarry (Improved) No Suffer 2 Strain to perform Hunter's Quarry as Maneuver instead of as an
Action.
Informant No Reveal a contact who can shed light on a chosen subject.
Inspiring Rhetoric No Allies affected by Inspiring Rhetoric add b to all skill checks.
(Improved)
Interjection No Average (dd) Vigilance check on another character's failed Social check,
TALENTS 105
GENESYS
106 TALENTS
Fallout
TALENTS 107
GENESYS
TIER 4 TALENTS
TALENT RANKED SUMMARY
Action Boost Yes Spend 1 Story Point to flip positive die to adjacent side.
Armor Master (Improved) No When wearing armor with Soak 2+ increase Defense rating by 1.
Assassin Strike No After melee/brawl, spend 1 Story Point to disengage from opponent.
Back-to-Back No Add b to your and allies in Engaged range combat checks.
Body Guard (Improved) No When your protected ally is hit, you can suffer the hit instead.
Bolstered Armor Yes Increase Armor value by 1 of Signature Vehicle.
Brilliant Evasion No Make opposed Driving or Piloting check to stop opponent from attacking
your vehicle.
Can't We Talk About This? No Prevent target from attacking you.
Capital Sendoff (Improved) No When performing Capital Sendoff targets suffer major collision instead.
Careful Planning No Introduce a “fact” into the narrative as if spent 1 Story Point.
Center of Being (Improved) No Suffer 1 Strain to use Center of Being as an Incidental.
Commanding Presence No Make a Cool vs. Discipline check to make adversary within Short range
leave the encounter.
Comrades In Arms No Hard (ddd) Discipline check to grant you and allies within Medium
range +1 Defense rating.
Deadeye No Select the outcome of your Critical Injuries within same severity.
Deadly Accuracy No Add ranks of combat skill as damage to attack.
Death Rage No +2 damage to Brawl and Melee by per sustained Critical Injury.
Defensive Yes Increase Melee and Ranged Defense Rating by 1.
Defensive Driving Yes Add b to combat checks against vehicle piloted by you.
Discredit No Hard (ddd) Deception check to upgrade character's Social skill check.
Distracting Behavior No Distracting Behavior Maneuver adds automatic tt on NPC skill checks
(Improved) if targeting your allies.
Don't Shoot! No Cannot be targeted by combat checks on a Hard (ddd) Charm check.
Double or Nothing No Doubles up the remaining s after resolving a skill check.
(Improved)
Double-Talk No Spend aa or x on Charm or Deception check to Disorient opponents
within Short range.
Dreadful Carnage No Hard (ddd) Coercion check when incapacitating an enemy to Stagger
foes in Short range.
Enduring Yes Increase your Soak Rating by 1.
Field Commander (Improved) No Spend x on Field Commander to let ally take an Action.
Flurry of Blows No Suffer Strain to add Linked quality to Brawl or Melee attack.
Formation Tactics No Reduce difficulty of Formation Tactics to Average (dd). Spend x or
(Improved) aaaaaa to have effect last the entire encounter.
Fortune Favors the Bold No Suffer 2 Strain to move GM Story Point to Player Story Point pool.
Full Throttle (Improved) No Suffer 1 Strain to perform Full Throttle as a Maneuver, and reduce
difficulty to Average (dd).
Grim Reaper's Spirit No Recover 1 Strain per a on combat check when making adversary
excceed Wound or Strain threshold.
How Convenient! No Hard Mechanics (ddd) check to have 1 device spontaneously fail.
108 TALENTS
Fallout
In the Know No Make opposed Deception vs. Vigilance check to have target NPC believe
false intelligence.
Incite Rebellion No Hard (ddd) Cooercion check to make minions and rivals become
rebellious.
Inspiring Rhetoric (Supreme) No Use Inspiring Rhetoric as a Maneuver instead of as an Action.
It's Not That Bad No Hard (ddd) Medicine check to prevent ally from gaining Critical Injury.
Jury Rigged Yes Modify a personal weapon or armor.
Life or Death (Improved) No Upgrade your combat checks when you are at are wounded to half or
more of your Wound threshold.
Mad Inventor No Cobble together a function item from spare parts.
Mantis Style No Reduce your Critical Injury rating by one with Brawl checks.
Moving Target Yes If you have already acted this turn increase Ranged Defense rating.
Nightstalker Style No Engaged enemies with ranged weapons must upgrade combat checks
one additional time.
Not Today No Spend 1 Story Point to prevent Signature Vehicle from being destrouyed.
Offensive Driving No Suffer System Strain to upgrade target's next Driving check.
Overbalance No Spend y or ttt on Engaged foe's combat check to Stagger foe.
Pain Train No When wearing power armor you can charge and stagger you foe.
Persistent Attacker Yes Spend aa on successful combat check to upgrade next combat check
against the same adversary.
Pinning Fire (Improved) No Affect additional targets with Pinning Fire.
Precise Aim Yes Suffer Strain to reduce adversary's Defense rating.
Precision Strike (Improved) No Change a Critical Injury result to Average (dd) result at 2 Strain.
Prey On the Weak Yes Add +1 damage against Disoriented targets.
Pride and Joy (Supreme) No Reduce Silhouette of Signature Vehicle by 2, to a minimum of 0.
Prime Positions Yes You and allies in Short range gain +1 Soak when in cover.
Prophetic Aim No While aiming, y cannot result in hitting an Engaged ally.
Pyromaniac No Increase Burn quality by +1 on weapon with Burn quality.
Rain of Death No Ignore the increased difficulty due to Auto-fire quality.
Reinforced Frame No Signature Vehicle gains Massive 1 quality, Critical ratings on weapons
against the vehicle count as 1 higher.
Reroute Processors No Decrease and Increase 1 characteristic of an Engaged robot.
Resolve Yes Suffer 1 less Strain when voluntarily suffering Strain.
Retention No Double duration and effect from skill magazines and books.
Savage Sweep No Increase difficulty of Brawl or Melee combat check and spend aa to
strike an additional Engaged opponent.
Savvy Negotiator No Hard (ddd) Negotiation check to make observers see opponent's sides
as maliciously unreasonable.
Scathing Tirade (Supreme) No Use Scathing Tirade as a Maneuver instead of as an Action.
Second Chances Yes Select positive dice and re-roll them.
Seen a Lot of Things No Spend aaa to attempt a new Knowledge check on a failed attempt.
Set Lasers For Fun No Add 5 to Critical Injury results with laser weapons per rank of appropriate
combat skill.
TALENTS 109
GENESYS
110 TALENTS
Fallout
TIER 5 TALENTS
TALENT RANKED SUMMARY
Action Boy No Add an additional Story Point to the player pool.
Action Surge No Spend 1 Story Point to perform an additional Maneuver or Action.
Agent 47 No Roll twice for Critical Injury and select one result while hidden.
Armor Master (Supreme) No Suffer 3 Strain to reduce result of Critical Injury by 10 per Soak.
Baleful Gaze No Spent 1 Story Point to upgrade opponent's combat check within Medium
range.
Biggest Fan No Hard (ddd) Charm check to turn NPC into biggest fan.
Body Guard (Supreme) No May protect Engaged characters equal to ranks in Resilience.
Comrades In Arms No Spend x or aaa for you an ally to gain +1 Soak rating.
(Supreme)
Coordinated Dodge No Spend 1 Story Point to add f to combat checks against you.
Critical Mastery No Spend 1 Story Point to inflict two effects on a Critical Injury result.
Crushing Blow No Suffer 4 Strain to give Melee weapon Breach 1 and Knockdown.
Custom Loadout No Add mount for weapon on Signature Vehicle.
Dedication Yes Increase a characteristic by 1 point, to a maximum of 5.
Double or Nothing No Double all x and y on Double or Nothing Incidental result.
(Supreme)
Dumb Luck No Suffer 3 Strain to spend aaa to change y result to f result.
Evasion No While in Guarded Stance attempt to negate a single successful Brawl or
Melee attack against you.
Finish Him! No Incapacitate any adversary that is Staggered.
Friendly Foe No Spend 1 Story Point to change y to f on combat check to avoid hitting
an ally Engaged with target.
Full Throttle (Supreme) No Full Throttle increases vehicle's top speed by 2, not 1.
Heavy Hitter No Add Breach 1 quality to attack with Ranged [Heavy] or Gunnery.
Indomitable No Spend 1 Story Point to prolong your incapacitation until next turn.
Inspiring Leadership No Hard (ddd) Leadership check to give allies in Short range automatic s.
Intense Focus No Suffer 1 Strain to upgrade skill check once.
Just Kidding! No Spend 1 Story Point to ignore y on Social skill check of ally within Short
range.
Let's Talk This Over No Daunting (dddd) Charm check to turn potential combat encounter into
Social encounter.
Life or Death (Supreme) No Life or Death activates when taking Wounds equal to one quarter of
Wound threshold.
Master No Reduce the difficulty of one skill by two.
Master Demolitionist No Spend a or x to extend Blast quality to Short range.
Master Driver/Pilot No Suffer 2 Strain to perform vehicle Action as Maneuver instead.
Master Grenadier No Reduce a cost to activate Blast quality.
Master Instructor No Suffer 2 Strain for ally in Short range to have ranks in Discipline equal to
your ranks in Discipline.
Master Merchant No Suffer 2 Strain to buy or sell goods at an additional 25% of cost.
TALENTS 111
GENESYS
112 TALENTS
Fallout
TALENTS 113
GENESYS
114 TALENTS
Fallout
Backstab is a Melee attack, and follows the normal piloting an airplane of Silhouette 3 or less. When
rules for performing a combat check (see page 101 your vehicle suffers a hit from a ranged combat
of the GENESYS core rulebook), using the check, after damage is calculated but before Armor
character's Skuduggery skill instead of Melee. If the is applied, your character may have their vehicle
check succeeds, each uncanceled s adds +2 suffer 3 System Strain to use this talent. Then,
damage (instead of the normal +1). reduce the damage suffered by a number equal to
their ranks in Piloting.
BAD COP
Tier: 1 BASIC MILITARY TRAINING
Activation: Passive Tier: 2
Ranked: Yes Activation: Passive
May spend aa from a Deception or Coercion Ranked: No
check to upgrade ability of a single ally’s Athletics, Ranged [Heavy], and Resilience are now
subsequent Social Interaction check against the career skills for your character.
target a number of times equal to ranks in Bad Cop.
BEAUTIFUL BEATDOWN
BAD PRESS Tier: 1
Tier: 3 Activation: Passive
Activation: Active (Action) Ranked: Yes
Ranked: No You are no stranger to physical punishment. Any
Once per session, choose an organization and unarmed Brawl combat check against you deal 1
make a Hard (ddd) Deception check. On success, less damage per rank of Beautiful Beatdown after
organization members have their Strain thresholds the combat check has been resolved.
reduced by 1, plus 1 per sss, until the end of the
session. When he does this, the player must explain BIGGEST FAN
how the PC disseminated the propaganda such that
Tier: 5
it has affected his targets. The chosen organization
Activation: Active (Action)
must be narrow and cohesive enough to be affected
Ranked: No
by bad publicity.
Once per session, may take a Biggest Fan Action;
make a Hard (ddd) Charm check to turn one NPC
BALEFUL GAZE into the character’s biggest fan. The exact effects of
Tier: 5 this vary depending on the NPC and the situation.
Activation: Active (Incidental, Out-of-Turn) They can include drastically decreasing the difficulty
Ranked: No of Social Interaction skill checks the character
When targeted by combat check from within makes targeting his biggest fan, the fan being willing
Medium range, may spend a Story Point to upgrade to perform minor or even significant favors for the
the difficulty of the check a number of times equal to character, or the character even becoming a
ranks in Coercion. reoccurring ally in the narrative. At the CM’s
discretion, this talent may not be able to target
certain NPCs whose adversarial nature is vital to the
BARRAGE plot, or NPCs who would be unable to appreciate the
Tier: 2 character’s work.
Activation: Passive
Ranked: Yes
Add 1 damage per rank of Barrage to one hit of BLACK MARKET CONTACT
successful attack while using Ranged [Heavy] or Tier: 1
Gunnery skills at Long or Extreme range. Activation: Active (Incidental)
Ranked: Yes
When purchasing illegal goods, may reduce rarity
BARREL ROLL by 1 per rank of Black Market Contacts, increasing
Tier: 3 cost by 50 percent of base cost per reduction.
Activation: Active (Incidental, Out-of-Turn)
Ranked: No
Your character can only use this talent while
TALENTS 115
GENESYS
BLACK WIDOW / LADY KILLER before making the combat check, and its effects last
until your next turn (although the bleeding lasts until
Tier: 2 healed, as normal).
Activation: Active (Incidental)
Ranked: No
You're charming... and dangerous! Nemesis BODY GUARD
adversaries suffer an additional Wound in combat Tier: 3
whenever you deal damage, and you can remove a Activation: Active (Maneuver)
b from Charm, Coercion, Deception, Leadership and Ranked: Yes
Negotiation checks when dealing with the Once per turn, may suffer a number of Strain
nemesis adversaries. no greater than ranks in Body Guard to use
this talent. Choose one ally Engaged with
your character; until the end of your
BLACKMAIL character's next turn, upgrade the difficulty
Tier: 2 of all combat checks targeting that ally a
Activation: Active (Incidental, Out-of-Turn) number of times equal to the Strain suffered.
Ranked: No
When an NPC exceeds his Strain threshold,
may spend 1 Story Point to convince that NPC BODY GUARD (IMPROVED)
to perform a single task of choice instead. Tier: 4
Activation: Passive
Ranked: No
BLIND SPOT Your character must have purchased the
Tier: 3 Body Guard talent to benefit from this talent.
Activation: Passive Once per session, when an ally protected by
Ranked: No the Body Guard Maneuver suffers a hit,
Your character, and allies within Short range, suffer the hit instead.
add automatic a to combat checks they make
while benefiting from cover.
BODY GUARD (SUPREME)
Tier: 5
BLINDSENSE Activation: Passive
Tier: 3 Ranked: No
Activation: Passive Your character must have
Ranked: Yes purchased the Body Guard (Improved)
As long as your character can hear, talent to benefit from this talent. Body
you may ignore b imposed by Guard Maneuver may protect a number of
darkness or blindness within Engaged characters up to ranks in Resilience.
Short range. Each additional rank
increases range.
BOLSTERED ARMOR
Tier: 4
BLOODY ASSAULT Activation: Passive
Tier: 3 Ranked: Yes
Activation: Active (Incidental) Your character must have purchased the Signature
Ranked: No Vehicle talent to benefit from this talent. Increase
Sacrificing accuracy, you can inflict bloody wounds the Armor value of Signature Vehicle by 1 per rank of
that are slow to heal. You can choose to take a bb Bolstered Armor.
penalty on all Melee or Ranged combat checks to
inflict 1 Wound of bleed damage with your attack, in
addition to the normal damage dealt by the weapon. BOUGHT INFO
A creature continues to take bleed damage every Tier: 1
turn at the start of its turn, and cannot soak this Activation: Active (Action)
bleed damage.. Bleed damage can be stopped by an Ranked: No
Average (dd) Medicine check or through a When making a Knowledge skill check, your
stimpak. Bleed damage from this talent does not character can instead use this talent to spend an
stack with itself. You must choose to use this talent amount of bottle caps equal to fifty times the
116 TALENTS
Fallout
difficulty
of the check and automatically succeed on the
BULLRUSH
Tier: 1
knowledge check with one uncanceled s (instead of
Activation: Active (Incidental)
rolling). At your GM’s discretion, your character may
Ranked: No
not be able to use Bought Info if the information is
When your character makes a Brawl or Melee
particularly sensitive or difficult to find, or buying it
combat check after using a Maneuver to engage a
doesn’t make narrative sense.
target, you may spend aaa or x to use this
talent to knock the target prone and move them up
BRACE one range band away from your character.
Tier: 1
Activation: Active (Maneuver)
Ranked: Yes
BULLWARK
As a Maneuver, the character may Brace himself. Tier: 2
Activation: Active (Incidental, Out-of-Turn)
This allows a character to remove b per rank of
Ranked: No
Brace from the next skill check based on changing
Your character must have purchased the Parry
conditions, inclement weather, unstable surfaces,
talent to benefit from this talent. While wielding a
zero gravity, heavy gravity, or other disruptive
weapon with the Defensive quality, your character
physical obstacles that would make a skill check
may use Parry to reduce the damage of an attack
more difficult.
targeting an Engaged ally.
TALENTS 117
GENESYS
118 TALENTS
Fallout
enemy’s weapon counts as 1 higher per rank of character is by one point. Furthermore, you also gain
Center of Being. a b to all Charm, Coercion, Deception, Leadership
and Negotiation checks you make against members
CENTER OF BEING (IMPROVED) of the opposite sex.
Tier: 4
Activation: Passive CHILD AT HEART
Ranked: No Tier: 2
Your character must have purchased the Center of Activation: Active (Incidental)
Being talent to benefit from this talent. Suffer 1 Ranked: No
Strain to use a Center of Being Maneuver as an The Child at Heart talent improves your
Incidental. interactions with children (and even some adults at
the GMs option), allowing you to decrease the
CHALLENGE! difficulty on a single Social interaction skill check
involving a child.
Tier: 1
Activation: Active (Maneuver)
Ranked: Yes CHOPSHOP EXPERTISE
Once per encounter, your character may use a Tier: 3
Maneuver to use this talent to choose a number of Activation: Active (Action)
adversaries within Short range no greater than your Ranked: Yes
character's ranks in Challenge! (a minion group Your character may make an Average (dd)
counts as a single adversary for this purpose). You Knowledge check when at a dry dock, mechanics
have to succeed on a Coercion check against the garage, etc. with suitable personnel and equipment
adversaries to make use of the talent. Until the to conduct repairs to a vehicle, or to add
encounter ends or your character is incapacitated, attachments or modifications to one. If successful,
these adversaries add b to combat checks targeting the cost and time for repairs is reduced by 20% for
your character and bb to combat checks targeting each rank of Chopshop Expertise to a minimum of
other characters. 100 bottle caps and one day.
TALENTS 119
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120 TALENTS
Fallout
TALENTS 121
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122 TALENTS
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124 TALENTS
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Melee check to disarm an opponent. suffer Strain no greater than ranks in Deception.
Until the beginning of next turn, equal number of
DISARMING SMILE Engaged NPC’s suffer t on checks. Range
increases with additional ranks.
Tier: 3
Activation: Active (Action)
Ranked: Yes DISTRACTING BEHAVIOR (IMPROVED)
Take the Disarming Smile action; succeed at an Tier: 4
opposed Charm check against a target within Short Activation: Passive
range to lower all defenses of a target by ranks in Ranked: No
Disarming Smile until the end of the encounter. Your character must have purchased the
Distracting Behavior talent to benefit from this
DISCREDIT talent. The Distracting Behavior Maneuver inflicts
tt on NPC’s checks when NPC’s target
Tier: 4
character’s allies.
Activation: Active (Action)
Ranked: No
Once per encounter, take the Discredit Action, DODGE
make a Hard (ddd) Deception check to upgrade Tier: 3
the difficulty of one character’s social checks once, Activation: Active (Incidental, Out-of-Turn)
plus once for every aa, until the end of the Ranked: Yes
encounter. When your character is targeted by a Gunnery,
Melee, Ranged [Heavy] or Ranged [Light] combat
DISORIENT check, they may suffer a number of Strain no greater
than their ranks in Dodge to use this talent. Then,
Tier: 2 upgrade the difficulty of the combat check targeting
Activation: Passive your character a number of times equal to the Strain
Ranked: Yes suffered.
After hitting with combat check, may spend aa
to Disorient target for number of turnss equal to
ranks in Disorient. DON'T SHOOT!
Tier: 4
Activation: Active (Action)
DISTINCTIVE STYLE Ranked: No
Tier: 3 Once per session as an Action, make a
Activation: Active (Incidental) Hard (ddd) Charm check. On a success,
Ranked: No cannot be target of combat checks until the
When making a Computers check to hack a end of the encounter or until making a
system or break into a secured network, combat check.
before rolling, your character may use
this talent to add ss and tt to the
results. DOUBLE OR NOTHING
If you are using the optional Tier: 3
hacking rules on page 232 in the Activation: Passive
Genesys core rulebook and your Ranked: No
check generates tt, your Suffer 2 Strain to perform
GM should spend it on the I the Double or Nothing
Know You! option in Table I.2- Incidental to increase the
22 on page 234 in the difficulty of the next check by
GENESYS core rulebook. one. Then, after canceling
opposing symbols, double the
amount of remaining a.
DISTRACTING BEHAVIOR
Tier: 2
Activation: Active (Maneuver)
Ranked: Yes
Make a Distracting Behavior Maneuver and
TALENTS 125
GENESYS
126 TALENTS
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TALENTS 127
GENESYS
Melee weapon, they may suffer 2 Strain to use this Engaged range of Signature Vehicle once.
talent to add the Ensnare quality to the attack. The
rating of the Ensnare quality is equal to your
character's ranks in Exploit.
FAST METABOLISM
Tier: 1
Activation: Passive
EXTRA AMMO Ranked: Yes
Tier: 1 You recover faster than normal. You recover one
Activation: Passive additional Wound per day of natural rest per rank of
Ranked: No Fast Metabolism.
Cannot run out of ammo due to a y or ttt
result. Items with Limited Ammo quality run out of
ammo as normal.
FEAR THE SHADOWS
Tier: 3
Activation: Active (Action)
EYE FOR DETAIL Ranked: No
Tier: 3 Once per session, may make a Hard (ddd)
Activation: Active (Incidental) Deception check to force a single Minion
Ranked: Yes group or Rival to flee the encounter.
After making a Mechanics or Computers
check, may suffer Strain up to ranks in Eye
for Detail to convert that many s to a.
FEARSOME
Tier: 2
Activation: Passive
FAMILIAR SKY Ranked: Yes
Tier: 1 When an non-nemesis adversary
Activation: Active (Maneuver) becomes Engaged with the
Ranked: No character, the character
Once per session, may perform a may force the adversary
Familiar Sky maneuver; make a to make a fear check,
Hard (ddd) Knowledge check to with the difficulty equal to
reveal the current type of the character’s ranks in
environment and other useful Fearsome.
information.
FEARSOME REPUTATION
FAN THE HAMMER Tier: 3
Tier: 2 Activation: Passive
Activation: Active (Incidental) Ranked: Yes
Ranked: No Add a to results of Coercion
Once per encounter before making a combat checks equal to ranks in Fearsome
check with a pistol (your GM has the final say on Reputation.
whether a weapon is a pistol or not), your character
may use this talent to add the Auto-fire quality to the
pistol when resolving the check. If your character
FEINT
Tier: 3
does, the weapon runs out of ammo exactly as with
Activation: Passive
an Out of Ammo result (see page 104 in the
Ranked: Yes
GENESYS core rulebook).
Spend x or aaa generated on a missed Brawl
or Melee attack to upgrade difficulty of opponent’s
FANCY PAINT JOB next attack targeting character by ranks in Feint.
Tier: 2
Activation: Passive
Ranked: No
FERAL STRENGTH
Your character must have purchased the Signature Tier: 2
Vehicle talent to benefit from this talent. Upgrade all Activation: Passive
Charm, Deception, and Negotiation checks made in Ranked: Yes
Add +1 damage to Brawl and Melee combat
128 TALENTS
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TALENTS 129
GENESYS
130 TALENTS
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TALENTS 131
GENESYS
employed by the fighting style. Although you cannot subsequent Social Interaction check against the
use a style talent before combat begins, the style target a number of times equal to ranks in Good Cop.
you are in persists until you spend an Incidental to
switch to a different combat style. For example, if
you have the Lurk Style and Nightstalker Style, you
GRAPPLE
can use an Incidental to adopt Lurk Style at the start Tier: 2
of one turn, and then by another Incidental at the Activation: Active (Incidental)
start of your next turn, you could adopt Nightstalker Ranked: No
Style. Your character may suffer 2 Strain to use this
talent. Until the start of your character's next turn,
enemies must spent two maneuvers to disengage
GHASTLY SCAVENGER from your character.
Tier: 2
Activation: Passive
Ranked: No
GREASED PALMS
You can feast upon super mutants and feral ghouls Tier: 3
in order to heal your Wounds. Eating such corpses Activation: Active (Maneuver)
has the effect of a single stimpak usage for you. Ranked: Yes
Note that this counts against the daily stimpak Before making a Social skill check, may spend up
usage. to 50 bottle caps of per rank of Greased Palms to
upgrade the ability of the check once for every 50
spent.
GHOST STEPS
Tier: 1
Activation: Active (Incidental)
GRENADIER
Ranked: Yes Tier: 3
Your footsteps echo strangely and no longer Activation: Active (Incidental)
betray your location. Thanks to your knowledge of Ranked: Yes
acoustics you can, should you choose, cause the When your character makes a ranged combat
sound of your footsteps (as well as breathing and check with a weapon that has the Blast item quality,
the rustle of gear) to issue forth from any direction you may spend one Story Point to use this talent to
and location within Short range. With a successful trigger the weapon’s Blast quality, instead of
Stealth check, enemies are not aware of your true spending aa (even if the attack misses). In
location and believe the Ghost Steps to be real. On a addition, your character treats grenades as having a
failed Stealth check, enemies are aware of your real range of Medium.
location and hear your Ghost Steps for what they
are, echoes. Ghost Steps does not work when GRIM REAPER'S SPIRIT
underwater. Tier: 4
For every rank you have of Ghost Steps, you can Activation: Passive
extend the range by one range band. Ranked: No
Death becomes you! Whenever you kill or
GO WITHOUT incapacitates an adversary – making the adversary
Tier: 2 exceed its Wounds or Strain threshold – you
Activation: Active (Incidental) immediately recover 1 Strain per a generated on
Ranked: No your combat check. Note that you don't have to
Once per session, count as having the right tools spend your a on recovering these Strain, it just
for the job when performing the next skill check this happens along with whatever you opt to spend your
turn. a on.
132 TALENTS
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TALENTS 133
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TALENTS 135
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Fallout
LET'S RIDE
KNOW-IT-ALL Tier: 1
Tier: 2 Activation: Active (Incidental)
Activation: Active (Incidental) Ranked: No
Ranked: No Once per round during your character's turn,
Once per session, perfectly recall an your character can use this talent to mount or
important fact previously learned as if a dismount from a vehicle or animal, or move from
Story Point had been spent. one position in a vehicle to another (such as from
the cockpit to a gun turret) as an Incidental.
KNOWLEDGE SPECIALIZATION In addition, if your character suffers a
Tier: 1 Short-range fall (see page 112 in the GENESYS core
Activation: Passive rulebook) from a vehicle or animal, they suffer no
Ranked: Yes damage and land on their feet.
When making a Knowledge skill check, may spend
TALENTS 137
GENESYS
138 TALENTS
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TALENTS 139
GENESYS
140 TALENTS
Fallout
NATURAL
MULTIPLE FOES Tier: 3
Tier: 2 Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: No When your character purchases this talent, choose
Your character adds b to his Brawl and Melee two skills. Once per session, your character may use
TALENTS 141
GENESYS
this talent to reroll one skill check that uses one of switch to a different combat style. For example, if
those two skills. you have the Coyote Style and Lurk Style, you can
use an Incidental to adopt Lurk Style at the start of
NERD RAGE one turn, and then by another Incidental at the start
of your next turn, you could adopt Coyote Style.
Tier: 5
Activation: Passive
Ranked: No NOBODY'S FOOL
Whenever your Wound threshold drop to 20% or Tier: 3
below, you gain +1 to your Brawn characteristic. This Activation: Passive
stacks with other talents and applies to Soak. Ranked: Yes
May upgrade difficulty of incoming Charm,
NEVER OUTNUMBERED Coercion, or Deception checks once per rank of
Nobody’s Fool.
Tier: 1
Activation: Active (Maneuver)
Ranked: Yes NOT TODAY
You can demoralize multiple enemies. You can Tier: 4
perform the Never Outnumbered Maneuver and Activation: Active (Incidental)
attempt a Hard (ddd) Coercion check to Ranked: No
demoralize all opponents within Short range whom Your character must have purchased the Signature
can see you. If you succeed, all opponents add an Vehicle talent to benefit from this talent. Once per
automatic t to all skill checks until the end of their session, spend a Story Point to save Signature
next turn. Vehicle from destruction.
For every rank of Never Outnumbered you extend
the duration by one additional turn. NOW THE MASTER
Tier: 5
NIGHT PERSON Activation: Active (Incidental)
Tier: 1 Ranked: No
Activation: Passive Once per session, you may choose any one
Ranked: Yes character in the current encounter and one talent
You are a creature of the night! Gain b to that the target character possesses. For the
Perception per rank of Night Person between the remainder of the encounter, you count as having that
hours of 6:00 p.m. and 6:00 a.m. talent. If you select a ranked talent, you count as
If your character has the Night Person talent he having ranks in that talent equal to the number of
cannot have the Solar Powered talent. ranks in that talent that the target possesses.
142 TALENTS
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TALENTS 143
GENESYS
144 TALENTS
Fallout
TALENTS 145
GENESYS
146 TALENTS
Fallout
TALENTS 147
GENESYS
148 TALENTS
Fallout
TALENTS 149
GENESYS
150 TALENTS
Fallout
TALENTS 151
GENESYS
152 TALENTS
Fallout
TALENTS 153
GENESYS
154 TALENTS
Fallout
TALENTS 155
GENESYS
156 TALENTS
Fallout
successful, for the rest of the encounter, allies within talent increases by one band per rank of Threaten
Short range of your character add one a to attacks beyond the first.
against the target equal to s generated on the
check. THUG
Tier: 1
TECHNICAL APTITUDE Activation: Passive
Tier: 2 Ranked: No
Activation: Passive You have a knack for getting the jump on the
Ranked: No competition and pushing other people around. While
When making a Computer skill check may spend others debate, you act. You gain b to Initiative
aa or x to reduce the time spent to complete the checks, and also a a bonus to Coercion skill
task by 50% checks.
TALENTS 157
GENESYS
TOUGHENED TUMBLE
Tier: 1 Tier: 1
Activation: Passive Activation: Active (Incidental)
Ranked: Yes Ranked: No
Each rank of Toughened increases your character’s While engaged with one or more adversaries, may
Wound threshold by two. suffer 2 Strain to move to Short range as an
incidental, and thus circumventing having to
TRAVEL LIGHT disengage from opponents.
Tier: 1
Activation: Passive TUNE MANEUVERING PARTS
Ranked: No Tier: 3
When you are wearing no armor or an armor Activation: Passive
with a base Encumbrance of 3 or less, add b Ranked: Yes
on all Athletics and Coordination Your character must have purchased the
checks. Signature Vehicle talent to benefit from this
talent. Increase the Handling of Signature
TRICKY TARGET Vehicle by 1 per rank of Tuned Maneuvering
Parts.
Tier: 3
Activation: Passive
Ranked: No TWIN WARRIORS
Count vehicle piloted as having a Tier: 3
Silhouette 1 lower when being attacked. Activation: Passive
Ranked: No
TRUE AIM Some martial arts schools teach their
students to fight in teams, one martial artist
Tier: 4 using aggressive techniques and the other
Activation: Active (Maneuver) fighting defensively, the better to keep
Ranked: Yes opponents off balance. For each ally, to
Once per turn, before the character makes a maximum of two, who possess this
a ranged combat check, he may perform a talent, is fighting using the Brawl
True Aim Maneuver. By performing this skill and is within Short range of
Maneuver, the character gains all the benefits you, you benefit from a +1 bonus to Melee
for aiming and also upgrades his attack roll
Defense and also add a b to Brawl combat
once per rank of True Aim.
checks. No two characters may benefit
from the same bonus simultaneously but
TRUST NO ONE any character can change the bonuses
Tier: 4 (including the bonuses of their allies) on
Activation: Active (Incidental, Out-of-Turn) their turn as a Maneuver.
Ranked: No
When targeted by a Social skill check, suffer 1 TWISTED WORDS
Strain to add automatic f to the check. If the check Tier: 3
fails with y, your character may immediately Activation: Active (Incidental, Out-of-Turn)
perform a Maneuver as an out-of-turn Incidental. Ranked: No
When an incoming Social skill check generates
TRUST THE OVERSEER tt or y, may suffer 1 Strain as an Incidental to
Tier: 3 inflict Strain equal to ranks in Coercion on speaker.
Activation: Active (Action)
Ranked: Yes UNARMED PARRY
Make a Hard (ddd) Leadership check. If Tier: 2
successful, for the rest of the encounter allies within Activation: Passive
Short range increase their ranks in Discipline by an Ranked: No
amount equal to ranks in Trust the Overseer. May Parry while unarmed. When your character
158 TALENTS
Fallout
TALENTS 159
GENESYS
160 TALENTS
Fallout
this talent. You may not take another talent to identify one bunker, weapon emplacement, or other
replace it. If you break your vow unintentionally, you fixed combat structure (subject to the GM’s
lose the benefit of this talent until you perform a approval) and then take a Weak Foundation Action;
suitable penance. make a Hard (ddd) Knowledge check. If
successful, until the end of the encounter, your
WALKER INSTINCT character and all allies add automatic s or aa to
all combat checks made targeting the structure
Tier: 2
(your character’s choice).
Activation: Passive
Ranked: No
Add automatic s and a to your WELL-ROUNDED
Perception checks while outside Tier: 3
and outdoors. Activation: Passive
Ranked: No
WANAMINGO STYLE Choose any two skills. They
permanently become career skills for
Tier: 1
your character.
Activation: Active (Incidental)
Ranked: No
You savagely squeeze and twist when WHEEL AND DEAL
grappling. This grappling unarmed Brawl Tier: 1
style mimics the powerful crushing blows Activation: Passive
of the tentacled wanamingo. This style Ranked: Yes
focuses on pulverizing holds around a When selling good legally, gain
creature’s chest, limbs, and throat. If you 10% more bottle caps per rank of Wheel
succeed on a Brawl combat check against and Deal.
any target while using this style, you can
inflict Strain damage instead of Wound
damage.
WHIRLWIND
As an Incidental, you can enter the Tier: 5
stance employed by the fighting style. Activation: Active (Action)
Although you cannot use a style talent Ranked: No
before combat begins, the style you Your character may suffer 4 Strain to
are in persists until you spend an use this talent to make a Brawl or Melee
Incidental to switch to a different attack against the engaged adversary
combat style. For example, if you have who is hardest to hit (as determined by
the Mole Rat Style and Deathclaw the GM), increasing the difficulty by one. If the
Style, you can use an Incidental to combat check succeeds, each adversary Engaged
adopt Deathclaw Style at the start of one turn, and with the character suffers one hit from the attack,
then by another Incidental at the start of your next that deals base damage plus damage equal to the
turn, you could adopt Mole Rat Style. total s scored on the check.
TALENTS 161
GENESYS
ZEALOUS FIRE
Tier: 5
Activation: Passive
Ranked: No
Each time your Game Master spends a Story Point,
your character heals 2 Strain.
162 TALENTS
MOTIVATION
GENESYS
MOTIVATION
change that makes your character truly unique.
And unlike the rule presented in the GENESYS core
rulebook that allows you to select a Motivation, you
have to randomly roll both your Merit and Flaw in the
Fallout setting. This is to enforce that you become
forced into playing a character that is not
necessarily just an extension of yourself set in a
role-playing game setting. It is not much of a role-
playing game if you simply are playing a version of
yourself set in the dystopian Fallout setting.
While some players are ready to adopt the merits
and flaws of their character instantaneously, as it is
randomly determined, it means that they are quite
gifted for role-playing – you might go as far as
saying that they might actually have the Knack For It
talent, other players might have problems with
assuming a randomly determined Merit and/or Flaw.
These players are not deemed free of having a Merit
and Flaw for their characters, quite far from it
actually, as Merits and Flaws are part of the Fallout
setting. The GM could re-roll the result and let the
player choose which one he or she feels most
comfortable with. Or, in some cases, the GM might
actually let the player peruse through the lists and
pick one that is suitable, or have the player come
with suggestions and check the list for matching
entries. The possibilities are there, if you just look for
them.
As with all rules in a role-playing game, the GM can
opt to not include Merits and Flaws in his Fallout
setting, although that is not recommended, as it
does make each character unique and
individualized.
MERITS
Merits, as the name suggests, provide boons or
Motivation includes a character's driving forces: advantages. Merits have a similar function to
what ultimate goal is your character pursuing? What backgrounds in that they flesh out a character via
are they most afraid of? What character trait allows minor modifiers to the game mechanics.
them to persevere in the face of adversity? What Your character's Merit is one of the best things
flaws hinder their ability to pursue their goals? about them. It's the first thing you'd put on your
Desires, Fears, Strengths, Flaws: these four character's résumé, the one word other people use
different facets of Motivation are described in the when praising your character, and the defining
feature that they're known for, that one word that
GENESYS core rulebook. However, the Fallout setting
defines the character's whole being.
does not make use of these four Motivations.
A Merit is usually a personality trait, a mental quirk
Instead, it makes use of a simplified system of
your character possesses that sets them apart.
Merits and Flaws that add additional flavor to your
What we're thinking of are personality traits that
character, and also add a minor game mechanic
people are born with.
164 MOTIVATION
GENESYS
MOTIVATION: MERITS
d100 RESULT
01-02 Acute Sense: the character chooses one of the five senses (sight, hearing, smell, taste, or touch);
when using this sense to discern something about the environment or when applicable in a skill,
the character adds b to the skill check.
03-04 Ambidextrous: the character is equally adept at using either hand. Add s to checks when taking
an Action with both hands (ie, two-weapon fighting). Also extremely helpful should the character
happen to lose a hand...
05-06 Approachable: the character seems harmless, easy going, and warm to those around her. Add a
to the dice pool for all Charm and Negotiation checks.
07-08 Attractive: the character is physically attractive to members of the opposite sex. Add b to all
Charm, Coercion, or Negotiation skill checks made with members of the opposite sex.
09-10 Beast Affinity: Animals are unusually drawn to the character, and though he can't speak with
them, he can communicate with them on a limited level using tone of voice and body language.
The character adds s on all Social skill checks when interacting with animals.
11-12 Bundle of Energy: the character is full of energy. He subsists on five or six hours’ sleep at night,
he finds himself unable to stay in bed any longer. His days are full of physical activity, and he
can work long into the night without penalty.
13-14 Calm Heart: the character is naturally calm and well-composed, and do not easily fly off the
handle. Add an automatic s on all Cool and Discipline check.
15-16 Cat Napper: Although the character needs six to eight hours’ sleep per night, he doesn’t need it
all at once. He catches his Z’s as and when he can. As long as his naps total six to eight hours in
a 24 hour period he can function as normal.
17-18 Child-Like: the character has an aura of child-like innocence (whether he really is or not). Add b
on all Charm skill checks.
19-20 Coldly Logical: While some might refer to this character as a 'cold fish', he has a knack for
separating factual reporting from emotional or hysterical coloration. He may or may not be
emotional himself, but he can see clearly when others are clouding the facts with their feelings.
All Deception checks against you are increased in difficulty once.
21-22 Computer Aptitude: the character has a natural affinity with computers, and adds an automatic s
on all skill checks to repair, construct or operate them.
23-24 Crack Driver: the character can drive a car like he is on crack (but can do it without killing
anyone). Reduce the difficulty of all Driving skill checks by one.
25-26 Crack Shot: the character has a natural knack for firearms. Once per session, the character may
upgrade his Ranged [Heavy] or Ranged [Light] skill check once.
27-28 Danger Sense: “My Spider Senses are tingling!” The character counts Vigilance as a career skill.
29-30 Daredevil: the character loves to take risks, and is damn good at living through them. Once per
session, the character may reduce the difficulty of any skill check where a potential failure is
hazardous to his health.
31-32 Determined: the character gains +1 strain threshold.
33-34 Eagle Scout: all those years in the scout troop did pay off, just as your mother always said. The
character counts Survival as a career skill. If this is already a career skill, add b on all Survival
skill checks.
35-36 Excellent Liar: lying is as natural as breathing to the character. Deception is a career skill. If the
character already has Deception as a career skill, he instead adds an automatic s on all
Deception skill checks.
165 MOTIVATION
Fallout
37-38 Fast Reader: the character can read and understand a piece of writing far faster than most
people. Although it can make long journeys by train or carriage expensive propositions due to
the number of books he goes through, it allows him to quickly extract useful information from
anything written in his native language. Add an automatic s on all Knowledge skill checks.
39-40 Flirt: the character claims that he is a terrible flirt, but that quite manifestly isn’t true. He is great
at it. He is an absolute master of all the subtle signals that give off the particular combination of
promise and denial that makes teasing so much fun. At his best, he can make members of the
opposite sex, or members of the same sex, putty in his hands. Increase Charm checks in such
circumstances once.
41-42 Funny: the character can make people laugh. His timing and sense of the absurd are second to
none. He is always being invited to parties because he is so much fun. However, he is also very
good at judging the appropriateness of his humor. Sometimes the right joke can lift the spirits of
people when everything seems to be going against them. So, the character does what he can to
make life more bearable for his fellows, even when the situation seems darkest. When assisting
in a Social skill check, the character adds bb instead of the usual b.
43-44 Gifted: the character is extremely talented in one particular skill. Choose one skill and add s to
all skill checks with that skill, and it becomes a Career Skill if it is not already.
45-46 Good Judge of Character: the character has an instinct for reading people. He can make an
appraisal of the kind of person someone is after meeting her for a few seconds, based on little
more than gut instinct. He is rarely wrong. Decrease the difficulty of any Perception skill check
based on assessing someone once.
47-48 Harmless: Everyone in the community knows the character, and knows that he is no threat to
their plans. While that sort of estimation may seen insulting, it's also what's kept him from being
killed. No one considers him worth the time to deal with, and that low opinion keeps him safe. If
he starts acting in a way that demonstrates that he is no longer harmless, others' reactions to
you will likely change as a result.
49-50 Herbalist: the character knows more than the average person about herbcraft, and gains s to all
Medicine skill checks made with herbs. Also gains b to Survival skill checks to find herbs.
51-52 Jack-of-All-Trades: the character has a large pool of miscellaneous skills and knowledge
obtained through your extensive travels, the jobs he has held, or just all-around know-how.
Select one non-career skill and it becomes a career skill for the character.
53-54 Lead Belly: the character is highly resistant to most poisons and toxins, and gains a b on all
Resilience skill checks to resist them.
55-56 Light Sleeper: the character awakens instantly when outside stimuli such as light or noise are
present. The character receives b to Perception skill checks to awaken if the entity approaching
is attempting to be stealthy.
57-58 Lucky: the character may reroll any one skill check or Initiative order roll once per session.
59-60 Martial Artist: increase the damage dealt by the character by +1 when Brawling an opponent.
61-62 Mechanical Aptitude: the character is naturally adept with all kinds of mechanical devices. In
game terms, add b to all Mechanic skill checks to understand, repair or operate any kind of
mechanical device. Note that this aptitude does not extend to electronic devices such as
computers, and doesn't help you drive any sort of vehicle.
63-64 Natural Leader: people always rallied to the side of this character. Add automatic s on all
Leadership checks.
65-66 Natural Survivalist: the character is at home in the wilderness, and gains s to all Survival skill
checks when not near civilization.
67-68 Night Sight: the character can see in near-total darkness, and subtracts b from all skill checks
imposed from darkness.
MOTIVATION 166
GENESYS
69-70 Nine Lives: fate has granted the character the opportunity to come as close to final death as
anyone can get and still survive. It the character would die from reaching twice his wound
threshold, he may, as an Incidental, spend two Story Points and be brought back to his
maximum wound threshold and recover from his near death experience. He can do this only
once per session.
71-72 Perfect Balance: the character's sense of balance is superb. The narrowest of ledges holds little
fear for him, because he has such a good command of his physical equilibrium. He is probably a
good dancer, as well. This Merit allows the character to reduce the difficulty of all balance-
related Athletics skill checks once.
73-74 Pillar of the Community: The character is a fine, upstanding person, respected by people around
him. Through participation in local events, helping out with community groups or helping others,
he has become well-liked and trusted by those who live around him. When he brings them a
warning of potential danger or offer an explanation of strange events, they’re likely to believe
him. Add automatic s on all Leadership skill checks.
75-76 Precognition: the character has glimpses of the future. Though he try to enter a trance and try to
summon a vision this foresight usually comes out of nowhere, and can be quite shocking in
some circumstances. The character can upgrade a single skill check for free during the session.
77-78 Robust Health: the character has the constitution of an ox. He rarely gets ill, if ever, and food
poisoning is a stranger to him. He doesn’t even get hangovers, you bastard. Reduce the difficulty
of any roll to resist illness or poisoning – including alcohol poisoning – once.
79-80 Sea Legs: No landlubber, this character is a salty sea dog at heart. He is at home on a boat, even
when traveling rough seas. He suffers no penalty incurred due to rough seas or unpredictable
ship motion on any actions performed while on board.
81-82 Sexy: the character might not necessarily be that good looking, but there’s something about the
way he moves and acts that exudes sexuality. As a result, he draws attention from members of
the opposite sex, or his own sex, with raw animal magnetism. He may lower the difficulty of any
Social skill check once when dealing with someone who is attracted to him. If he actively
attempts to direct his charms at a person, he may lower the difficulty twice.
83-84 Soothing Voice: the character has an entrancing voice. Add b to all Charm, Leadership and
Negotiation skill checks.
85-86 Sturdy: whenever the character suffers a Critical Injury, subtract 10 from the Critical Injury roll (to
a minimum of 1).
87-88 Surreal Beauty: the character possess a beauty far beyond that of normal mortals. People stand
in awe of his perfect form. Once per session, the character may upgrade a s result to a x result
on a Charm or Leadership skill check.
89-90 Time Sense: the character has an innate sense of time and are able to estimate the passage of
time accurately without using a watch or other mechanical device.
91-92 Tough: the character gains +2 wound threshold.
93-94 Unremarkable: the character does not stand out in a crowd. Anyone attempting to identify or
notice the character must add b to their skill check.
95-96 Well Balanced: add b to Coordination skill checks when traversing difficult terrain.
97-98 Well Grounded: the character is so well grounded that very few things truly phase him. Add b to
all skill checks to resist fear.
99-00 Well Traveled: the character is knowledgeable of the ways of the world from his travels and
studies. Once per game session, the character can gain an automatic s on a skill check to gain
a piece of information.
167 MOTIVATION
Fallout
FLAWS
Everyone has an element of themselves that
they're not proud of. Why should your character be
any different? When someone speaks ill of your
character, this is always the first thing they bring up.
It's also what gets mentioned when your character's
friends say “they're a great person, but...” That “but”
is your character's Flaw.
Just like your Merit, your Flaw is primarily a part of
your character's personality. It is a selfish
Motivation, bad habit, or element of personality that
your character wishes they didn't have.
Flaws provide a minor modification to game
mechanics for your character.
Again, keep in mind that some players might not be
comfortable with playing certain aspects of the
flaws, and the GM should allow for a change. But be
wary that this is not exploited just because a player
doesn't want to be impeded by a specific flaw.
MOTIVATION: FLAWS
d100 RESULT
01-02 Addiction: the character is addicted to some substance, such as caffeine, nicotine, etc. The
character will start to crave the substance if he doesn't get it often enough, and have to make
a Hard (ddd) Discipline check every six hours to avoid giving in to the urge. A failed check
results in adding a b to all skill checks until the character get his fix.
03-04 Airhead: maybe the character has trouble paying attention, maybe he is just clueless, maybe
he just looks like a flake; no matter what, people don't take him seriously. Add f on all Social
skill checks.
05-06 Amnesia: the character has no memory of his past, or at least are missing a significant
portion of it.
07-08 Bad Liar: the character is a horrible liar. Add b to all Deception and Coercion skill checks.
09-10 Black and White: the character sees all situations in black and white, good and evil, etc. In
situations where this limited, judgmental way of thinking may hinder his reaction to
something or cause him to act socially inappropriate, increase the difficulty of Social skill
checks once.
11-12 Bully: the character tends to push people around when he can get away with it. This
aggression doesn’t necessarily require a physical display; it is often purely social. He chafes
under the leadership of more forceful personalities and can be a malcontent when he isn’t in
charge.
13-14 Chronic Pessimist: the character thinks the glass is half-empty, the water in the glass is
contaminated, and that the glass will probably tip over at any second. Others practice
pessimism out of habit. For this character, it’s an art form. Nothing can ever go right,
especially plans that others propose. The character is the implacable voice of gloom and
doom, always ready to point out a potential problem no matter how remote a chance it has of
coming to pass. Add automatic f on all Leadership checks.
15-16 Color Blind: the character has a difficult time differentiating colors. For rolls where coloration
and hues may be important, such as Perceptions rolls, add b to the dice pool.
17-18 Compulsive Speech: ror whatever reason, the character has difficulty sticking to the rule, "if
you can't say anything nice, don't say it at all." Add automatic f on all Social skill checks.
MOTIVATION 168
GENESYS
19-20 Crazy Old Coot: the character has delved too deeply into the secrets of the spiritual realm and
possibly spent too much time alone in the wilderness. Add b to all Charm and Negotiation
skill checks.
21-22 Creepy: the character is repulsive and more than a little creepy to the opposite sex. Add f to
all Charm and Negotiation skill checks made with members of the opposite sex.
23-24 Crude: the character is crude, disgusting, and often rank. During most social situations the
character will suffer an additional b to the dice pool.
25-26 Defensive: the character has problems taking responsibility for his actions. Perhaps he views
himself as perfectionist, or maybe he is simply too immature to accept the blame for failure.
When things go wrong, he looks for ways to blame others and rarely accept blame or criticism
for his actions without contention.
27-28 Disfigured: the character has an injury or physical defect which makes him perfectly hideous;
add an automatic f on all Social skill checks.
29-30 Disturbing Mannerism: the character has a habit or character trait which is peculiar, gross, or
annoying. The character may not even be aware of it-but boy, everyone else is. Upgrade the
difficulty of all Social skill checks once.
31-32 Easily Surprised: the character is easily surprised and taken aback. Add b to all Vigilance
and Perception skill checks.
33-34 Faint of Heart: the sight of gore and blood shocks this character to the core. If he witness a
gruesome scene, he must make a Hard (ddd) Discipline check or suffer the effects of fear,
as detailed on page 243 in the GENESYS core rulebook.
35-36 Frail: the character has an amazingly weak constitution. Add f to all Resilience checks.
37-38 Ghoulish Sense of Humor: the character finds humor in situations that make most people
uncomfortable or even nauseated. The character's questionable taste doesn’t make him
particularly resistant to the horror of gruesome sights. His defense mechanism is simply to
belittle the situation or those involved in an inappropriate way. When confronted with a
horribly gory scene or otherwise uncomfortable situation such as people trying to console
each other, the character tends to crack jokes and sling insults. Increase the difficulty of all
Social skill checks in such situations once.
39-40 Gullible: the character has a lot of trouble separating truth from fiction. He is not stupid, he
just tends to believe what people tells him rather than to take things with a grain of salt. All
Deception checks made against the character is upgraded once.
41-42 Heavy Sleeper: the character requires a significant amount of light, noise, or movement in
order to awaken. Once awakened, the character suffers an additional b to all dice rolls for the
encounter that awakened him.
43-44 Ignorant: the character is unfamiliar with the wider world at large, and may not even care.
While this character may select and purchase Knowledge skills, they tend to only focus on
elements that interest them. As a result, they suffer b to all Knowledge skill rolls.
45-46 Illiterate: the character can't read or write. This may make passing yourself off as that learned
professor from Oxford a bit difficult.
47-48 Impaired Sense: the character chooses one of the five senses (sight, hearing, smell, taste, or
touch); when using this sense to discern something about the environment or when
applicable in a skill, the character suffers b to the skill check.
49-50 Insomniac: For whatever reason, the character has tremendous trouble getting more than a
few hours of sleep. He is often groggy and slow as a result. Add an automatic f on all
Vigilance checks.
51-52 Intolerance: the character has an unreasoning dislike of a certain thing. This may be an
169 MOTIVATION
Fallout
animal, a class of person, a color, a situation, or just about anything at all. Add an automatic
f to all skill checks involving the subject.
53-54 Lazy: the character is simply lazy, avoiding anything that requires effort on his part. Preferring
to let others do the hard work, he lounges around. For any action that requires preparation,
there's a good chance the character didn’t prepare properly.
55-56 Low Alcohol Tolerance: Alcohol goes straight to this character's head. While this can be an
advantage when he tries to enjoy a night out on the cheap, it can be deadly in other
situations. Double any penalties the character suffers for consuming alcohol.
57-58 Low Pain Tolerance: the character has a very low capacity for pain. He turns into a
whimpering, blubbering ball of misery at the first sight of it. Although the character soaks
damage normally, he suffer an additional 1 point of damage whenever he is injured.
59-60 Lustful: the character can’t resist the erotic advances of the appropriate gender(s). He is
easily seduced and often exhibit very poor judgment when dealing with sexually attractive
people. All Charm checks against you are increased once.
61-62 Missing Eye: the character is missing the use of an eye; upgrade the difficulty of all Ranged
weapon attacks, as well as other skill rolls subject to GM discretion.
63-64 Mistaken Identity: people think the character is someone he is not; even if that person isn't
bad, it can still cause the character trouble if they realize he is not who they think he is.
65-66 Motion Sickness: the character becomes queasy and nauseous on board boats, when
travelling long distances by car or on amusement park rides. Increase the difficulty of all skill
checks he performs by once when dealing with these conditions.
67-68 Mute: the character is physically unable to speak, and must communicate through writing or
sign language.
69-70 Non-Swimmer: the character never learned to swim, and he has no natural talent for it. If he
ever finds himself in a position where he must try to swim, he can manage a pitiable dog
paddle. Increase the difficulty of any Athletics skill checks involving swimming once.
71-72 Obese: the character is seriously overweight and large enough that he have trouble using the
seats in most theaters. Increase the difficulty of all Athletics skill checks once.
73-74 Old Wound: the character suffers from a wound that never fully healed. This wound counts as
an existing Critical Injury whenever the character suffers another Critical Injury.
75-76 Phobia: the character has a specific phobia, an incredibly powerful fear and aversion to a
specific object of his fear. When confronting the fear, the character must make a Hard
(ddd) Cool check to avoid being affected by fear, as detailed on page 243 in the GENESYS
core rulebook.
77-78 Poor Personal Hygiene: the character often go days without showering, and only brush his
teeth when they start to gain a greenish tinge. He often smells quite bad, and his breath is
atrociously offensive. Increase the difficulty of all Social skill checks once.
79-80 Sensation Junkie: the character is addicted to sensation, and will do anything to find new
means of stimulation. The character must roll a Hard (ddd) Willpower check to resist
taking the opportunity to try a new kick, difficulty depending on the situation.
81-82 Short Temper: the character is easily driven to distraction by what would otherwise be minor
failures and other frustrations. If he fails to gain any uncanceled s on any single skill check
during an Action, increase the difficulty of all subsequent checks by one, cumulatively.
83-84 Shy: the character is distinctly ill at ease when dealing with people and try to avoid social
situations whenever possible. Add b to all Social skill checks.
85-86 Sickly: the character is constantly coughing and wheezing, and he has trouble shaking colds.
He suffered almost every childhood disease imaginable, and he has only become worse as an
MOTIVATION 170
GENESYS
adult. When making Resilience checks to avoid catching a disease or developing an infection,
increase the difficulty of the check by one.
87-88 Slow Healer: for some reason, the character's healing process is slow, and he subtracts 1
wound of healing from all healing attempts on him with the Medicine skill, and adds an
automatic f on any attempts to heal a Critical Injury.
89-90 Snob: the character is an arrogant snob. During most social situations, add b to Charm and
Negotiation skill checks.
91-92 Sterile: the character is incapable of reproducing.
93-94 Superstitious: the character fears and distrusts anything associated with the spiritual or
supernatural. Add b to all Charm and Negotiation skill checks made with someone known to
the character to be involved in any spiritual or supernatural undertakings. The character adds
b to all Discipline skill checks based on spiritual or supernatural fears.
95-96 Too Honest: the character has trouble lying convincingly. Adds automatic f on all Deception
skill checks.
97-98 Twitch: the character has a repetitive motion that he makes in times of stress, and it’s a dead
giveaway as to his identity. Examples include a nervous cough, constantly wringing his
hands, cracking your knuckles and so on.
99-00 Yellow-Bellied: the character lacks courage. Your strain threshold is reduced by 1, you can
never take the first PC slot in combat, and you add b to all Leadership and Coercion checks.
However, your concern for your life enables you to always find cover wherever you are, and
your Ranged Defense is always increased by 1.
171 MOTIVATION
GEAR AND
EQUIPMENT
Fallout
Wasteland. Most are simple textile constructs with a (dddd) Athletics or Coordination check to
number of compartments and external pouches escape.
good for carrying tools, survival equipment, trophies,
or anything else a user could desire. More advances
models are reinforced, built from advanced textiles,
BINOCULARS
and may have lightweight internal supports that Binoculars are rugged imaginng systems to
allow for the easy carrying of incredible weights. magnify far-off objects for their users. They are
Backpacks increase the wearer's Encumbrance reliable and sturdy. Binoculars magnify objects up to
threshold by 4. five kilometers away. There are countless of
binocular brands available, though most of the
differences are purely cosmetic.
BEAST CALL
Beast calls are some of the more simple and
effective tools used by hunters and trappers. Little
CAMOUFLAGE NETTING
more than a small audio-playback machine encased This sophisticated and versatile camouflage is
in a sturdy, impact-resistant shell, a beast call is used by military personnel to conceal
used to lure creatures out of hiding by speaking to encampments. Supply caches. vehicles and other
them in their own language. They contain a high-value assets. Camouflage netting contains
sophisticated audio-signal modulator similar to photoreactive fibers that enable it to match the
those used by robot manufacturers to give their visual profile of its surroundings, as well as jamming
creations voice, as well as a nearly bottomless circuitry that offers an effective countermeasure
programmable database capable of holding the against standard sensor sweeps.
various screeches, howls, and calls of numerous Camouflage netting adds automatic ff to all
known animal species throughout the Wasteland. checks made to detect items concealed by it. One
Along with the preprogrammed database, these roll of netting can conceal one object up to
devices can also record sounds, allowing a user to Silhouette 2, two rolls can conceal one object up to
build his own sound library generated by previously Silhouette 3, and three rolls can conceal one object
unknown creatures. up to Silhouette 4. Anything Silhouette 5 or larger is
To use, a hunter simply sets the type of beast he too large to conceal by camouflage netting alone.
wants to attract. places the beast call in a
convenient area, and activates it. The call then plays CAMOUFLAGE PAINT
back the appropriate sounds at varying pitches and This thick paint comes in small tubes holding five
volumes until a creature or creatures are attracted or applications and is intended to camouflage exposed
the user turns the device off. The sounds produced skin. but can be used on everything from weapons to
by the beast call are so realistic that members of the personal gear. In the container. the paste appears an
species being imitated are hard pressed not to come almost colorless gray, but photoreactive pigments
as quickly as they can to investigate. allow it to match the color and visual texture of its
Using a beast call to lure an animal requires no surroundings once exposed to air.
skill check, but the beast being targeted must make Camouflage paint adds automatic f to all checks
an Average (dd) Discipline check to resist the call. made to detect items concealed by it. Note that
To record a particular beast's call to use later, the camouflage paint does not have any of the advanced
user must make an Average (dd) Computers check circuitry that provides concealment from electronic
modified by any other environmental conditions scanning and surveillance. Camouflage paint only
(heavy background noise, atmospheric interference. works for items or individuals with a Silhouette of 1
etc). or smaller.
BINDERS CANTEEN
Binders are simple restraints used to keep This standard military canteen is constructed from
prisoners subdued and manageable. They come in rugged synthetics and housed in a canvas cover
many shapes, sizes, and styles such as hardnened available in a variety of uniform specifications and
plastic strips and ordinary handcuffs. camouflage patterns. The military-issue canteen
Breaking free from a set of binders requires either holds 1.5 liters of liquid and features an integrated
brute force or feats of agility and flexibility. The filtration system that can purify water.
difficulty varies by the make and model of the binder,
but the most common restraints require a Daunting
CLIMBING GEAR coagulators, and more, all designed for ease of use
and fast patient stabilization. The intention of this
Climbing gear is a catchall term for tools used to medpac is to allow for basic first aid in the field.
scale and abseil steep or sheer surfaces. Whether a Emergency medpacs allow characters to attempt
character is attempting to scale a stony cliff or the to heal others using Medicine checks without
smooth transparisteel facade of an office tower, penalties.
climbing gear is essential for anyone who needs to
gain access to otherwise-unreachable places. Most
sets of climbing gear include a few coils of rope or EMERGENCY REPAIR PATCH
cable, a hook or adhesive attachment, and a number Used to perform temporary emergency repairs to
of pitons, picks, hammers, and other tools used to keep machinery running until proper repairs can be
secure lines. done, nearly every mechanic in the Wasteland keeps
one or two of these handy patches on hand.
CONCEALMENT HOLSTER Composed of a semi-flexible steel disk coated on
one side with insulation and edged with auto-
These compact holsters built for small, light activating thermal welds, emergency repair patches
handguns are designed to fit the contours of the come in a variety of sizes. From small enough to
carrier's body and mask his presence from even cover a bullet hole, to meter-long sheets used to
determined observation and surveillance. patch holes in vehicle hulls, emergency repair
Concealment holsters are available in a variety of patches are as varied as they are versatile. They are
forms, allowing them to be worn high on the belt, designed to be quickly applied over a hole or tear in
under the arm, in the small of the back, or on an a vehicle's hull, robot's chassis, or machine's casing,
ankle. keeping the vulnerable interior works of the machine
These holsters add b to Perception checks to safe and shoring up structural integrity.
discover the presence of the concealed weapon, but Emergency repair patches are one-use items that
may only hold pistols. can be utilized to gain the normal bonus for having
the right tools for a job at hand. Likewise, robots can
DATA BREAKER use them to heal Wounds similar to the way an
Data breakers are basic tools of the trade for many organic being employs a stimpak. Using an
slicers. While robot slicers are programmed to crack emergency repair patch requires a character to
complex sequences, humans usually lack this innate spend a Maneuver. When applied to robots,
option, and therefore rely on a data breaker to do the emergency repair patches heal 3 Wounds, and up to
grunt work of opening systems to them so that their five can be used in a single day. Unlike stimpaks,
true skills can shine once they are inside. Most data emergency repair patches do not decrease the
breakers are also recording devices, and can pull amount of Wounds healed after the first application.
vast amounts of information from ill-guarded Using a sixth emergency repair patch has no effect,
systems in seconds. Data breakers add bb to any as by that point the robot is so patched and jury-
Computers check made to slice computers (as rigged together that further patches would be
opposed to the usual one for having the right tools useless. It takes one day for a robot's self-repair
for the job). routines, or some actual repairs, to restore its
body to enough functionality to be able to take
any benefit from emergency repair patches.
DISGUISE KIT
Disguise kits are simple collections of make-
up, contact lenses. In addition, disguise kits FIELD RATION PACK
contain basic camouflage paints for use in Ration packs are typically bland, flavorless
various environments to help a user blend affairs comprising a calorie-dense meal
more easily into the surrounding. A packed with necessary nutrients and
disguise kit grants an automatic f on vitamins in a small, easily portable bag or
checks made to recognize the disguised box. They employ a built-in chemical heater,
individual. and generally consist of a main entree, sides,
and a dessert. Also included are disposable
eating utensils and small, single-serving packets of
EMERGENCY MEDPAC spice and condiments. Each ration pack is good for
Standard medpacs contain field dressing, basic one meal.
drugs, antisepctics, medical tools and knives, blood
discretion.
SPRAY PLASTO-CAST
Quickly immobilizing a limb injury after it happens
SLEEPPAK can prevent the extremity from becoming more
Physically similar to a stimpak, a sleeppak is an seriously damage through accidental misuse.
auto-injection tube filled with a variety of natural Prompt action reduces the patient's overall healing
and synthetic sedatives. The intent is to quickly time, even though further treatment may be required
knock a target out, so that he can be safely before proper healing can begin. A spray plasto-cast
mampulated. Originally intended solely for medical is an easily portable tool that can be used in field
use – particularly when dealing with volatile patients conditions. When a patient suffers a serious injury,
– sleeppaks eventually spread to use in law the cast reinforces the wounded limb from the
enforcement, as well as amomg bounty hunters. outside, preventing it from bending or exacerbating
Applying a sleeppak to an aware an unwilling the tissue damage.
target requires the wielder to make a Hard (ddd) A character can make an Easy (d) Medicine check
Brawl or Melee combat check against the target. to apply a spray plasto-cast to a limb that has been
Instead of inflicting damage, if the attack succeeds, crippled or disabled due to a Critical Injury. If
the target must immediately resist the effects of the successful, the Critical Injury heal's automatically
medications that flood the system as a poison (with after one week of narrative time.
a Resilience check). Any sized dose has a Hard
(ddd) difficulty, and failure inflicts 10 Strain.
STEALTH BOY
The RobCo Stealth Boy 3001 is a personal stealth
SPECIMEN CONTAINER device worn on one's wrist. It generates a
Made by numerous scientific-technology modulating field that transmits the reflected light
companies throughout the world during the pre-War, from one side of an object to the other, making a
specimen containers are ubiquitous among person much harder to notice (but not completely
explorers who need to transport delicate or invisible).
dangerous flora and fauna. They come in all shapes The Stealth Boy is a portable device that, when
and sizes, from the simple petri dish to massive, activated, renders the user invisible for a variable
environmentally sealed and controlled containers amount of time. Every rank of Stealth a user has
designed to hold the largest and most lethal allows the user to remain invisible for 2 full turns.
creatures. No matter their size. shape, or After this time has passed, the effect starts to wear
manufacture, specimen containers all possess a set off, and the Stealth Boy has to recharge its cell for 1
of common features and systems. They are hour.
constructed from sturdy impact-resistant polymers Stealth Boy users are extremely difficult to be
and have secure environmentally sealed lids. They detected by sight, and any attempts to detect a user
are generally transparent, the interiors of specimen any means make their skill checks at a difficulty of
containers are modular and can be configured to fit Formidable (ddddd). Any t or y generated
a number of small specimens or one large one. They while using a Stealth Boy may be used by the GM to
are also usually equipped with life-support and indicate the field flickers for a moment, or collapses
stasis systems that allow specimens to be safely altogether prematurely and renders the user visible.
transported. While they seem to not have any adverse effects
Specimen containers come in four general sizes, on humans, Stealth Boys increase the risk of
as follows: tiny, small, medium, and large. Tiny schizophrenia in nightkin, who, as permanent Stealth
specimen containers have an Encumbrance capacity Boy users, nearly always show one or several
of 1 and are typically roughly the size of a human's symptoms of paranoid schizophrenia, such as
hand. Small specimen containers have an paranoia, hallucinations, and/or delusion.
Encumbrance capacity of 3-5 and range up to the
size of a Silhouette 0 creature. Medium specimen
containers have an Encumbrance capacity of 5-10
STIMPAK
and typically require two or more sentients to lift and This item consists of a syringe for containing and
carry them. Large specimen containers have an delivering the medication and a gauge for measuring
Encumbrance capacity of 10-15 and are designed to the status of the stimpak's contents. When injected,
carry the largest and heaviest specimens. These last it provides fast healing of injuries.
containers are so large that they need towing on a Stimpak are small single-use auto-injector
vehicle or wheeled-contraption in their handling. systems containing a powerful cocktail of
painkillers, anti-inflmmatories, antibiotics, and other
medications designed for quick healing in the field. encounter, for example, the side effect carries over to
Using a stimpak requires one maneuver, which the following encounter.
covers the simple act of a character using the
autohypo on himself or one other person. This
immediately heals 5 wounds. While a character can
TENT
use multiple stimpaks, doing so is an act of Found in larger survival kits and sold separately by
diminishing returns, as every stimpak used after the a number of vendors, tents are portable shelters
first heals one fewer wound. A second stimpak heals used to provide protection from the elements.
4 wounds, a third 3 wounds, and so on. Using a sixth Depending on the model, a tent can hold one to six
stimpak in a single day has no further effect, as the individuals, and can be made from any material.
character's system is already so saturated with
medications that additional stimpaks are THERMAL CLOAK
useless (and could even cause harm Thermal cloaks are versatile pieces of
at the GM's discretion). Once used, equipment that can be worn or used as a
the chemicals within a stimpak blanket and provide protection from
stay in a character's system extreme heat and extreme cold. Use of a
for 24 hours, after which thermal blanket or cloak removes up to
additional stimpaks have bb from any checks made to
their full effect again. handle extreme heat or cold.
large duffel, within its lockable, hard-sided case the Emergency Repair Patch - 25 4
veterinary kit contains enough drugs, medical
supplies, speciality tools and other gear to stabilize Field Ration Pack - 5 3
wounded creatures in the field until they can be Flashlight 1 10 3
moved to a fully outfitted clinic. The kit also contains
a book containing specialized knowledge and Load Bearing Gear - 25 4
emergency procedures database for many of the Lockpick - 50 6
more well-known animals, as well as tutorials to
Medpac 2 400 5
assist those with no veterinary training in treating
wounded animals in an emergency. Military Pack - 100 4
The veterinary kit allows a user to examine,
Musical Instrument 1-5 50-100 5
analyze, and perform medical procedures on all
manner of animals. Like the medpac does for Respirator - 25 3
humanoid species, the veterinary kit allow a Restraining Bolt - 75 6
character to medically treat animals without
penalties. Additionally, it grants b to all Medicine, Sleeppak - 250 7
Survival and Knowledge skill checks made to Specimen Container, - 10 3
analyze or treat these animals. Tiny
Specimen Container, 1 25 4
WALKIE TALKIE Small
Walkie talkies are the most common
communication devices in the Wasteland. Small, Specimen Container, 3 50 4
convenient, and easy to use. Most are simple two- Medium
way devices that can transmit to and receive from a Specimen Container, 5 150 5
single mated unit at relatively long ranges over land Large
and even into low orbit. Most walkie talkies,
Spray Plasto-Cast 1 35 7
especially those made specifically for military or law
enforcement use, can be encrypted for secure lines Stealth Boy 1 2,000 10
of communications. While they are largely foolproof,
Stimpak - 25 2
walkie talkies can be disrupted by certain terrain
features, atmospheric disturbances, and deliberate Stimstick - 5 3
signal jamming. Super Stimpak - 150 6
unknown if its composition is organic or chemical. is portable, has a metal saw for cutting into flesh
and bone, and a wooden handle for handling by a
BASEBALL doctor. This item is associated with other hand-held
medical equipment on a compartment tray and often
A baseball is a ball used primarily in the sport of accompanies them.
the same name. The ball features a rubber or cork
center, wrapped in yarn and covered leather. BOURBON BOTTLE
The bourbon bottle is a brown glass bottle that
BASEBALL GLOVE used to contain bourbon, Old Appalachia branded
aged 9 years. The bourbon junk item looks exactly
Catcher glove, used for baseball play. like the consumable bourbon but cannot be
consumed. It is unclear as to if it is empty or
BASKETBALL contents has perished to the point that it is no
The basketball is plain and simple, with rubber longer fit to drink.
dimples and darker shade in color. There are no
logos or company names on the balls. The Nuka- BOWL
World variant is dark green with a star on it. A deep ceramic, plastic or glass bowl to hold food.
CHALK COMPASS
A compass is a navigational instrument for
Chalk is a small white stick of writing chalk, determining direction relative to the Earth's
commonly found in schools and labs. magnetic poles. It consists of a magnetized pointer
(usually marked on the North end) free to align itself
CHERRY BOMB with Earth's magnetic field. The compass greatly
A small firecracker. improved the safety and efficiency of travel,
especially ocean travel.
CHESSBOARD
A classic eight by eight brown/beige checkered CONDUCTOR
board. It show signs of being wore down. A mechanical part that used to serve as a
conductor for a piece of machinery.
CRUTCH DOGTAG
A set of metal-plated dog tags. They contain
A medical crutch that is used to support those with essential personal and medical information about its
problems walking. owner.
NUKA-COLA BOTTLE
LIQUOR BOTTLE The bottle is a packaging item used for carrying
A glass bottle that once held an unknown type of and containing Nuka-Cola. This item is a light blue
liquor. glass bottle with the Nuka-Cola logo printed on it.
WALKIE-TALKIE
A hand-held communications device. It has the
appearance of a United States Armed Forces
handheld radio set, similar to those used by civilians
for recreational uses.
WHET STONE
A whet stone is a smooth stone used to sharpen
knives or other edged weapons and is used to grind
and hone the edges of steel tools and implements.
Examples of items that may be sharpened with a
sharpening stone include scissors, scythes, knives,
razors, and tools such as chisels and plane blades.
Though it is sometimes mistaken as a reference to
the water often used to lubricate the stones, the
word "whetstone" is a compound word formed with
BLOOD PACK
Blood packs are simply packs of blood used in
blood transfusions before and after the Great War.
The bloodpack is stored in an IV bag.
DIRTY WATER
Dirty water is the most common water in the
Wasteland. It is bottled from the tainted lakes and
rivers throughout the Wasteland. Unlike purified
water, this is radioactive, which, if accumulated, can bottle color was adopted as standard in 2052, after
cause sickness or death. Accumulated rads can be market research programs indicated that the blue
removed for a fee by a doctor or by using RadAway. color was the favorite in 86 people out of 100 polled.
It comes in either a bottle or a carton. Typically one The ingredients of Nuka-Cola include: carbonated
would only drink this in an emergency. water, caramel color, aspartame, phosphoric acid,
potassium benzoate (to protect taste), natural
IRRADIATED WATER flavors, citric acid, and caffeine. What gives it a
Basically dirty water, but a more potent radioactive unique flavor is the essence of seventeen different
content. fruits mixed in just the right proportion to give the
beverage its trademark taste. Some versions of the
drink also include vita-minerals and health tonics.
NIGHTSTALKER SQUEEZIN'S During the Great Passion Fruit Famine of 2044,
Nightstalker squeezin's are a biological product people actually noticed the taste difference when the
made by processing nightstalker blood. recipe was changed.
Drinking this bloody cocktail allows the recipient to By 2067, vending machines with ice cold Nuka-
add an automatic a to all Stealth and Perception Cola could be found on virtually every street in
skill checks for up to one minute per point of Brawn America.
that the character has.
NUKA-COLA ORANGE
NUKA-CHERRY This Nuka-Cola features the traditional rocket-like
Nuka-Cherry was originally the product of Merle bottle with an orange color. It is assumed that the
Haverston, branded as Merle's Very Cherry Soda, flavor of the cola is orange. It also features a half
prior to being acquired by the Nuka-Cola orange slice as the background of the label with red
Corporation. After acquiring the patent, Nuka-Cola text.
Corp. rebranded it as Nuka-Cherry, and changed the
flavor profile to that of a Nuka-Cola and cherry
mixture along with adding coloring to boost its
NUKA-COLA QUANTUM
In 2077, a new version called Nuka-Cola Quantum
visual appeal to consumers.
was introduced. According to the advertisements, it
Sometime before the Great War, The Nuka-
had twice the calories, twice the
Cola Corporation introduced their own
carbohydrates, twice the caffeine and
cherry-flavored soft drink, branded
twice the taste. To make it stand
simply as Nuka-Cola Cherry.
out more on the shelves and to
However, unlike the Nuka-Cherry
give it an extra kick, the
beverages distributed in the
Quantum included a mild
Boston area, this other
radioactive strontium isotope
cherry-flavored soda proved
(and an eighteenth fruit
highly unsuccessful.
flavor - pomegranate). The
effect was a drink that not
NUKA-COLA only boosted your energy,
Nuka-Cola, produced by but also glowed with a
the Nuka-Cola Corporation, bright blue light. While no ill
was the most popular soft effects were recorded by the
drink in the world before the Food and Drug
Great War. After the War, many Administration, the isotope also
bottles of this pre-War favorite caused the drinker's urine to
still survived, and Nuka-Cola glow for almost a week.
remains one of the most popular soft Reports that can be obtained in the
drinks of the post-apocalyptic world. Nuka-Cola plant show that product
Their bottle caps are also famously used as development had not been without failures and
currency, along with Sunset Sarsaparilla and Vim. casualties. All of the testers of the first batch died
Nuka-Cola was invented in 2044 by John-Caleb soon after consumption. The company found a
Bradberton. Its unique taste gained widespread suitable isotope in strontium-90. The product was
popularity, quickly becoming the most popular soft made in small experimental groups, which were then
drink in the United States with an extremely sent out around Washington, D.C. for feedback.
dedicated following. The widely known dazzling blue Unfortunately, while the product was being sent out
for response, some of the packages were caught out throughout the Wasteland.
in the Great War. Sunset Sarsaparilla is a root-beer-type carbonated
Nuka-Cola Quantum was released to the public the beverage found around New Vegas. With its easy
same day the bombs dropped: October 23, 2077. availability and low cost, it is an excellent
Because of this, Nuka-Cola Quantum is incredibly consumable that provides a high health regeneration
rare in the Wasteland, with many bottles found in effect, while also lacking the radiation present in
trucks that were shipping the product, ravaged by many other drinks.
the bombs.
BEVERAGE CONSUMABLES
NUKA-COLA QUARTZ NAME PRICE ENCUM RARITY
Nuka-Cola Quartz is a flavor of Nuka-Cola. In a
Black Coffee 5 - 6
similar sort of situation to Nuka-Cola Quantum. It is
a clear drink with a white tint and glow. This version Blood Pack 5 - 2
of the soft drink also gives the drinker low-light Dirty Water 10 - 6
vision. The Nuka-Cola Corporation had a trademark
battle with Vim! Pop Incorporated over the "Quartz" Irradiated Water 5 - 3
trademark, since Vim was also selling a drink known Nightstalker Squeezin's 100 - 8
as Vim Quartz. Nuka-Cola won the battle.
Nuka-Cherry 40 - 8
NUKA-COLA VICTORY Nuka-Cola 10 - 5
A variant of Nuka-Cola with an orange glow and a Nuka-Cola Orange 20 - 7
yellow-orange color, Nuka-Cola Victory is similar to
the variant found in the Mojave Wasteland but in the Nuka-Cola Quantum 30 - 8
signature Nuka-Cola rocket bottle instead. The new Nuka-Cola Quartz 40 - 8
bottle has a label with a graphic of the United States
flag on it, as well as red, white, and blue coloring. Nuka-Cola Victory 75 - 9
According to the tour guide announcer in the World Nuka-Cola Wild 20 - 7
of Refreshment, this "refreshingly patriotic" variant
was a "regional favorite" available "out west" along Purified Water 20 - 6
with Nuka-Cola Quartz. Sunset Sarsaparilla 3 - 3
NUKA-COLD WILD
A brown bottle of Nuka-Cola with a red and gold
Nuka-Wild label. Nuka-Cola Wild is a root-beer
flavored beverage and is the Nuka-Cola
Corporation's answer to Sunset Sarsaparilla. While it
was never officially advertised as such, the Wild
flavor was conceived as a direct counter to their
rival's locally popular product after their failed buy-
out of the Sunset Sarsaparilla Company. Wild is,
therefore, one of a number of localized flavors that
were not widely distributed through the whole of the
US.
PURIFIED WATER
Purified water is water that is completely free of
radiation, and as such can be safely consumed
without harming the drinker. It's relatively rare in the
Wasteland. Purified water comes in a can or a bottle.
SUNSET SARSAPARILLA
Sunset Sarsaparilla (also known as the Beverage
of the West Coast) is a well-known beverage
developed by Vault-Tec in conjunction with the wastes that induces a small amount of radiation
federal government. The paste was designed to when eaten.
provide complete nutrition and have a shelf life of
over 100 years. GRILLED HERMIT CRAB
Holotapes found in the school suggest that the Grilled hermit crab is the cooked version of hermit
paste is completely devoid of flavor, turns skin pink crab meat.
with regular consumption, and has psychological
effects such as irritability.
GRILLED MANTIS
This grilled meat comes from a giant mantis.
FRESH APPLE
Fresh apples are one of the few edible food items
that are not irradiated, besides other fresh fruits or GRILLED NUKA-LURK
vegetables and food found in a uncompromised A grilled steak of nukalurk meat that glows blue.
Vault.
GRILLED RADROACH
FRESH CARROT Some grilled radroach meat.
Like most common fruits and vegetables
(including its surface counterpart), fresh carrots are GUM DROPS
fully safe for consumption. However, they are also Gum drops are small drops of congealed gelatin.
one of the few edible food items that are not As such, they aren't helpful at quenching hunger and
irradiated, alongside other fresh food from a non- will give a small dose of radiation.
compromised Vault.
HERMIT CRAB MEAT
FRESH PEAR Meat from the fairly rare hermit crabs.
They are fresh fruit seldomly found in the
wasteland, usually cultivated in temperate areas
before the War.
HONEY MESQUITE POD
The honey mesquite pod grows on a short tree
with willow-like branches. Trees with pickable pods
FRESH POTATO will appear bushier in foliage and have strings of
Fresh potato, one of the world's largest food crops pods on them, resembling a fern pattern. Pods can
before the Great War. be eaten or used in recipes.
LAKELURK EGG
GLOWING FUNGUS This egg comes from a lakelurk and can be used
A common and edible mushroom found in the for preparing a tasty meal.
MIRELURK JERKY
A shishkebab, made from mirelurk meat.
PINTO BEAN POD
Pinto beans grow on bean plants, but they are rare
to find.
MIRELURK MEAT
A piece of meat from a dead mirelurk.
PINYON NUTS
Pinyon nuts are hard-shell nuts that grow on
MOLERAT CHUNKS plants. Pinyon nuts can be used as an ingredient for
Grilled bits of mole rat meat. desert salad and trail mix.
PIP-BOY
The RobCo Pip-Boy (Personal Information size made possible by the use of integrated circuits.
Processor) is an electronic device manufactured by Despite its advantages, the Lil' Pip remained less
RobCo Industries. It uses ultra-modern super-deluxe popular than its more durable predecessor.
resolution graphics, which coupled with its Using a Lil' Pip 3000 allows the user to add an
capability to store large amounts of information and automatic a on all Computers checks.
transfer data to and from holodisks and from data
tubes make it the obvious choice for the wandering
explorer, the out-on-his-own newbie or the all-
PIP-BOY 1.0
around survivalist expert. Some common The Pip-Boy 1.0 was the very first model of the
characteristics that Pip-boys had were Geiger Pip-Boy personal information processors created by
counters, Health status of the user, a radio, a map, a RobCo before the Great War. The device marked the
journal, and an inventory list for weapons, armor, and first known attempt by any company to create a
any supplies. wearable portable computer. The only observed unit
The Pip-Boys were standard equipment issued to of the Pip-Boy 1.0 featured a highly cumbersome
all Vault-Tec Vaults. Some Vaults received design with a small screen and no protective
newer models of the device, while outer casing. Due to its crude appearance
others were given older models. and a lack of protection for the circuitry,
A user can turn up the Pip- the Pip-boy 1.0 was most likely a mere
Boy’s brightness, causing prototype never meant for distribution
the screen to function as an to vaults.
ad-hoc flashlight. Pipboys The Pip-Boy 1.0's crude and
also have programs that somewhat simplistic design
help the wearers analyze imposes a b penalty on all
opponents and assist in Computers checks made
targeting weak spots on their with it.
bodies.
A turned-up Pipboy provides light, PIP-BOY 2000
and removes bb added to checks due to The Pip-Boy 2000 displays information in bright
darkness. (If it becomes important to determine how green on its black 5" x 3" screen, can record sound
far the light reaches, a Pip-Boy provides light out to and video footage for later playback, and uses a
short range.) When a character using a Pip-Boy simple yet elegant form of sonar and satellite
takes the Aim maneuver to target a specific location, tracking where satellite coverage is available to map
they remove b from the subsequent combat check, out areas where its user travels. Though input is
because of the V.A.T.S. System – Vault-Tec Assisted slow, a user can also hand-enter and edit text
Targeting System. When using V.A.T.S. against a messages on the Pip-Boy 2000.
humanoid enemy, seven different areas can be The original Pip-Boy 2000 was a hand-held device,
targeted: the head, torso, left arm, right arm, though some very cumbersome models were made
currently held weapon, left leg, and right leg. to be worn on the arm. These models were
However, there may be other points available when unofficially called Pip-Boy 2000 Plus. A modified
facing off non-humanoid creatures (e.g. robot model was used by the Brotherhood of Steel.
combat inhibitors, ant antennae). The Pip-Boy 2000 allows the user to remove b
The character who shows the images which imposed on Computer skill checks.
illustrate all of the characteristics in the character
system (traits, stats, items, etc.) is often incorrectly
called The Pip-Boy”. His correct name is the Vault PIP-BOY 3000
Boy. The Pip-Boy 3000 abandoned the hand-held
design of its predecessor completely, making wrist-
mounted designs standard. Several different models
LIL' PIP 3000 of the 3000 were made, each incorporating minor
The Lil' Pip 3000 provides all of the functionality of ergonomic and technical changes but maintaining
the Pip-Boy 2000 Plus, but boasts a greatly reduced the same general appearance. The Pip-Boy 3000A
206 PIP-BOY
Fallout
PIP-PAD
The PIP-Pad is an experimental tablet-sized
version of the Pip-Boy series, mainly for reading text
and high-resolution graphics. A cache of these
devices was discovered after the Great War in an old
RobCo warehouse by the staff of The Armageddon
Rag. There are some known bugs with the text
processor, and users may occasionally see some
strange characters.
The Pip-Pad allows the user to remove b imposed
on Computer skill checks, but it adds an automatic
t on all Computers checks.
PIP-BOY
NAME ENCUM PRICE RARITY
Lil' Pip 3000 - 1,500 10
Pip-Boy 1.0 1 2,000 10
Pip-Boy 2000 1 1,000 10
Pip-Boy 3000 1 1,000 10
Pip-Boy 3000 Mark IV 1 1,500 10
Pip-Pad - 1,500 10
PIP-BOY 207
BOBBLEHEADS
Fallout
BOBBLEHEADS
Vault-Tec bobblehead figures are
promotional Vault-Tec items. Bobbleheads
BRAWN
are only encountered within the Capital This bobblehead figure is represented as the
Wasteland and the Commonwealth and Vault Boy holding both arms up in the air and
not, for example, in any of the other flexing his muscles.
vaults of the West Coast. This may AGILITY
suggest that the Vault-Tec Represented as the Vault Boy standing on
bobblehead range was an exclusive one hand lifting up his own body in the air.
item to the East Coast and not a line
of permanent Vault-Tec merchandise. The
idea of the bobbleheads being a piece of INTELLECT
exclusive Vault-Tec merchandise is This bobblehead figure is made as the Vault Boy
supported by a computer terminal found wearing a college graduation ceremonial robe and
within the Vault-Tec HQ. The computer hat.
provides a list of 'orderable' merchandise
such as clothing and lunchboxes, but when CUNNING
a bobblehead is requested the terminal This bobblehead figure is represented as the
reports that they are only available to Vault Boy standing with his arms crossed
executive staff. and one finger resting on his chin.
There are a total of 34 different
collectible bobbleheads from the Vault-Tec
assembly line. A bobblehead is a representation of WILLPOWER
the Vault Boy in some pose associated to the The bobblehead figure is depicted as the Vault Boy
specific Characteristic or Skill, standing on a neutral holding both index fingers up to the temples of his
black base. On the front side of the base is head.
embellished with the word Vault-Tec.
A collectible bobblehead will provide a small
personalized bonus to a specific characteristic or
PRESENCE
skill, as determined by the individual bobblehead This particular bobblehead figure is depicted as
figure. Only a single recipient can benefit from a the Vault Boy holding a thumbs up and brandishing
bobblehead, and thus must be in possession of the a big smile.
specific bobblehead in order to benefit from it. It
should be noted that a character cannot benefit from
having two of the same bobblehead collectibles,
SKILLS BOBBLEHEADS
should he or she be so lucky as to have two of the There are 28 variants of the Skill bobblehead, and
same variant. despite still being fairly rare, they are, however,
somewhat more common than the Characteristic
bobbleheads.
CHARACTERISTIC BOBBLEHEADS Any character who owns a Skill bobblehead will
There are six variants of these bobbleheads, one benefit from having an automatic s on all skill
for each characteristic; Brawn, Agility, Intellect, checks made with that particular skill, for as long as
Cunning, Willpower and Presence. These the individual bobblehead miniature is on his person
bobbleheads are more rare than the Skill or at least within sight.
bobbleheads.
Owning a Characteristic bobblehead grants the ATHLETICS
recipient an automatic a on all skills that are based This bobblehead is shown as the Vault Boy having
on the respective skill of the bobblehead miniature. his sleeves rolled up and wiping sweat from his
The character needs to carry the bobblehead on his brow.
person, or at the very least be able to see it if it is not
on his person.
BOBBLEHEADS 209
GENESYS
COMPUTERS MECHANICS
The bobblehead is depicted as the Vault Boy The bobblehead is holding a large, two-
wearing glasses and holding a keyboard in one handed double-headed wrench.
hand and typing with the other hand.
COERCION MEDICINE
The bobblehead is holding an oversized
This bobblehead shows the Vault Boy stimpack with both hands.
pointing out in front of him and having a
scowl on his face.
MELEE
COOL This bobblehead is shown as the
Vault Boy holding a super sledge
This bobblehead is shown as the Vault Boy tipping resting comfortable against his
a worn hat with one hand while smirking. shoulder.
COORDINATION NEGOTIATION
The bobblehead is depicted as the Vault Boy The bobblehead shows the Vault Boy
arched back at a perfect 90 degree angle with holding a Nuka-Cola bottle cap.
one hand on the ground and one hand extended
out to the side.
OPERATING
DECEPTION This bobblehead is depicted as the Vault Boy
wearing a hardhat and holding an operating manual
This bobblehead shows the Vault Boy brandishing in his hands.
a huge smile and holding one hand behind his back
with two fingers crossed.
PERCEPTION
DISCIPLINE This particular bobblehead shows the Vault Boy
holding his right hand up over his brow, as if he is
The bobblehead is shown as the Vault Boy scouting for something far away.
standing with his hands pressed together palm to
palm in front of him and with his eyes closed.
PILOTING
DRIVING The bobblehead is shown as the Vault Boy wearing
a fighter pilot helmet and shades, holding a model
This bobblehead depicts the Vault Boy wearing an airplane in his right hand.
old fashioned leather driving helmet and goggles.
210 BOBBLEHEADS
Fallout
of him.
RESILIENCE
This bobblehead shows the Vault Boy standing
with one foot on a barrel marked with a radioactive
symbol and showing a thumbs up with his right
hand.
SKULDUGGERY
This particular bobblehead is shown as the Vault
Boy wearing a black mask over his eyes, standing
hunched over and holding a set of bobby pins in his
outstretched hands.
STEALTH
This bobblehead is shown as the Vault Boy
hunched over and standing on the tips of his toes in
a stereotypical sneaky profile.
STREETWISE
The bobblehead is shown as the Vault Boy
standing leaned back with his arms resting crossed
over his chest and he is looking to the left.
SURVIVAL
The bobblehead is depicted as the Vault Boy
wearing hiking boots and carrying a backpack on his
back.
VIGILANCE
This bobblehead shows the Vault Boy having his
hands lodged behind his head with the fingers
folded, and brandishing a confident look on his face.
BOBBLEHEADS 211
SKILL BOOKS
AND MAGAZINES
Fallout
¡LA FANTOMA!
¡La Fantoma! is comic written in Spanish, which
can prove somewhat difficult for certain readers to
fully grasp what ¡La Fantoma! is really all about. It
requires a Hard (ddd) Knowledge check to fully
understand and grasp the concept of ¡La Fantoma!
in order to benefit from the
magazine. However, if a
character is of Spanish
bloodline, this check is not
necessary.
Anyone capable of
reading the magazine
and actually
understanding it will
benefit from a bonus s
to all Stealth skill
checks that he or she
makes during the next
encounter.
LA COIFFE
La Coiffe is a high end magazine for those whom
care a great deal about their appearance. It is a
magazine that would be displayed at barbershops
and hair dressers before the Great War.
HOT RODDER Reading an issue of La Coiffe grants the reader a
The Hot Rodder magazine is targeted for a very bonus a to all Charm skill checks for the upcoming
narrow audience. The magazine is aimed for drivers encounter.
and those in love with the idea of driving; of which #1 Megaton Hair
there isn't much of anymore after the Great War. As #2 Anchorage – The Buzzed Cut Classic
such, there were only three issues published of Hot #3 The Hornet's Nest
Rodder before it was cancelled. #4 La Coiffe
Reading the Hot Rodder magazine provides the #5 The “Jackie-Oh-My!!” - Putting the 'Style' in
reader with a bonus s to all Driving skill checks for Hairstyle
the next encounter.
Furthermore, the Hot Rodder magazines comes
with custom paint-job schematics for individual
Power Armors. The Flame Job! Issue provides a red
base with black flames schematic. The Shark Paint
Schemes! Issue provides an olive base with red
edges, and eyes with a shark mouth on the torso.
And finally the Hot Pink! issue provides a pink base
with white scallops.
#1 Flame Job!
#2 Shark Paint Schemes!
#3 Hot Pink!
LAD'S LIFE
Lad's Life is a monthly magazine which is aimed at
teenage boy scouts. The magazine comes with
many outdoors tricks, valuable information and tips
and tricks of how to become the perfect boy scout.
TABOO TATTOOS
Most of the Taboo Tattoos magazines are lost to
time and only a handful of issues are still in
circulation. TÆLES OF CHIVALRIE
Reading the Taboo Tattoos magazine provides the Like Grognak the Barbarian, the Tæles of Chivalrie
character with an added s bonus to all Coercion is a popular boy's comic book series which featured
skill checks he makes for the upcoming encounter. more outlandish melee feats of knights rescuing
#1 13 damsels in distress, while battling cunning goblins,
#2 Anchor ferocious orcs and fire-breathing dragons. Some
TUMBLERS TODAY
Tumblers Today is a magazine containing
information about the art of lockpicking or rather
information of the latest in mechanical locks found
in safes, footlockers and doors. There are five
magazines available in the Tumblers Today
publication.
Reading an issue of Tumblers Today will grant the
character a bonus s to all Skulduggery checks he
makes in the next encounter.
#1 Bobby Pins – More Effective Than Lockpicks?
#2 Confessions of a Housebreaker
#3 Open Any Lock in 5 Seconds Flat UNSTOPPABLES
#4 Locksmith Certification Special – Pass With The Unstoppables is a five-issue comic book
Flying Colors release that included cross-over character from
#5 Mysteries of the Master Key Exposed! various comics. The characters included in the
Unstoppables are The Inspector, Grognak the
Barbarian, The Silver Shroud, Mistress of Mystery,
Manta Man, Dr. Brainwash, Ragnarök and Commie-
Kazi. While the cross-over seemed unrealistic to
many in the comic book scene, the Unstoppables
proved to be rather popular.
Reading an issue of the Unstoppables provides the
reader with a +1 increase bonus to Soak Rating for
the next encounter.
#1 Dr. Brainwash and His Army of De-Capitalists!
#2 Who Can Stop The Unstoppable Grog-Na-Rok?!
U.S. COVERT OPERATIONS MANUAL #3 Commie-Kazi VS. Manta Man
These in-depth manuals are written by experts for #4 Trapped In The Dimension Of The Pterror-
experts, and it can be some very complex reading of Dactyls!
highly confusing material if one does not understand #5 Visit the Ux-Ron Galaxy!!
CHEMS
Chems (a truncation of "chemical") is both a pre- them. But chems are addictive and after having use
and post-War slang term for "drug". A chem is any a certain chem an unspecified number of times (as
chemical, medicine, etc. that is used to cause determined by the GM), using the chem warrants
changes in a person's behavior or biological Resilience checks against the chem's Addiction
systems. Rating on each subsequent use of the chem. Failure
on this Resilience check indicates that the character
BACKGROUND has picked up an addiction.
Once Hooked: Any t results on the Resilience
Chems were a pre-War term used to describe
indicates the character suffers a bad experience
narcotic drugs and substances that caused
with the chem (a bad trip, nasty side effects, or
numerous temporary side-effects, both positive and
something similar). A y means addiction occurs
negative. Pre-War narcotics included Mentats, a pre-
and the character develops an increased tolerance
War "party-drug," originally developed by Med-Tek
to the substance and must upgrade the difficulty of
for medical purposes. Buffout, a "sports-
any checks made to kick the habit (see below).
enhancement" drug popularized by athletes, Psycho,
a combat-enhancement drug developed per orders
of General Chase, and Med-X, a painkiller found in GETTING A FIX
many pre-War hospitals. A large drug-trade existed Once addicted, the character must use the
within pre-War society. Skylanes Air Flight 1981 was substance regularly to fulfill his craving. The
one of several illegal smuggling operations that substance's Fix Factor determines the maximum
utilized jet airliners to smuggle goods across the period a character can go between doses.
country. If the character fails to get a dose in time, he goes
Little is known about how chems entered the into immediate withdrawal (see below).
markets of post-nuclear America, but it is commonly
accepted by most wastelanders that the Khans
invented the chem trade. Their specialties were in
ADDICTION EFFECTS
creating Jet and Psycho. However, that the Great In addition to cravings, an addicted character must
Khans did not know how to produce chemicals make a Hard (ddd) Discipline or Resilience check
before the Followers of the Apocalypse taught them (as determined by the individual chem addicted to)
between 2278 and 2281. once a month, every month until the addiction is
kicked. If this check fails, the
character now has a Mild addiction
ACQUIRING AN ADDICTION to the chem. If the substance abuser
Addiction can be physiological, fails his next monthly check,
psychological, or both. the addiction becomes
Psychological dependence Moderate. A third failed
usually stems from the emotional check raises the addiction
gratification, euphoria, and level to Severe. A fourth and
escapism derived from use of final failed monthly check
a chem. Physiological results in turning the
addiction results from the substance abuser into a
body’s dependence on the Burnout.
substance for its continued
“survival.” Some chems can
confer both types of addiction, and are ROLEPLAYING ADDITION
typically among the more difficult to kick Characters can handle addiction in
(assuming the character even wants to). different ways, depending on their
While there is no set rule for when chance Addiction level.
of addiction sets in, this is entirely up to the Those with a Mild addiction are more
GM. Be fair, if players want to have their social or habitual users. They will have a
character's use chems, by all means let craving “now and then,” and will
unhesitatingly indulge in their chem of
CHEMS 225
GENESYS
choice, seeing no reason not to. Many will not check (as the individual chem dictates). This roll can
recognize that they even have a problem, though any be modified by mitigating external circumstances,
attempts to “cut back” or go “cold turkey” will be such as a strong peer support, a long stay at a
problematic. While the addiction could get worse, at medical facility and so on. Addiction recovery
this stage it’s manageable. attempts can only be made if the GM believes they
Characters who have a Moderate addiction have are warranted – a player cannot decide that his
developed tolerances and stronger cravings, so they character is cured without cause. If the character
may use more frequently, take stronger dosages, or succeeds, he forces himself to avoid the substance
move on to a harder substance. By this time, the and goes into immediate withdrawal (see below). If
problem is more noticeable even if a character the character fails, he caves in and does whatever he
attempts to hide it or deny it. She may experience can to get his next fix. If other characters prevent
(additional) repercussions from her habitual use, him from getting his fix, he goes into forced
display increased mood swings or unreliability, and withdrawal (see further below).
may begin to have financial difficulties due to
increased spending on her habit. Characters with
Moderate addictions receive a b penalty on all skill
WITHDRAWAL
checks. During withdrawal a character suffers bb to all
Characters with a Severe addiction are more like skill checks. This is due to the ordeal of withdrawal
the junkies many think about when given the term pains and mental and/or physical shock.
“addict” - out of control, strung out, continually The penalties of withdrawal vanish immediately if
needing a fix, borrowing money to finance their a dose of the “required” chem is administered. In
habit, and so forth. Some may become desperate that case, however, the recovering character is
and resort to more theft, gambling, borrowing money automatically considered addicted once again.
from unreliable or loan shark services, and anything
else the player and GM can think of. How bad this FORCED WITHDRAWAL
gets is left up to the player and GM, keeping in mind In other circumstances – perhaps the character
that if or when a character bottoms out, she could cannot obtain the addictive chem in time – he might
die or be inspired to quit. A character with a Severe suffer forced withdrawal. This is not a recovery
addiction must upgrade the difficulty of all skills process, but a failure to satisfy artificially induced
checks made once. substance cravings.
Burnout characters are on their way down, and it’s Losses due to addiction accrue throughout a
not pretty. These are characters with longterm forced withdrawal period. The character could feel
Severe addictions who are now exhibiting physical physically and emotionally drained and wish he were
and mental side effects from continual substance dead. The character suffers bbb to all skill
abuse. Characters who continue in this state for checks. Also, the individual is in a state of constant
long will continue to suffer deteriorating health pain and will behave as if suffering from a
effects determined by the GM. Such effects may Compromised Critical Injury Result (increase
include: difficulty of all skill checks by one).
The effects and penalties associated with the
Permanent characteristic loss (Willpower or withdrawal process are immediately removed once a
Brawn as dictated by the chem). dose of the “required” chem is administered.
Psychological problems such as flashbacks, However, this only reinforces the addiction.
blackouts, drastic and violent mood swings,
paranoia, schizophrenia, amnesia, and so on.
Physiological health issues as appropriate to the RECOVERY
substance, including such fun things as as Once the character has beaten the addiction, he
abcesses, incontinence, a weak immune system, must rest for 1 week per Brawn or Willpower
lower pain tolerance, slurred speech, and so on. (depending on the chem) rating he has to restore his
Strain damage that cannot be healed. physical and mental health. During this time his
penalty from withdrawal is lowered by b. The
character recovers any Wounds according to normal
KICKING THE HABIT rules for natural rest and increases 1 point in each
At some point, an addicted character might want lowered characteristic for every 3 days of full rest,
to “kick the habit”. Quitting an addiction is difficult. unless the loss was permanent, of course. Once the
To begin the process, the character must make a rest cycle has elapsed, all b are removed.
Formidable (ddddd) Discipline or Resilience
226 CHEMS
Fallout
CHEMS 227
GENESYS
228 CHEMS
Fallout
CHEMS 229
GENESYS
230 CHEMS
Fallout
checks once that he makes. Furthermore, the having Intellect lowered by 1 point and also suffering
Calmex Silk also adds automatic aa to all of the an automatic f on all Perception skill checks for 12
user's Stealth checks. hours.
Fix Factor: 5 days.
Effect: Daddy-O increases the user's Intellect by 1,
CATSEYE as well as adding automatic s to all Perception
Catseye is not as effective outdoors, especially
checks, but also lowers the user's Presence by 1
during daytime. When used during the day, the
point.
character will lose the ability to make out many
colors until the effects wear off.
Vector: Ingestion. DAY TRIPPER
Speed: 2 turns. An unusual chem, Day Tripper enhances the
Duration: [Brawn] hours. user's self-confidence while weakening the
Addiction Rating: Easy (d). user's physical strength.
Addiction Type: Physiological. Vector: Ingestion.
Crash Effect: The user suffers a b penalty Speed: 1 turn.
to all skill checks made where sight is a Duration: [Brawn] hours.
crucial factor for success. This lasts for [12 Addiction Rating: Hard (ddd).
– Brawn] hours. Addiction Type: Both.
Fix Factor: 6 days. Crash Effect: Coming off a Day Tripper
Effect: The user effectively have low-light high results in decreasing all Presence skill
vision and thus reduces b to any skill checks by one for a duration of [24 – minus
checks made due to penalty from lack of two hours per point of Brawn] hours.
adequate light. Fix Factor: 1 day.
Effect: Day Tripper adds automatic s on
COYOTE TOBACCO CHEW all Presence skill checks, while also adding
automatic f to all Brawn skill checks.
It is not the same plant that is typically processed
into tobacco cigarettes; it is instead based upon the
real-world coyote tobacco plants which grow wild in FIRE ANT NECTAR
the Western United States, classified as Nicotiana Fire ant nectar is a naturally occurring substance
attenuata. secreted by fire ants.
Vector: Ingestion. Vector: Ingestion.
Speed: 3 turns. Speed: 1 turn.
Duration: [Brawn x10] Duration: [Brawn x10] minutes.
minutes. Addiction Rating: None.
Addiction Rating: Easy (d). Addiction Type: None.
Addiction Type: Physiological. Crash Effect: None.
Crash Effect: None. Fix Factor: None.
Fix Factor: 1 day + [Brawn x2] hours. Effect: Fire ant nectar adds automatic x on
Effect: Using Coyote Tobacco Chew will add an Resilience checks made against fire and extreme
automatic s to all Perception skill checks the user heat. Furthermore, fire ant nectar also adds
makes. automatic a to all Agility skill checks. Nausea.
DADDY-O FUCKITALL
Daddy-O is a small syringe with two vials filled This obscure chem is believed to have originated in
with a bright orange liquid inside. According to the New York commonwealth, but this not a proved
Wasteland rumors, the drug is popular with beatniks statement. Fuckitall is a thick, semi-opaque liquid
and intellectuals of the time. that must be administered by injecting it into the
Vector: Injection. bloodstream.
Speed: Immediate. Vector: Injected.
Duration: 30 minutes Speed: 5 turns.
Addiction Rating: Hard (ddd). Duration: [Brawn] days.
Addiction Type: Psychological. Addiction Rating: Average (dd).
Crash Effect: Crashing on Daddy-O results in Addiction Type: Physiological.
CHEMS 231
GENESYS
Crash Effect: Fuckitall causes uncontrollable irradiated water and other equally interesting things.
shakes and spasms, effectively lowering the The ingredients are mashed to a pulp and treated
recipient's Brawn and Agility by 1 point for a with chemical ingredients and then worked into a
duration equal to the chem's initial effect. fine turquoise powder once the entire cooking
Fix Factor: 6 days. process is completed.
Effect: This chem lets the user ignore the effects Vector: Inhalation.
of any Critical Injuries for the duration the chem is Speed: 2 turns.
coursing through his system. A character suffering a Duration: 24 hours.
Critical Injury still obtains the Critical Injury, its Addiction Rating: Formidable (ddddd).
effects is just not applied to him, not even after the Addiction Type: Psychological.
effects of Fuckitall wears off. Crash Effect: Anyone crashing on Janx must make
a Daunting (ccdd) Resilience check upgraded
GHOST SIGHT twice as the chem wears off. A failed check results
in the user suffering from severe sweating and
Ghost Sight provides a green night vision effect.
debilitating nausea, which inflicts 10 points of
The effect is similar to that of Catseye or Nuka-Cola
unsoakable Strain damage, plus an additional Strain
Quartz, and is useful in low-light areas.
damage per uncancelled t on the check. The user
Vector: Ingestion.
is not able to recover these Strain before the end of a
Speed: 1 minute.
period of 24 hours. A y result means that the user
Duration: [Brawn x5] minutes.
experiences extreme, acute projectile vomitting and
Addiction Rating: None.
diarrhea. Furthermore, regardless of the Resilience
Addiction Type: None.
check result, the character is Disoriented for the next
Crash Effect: None.
Fix Factor: None. 24 hours, suffering bbb to all skill checks.
Effect: The user of Ghost Sight benefits from Fix Factor: 2 days.
Effect: Those using Janx says that it is beyond
having darkvision and removes all b imposed on
euphoria, almost as if witnessing a thousand nuclear
skill checks from darkness. Furthermore, any
bombs going off, just without all the radiation,
increases on skill checks imposed due to darkness
fallout, mutations and all that nastiness. Using Janx
is also negated. In fact, the user perceives his
raises all characteristics by 1, to a maximum of 5.
surroundings as if he had a light source available.
HYDRA JET
Jet is a highly addictive drug. It is extracted from
Hydra appears as a "Supa Yum"-brand soda bottle
brahmin dung fumes and administered via an
with three sealed glass vials of liquid taped around
inhaler.
its middle, each one with a thin rubber tube feeding
Vector: Inhalation.
their contents up to the mouth of the bottle.
Speed: 1 turn.
Vector: Ingestion.
Duration: [Brawn x5] minutes.
Speed: 1 turn.
Duration: [Brawn] hours. Addiction Rating: Daunting (dddd).
Addiction Type: Both.
Addiction Rating: Hard (ddd).
Crash Effect: Coming off Jet results in an
Addiction Type: Both.
Crash Effect: Crashing on Hydra automatic f to all Agility checks for 12 hours.
means that the user will add Fix Factor: 1 day.
automatic ff on all Resilience checks Effect: Using Jet adds an automatic s and a to
for [48 – 3 hours per point of Brawn] hours. all skill checks that the user makes. Nausea.
Fix Factor: 7 days.
Effect: The use of Hydra allows the user to ignore MED-X
the results of any Critical Injuries suffered. Hydra Med-X is a potent opiate analgesic that binds to
adds f to all Resilience checks the user makes to opioid receptors in the brain and central nervous
ward off hydra addiction. system, reducing the perception of pain as well as
the emotional response to pain. Essentially, it is a
JANX painkiller delivered by a hypodermic needle.
Vector: Injection.
Part of the ingredients used to create Janx is said
Speed: 2 turns.
to be radscorpion poison, bleach, cacti juice,
Duration: [Brawn x20] minutes.
232 CHEMS
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CHEMS 233
GENESYS
REBOUND STEADY
Rebound appears as a metal hip flask filled with A combat chem made from unknown chemicals, it
liquid jet and a pair of glass vials of pre-War provides the user with a steady aim that makes it
adrenaline drugs taped to the side, which flow up impossible to miss in sharpshooting, perfect for
through tubes into the mouth of the flask. A needle snipers lining themselves up for the perfect shot.
on the top administers the drug cocktail, causing a Due to the potency and untested nature of the drug,
steady rush of energy rather than an instant energy however, it is also highly addictive.
rush. The item appears to be a makeshift inhaler crafted
Vector: Injection. from an empty Sunset Sarsaparilla bottle, complete
234 CHEMS
Fallout
CHEMS 235
GENESYS
CHEMS
NAME PRICE RARITY
Addictol 125 8
Alien Biogel 25 9
Ant Nectar 20 4
Black No. 1 55 6
Bones 15 9
Buffout 45 6
Calmex 70 8
Calmex Silk 150 9
Catseye 20 4
Coyote Tobacco Chew 1 3
Daddy-O 50 7
Day Tripper 40 5
Fire Ant Nectar 50 7
Fuckitall 175 8
Ghost Sight 40 7
Hydra 55 4
Janx 550 10
Jet 50 3
Med-X 50 6
Mentats 50 3
Morno 75 6
Mutie 400 9
Psycho 50 3
Rad-X 20 3
RadAway 80 5
Rebound 35 6
Rocket 120 7
Slasher 50 8
Steady 45 5
Swon 35 4
Turbo 50 3
Wasted 175 7
X-Cell 270 9
236 CHEMS
WEAPONS
GENESYS
WEAPONS
There are a lot of ways to kill someone in this
world. The weapons that can be encountered out in
BASE DAMAGE (DAM)
the wasteland are varied; they could be The base damage the weapon inflicts.
relics from the Pre-War, cobbled This is the minimum damage inflicted with
together with junk and ingenuity this weapon hits. Each s the combat
in the time since, or in rare check generates adds one point to
cases newly manufactured by this damage rating.
one of the few weaponsmiths Some weapons (including most
still able to make new weapons. Brawl and Melee weapons) have a “+”
Weapons come in a great in front of their base damage. This
variation and suits many means you add your character's
different purposes. Many of the Brawn rating to this value.
weapons found throughout the
Wasteland have seen better CRITICAL RATING (CRIT)
days and tend to be victim of Indicated by a number of a
poor maintenance or neglect. required to trigger Critical Injuries
The weapons in the Fallout using this weapon. If the weapon's
setting function similar to the Critical rating triggers, the character
weapons found in the modern rolls percentile dice on Table 6-10:
setting (as detailed on page 166 Critical Injury Result, on page 115 of
of the GENESYS core rulebook). the GENESYS core rulebook to
Weapons have a number of determine the effect on the target. A
distinct characteristics, which is Critical Injury can only be triggered on
how they are defined within the a successful hit that inflicts Wounds
Fallout setting and delineate on the target.
their capabilities. All weapons Some weapons and talents modify
share the characteristic categories this Critical roll, potentially making
covered here. a Critical Injury more or less
Some also come with unique effective. In addition, a character
rules, which are covered in the can only generate one Critical
weapon's individual entry. Those rules are so Injury per hit on a target.
specialized that making them universal would just However, if the check generates enough a to trigger
create clutter in the general rules, since they won't the Critical rating of the weapon multiple times, the
come up often. character can choose to add +10 to the Critical roll
for each trigger after the first. More on Critical
Injuries can be found on page 114 in the GENESYS
NAME core rulebook.
This is the name or generalized type of the weapon
in question.
RANGE
The range of the weapon. Range is measured in
SKILL USED (SKILL) several broad range bands. Melee weapons usually
All weapons require a combat skill to operate, and require the attacker to be Engaged with the target.
this entry defines which skill the weapon requires. Ranged weapons have ranges listed as Short,
Skills also can determine whether a weapon Medium, Long, or Extreme. See pages 102 and 105 in
requires one or two hands to wield. The [Heavy] the GENESYS core rulebook for more details.
version of the Ranged skill means the weapon takes
two hands to use, and the [Light] version of the skill
means it can be used with one hand. ENCUMBRANCE (ENCUM)
Encumbrance is an abstract measurement of how
heavy and awkward something is to carry and
238 WEAPONS
GENESYS
transport. The higher the Encumbrance, the more glove incorporating what amounts to a laser pistol
difficult the item is to carry. More details on on the back of the wearer's hand. Impact-sensitive
Encumbrance can be found on page 84 in the plating across the knuckles fires the laser when the
GENESYS core rulebook. wearer lands a punch. delivering a devastating blast.
While these weapons are undeniably effective, they
HARD POINTS are also dangerous for the wielder. Despite the fact
that the impact-plating supposedly also shields the
Many weapons can be customized, to an extent user, only the very brave or very reckless embrace
determined by the number of Hard Points they have. the idea of a laser impact just scant centimeters
The vast majority of weapons have a limited number from their fingers. Even the toughest fighters can
of Hard Points that determine how many only withstand repeated blaster impacts on their
attachments can be mounted on them. This is knuckles for so long.
covered in greater detail on page 206 in the When using blast knuckles, every successful hit
GENESYS core rulebook. inflicts 1 Strain on the wielder (in addition to any
strain suffered due to check results) . Blast knuckles
PRICE cannot deal damage to a target's Strain threshold.
The price of the weapon on the open market. The
price is listed in bottle caps currency, naturally. BOXING GLOVES
Boxing gloves are a large, red leather mitt laced
RARITY onto the wearer's hands. They are intended for
The rarity of the item, before modifying (see page throwing stunning blows to the opponent, and not
82 in the GENESYS core rulebook). for causing lethal wounds.
239 WEAPONS
Fallout
the form of four linked metal rings in a shallow power generators and dozens of meters of superfine
convex formation with a bumper attached to the metallic thread that turns them from simple hand
concave face. The rings are slipped over a protection into extremely effective anti-personnel
combatant's fingers with the bumper pressed into weapons. When an individual wearing shock gloves
the palm of the hand. When a punch is thrown, the strikes a target, the gloves release stored energy in a
brass knuckles take the majority of the impact burst of power that can knock even the toughest
impulse, transferring much of the punch's kinetic opponent unconscious in an instant.
energy to the target by way of the harder, smaller
impacting surface of the metal knuckles. This
drastically increases the likelihood of serious tissue
YAO GUAI GAUNTLET
disruption and bone damage. This gauntlet is constructed the paw of a yao guai.
The massive bear paw can not only cut deep
wounds but bruise or even break bones because of
MANTIS GAUNTLET its burdensome size.
Consisting of a severed mantis foreleg, this
weapon is fitted to the wielder's forearm and
reinforced with metal bars and leather straps.
MEATHOOK
A typical butcher's meat hook used for holding
animal carcasses, readily used as an improvised
weapon.
POWER FIST
The power fist is a mechanical glove mounted with
a hydraulic piston powered ram. When punching, the
pistons push the ram forward, smashing into the
enemy. Sometimes, enough power is transferred to
the target to knock them down.
SAP GLOVES
Made in a variety of styles for nearly every
species, they are simply a pair of gloves with heavy
plates, alloy pellets, sand, or some other dense,
weighty material sewn into the fingers and
back of the hand. Relatively innocuous when
worn, sap gloves amplify a wearer's punch
and act almost like knuckles.
Spotting sap gloves on an individual
requires a Daunting (dddd)
Perception check.
SHOCK GLOVES
Popular among infiltrators, law
enforcement agents, and others needing a
quick, non-lethal weapon easily at hand, shock
gloves are an excellent addition to any
Wastelander's equipment loadout. They are
produced in a variety of styles, from sleek hide
gloves suitable for evening or formal wear to
heavily armored gauntlets built to match battle
armor. Shock gloves fit snugly over the
hands and are threaded with tiny kinetic
WEAPONS 240
GENESYS
BRAWL WEAPONS
NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL
Bladed Gauntlet Brawl +1 3 Engaged 1 1 35 4
Blast Knuckles Brawl +4 4 Engaged 2 - 50 6 Inaccurate 1
Boxing Gloves Brawl +0 5 Engaged - - 10 2 Disorient 2, Stun
Damage
Deathclaw Brawl +4 3 Engaged 3 1 150 8 Cumbersome 3,
Gauntlet Pierce 1, Vicious 2,
Unwieldy 3
Garrote Brawl +0 - Engaged 1 - 5 2 Stun
Knuckles Brawl +1 4 Engaged 1 - 10 2 Disorient 3
Mantis Gauntlet Brawl +2 3 Engaged 1 - 72 3
Meat Hook Brawl +2 3 Engaged 2 1 32 4 Pierce 1
Power Fist Brawl +3 3 Engaged 3 2 100 7 Knockdown,
Unwieldy 3
Sap Gloves Brawl +2 5 Engaged 1 1 50 4 Concussive 1
Shock Gloves Brawl +0 5 Engaged - 1 30 2 Stun 3
Yao Guai Gauntlet Brawl +3 2 Engaged 2 1 150 6 Cumbersome 2,
Vicious 1
241 WEAPONS
Fallout
WEAPONS 242
GENESYS
Whenever a target is hit with an alien atomizer, any Institute military and scientific personnel were
Critical Injury results in a “Crippled” effect, unless developed by the organization's Advanced Systems
the roll on Table 6-10 (on page 115 in the GENESYS division. The Institute's laser pistol system was
core rulebook) would result in a more grievous constructed from the ground up, unlike the
injury. Brotherhood of Steel, who use pre-War military
surplus weapons. The weapons are mass-produced
ALIEN BLASTER in a factory located within the Institute's
headquarters.
The gun is very futuristic in appearance, with a The Institute laser pistol is a much-more bulky
chrome and red paint job. It fires blue bolts of package and sports less stopping power than its
energy. The alien blaster can also be set for a stun pre-War counterpart.
setting, unlike all other energy weapons.
243 WEAPONS
Fallout
tool rather than a weapon, manufactured by ammunition. It's a more advanced and compact
Winchester Arms; while it performed admirably as a version of the recharger rifle that is fitted with a
welding tool, it was expensive and required microfusion breeder that provides it a virtually
specialized training to use. However, later limitless power supply.
developments for the US Army would lead to a more If a recharger pistol runs out of ammunition as a
compact and smaller designs, such as the plasma result of y or ttt on a Ranged [Light] combat
pistol, that was cheaper to produce and easier to check, it has fully recharged itself in time for the next
train for, perfectly suited for urban warfare. forthcoming encounter, and thus is ready for usage
If a plasma pistol scores a critical hit with a xx again, without the wielder having to purchase a
result, they can literally melt down enemies and fusion cell reload.
instantly kill them. While most industrial casters
aren't powerful enough to dissolve bones too,
subsequent models have no problem converting the
RECHARGER RIFLE
target into a puddle of goo. A specialized laser rifle designed to work with
microfusion breeder ammunition, the recharger rifle
effectively has unlimited ammunition. The recharger
PLASMA RIFLE rifle is also an incredibly sturdy weapon and requires
This plasma rifle is a lightweight urban warfare less skill with energy weapons to use effectively.
weapon created by REPCONN Aerospace for the US However, this particular rifle is much weaker and
Army based on engine parts from the failed Z43- heavier than the more common AER9, and the user
521P - "Green Bean" plasma-powered rocket. Like must time their shots to compensate for the
the AER9 laser rifle, it uses a microfusion cell as its weapon's need to charge up its shots.
power supply. It taps into the cell, essentially a small If the recharger rifle runs out of ammunition on a
fusion reactor, to produce a toroid of plasma that is y or ttt result, it has fully recharged itself in
ejected down a superconducting barrel. In contrast time for the next forthcoming encounter, and thus is
to the Winchester P94, it does not have the ready for usage again, without the wielder having to
electromagnetic claws. purchase a fusion cell reload.
As of 2277, these plasma rifles can usually be
found in use by Enclave soldiers on the East Coast.
By 2281, they can be found less commonly
SONIC EMITTER
throughout the Mojave Wasteland. The sonic emitter's chassis is composed of a grey
If a plasma rifle scores a critical hit with a xx metallic tube outfitted with four vacuum tubes, a
result, they can literally melt down enemies and housing for a small energy cell, a conical muzzle,
instantly kill them. While most industrial casters and a rear-mounted oscilloscope, all attached to a
aren't powerful enough to dissolve bones too, pistol grip. It shares some visual features with other
subsequent models have no problem converting the pistol-grip energy weapons, such as the pulse gun
target into a puddle of goo. and the recharger pistol. When the trigger is pulled,
the vacuum tubes light up as the weapon charges
for a moment before firing concentric rings of blue
PULSE GUN energy at the target.
The pulse gun is an electromagnetic pulse (EMP) A sonic emitter is particularly efficient against
based weapon, similar in principle to that of pulse robots, synths and power armor users. Against such
grenades and pulse mines, it delivers pulse damage opponents, the sonic emitter allows the user to add
to robots, vehicles and those wearing power armor. an automatic s on his Ranged [Light] combat
When fired, the pulse gun suffers from a small checks, and deals an additional point of damage.
delay before discharging, due to it building up the
charge for the pulse. This results in the need to
continue aiming on target after pulling the trigger to
TRI-BEAM LASER RIFLE
ensure a hit. As a weapon, the pulse gun is only The tri-beam laser rifle is essentially a "laser
effective against robots and power armor shotgun", which fires three laser beams with each
opponents, since it only delivers a small amount of shot. Compared to the regular AER9, it's missing the
impact damage otherwise. tube on the bottom length of the barrel, is shorter in
overall length and has a new emitter aperture and
attached wires.
RECHARGER PISTOL
The recharger pistol is the second version of a
self-charging weapon with effectively limitless
WEAPONS 244
GENESYS
ENERGY WEAPONS
NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL
AEP7 Laser Pistol Ranged [Light] 6 3 Medium 1 1 175 6 Accurate 1
AER9 Laser Pistol Ranged [Light] 7 3 Medium 2 1 250 7 Accurate 1
AER9 Laser Rifle Ranged [Heavy] 8 3 Long 4 2 800 7 Accurate 1
AER14 Prototype Ranged [Heavy] 9 3 Long 6 3 1,000 8 Accurate 1
Laser Rifle
Alien Atomizer Ranged [Light] 10 2 Short 2 1 500 10 Accurate 1, Vicious
4
Alien Blaster Ranged [Light] 5 4 Short 1 1 500 10 Stun
Alien Ranged [Heavy] 10 2 Long 5 3 300 10 Cumbersome 2,
Disintegrator Vicious 5
Gating Laser Gunnery 12 3 Extreme 9 5 2,000 10 Auto-Fire only,
Cumbersome 5,
Pierce 2, Prepare 1
Institute Laser Ranged [Light] 5 3 Medium 3 2 100 7 Accurate 1
Pistol
Institute Laser Ranged [Heavy] 7 3 Long 5 3 500 8 Accurate 1
Rifle
Multiplas Rifle Ranged [Heavy] 12 2 Short 4 2 2,500 10 Inaccurate 2,
Vicious 2
Plasma Pistol Ranged [Light] 8 2 Short 2 1 200 8 Inaccurate 1,
Vicious 2
Plasma Rifle Ranged [Heavy] 10 2 Medium 4 2 1,300 9 Inaccurate 1,
Vicious 2
Pulse Gun Ranged [Light] 6 3 Medium 2 1 1,800 7 Pulse only
Recharger Pistol Ranged [Light] 5 4 Medium 2 1 270 7 Accurate 1
Recharger Rifle Ranged [Heavy] 7 4 Long 6 3 2,500 7 Accurate 1
Sonic Emitter Ranged [Light] 6 4 Short 1 1 750 8 Stun Damage
Tri-Beam Laser Ranged [Heavy] 8 3 Medium 3 2 1,000 7 Accurate 1, Pierce 1
Rifle
245 WEAPONS
Fallout
WEAPONS 246
GENESYS
247 WEAPONS
Fallout
WEAPONS 248
GENESYS
TESLA CANNON
The Tesla cannon is a pre-War, portable, directable
energy weapon. It was designed to be used as a
lightweight, compact anti-tank weapon. The design
was named after Nikola Tesla, whose designs for the
technology were seized by the U.S. government after
his death. When used, the cannon projects a blast
that will damage the enemy on impact. It will
continue to gradually reduce the enemy's health due
to its ability to electrify the target and its
surroundings.
It is aesthetically identical to a missile launcher
and uses missiles as its ammunition source.
249 WEAPONS
Fallout
WEAPONS 250
GENESYS
AXE CLEAVER
The cleaver was designed to chop hunks of meat
The axe is a wooden handled weapon with a heavy for use in butcher's shops, but has since been
steel head intended for firefighting use. It has a repurposed as a melee weapon. It also does bonus
broad finely sharpened front blade and a sharp pick damage to limbs.
point on the rear of the head. The long hardwood
handle allows for sweeping attacks at reasonable
distance and is partially rubber coated to ensure a COMBAT KNIFE
good grip on the weapon. Originally designed for A large knife designed for both combat and
breaking down walls and doors, this weapon can survival purposes. It has a long, clip-point blade with
inflict severe damage to a soft target. serrations along the back intended for cutting rope
An axe requires the wielder to use two hands to and small branches. The knife uses a fast swing
wield it properly and effectively. stabbing and slashing motion when used.
251 WEAPONS
Fallout
clutter. Its availability and low cost makes it ideal for being wielded effectively.
repairing higher-ended one-handed melee weapons.
SPEAR
MACHETE Although a simple weapon, a spear is easy to wield
A machete is essentially a large, long, sharp knife, and allows the user to keep some distance from an
designed to hack through vegetation. They make opponent. Hence, spears don't have very high
handy melee weapons too. The machete is a broad, damage, but the Accurate 1 quality represents their
single-edged blade with a wooden grip wrapped in ease of use. In addition, the Defensive 1 quality
cloth. It has a medium swinging speed and is swung represents their usefulness at keeping someone at
in alternating diagonal slashes. arm's reach.
The spear can be wielded by using two hands in
REVOLUTIONARY SWORD melee, or thrown out to Short range requiring only a
single hand.
The revolutionary sword is a simple steel spadroon
with a straight, single-edged blade and wooden hilt.
It has a medium swing speed, swinging in a diagonal SUPER SLEDGE
downward slash and a horizontal swipe following It is a heavy two-handed hammer, and contains a
that. A downward chop serves as its power attack. It kinetic energy storage device to increase the
is the same type of sword that the original knockback effect of the weapon. It is rather
Minutemen would have used during the cumbersome and slow, but very powerful.
Revolutionary War.
SWITCHBLADE
RIPPER The switchblade is a small melee weapon that may
This weapon is essentially a chainsaw compacted be swung fast, but with small damage inflicted upon
into knife form so that it can be wielded with just one enemies. Any attempts to find a hidden switchblade
hand. Nevertheless, the Ripper inherits many of the has a b penalty on the skill check.
qualities of its larger version.
SHISHKEBAB
The shishkebab is a flaming sword which sets the
target on fire upon impact. It runs on fuel from a
tank on the wielder's back. When simply held in
hand, the sword emits a steady stream of small
bluish flames from the nozzles mounted along its
blade. However, when the weapon is swung, the fire
immediately starts burning much hotter and brighter,
creating a far more spectacular effect than any
previous incarnation of this weapon ever displayed.
SHOCK BATON
The shock baton is a melee weapon of alien origin.
The design is somewhat similar to that of a police
baton, except that the stun baton release a high
electrical jolt upon impact.
A Brawl melee combat check that generates
ttt or y can deplete the shock baton of
electrical energy. Recharging the shock baton
requires a fusion cell.
SLEDGEHAMMER
A sledgehammer is used in heavier working
conditions, such as industrial areas or for breaking
ground. A sledgehammer requires two hands for
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MELEE WEAPONS
NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL
Axe Melee +3 3 Engaged 2 1 25 3 Vicious 1
Baseball Bat Melee +2 4 Engaged 2 1 25 2
Baton Melee +2 4 Engaged 1 - 70 2
Cattle Prod Melee +2 4 Engaged 2 1 45 3 Stun Damage
Chinese Officer's Melee +3 2 Engaged 1 1 75 7 Defensive 1
Sword
Cleaver Melee +3 3 Engaged 1 - 20 3 Vicious 1
Combat Knife Melee +1 3 Engaged 1 1 35 3 Vicious 1
Hatchet Melee +2 3 Engaged 1 - 75 3
Katana Melee +3 2 Engaged 1 1 2,500 8 Accurate 1, Vicious
2
Knife Melee +1 3 Engaged 1 - 20 2
Machete Melee +3 2 Engaged 2 1 50 4 Pierce 1
Revolutionary Melee +3 2 Engaged 1 1 50 5 Pierce 1
Sword
Ripper Melee +3 2 Engaged 2 1 1,200 8 Pierce 1, Vicious 2
Shishkebab Melee +2 4 Engaged 2 1 2,500 8 Burn 1, Vicious 2
Shock Baton Melee +3 4 Engaged 2 1 70 10 Stun Damage
Sledgehammer Melee +3 4 Engaged 3 2 130 3 Cumbersome 2,
Knockdown
Spear Melee +2 4 Engaged 2 1 25 2 Accurate 1,
Defensive 1
Super Sledge Melee +4 4 Engaged 4 2 580 7 Cumbersome 3,
Disorient 3,
Knockdown
Switchblade Melee +1 3 Engaged 1 - 35 2
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WEAPONS 254
GENESYS
battle.
OTHERS WEAPONS
Other weapons cover a rather broad spectrum of GAMMA GUN
weapons that fall outside every other specified type The gamma gun is crude weapon but a
of weaponry. They may resemble other weapons in technological marvel. Most weapons of this type
appearance and function, but incorporate unique look home made, but always consist of a pistol grip,
firing mechanisms and effects, that differentiate a central hexagonal housing, and have a small
them from other classifications of weapons. emitter dish that projects the weapon's gamma ray
when fired. Targets hit by the gamma ray suffer
ACID SOAKER some damage, but the true threat comes from the
An acid soaker is a small pistol that has been jury- weapon's ability to apply large amounts of radiation
rigged to fire acid concentrate from a small glass to a target.
container rather than ordinary ammunition. It sprays
an acidic solution at targets, causing acid damage. It GAUSS RIFLE
has an intake that dispenses liquid from a glass jar The Gauss rifle, also called a "coil gun," is a device
that is screwed into place. The solution visibly used to propel a ferromagnetic projectile by
drains as the weapon is fired. accelerating it through a process of electromagnetic
induction. The Gauss rifle is named after German
CRYOLATOR mathematician Carl Friedrich Gauss, who formulated
The cryolator was developed by the overseer of mathematical descriptions of the magnetic effect
Vault 111 as a way to occupy time, waiting for the demonstrated by magnetic accelerators.
All-Clear signal from Vault-Tec that never came. The Gauss rifle uses a series of eleven
Using chemicals and components readily available electromagnetic coils to energize and magnetize a
within the vault, the prototype was able to be preloaded standard projectile round to a tremendous
completed, making cryogenic freezing available in a speed.
portable, on-demand form. Conceptually, it is a
flamer that shoots ice. H&H TOOLS NAIL GUN
The weapon creates a cryogenic spray when fired The H&H Tools nail gun was a tool created by H&H
that fades away at mid-range. Firing continuously at Tool Company, now re-purposed as a fully-
an enemy may freeze it solid and render it unable to automatic weapon. It has a layout comparable to a
move or attack for a period of time. More durable 9mm SMG, with a yellow color.
enemies will require a longer exposure, and some This weapon uses nails for ammunition.
cannot be frozen at all. The Cryolator can chew up
large amounts of (rather expensive) ammunition, so
use it wisely. RADIUM RIFLE
The radium rifle is a pre-War carbine that has
been modified to deal radiation damage.
DART GUN Its regular wooden and steel rifle components have
The dart gun is a weapon which functions like a been upgraded with all manner of wiring and
small pistol-crossbow. The weapon fires a small circuitry, among them what looks like two sets of
dart, which can be coated with radscorpion venom gamma rounds on the barrel in front of the ejection
or various injection vector chems. If the dart is port. A crudely made dish fashioned from wire and
treated with venom or chems, the wielder must tin foil surrounds the muzzle on long barreled
spend x or aaa on his Ranged [Light] check to variants. This component is somewhat reminiscent
have the toxin successfully be injected into the of the gamma gun and most likely the source of the
target's blood stream. radium rifle's radiation damage. With the ported
variant of the long barrel, looking at the weapon from
FLARE GUN the front shows the dish's foil parts forming the
The flare gun is a break-action single-shot well-known radiation warning symbol with the barrel
weapon that is not designed to deal direct damage, representing the center point.
but instead to summon nearby sentients for It utilizes a gas-delayed blowback design, where
assistance. Firing a flare directly at an enemy will the bolt is never locked, and is pushed rearwards by
cause a small amount of damage, but virtually every the expanding propellant gases, which are vented
other weapon will yield better results in the heat of from the barrel into a cylinder that delays the
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SYRINGER
The Syringer is a weapon that uses air pressure to
propel custom-made syringes at a target. Rather
than dealing direct damage, the Syringer is used to
weaken the target with various effects. This weapon
supports a wide variety of injectable ammo, such as
chems, toxins, venoms, and the like. The syringer
uses darts for its ammunition, similar to the dart
gun.
OTHER WEAPONS
NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL
Acid Soaker Ranged [Light] 4 - Short 1 - 125 7 Burn 2
Cryolator Ranged [Heavy] 8 2 Short 6 3 300 8 Blast 8,
Cumbersome 3,
Ensnare 3
Dart Gun Ranged [Light] 4 4 Short 1 - 500 6 Limited Ammo 1
Flare Gun Ranged [Light] 6 3 Long 1 - 50 3 Burn 4, Disorient 2,
Inaccurate 2,
Limited Ammo 1,
Prepare 1
Gamma Gun Ranged [Light] 4 - Medium 2 1 155 10 Rad 4
Gauss Rifle Ranged [Heavy] 10 2 Extreme 5 3 500 7 Cumbersome 3,
Pierce 5, Slow-
Firing 1
H&H Tool Nail Gun Ranged [Light] 5 3 Short 1 - 500 6 Pierce 2
Radium Rifle Ranged [Heavy] 7 3 Long 4 2 110 8 Rad 1
Railway Rifle Ranged [Heavy] 7 2 Medium 3 2 200 5 Pierce 2
Syringer Ranged [Heavy] 4 4 Medium 3 1 135 7 Limited Ammo 1
Tesla Rifle Ranged [Heavy] 8 3 Medium 4 2 900 8 Burn 1,
Cumbersome 3,
Pierce 1, Vicious 1
WEAPONS 256
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serious punch.
CHINESE PISTOL
Originally produced in 1929 by the Taiyuan
Arsenal for the army of Yan Xishan, this pistol is now
a relic of the Sino-American War. The Shanxi Type
17 was a mass-produced sidearm before the Great
War.
It shares a strong resemblance with the late 19th
century Mauser C96 pistol, with the addition of the
manufacturer's stamps and the text on the sides, but
using 10mm instead of the original Mauser's
7.63mm, or Shanxi's .45 calibers.
PIPE GUN
A crude, homemade weapon, pipe guns were
common in pre-war street gangs and gun
enthusiasts. Two centuries later, it's a staple of
wasteland combat favored by settlers, raiders, and
super mutants all over. Pipe guns are highly
modifiable, more so than any other weapon in the
Wasteland.
WESTERN REVOLVER
The western revolver is a revolver chambered for
the .44 round. It comes standard with a clean finish
and wooden grip in good condition. The western
revolver is similar both in use and appearance to
the .44 pistol.
PISTOLS
NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL
.357 Magnum Ranged [Light] 6 3 Medium 2 1 110 4 Limited Ammo 6
Revolver
.44 Magnum Ranged [Light] 7 3 Medium 2 1 300 6 Inaccurate 1,
Revolver Limited Ammo 6
.45 Auto Pistol Ranged [Light] 5 3 Short 1 1 175 5
5.56mm Pistol Ranged [Light] 6 4 Medium 2 1 1,200 4
9mm Pistol Ranged [Light] 5 4 Short 1 1 100 4
10mm Pistol Ranged [Light] 5 4 Short 1 1 225 3
12.7mm Pistol Ranged [Light] 6 3 Short 2 1 400 6 Inaccurate 1
Chinese Pistol Ranged [Light] 5 4 Short 1 1 190 8
Pipe Gun Ranged [Light] 5 5 Short 1 3 20 2 Inaccurate 1
Western Revolver Ranged [Light] 6 4 Short 1 1 85 6 Limited Ammo 6
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SERVICE RIFLE
A semi-automatic medium power rifle, this rifle is
chambered in the common 5.56mm cartridge and
has a magazine capacity of 20 rounds. The rifle is
simple yet well made, and since it requires relatively
low strength and Guns skill to use accurately, it
makes a very reliable weapon often used by New
California Republic troopers.
SNIPER RIFLE
A sniper rifle is chambered for .308 ammunition,
it's also extremely fragile and requires regular repair
and maintenance to keep it in working condition.
The sniper rifle is a semi-automatic rifle, designed
primarily as a extreme range weapon.
VARMINT RIFLE
The varmint rifle is a low-powered hunting rifle,
designed for hunting varmint and small game such
as geckos. It utilizes a magazine-fed bolt-action
system and is chambered for 5.56mm caliber
rounds.
RIFLES
NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL
Anti-Materiel Rifle Ranged [Heavy] 12 2 Extreme 6 3 5,600 8 Accurate 1,
Cumbersome 3,
Pierce 5, Prepare 1,
Slow-Firing 1
Assault Rifle Ranged [Heavy] 8 3 Long 4 2 300 7 Auto-Fire,
Cumbersome 2
BB Gun Ranged [Heavy] 2 5 Long 2 - 35 3
Chinese Assault Ranged [Heavy] 8 3 Long 4 2 500 9 Auto-Fire
Rifle
Combat Rifle Ranged [Heavy] 8 3 Medium 3 2 115 4 Accurate 1
Cowboy Repeater Ranged [Heavy] 8 3 Long 4 2 800 4
Hunting Rifle Ranged [Heavy] 7 4 Long 4 2 220 4 Accurate 1, Limited
Ammo 5
Pipe Rifle Ranged [Heavy] 7 4 Medium 3 5 200 6 Inaccurate 1
Service Rifle Ranged [Heavy] 7 3 Long 3 2 540 6 Auto-Fire
Sniper Rifle Ranged [Heavy] 9 2 Extreme 4 2 400 6 Accurate 1,
Cumbersome 3,
Pierce 1
Varmint Rifle Ranged [Heavy] 8 3 Long 4 2 75 4 Limited Ammo 5
WEAPONS 262
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SHOTGUNS
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SUBMACHINE GUNS
A submachine gun (SMG) is a magazine-fed
firearm, usually smaller than other automatic
firearms, that fires pistol-caliber ammunition; for
this reason certain submachine guns can also be
referred to as machine pistols, especially when
referring to handgun-sized designs. Because of their
small size and limited projectile penetration
compared to high-power rifle rounds, submachine
guns are commonly favored by military, paramilitary
and police forces for close-quarters engagements
such as inside buildings, in urban areas or in trench
complexes.
SUBMACHINE GUNS
NAME SKILL DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL
.45 Auto SMG Ranged [Heavy] 5 3 Medium 3 2 375 6 Accurate 1, Auto-
Fire
9mm SMG Ranged [Heavy] 5 4 Long 2 1 850 5 Auto-Fire
10mm SMG Ranged [Heavy] 6 3 Short 2 1 330 4 Auto-Fire
PMNH-666 SMG Ranged [Heavy] 7 4 Short 2 1 430 6 Auto-Fire,
Inaccurate 1
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FLARE NAILS
A nail is a pin-shaped, sharp object
The flare is an ammo type that is of hard metal or alloy used as a
specifically used in the flare gun. fastener. This makes for a
The round has a familiar look of potentially deadly projectile
a shotgun shell but with red when propelled at high
paint on the sides. As this is speeds. Nail gun nails are
a type of ammo it has no generally mounted together
weight. in a strip or linked in a
carrier and are stripped off
FUSION CELL the carrier at high
A miniaturized fusion velocities as they are
reactor. The fusion cells propelled by the nail gun's
are used by laser actuator.
weapons.
PLASMA CARTRIDGE
FUSION CORE The plasma cartridge is a
A compact, powerful battery small, green container and is used
that operates on nuclear fusion. by all varieties of plasma
Primarily used to fuel Power weapons.
Armor suits, fusion cores have a wide
variety of applications from back-up RAILWAY SPIKE
power for residential structures to Iron spikes or nails used to
powering heavy energy weapons. secure railroad tracks to the ground.
Once drained, the fusion core can They are now used as ammunition for
only be recharged by a large nuclear the railway rifle in the post-War world.
reactor (such as in a power plant,
Pre-War warship, or Vault).
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CRYOGENIC GRENADE
EXPLOSIVES AND GRENADES Cryogenic grenades do little damage, but release
frigid liquid nitrogen upon detonating, freezing any
Although pistols and rifles are the most common opponents caught in the blast, and rooting them in
weapons in the Fallout setting, many individuals use place for several seconds. When a cryogenic
other, more esoteric weapons as well; explosive grenade explodes, it has a chance to temporarily
devices may not be as ubiquitous as firearms, but slow wounded targets that managed to survive the
they're no less deadly. initial blast.
Grenades are wielded and thrown with the Ranged
[Light] skill. While having an explosive effect,
grenades have a limited blast radius that is in CRYOGENIC MINE
Engaged range – potentially affecting the target and When a cryogenic mine explodes, it has a chance
all those Engaged with the target. to temporarily slow wounded targets that managed
All explosives use the Mechanics skill to rig and to survive the initial blast.
set up. The difficulty of the check (unless specified The cryogenic mine explodes in Engaged range,
otherwise) is Easy (d). Increase the difficulty by +1 and its blast radius is limited to Engaged range as
per additional charge in the device. s scored on the well. Additional cryogenic mines set increase the
check increase the damage dealt by the device when base damage by +1 per additional mine beyond the
it detonates by +1 per s. Failure generally means initial first cryogenic mine.
the charge has been improperly placed or set up.
The consequences of this are up to the GM, but by DYNAMITE
default, this means the bombs explode but do not Dynamite is a high explosive, consisting of
damage their intended target, or the detonator nitroglycerin mixed with the absorbent substance
fizzles and the device does not even detonate. kieselguhr. Strictly speaking, dynamite is
Explosives do not have a critical rating, and simply nitroglycerin-soaked absorbent, pressed into sticks.
inflict damage or hull trauma. Available in single sticks with safety fuses, to be lit
and thrown, or as a bundle with a timing device for
BIO-GAS CANISTER use as a bomb. Dynamite is especially helpful for
This grenade does not explode by itself, but clearing cave-ins, and can blow most doors apart.
instead releases highly-flammable bio-gas vapors Anyone using dynamite and has a y or ttt
WEAPONS 270
GENESYS
result on their Ranged [Light] check to throw it has gas/smoke upon detonation. Whether it was to be
an unstable dynamite stick that explodes in his used as smokescreen cover or flammable gas is
hand, dealing the damage of the check to himself unknown. Smoke grenades are used as both
instead of his intended target. signaling devices and to provide concealment. A
chemical reaction of different agents, when mixed
FAT MINE and ignited, produce either colored smoke as a
signaling device, or a dense cloud of chemical
The fat mine is a mine, created by converting a smoke to screen for concealment.
mini nuke into a placed improvised explosive device. Anyone using a gas grenade for hiding is allowed
Only normal mini nukes can be used for making fat one free upgrade on his or her Stealth check.
mines. A fat mine inflicts substantially less damage It is also possible to add a doze of any inhalation
than a mini nuke fired from a fat man launcher. chem or toxin to a gas grenade, requiring an Easy
The fat mine has a very significant area of effect,
(d) Mechanics check, and have the explosive
much larger than any other placed weapon. As such,
administer the toxic contents to anyone affected,
some advanced preparation is necessary to use a fat
instead of the normal gas or smoke the grenade
mine. Simply dropping a fat mine in front of an
would produce.
approaching enemy and running away will still result
in the death of all.
While the initial explosion from a fat mine is HALLUCIGEN GAS GRENADE
Engaged range, it's blast radius extends out to After throwing and detonating, the Hallucigen gas
Medium range. Each additional fat mine set up in grenade will emit a green gas that distorts vision.
conjunction with the first fat mine increase the base Anyone affected by the HalluciGen gas must
damage by +5. upgrade the difficulty of all skill checks once until
the end of the encounter. The effects of multiple
FRAGMENTATION GRENADE HalluciGen gas grenades do not stack for multiple
difficulty upgrades.
The standard thrown explosive device used by
militaries worldwide before the Great War, the frag
grenade causes a lethal blast sending metal MOLOTOV COCKTAIL
shrapnel flying in all directions. Fragmentation The Molotov cocktail, also known as the petrol
grenades are generally simple and effective. Useful bomb, gasoline bomb, fire bomb, or simply Molotov,
against groups of unarmored enemies, or for hitting is a generic name used for a variety of improvised
enemies around corners by banking grenades off incendiary weapons. They are frequently used by
walls. They are widely used throughout the rioters due to the relative ease of production. They
Wasteland. typically consist of some form of easily breakable
vessel or container, often a glass bottle, filled with a
FRAGMENTATION MINE highly flammable mixture of gasoline or napalm
mixed with surfactants or other thickening agents,
When armed, the mine is placed on the ground,
with a wick, often of cloth, soaked in a slowly
where it will lie dormant until an enemy strays too
burning combustible liquid like kerosene that
close, upon which its proximity fuse will trip,
penetrates through the sealed opening of the vessel.
detonating the mine shortly thereafter.
The bombs were derisively named after the then
Anti-personnel mines are typically smaller mines
Foreign Minister of the Soviet Union, Vyacheslav
primarily intended by design to inflict casualties only
Molotov, by the Finns during the Winter War.
on personnel. While the explosive blast of an anti-
y results on a Ranged [Light] check made to
personnel mine may be large enough to damage
throw the molotov cocktail can result in the bottle
small vehicles, they also utilize some form of
not breaking upon impact. While yy results in the
fragmentation or other means to damage soft tissue
bottle exploding prematurely in the hands of the
outside of the immediate blast area.
thrower, dealing the damage to the thrower.
A fragmentation mine's blast area is Engaged.
Additional fragmentation mines rigged up with the
initial mine increase the base damage by +1 per NUKA GRENADE
additional mine beyond the first. Nuka grenades are rare and very powerful portable
nuclear grenades. The explosion is very similar to
GAS GRENADE the mini nuke and leaves a slight radioactive residue
after detonation.
A non-lethal grenade that lets out a cloud of
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PLASMA MINE
Like plasma grenades, plasma mines offer a
powerful combination of ballistic damage and
energy damage. Crafting this explosive also requires
considerable skill and some rare components.
If a plasma mine scores a critical hit with a xx
result, they can literally melt down enemies and
instantly kill them, converting the target and his gear
into a puddle of goo.
The plasma mine explodes in Engaged range, but
its blast extends to Short range and affects anyone
within that range. Additional plasma mines rigged to
explode with the first plasma mine increase the base
damage by +5 per additional plasma mine beyond
the first.
PULSE GRENADE
An electromagnetic pulse grenade, generating an
intense magnetic field on detonation. Doesn't affect
biological creatures. A pulse grenade deals its
effective damage as Strain damage to robots,
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wielder to cycle more energy into the weapon, Hard Points Required: 1.
ramping up the power of the rifle’s next shot. The Price: 250 bottle caps.
capacitors can only store so much charged energy,
and could damage itself while firing.
Use With: A special attachment specifically for
ELECTRONIC SIGHTING SYSTEM
energy rifles. By adding a small electronic device to the top of a
Modifiers: The wielder may spend a Maneuver to ranged weapon, a small holographic crosshair is
cycle an additional charge into the energy rifle. This projected a meter out from the weapon's barrel. This
increases accuracy by reducing the time it takes for
charge adds 2 damage and t to the next Ranged
the user to aim. Unfortunately, the holographic
[Heavy] combat check made with the rifle. During
crosshair is readily visible to anyone on the
that combat check, ttt or y may be spent to
weapon's receiving end, especially in conditions of
damage the energy rifle by one step (as if it had been
darkness or low light.
Sundered). Unused charges dissipate from the rifle
Use With: This attachment can be used on any
at the end of the encounter.
ranged weapon that could logically benefit from the
Hard Points Required: 2.
addition of a sight.
Price: 1,000 bottle caps.
Modifiers: Allows the shooter to aim as an
incidental once per round at short range. Decrease
COMPONENTIZATION the difficulty of Perception checks to locate the
This mod allows a weapon to be broken down into shooter in low light conditions by 1.
a number of innocuous looking pieces so that it can Hard Points Required: 1.
be smuggled into and out of places where weapons Price: 250 bottle caps.
are not allowerd or are highly regulated. When
broken down, a componentized weapon looks like a
collection of of basic tools any individual might be
ENERGY ACTUATING MODULE
Adaptable to nearly any energy pistol, this
expected to carry. It takes two Maneuvers to
attachment is a simple upgraded energy actuating
assemble or disassemble a weapon with this mod.
module with custom firmware and a stronger
Loss of or damage to a component ruins the
electromagnetic accelerator that provides more
weapon, and another will have to be acquired and
powerful and more penetrating energy shots.
modified.
Unfortunately, this excess power takes its toll on the
Use With: This attachment can be applied to any
weapon, and energy pistols so modified tend to
weapon with an Encumbrance of 2 or less.
develop reliability problems the longer they are used
Modifiers: Allows a weapon to be broken into
with this attachment.
pieced and disguised as other items. A character
Use With: This attachment is only for used on
must make a Formidable (ddddd) Mechanics or
energy pistols.
Skulduggery check to deduce the items are weapon
Modifiers: Increase weapon damage by one point.
parts.
Add to all b Ranged [Light] checks when using this
Hard Points Required: 2.
weapon.
Price: 575 bottle caps.
Hard Points Required: 1.
Price: 250 bottle caps.
CUSTOM GRIP
A skilled tinkerer can tailer a weapon to perfectly fit
its wielder's hand. A custom grip is crafted to
EXTENDED MAGAZINE
The ammunition capacity of many ballistic
uniquely match its owner, allowing the weapon to
weapons can be modified to carry more rounds.
act as an extension of the wielder's body. While the
Use With: This attachment can be used for any
weapon fits perfectly in the hands of its owner,
Ranged [Light] or Ranged [Heavy] slugthrower
others who try to use it find the grip uncomfortable
without the Limited Ammo quality.
or the weapon off-balance. A finely customized grip
Modifiers: The weapon can only suffer the "Runs
is the hallmark of a master weaponsmith.
Out of Ammo" effect with a y result.
Use With: This attachment can be applied to any
Hard Points Required: 1.
weapon with a handle.
Price: 100 bottle caps.
Modifiers: Remove b from all combat checks the
weapon's owner makes using this weapon. Anyone
other than the owner instead adds bb to all FILED FRONT SIGHT
combat checks made with it. An old assassin's trick, this is the simple act of
WEAPONS 276
GENESYS
removing the front sight of a pistol by filing it off. A Modifiers: When the user makes the first combat
common modification to light pistols, filing down the check with this weapon in an encounter, add s and
weapon's front sight allows it to be drawn more t to the results.
quickly from its holster, and reduces the possibility Hard Points Required: 1.
of it becoming snared on clothing. Unfortunately, Price: 150 bottle caps.
while this modification makes for easy concealment
and drawing, it also reduces the weapon's accuracy,
as it effectively makes it impossible to aim with any
INTEGRATED ILLUMINATOR
amount of precision. Operating in darkness is never ideal, but there are
Use With: This modificaiton may only be applied to several ways to compensate for one's lack of night
pistols. Applying it oneself requires an Average vision. The simplest, perhaps, is to integrate a single
(dd) Mechanics check, the cost is paying others to spotlight, similar in most respects to a high-powered
perform the modification. flashlight, along the length of a ranged weapon's
Modifiers: Innate Talent (Quick Draw), increases barrel. In addition to providing illumination in dark
difficulty of combat checks to hit targets at ranges conditions, high-powered spotlights have the
beyond short by one. potential to blind enemies.
Hard Points Required: 1. Use With: This attachment can be applied to any
Price: 25 bottle caps. ranged weapon that could logically benefit from a
spotlight.
Modifiers: Removes up to bb due to darkness on
FOREARM GRIP any checks to use this weapon against targets
Little more than a vertical handgrip affixed below within short range.
the barrel of a rifle-sized weapon, forearm grips are Hard Points Required: 1.
a popular modification among mercenaries, Price: 100 bottle caps.
designed to give the user better control over the
weapon.
Use With: This attachment can only be used on
LASER SIGHT
rifles (but not shotguns, SMGs or machine guns). An extremely simply gun sight, a laser sight emits
Modifiers: Decrease the additional difficulty of a low-power light beam to place a visible “dot” that
making Ranged [Heavy] checks with this weapon marks the weapon's precise target. A laser sight can
while engaged to an additional d (rather than dd). help even an amateur shooter hit a taret. One
Hard Points Required: 1. drawback to this upgrade is that the laser can alert
Price: 125 bottle caps. an otherwise unaware target to the shooter. For
these reasons, laser sights are rarely used by
sharpshooters and snipers.
GYROSTABILIZER Use With: This attachment can be used with any
A gyrostabilizer artifically reduces the weight of a Ranged [Light] or Ranged [Heavy] weapon that do
weapon, allowing a user to heft and aim a heavy not possess the Blast quality.
weapon with greatly decreased difficulty. With such Modifiers: Gain automatic a on successful
a modification, a single combatant can operate a combat checks with this weapon.
weapon that normally requires a team of two. These Hard Points Required: 1.
sophisticated devices are comparatively expensive Price: 250 bottle caps.
and rare, and thus are seldom seen outside of elite
forces.
Use With: This attachment can be applied to any
LIGHTWEIGHT FRAME
Ranged [Heavy] or Gunnery weapons. This mod reduces both the weight and bulk of
Modifiers: Decrease Cumbersome quality by 1. ranged weapons to make them easier to handle and
Hard Points Required: 2. conceal. Along with a frame made of a lighter alloy,
Price: 500 bottle caps. this mod also includes lightweight polycarbonate
stocks, foregrips, and other pieces designed to
lighten up a pistol or rifle.
HAIR TRIGGER Use With: This attachment can be applied to any
A “hair trigger” represents a modification that weapon.
allows the user to fire a weapon very quickly, Modifiers: Reduces a weapon's Encumbrance by 1,
although this can be at the expense of accuracy. to a minimum of 1.
Use With: This attachment can be applied to any Hard Points Required: 1.
pistol.
277 WEAPONS
Fallout
WEAPONS 278
GENESYS
Use With: This attachment can only be applied to Hard Points Required: None.
one-handed weapons. Price: 125 bottle caps.
Modifiers: Must be applied to two weapons at the
same time. Reduce the a required to hit with the
secondary weapon when two-weapon fighting with
SERRATED EDGE
The simplicity of this modification belies it
this pair of weapons by 1.
viciousness. Adding a serrated edge to a weapon is
Hard Points Required: 1 (per weapon).
something almost anyone can do, and giving a
Price: 150 bottle caps (for the pair).
bladed weapon tearing edges ensures it does terrible
damage to flesh and bone.
PISTOL GRIP Use With: This modification may be applied to
A pistol grip replaces the stock or other grip on a Melee weapons that use a cutting edge.
long arm with one like that of a pistol, allowing it to Modifiers: Grants the weapon Vicious (+1) quality.
be fired one-handed. Most firearms feature a pistol- Hard Points Required: 1.
like grip by defeault, in which case this attachment Price: 50 bottle caps.
makes additional modifications to make the weapon
better-suited to one-handed use.
Use With: This attachment can be used with any
SET TRIGGER
Commonly known as a “hair-trigger”, this weapon
Ranged [Heavy] rifle or shotgun that does not
retooling allows a slugthrower to fire with barely a
possess the Cumbersome quality.
touch of the trigger.
Modifiers: The weapon's skill changed to Ranged
Use With: This attachment can be applied to any
[Light], but add b to any combat check made while
Ranged [Light] or Ranged [Heavy] weapon.
firing the weapon one-handed. The weapon's range
Modifiers: Add automatic st to the first combat
is reduced to medium if longer.
check made with this weapon each encounter.
Hard Points Required: 1.
Hard Points Required: 1.
Price: 200 bottle caps.
Price: 225 bottle caps.
279 WEAPONS
Fallout
STOCK rifles.
Modifiers: Adds bb to any Perception or
A gunstock, often simply stock, also known as
Vigilance checks made to locate a concealed
a shoulder stock, a buttstock or simply a butt, is a
shooter firing the silenced firearm.
part of a long gun such as rifle, to which the
Hard Points Required: 1.
barrelled action and firing mechanism are
Price: 375 bottle caps.
attached and is held against the user's shoulder
when shooting the gun. The stock provides a
means for the shooter to firmly support the TELESCOPIC OPTICAL SIGHT
device and easily aim with stability. The stock Popular with snipers and hunters, this attachment
also transmits recoil into the shooter's body. is essentially a long tube with a pair of telescopic
Folding or unfolding a folding stock requires a lenses attached to the top of a weapon. The sight
Maneuver. magnifies far-off objects, allowing a sharpshooter to
Use With: Rigid or folding stocks can be added hit distant targets with relative ease.
to pistols and submachine guns. Use With: This attachment can be used on any
Modifiers: Stocks remove one t generated on ranged weapon that could logically benefit from the
any combat check made while firing the weapon. addition of a sight.
Hard Points Required: 1. Modifiers: Reduces the difficulty of ranged combat
Price: 75 bottle caps. checks at long and extreme range by one.
Hard Points Cost: 1.
Price: 125 bottle caps.
STRIPPED DOWN
By removing redundant components and stripping
down the body, it is possible to significantly reduce TRIPOD MOUNT
the weight and profile of a weapon. A weapon Used in static weapon emplacements to augment
modified this way is more easily carried and heavy squad support weapons, tripods use a
transported, and can be better hidden under a coat number of different technologies – from self-
or among other equipment. extending hydraulics to tiny, low-output hydraulic
Use With: This attachment can be used with any generators – to stabilize heavy weapons for firing.
Ranged [Light] or Ranged [Heavy] weapon. Use With: This attachment is only for use on
Modifiers: Decrease the weapon's Encumbrance by machine guns, as weall as portable Gunnery
1 (to a minimum of 1). Add b to a character's weapons. Setting up a tripod takes two preparation
Perception check to find the weapon when it is maneuvers.
hidden. Modifiers: Decrease the weapon's Cumbersome
Hard Points Required: 3. quality by 3 when set up. May not move the weapon
Price: 250 bottle caps. (except to pivot) once tripod is set up.
Hard Points Required: 2.
Price: 125 bottle caps.
SUPERIOR WEAPON CUSTOMIZATION
Even the simplest weapon can benefit from a
craftsman's touch. A skilled weaponsmith can tweak UNDER-BARREL GRENADE LAUNCHER
a weapon to its owner's exacting specifications, Under-barrel grenade launchers are designed to
turning a blunt instrument into a honed and deadly give soldiers and squads heavy anti-infantry or light
weapon of war. anti-vehicle capabilities in a small package. This
Use With: Any weapon. attachment consists of a basic, smooth-bore barrel
Modifiers: Grants the weapon the Superior quality. attached to a magazine with an automatic feed
Hard Points Required: 1. system. It carries up to six grenades and is fired by a
Price: 2,500 bottle caps. simple press of a button. It adds extra weight to the
weapon it's mountaed to, however, which makes the
entire assembly quite barrel heavy.
SUPPRESSOR Use With: This attachment can only be applied to
Firearms and ordinary slugthrowers emit an rifle-sized weapons (Ranged [Heavy] weapons).
audible crack when fired. The suppressor is made Modifiers: Enables weapons to fire grenades. This
for a firearm muzzle, making the weapon virtually uses the grenade's profile, but uses the Ranged
silent. [Heavy] skill to fire and has a medium range. Adds
Use With: This attachment can only be used with Cumbersome 2. Remember, grenades are Limited
ordinary slugthrowers such as pistols, SMGs and Ammo 1 weapons and the launcher is thus Limited
WEAPONS 280
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281 WEAPONS
Fallout
WEAPON ATTACHMENTS
NAME ENCUM HARD POINT COST PRICE RARITY
Augmented Spin Barrel - 2 875 4
Auto-Fire Module - 2 600 7
Balanced Hilt - 2 750 5
Bayonet - 1 75 3
Beta Wave Capacitor - 2 500 7
Beam Splitter - 3 625 5
Bipod Mount - 1 100 1
Charge Crank 1 2 1,000 6
Componentization - 2 575 5
Custom Grip - 1 250 6
Electronic Sighting System - 1 250 4
Energy Actuating Module - 1 250 4
Extended Magazine - 1 100 4
Filed Front Sight - 1 25 -
Forearm Grip - 1 125 1
Gyrostabilizer - 2 500 6
Hair Trigger - 1 150 4
Integrated Illuminator 1 1 100 4
Laser Sight - 1 250 5
Lightweight Frame - 1 325 3
Magnetic Tether - 1 125 2
Marksman Barrel - 2 600 4
Multi-Optic Sight - 1 1,000 3
Night Vision Scope - 1 250 8
Optimized Energy Cell - 1 100 5
Overcharge Valve - 2 550 6
Paired Weapons - 1 (per weapon) 150 (for the pair) 3
WEAPONS 282
GENESYS
283 WEAPONS
ARMOR
GENESYS
ARMOR
Protecting yourself against the hazards of the Soak value and you subtract the total Soak from any
wasteland is key to surviving in the Wasteland. For damage suffered. If an attack causes 10 damage, for
the past two centuries, wastelanders have been example, a Soak of 2 plus a Brawn of 2 reduces the
using all sorts of materials to protect themselves. damage incurred by four, leaving a total of six points
They will forge armor from whatever is lying around of damage.
or scavenge suits from ruined police stations and Most armor adds +1 or +2 Soak, rarely more,
abandoned military depots. The technique of making unless it is heavy armor or power armor (which have
armor from animal hides and from forged metal have their own section further in this chapter).
been rediscovered, and in some cases improved
upon. Reliable suits can last for decades if cared for
properly; some suits of armor have been handed
ENCUMBRANCE
down from generation to generation thanks to the Each full suit or discrete piece of armor has a listed
rugged survivability of their construction. Encumbrance value. However, armor’s full
Armor is essentially anything that a character can Encumbrance Rating only comes into play when a
don on his body to increase his or her own suit or piece of armor is carried instead of worn.
personal protection. Combat and When armor is worn, its Encumbrance
brawling is a big part of the Rating is reduced by three, to a minimum
lawless Wasteland, and thus of zero.
many tend to don some kind
of armor, from the simplest of HARD POINTS
Brahmin-hide outfits to the Many armors can be customized, to
most advanced of power an extent determined by the number of
armors, and everything in Hard Points they have. The vast
between. If Wasteland majority of armors have a
wanderers get into fights limited number of Hard Points
without any armor, they are that determine how many
taking on more of a risk to attachments can be
their own safety and may mounted on them. This is
very well be putting their covered in greater detail on
lives at risk. page 206 in the GENESYS
A character can only benefit core rulebook.
from wearing one piece of armor,
despite it being nearly impossible to don two sets of
armors anyway. Even if they wear two ore more PRICE
pieces of armor, you have to choose which one The price of the weapon on the open market.
improves Soak and Defense and provides any unique Prices of armor, like all other equipment in the Fallout
benefits, it is one or the other, not the best of both! setting, is listed in bottle caps currency.
DEFENSE RARITY
The armor’s Defense adds b equal to the Defense The rarity of the armor, before modifying according
Rating directly to the attacker’s dice pool. This to variable circumstances as warranted by the GM
reflects the armor’s ability to deflect damage away (see page 82 and 83 in the GENESYS core rulebook).
from the wearer’s body.
The defense rating of armor sets the user’s
Defense at a certain value, while other abilities and
ARMOR AND SNEAKING
talents may then increase the user’s Defense Rating. Anyone wearing an armor with an Encumbrance of
4 or more means that the character must upgrade
the difficulty of all Stealth checks made once. This
SOAK applies for attempts to remain unheard, not unseen.
A suit of armor’s Soak is added to the wearer’s
285 ARMOR
Fallout
ARMOR 286
GENESYS
modulating field that transmits the reflected light armor was designed to protect key sections of the
from one side of an object to the other, making a human body from ballistic trauma with hard armored
person much harder to notice (but not completely plates made from complex polymers and ceramics,
invisible). The technology was the basis for the with a flexible body suit interwoven with thermal-
unstable "Stealth Boy" wrist units developed in the dissipative membranes and bulletproof material. The
U.S. earliest models of the combat armor were
Wearing the Chinese stealth armor improves the manufactured as specific plates mounted on
character's Stealth skill, allowing him to upgrade all combat webbing, although as the technology
Stealth skill checks once while wearing the armor. improved, body-enclosing suits of armor were
created and entered active combat duty, though in
COMBAT ARMOR, HEAVY limited quantities. The armor came with a matte-
finish olive drab coloring by default, making it
Heavy combat armor is much similar to the slightly suitable for woodland and/or urban camouflage.
lesser cumbersome combat armor variant. In this The combination armor layers of a suit of
more advanced and expensive pre-War model, the adequately-maintained combat armor grant the
torso is covered by the primary armor assembly, wearer significant protection from most types of
including a split breastplate, pauldrons, gorget, and damage, including laser, plasma, ballistic (bullets,
abdominal ring. The sleeves of the body suit are full shrapnel), and blast damage - uncommon for
sleeves, and include armor plate protection for the personal armor. Furthermore, it does so without the
upper and lower arms. The lower body is protected extreme weight inherent in most battle armor
by woven trousers and incorporate no hard armor, systems of the 20th and 21st centuries. In summary,
save armored boots. In the interests of comfort and combat armor provides outstanding protection at
maneuverability, the armor encasing the foot and comparatively low-weight and high-comfort levels.
lower leg is articulated, not sealed. While this Prior to the Great War, combat armor was nearly
permits longer wear times and more comfortable exclusively the property of military forces and
and sure footing, it compromises the armor integrity. special police units. Currently-available historical
Consequently, water and other liquids can enter the documentation shows users only in the North
armor and affect the user. American continent, but allied nations were likely to
The helmet is a ballistic assembly, designed to possess identical or similar systems. Combat armor
protect the wearer from projectile and energy was the de facto armor of the United States military,
weapon impacts, bladed weapons, blunt trauma, and issued to all combat soldiers not in the powered
concussion. An integrated polarized visor protects armor units.
the user's eyes from the ordinary battlefield hazards Civilian ownership of combat armor was highly
of grit and dust, but also laser blindness and restricted. A special permit was required from the
fragments. Helmets also incorporate a combination Bureau of Alcohol, Drugs, Tobacco, Firearms and
camera/laser rangefinder unit built into the helmet's Lasers for private ownership of the combat armor
right side, just above the ear. Those suits of combat (though it was marketed to US citizens without
armor surviving in the wasteland still have the mentioning this fact).
housing for that equipment, but no suit has been
documented as having working hardware.
The heavy combat armor has a Cumbersome 3 HEAVY CLOTHING
quality, which means that it does require some raw, Heavy clothing is just that – sturdy, well-made
physical strength to use the armor properly. articles of clothing built to withstand the rigors of
life in the Wilderness. While a thick hide jacket,
COMBAT ARMOR, LIGHT reinforced mechanic's jumpsuit, or a thick woolen
cloak doesn't offer much in the way of protection
Of all the combat armor variants, the light combat from bullet, blast, laser, and blade, it's certainly
armor is the most common and by far the less better than nothing. Most Wasteland wanderers
cumbersome of all the three variations. A light wear heavy clothing as day-to-day wear for its
combat armor comes with a protective torso piece, a durability and style.
helmet, as well as shoulders and thigh guards. The
light combat armor is built to keep the soldier alive,
while offering maximum mobility. LEATHER ARMOR
This leather armor is based on pre-War armor
COMBAT ARMOR, MEDIUM designed for motorcycle riding, football, and other
dangerous contact sports. It is likely that the simple
First created in 2051, the military-grade combat
287 ARMOR
Fallout
construction techniques required to produce armor Heavy metal armor consists of five separate pieces
of this design made it a popular choice following a - the chest, the arms and the legs as well as a
nuclear disaster. It provides moderate protection, matching helmet. Like with all other armor pieces,
and the light construction makes it easier to dodge each can be worn over clothing. Given that metal
attacks or run away while worn. armor lives up to its name by being assembled from
Leather armor is a lightweight body armor made various crudely fashioned pieces of scrap metal, it is
from tanned brahmin hide, offering protection from also among the heaviest of armor sets.
firearms and melee damage. A heavy metal armor armor has the Cumbersome 4
It offers significant protection, being comparable quality, which means that it does require some raw,
to the recon armor and superior to Vault security physical strength to use the armor properly.
armor and the raider armor. Effectively, it's the "poor
man's" combat armor. It is a typical armor worn by
mercenaries and occasionally by raiders.
NCR RANGER ARMOR
First created in 2051, the military-grade combat
armor was designed to protect key sections of the
LEATHER ARMOR, HEAVY human body from ballistic trauma with hard armored
Heavy leather armor consists of five separate plates made from complex polymers and ceramics,
pieces - the chest, both arms and both legs. This with a flexible body suit interwoven with thermal-
armor set is fashioned out of belts, straps, braces dissipative membranes and bulletproof material. The
and pads. Like with other armor sets, various earliest models of the combat armor were
crafting designs can change the look of the armor manufactured as specific plates mounted on
pieces. Its appearance varies from normal leather combat webbing, although as the technology
armor in that both of its shoulder pads are about the improved, body-enclosing suits of armor were
same size and appear to be made of or plated with created and entered active combat duty, though in
metal. limited quantities. The armor came with a matte-
finish olive drab coloring by default, making it
METAL ARMOR suitable for woodland and/or urban camouflage.
Prior to the Great War, combat armor was nearly
Metal armor is simply any kind of armor exclusively the property of military forces and
manufactured from metal scrap and ancient relics. special police units. Currently-available historical
While power armor is technically also made mostly documentation shows users only in the North
of metal, it is more advanced in its characteristics American continent, but allied nations were likely to
and as such, is not counted as “metal armor”. possess identical or similar systems. Combat armor
A craft metal armor created from a variety of scrap was the de facto armor of the United States military,
pieces put on a black leather armor. The metal issued to all combat soldiers not in the powered
helmet is similar in shape to a motorcycle helmet, armor units. Additionally, at least one Canadian
though with a dirty silver color instead of white, as partisan was caught on camera wearing a suit of
well as no neck wrap or goggles for males, and for combat armor.
females, the helmet is made of rusted metal and is
open faced, similar in shape to combat helmets
(although it still muffles the user's voice while worn). NCR SCOUT ARMOR
The shoulder plates have metal spikes welded onto NCR frontline runners, scouts in particular, often
them. don this armor, which is a modified variation of the
The metal armor has a Cumbersome 3 quality, NCR shock trooper armor. The armor comes with
which means that it does require some raw, physical excellent body protection, which includes a helmet
strength to use the armor properly. for maximum protection to the wearer. Further, the
NCR scout armor has been kept in dark tones which
METAL ARMOR, HEAVY match the Wasteland colors rather well. This allows
the wearer add an automatic s to Stealth checks
The heavy metal armor serves as a very heavy
made in the outdoor Wasteland regions.
armor. It provides much more protection than a suit
Furthermore, the wearer also adds an automatic s
of leather armor, but is more ramshackle than
to all Survival checks made in the outdoors
combat armor and is weaker than power armor.
Wasteland region.
Much similar to the lighter and less cumbersome
metal armor, the heavy metal armor armor consists
of five separate pieces - the chest, the arms and the NCR SHOCK TROOPER ARMOR
legs as well as a matching helmet. This armor is issued to the bulk of the NCR forces,
ARMOR 288
GENESYS
While it is the least protective of the NCR armors, the plates molded into armor pieces reinforced by metal
shock trooper armor is still an emblem of the NCR to bars along with wires fastened together by leather
behold. The NCR shock trooper armor is essentially straps. The armor includes hardened and buttressed
combat fatigues with a protective torso piece to variants take appearance of large, bulky plates of
ward off bullets and energy weapon blasts. riveted steel with patches of rust, heavy-duty chain
links, metal rods and thick padding. Some of the
NCR TROOPER ARMOR plates stick out considerably as well.
Needless to say that the heavy raider armor is
As of 2281, the official combat uniform consists of bulkier and less comfortable to wear than the
a khaki field jacket with bellowed hip pockets and ordinary raider armor. But take into consideration
khaki breeches, worn with a desert facewrap, black that the raiders think protection above comfort. Who
leather fingerless gloves, arm wraps, brown combat cares about comfort if it means a bullet to the head?
boots, and khaki puttees. An armored breastplate And while comfort is not a priority for the raiders, nor
emblazoned with the emblem of the NCR are worn in is proper maintenance most of the time either, which
combat environments, attached via leather straps means that the armor is often dented, dirty, grimy,
and buckles. rusty and in horrible condition. This often makes the
armor look like it could come apart at any moment,
RADIATION SUIT but appearances can be deceiving, as many a foe on
The radiation suit is a suit specially designed to the opposite end of a raider's pistol have come to
protect the wearer from harmful radiation, meaning learn the hard way.
it has greater radiation resistance than any other When wearing a raider armor, the character gains
armor or clothing. It covers the entire body. automatic s on Coercion checks and automatic f
Wearing a radiation suit allows the character to on Charm checks. The GM may determine that this
upgrade his Resilience checks once against armor provides different benefits or detriments
Radiation sources. depending on the situation. As with the lesser
variant, wearing this armor may result in the wearer
being mistaken for being a raider.
RAIDER ARMOR The heavy raider armor has a Cumbersome 3
Rough leather panels held together with wire and quality, which means that it does require some raw,
string, but it can also sometimes contain metal physical strength to use the armor properly.
plates covered with leather.
The raider set of armor is often found on the many
brigands and cut-throats across the wastes. The RECON ARMOR
armor varies in quality and appearance with most Intended to serve as the under-armor of the T-45d
consisting of scrap metal plates molded into armor power armor, the recon armor is a vacuum-sealed
pieces reinforced by metal bars along with wires asbestos jumpsuit covering the entire body.
fastened together by leather straps. Attached to it is the interface and mounts for the T-
The barbaric appearance of this armor is bolstered 45d power armor. Its purpose is twofold - it allows
by the gruesome trophies some ruffians choose to the user to actually operate the armor and protect
attach to the armor pieces such as skulls or other soft tissue from heat and moving parts inside the
vulgar mementos. Not only is the armor suit. Unlike the under-armor for the T-51b power
"homemade" but it is of low quality. armor models, this one is also designed to offer
When wearing a raider armor, the character gains limited protection from small-arm weapons.
automatic a on Coercion checks and automatic t Although this armor is intended to be an
on Charm checks. The GM may determine that this “undercoat" for power armor, you cannot wear recon
armor provides different benefits or detriments and power armor at the same time.
depending on the situation, such as Wasteland Wearing a recon armor grants the wearer a s
settlers believing the wearer to be a raider and bonus to all Resilience checks made against
acting accordingly. extreme heat.
Mark II Recon Armor: A new version of the armor,
developed by Scribe Bowditch of the Capital
RAIDER ARMOR, HEAVY Wasteland Brotherhood of Steel. While development
The raider set of heavy armor is often found on the is complete, distribution of it has been slowed due to
many brigands and cut-throats across the budget cuts.
Wasteland. The armor varies in quality and
appearance with most consisting of scrap metal
289 ARMOR
Fallout
TRIBAL ARMOR
Pieced together from scraps of armor, this outfit
provides protection without impacting mobility. The
appearance of this particular type of armor varies
from tribe to tribe, and they individually are marked
with something to distinguish their tribal affiliation,
such as symbols, markings, small totems, and the
like.
Some tribal armors, for example, is a single-
sleeved suit of armor with a piece of a tractor tire
over the shoulder for protection (for males). While
ARMOR 290
GENESYS
ARMOR
NAME SOAK DEFENSE ENCUMBRANCE HARD POINTS PRICE RARITY
Adverse Environmental Gear - 1 2 1 250 1
Armored Clothing 1 - 3 1 50 6
Armored Vault Jumpsuit 1 - 2 1 300 8
Brahmin-Skin Outfit 1 - 3 - 125 4
Brotherhood of Steel Science Armor - 1 2 - 250 8
Brotherhood of Steel Scribe Armor - 1 3 1 250 8
Brotherhood of Steel Scribe Robe 1 1 3 2 600 8
Chinese Stealth Armor 2 - 5 2 1,000 10
Combat Armor, Heavy 3 1 5 3 880 9
Combat Armor, Light 1 1 3 1 185 5
Combat Armor, Medium 2 1 4 2 560 7
Heavy Clothing - 1 1 - 50 -
Leather Armor 1 - 2 - 65 4
Leather Armor, Heavy 1 1 3 1 200 6
Metal Armor 2 - 5 2 375 5
Metal Armor, Heavy 2 1 6 3 650 7
NCR Ranger Armor 3 - 5 3 600 7
NCR Scout Armor 1 - 2 1 400 7
NCR Shock Trooper Armor 1 - 2 1 250 7
NCR Trooper Armor 2 - 3 1 400 7
Radiation Suit - - 4 1 400 5
Raider Armor 1 - 3 2 45 4
Raider Armor, Heavy 2 - 4 2 220 5
Recon Armor 1 - 4 2 450 5
Space Suit 1 - 4 - 500 5
Synth Armor, Heavy 2 1 4 2 655 9
Synth Armor, Light 1 - 2 - 225 7
Synth Armor, Medium 1 1 3 1 425 8
Tribal Armor - 1 3 - 50 1
Vault-Tec Security Armor 1 1 4 2 200 7
291 ARMOR
Fallout
ARMOR 292
GENESYS
293 ARMOR
Fallout
ARMOR 294
GENESYS
295 ARMOR
Fallout
ARMOR 296
GENESYS
297 ARMOR
Fallout
Alaska from the Chinese, entire mechanized infantry deserters are captured when possible by military
divisions outfitted with power armor are deployed in policemen and are sent to various military prisons
an American invasion of China, but they become across the United States. Some of these prisoners
bogged down during intense combat on the Chinese are later used by American military scientists in
mainland, putting a further drain on American illegal human experiments at the Mariposa Military
resources and supply lines in the Sino-American Base in California where the Forced Evolutionary
War. Virus is first tested.
September 2075: Under the command of General 2198: The Enclave's scientists develop various
Brock testing begins at Fort Strong, Boston on an new technologies, including the first new viable
early batch of prototype T-51b power armor suits power armor variations since the Great War. None of
constructed by the US Army Corps of Engineers. these suits are much of an improvement over the
During testing it was noticed that the test pilots original versions of power armor developed before
were having difficulty jumping, in response to this 2077, and some are actually worse.
future prototypes had a gyroscope fitted to correct 2215: Under Presidential Order, the Enclave's
the issue. scientists begin to work on an upgraded version of
June 2076: The T-51b power armor prototype is power armor that exceeds the performance of the T-
finally completed, resulting in the development of 51b model. Many prototypes are developed and
the suit of power armor that the Vault Dweller finds tested.
in Fallout. This suit represents the pinnacle of power October 2220: Enclave scientists finally develop a
armor technology before the outbreak of the Great reliable version of what they call advanced power
War ends all technological progress for many armor. The prototype's capabilities (and the various
decades. Many of these units are sent by the accidents/explosions/deaths involved in its
American military to the front in China, and they creation) are classified by order of the Enclave's
begin to carve a swath through the Chinese forces President Dick Richardson for the sake of the
defending their nation, ending the stalemate that Enclave's morale.
had defined the Chinese front of the war in the two During 2242: After the destruction of the Oil Rig,
years since the start of the American invasion. the Enclave finished developing a Tesla power armor
Chinese resources are strained to the breaking point based on the standard advanced power armor, which
by the new American offensive using the T-51b was lower in standard compared to the advanced
armor, and the supply lines from the nations China power armor Mk II but made the operation of energy
has annexed in East and Southeast Asia begin to weapons by the wearer easier. This power armor is
break down. rare and almost never appears in the West due to the
2077: The T-60 power armor is developed as a complete destruction of Navarro, which was the only
prototype, intended to replace the T-51 model. In the remaining large base in the West.
final days before the Great War, the suit sees limited
deployment among military peacekeeping forces
within the United States. Around this time, early
POWER ARMOR ENCUMBRANCE
models of the X-01 power armor were under While powered, the power armor acts more like a
development by the US government with one model vehicle than a suit of armor. The suit’s powerful
being put up for display at the Galactic Zone at the servos negate any Encumbrance caused by the suit,
Nuka-World Amusement Park to advertise the and does not count towards the character’s current
recently released Nuka-Cola Quantum. Encumbrance total. When a fusion core is not
January 22, 2077: Power armor is used for the installed, the power armor suit has its full
first time for domestic purposes within the United Encumbrance rating (see “Fusion Cores” below).
States by U.S. Army units deployed within American Also carrying the armor means that the person
cities for crowd and quarantine control duties carrying is recipient to the full Encumbrance value of
related to the growing resource shortages and the armor.
outbreaks of epidemic disease. Units originally
serving in China and on the Anchorage Front Line SOAK AND DEFENSE RATING
find themselves fighting fellow Americans at home The Soak Rating of the power armor suit is not
as disorder grows worse across the course of this additive to the Soak Rating of the wearer, it has its
year. Food riots increase, and many civilians are own value. It does not add to the character's base
killed in fights with the military and police. A growing Soak, nor is it affected by other armor the character
number of soldiers desert from the American is wearing. When attacked, damage is reduced by
military both in Canada and the United States. These the character’s Soak rating or the power armor’s
ARMOR 298
GENESYS
soak rating, whichever is higher. armor cannot gain benefit from any attachments
If the character’s has a personal Defense Rating, it granted by the armor. The wearer may also only use
is replaced by the Defense Rating of the power one Maneuver on their turn to move.
armor even if the power armor's is lower.
CRITICAL INJURIES
RAD RESISTANCE When a character suffers a Critical Injury, the
All power armor have an innate Rad rating equal to resulting Critical Injury roll is reduced by an amount
the armor's current Soak Rating. equal to 5 times the current Soak Rating for the
armor to a minimum of 1. Additionally, the Soak
ENHANCED STRENGTH Rating of the power armor is reduced by 1 when it
suffers a Critical Injury hit, until it can be repaired.
While wearing power armor, the wearer’s Brawn
characteristic is considered to be 2 higher (which
may exceed the usual maximum of 5) when TRIUMPHS
calculating damage from Brawl and Melee combat If x is rolled during a combat check against a
checks, Encumbrance Thresholds, and for the character wearing power armor, the x can be used
Cumbersome weapon quality. to reduce the Soak Rating of the armor by 1.
However, this does not count This occurs after the attack is
towards increasing dice for Brawn- completed and damage is
based skill checks. calculated vs. the current Soak
Rating. This Soak reduction lasts
FALLING until the power armor can be
repaired.
When determining falling
damage, reduce the
effective distance fallen by REPAIRS
two range bands to a Restoring a power armor to its
minimum of effectively falling full Soak is a hard, manual labor.
no range band if the wearer Repairing a power armor is
succeeds at their Average considered to be a Hard (ddd)
(dd) Athletics or Coordination Mechanics check if the power
check (as detailed on page 112 in armor is at half maximum Soak
the GENESYS core rulebook), or by Rating or more. When it drops below
one range band if they failed their half maximum Soak Rating the check
skill check. becomes Daunting (dddd). It requires a
tool kit and replacement parts; the GM
FUSION CORES determines if sufficient salvage is available to
complete the repairs (usually such parts
The power armor operates by drawing
would have a Rarity equal to the armor itself).
power from a disposable fusion core. Once
The difficulty of the check is upgraded
drained, the core’s charge cannot be
twice if it is attempted without a
replenished; another fusion core with a
power armor cradle or similar heavy
charge must be installed to restore the
equipment lift. A y rolled during the
power armor to operation. The more
repair check may be spent to reduce
activities that are performed with the suit,
the Soak Rating of the power armor by 1,
the faster the core is drained.
permanently. Repairing reduced Soak costs
A y or tttt result on any skill
100 bottle caps per 1 point of Soak to be
check while wearing power armor may
restored in spare parts and materials.
be spent to cause the suit's fusion core
to run dry at the end of the encounter.
A suit of power armor that has an POWER ARMOR AND SNEAKING
empty (or no) fusion core is severely Attempts to sneak (using Stealth skill)
hindered. The unpowered suit has an to remain silent and unheard is
Encumbrance equal to its current impossible for anyone wearing a power
Soak Rating (to a minimum of 8). armor.
The person wearing the power
299 ARMOR
Fallout
ARMOR 300
GENESYS
T-45 POWER ARMOR relatively common more than 200 years later.
Originally developed and manufactured for the
United States Army by American defense contractor T-51 POWER ARMOR
West Tek, the T-45d power armor was the first T-51b powered infantry armor, or power armor,
version of power armor to be successfully deployed represented the peak of armored infantry technology
in battle. In 2067, the first suit of T-45d power armor before the Great War, surpassed only by its
was deployed in Alaska during the start of the successor, the T-60 power armor. Developed in the
Anchorage Reclamation in the midst of the Sino- laboratories of the West Tek Research Facility, the T-
American War. This power armor was incredibly 51b was deployed at the end of the Anchorage
effective against Chinese tanks and infantry. Its Reclamation, and by January 2077, the armor had
ability to allow a single infantryman to carry heavy become standard issue for American soldiers in the
ordnance that otherwise required a team of soldiers Army's Mechanized Cavalry Regiments. Now, only
to transport and operate became key in various the most technologically advanced factions with ties
localized conflicts on the Alaskan front, and it to the pre-Great War American military or federal
allowed American soldiers wearing the armor to government, such as the Brotherhood of Steel or the
destroy entire towns occupied by Chinese troops Enclave, have access to this type of power armor.
without endangering themselves. In 2076, the more The armor is fitted with a back-mounted TX-28
advanced T-51b power armor variant was MicroFusion Pack which generates an output power
introduced into combat duty. of 60,000 Watts to power the HiFlo hydraulic
After the Great War, this model of power armor is systems built into the frame of the suit. Made of a
still being used by factions such as the Brotherhood poly-laminate composite, the outer shell of the T-
of Steel. While main forces of the Brotherhood in 51b is lightweight and capable of absorbing over
New California and the Mojave Brotherhood of Steel 2500 Joules of kinetic impact. The 10-micron-thick
tend to use the newer T-51b, more remote chapters, silver ablative coating can reflect laser and other
such as the East Coast Brotherhood of Steel and the radiation emissions without damaging the
Brotherhood Outcasts, have to rely on these composite subsurface, and the eyeslit for the helmet
outdated suits. is made of bullet proof glass to protect the wearer
The T-45d lacks the mobility of later power armor from any projectiles.
models (such as the T-51b power armor) because of The Brotherhood of Steel does not possess the
its less advanced servo design; as a result it limits technology required to manufacture new suits of
the wearer's Agility. Anyone wearing a T-45d power power armor and relies only on repaired and
armor has his or her Agility reduced by 1 point, and refurbished pre-Great War suits. Among the soldiers
this can be to 0, where it effectively renders the of the Enclave, this power armor is seen as obsolete,
wearer unable to operate the power armor. The first as it was replaced by the Enclave's advanced power
version of T-45d power armor deployed on the front armor and advanced power armor Mk II models,
lines against the Chinese was powered by small though it should be noted that it is still used by
energy cells and it burned through them at an soldiers of the Enclave who have not been issued the
alarming rate. newer armor, most likely due to slow production
While the T-45d armor is similar in its overall shape rates for a faction that is still quite small and
to the newer T-51b power armor, it is significantly possess only limited resources in the post-atomic
less advanced than its later counterpart, and uses world.
riveted steel plates instead of plastic composite As of 2287, the T-51b seems to still be in use in the
materials in its construction. Various electronic and West Coast Brotherhood of Steel, while over in the
mechanical subsystems of the armor are exposed East Coast Brotherhood Division, it was entirely
on the outside of its casing rather than sealed within replaced by its more advanced successor model,
as in the T-51b, making it far more susceptible to The T-60 armor. Additionally, after the defeat of the
damage. In addition, a specialized body suit is Enclave, the Brotherhood has the ability to
required to be worn underneath the T-45d's armored manufacture more power armor, according to
shell in order to facilitate linking the armor's servos Paladin Danse.
to the wearer's own motions and to make the armor The T-51b power armor provides a bb to all
more bearable because of its heat dissipation Resilience checks.
problems.
Developed before the Great War, the T-45 set was
one of the first suits of power armor deployed widely
T-60 POWER ARMOR
by the United States Army, and as such, it remains The T-60 series of power armor was the pinnacle
301 ARMOR
Fallout
POWER ARMOR
NAME SOAK DEFENSE ENCUMBRANCE HARD POINTS PRICE RARITY
Advanced Power Armor 9 - 9 3 2,000 10
Advanced Power Armor Mk. II 10 - 8 2 1,750 9
Hellfire Power Armor 10 - 8 2 1,650 8
Raider Power Armor 8 - 8 1 900 5
T-45 Power Armor 10 - 10 2 1,200 6
T-51 Power Armor 10 1 10 4 1,550 9
T-60 Power Armor 12 - 12 4 2,400 8
X-01 Power Armor 12 1 12 5 4,200 10
ARMOR 302
GENESYS
303 ARMOR
Fallout
ARMOR 304
GENESYS
Characters can notice the inclusion of armor inserts Hard Points Required: 1.
in clothing by making an Average (dd) Perception Price: 200 bottle caps.
check. When applied to ordinary clothing, the article
of clothing is considered to be armor.
Hard Points Required: 0.
CUSTOM FIT
Although standard “off-the-shelf” armor can
Price: 225 bottle caps.
provide invaluable protection, it can also prove bulky
or awkward, even after adjustments. For those who
ARMOR SPIKES require their armor to feel like a second skin,
While armor serves a largely defensive role for its personalized customization can make a drastic
wearers. that needn't be the rule. With the addition of difference.
spikes, blades. and other protrusions on areas Use With: This attachment can be applied to any
covering shoulders, knuckles, feet, knees, or elbows, armor.
armor can be turned into a deadly weapon of last Modifiers: Remove b from Athletics and Stealth
resort. The majority of such modifications are checks while wearing the armor.
scratch-built. Largely popular with raiders, Hard Points Required: 1.
mercenaries, and bounty hunters, armor spikes lend Price: 200 bottle caps.
an intimidating mien to anyone equipped with them.
Use With: This attachment can be applied to any
armor that covers the arms or legs.
ENERGY DISPERSION SYSTEM
Modifiers: Increase the armor's Encumbrance by 2. This minute metallic wiring is designed to
When the wearer suffers a hit from a Melee or Brawl distribute electrical shocks across the armor while
combat check, after the attack is resolved, the grounding the user against the energy, reducing the
potency of such attacks. It protects against
character may spend ttt or y to automatically
electricity as well as weapons Stun qualities,
inflict one hit for 6 Wounds damage on the attacker.
although it does not effectively disperse lasers.
Hard Points Required: 3.
Use With: This attachment can be installed on any
Price: 250 bottle caps.
armor.
Modifiers: When using the wearer's Soak to reduce
ASBESTOS LINING damage dealt to the wearer's Strain threshold, count
By lining armor with asbestos plates or finely the Soak Rating as 2 higher.
powdered asbestos, the armor becomes greatly Hard Points Required: 1.
improved in its ability to resist the damage dealt by Price: 250 bottle caps.
energy-based weapons. And by using asbestos,
what side effects could there possibly be?
Use With: Asbestos lining can only be added to
HEATING SYSTEM
Heating systems are installed in armor to protect
armor made from fabrics such as clothing and
the wearer against dangerously low temperatures
leather. This means metal and alloy armors cannot
and frigid environments. Equipped with small,
benefit from the attachment.
efficient heating elements and double-insulated
Modifiers: Wearing an asbestos lined armor reduce
against the cold, this attachment allows a wearer to
the damage dealth by energy weapons. The wearer
survive in places where the ambient temperature
reduces the damage by 2 from all energy weapons,
can be dozens of degrees below freezing.
after the combat check has been resolved.
Use With: This attachment can be installed on any
Hard Points Required: 1.
armor that covers the entire body and can be sealed.
Price: 100 bottle caps.
Modifiers: Reduces the difficulty of Resilience
checks made to resist the effects of extreme cold by
COMBAT BRACERS one. Removes up bb to added to checks due to
By reinforcing the gauntlets of the power armor extreme cold.
with extra plating, striking surfaces, or even rusty Hard Points Required: 1.
lengths of rebar welded on, the power armor is able Price: 500 bottle caps.
to increase the damage dealt when making Brawling
attacks.
Use With: This attachment can be used only with
IMPROVED SHIELDING
power armor. The power armor can be made more resistant to
Modifiers: Increase damage by 2 when making energy weapon attacks by coating the armored
Brawl combat checks. surfaces with a variety of chemical coatings.
305 ARMOR
Fallout
Surfaces treated with these chemicals become more Hard Points Required: 2.
resistant to energy attacks, allowing some of the Price: 150 bottle caps.
energy to be absorbed or harmlessly dispersed
around the armor.
Use With: This attachment can be added to any
JETPACK
power armor. One of the most intimidating sights an enemy
Modifiers: Increase Soak Rating by +2 when taking soldier could witness during the Great War was that
damage from energy weapons. of a platoon of flying power armor troopers sailing
Hard Points Required: 1. through the air. By channeling the energy of the
Price: 1,000 bottle caps. suit’s fusion core through a series of reaction
chambers and focus nozzles, the power armor can
take limited flight to cross great distances. Coupled
INTEGRATED ASCENSION GEAR with the suit’s ability to reduce damage taken when
Incorporating a grapnel launcher, line, clips, and falling from great heights, jet pack equipped power
other climbing and rappelling equipment directly into armor can leave any unsuspecting opponent reeling
a set of armor ensures that the user is always when they suddenly “drop in” from higher positions.
prepared to ascend or descend sheer surfaces in a Use With: This attachment can be installed in any
hurry. Whether to escape from pursuers, follow a power armor.
target, infiltrate a building, or exfiltrate from a Modifiers: Increases Encumbrance by 4. Spend a
dangerous situation, ascension gear can prove Maneuver to move to any point within Medium
invaluable in a variety of situations. In addition, range, horizontal or vertical. Additionally, reduce the
having the grapnel and line integrated directly into effective number of range bands when determining
one's armor provides a high degree of safety and falling damage by one range band.
security. Hard Points Required: 2.
Use With: This attachment can be applied to any Price: 2,500 bottle caps.
armor.
Modifiers: As an Action, a character may take an
Average (dd) Ranged [Light] check to secure the
LEAD LINED
Adding lead plates and inlays to an armor, not only
grappling hook to an object within medium range.
makes the armor more heavy, but it also greatly
On success, as an Action, he may reel in the cord,
improves the armor's effectiveness against
pulling himself to the object (or, if the object is
Radiation sources.
unsecured and lighter than he is, pulling it to him). A
Use With: Any armor.
character may use the grappling hook to pull
Modifiers: Increases the armor's Encumbrance by
another character aloft with him; if he does he must
2. Whenever the wearer is exposed to Radiation of
make an Easy (d) Athletics check to avoid losing his
any means, he is always treated as being exposed to
grip on his partner.
one Radiation rating lower than normal.
Hard Points Required: 2.
Hard Points Required: 1.
Price: 175 bottle caps.
Price: 200 bottle caps.
ARMOR 306
GENESYS
With the addition of such a coating, the surface of the nake eye. The PAO projectors allow the wearer to
armor becomes almost impossible to grip or seize. blend in with his surroundings by mimicking them,
In addition, glancing blows from melee weapons are similar to a chameleon, and the different radiation
often unable to find purchase, which diminishes the shields hide the wearer's body heat as well as any
damage they cause as they slide off. The only electromagnetic radiation from other sensors or
downside to the coating is that it can make working communications gear. For all of its utility, however,
on the armor more difficult, as tools must scramble this system is incredibly fragile and is not
for a grip on its slick surface. recommended for combat.
Use With: This attachment can only be applied to Use With: This attachment can be equipped on any
armor with hard surfaces such as metal armor. type of armor, but is useless on armor with an
Modifiers: Increases the armor's Melee Defense by Encumbrance of 4 or more, which proves too bulky
+1. Adds bb to Mechanics checks to modify or and loud to mask properly.
maintain the armor. Modifiers: Upgrades the ability of all Stealth
Hard Points Required: 1. checks twice while wearing this armor.
Price: 325 bottle caps. Hard Points Required: 2.
Price: 2,750 bottle caps.
MEDIC PUMP
Through a series of on-board life support sensors OPTIMIZED SERVOS
and injection tools, the suit is able to detect when By fine tuning the efficiency of the suit’s servo
the wearer suffers great injury and administer actuators, the suit is able to perform better and with
stimpaks to keep the trooper in the fight. The medic less draw from the suit’s fusion core. This can
pump can hold up to ten stimpaks, and will greatly extend the battery life of the fusion core, and
administer them as needed if the wearer suffers any allow the suit to operate longer before needing a
significant injury. replacement.
Use With: This attachment can be installed in any Use With: This attachment can be applied to any
power armor. type of power armor.
Modifiers: At the beginning of the wearer’s turn, if Modifiers: Once per session, ignore y spent to
their Wounds are more than half of their Wound cause the suit’s fusion core to become drained at
threshold, the medic pump administers a stimpak to the end of the encounter.
the wearer. This happens automatically, requires no Hard Points Required: 2.
Maneuver and happens automatically. Price: 1,000 bottle caps.
Hard Points Required: 1.
Price: 1,200 bottle caps.
PADDED
Adding layers of padded fabric, the wearer of a
MOTION ASSIST SERVOS padded-treated armor is better protected against the
The power servos that help move the armor and its forceful blasts of explosions.
core frame have been enhanced, granting the wearer Use With: This attachment can be applied to any
even more super-human strength. armor.
Use With: This attachment can be installed in any Modifiers: Wearing a padded armor reduces the
power armor. damage dealt by a weapon with Blast quality, after a
Modifiers: The wearer’s Brawn characteristic is resolved combat check, by 2 points of damage.
now considered to be 3 higher (instead of 2) when Hard Points Required: 1.
calculating damage from Brawl or Melee checks, Price: 100 bottle caps.
Encumbrance thresholds, and for the Cumbersome
weapon quality.
Hard Points Required: 1.
POCKETED ARMOR
Price: 750 bottle caps. This modification adds a series of pouches, bags
and carrying loops to the armor in key areas. These
additions makes it easier for the wearer to carry a
OPTICAL CAMOUFLAGE SYSTEM greater amount of equipment.
Optical camouflage systems are a wonder of Use With: Any armor.
modern stealth technology. Using a series of phased Modifiers: Increase the Encumbrance threshold of
array optical projectors combined with sound the character by 2.
baffling equipment and thermal and radiation Hard Points Required: 1.
shielding, this can render a wearer nearly invisible to Price: 100 bottle caps.
307 ARMOR
Fallout
ARMOR 308
GENESYS
309 ARMOR
Fallout
protect nearby allies from being electrocuted incorporate small vibro-motors installed in the
accidentally. armor's gloves or gauntlets and wired to the helmet
Use With: This attachment can only be applied to system, which subtly adjust the user's hands to
any power armor. enhance accuracy.
Modifiers: The Tesla coils may be turned on or off Use With: Any armor.
as an Incidental during the operator’s turn. While Modifiers: The user adds b to all combat checks.
active, a result of ttt or y on any skill check Hard Points Required: 1.
made by any creature at Engaged range may be Price: 1,500 bottle caps.
spent to deal 6 Strain damage to all creatures
Engaged with the wearer of the power armor. This
damage is considered to be from an energy weapon.
VAULT-TEC THREAT MONITOR
Hard Points Required: 2. A threat monitor is a suit of motion detectors,
Price: 1,800 bottle caps. electroreceptors, and photoreceptors that constantly
monitors the armor wearer's vicinity and through
directional auditory or electrical cues, warns the
THERMAL SHIELDING SYSTEM wearer of imminent threats and incoming attacks.
Utilizing both active and passive cooling systems, While many find threat monitors somewhat
along with an insulated body glove and special annoying to wear, they can provide a critical edge in
coatings on the armor plates, this attachment allows life-or-death situations.
a wearer to withstand dangerously high Use With: This attachment can only be used on
temperatures. This thermal shielding is proof armor and is typically integrated into the helmet,
against open flames, molten rock and steel, intense visor, or another place where the user can easily see
heat, and even some forms of radiation. it at all times.
Use With: This attachment can be installed on any Modifiers: Adds automatic a to Initiative checks.
armor that covers the entire body and can be sealed. Hard Points Required: 1.
Modifiers: Reduces the difficulty of Resilience Price: 375 bottle caps.
checks made to resist the effects of fire and extreme
heat by one. Removes up to bb added to checks
due to extreme fire or heat.
WEAPON MOUNT
Hard Points Required: 1. By modifying his armor to mount one or more
Price: 500 bottle caps. weapons, a Wasteland wanderer can keep his hands
free for whatever unexpected needs might arise in
combat-or just to carry more weapons. While few
VACUUM SEALED weapons are intended for such use, most can be
Full body armor can be designed to be sealed modified to mount on a properly-equipped suit of
against a vacuum, allowing the user to operate in armor. The difficult part is modifying the weapon so
space. This modification protects against adverse that it can be aimed and fired hands-free. Methods
atmospheric environments. range from voice-activation to a pressure-sensitive
Use With: Any armor. glove activated by certain hand movements. The
Modifications: Allows the user to ignore the effects most common location for the weapon mount is on
of vacuum or poisonous atmospheric environments the shoulder, though other areas are possible.
for up to 10 minutes. Once these 10 minutes have A weapon must also be modified in order to be
passed, the attachment needs to be reset and its armor-mounted, requiring one hard point. This
filters cleaned, effectively rendering the attachment attachment can mount any Ranged (Light) or
non-functional until the end of the encounter. Ranged (Heavy) weapon with an Encumbrance of 4
Hard Points Required: 1. or less, subject to the GM's discretion.
Price: 500 bottle caps. Use With: Any armor with an Encumbrance of 4 or
more and a Soak Rating no less than 2.
Modifiers: Mounts a single weapon on the armor,
VAULT-TEC ASSISTED TARGETING SYSTEM allowing the wearer to aim and fire it without using
Complex and sophisticated attachments, targeting his hands or arms. Operating the mounted weapon
systems integrate an advanced targeting computer still requires an Action to fire, just like if using hands,
and sensor suite, providing a constant stream of and aiming still requires a Maneuver.
data to the user. Depending on the model, this Hard Points Required: 2.
information may be delivered by audior or on a visor Price: 500 bottle caps.
HUD. Some particularly advanced systems
ARMOR 310
GENESYS
ARMOR ATTACHMENTS
NAME ENCUM HARD POINT COST PRICE RARITY
Amphibious Modification - 1 250 4
Armor Insert - - 225 3
Armor Spikes 2 3 250 2
Asbestos Lining - 1 100 5
Combat Bracers - 1 200 3
Custom Fit - 1 200 3
Energy Dispersion System - 1 250 4
Heating System - 1 500 3
Improved Shielding - 1 1,000 8
Integrated Ascension Gear - 2 175 3
Integrated Holsters - 2 150 4
Jet Pack 4 2 2,500 9
Lead Lined 2 1 200 5
Lighter Build - 1 1,000 7
Low-Friction Coating 2 1 325 5
Medic Pump - 1 1,200 6
Motion Assist Servos - 1 750 5
Optical Camouflage System - 2 2,750 6
Optimized Servos - 2 1,000 6
Padded - 1 100 5
Pocketed Armor - 1 100 3
Quick Shed - 1 325 4
Radiation Shielding 2 1 600 4
Range Finder - 1 750 6
Reactive Plating 4 3 1,000 6
Recon Sensors - 1 1,750 7
Reflec Adaptive Skin - 2 1,750 7
Self-Repair Systems - 2 1,500 7
Shadow Coating - 1 400 6
Stealth Field Generator - 2 1,900 7
Strength Enhancing System - 2 2,750 4
Stun Matrix 1 1 875 3
Sturdy Armor 2 1 500 5
Superior Armor Customization - 1 2,500 6
Tesla Coils 2 2 1,800 8
Thermal Shielding System - 1 500 3
311 ARMOR
Fallout
ARMOR 312
OUTFITS AND
CLOTHING
Fallout
knights with combat armor. it also provides an automatic t on all Social skill
Jet black officer variant. checks.
The Brotherhood of Steel uniform grants the
wearer a b to all Vigilance checks.
CLERGY OUTFIT
A clergy outfit consists of a single colored, mostly
BOTTLE AND CAPPY SHIRT AND JEANS found in black, cassock with gold or white lining.
A t-shirt featuring Bottle & Cappy and blue jeans. Some clergy outfits also comes with a white collar.
The t-shirt comes in variations ranging from white to Wearing the clergy outfit grants the wearer an
light variants of every color. automatic s on all Discipline and Leadership skill
This outfit grants the wearer an automatic a that checks, but also an automatic f on all Deception
can be added to any one skill check during the and Knowledge checks.
session. The player must call that he is adding the
a to the check before making the dice roll.
COLONIAL DUSTER
The colonial duster is a lightweight, loose fitting
BOWLING OUTFIT and lightly armored, militia-styled coat. There is a
This particular outfit consists of a set of specially purple vest and heavy scarf underneath it. It has a
made indoor bowling shoes, pants and a two- leather bullet pouch around the shoulder, a small
colored bowling shirt. pouch on the belt but these do not increase the
Wearing the bowling outfit provides the wearer wearer's Encumbrance threshold.
with an automatic a on all Coordination checks. The colonial duster bestows an automatic a on
all Streetwise checks made by the wearer.
CARAVANEER OUTFIT
It is worn by caravaneers and travelers. The male COWHIDE WESTERN OUTFIT
version consists of a dark brown shirt with orange The cowhide western outfit is a type of old Wild
and mustard-yellow stripes with a white satchel Western-style outfit. It is made from a black and
over the shoulder. Around the neck is a red white cow skin.
bandanna. The female version is a cream colored A cowhide western outfit grants the wearer an
floral-print dress with a white apron and beige automatic a on all Cool checks.
cardigan.
A caravaneer outfit provides the wearer with an
automatic a on all Negotiation skill checks.
DOO-WOP OUTFIT
The doo-wop outfit is an outfit made for women. It
comes in a six piece ensemble; containing a skirt
CHILD OF ATOM ROBES with ladies appliqué, peasant blouse, belt, slip, scarf
These robes are worn by the devotees known as and socks.
the Children of the Atom. The robes comes in brown Wearing the doo-wop outfit provides a female
and green color ranges. wearer with an automatic s on all Charm checks,
Anyone donning a Child of Atom robes is granted but provides an automatic f on all Coercion and
an automatic a on all Deception checks. Leadership checks.
may have been sewn the standard uniform for the Commonwealth
together by different pieces Minutemen. The Minuteman hat is visually quite
of fabric. similar to the militia hat, and both are
Merc cruiser outfit allows commonly seen being worn
the wearer to benefit from an by minutemen throughout
automatic a to all the Commonwealth.
Skulduggery checks. Anyone wearing a
minuteman outfit benefits
from adding an automatic
MERC GRUNT OUTFIT a to all Perception skill
The outfit consists of a dirty checks.
white T-shirt (white tanktop for
female) and brown cargo pants,
tucked into shin-high army boots. MYSTERIOUS STRANGER OUTFIT
This particular outfit provides an The suit is a nod to the classic film noir style
automatic a on all Coordination detective, i.e. Long overcoat with a shady hat pulled
checks. over his/her face.
The wearer of the Mysterious Stranger outfit
selects any one non-combat skill when acquiring
MERC TROUBLEMAKER OUTFIT the outfit. Wearing the outfit will grant the wearer an
A bulky black and dark blue leather automatic a to that particular skill.
jacket tucked into black gloves with
blue jeans and black knee-high
boots. On the male version there NEURAL INTERFACE SUIT
are two bandoleers strapped In appearance, the suit is identical to recon armor,
diagonally around the torso. The except with white and yellow for colors.
female version does away with the Wearing a neural interface suit adds an automatic
belted ammunition and instead has a to all Computer skill checks made by the wearer.
several leather cartridge carrying belts
around the waist.
Wearing a merc troublemaker outfit
NUKA-GIRL ROCKETSUIT
provides the wearer with an automatic a on The Nuka-Girl rocketsuit costume was released to
all Coercion skill checks. retailers in time for Halloween in 2062. The
popularity of the costume was so high that stores
had trouble keeping up with demand for it.
MERC VETERAN OUTFIT A nuka-girl rocketsuit gives the wearer an
Very similar to the merc cruiser outfit, but in automatic a on all Charm checks.
faded/blued black and a dust mask is worn around
the neck. The male version adds thick mesh around
the wrists and shoulders and a scarf and face mask.
NUKA-WORLD GEYSER SHIRT AND JEANS
This outfit provides the wearer with an automatic A colored t-shirt with the Nuka-World logo in the
a on all Driving, Operating and Piloting checks. shape of a geyser on the front. The pants are tight
jeans.
This outfit grants the wearer an automatic a to
MILITARY FATIGUES Discipline checks.
Much similar to army fatigues, the military fatigues
consists of a set of camouflaged green jacket and
pants, and often comes with a black beret included.
NUKA-WORLD JUMPSUIT
Wearing military fatigues grants the wearer an The Nuka-World jumpsuit is orange and beige in
automatic a on all Leadership checks. color, sporting a long zipper at the front of the
jumpsuit.
The Nuka-World jumpsuit bestows a an automatic
MINUTEMAN OUTFIT a on all Operating skill checks.
The Minuteman outfit is a colonial style field
uniform worn by most minutemen, consisting of a
baby blue button-up shirt with a tattered jacket with
NUKA-WORLD SHIRT AND JEANS
rolled sleeves worn over it with jeans and boots. It is This outfit consists of a t-shirt or shirt of any color
emblazed with a Nuka-World logo, and a pair of
SEXY SLEEPWEAR
Sexy sleepwear it is a set of pajamas with a zipper
SYNTH UNIFORM
for males, and a revealing nightgown for females A synth uniform is made of a pure white material,
with both having bare feet. which resembles ordinary clothing, but it is actually
Wearing sexy sleepwear allows the wearer to add a cloth-like polymer. This polymer is not strong
an automatic s to all Charm checks. But it also enough to provide any protection. The design of the
imposes an automatic f on all Coercion, uniform is somewhat futuristic in style, with sharp
Leadership and Negotiation checks. cuts and lines.
Wearing a synth uniform grants an automatic a to
all Deception checks.
SILVER SHROUD COSTUME
The Silver Shroud costume is a dark trench coat
featuring silvery-gray lapels and a light scarf which,
VAULT JUMPSUIT
along with its matching fedora with a silver Vault jumpsuits are the regulation clothing carried
sweatband (the Silver Shroud hat). by the vault dwellers of Vault-Tec vaults. They are
made of leather, blue with a yellow zipper and the OUTFITS AND CLOTHING
number of the vault is on the back of the suit and on
NAME PRICE RARITY
the outside of the collar. The yellow stripe on the suit
is actually a gold foil that aids in heat dissipation Army Fatigues 12 4
and works with the suit's integrated biometric Athletic Outfit 5 4
scanners.
In addition to comfort, the Vault jumpsuit is Atom Cats Jacket and Jeans 20 6
termally controlled and resistant to radiation, Baseball Uniform 10 6
granting to b all Resilience checks. Vault jumpsuits
can be worn under other suits of armor and still Brotherhood of Steel Fatigues 20 7
provide its bonus. Brotherhood of Steel Uniform 20 7
Bottle and Cappy Shirt and Jeans 5 6
WASTELAND OUTFIT Bowling Outfit 100 8
This is the most common of all outfits, easily
found and seen throughout the entire Wasteland Caravaneer Outfit 180 6
wherever there are settlers. Child of Atom Robes 10 5
Crudely made, they provide only the most basic of
protection against the hardships of the Wasteland, Chinese Jumpsuit 10 10
and are easy to come by. A Wasteland outfit is made Clergy Outfit 100 7
from tanned brahmin hide, and consists of a set of
pants and a shirt of sorts. Colonial Duster 13 6
Wearing a Wasteland outfit grants the wearer an Cowhide Western Outfit 13 7
automatic a to all Survival skill checks made.
Doo-Wop Outfit 100 8
VEHICLES
Vehicles are devices that are designed or used to their own vehicles, but such instances are extremely
transport people or cargo from one point to another. rare outside of technologically advanced groups (i.e.
Vehicles span a variety of categories, including cars, groups that have overcome the struggle for basic
trucks, airplanes, and trains. survival and can put resources towards researching
They are generally run on electric engines drawing old/new technologies). Prime examples are the New
power from on-board batteries or nuclear powered California Republic, who, by 2281, have several
with a small reactor to the rear of the vehicle, but United States military trucks repaired and in working
vehicles running on petrol also exist. The super order at Camp McCarran. At least one Vertibird VTOL
mutant army is also said to have used some steam- aircraft is also in NCR hands, as well as several
powered trucks. There are numerous wrecked fixed-wing aircraft, although it is unknown if these
vehicles in the Fallout world, but functioning vehicles craft are in any working order. Another example is
are now extremely rare. Also, some vehicles can the Enclave, who are seen to have a large fleet of
explode in a small mushroom cloud and release Vertibirds in their possession.
radiation when shot at; this can make
them dangerous to take cover behind DAMAGING VEHICLES
unless the vehicle has already been
Many seemingly inert vehicles
destroyed or won't blow up.
that take sufficient damage will
The rules for vehicles and vehicle
explode quite violently - similar in
combat are detailed at length on pages
sound, appearance and effect to a
220 through 231 in the GENESYS core
mini nuke - doing considerable damage
rulebook.
to anyone nearby. Vehicles may also
catch fire after taking some damage,
HISTORY starting a process by which they will
The Great War was fought mainly for then detonate after the fire burns for a
resources. The last resources remaining brief period; a telltale sound can be
were most likely depleted in the war itself. heard with a vehicle catches fire,
Without resources, vehicles could not be and a warning vehicle symbol will be
driven any longer. After the war, a lot of displayed if the character is nearby
human knowledge was lost. People forgot such a vehicle, indicating the danger
how to tend to the high tech pre-War of an imminent explosion. Vehicles
vehicles with their complicated that explode leave an irradiated
electrical, oil or nuclear motors. Most area for a brief period of time
books were damaged beyond all afterwards, implying that vehicle
legibility by the war and many explosions are at least partly
computers were destroyed due nuclear.
to years of neglect, and with As per default, a vehicle
them the documentation for will not explode simply by
these pre-War vehicles was dealing enough Hull Trauma
lost. This combined with to it, eventhough Fallout is
the lack of large scale set in America. The GM or
primary and secondary player, however, may indicate
industry meant most vehicle that an attack with a y or
production/repair was largely tttt result may cause a
impossible. Perhaps most vehicle's core to be damaged
significantly, few roads are in a fit and to explode within one turn. Each
state to drive on anyway. So most groups a on the check may be spent to prolong
stick with pack brahmin for their transport needs. the explosion by one turn per spent a.
This does not mean that there are no old vehicles
that have been kept functional or that someone out
in the wastes could not have invented and adapted
324 VEHICLES
GENESYS
TYPES OF VEHICLES
Listed below is a selection of vehicles that are part
of the Fallout game. It is important to establish that
functional vehicles are indeed a rare commodity in Control Skill: Driving.
the Wasteland and not a common sight – not taking Complement: 1 driver.
into consideration the countless rusted and non- Passenger Capacity: None.
functioning husks of former vehicles scattered Consumables: None.
across the Wasteland. Encumbrance Capacity: 5.
Stats for vehicles have been included to assist Price/Rarity: 5,000 bottlecaps/10.
GMs that wish to incorporate functioning vehicles in Weapons: None.
their Fallout setting. But since functioning vehicles
are extremely rare in this setting, all Rarities have CHRYSLUS CORVEGA
been set for 10. There were at least four models in this line
produced by Chryslus Motors before the Great War.
BUS The exact year when the first Corvega was available
Buses are vehicles found in multiple spots is still unknown, but it was already available for
throughout the Wasteland. Their density increases purchase in 2056.
the closer one gets to a pre-War larger city and on In the 2060s, soon after Canada was annexed, an
what's left of many highways, possibly hinting to a original Corvega cost "only" $199,999.99. This
tight public transit network in pre-War times. further corroborates speculation of steady and
School buses painted in a yellow school bus livery reasonable (4.55% average from 1960s Corvair)
can be found at various schools. inflation in the decades leading up to the Great War,
Most buses, as long as they aren't turned over, can since these vehicles are known to be commonly
be entered by a door in the middle. Inside, some will found throughout California, Nevada, Utah,
offer a place to sleep, which was presumably placed Pittsburgh, the Columbia Commonwealth, and
there by Wastelanders in search for shelter. Massachusetts. Other products, such as Giddyup
Buttercup and the Vault-Tec vaults themselves,
carried similarly hefty price tags.
325 VEHICLES
Fallout
VEHICLES 326
GENESYS
327 VEHICLES
Fallout
VEHICLES 328
GENESYS
VERTIBIRD
The VB-02 Vertical Take Off and Landing (VTOL)
craft, alternatively called the XVB02, codenamed
"Vertibird," is a U.S. military multipurpose tiltwing
aircraft designed for the United States
Armed Forces in the years leading
up to the Great War of 2077. Despite never entering
full-service, numerous models were
disseminated into various federal and private
applications, and saw use in armed
conflicts across the globe.
The Vertibird was still in the
prototype phase when the Great
War struck in 2077, preventing it
from entering full military service
which was scheduled for 2085.
The Vertibird's VTOL flight
mechanics allow it to approach
landing zones with the speed of a fixed-wing
aircraft and transition into a hovering mode of flight,
by tilting its rotors vertically upwards 90 degrees.
While the design of a Vertibird is convenient, its
dual rotor-blades serve as a flight hazard, for if the
aircraft were to suffer a single rotary malfunction at
a substantial altitude, the VB-02's airframe and
distribution of down-wash would cause the aircraft
to fall on its side in a dramatic and likely fatal crash.
The Vertibird has a heavily armored fuselage and
can be outfitted with a variety of offensive weapons
and defensive countermeasures, the most common
being Gatling lasers, missile racks, and a mini nuke
bay. It is unknown how a Vertibird is powered,
however, dialogue with the Enclave remnants
suggest that it runs on some kind of fuel. It has a
winch that can haul several tons of equipment - or a
large deathclaw cage.
329 VEHICLES
Fallout
VEHICLES 330
GENESYS
331 VEHICLES
Fallout
VEHICLES 332
CRAFTING
GENESYS
CRAFTING
Check, Time and Profile, which GMs can furnish as
HOW CRAFTING WORKS they see fit.
Technicians do more than just maintain and This step takes as much or little time as the
improve their equipment; such skilled artisans character spends planning, drafting, and designing.
frequently build their own devices. Whether their After selecting a template, a character moves on to
creations are made from refined materials procured STEP 2: ACQUIRE MATERIALS.
at great cost or thrown together in desperation from
whatever scraps happen to be on hand at the time,
the machines that technicians cobble together are
ACQUIRING TEMPLATES
often incredible works of ingenuity. From a narrative standpoint, there are literally
The rules in this section provide GMs and players countless ways that a character might come to
with options for crafting their own weapons, armor, know how to build a particular item. For many
robots and gadgets. When a player wishes to have a simple items, the knowledge needed to build them
character craft an item, the player should consult might be available in any technical manual,
with the GM, and then the two should collaborate to mechanic's shop, or simply by conversing with a
go through the steps listed below to create the local technician or mechanic. Many technicians and
device. As with all such matters, anything that the engineers might actually have simply memorized
player wants to craft is subject to the GMs approval. such information, thanks to years of practice, or can
It is important for the GM and player to keep in mind at least improvise if push comes to shove.
that just because the character has 1 or more ranks For other items, especially more complicated and
in Mechanics doesn't mean he can craft every single complex ones, common knowledge and common
item available in the game. Don't let crafting take sense might not always be enough. A character
over the mechanics of purchasing ordinary might need to seek out an experienced mentor, do
equipment from the Gear and Equipment, Weapon long hours of research, or find ancient repositories
and Amor chapters. of knowledge edge to design an advanced model of
Crafting follows three steps. In STEP 1: SELECT drone or craft a device to perform an unprecedented
TEMPLATE, the player character chooses what kind task. One might actually resort to dusting up
of item to make. In STEP 2: ACQUIRE MATERIALS, information in technology manuals from yesteryear.
the player character acquires the supplies to build It is always up to the GM whether a given template
that specific item. In STEP 3: CONSTRUCTION, the is available to the PC. As a general rule of thumb,
character actually crafts the item. most templates should be available to the PCs a
majority of the time – the difficulty of turning
abstract knowledge into a practical device is
STEP 1: SELECT TEMPLATE reflected by the difficulty of the check to acquire
When a craftsperson sets about crafting a piece of materials and construct the device. But it is
item, the character first chooses a template from the important for the GM to keep in mind that the higher
appropriate item table table. The template dictates the Rarity is of a similar item on the equipment lists,
the material required (Material Price/Rarity), the the more difficult it is to find someone who might
difficulty of building it (Check), an estimate of how have the necessary blueprints or information
long construction takes (Time), and the base needed to craft such an item. Keep in mind that just
mechanical statistics of the item should the because a character has one or more ranks in
character succeed on the check (Profile). Mechanics doesn't mean he can construct every
Each template represents an incredibly vast single item available in the game. However, if it
number of specific models and designs of individual makes for a more interesting story, the GM (or the
items that provide roughly equal protection or effect. player) can require the character to spend time on
Players and GMs should feel free to be creative in research or even go on a short adventure to
coming up with their own unique types of items that complete STEP 1: SELECT TEMPLATE for a
a given template can represent. Inspired GMs are particular special item. Alternatively, a character's
even encouraged to create their own new templates past successes (or failures) might open the door to
– all a template needs is a Name, Material/Price, crafting a brand new item.
334 CRAFTING
Fallout
STEP 2: ACQUIRE MATERIALS reduces this time by 2 hours (to the minimum of 1
hour). Other factors can also affect the time required
To attempt to build an item based on a particular at the GM's discretion.
template, the player character must acquire Alternatively, the GM could ask the player
appropriate material for that template. These are interested in crafting to arrive early to the session
listed under Material Price/Rarity on the respective (or stay a bit late) to take care of the mechanical
tables, and for acquisition purposes count as a side of the crafting, so that everyone else at the table
single item wit hthe listed price and rarity. As always, doesn't have to wait around while that player
at the GMs discretion, certain supplies might not agonizes over which quality to add to an item. The
always be available for the listed price at a given best option is the one that works best for the
market. particular group in question.
Because Material Price/Rarity for a template is
defined only in terms of price in bottlecaps and
abstracted rarity, the particular nature of the
materials a character uses can vary wildly, and
depends on the specifics of the item the character is
crafting.
At the GMs discretion, player
characters can acquire materials for
a template via means other than
paying for them (such as
salvaging them, stealing them,
or being gifted with them).
This step requires as
much time as it takes for
the player character to
actually obtain the
materials. This endeavor
could be as short as a trip
to a scrapyard or market, or
as long as an epic quest to
find a rare ore, depending on
the situation. After successfully
acquiring materials, a character
moves on to STEP 3:
CONSTRUCTION.
STEP 3: CONSTRUCTION
After acquiring the materials to make the specific
item, the character must make the associated check
listed under Check on the respective tables to
actually build the item in question. If the character
succeeds, the item is fully functional and has the
profile listed in its template. If the character fails on
the check, the product that comes out of the attempt
is unusable, and the materials are lost.
There is a table linked to each individual type of
crafting for suggestions on how to integrate other
results into construction. First, crafters can use a
and x results to make improvements to the item.
Then the GM can spend t and y to add flaws.
The amount of time STEP 3: CONSTRUCTION takes
is determined by the estimate of working hours
listed in the template under Time. Every s the
character scores on the check beyond the first
CRAFTING 335
GENESYS
ARMOR CRAFTING
Crafting a new set of armor can be a
meaningful endeavor for a character,
signifying an advancement in
knowledge, a renewed resolve to protect
oneself or others, or even just crafting
because one is capable. Many
wanderers choose to purchase or
acquire armors via other means, but
for a craftsperson, there is no
substitute for creating one's own
armor.
Armor covers a great many
variations, from simple tanned and
carved gecko hides beaten into
leather, cumbersome metal plate put
together to form a torso protective plate
with greaves and a helmet, to intricate
armor put together for maximum
modification option to actually crafting a
power armor – a weaker version than the
ones purchased, but a power armor
nonetheless.
ARMOR TEMPLATES
NAME COST RARITY CHECK TIME SOAK DEF ENC HP
Tribal Armor 20 1 Easy (d) Mechanics or 4 hours 0 1 1 0
Survival Check
Reinforced Clothing 25 1 Average (dd) Mechanics 6 hours 1 0 1 0
check
Light Armor 250 2 Average (dd) Mechanics 12 hours 2 0 2 0
check
Customizable Armor 500 4 Average (dd) Mechanics 16 hours 2 0 4 4
check
Deflective Armor 500 5 Hard (ddd) Mechanics 24 hours 1 1 2 1
check
Combat Armor 625 4 Daunting (dddd) 48 hours 2 0 4 3
Mechanics check
Segmented Armor 1,250 6 Formidable (ddddd) 72 hours 2 1 6 2
Mechanics check
Power Armor 2,250 8 Formidable (ddddd) 120 4 0 8 2
Mechanics check hours
336 CRAFTING
Fallout
CRAFTING 337
GENESYS
338 CRAFTING
Fallout
CRAFTING 339
GENESYS
GADGET CRAFTING
Crafting one's own tools takes a special level of
dedication, even for skilled machinists. After all, any
time spent creating the perfect tool is time not spent
tinkering with more complex and volatile devices.
Still, there are those technicians who set out to
build everything from the scratch.
Further, many technicians find that
they need devices that they cannot
simply purchase – and indeed, often
devices that do not exist – and thus
delve into the world of inventing new
gadgets for their own use.
Gadget crafting follows the
normal steps for crafting, as
detailed earlier in this chapter.
GADGET TEMPLATES
NAME COST RARITY ENC CHECK TIME EFFECT EXAMPLES
Simple Tool 50 1 4 Easy (d) 2 hours Choose a General Climbing Gear,
Mechanics check skill, the tool allows Tool Kit
the character to
make checks with the
skill. At the GM's
discretion this tool
counts as the right
tool for the job.
Specialist 200 4 8 Average (dd) 10 Choose a General First Aid Kit,
Tool Mechanics check hours skill. Add automatic Welding Gear
s to checks with that
skill.
Precision 150 5 5 Hard (ddd) 16 Choose a General Surgeon's Kit,
Instrument Mechanics check hours skill. Remove bb Binoculars
from checks with that
skill.
340 CRAFTING
Fallout
CRAFTING 341
GENESYS
342 CRAFTING
Fallout
CRAFTING 343
GENESYS
xx Blast Quality: The weapon gains the Blast 5 quality (or increase its Blast quality by 2).
Concussive Quality: The weapon gains the Concussive 1 quality (can only be selected once).
Integral Attachment: Add +1 Hard Point to the weapon, then install one applicable weapon
attachment that requires 1 or fewer hard points. No check is required to obtain this
attachment, and it costs 0 caps.
t or y Exhausting Effort: Upon completing STEP 3: CONSTRUCTION, the character suffers 3 strain.
Heavy: Increase the weapon's Encumbrance by 1.
Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its
Cumbersome quality by 1).
tt or y Expensive: The weapon has intricate mechanisms that can only be replaced at substantial
cost. Whenever it becomes damaged, the cost to repair the weapon is doubled (can only be
selected once).
Hard to Modify: Increase the difficulty of checks to install attachments to this weapon by 1.
Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.
ttt or y Wear and Tear: The tools the character was using to craft the weapon are worn down or
destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate,
or moderate to major).
Prepare Quality: The weapon gains the Prepare 1 quality (or increase its Prepare quality by 1),
Ammunition-Inefficient: During combat, the GM may make this weapon run out of
ammunition by spending tt, this is in addition to the standard spending of y (can only be
selected once).
Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate
quality by 1).
tttt or y Limited Ammo Quality: This weapon gains the Limited Ammo 3 quality (or decrease its
Limited Ammo quality by 1, to a minimum of 1).
Slow-Firing Quality: The weapon gains the Slow-Firing 1 quality (or increase its Slow-
Firing quality by 1).
yy Dangerously Volatile: The GM may spend y from any combat check made with this
weapon to have it explode. The weapon is destroyed, and the character holding it and
each Engaged character suffers 10 damage (can only be selected once).
344 CRAFTING
Fallout
CRAFTING 345
GENESYS
Abilities: Metal Body (robots increase their Abilities: Defensive 1 (increase the Defense Rating
Soak value by 1), Robot (does not need to breathe, of the robot by 1), Metal Body 3 (robots increase
eat, or drink, and can survive in vacuum or their Soak value by 3), Robot (does not need to
underwater; immune to poisons or toxins), breathe, eat, or drink, and can survive in vacuum or
Silhouette 0. underwater; immune to poisons or toxins),
Silhouette 1.
LABOR CHASSIS [MINION]
346 CRAFTING
Fallout
CRAFTING 347
GENESYS
NAVIGATION DIRECTIONS
Navigation can be dangerous and tedious
to many, and the risks of failure are often
staggering. Many pilots or drivers prefer to
hand over the reins to a trusty machine.
Skills: Driving 1, Computers 1, Piloting 1.
If the robot is a minion, add these skills to
its group skills instead.
Talents: Technical Aptitude 1
(computer-related tasks take 25% less
348 CRAFTING
Fallout
CRAFTING 349
GENESYS
350 CRAFTING
CONFLICT AND
COMBAT
GENESYS
RADIATION
RATING RESILIENCE DIFFICULTY EXAMPLES
1-2 Average (dd) An open barrel of radioactive waste, a cracked reactor in a car or
motorcycle, irradiated plantlife, immersion in most large bodies of
natural water, consuming lightly irradiated food or water.
3-5 Hard (ddd) Area near detonation of a small reactor (Silhouette 1-2), multiple open
barrels of radioactive waste, consuming heavily irradiated food.
6-9 Daunting (dddd) A vast toxic spill covering a wide area, the area near a recent
detonation of a large reactor (Silhouette 3-4).
10+ Formidable (ddddd) Area after a nuclear detonation (atomic weapon or Silhouette 5+
reactor), being in a nuclear reactor, being immersed in radioactive
waste.
ADVERSARIES
The Wasteland is a vast, unbelievably varied place.
There are a wide variety of hazards and dangers to
RIVALS
be found out in the wastelands. Mutated creatures, Rivals are more dangerous than minions but still
robot constructs, things that were once human, and inferior to most Player Characters. Rivals are very
even aliens from other worlds. Sometimes the most similar to Player Characters in many respects, being
dangerous opponent one can face in the Wasteland generally more innately gifted and better trained
are the desperate fellow humans who prey on the than minions. They possess skills and operate
weak or are merely trying to survive. individually rather than in groups. They are generally
There are three different levels of opponents and less skilled than the PCs, and seldom possess more
allies that characters will readily encounter in the than 2 ranks in any one skill.
Wasteland, with different levels of threat posed to The rules for rivals are detailed in depth on page
the average group of wanderers. Although some 132 in the GENESYS core rulebook.
variation is to be expected, the broad categories are
minions, rivals, and nemeses. NEMESES
The nemesis is the opposite number of the Player
MINIONS Character. They are identical to PCs in
Minions are the most common NPCs virtually every respect, and may, in fact,
be more powerful; this is necessary to
encountered in the Fallout world.
ensure that they are able to pose a
These are nameless individuals who
threat to an entire party. Nemeses
provide the muscle to flesh out
frequently possess a number of
encounters. Their only real threat
talents, have high characteristics
is in numbers, and a minion is not
and skills, and wield
expected to stand toe-to-
equipment that rivals the
toe with a Player Character.
gear of even the most well-
Minions are typically not
supplied of parties.
real threats when
Nemeses suffer Strain and
encountered alone.
Wounds normally and do
Unfortunately, they are
not have any special rules governing
almost never encountered alone, as they
their operations.
tend to operate in small groups to increase their
effectiveness. Minions will rarely be more than a
minor obstacle to most parties of Player Characters, CUSTOMIZING ENCOUNTERS
a delaying tactic that can stand The creatures and adversaries that roam the
in the way of achieving a goal that a more powerful Wasteland are constructed with the use of the
enemy wishes to see prevented. Minions also tend adversary building rules detailed on pages 202 to
to have lower wound thresholds than other NPCs, 203 in the GENESYS core rulebook.
making it very likely that they'll drop in one or two The adversaries listed in this chapter are open to
hits. interpretation by the GM and the GM should feel free
GMs can use minions as adversaries, either as to modify and adjust the stats and abilities of these
individuals or in groups. However, unless the minion creatures as warranted by his campaign and
has relevant characteristics of 3 or higher, individual individual combat situations. Remember, the
minions are more likely to fail than succeed on all adversaries presented here are intended as a basis
but the simplest combat checks. GMs should only for encounters at the fingertips of the GM – ready
use minions in this fashion if they wish to pit the for tweaking and customizing. Provided that you
PCs against an easy combat challenge. The more make changes to adversaries of the same type from
typical way to use minions involves deploying them time to time ensures that the player's will be kept on
in groups, as described on page 132 in the GENESYS the edge of their seats and not running the
core rulebook. encounter on autopilot as they know the type of
opponent from a former encounter.
354 ADVERSARIES
GENESYS
Certain creatures are created by adding a TYPE: If the creature is a minion it becomes a
template to an existing creature. A templated rival; if it is a rival, it becomes a nemesis.
creature can represent a freak of nature, the SIZE: Same as base creature.
individual creation of a single experimenter, or the WOUND THRESHOLD: Increase Wound threshold
first generation of offspring from parents of by 10 (if becoming nemesis, add Strain threshold
different species. equal to the creature's Wound threshold prior to the
A template’s description provides a set of 10 points Wound increase).
instructions for altering an existing creature, known CHARACTERISTICS: +1 Brawn.
as the base creature. The changes that a template
SKILLS: Increase one combat skill by 1 rank.
might cause to each line of a creature ’s statistics
block are discussed below. For clarity, the entry for TALENTS: Gain Adversary 1 talent (or increase
a statistic or attribute that is not changed is existing Adversary talent by 1).
sometimes given as “Same as the base creature.” ABILITIES: Gains Rad Immunity.
EQUIPMENT: Increase damage of natural attacks
TYPE: Templates may change the creature’s type by 1. Natural attacks gain Rad 2 quality (or increase
from minion to rival, or from rival to nemesis. existing Rad quality by 2).
SIZE: A template may have a change to the
creature's Silhuette. If so, it is listed here. IRRADIATED
WOUND THRESHOLD: A templates may change Irradiated creatures have been exposed to an
the Wound (and Strain) threshold a creature has. unhealthy amount of radiation, but pales in
CHARACTERISTICS: If a template changes one or comparison to a glowing creature. An irradiated
more characteristics, these changes are noted here. creature looks unhealthy and has a pale sheen to it
SKILLS: Some templates provide a creature with and often appear to have distorted features.
new and additional skills, these changes are listed
here. If the creature already posses the skill prior to TYPE: Same as base creature.
having the template added, increase the existing
SIZE: Same as base creature.
skill by 1 rank.
WOUND THRESHOLD: Increase Wound threshold
TALENTS: Some templates grant one or more
by 4.
bonus talents to the creature. Such talents are
CHARACTERISTICS: No changes.
listed here. If the talent is ranked and the creature
already have the talent before adding the template, SKILLS: Increase one combat skill by 1 rank.
simply increase its rank by the listed number once Increase one general skill by 1 rank.
the template is inherited. TALENTS: Gain the Durable 1 talent (or increase
ABILITIES: Certain templates grant unique abilities existing Durable talent by 1).
to the creature once the template is added. These ABILITIES: Same as base creature.
abilities are listed here. EQUIPMENT: The creature's natural attack gain
EQUIPMENT: A template can bring changes to the Rad 1 quality (or increase existing Rad quality by 1).
attacks that the creature utilizes. If so, these are
listed here.
LEGENDARY
A legendary creature is exactly that – legendary. It
GLOWING is a specimen of its kind that is truly unique in every
Some creatures have been exposed to prolonged aspect, where evolution has combined the best and
radiation that their bodies have absorbed the finest of each aspect that is attritubted to the
radiation and physically changed their bodies. The creature and then boosted them beyond normal
levels of radiation are so extreme that the creature ranges. Thus, legendary creatures are stronger,
has become flourescent and glows an unhealthy faster and smarter than their ordinary brethren.
ghostly hue in darkness. Its body has also Legendary creatures are always bigger in size
undergone strange mutations, often leaving the compared to a normal variant of the same species.
creature to resemble a husk of its former self. The It is essential to keep in mind that the legendary
radiation leaves this creature extreme dangerous to template should not be used without putting
its immediate area as its body gives off radiation serious consideration into it. This template makes
355 ADVERSARIES
Fallout
for unique creatures that should not be seen six basic characteristics.
running around the Wasteland in great numbers. So SOAK/DEFENSE AND THRESHOLDS: These are the
use this template scarcely for truly unique adversary's Soak, its Defense (listed in both Melee
adversaries to roam the Wasteland. and Ranged values), and its Wound and Strain
thresholds. Only adversaries of the nemesis type
TYPE: A legendary template makes a creature have listed Strain thresholds. In case of a GM
become a nemesis. wishing to give a rival a Strain threshold, it should
have the same value as the listed Wound threshold.
SIZE: Legendary increases the creatures
SKILLS: Skills possessed by the adversary. If the
Silhouette by one.
adversary is a minion, these skills only apply in a
WOUND THRESHOLD: Increase Wound threshold group.
by 20. Add Strain threshold equal to the creature's TALENTS: Talents possessed by the adversary.
Wound threshold prior to the 20 points Wound ABILITIES: These are special abilities that are
increase). not skills or talents.
CHARACTERISTICS: Increase each of the SILHOUETTE: This indicates the given
six characteristics by 1 point, though no Silhouette of the individual adversary.
characteristic may be increased EQUIPMENT: This is the adversary's
beyond 5. However, the Brawn worn and carried gear, as well as its
characteristic, however, is natural equipment – which means
increased by 2 points. tooth and nail, essentially. The entry
SKILLS: Add 2 ranks to two combat would only lists important equipment
skills and 2 ranks of Resilience. such as weapons, armor, and vital
Increase 3 general skills by 1 rank pieces of gear. However, GMs are
each. encouraged to add items to adversaries
TALENTS: Gain the Adversary 3 talent (where it makes sense of course, a
(or increase existing Adversary talent by lakelurk would not be carrying armor or
3), Durable 3 talent (or increase existing weaponry, for example), to make for
Durable talent by 3), Enduring 3 talent (or diverse encounters, hence raiders and
increase existing Enduring talent by 3), mutants, for example have no
Feral Strength 4 (or increase existing Feral predetrmined gear listed. The reason for
Strength talent by 4). not including predetermined gear on
ABILITIES: Regeneration (a legendary entries such as raiders and super
creature makes a Simple (-) Resilience mutants is to not have every encounter be
check at the start of each turn to recover a copy of the previous, given the fact that
Wounds. One Wound is recovered for every s the adversary entry comes with a single
on the check). set of default gear. Items such as clothing,
EQUIPMENT: Add Pierce 2 and Vicious 2 to spare change, stimpaks, and so forth are
all natural attacks (or increase existing not listed but are still present if it makes
Pierce and Vicious qualities by 2). sense (and at the GM's discretion). Any
bonuses from equipment would already
have been added to the profile.
ADVERSARY LIST It is important to note that adversaries
do not always follow the same rules that Player
The following is a list of adversaries the Game Characters do. These profiles are generated for
Master can use in his or her Fallout adventures. simplicity and ease of use, so non-essential
These individual adversaries are listed in this information can be omitted. For example, some
chapter by alphabetical order. The entries do not characters in this chapter have equipment
advocate any particular affiliation to a group or exceeding their Encumbrance threshold. However,
gang, but the GM is encouraged to be inventive here they do not suffer from being over-Encumbered. The
for making individual raider gangs or even small equipment they are listed with is to allow them to be
groups of super mutants. Each adversary's profile is diverse enough to be used in many different
also broken down into several sections, as follows: situations.
NAME: The adversary's name or type, plus whether
it is a minion, rival, or nemesis.
DESCRIPTION: A section describing the adversary.
CHARACTERISTICS: The rating of the adversary's
ADVERSARIES 356
GENESYS
357 ADVERSARIES
Fallout
Skulduggery 2, Stealth 2, Vigilance 1. with them for evening out the playing field to their
TALENTS: Durable 1 (reduce the result of all Critical advantage.
Injuries against this target by -10, to a minimum of
1), Stonewall (all Melee and Brawl attacks against
this target has a b, and the abomination cannot be
knocked prone by such an attack).
ABILITIES: None.
SILHOUETTE: 1. SKILLS: Cool 3, Gunnery 3, Knowledge 3,
EQUIPMENT: Slam (Brawl; Damage 5; Leadership 2, Ranged [Light] 3, Piloting 4,
Critical 4; Range [Engaged]). Resilience 1, Skulduggery 2, Vigilance 2.
TALENTS: Adversary 1 (upgrade difficulty of all
combat checks against this target once), Master
ALIEN [NEMESIS] Pilot 2 (once per Turn, suffer two Strain to reduce
The alien is an “common” version of the difficulty of Piloting by 2, to a minimum of Easy
presentation above. Common is used (d)), Skilled Jockey 2 (remove bb from all
loosely here as they are aliens, after Piloting checks).
all. ABILITIES: None.
Aliens are diminutive, SILHOUETTE: 1.
hairless, yellowish-green- EQUIPMENT: Alien Blaster (Ranged
skinned humanoids with [Light]; Damage 5; Critical 4;
short, wiry limbs and Range [Short]; Stun), Space Suit
green blood. Their (+1 Soak).
heads are disproportionately large, with
round, heavy-lidded, solid black eyeballs
with no discernible iris or pupil; a thin, ANGLER
toothless mouth with green tongue, and two
Anglers are mutated amphibian creatures. They
pairs of small holes where ears and nostrils
are usually found living in swamps or rivers where
would be. Aliens have no opposable
lure weed is present, sometimes hiding under the
thumbs, each hand instead having three
surface to ambush prey. The fleshy bioluminescent
long, tentacle-like fingers with large
growth atop its head (called illicium) acts as a
suction cups at each fingertip that allow
camouflage for the predator, effectively disguising
them to manipulate objects. They
it as the surrounding lure weed to fool its prey.
breathe a similar atmosphere to humans, and
They are most likely mutated anglerfish.
subsist mainly on a diet of strange, alien worms and
Mostly they are found hiding among lure weed,
squid.
sometimes with other anglers. Where their antennae
They view other species as laboratory animals,
stick up, looking like a strand of lure weed.
worthy of preservation and storage at best and
vivisection and experimentation at worst. They
speak in their own language of high-pitched ANGLER [RIVAL]
screeches and wails. As such, communication The angler is an aggressive creature with the
between humans and aliens is supposedly ability to absorb the fog and spit it out like a fireball,
impossible. inflicting incendiary damage to any target it is able
They are incredibly advanced in their various to hit. In combat, they often rely on these long
technological fields, capable of spaceflight and ranged attacks, but have been observed to charge at
technological feats equal to, and often beyond, that their prey and use their claws, though often they will
of even the most advanced human pre-War halt mid charge to use their preferred method.
technology. They also possess technologies such as Scientists speculate about the origin of the angler,
long-term cryostasis, powerful rayguns, genetic many believing that it is an angler fish that has
manipulation, teleportation and holograms. mutated from the radiation, though none have been
However, they are totally dependent on technology. able to procure a theory on how it grew arms and
Aliens typically wear spacesuits, the color of the legs.
suit apparently indicating rank, and soldiers
generally carry alien blasters, but may also carry
shock batons, disintegrators and atomizers (see
Equipment chapter). They prefer to attack their foes
in large numbers, and tend to have advanced robots
ADVERSARIES 358
GENESYS
SKILLS: Athletics 2, Brawl 2, Perception 1, Stealth pose a threat to the colony's heart. These soldier
3, Survival 2, Vigilance 1. ants never venture out from the colony, as their sole
TALENTS: Knack For It (remove bb from all purpose is protecting the queen.
Stealth and Vigilance skill checks), Refractor 3
(energy attacks made against the mirelurk suffers a
bbb penalty).
ABILITIES: Amphibious (anglers may breathe
underwater without penalty and never suffer
movement penalties for traveling through SKILLS: Athletics 1, Resilience 3, Survival 2.
water), Poison Immunity (the angler is TALENTS: Adversary 1 (upgrade difficulty of all
immune to all types of poison, toxin combat checks against this target once), Durable
and venom), Rad Immunity (the angler 2 (reduce the result of all Critical Injuries by -20,
is fully immune to Radiation to a minimum of 1), Enduring 2 (increase
damage). Soak Rating by 2).
SILHOUETTE: 1. ABILITIES: Flyer (giant ant queens can fly
EQUIPMENT: Claw (Brawl; (see page 100 of the GENESYS core
Damage 5; Critical 4; Ranged rulebook)).
[Engaged]; Vicious 1), Fireball SILHOUETTE: 3.
(Damage 6; Critical 4; Range EQUIPMENT: Mandibles (Brawl;
[Long]; Blast 6, Burn 2, Damage 7; Critical 4; Ranged
Slow-Firing 1). [Engaged]; Piece 1, Vicious 1), Acidic Spit (Ranged
[Light]; Damage 6; Ranged [Short]; Blast 4, Burn 1).
359 ADVERSARIES
Fallout
worker ants will attack when threatened, combat checks against this target once), Durable 2
but mostly rely on the giant soldier (reduce the result of all Critical Injuries by -20, to a
ants to fullfill their tasks in minimum of 1), Enduring 2 (increase Soak
keeping the colony and the Rating by 2).
hive members safe. ABILITIES: Flyer (giant fire ant queens can fly
However, a giant worker (see page 100 of the GENESYS core
ant's exoskeleton isn't rulebook)), Suited to the Heat (fire ant
particularly hard queens are immune to the effects of fire,
compared to heat and hot environments).
radscorpions. SILHOUETTE: 3.
Their mandibles can cut through most EQUIPMENT: Mandibles (Brawl;
leather and plastic with ease, even snapping bone on Damage 7; Critical 4; Ranged [Engaged], Piece 1,
a lucky bite. Vicious 1), Fire Breath (Ranged [Light]; Damage
8; Ranged [Short]; Blast 6, Burn 2).
ANT, FIRE
It is not known exactly how fire ants came to be in SKILLS: Athletics 2, Perception 1, Resilience
the Wasteland, but they are likely mutated red 3.
imported fire ants. It is possible that their TALENTS: Durable 1 (reduce the result
ability to breathe fire has developed in a of all Critical Injuries by -10, to a
way similar to the fire gecko's ability. minimum of 1), Enduring 2 (increase
Fire ants are large insects, Soak Rating by 2).
covered in a reddish-brown ABILITIES: Suited to the Heat (fire
carapace. They have large ant soldiers are immune to the
mandibles used for defending effects of fire, heat and hot
themselves as well as for environments).
hunting. They also have SILHOUETTE: 2.
the unusual ability of EQUIPMENT: Mandibles (Brawl;
breathing fire. Damage 6; Critical 4; Ranged
[Engaged], Pierce 1), Fire Breath (Ranged [Light],
FIRE ANT QUEEN [NEMESIS] Damage 6; Critical 3; Ranged [Short]; Blast 4, Burn
Easily matching the size of a Nuka-Cola truck, a 1).
fire any queen is a very formidable adversary indeed,
luckily only having the intellect of an insect. FIRE ANT WORKER [MINION]
Despite the fact that the rest of the colony has Fire ant workers are the smaller and weaker of the
gained the ability to spit fire, the queen lacks this fire ant variants. They are responsible for gathering
trait, it uses a ranged acid spitting attack instead. food and taking care of the young of the colony. Fire
ant workers are the backbone for the fire ant
community's infrastructure. However, they will
attack intruders if they are threatened.
ADVERSARIES 360
GENESYS
361 ADVERSARIES
Fallout
and display more aggression combat checks against this target once), Defensive
than their counterparts in other 1 (increase the Defense Rating by 1), Dodge 1 (suffer
Wastelands. Although they 1 Strain to upgrade the difficulty of
generally prefer a longer range all combat checks against this target
to attack from, they will often fly once).
very close to their target, which ABILITIES: Flyer (glowing bloatflies can
usually results in them doing more fly (see page 100 of the GENESYS core
damage. They are almost always rulebook), Rad Immunity (glowing bloatflies are
found in groups, and immune to radiation damage), Radioactive
can become an Deathroes (upon death, the glowing bloatfly will
annoyance due to explode in a radioactive explosion (Damage None;
their evasive movements Critical None; Range [Engaged]; Blast 6, Rad 4))
when aiming at them. SILHOUETTE: 0.
They tend to stay near bodies of EQUIPMENT: Mandibles (Brawl; Damage 5;
water and swamp land, often Critical 4; Ranged [Engaged]; Rad 2).
accompanied by bloodbugs or
stingwings.
BLOODBUG
BLOATFLY [MINION] The bloodbug appears to be a monstrously
These are one of the most common types of enlarged mutated form of mosquito. Likely a
insect one will encounter while traversing byproduct of mutation caused by nuclear fallout;
throughout the endless reaches of the Wasteland. they have grown in size over the time period since
They are usually found in groups of 2 or 3 and will the Great War in a manner similar to radroaches and
only prove a real challenge to the already weakened bloatflies.
or those at an environmental disadvantage. Bloodbugs appear to be roughly two feet in length
from the head to the tip of the abdomen. Bloodbugs
possess muddy brown coloration which allows them
to camouflage effectively into the environment of the
Commonwealth. Like their pre-War ancestors,
bloodbugs possess six long double-jointed limbs,
SKILLS (GROUP ONLY): Brawl 1. one pair of finely-veined wings and a long, pointed
TALENTS: None. proboscis that extends from between two compound
ABILITIES: Flyer (all bloatflies are capable of flying eyes. The proboscis is the bloodbug's primary
(see page 100 of the GENESYS core rulebook), Rad means of assault, sinking it into prey almost like a
Immunity (bloatflies are immune to Radiation syringe and inflicting minor-to-intermediate
damage). radiation poisoning on the victim, as well as sucking
SILHOUETTE: 0. blood from its victim.
EQUIPMENT: Mandibles (Brawl; Damage 4; Critical They can be found in numerous locations
4; Ranged [Engaged]). throughout the Wasteland, though most commonly
found in swamps, marshes, bogs and wetlands. Here
they breed in great numbers and lay a myriad of
GLOWING BLOATFLY [RIVAL] eggs with each breeding cycle.
Glowing bloatflies are a hardier variant whose body Bloodbugs, like bloatflies and radscorpions, have a
emits a green glow caused by massive radiation propensity for swarming tactics. Once they are
exposure. Upon death a glowing Bloatfly will explode alerted to their victim's presence, they will spread
with irradiated matter causing radiation damage to out, surround their prey and attack from multiple
nearby life forms and may even damage and directions. This, coupled with their erratic evasive
irradiate nearby crops giving them a radioactive movement while under fire, their good camouflage
glow. and their slender silhouette, makes it difficult to keep
track of and kill them all before at least some of
them get into melee range. However, should the
majority of the swarm be destroyed before it reaches
its prey, the survivors will often retreat. Usually they
will regroup and attack again, but sometimes they
SKILLS: Brawl 1, Perception 1, Survival 1. will flee for good without returning.
TALENTS: Adversary 1 (upgrade the difficulty of all
ADVERSARIES 362
GENESYS
Bloodbugs are capable of clinging to trees and ordinary attack), Rad Immunity (glowing bloodbugs
structures, as well as walls or the ceiling while are immune to Radiation damage).
indoors and unaware of an enemy's presence. This SILHOUETTE: 0.
can result in a nasty surprise when wanderers enters EQUIPMENT: Proboscis (Brawl; Damage 6; Critical
a seemingly empty room or subway station and 4; Ranged [Engaged]; Pierce 1, Rad 2).
suddenly finds themselves in the middle of an entire
bloodbug swarm.
HATCHLING BLOODBUG [MINION]
A younger variant of the adult bloodbug, their
BLOODBUG [MINION] exoskeleton has not had time to harden to the extent
The most common variant of the bloodbug; the of more mature bloodbugs, thus they are paler and
typical mature form. weaker.
363 ADVERSARIES
Fallout
they produce while they move on the surface, larva may spend additional Maneuvers to move
making them hard to spot when they are about to while underground. Burrow can be performed on any
strike. It is possible to prevent them from bursting natural surface except solid rock, and on concrete.
close to the wanderers after burrowing underground While burrowing, all Perception checks to spot a
by standing on materials other than earth, like rock, bloodworm larva is upgraded twice), Rad Immunity
metal or wood when engaging them. (bloodworm larva are immune to Radiation damage).
They are not usually dangerous, as most of the SILHOUETTE: 0.
bloodworm species possess very low health, but if EQUIPMENT: Bite (Brawl; Damage 4; Critical 5;
found in groups, and allowed to surround the Ranged [Engaged]).
wanderers, they might be a problem.
GLOWING BLOODWORM [RIVAL]
BLOODWORM [MINION] Extremely rarely, luckily, the glowing bloodworm is
The most common variant of the bloodworm; this highly radiated to the extent where it glows. It is
is the typical mature form of the creature. stronger and more resilient than even the adult
bloodworm.
ADVERSARIES 364
GENESYS
brahmin are typically used by caravans, independent TALENTS: Rad Resistant 2 (all brahmin
traders and those simply looking to start a new life. gain bb to resist all types of
Brahmin are also used as cattle and food such as external Radiation sources).
their ancestor, the cow. They, as said above, are ABILITIES: Beast of Burden 12
also used as transportation and to (brahmin of any kind add 12 to
haul heavy loads that could their Encumbrance threshold).
not be otherwise carried. SILHOUETTE: 2.
It is likely that brahmin EQUIPMENT: Trample
developed from certain (Brawl; Damage 5; Critical 5;
pre-War bovine species. Range [Engaged]; Knockdown),
Radiation from nuclear Gore (Brawl; Damage 4; Critical
fallout has caused multiple 4; Range [Engaged]; Pierce 1).
genetic mutations, such as
the growth of several disfigured horns,
disfiguration of the skin, udders and most CAT
notably the growth of a second head. Before the Great War,
Brahmin are the mutated descendants of domestic cats were one of the
pre-War cattle. Through their mutation, most popular household pets owned by humans.
they've attained a second head, abnormal growths, They were known for their companionship and for
eight stomach compartments and two hearts; twice their ability to hunt vermin, such as rodents, snakes,
as many as normal cows. Brahmin bulls have four scorpions, and other household pests. Cats survived
testicles, and the udders of female brahmin have the nuclear holocaust, but were hunted down by the
increased in size. They are of a toasted post-War survivors for their meat and fur. This does
brown/orange color, and attack by head-butting or not mean, however, that cats are extinct. Several
trying to gore someone with their horns. specimens have been spotted around the
Brahmin meat is delicious - if only when compared wastelands, particularly in the Commonwealth. Like
to other post-apocalyptic food. Brahmin are a before the war, cats are usually found in human
source of milk. It has even been said that brahmin settlements or wherever people are living.
milk may help cure radiation sickness. Cats were experimented with by the scientists at
Occasionally, a brahmin is born with a single head Mariposa Military Base and Vault 87. The cats were
- essentially, a regular cow. Ironically, these single- thrown into the FEV vats with humans, dogs and
headed brahmin are considered to be "mutated". other animals, creating centaurs. The Institute was
Brahmin also come in a non-domsticated variety. also known to experiment with cats, as evidenced by
These wild brahmin are undomesticated creatures, the fact that many dead house cats can be found in
who roam the large steppes of in large herds. their FEV labs at their headquarters.
365 ADVERSARIES
Fallout
ADVERSARIES 366
GENESYS
367 ADVERSARIES
Fallout
CENTAUR
In Greek mythology, centaurs were creatures that
were typically half-human, half-horse. The human
part would end at the bottom of the torso, where the Skill: Brawl 1, Cool 1, Ranged [Light] 1, Survival 1.
hindquarters of a horse would begin. TALENTS: Adversary 1 (upgrade all combat checks
Centaurs encountered in New California and the against this target once), Durable 1 (reduce the
Mojave Wasteland were created by the Master. The result of all Critical Injuries by -10, to a minimum of
creation process involved tossing a varied mix of 1), Enduring 1 (increase Soak Rating by 1),
humans, dogs, cats and other types of animals into Feral Strength 1 (adds +1 damage to one hit
a Forced Evolutionary Virus (FEV) vat to be infected of all successful Brawl and Melee checks).
by the virus, and then seeing what mutant chimera ABILITIES: Rad Immunity (centaurs are
emerged as the virus produced rapid and immune to Radiation damage).
unpredictable mutations. The resulting centaurs SILHOUETTE: 1.
can differ quite radically in physical appearance EQUIPMENT: Slam (Brawl;
from one another. However, all known centaurs Damage 4; Critical 4; Range
are somewhat humanoid in appearance. [Engaged]; Vicious 1),
Centaurs encountered on the east coast, like Radioactive Spit (Ranged [Light];
their western Damage None; Range [Short];
counterparts, these Disorient 1, Rad 2).
centaurs were
created by infection
with the FEV along
EVOLVED CENTAUR [NEMESIS]
with the super These centaurs are a bigger and
mutants. Their stronger variant of centaur. Having been
birthplace, like the super mutants, is Vault 87. exposed to much more radiation than regular
Unlike its two-headed cousins in New California, in centaurs, they have significantly more muscle mass
the “ordinary” type of centaur only the human-like as well as thick clusters of tumors growing from
head and torso remain, and the spines on the back their backs.
are replaced by 3 long, tentacle-like tongues. This
variant of centaur also has a ranged attack: a high-
arcing, slow-moving saliva projectile that carries
lethal doses of radiation. Strangely, it is also capable
of igniting lingering gas vapors as well.
Skill: Brawl 3, Cool 1, Ranged [Light] 3, Survival 1,
In close quarters, it utilizes its tongue to whip at
Vigilance 1.
any intruders. Though it doesn't cause much
TALENTS: Adversary 2 (upgrade all combat checks
physical damage, it inflicts a notable amount of
against this target twice), Defensive 1 (increase
ADVERSARIES 368
GENESYS
Defense Rating by 1), Durable 3 (reduce the result of having to effect two individual creatures
all Critical Injuries by -30, to a minimum of 1), simultaneously).
Enduring 2 (increase Soak Rating by 2), Feral SILHOUETTE: 2.
Strength 3 (adds +3 damage to one hit of all EQUIPMENT: Slam (Brawl; Damage 6; Critical 2;
successful Brawl and Melee checks), Iron Body 1 Range [Engaged]; Defensive 1, Vicious 2),
(remove b from Coordination and Resilience Radioactive Spit (Ranged [Light]; Damage None;
checks. The Critical Rating of the centaur's unarmed Range [Short]; Disorient 2, Rad 3).
attacks is reduced by 1).
ABILITIES: Rad Immunity (evolved centaurs are
immune to Radiation damage). COYOTE
SILHOUETTE: 1. Similar to dogs, coyotes do not appear to have
EQUIPMENT: Slam (Brawl; Damage 5; Critical 3; been visibly altered after the Great War, possibly due
Range [Engaged]; Vicious 2), Radioactive Spit to sheltering from radiation. Coyotes are usually
(Ranged [Light]; Damage None; Range [Medium]; found in packs of up to three or four in the more
Disorient 2, Rad 4). desolate areas of the Wasteland, especially in caves
and caverns. They are slightly stronger than dogs.
TWO-HEADED CENTAUR [NEMESIS] Coyotes almost always travel in packs like their
Physically, these centaurs are around the size of a wolf cousins. They have sharp teeth and will
bear, with a large, misshapen torso and six frequently knock a target over, in which they will then
humanoid arms that serve as legs. A cluster of attack the head of their prey.
wriggling fleshy tentacles bloom out from their
underside, scrabbling at the ground around them. ALPHA MALE COYOTE [RIVAL]
Branching from their front halves are a pair of long, Coyote pack alphas watch over the pack and
thick necks, with a canine head on the right and a protect them from dangers that may come their way.
humanoid one on the left. The canine head has a They are the strongest and most durable variant of
thick metal collar around its neck, adorned with coyote.
spikes, not unlike an ordinary dog collar. The two
heads are seemingly aware that they are separate
creatures, as the dog head can be seen trying to
gnaw on the humanoid head.
So far, the two-headed centaurs have only been
encountered on the West Coast, in New California. SKILLS: Athletics 2, Brawl 2, Perception 2,
Vigilance 1.
TALENTS: Swift (the alpha male coyote does not
suffer penalties for moving through difficult terrain
(and may move through difficult terrain at normal
speed without spending additional Maneuvers)).
Skill: Brawl 2, Cool 1, Ranged [Light] 2, Survival 1, ABILITIES: Keen Senses (ignore bb on Perception
Vigilance 2. checks), Pack Tactics (when using the assist
TALENTS: Adversary 2 (upgrade all combat checks Maneuver, alpha male coyotes add bb instead of
against this target twice), Durable 2 (reduce the b).
result of all Critical Injuries by -20, to a minimum of SILHOUETTE: 0.
1), Enduring 2 (increase Soak Rating by 2), Feral EQUIPMENT: Bite (Brawl; Damage 6; Critical 3;
Strength 2 (adds +2 damage to one hit of all Range [Engaged]; Vicious 1).
successful Brawl and Melee checks), Iron Body 2
(remove bb from Coordination and Resilience
checks. The Critical Rating of the centaur's unarmed COYOTE [MINION]
attacks is reduced by 2). Regular coyotes are the most common of the
ABILITIES: Rad Immunity (two-headed centaurs coyote family. They can be found in almost every
are immune to Radiation damage), Two Heads (a corner of the Wasteland.
two-headed centaur can make one additional free
Maneuver per turn, but no more than two Maneuvers
total), Watchful (any effect that blinds, Disorients,
knocks out, or Staggers a two-headed centaur only
takes effect if both heads are affected, effectively
369 ADVERSARIES
Fallout
SKILLS (GROUP ONLY): Athletics 1, Brawl 1, EQUIPMENT: Bite (Brawl; Damage 6; Critical 3;
Perception 1. Range [Engaged]; Vicious 1).
TALENTS: None.
ABILITIES: Keen Senses
(ignore bb on Perception DEATHCLAW
checks), Pack Tactics (when using Originally created before the Great War
the assist Maneuver, coyotes add by the government to replace
bb instead of b). human troops in battle,
SILHOUETTE: 0. deathclaws were derived
EQUIPMENT: Bite (Brawl; from mixed animal stock,
Damage 5; Critical 3; Range primarily from the very
[Engaged]; Vicious 1). common Jackson
Chameleon. They were
COYOTE PUP [MINION] then refined by the Master,
using genetic manipulation
The offspring of a coyote. They are smaller and
and the Forced
weaker than normal coyotes, on par with radroaches
Evolutionary Virus. The
in terms of durability, and are rarely a hassle even
resulting creature is
for low-level characters, however, they generally
incredibly fast and powerful.
stay close to their den mother who is a much
Around 2161, deathclaws were still
larger threat. If the player character gets too
considered mysterious and legendary
close they will attack along with their parents.
creatures to many. They could originally only
be found in the Boneyard at the warehouse, living
with their mother. Later, as the deathclaw population
grew and began to spread across the continent, the
deathclaws stopped being perceived as legendary
SKILLS (GROUP ONLY): Athletics 1. beasts, and started to be seen just as another
TALENTS: None. dangerous creature.
ABILITIES: Keen Senses (ignore bb on Perception Deathclaws have a hunchbacked, bipedal reptilian
checks), Pack Tactics (when using the assist build with long humanoid arms. They stand roughly
Maneuver, coyotes add bb instead of b). nine to ten feet tall, with a thick and resilient hide,
SILHOUETTE: 0. powerful muscles, and twelve-inch-long, razor-
EQUIPMENT: Bite (Brawl; Damage 4; Critical 4; sharp claws that can kill almost any other creature
Range [Engaged]). in only a few swipes; hence their name. They have
an excellent sense of smell and hearing, though their
eyesight is poor. Their build gives them incredible
DEN MOTHER COYOTE [RIVAL] speed, agility and strength in close combat, making
Den mothers stay back to look after the pups while them an extreme threat. Though they were originally
the others are off hunting. They are slightly stronger mutated chameleons, most have lost the ability to
and more durable than normal coyotes. If any change color with their moods.
danger comes, they will protect their pups with their Deathclaws are very aggressive, territorial, and
lives. carnivorous. They typically live in small packs of
around eight to twenty members led by an alpha
male, who is the only one allowed to mate with the
females. Deathclaws are oviparous, with the eggs
typically laid in dark, sheltered locations and fiercely
guarded by their mother. Young deathclaws reach
SKILLS: Athletics 2, Brawl 1, Perception 1, maturity under the care of their parents, following
Vigilance 2. them closely until they are old enough to fend for
TALENTS: None. themselves.
ABILITIES: Keen Senses (ignore bb on Perception Although they do not have vocal cords, they can
checks), Pack Tactics (when using the assist growl and shout, and some seem to be able to mimic
Maneuver, coyote den mothers add bb instead of human speech much the same as a parrot does.
b). However, normal deathclaws aren't intelligent
SILHOUETTE: 0. enough to be capable of real speech.
ADVERSARIES 370
GENESYS
Interestingly, deathclaws do not sharpen their EQUIPMENT: Claw (Brawl; Damage 12, Critical 3;
claws on nearby objects, instead preferring their own Range [Engaged]; Disorient 1, Pierce 3, Vicious 3),
nails to do the sharpening. Bite (Brawl; Damage 10; Critical 2; Range [Engaged];
Deathclaws will commonly attack with both claws, Ensnare 1, Pierce 2, Vicious 2).
or a claw and bite attack. Use the standard rules for
two-weapon fighting when doing so.
DEATHCLAW [NEMESIS]
They are strong, agile predators that will attack a
ALPHA MALE DEATHCLAW [NEMESIS] wanderer on sight. Their long, sharp claws are
The deathclaw alpha male is similar to the capable of inflicting great, oftentimes deadly
standard deathclaw in appearance, but with darker amounts of damage (hence their name).
skin. They are much faster and twice as strong as a
regular deathclaw. They travel in packs with other
deathclaws.
371 ADVERSARIES
Fallout
spines similar to a stegosaurus. They lay their eggs SKILLS: Brawl 1, Perception 1, Resilience 1,
in dark, secluded holes, and protect them fiercely. If Vigilance 1.
anything attacks or even kills one of their babies, TALENTS: Adversary 1 (upgrade all combat checks
deathclaw mothers will go into a blind rage, killing against this target once), Durable 1 (reduce the
everything in sight that isn't a deathclaw. result of Critical Injuries against this target by -10,
to a minimum of 1), Enduring 1 (increase Soak
Rating by 1), Knockdown (may use x on combat
checks to knock a target prone).
ABILITIES: Keen Senses (ignore bb on Perception
checks), Rad Immunity (young deathclaws are
SKILLS: Brawl 4, Perception 2, Resilience 3, immune to Radiation damage), Terrifying (characters
Survival 1, Vigilance 2. must make a Average (dd) Discipline check upon
TALENTS: Adversary 3 (upgrade all combat checks first sight of a deathclaw or suffer b on all skill
against this target three times), Defensive 2 checks until the end of the encounter).
(increase Defense Rating by 2), Durable (reduce the SILHOUETTE: 1.
result of all Critical Injuries against this target by EQUIPMENT: Claw (Brawl; Damage 6, Critical 3;
-30, to a minimum of 1), Enduring 2 (increase Soak Range [Engaged]; Pierce 3, Vicious 2), Bite (Brawl;
Rating by 2), Frenzied Attack 1 (when making a Damage 4; Critical 4; Range [Engaged]; Ensnare 1,
Brawl combat check, the mother deathclaw may Pierce 2, Vicious 1).
suffer 1 Strain, then upgrade the ability of its combat
check once), Knockdown (may use x on combat
checks to knock a target prone), Lethal Blows 2
(+20% to any Critical Injury rolls made against
DOG
Some dogs have remained domesticated pets, but
opponents), Sweep Attack (the alpha male
many more have turned feral and hunt the dusty
deathclaw can spend x on a successful Brawl
wasteland in packs. The dogs that survived the
check to hit the target as well as anyone Engaged
Great War are a larger, and tougher, breed - now
with the target), Terrifying (characters must make a
almost wolf-sized.
Daunting (dddd) Discipline check upon first sight
Most commonly seen as feral beasts that plague
of a mother deathclaw or having to increase the
the wastes and kill livestock, they are necessary for
difficulty of all skill checks once until the end of the
many struggling wastelanders. There is also the rare
encounter).
cases of domestic breeds that act as companions
ABILITIES: Keen Senses (ignore bb on Perception towards their human counterparts.
checks), Rad Immunity (mother deathclaws are Humans are the only species known to truly tame
immune to Radiation damage), Terrifying (characters and domesticate these canines. Although other
must make a Daunting (dddd) Discipline check types of sub/meta-humans show an interest in
upon first sight of a deathclaw or having to upgrade doing the same, dogs of all types, including feral
the difficulty of all skill checks once until the end of dogs, are well-known to attack or flee from them on
the encounter). sight.
SILHOUETTE: 2. They are fiercely loyal to their owners. Before the
EQUIPMENT: Claw (Brawl; Damage 10, Critical 3; war many of them had fur, but now many of them
Range [Engaged]; Disorient 1, Pierce 3, Vicious 3), have lost it and have begun to look pink. Some
Bite (Brawl; Damage 8; Critical 2; Range [Engaged]; mongrels will attack on sight but can be pacified.
Ensnare 1, Pierce 2, Vicious 2). Through the 200 years since the Great War, dogs
have remained relatively unaltered by radiation.
YOUNG DEATHCLAW [NEMESIS]
These immature deathclaws are about the size of a DOMESTICATED DOG [MINION]
human. Their horns are not fully grown and their Regular dogs with standard statistics and
skin is much lighter than grown deathclaws. This characteristics but no special attributes. Large dogs
makes them easy to pick out among regular don't differ much, aside from being stronger than the
deathclaws. basic variety. The domesticated dogs found across
the Wasteland come in a wide variety of different
species, although they game mechanically share the
same statistics as presented in this particular entry,
for easy referencing.
ADVERSARIES 372
GENESYS
373 ADVERSARIES
Fallout
FLOATER
Floaters are mutant creatures that likely originated FOG CRAWLER
from the FEV-infected flatworms mentioned in the Fog crawlers are predatory shrimp-like creatures
FEV experiment disk. Later, they were further which live at large bodies of water. Fog Crawlers are
enhanced by the Master's experiments. a highly mutated version of the Mantis Shrimp. The
Floaters hover through the air by different types of tail 'fans' on different types of fog
manufacturing and storing crawlers could determine their gender as crayfish
noxious gases in their carry eggs under the tails or as courtship during
flotation bladders. The mating to avoid injury. The existence of the
gasses that allow them to smaller legs (swimmerets) on the underside
float are also highly of the fog crawler are evidence that it is (or
flammable, which makes was) an aquatic crustacean. It should also
them incredibly vulnerable be noted that the chelipeds eventually fused
to fire, but the insulative with the arms, creating two large dagger-like
properties of the gas prevents appendages (chelipeds are the crusher-claws
electrical attacks from of a shrimp, similar to a crab's pincer). It
harming them. While they are not seems that at some point the creature's head had
very intelligent, they move fast and evolved to become separate from the main
can be difficult to kill, especially if a carapace, as well as morphed into a kind of
group of them manages to arrowhead shape for unknown reasons, possibly to
surround anyone unwary. Their be used for attacking. They seem to have eight eyes,
body parts have unique names four in a straight line on
such as “anglions,” each side of the head, with
“ovipositors,” “fore mouths,” and the third from the left being
“float sacs.” the largest. They also seem to
lack any sort of visible mouth. These
FLOATER [RIVAL] creatures are remarkably tough, fast, and quite agile
considering their size. In terms of height, the
Floaters are durable creatures, and move very
average deathclaw stands just shy of a fog crawler.
quickly due to their unique ability to hover. They
often travel in groups with super mutants and
centaurs, and can pose a great threat to anyone FOG CRAWLER [RIVAL]
unprepared for combat. Fog crawlers are still a force to be reckoned with
and should not be approached without proper
equipment. Their high resistances require powerful
weaponry to overcome; shot guns or rifles with high
damage output should be prioritized over rapid-fire
armaments in order to have a better chance at
ADVERSARIES 374
GENESYS
punching through the crawler's heavy armor. water), Poison Immunity (glowing fog crawlers are
immune to all types of poisons, toxins, and venoms),
Rad Immunity (glowing fog crawlers are immune to
Radiation damage).
SILHOUETTE: 2.
EQUIPMENT: Hook (Brawl; Damage 7; Critical 4;
SKILLS: Brawl 2, Perception 1, Vigilance 1. Range [Engaged]; Pierce 2, Rad 2, Sunder, Vicious 1).
TALENTS: Defensive 1
(increase Defense Rating
by 1), Dodge 1 (when GATORCLAW
targeted by a combat They were created using a combination of alligator
check, the fog and Jackson's chameleon genetic material, along
crawler may with brain cells from a super mutant. The gatorclaw
suffer 1 Strain is close in name and appearance to the deathclaw.
and upgrade the combat check Identical in posture and general anatomy to a
once), Enduring 2 (increase Soak deathclaw, gatorclaws have minor external traits
Rating by 2), Uncanny Senses 1 that reflect their alligator genetics. They have an
(add b to Perception checks). elongated, sock-like head and no horns.
ABILITIES: Amphibious (fog Their back and tail are protected by
crawlers can breathe heavy platelike scutes, lined on either
underwater and never side by dull spikes. Their claws are
suffers movement pentalties very short and more robust than their
while moving through water), untampered counterparts. Their skin is a dull
Poison Immunity (fog crawlers forest green, contrasting sharply with their pale
are immune to all types of greyish underbellies. They can sometimes be seen
poisons, toxins and venoms), lying flat in the same manner that alligators do.
Rad Immunity (fog crawlers are immune to Radiation
damage).
SILHOUETTE: 2. GATORCLAW [RIVAL]
EQUIPMENT: Hook (Brawl; Damage 6; Critical 4; The most common and weakest variety of the
Range [Engaged]; Pierce 2, Sunder, Vicious 1). gatorclaw. The gatorclaw shares strong
resemblance to the deathclaw.
GLOWING FOG CRAWLER [NEMESIS]
A step up from the basic variant, glowing fog
crawlers boast increased resistances and hit harder,
especially since their strikes deal additional
Radiation damage. SKILLS: Athletics 1, Brawl 2, Survival 1.
TALENTS: Durable 2 (reduce the result
of all Critical Injuries against
this target by -20, to a
minimum of 1), Enduring 2
(increase Soak Rating by
SKILLS: Brawl 3, Discipline 2, Perception 1, 2).
Vigilance 2. ABILITIES: Rad Immunity (gatorclaws
TALENTS: Adversary 2 (upgrade the difficulty of are immune to Radiation damage).
all combat checks against this target twice), SILHOUETTE: 1.
Dodge 2 (when targeted by a combat check, the EQUIPMENT: Bite/Claw (Brawl; Damage
glowing fog crawler may suffer 2 Strain and 7; Critical 3; Range [Engaged]; Vicious
upgrade the combat check twice), 2).
Enduring 2 (increase Soak Rating
by 2), Uncanny Senses 2 (add
bb to Perception checks).
ABILITIES: Amphibious (glowing fog crawlers
GECKO
Geckos can be found living across the
can breathe underwater and never suffers
entire Mojave Wasteland, with many different
movement pentalties while moving through
species calling the local area their breeding
375 ADVERSARIES
Fallout
grounds. They are said to have been stemmed from minimum of 1).
Fire Root Cavern. ABILITIES: Fire Immunity (a fire gecko is immune
Geckos are reptilian in appearance and sport a to the effects of fire and heat), Pounce (if a golden
pair of frills behind their head. Their eyes generally gecko uses a Maneuver for movement and an Action
have an orange tint, and their body colors differ for attacking, it can pounce its opponent. The fire
greatly based on the individual gecko type. All gecko gains an automatic s and a on its bite
geckos have five fingers, five toes and have kept combat check), Fire Immunity (fire geckos are
their pre-War ability to make chirping sounds in immune to fire damage).
social interactions with each other. Gruff breathing, SILHOUETTE: 1.
squeaking and cooing can be heard from time to EQUIPMENT: Bite (Brawl; Damage 5; Critical 4;
time in gecko-inhabited areas. Like their pre-War Range [Engaged]; Pierce 1), Fire Breath (Ranged
cousins, Geckos lack eyelids and tear-ducts and can [Light], Damage 6; Critical 3; Ranged [Short]; Blast 4,
often be seen using their elongated tongues to lick Burn 1).
at their eyes, clearing away dust and small debris.
Most regular geckos are peaceful, unthreatening
creatures, but if one gecko is attacked, the rest of the
GECKO [MINION]
pack in the area will quickly converge on the Geckos appear in small to large packs depending
attacker, charging quickly with their mouths open the location. They will charge at their prey with their
and rapidly attacking with bites and swipes from mouths open, and attack by biting and with swipes
their clawed hands. from their claws.
Geckos seem to have no strictly hierarchical social
structure, with no apparent leader and everyone
seemingly being equal in the pack.
Some seem to serve as
hunters for the pack. Like
SKILLS (GROUP ONLY): Brawl 1, Stealth 1.
deathclaws, they are
TALENTS: None.
oviparous, with the eggs
ABILITIES: Pounce (if a gecko uses a Maneuver
typically covered by the
for movement and an Action for attacking, it can
father or the mother before
pounce its opponent. The gecko gains an
the hatching and not laid
automatic s and a on its bite combat check).
into a place.
SILHOUETTE: 1.
Normal geckos and
EQUIPMENT: Bite (Brawl;
golden geckos have hides
Damage 4; Critical 3;
that can be turned into all sorts of
Range [Engaged];
useful and attractive clothing
Pierce 1).
items. Dresses, jackets and even
armor can be constructed from
their durable pelts after they've GOLDEN GECKO [RIVAL]
been tanned. A type of gecko with brilliant golden scales.
They can be found around irradiated areas.
FIRE GECKO [RIVAL] Golden geckos have been affected by high
levels of radiation, leading to their larger size
Fire geckos have mottled purple and red hides, and
and unique coloration. In addition, exposure to
prominent spikes on their backs. In addition to their
radiation has caused their attacks to inflict
bite and claw attacks, they have the ability to
significant amounts of radiation damage.
breathe fire. They can mainly be found in and around
mountainous areas and caves.
ADVERSARIES 376
GENESYS
Maneuver for movement and an Action for attacking, ghouls are not covered in this section, as they fall
it can pounce its opponent. The golden gecko gains under the character creation rules, as detailed on
an automatic s and a on its bite combat check), page 74.
Rad Immunity (golden geckos are immune to
Radiation damage).
SILHOUETTE: 1.
FERAL GHOUL [MINION]
Ghouls are former humans who have become
EQUIPMENT: Bite (Brawl; Damage 6; Critical 3;
horribly irradiated by the radioactive fallout covering
Range [Engaged]; Pierce 1, Rad 1, Vicious 2).
the wasteland from the Great War. Many ghouls are
pre-War humans who survived the initial nuclear
GREEN GECKO [RIVAL] bombardment during the Great War. Becoming
Green geckos are easily recognized for their permanently irradiated, they were horribly disfigured
brightly green scales. When attacking from a and their lifespans were increased virtually
distance, they can spit several far-reaching but indefinitely. In most cases, exposure to radiation in
slow-moving globs of poisonous saliva, somewhat the post-War Commonwealth wastes degenerated
resembling the radioactive spit attack that centaurs their brains, causing them to lose their higher
use. Once in contact with an enemy, they will attack cognitive functions, turning them into mindless,
like other types of gecko, by biting and clawing. radiation-resistant cannibals. Due to exposure to
Green geckos are almost always found in packs high levels of radiation, they have lost the ability to
ranging from two to eight. Green geckos are often reason and will become hostile towards everyone
found near waterways and bridges. but their own kind. This has caused much
discrimination towards sane ghouls.
377 ADVERSARIES
Fallout
ADVERSARIES 378
GENESYS
379 ADVERSARIES
Fallout
SKILLS: Brawl 1, Cool 1, Melee 2, Resilience 1. SKILLS: Brawl 2, Coercion 1, Cool 1, Melee 2,
TALENTS: Berserk (once per encounter, the raider Ranged [Heavy] 2, Ranged [Light] 2, Streetwise 1,
psycho adds s and aa to all Melee combat Vigilance 1.
checks. However, opponents add s to all combat TALENTS: Adversary 1 (upgrade all combat checks
checks against the raider psycho. While berserk, against this target once), Conditioned 1 (remove b
cannot make ranged combat checks. At the end of from Athletics and Coordination checks. Reduces
encouter, suffers 6 Strain), Lethal Blows 1 (+10% to the Wounds and Strain suffered from falling by 1),
any Critical Injury rolls made against opponents). Lethal Blows 1 (+10% to any Critical Injury rolls
ABILITIES: None. made against opponents), Quick Draw (draw or
SILHOUETTE: 1. holster weapon or item as an Incidental).
EQUIPMENT: By weapon and armor type. ABILITIES: None.
SILHOUETTE: 1.
EQUIPMENT: By weapon and armor type.
RAIDER SCUM [MINION]
Raider scum are little more than raiders with
slightly beefed up stats. They usually are armed with
pipe weapons and crudely made welded armor, and
LAKELURK
also leather armor. The armor they equip may also Lakelurks are mutated snapping turtles that live
have a few low level upgrades on them. around aquatic areas like Lake Mead. They attack by
using shrieking sonic pulse waves to stun enemies,
then rip them apart using their claws. They are
fiercely territorial and extremely aggressive,
attacking almost anything that comes near them or
their nests. They are usually found in small groups
SKILLS (GROUP ONLY): Brawl 1, Melee 1, Ranged of two to three, though can occasionally be found in
[Light] 1, Resilience 1. larger groups comprised of around five to
TALENTS: Quick Strike 1 (add b to any combat eight. They have a high Perception,
check made against any targets that have not yet which makes them very quick to find
taken their turn in the current encounter). potential prey within their immediate
ABILITIES: None. area.
SILHOUETTE: 1. Lakelurks have two sets of
EQUIPMENT: By weapon and armor type. teeth; a set similar to human
teeth and another set of teeth
in front of those, similar to
RAIDER VETERAN [RIVAL] those of a piranha.
Raider veterans are battle-hardened Lakelurk bodies will
warriors. They are among the not float when
toughest raiders. These veterans killed in water,
are raiders who have managed to rather they sink.
survive the perils of the wasteland Lakelurks lay
for the longest amount of time. eggs, which they
Given the dangers associated are highly
with the profession, it should protective off. It
come as no surprise that these is said that these
enemies can pose quite a challenge. Armed with eggs make for great omelets; the
military grade weapons such as combat rifles, trick is to get to them first as one
assault rifles, and on occasion laser weapons. would have to fend off scores of
These enemies are further bolstered by a high lakelurks to get to them.
health pool and segments of combat armor.
LAKELURK [RIVAL]
The standard lakelurk with all
ADVERSARIES 380
GENESYS
MANTIS, GIANT
Giant mantises are mutated praying mantises
created by the horticultural experiments that took
SKILLS: Brawl 2, Perception 2, Ranged [Light] 1, place in Vault 22. They have since escaped from the
Stealth 2, Survival 1, Vigilance 1. vault and have spread into the Wasteland. Compared
TALENTS: Defensive 1 (increase Defense Rating by to other mutant creatures, they are genetically more
1), Knack For It (remove bb from all Perception and similar to the original specimen, albeit much larger.
Stealth skill checks). Mantises are significantly smaller than humans, but
ABILITIES: Amphibious (a lakelurk may breathe have an incredibly powerful attack and almost
underwater without penalty, and never suffers always attack in swarms.
movement penalties for moving through water). If a mantis antenna becomes crippled, it will
SILHOUETTE: 1. become frenzied and the mantis will begin to attack
EQUIPMENT: Claw (Brawl; Damage 7; Critical 4; anything within reach.
Range [Engaged]; Vicious 2), Sonic Pulse (Ranged
[Light]; Damage 6; Critical 4; Range [Short]; Disorient
2). FEMALE GIANT MANTIS [RIVAL]
The giant mantis female is larger and more
powerful than the normal giant mantis. The females
LAKELURK KING [NEMESIS] produce the mantis eggs.
The lakelurk king is a stronger variation of the
standard lakelurk. While visually similar, the king has
slightly glowing eyes, fins, claws, and other
protrusions. Also of note is the apparent light
coloration resembling "body paint" on its chest and
back. SKILLS: Athletics 3, Brawl 2, Coordination 2,
Perception 3, Vigilance 2.
TALENTS: Conditioned 1 (remove b from Athletics
and Coordination checks. Reduce Wounds and
Strain suffered from falling by 1), Enduring 1
(increase Soak Rating by 1), Jump Up (the female
SKILLS: Brawl 3, Cool 1, Discipline 1, Perception 3, giant mantis may stand up from prone as an
Ranged [Light] 2, Stealth 1, Survival 2, Incidental), Swift (the female giant mantis does not
Vigilance 2. suffer penalties for moving through difficult terrain
TALENTS: Adversary 1 (upgrade all (it may move through difficult terrain at normal
combat checks against this target once), speed without spending additional Maneuvers)).
Defensive 1 (increase Defense Rating by ABILITIES: Agile Jumper (female giant mantis can
1), Enduring 1 (increase Soak jump quite well and can move equivalent of having
Rating by 1), Knack For It (remove used two Maneuvers of movement on a single jump),
bb from all Perception Poison Immunity (the female giant mantis is fully
and Stealth skill checks), immune to all manner of poisons, toxins
Natural (once per and venoms).
session reroll one SILHOUETTE: 1.
Brawl and one Stealth EQUIPMENT: Piercing Leg
check). (Brawl; Damage 5; Critical
ABILITIES: 3; Range [Engaged];
Amphibious (a lakelurk king may Pierce 2, Vicious 1).
breathe underwater without penalty,
and never suffers movement penalties
for moving through water). GIANT MANTIS [MINION]
EQUIPMENT: Claw (Brawl; Damage 7; Critical 4; This variant is the standard giant
Range [Engaged]; Vicious 2), Savage Bite (Brawl; mantis. They can be found in
Damage 8; Critical 3; Range [Engaged]; Pierce 3, groups or scattered around these
Vicious 3); Sonic Pulse (Ranged [Light]; Damage 8; areas when encountered. This variant also
381 ADVERSARIES
Fallout
ADVERSARIES 382
GENESYS
383 ADVERSARIES
Fallout
separate species, living in some sort of symbiosis occasionally eject a barrage of eggs that spawn a
with the thick-shelled mirelurks. wave of hatchlings.
Unlike the other mirelurks, they have a ranged
sonic projectile attack that is particularly effective at
rendering the opponent disoriented.
ADVERSARIES 384
GENESYS
them as pets.
According to some report, naked mole rats most
closely resemble a Heterocephalus glaber, also
known as the sand puppy or desert mole rats. Their
enlargement is due to heavy radiation exposure.
SKILLS: Brawl 2, Perception 1, Stealth 1, While larger than their ancestors, the naked mole
Survival 1, Vigilance 1. rats have similarly low brain function,
TALENTS: Adversary 1 (upgrade all possibly due to an exceedingly tiny brain
combat checks against this target organ. Their incisors show increased
once), Defensive 2 (increase the enamel and dentin growth, making
Defense Rating by 2), Durable 2 them razor sharp. In addition, the
(reduce the result of all Critical naked mole rats have extremely
Injuries against this target by low levels of Substance P which
-20, to a minimum of 1), results in an incredible pain
Enduring 4 (increase Soak Rating tolerance.
by 4), Frenzied Attack 1 (suffer 1 Strain
and upgrade Melee or Brawl attack
once), Knack For It (remove bb MOLE RAT [MINION]
from Perception and Stealth Mole rats have sharp claws
checks), Parry 2 (take 3 and even sharper tusks that
Strain to reduce Melee they use to tear great chunks
damage taken by 5, of flesh from their prey. Mole rats are
before applying Soak), either huge rats or the result of gene-
Refractor 2 (energy splicing Kodiak bears with maladjusted
attacks made against the lab rats. Fortunately, they seldom run in
nukalurk suffers a bb penalty). packs larger than a half dozen or so.
ABILITIES: Amphibious (a nukalurk can breathe Mole rats range in size depending on the type
underwater, and is capable of breathing out of water being fought. They range in size from a house cat up
for 1 hour, and never suffers movement penalties for to a large dog and possibly bigger. They have a bald,
moving through water), Rad Immunity (nukalurks are pink appearance, with large front teeth and small
immune to Radiation damage), Tough Shell (an eyes. They are highly territorial and will attack
attacker may take the aim at specific part of the anything entering their territory. They are
target Maneuver to target the face of the nukalurk; surprisingly fast and will attack with a jumping
this will lower the nukalurk’s Soak by 2 for one hit of lunge.
that combat check).
SILHOUETTE: 2.
EQUIPMENT: Pincer (Brawl; Damage 6; Critical 3;
Range [Engaged]; Pierce 2, Rad 1).
SKILLS (GROUP ONLY): Brawl 1, Perception 1,
MOLE RAT Survival 1.
TALENTS: None.
Mole rats are mutated rodents that are much larger ABILITIES: Burrow (may take a Maneuver to
than their pre-War cousins. They have burrow underground, gaining total cover and
survived as a species by burrowing concealment from all attackers. While
underground where the soil protected burrowed, the mole rat may spend
them from direct nuclear additional Maneuvers to move
explosions. However, they still while underground. Burrow
were greatly mutated by the can be performed on
subsequent fallout, any natural surface
increasing their size as except solid rock,
well as their and on concrete),
viciousness. A few Groundburst (may
people in the wastes burst out from being
have even been known burrowed underground
to train them and keep as an Incidental, gaining b
385 ADVERSARIES
Fallout
to combat checks against one opponent until the EQUIPMENT: Bite (Brawl; Damage 5; Critical 4;
end of the current turn), Rad Immunity (mole rats are Range [Engaged]; Pierce 1, Poison).
immune to Radiation damage).
SILHOUETTE: 0.
EQUIPMENT: Bite (Brawl; Damage 6; Critical 4;
NIGHT STALKER DEN MOTHER [RIVAL]
Range [Engaged]; Pierce 2, Sunder). In some night stalker nests, such as Morning Star
Cavern, the pack will be led by a den mother, a
slightly larger female night stalker who looks after
NIGHTSTALKER the young, and has a much stronger attack than
standard night stalkers. If her young are harmed, she
Night stalkers are the creations of Dr. Borous in the may go into a frenzy similar to that of the deathclaw
Z-9 Crotalus DNA preservation lab of the Big MT, and mother.
are genetic hybrids of rattlesnake and coyote DNA.
They growl, howl, and whimper like regular coyotes,
but hiss, rattle, and inject venom into their prey like
snakes. Their bodies are mostly dog-like, covered in
a combination of fur and scales. Their heads and
tails, however, are more like that of a rattlesnake, SKILLS: Brawl 1, Cool 1, Perception 1, Resilience 2,
including fangs and a forked tongue. Night stalkers' Stealth 2, Vigilance 2.
right eyes are blue with a round pupil, while their left TALENTS: Lethal Blows 1 (+10% to any Critical
eyes are yellow with an elliptical pupil, like a Injury rolls made against opponents), Stalker 1 (the
rattlesnake's. They lay eggs, like a snake, which can night stalker adds b to all Coordination
be used to prepare Mushroom and Stealth checks).
Cloud. Their blood is also used ABILITIES: Night Stalker Poison
as an ingredient in antivenom (on a successful bite attack
and hydra. with aa, a nightstalker
Night stalkers nest in caves injects poison
across the Wasteland and with its bite.
can be found Anyone bitten by a night stalker must make
both inside the an Hard (ddd) Resilience check or suffer 4
cave or in the points of unsoakable Strain damage, and an
nearby area. automatic f to all Brawn and Agility
based checks until the end of the
NIGHT STALKER [RIVAL] encounter. The effects of the poison stack
Night stalkers are the size of coyotes with a canine cumulative), Night Vision (a night stalker suffers no
body and the head and tail of a rattlesnake. Night Perception penalties in darkness), Protective of the
stalkers nest and hunt in packs and are found in or Young (once an offspring is injured, the night stalker
near their cave nests. den mother adds an automatic s and aa to all
her Brawl checks, but opponents add s to any
combat check made against the den mother. This
effect lasts until the end of the encounter, or until the
night stalker den mother is incapacitated).
SILHOUETTE: 0.
SKILLS: Brawl 1, Perception 1, Resilience 2, Stealth EQUIPMENT: Bite (Brawl; Damage 6; Critical 3;
3, Vigilance 2. Range [Engaged]; Pierce 1, Poison).
TALENTS: Stalker 2 (the night stalker adds bb to
all Coordination and Stealth checks).
ABILITIES: Night Stalker Poison (on a successful RAD-RAT
bite attack with aa, a nightstalker injects poison Once regular pesty rats before the war, the North
with its bite. Anyone bitten by a night stalker must American rat population was tainted by the
make an Average (dd) Resilience check or suffer radioactive fallout from the onslaught of atomic
an automatic f to all Brawn and Agility based warfare. Rad-rats are much bigger than their pre-
checks until the end of the encounter. The effects of War cousins. They have large teeth and pearl-like
the poison stack cumulative), Night Vision (a night eyes. Their bite and their scratch inflict Radiation
stalker suffers no Perception penalties in darkness). damage.
SILHOUETTE: 0. Rad-rats, much like their pre-War counterparts, are
ADVERSARIES 386
GENESYS
small rodents, although slightly larger than their cause them to be a pest in certain Vaults, where they
counterpart due to their extended contact with can often be found in fairly large groups.
radiation. Their fur, like mongrels', has fallen off due Radroaches feed on dead organisms, but they will
to radiation and has left them with wrinkled, tight attack living creatures if isolated. Their numbers are
skin. their greatest advantage.
387 ADVERSARIES
Fallout
ADVERSARIES 388
GENESYS
SKILLS: Brawl 3, Perception 2, Resilience 2, Stealth SKILLS: Brawl 3, Perception 2, Resilience 1, Stealth
3, Vigilance 1. 2, Vigilance 1.
TALENTS: Adversary 2 (upgrade all combat checks TALENTS: Adversary 1 (upgrade the difficulty of all
against this target twice), Defensive 1 (increase the combat checks against this target once), Durable 3
Defense Rating by 1), Durable 2 (reduce the result of (reduce the result of all Critical Injuries against this
all Critical Injuries against this target by -20, to a target by -30, to a minimum of 1), Enduring 2
minimum of 1), Enduring 4 (increase Soak Rating by (increase Soak Rating by 2), Pin (may take Pin
4), Lethal Blows 1 (+10% to any Critical Injury rolls Maneuver, make opposed Athletics check to
made against opponents), Pin (may take Pin Immobilize target until the end of the target's next
Maneuver, make opposed Athletics check to turn. x on this check increase the duration by an
Immobilize target until the end of the target's next additional turn).
turn. x on this check increase the duration by an ABILITIES: Burrow (may take a Maneuver to burrow
389 ADVERSARIES
Fallout
underground, gaining total cover and (radscorpions are immune to radiation damage),
concealment from all attackers. While Venom (by spending aa on its stinger combat
burrowed, the giant radscorpion may check, the radscorpion injects its venom into its
spend additional Maneuvers to prey. Anyone stung must make an Average (dd)
move while underground. Burrow Resilience check. A failed check results in 3 points
can be performed on any natural of unsoakable Strain damage).
surface (except solid rock) and SILHOUETTE: 1.
on concrete), Poison EQUIPMENT: Pincer (Brawl, Damage 6; Critical
Immunity (giant 4; Range [Engaged]; Pierce 1), Stonger
radscorpions are (Brawl; Damage 7; Critical 3; Range
immune to all poisons, [Engaged]; Pierce 2, Prepare 1,
toxins and venoms), Venom).
Rad Immunity (giant
radscorpions are
immune to Radiation
RADSCORPION QUEEN
damage), Venom (by [NEMESIS]
spending aa or x on its An exceedingly rare and
stinger combat check, special kind of radscorpion,
the giant radscorpion the queen is the strongest and
injects venom into its prey. largest variant of radscorpion, not taking into
Creatures struck by the giant consideration the albino and deathskull variants..
radscorpion’s poison stinger must
make an Hard (ddd) Resilience check, failure
means they suffer 4 points of unsoakable Strain and
Wounds).
SILHOUETTE: 2.
EQUIPMENT: Pincer (Brawl, Damage 7; Critical 4; SKILLS: Brawl 3, Perception 2, Resilience 2, Stealth
Range [Engaged]; Knockdown, Pierce 1), Stinger 2, Vigilance 3.
(Brawl; Damage 7; Critical 2; Range [Engaged]; TALENTS: Adversary 2 (upgrade all combat checks
Pierce 2, Prepare 1, Venom). against this target twice), Defensive 1 (increase the
Defense Rating by 1), Durable 3 (reduce the result of
RADSCORPION [RIVAL] all Critical Injuries against this target by -30, to a
minimum of 1), Enduring 3 (increase Soak Rating by
These are the most common variety of
3), Pin (may take Pin Maneuver, make opposed
radscorpion. These poisonous predators seem to
Athletics check to Immobilize target until the end of
possess different speeds, some taking their time and
the target's next turn. x on this check increase the
others bolting at top speed. Their size ranges from
duration by an additional turn).
that of a large dog to that of small livestock.
ABILITIES: Burrow (may take a Maneuver to burrow
underground, gaining total cover and concealment
from all attackers. While burrowed, the radscorpion
queen may spend additional Maneuvers to move
while underground. Burrow can be performed on any
SKILLS: Brawl 2, Perception 1, Resilience 1, Stealth natural surface (except solid rock) and on concrete),
2, Vigilance 1. Poison Immunity (radscorpion queens are immune
TALENTS: Durable 1 (reduce the effect of all Critical to all poisons, toxins and venoms), Rad Immunity
Injuries against this target by -10, to a minimum of (radscorpion queens are immune to Radiation
1), Enduring 1 (increase Soak Rating by 1). damage), Venom (if the radscorpion queen spends
ABILITIES: Burrow (may take a Maneuver to burrow aa or x on its stinger combat check, it injects
underground, gaining total cover and concealment venom into the prey. Anyone stung must make a
from all attackers. While burrowed, the radscorpion Hard (ddd) Resilience check. On a failed check,
may spend additional Maneuvers to move while the creature suffers 5 points of unsoakable Strain
underground. Burrow can be performed on any damage).
natural surface (except solid rock) and on concrete), SILHOUETTE: 2.
Poison Immunity (radscorpions are immune to all EQUIPMENT: Pincer (Brawl, Damage 8; Critical 4;
poisons, toxins and venoms), Rad Immunity Range [Engaged]; Knockdown, Pierce 2), Stinger
ADVERSARIES 390
GENESYS
(Brawl; Damage 8; Critical 2; Range [Engaged]; Robots had been constructed by pre-War society
Pierce 3, Prepare 1, Venom). to fill all niches and occupations. From general-
purpose utility droids to full-fledged military battle
SMALL RADSCORPION [MINION] machines, robots could be found in almost any
environment and function.
The smaller and less common variant of At the time of the Great War, robots were just
radscorpion, these creatures are likely juveniles or a making their appearance in the average suburban
smaller strain of radscorpion, as they are household, but the military still had the largest
encountered both in the company of larger varieties number of active robots. The robots that are still
as well as by themselves. running are found in isolated former
military bases or ones that have been
restored by settlements with the
sophisticated technology needed to keep
them running.
Robots were a common sight in the
SKILLS (GROUP ONLY): Brawl 1, Perception 1,
pre-War America. They served as security,
Stealth 1, Resilience 1.
tour guides, in the military, and even in
TALENTS: Durable 1
residential homes. Robots were
(reduce the result of all
created in a variety of styles and
Critical Injuries against
abilities; some walked, others flew
this target by -10, to a
around on hover jets powered by micro
minimum of 1), Enduring 1 (increase
fusion fuel. Larger robots used multiple fusion
Soak Rating by 2).
cores as power; fusion batteries usually reserved
ABILITIES: Burrow (may take a
for Power Armor operations. Whether they helped in
Maneuver to burrow underground,
hospitals, warfare, construction, or doing yardwork,
gaining total cover and concealment from all
these mechanical marvels where everywhere.
attackers. While burrowed, the small radscorpion
After the War, some robots survived the
may spend additional Maneuvers to move while
devastation and still function. Others have been
underground. Burrow can be performed on any
repaired by skilled salvagers and restored to
natural surface (except solid rock) and on
their original purpose, or pressed into service
concrete), Poison Immunity (small radscorpions
in other areas. Most robots found wandering
are immune to all poisons, toxins and venoms),
the Wastelands do so because of a
Rad Immunity (small radscorpions are immune to
programming error. Some are harmless, while
Radiation damage), Venom (if the small
others will attack anything they come
radscorpion spends aa or x on a
across.
stinger combat check, it injects venom into
the prey. Anyone thus stung must make an
Average (dd) Resilience check. On a ASSAULTRON [NEMESIS]
failure, the creature suffers 2 points of The assaultron robot was
unsoakable Strain damage). constructed by RobCo and sold to
SILHOUETTE: 0. the US Military as a front-line
EQUIPMENT: Pincer (Brawl, wartime combatant. It is
Damage 4; Critical 4; Range fast and deadly at close
[Engaged]), Stinger (Brawl; range, and employs a
Damage 5; Critical 3; Range devastating laser at a distance.
[Engaged]; Pierce 1, Prepare 1, Venom). The dominator variant can enable stealth
technology.
The assaultron's body seems to be
ROBOT modeled after that of a female figure. They
Robots and computers are artificial entities are highly aggressive, fast, and some will
encountered in the Wasteland. attack unrecognized personnel on sight.
A robot is a machine that is capable of The assaultron's face will become
autonomously completing tasks. Depending surrounded with red electric energy when it
upon the robot, these tasks may be simple or is preparing its laser beam attack.
complex, and may require little human Deadly especially for the unprepared, the
intervention or complete oversight. assaultron is among the most fearsome
391 ADVERSARIES
Fallout
robotic enemies in the game. While their usual different robot models. Tankbots usually consist of a
unarmed attacks are already a challenge for some, robobrain torso mounted on a sentry bot's three-
the real danger from these enemies comes from legged chassis and come armed with various heavy
their charged laser weapons. The laser cannon that weapons. Tankbots are based on the sentry bot
doubles as its head can usually disintegrate victims frame and serve as the Mechanist's heaviest
on contact. Making matters worse, dodging the minions. True to their origins, they are among the
weapon can prove difficult, since the size of the laser most resilient automatrons, usually rely on
engulfs anything in front of it. Luckily the charge up devastating long-range firepower to destroy their
for this weapon is long and given away by an targets from afar and erupt in a powerful nuclear
impressive light show coming off the assaultron's detonation when destroyed
face.
ADVERSARIES 392
GENESYS
393 ADVERSARIES
Fallout
ADVERSARIES 394
GENESYS
ABILITIES: Rad Immunity (nukatrons do not take sequences may have been added by RobCo
damage from Radiation), Robot (does not eat, sleep Industries, whereas others were written by robotics
or breathe; immune to toxins and poison). technicians at locations where they are used. When
SILHOUETTE: 1. not in use, a protectron unit is stored in a base pod,
EQUIPMENT: Pincer Claw (Brawl; Damage 5; which charges its battery. The protectron is
Critical 4; Ranged [Engaged]), Nuka Cherry/Cola connected to its base pod via radio uplink, and the
Quantum Blaster (Ranged [Light]; Damage None; pod is in turn connected to a control terminal or a
Critical None; Range [Short]; Ensnare 2). computer system. Protectrons can be customized
via software upgrades to perform specific functions,
PROTECTRON [RIVAL] even outside their purpose.
Protectrons are equipped with a series of three
Created by RobCo, protectron robots were built-in laser emitters, mounted in their right and left
designed (as their name suggests) for protection, “hands,” as well as the glowing dome atop their
although they can also be seen being used in a head.
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, even sexual partners. Typically used
in office settings, a large variety of available SKILLS: Brawl 1, Ranged [Light] 2, Perception 2,
synthetic personalities and programming options Vigilance 2.
made them universally useful. RobCo offered TALENTS: Adversary 1 (upgrade the difficulty
personalities like the R04 V9 "office helper" of all combat checks against this target once),
with the ability to process and track office Enduring 2 (increase the Soak Rating by 2).
protocols and agendas in real time, RobCo ABILITIES: Rad Immunity (protectrons do
RS3 V4.1.6 "utility helper" with automatic not take damage from Radiation), Robot
routine download and pest extermination (does not eat, sleep or breathe; immune to
mode, RobCo RX2 V1.16.4 "vault helper", toxins and poison), Ponderous (cannot
loaded with Vault protocols. Other models spend more than one Maneuver to move
of public service protectrons include each turn).
medics which are outfitted with a SILHOUETTE: 1.
defibrillator, firemen using an internal EQUIPMENT: Integral Laser (Ranged
cryo gun, police officers with electric [Light]; Damage 6; Critical 3; Range
shock and melee capabilities, and [Medium]; Accurate 1), Pincer Claw
even heavy-duty construction (Brawl; Damage 5; Critical 4; Range
workers utilizing internal nail guns. [Engaged]; Pierce 1).
In terms of combat, protectrons
are usually weak and easy to
defeat, because of their weak ROBOBRAIN [RIVAL]
weapons and slow movement speed. Robobrains were created before the
In the Commonwealth, protectrons Great War by General Atomics
are usually found in charging pods International both for the U.S. military and
attached to terminals that must sometimes for the civilian sector. Official government
be hacked to activate them. The terminal records list only chimpanzee brains as
software allows for different "personalities" being used in the robots, but at least some
to be uploaded to the unit, which changes human brains were taken from the bodies
the unit's voice dialogue and weapons of executed criminals. Many of these
loadout. The choices are: Default, Subway criminals were insane, so the resulting
Steward, Construction Worker, Medical robobrains also tended to be unstable,
Responder, Firefighter, and Law Enforcement. despite complete reprogramming via the CODE
Many protectrons in various areas have been technology. Some of these human-robobrains
programmed differently. Other protectrons have even hybrids would try to kill themselves, apparently
been supplied with sophisticated personalities. resenting being made into cyborgs.
A protectron with the basic personality loaded on it A robobrain moves on a tracked chassis (using
can execute “sequences," lists of tasks to complete, dual 40 hydro-processor motors), either on a fixed or
such as patrolling an area for intruders. Some flexible mount. This is attached to a sizable
395 ADVERSARIES
Fallout
cylindrical torso with a hardened glass dome on ABILITIES: Rad Immunity (robobrains do not
top, housing the central processing unit with take damage from Radiation), Robot (does not
the organic brain suspended inside. In eat, sleep or breathe; immune to toxins and
addition, to use consoles, operate levers, or poison).
engage targets with weapons, they have SILHOUETTE: 2.
two flexible manipulators, ending in EQUIPMENT: Pincer Claw (Brawl;
three point claws, on the sides of their Damage 6; Critical 3; Range
torsos. [Engaged]; Pierce 1), Laser
Robobrains were going to be the (Ranged [Light]; Damage 6;
next generation of Critical 3; Range [Medium);
robotic soldier in the Accurate 1).
war against China, but
their production costs
made it difficult to implement their
SECURITRON [NEMESIS]
introduction into the American military. The PDQ-88b securitron (also
The robobrain's organic brain is named the RobCo security model
suspended in pressurized bio med gel 2060-B) is a private security robot
(which is the primary reason the brains created and mass-produced by
can continue to function for several House Industries with the help of
centuries). Any damage to the casing RobCo Industries, and privately
or the brain itself can disrupt the and on a much smaller scale by
robot's brainwaves and damage its neural the Big MT research company, who
connection to the rest of the body, affecting the were primarily attempting to improve the original.
robot's performance. Feeding the organic brain The PDQ-88b securitron is a large, monowheel
information about its surroundings are special robot with a titanium alloy housing, resistant to
sensors (typically with software written in 2076 shrapnel and small arms fire. The PDQ-88b
installed), called Sensors '76. Apart from providing a securitron is heavily-armed: its left arm contains a
real-time high resolution feed of the robot's Glastinghouse X-25 Gatling laser for medium range
surroundings, they are also capable of switching to engagements, while its right arm contains a 9mm
infrared mode, in case the main sensors, for one machinegun for close-range suppression and crowd
reason or another, become useless for operating in control. However, these are only secondary
unlighted areas. weapons; concealed compartments in its shoulders
The manipulators in some robobrain models are contain M-235 missile launchers for long range and
designed to operate regular human weaponry (such surface-to-air engagements and a rapid-fire G-28
as AK-112 assault rifles), while some others have grenade launching system for close range
integrated laser guns (wattage equivalent to AEP7 engagements. The robots also have onboard auto-
laser pistols), supported by integrated mesmetrons. repair systems to repair any damage sustained from
In addition, all robobrains have a built-in voice combat. Thus armed, a securitron can handle nearly
synthesizer. any combat situation.
Berserk Series: The face of the berserk PDQ-88b
securitron unit is a distorted face, similar to the
"angry moon" featured in the film A Trip to the Moon.
The berserk model has the ability to use the rocket
launchers in its shoulders and the laser in its arm,
SKILLS: Brawl 2, Cool 2, Ranged [Light] 3, Vigilance but not the grenade launcher or machine gun.
2.
TALENTS: Adversary 1 (upgrade all combat checks
against this target once), Durable 2 (reduce the
result of all Critical Injuries against this target by
-20, to a minimum of 1), Eagle Eyes (may increase
weapons range band by one (to a maximum of SKILLS: Brawl 2, Cool 1, Gunnery 2, Mechanics 2,
Extreme), Enduring 3 (increase the Soak Rating by 3), Perception 2, Ranged [Heavy] 2, Vigilance 2.
TALENTS: Adversary 2 (upgrade all combat checks
Suppressing Fire 2 (may spend one a on failed
against this target twice), Durable 2 (reduce the
combat check to inflict 1 Strain damage to the
result of all Critical Injuries against this target by
target, to a maximum of 2 Strain at the cost of
-20, to a minimum of 1), Enduring 3 (increase the
aa).
ADVERSARIES 396
GENESYS
Soak Rating by 3), Knack For It (remove explosive weaponry, sentry bots now have powerful
bb from Perception melee attacks and a self-destruct function with
and Vigilance checks), equivalent power to a mini nuke.
Nobody's Fool 1 Some variants appear to have four
(upgrade the legs instead of three.
difficulty of incoming Despite being extremely bulky
Charm, Coercion, or their mobility if anything has
Deception checks once). actually improved; they are capable of
ABILITIES: Rad Immunity moving stunningly fast and traversing
(securitrons do not take extremely rough terrain.
damage from Radiation), In addition; a sentry bot's entire torso is
Robot (does not eat, sleep or capable of rotating independently of its
breathe; immune to toxins legs, functioning akin to a turret and
and poison), Self-Repair (the allowing it to move in one direction while
securitron makes a shooting in a different direction
Mechanics check each turn (potentially against targets directly
to self-repair some of the behind it).
damage it has suffered, the Sentry bots have two arms that end
difficulty of the check is with deadly weapons (a minigun or
dependent on the amount of Gatling laser on the right arm, and a
wounds suffered, as per missile launcher on the left arm), and tripod
Medical Check Difficulty table on page 116 legs with wheels. They also have armored heads.
in the GENESYS core rulebook). They are programmed with an authoritative,
SILHOUETTE: 1. professional military personality, in contrast to the
EQUIPMENT: Pincer Claw (Brawl; Damage 5; "gung-ho," patriotic personality of the Mister Gutsy
Critical 4; Range [Engaged]; Pierce 1), Submachine models.
Gun (Ranged [Heavy]; Damage 5; Critical 3; Range Its successor (manufactured only in limited
[Medium]; Auto-Fire), Grenade Launcher (Ranged amounts) is the bipedal Mark II sentry bot.
[Heavy]; Damage 8; Critical 4; Range [Short]; Blast 6),
Gatling Laser (Gunnery; Damage 12; Critical 3;
Range [Extreme]; Auto-Fire only, Pierce 2, Prepare 1),
Missile Launcher (Gunnery; Damage 20, Critical 2;
Range [Extreme]; Blast 10, Breach 1, Prepare 1,
Limited Ammo 5). SKILLS: Gunnery 2, Perception 1, Resilience
1.
TALENTS: Adversary 2 (upgrade the
SENTRY BOT [NEMESIS] difficulty of all combat checks against
Sentry bots (military serial this target twice), Durable 3
numbers SB-XXXX) are security (reduce the result of all Critical
robots made before the Great Injuries against this target by
War with the express purpose -30, to a minimum of 1),
of participating in the heaviest of Enduring 4 (increase the Soak
firefights during war. Where the Mister Rating by 4), Lethal Blows 2 (+20% to
Gutsy is a hovering platform with any Critical Injury rolls made
modest armor plating, and the against opponents), Swift (the
protectron was originally designed sentry bot does not suffer the
for protecting business premises, penalties for moving through
the sentry bot is a powerhouse, difficult terrain (it moves
equipped with sturdy armor through difficult terrain at
plating, powerful weapons normal speed without
integrated into its chassis spending additional
and high mobility, thanks to Maneuvers), True Aim 1
mecanum wheels mounted (may perform True Aim
on its three legs. Maneuver, upgrade combat
On top of their already check once and adds b).
formidable ballistic and ABILITIES: Explosive Death
397 ADVERSARIES
Fallout
ADVERSARIES 398
GENESYS
TANKBOT [NEMESIS] escape the blast radius. Failure means they take 25
Wound damage and 6 Radiation. This explosion has
Tankbots are based on the sentry bot frame and Breach 2), Rad Immunity (tankbots do not take
serve as heavy servitors. True to their origins, they damage from Radiation), Robot (does not eat,
are among the most resilient automatrons, sleep or breathe; immune to toxins and
usually rely on devastating long-range poison).
firepower to destroy their SILHOUETTE: 2.
targets from afar and erupt in EQUIPMENT: Gatling Laser
a powerful nuclear detonation (Gunnery; Damage 12; Critical
when destroyed. 3; Range [Extreme]; Auto-Fire only,
These automatrons are cobbled Pierce 2, Prepare 1) or Missile
together from a wide variety Launcher (Gunnery; Damage 20,
different robot models. Tankbots Critical 2; Range [Extreme]; Blast 10,
usually consist of a robobrain Breach 1, Prepare 1, Limited Ammo
torso mounted on a sentry bot's 4).
three-legged chassis and
come armed with various
heavy weapons. THINK TANK [RIVAL]
Tankbots were originally A think tank is a unique
meant to help the people brain bot. It consists of a
of the Commonwealth as robotic sphere-shaped body
part of a fleet of robots housing a human brain with
that would defend settlements three monitors attached to the
from various threats. However, a logic error made by robot's chassis, allowing a person to continue living
her robobrain lieutenants led to these robots beyond the lifespan of their biological bodies.
becoming hostile to everyone they encountered, The "Think Tank Project" was a scientific project
unleashing havoc in the area. created in Big MT. The project's purpose was to
preserve the six Big MT executives.
A think tank uses the same principle as a
robobrain: the brain is held inside a hardened glass
container at the top of the robotic body, suspended
in pressurized bio med gel (which can take many
SKILLS: Gunnery 2, Perception 2, Vigilance 1. colors). However, unlike a robobrain, the brain within
TALENTS: Adversary 3 (upgrade combat checks a think tank never had its memory wiped,
against this target twice), Durable 4 (reduce the retaining all memories and emotions it
result of all Critical Injuries against this target by would have had prior to becoming a
-40, to a minimum of 1), Enduring 5 (increase the think tank. The robotic body has
Soak Rating by 5), Lethal Blows 2 (+20% to three monitors protruding
any Critical Injury rolls made against from the robot's chassis.
opponents), Rain of Death (do not increase Two of these monitors depict eyes
the difficulty for using Auto-Fire), and the other depicts a mouth.
Suppressing Fire 2 (may spend one a on In addition to allowing a
failed combat check to inflict 1 Strain person to continue living by
damage to the target, to a maximum of 2 using their brain as a power
Strain at the cost of aa), source, it provides a container
True Aim 1 (may perform and mobile platform so the
True Aim Maneuver, upgrade operating human brain may
combat check once and observe and approach various
adds b). items. Like eyebots, think tanks
ABILITIES: Explosive Death levitate by means of an unknown
(when the tankbot’s wound threshold is propulsion system.
exceeded, it’s fusion cores destabilize and They are able to communicate verbally
explodes at the end of the current turn. due to a voice module which is integrated
Anyone within Short range from the into the robotic chassis and connected to
tankbot at that time must make an Hard the brain. If damaged, the think tank can
(ddd) Athletics check to dive for cover or continue to communicate but only through
399 ADVERSARIES
Fallout
radio waves. Despite not being designed for fighting, vault have spread the fungus as far as Zion Canyon,
they have "an arsenal of vivisectors, brainial beams, where spore carriers pose a problem even in 2281. It
and a rather nasty ray that can make your atoms do seems that the spread of the green fungus happens
a happy dance" for self-defense. over time, as the doctor who first performed an
autopsy noticed nothing wrong externally with the
first infected victim. Upon autopsy, it was discovered
the fungus had manifested throughout the lungs,
explaining the carrier's nasty coughs (noted both in
the Vault 22 and the Zion terminal entries) before
SKILLS: Charm 2, Coercion 2, Deception 2, they succumbed to the fungus.
Leadership 2, Negotiation 2, Perception 2, Vigilance
2.
TALENTS: Congenial 1 (suffer 1 Strain to SPORE CARRIER [MINION]
downgrade any Charm or Negotiations check once), The most common of all spore carriers. They hide
Enduring 1 (increase the Soak Rating by 1), Knack in vegetation and attack anyone tripping over them.
For It (remove bb from Charm and Negotiation If they are not killed quickly, they explode and deal
checks), Nobody's Fool 1 (upgrade the difficulty of large amounts of damage, and giving a large dose of
incoming Charm, Coercion, or Deception checks radiation.
once).
ABILITIES: Hover Jet (ignores difficult terrain), Rad
Immunity (think tanks do not take damage from
Radiation), Robot (does not eat, sleep or breathe;
immune to toxins and poison).
SKILLS (GROUP ONLY): Brawl 1, Stealth 1.
SILHOUETTE: 1.
TALENTS: Durable 1 (reduce the results of all
EQUIPMENT: Gamma Ray (Ranged [Light], Damage
Critical Injuries against this target by -10, to a
4; Critical None; Range [Medium]; Rad 4), Sonic Ray
(Ranged [Light]; Damage 5; Critical 4; Range [Short]; minimum of 1), Knack For It (remove bb from
Disorient 4, Stun Damage). Stealth and Survival).
ABILITIES: Spore Burst (upon the end of the spore
carrier's second turn, if it is not killed by then, it will
SPORE CARRIER explode in a burst of dangerous spores. Anyone
within Engaged range of the spore carrier is
Spore carriers are humans who had been affected by this attack. (Spore Burst;
exposed to the entomopathogenic fungus Damage 5; Critical None; Blast 4, Rad 2).
Beauveria mordicana. Furthermore, anyone in the blast must
Beauveria mordicana was developed make an Average (dd) Resilience check or
before the Great War in the Big MT become infected with spores. A failed
research facility X-22 botanical garden to Resilience check indicates that the
colonize the bodies of common pests. It character loses 1 Wound threshold and
was delivered to Vault 22 as a part of the 1 Strain threshold with each passing 24
Vault Behavioral Project. A report in the hours. If either Wound threshold or
medical wing of Vault 22 states that the Strain threshold reach 0, the
host technically dies once the fungus has character's body succumbs to the
fully colonized the host body, but the fungal fungal infection and the character
colonies continue to animate the dies, and turns into a spore
body. In this manner the fungus carrier. It is possible to
moves amongst more of its prey, alleviate this infection with
occasionally spraying spores in a radius
a Hard (ddd) Medicine
around the host body and infecting all
check).
who come near it. The drawbacks of
SILHOUETTE: 1.
Beauveria mordicana
EQUIPMENT: Claw (Brawl;
include the long time
Damage 4; Critical 4; Range [Engaged]).
required to kill prey, and the
limited effectiveness against nonsocial pests.
The inhabitants of Vault 22 were exposed to SPORE CARRIER BRUTE [RIVAL]
Beauveria mordicana, and those of them who left the Spore carrier brutes are found in the same areas
ADVERSARIES 400
GENESYS
other spore carriers are found, and usually tend to within Engaged range of the spore carrier is affected
act the same. However, brutes tend to be more by this attack. (Spore Burst; Damage 4; Critical
aggressive, and are tougher and larger than regular None; Blast 4, Rad 1). Furthermore, anyone in the
spore carriers. blast must make an Easy (d) Resilience check or
become infected with spores. A failed Resilience
check indicates that the character loses 1 Wound
threshold and 1 Strain threshold with each passing
24 hours. If either Wound threshold or Strain
threshold reach 0, the character's body succumbs to
SKILLS: Brawl 2, Stealth 2, Vigilance 1. the fungal infection and the character dies, and turns
TALENTS: Durable 1 (reduce the results of all into a spore carrier. It is possible to alleviate this
Critical Injuries against this target by -10, to a infection with an Average (dd) Medicine check).
minimum of 1), Knack For It (remove bb from SILHOUETTE: 0.
Stealth and Survival). EQUIPMENT: Claw (Brawl; Damage 4; Critical 4;
ABILITIES: Spore Burst (upon the end of the spore Range [Engaged]).
carrier brute's second turn, if it is not killed by
then, it will explode in a burst of dangerous
spores. Anyone within Engaged range of the SPORE PLANT
spore carrier is affected by this attack.
Spore plants are mutated Venus Flytrap.
(Spore Burst; Damage 6; Critical None;
Before the Great War, they could be found in
Blast 4, Rad 2). Furthermore, anyone in
nitrogen and phosphorus-poor environments
the blast must make a Hard (ddd) and having a trapping structure formed by
Resilience check or become the terminal portion of each of the plant's
infected with spores. A failed leaves prey triggered tiny hairs on
Resilience check indicates their inner surfaces allowed
that the character loses 1 them to feed.
Wound threshold and 1 Strain Semi-intelligent, spore
threshold with each passing plants are violent in nature
24 hours. If either Wound and attack most anyone
threshold or Strain without provocation. They also have an
threshold reach 0, the immunity to poison and radiation.
character's body succumbs to the fungal They have two methods of attacking.
infection and the character dies, and Because of its stationary nature, its most
turns into a spore carrier. It is possible common attack is a spike projectile which it
to alleviate this infection with a spits at its enemies. This projectile has a
Daunting (dddd) Medicine check). very long range and can potentially be
SILHOUETTE: 1. very harmful if exposed to the attack for
EQUIPMENT: Claw (Brawl; Damage 6; too long. If an enemy gets too close, the
Critical 3; Range [Engaged]; Knockdown, mutant plant will lunge at them and bite with its
Vicious 1). thorned maw.
401 ADVERSARIES
Fallout
ADVERSARIES 402
GENESYS
ABILITIES: Flyer (stingwings can fly (see page 100 Rad Immunity (stingwing darters do not take
of the GENESYS core rulebook), Poison (by spending damage from Radiation).
aa or x on its stinger combat check, the SILHOUETTE: 0.
stingwing can inject poison into the prey. Anyone EQUIPMENT: Stinger (Brawl; Damage 6; Critical 2;
stung by the glowing stingwing's stinger must make Range [Engaged]; Pierce 3, Poison).
an Average (dd) Resilience check or suffer an
automatic t to all skill checks for the rest of the
encounter. The effects of the poison stack SUPER MUTANT
cumulatively), Poison Immunity (stingwings are Super mutants are mutated humans, products of
immune to the effects of all poisons, toxins and infection by the Forced Evolutionary Virus (FEV).
venoms), Rad Immunity (stingwings do not take They are much taller, bulkier and muscular than pure
damage from Radiation). strain humans, have (mostly) green, gray, or
SILHOUETTE: 0. yellowish skin, are immune to disease and radiation,
EQUIPMENT: Stinger (Brawl; Damage 5; Critical 2; and are gifted with superhuman strength and
Range [Engaged]; Pierce 2, Poison). endurance. Although they are completely sterile, the
rapid regeneration of their cells caused by FEV
STINGWING DARTER [RIVAL] makes them virtually biologically immortal (but not
immune to death from injury).
A stingwing darter is essentially a faster and
There are three different known sources of super
tougher variant of the ordinary stingwing. Its fast
mutants in the post-War world - Mariposa Military
movement and erractic way of darting about has
Base in New California (on the West Coast), Vault 87
given its telltale name.
in the Capital Wasteland (on the East Coast) and the
FEV labs of the Institute in the Commonwealth (East
Coast). The three populations have separate
histories and origins, and are yet to interact with
each other. While originally the term was only used
SKILLS: Coordination 2, Brawl 1, to refer to the Mariposa stock, the
Perception 1, Vigilance 1. Brotherhood of Steel carried the term
TALENTS: Defensive 2 (increase the with them and applied it to those from
Defense Rating by 2), Side Step Vault 87 upon encountering them.
(suffer 1 Strain to upgrade difficulty
of all ranged combat checks until BEHEMOTH [NEMESIS]
the end of the stingwing darter's Towering above over super
next turn). mutants, at about 20 feet tall, the
ABILITIES: Erratic Mover (the behemoths are the greatest
stingwing darter is allowed to take threat to humanity found
a second free Maneuver without among the super mutants.
suffering Strain), Flyer (stingwing These super mutants are the
darters can fly (see page 100 of oldest and strongest of their
the GENESYS core rulebook), kind. As well as being many
Poison (provided that the times larger than any other
stingwing darter spends aa or humanoid creature, they are
x on its sting combat check, it no longer capable of intelligent
can inject its poison into its speech, due to brain degradation; they
intended target. By doing so, make monstrous roars instead. They
anyone stung by the stingwing are usually armed with an oversized
darter's stinger must make an bludgeoning weapons. Other than that,
Average (dd) Resilience check they also use their enormous fists in
or suffer an automatic t to all fight. Either way, both weapons are
skill checks for the rest of the heavy-hitters, and will cause major
encounter. The effects of the damage against any enemy smaller
poison stack cumulatively), than them.
Poison Immunity (stingwing
darters are immune to the effects
of all poisons, toxins and venoms),
403 ADVERSARIES
Fallout
ADVERSARIES 404
GENESYS
SKILLS: Brawl 1, Coercion 2, Melee 2, Ranged SKILLS (GROUP ONLY): Athletics 1, Brawl 1, Stealth
[Heavy] 2, Resilience 1. 1.
TALENTS: Durable 1 (reduce the result of all Critical TALENTS: None.
Injuries against this target by -10 to a minimum of ABILITIES: None.
1), Feral Strength 2 (adds +2 damage to one hit of all SILHOUETTE: 1.
successful Brawl and Melee checks). EQUIPMENT: Claw (Brawl; Damage 4; Critical 4;
ABILITIES: Forced Evolutionary Virus (reduce the Range [Engaged]).
Encumbrance and Cumbersome value of all wielded
weapons by 1), Rad Immunity (super mutants do not
take damage from Radiation). TUNNELER
SILHOUETTE: 2. The exact origins of the tunnelers is unknown.
EQUIPMENT: By weapon and armor type. However, there are signs that they were created after
the Great War, probably by mutation of an unknown
405 ADVERSARIES
Fallout
ADVERSARIES 406
GENESYS
all Critical Injuries against this target by -40, to a Wolves are one of the very few creatures to have
minimum of 1), Enduring 2 been left largely unaffected by radiation since the
(increase Soak Rating by 2), War. Although they were dying out in North America
Prey On the Weak 2 (+2 before the War, the commonplace
damage on combat checks encounters with them during the
against Disoriented targets), 22nd and 23rd century
Refractor 3 (energy attacks indicates that their species
made against the wanamingo has had plenty of time to
queen suffers a bbb penalty), repopulate; this quite successfully.
Super Slam! (remove one a from
the cost to trigger Knockdown on
Brawl combat checks).
WOLF [MINION]
Wolves are dangerous creatures,
ABILITIES: Berserker (when a
and always travel in large packs of
wanamingo queen suffers one or
their kin. They easily
more Wounds, it deals +2
outmanoeuver their enemies and
damage with all attacks. If Critically
surround them, and lunge at their
Injured, it deals +3 damage with all
prey with sharp claws and
attacks), Fearless (a wanamingo
powerful jaws.
queen is immune to fear from any
source), Rad Immunity (wanamingo queens do not
take damage from Radiation).
SILHOUETTE: 2.
EQUIPMENT: Tentacle (Brawl; Damage 7; Critical 3;
Range [Engaged]; Disorient 2, Linked 1, Rad 2,
Vicious 1), Savage Bite (Brawl; Damage 9; Critical 3; SKILLS (GROUP ONLY): Athletics 1, Brawl 1,
Ranged [Engaged]; Pierce 3, Rad 2, Vicious 3). Perception 1.
TALENTS: None.
WOLF ABILITIES: Pack Tactics (when using the assist
Maneuver, wolves add bb instead of b).
Wolves are canines - much like their successors, SILHOUETTE: 0.
the dogs - which prowl the wastelands much like EQUIPMENT: Bite (Brawl; Damage 5; Critical 3;
they have done since times immemorial. Wolves Range [Engaged]; Vicious 1).
have a long history with mankind, and they are still
rightly feared across the wastes for preying on lone
travelers and exposed livestock. Although it were far YAO GUAI
from common for wolves to attack human beings Yao guai are a species of mutated bears that
before the Great War - much due to mankind's inhabit the Wasteland.
hatred of wolves - the long lack of exposure to The yao guai is a mutated bear of debatable origin
humans the post-apocalyptic world heralded has species in the Wasteland. Possibly mutated
enabled them to move past their instinctive from the black bears native to the region,
fear of human beings. these yao guai are generally
Wolves are quadrupedal larger than their unmutated
canines, much like dogs, and predecessors and are more
travel in large packs. They aggressive. The physical
are substantially larger and build of the Wasteland
stronger than the common variant does not seem to
dog, and are visually very drastically deviate from pre-War bears as much
similar to breeds such as as the yao guai in the Capital Wasteland and
German shepherds or Zion Canyon. Comparatively, they are overall
many sled dogs. less dog-like in their posture and
Individually they pose no movement, sport thicker patches of
major threat to fur, and more body fat. Since
experienced players, but due to their their upper body, chest, and
tendency to travel in large packs with their kin arms are not as massive, the
they can be quite dangerous. Commonwealth yao guai have a more traditional
407 ADVERSARIES
Fallout
ADVERSARIES 408
GENESYS
409 ADVERSARIES
GENESYS
FTAGHN!
Lovecraft's influence spreads wide and far, Byakhee [Rival]
sometimes bluntly obvious and in your face, but Cthonian [Nemesis]
mostly it is subliminal and vague hints towards the Dark Young of Shub-Niggurath [Nemesis]
Mythos can be discerned if one knows what one is Deep One [Rival]
looking for. And there are even cultural references to Dhole [Nemesis]
Lovecraft within the officially publiced Fallout Dimensional Warper [Rival]
computer and console games; such as the Dunwich Elder Thing [Rival]
Building, the Dunwich Borers, Pickmans Gallery, Flying Polyp [Nemesis]
Kingsport Lighthouse, the entire Far Harbor Formless Spawn [Rival]
downloadable contents, the Children of the Atom, Fungi From Yuggoth / Mi-Go [Rival]
Blackhall in Point Lookout and The Astoundingly Great Race of Yith [Nemesis]
Awesome Tales magazines. Gug [Nemesis]
It should be said that the Lovecraft mythology Hound of Tindalos [Rival]
introduces a far more fantastic and supernatural Moon-Beast [Nemesis]
element to the Fallout setting than previously Nightgaunt [Rival]
established. Although aliens are already existing in Servitor of the Outer Gods [Rival]
the Fallout setting, and that alone would justify Shantak [Nemesis]
introducing elements of the Lovecraft mythology. Shoggoth [Nemesis]
Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl Spider of Leng [Rival]
fhtagn, Vault dwellers. Star-Spawn of Cthulhu [Nemesis]
Star Vampire [Rival]
- H.P. Lovecraft
-
411 FTAGHN!
Fallout
ast THE GENESYS™ EDITION dfh
[ SECOND REVISED EDITION ]
This entire book is based on the GENESYS core rules, and requires a
copy of the GENESYS core rulebook in order to be played.
987654321
First Printing: 2018
ISBN: 978-1-01107-197-5