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u/ThunderMateria
u/Mike_R_Phone

V3.0
Chapter 1 Character
1.1 Race
1.2 S.P.E.C.I.A.L.
1.3 Backgrounds
1.4 Skill Scores
1.5 Stats
1.6 Perks

Chapter 2 Gear
2.1 Armor
2.2 Big Guns
2.3 Energy Weapons
2.4 Explosives
2.5 Melee Weapons
2.6 Small Guns
2.7 Unarmed
2.8 Aid
2.9 Chems
2.10 Ammo
2.11 Clothing
2.12 Skill Books

Chapter 3 Rules
3.1 Skill Checks
3.2 Combat
3.3 Conditions
3.4 Power Armor

Chapter 1
What makes YOU Special?
The wasteland can be a treacherous place. That is why it is important to
understand the defining traits that will help you survive. Making it in the
wasteland depends on making the best use of your skills, so play to your
strengths and even YOU can make it.

1
1.1 Races
Assaultron
S.P.E.C.I.A.L.: AGI +2
Speed: 40 ft.
Hit Dice: 1d8
Assaultron Head Laser: You can spend 3 AP to charge your laser. Any time after that you
can spend another 2 AP fire the laser which does 3d10 energy damage, range 40ft. You can
use this ability once per short rest. At 10th level the damage increases to 6d10
Rad Resistance: You have 50 Rad Resist.
Robot Armor: DR 16, ER 16
Subraces:
Gunner: PER +1, Tag Energy Weapons
RobCo: END +1, Tag Sneak

Ghoul
S.P.E.C.I.A.L.: END +2
Speed: 35 ft.
Hit Dice: 1d6
Rad Absorption: Instead of being hurt, you are healed 1d4 every time you take over 30
rads. Add 1d4 for every additional 30 rads. This ability can only activate once per turn.
One of Us: Feral ghouls will not attack you unless you or a person aligned with you
attacks first.
Subraces:
Regular: AGI +1, Tag Unarmed
Glowing One: LCK +1, Tag Speech

2
Human
S.P.E.C.I.A.L.: CHR +2
Speed: 30 ft.
Hit Dice: 1d8
You’re it: You choose any 3 tag skills.
You’re SPECIAL: Pick 2 different S.P.E.C.I.A.L scores to increase by 1 each.

Mr. Handy
S.P.E.C.I.A.L.: INT +2
Speed: 40 ft.
Hit Dice: 1d8
Buzzsaw: Range: 5ft, 2d4 damage, AP Cost 4
Pincer: You have an arm which can interact with objects or hold one handed weapons.
Rad Resistance: You have 50 Rad Resist.
Robot Armor: DR 16, ER 15
Thruster: You hover above the ground; difficult terrain does not affect you.
Subraces:
Mr. Handy: LCK +1, Tag Repair
Flamethrower: Creatures in a 15-foot cone must make an AGI saving throw or
take 2d6 fire (energy) on a failed save or half on a successful one. The DC
for the saving throw is 11 + your Endurance modifier. The damage increases to
3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. You can use this
ability once per short rest.
Mr. Gutsy: END +1, Tag Energy Weapons
You have a built-in energy weapon. At level 11 the Laser upgrades to Plasma.
Laser. Range 30ft, 1d6 Energy damage, 3 AP
Plasma. Range 40ft, 2d6 Energy damage 4 AP
Miss Nanny: CHR +1, Tag Medicine
Medical Assistant. You have an additional pincer intended to help you aid in
medical procedures, although it could be used for weapons or interacting with
objects.

3
Protectron
S.P.E.C.I.A.L.: END +2
Speed: 20 ft.
Hit Dice: 1d12
Rad Resistance: You have 50 Rad Resist
Robot Armor: DR 15, ER 15
Subraces:
Construction: STR +1, Tag Unarmed
Nail Gun: Range 30ft, 1d4 damage, AP cost: 3
Medic: INT +1, Tag Medicine
Defibrillator: Range 5ft, 1d8 energy damage, AP cost: 4
Security: PER +1, Tag Energy Weapons
Laser: Range 30ft, 1d6 Energy damage. AP cost: 3

Robobrain
S.P.E.C.I.A.L.: INT +2
Speed: 20 ft.
Hit Dice: 1d10
Rad Resistance: You have 50 Rad Resist
Body Armor: DR 16, ER 14
Voice Modulator: You can change your voice to another voice you have heard, granting you
+3 to Charisma checks to pass yourself off as someone else. This bonus can not be added if
the person you are imitating is not a Robobrain and the listener can see you.
Subraces:
Think Tank: LCK +1, Tag Science
Thruster: +5 Movement Speed, difficult terrain does not affect you.
Mariposa: STR +1, Tag
Sturdy Treads: Regular difficult terrain does not cost you extra movement, but
you cannot jump, and stairs are treated as difficult terrain for you.
Mesmetron: Once per short rest you can use your Mesmetron against an enemy.
They make an Intelligence Saving throw or become stunned until the end of
their next turn. The DC is equal to 11 + your Intelligence Modifier
4
Securitron
S.P.E.C.I.A.L.: LCK +2
Speed: 35 ft.
Hit Dice: 1d10
Rad Resistance: You have 50 Rad Resist
Robot Armor: DR 17, ER 16
Claws: You can interact with objects but cannot use standard weapons
10mm Submachine Gun: range 30ft, 1d6 damage, AP cost: 3
Gatling Laser: range 40ft, 2d4 energy damage, Spin up, AP cost: 2
Platinum Upgrade: At level 11 you gain a Missile Launcher: Range 120ft, 4d8 explosive
damage, Blast Radius 5ft, AP cost: 6
Subraces:
RobCo: END +1, Tag Science
Independent: CHR +1, Tag Barter

Super Mutant
S.P.E.C.I.A.L.: STR +2, INT -1
Speed: 30 ft.
Hit Dice: 1d12
Rad Immunity: Super Mutants are immune to radiation
Thick Skin: You gain +1 DR and +1 ER. Due to your
physique you cannot wear power armor
Subraces:
East Coast: END +1, Tag Small Guns
West Coast: Remove INT penalty (+0 total), Tag Melee Weapons
Nightkin: AGI +1, Tag Sneak
Stealth Boy: Make a DC 10 addiction save when using a Stealth Boy. Stealth
Boys last twice as long for you.

5
Synth (Gen. 2)
S.P.E.C.I.A.L.: END +1, INT +1
Speed: 30 ft.
Hit Dice: 1d6
Recall Code: You have a recall code which incapacitates you for 1d4 turns.
Rad Resistance: You have 50 Rad Resist
Cyborg Physiology: You are a mix of organic and mechanical components. Both Stimpaks and
Robot Repair Kits affect you, and you receive an additional 1d6 healing from either.
Targeting Sensors: You have advantage on Perception checks to detect a sneaking creature.
Subraces:
Strider: PER +1, Tag Energy Weapons
Overdrive Servos: Your Movement Speed is 35 ft.
Worker: CHR +1, Tag Science OR Barter
Internal Database: Once per day you can reroll any Intelligence-based check.

Synth (Gen. 3)
S.P.E.C.I.A.L.: PER +2
Speed: 30 ft.
Hit Dice: 1d8
Recall Code: You have a recall code which incapacitates you for 1d4 turns.
Memory Backup: You do not need to sleep but must shut down for 4 hours a day to backup
memories to your synth component.
Peak Condition: +1 max AP
Subraces:
Institute: INT +1, Tag Speech
Railroad: AGI +1, Tag Sneak

6
1.2 S.P.E.C.I.A.L.
The 7 stats are: Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck.
Your stats each start at 1, then add any racial bonuses.
You then have 33 points to distribute. The maximum starting score for a stat is 8.
Your stat modifiers are equal to that stat -5 (Ex: Strength 5 = +0, Strength 7 = + 2)

1.3 Backgrounds
You choose a background to give a rough description of who your character is. Your
background determines one of your tag skills, as well as your starting equipment, and two
stats. Any check or save made with these stats adds double the modifier.

Addict: Tag Melee Weapons


- No Robots
Gear: Combat Knife, 3 Jet, 1 Psycho, 25 caps
Stats: END and LCK

That No Chems Rage: +1 damage when under withdrawal effects.

City Dweller: Tag Speech


Gear: Black Suit, 2 Mentats, 150 caps
Stats: CHR and INT

Well Rested: +1 to hit for 1 hour after sleeping in a real bed.

Criminal: Tag Small Guns


Gear: Assault Rifle, Black Suit, 1 Jet, 200 caps
Stats: CHR and AGI

Gang Member: +1 damage against enemies within 5 feet of one of your allies.

Doctor: Tag Medicine


Gear: Machete, 5 Stimpaks, 3 Med-X, 3 Rad-Away, 175 caps
Stats: END and INT

The Good Doctor: Once a day: remove an addiction, disease, or 200 rads.

7
Farmer: Tag Survival
Gear: Double Barrel Shotgun, Leather Armor, 12 Tatos, 50 caps
Stats: END and CHR

Bountiful Harvest: Forage/Harvest twice as much food.

Greaser: Tag Unarmed


Gear: Knuckles, Greaser Jacket, Leather Armor, 75 caps
Stats: STR and CHR

Tunnel Snakes Rule: You have +1 to hit with Melee or Unarmed attacks you
and one of your allies are within 5 feet of the target.

Hunter: Tag Small Guns


Gear: Hunting Rifle, Leather Armor, 3 Stimpaks, 50 caps
Stats: PER and AGI

Hunter’s Mark: +2 damage to animals.

Infiltrator: Tag Speech


- Synths Only
Gear: Laser Pistol, 1 “Lying, Congressional Style”, 2 Purified Water, 25
caps
Stats: CHR and LCK

Secret Agent: You have advantage on Charisma checks to pass yourself off as
someone else.

Mechanic: Tag Repair


Gear: Tire Iron, Mechanic Jumpsuit, Metal Armor, 3 Robot Repair Kits, 75
caps
Stats: STR and INT

Percussive Maintenance: You can use Repair instead of Science when dealing
with electronics, such as for hacking attempts.

Mercenary: Tag Small Guns


Gear: Combat Rifle, Combat Armor, 3 Stimpaks, 100 caps
Stats: STR and PER

Hired Gun: Advantage on Barter checks when negotiating for more caps.
8
Merchant: Tag Barter
Gear: 10mm Pistol, Leather Armor, 200 caps
Stats: CHR and LCK

Supply Line: Caravans will let you travel with them for free.

Raider: Tag Explosives


Gear: Pipe Pistol, 3 Molotovs, Metal Armor, 50 caps
Stats: END and AGI

Villainous Virtuoso: Advantage on Speech checks to intimidate.

Scavver: Tag Barter


Gear: Pipe Pistol, 3 Nuka Cola, 2 Rad-X, 65 Caps
Stats: STR and LCK

Pack Rat: Junk and raw materials only weigh half as much for you.

Scientist: Tag Science


Gear: Laser Pistol, Lab Coat, 3 Stimpaks, 2 Mentats, 100 caps
Stats: INT and LCK

Nerd Rage: Once per day, when your HP falls under 25%, your DR and ER
increase by 2 for 3 rounds (18 seconds).

Soldier: Tag Energy Weapons


- Human and Synth Only
Gear: Laser Rifle, Combat Armor, 3 stimpaks. 100 caps
Stats: STR and PER

Well Trained: You have the Power Armor Training perk.

Thief: Tag Lockpick


Gear: Pipe Pistol, Combat Knife, Leather Armor, 3 Stimpaks, 1 Stealth Boy,
100 caps
Stats: PER and AGI

Light Footing: Moving full speed does not add a penalty to sneaking.

9
Tribal: Tag Survival
Gear: Machete, Leather Armor, 4 Mole Rat Chunks, 2 Squirrel-On-A-Stick, 2
Dirty Water
Stats: PER and END

Resistant: +2 to Endurance saving throws to resist disease.

Vault Dweller: Tag Speech


- Human Only
Gear: 10mm, Security Baton, Vault Suit, 3 Stimpaks, 3 Rad-Away
Stats: INT and AGI

I AM Vault-Tec: You can roll a Speech check towards any Vault Dweller with
advantage a number of times equal to your CHR mod per day. If they know of
Vault-Tec’s experiments, you have disadvantage on all speech checks.

War Survivor: Tag Sneak


- Ghoul only
Gear: 10mm Pistol, Black Suit, 3 Stimpaks, 120 caps
Stats: AGI and LCK

I Remember This: You have advantage on Intelligence checks to remember


locations of an area you are familiar with.

Reclaim the Wasteland Together!


10
1.4 Skills
The starting value of a skill is equal to the related S.P.E.C.I.A.L.
stat times 2 plus half your Luck
Example: Unarmed = (Endurance x 2) + Luck/2
Your tag skills (1 from subrace, 1 from background, and 1 free choice)
are increased by 15 points.
*Humans choose 3 tag skills, plus their background tag skill

Strength: Melee Weapons

Perception: Energy Weapons, Explosives, Lockpick

Endurance: Big Guns, Survival, Unarmed

Charisma: Barter, Speech

Intelligence: Medicine, Repair, Science

Agility: Small Guns, Sneak

Luck: <<No Skills>>

When you level up, you have a number of points equal to 10 plus your
Intelligence score to distribute among your skills, up to a maximum of 100.

11
1.5 Stats
Action Points
Your Action Points (AP) are equal to 5 plus half your Agility score, rounded down.

Ex: Agility 5 = 7 AP, Agility 8 = 9 AP.

Action points are used for weapon attacks, using items, or any other action besides your standard
movement in combat.

Carry Weight
Your carry weight is 100 + your Strength Score (not modifier) times 10.

Ex: Strength 5 = 150 lbs.

If you exceed your maximum carry weight you have the over-encumbered condition. See Chapter 3.3
for details.

Hit Points
Your hit dice are based on your race.

Your hit points at level 1 are equal to the highest number on your hit dice plus your END
modifier.

Each level after 1 you roll your hit dice and add the result plus your END modifier to your
previous max HP.

Initiative
Your initiative bonus is equal to your Agility Modifier.

At the beginning of combat roll a d20 and add your initiative bonus to determine turn order.

Ex: Agility 5 = Initiative +0

Karma
Karma titles are Very Evil, Evil, Neutral, Good, Very Good.

Your alignment starts at Neutral. Your Overseer will inform you if your actions have changed your
alignment.

People may treat you differently based on your alignment, if it is known to them.

12
1.6 Perks
Each level after 1st you choose a perk that you meet all requirements for. The maximum
number of times you can take a perk is indicated in the ranks column.

Name Requirements Level Ranks Effect


Black Widow/Lady Killer 2 1 +1 to hit and +10 speech towards opposite sex

Daddy’s Boy/Girl INT 4 2 3 Science +5, Medicine +5

Gun Nut INT 4, AGI 4 2 3 Small Guns +5, Repair +5

Hunter Survival 30 2 1 Add an additional crit dice against animals

Intense Training 2 10 Increase a SPECIAL stat by 1, to a max of 10

Little Leaguer STR 4 2 3 Melee Weapons +5, Explosives +5

Thief PER 4, AGI 4 2 3 Lockpick +5, Sneak +5


Travel Light 2 1 +5 Movement when wearing light or no armor
You can spend 2 AP to study a creature. The Overseer tells
Awareness PER 6 4 2 you if its DR or ER is higher or if they are equal. With the
2nd rank you learn the exact DR and ER values.
Comprehension INT 4 4 1 Gain 1 additional skill point when reading a skill book

Educated INT 4 4 1 +3 skill points per level


INT 4,
Entomologist 4 1 Advantage on attacks against Insects
Science 40
Explosives
Heave Ho! 4 1 The maximum distance you can throw explosives increase by 10
30, STR 5
Old World Gourmet END 6 4 1 Pre-War food such as Sugar Bombs heals you twice as much.
You forage twice as much food and can travel over difficult
Pathfinder END 6 4 1
terrain at regular speed
Scoundrel CHR 4 4 3 Speech +5, Barter +5
AGI 6,
Stat! 4 1 -1 AP cost for using chems
Medicine 60
Marathoner AGI 5 4 1 The sprint action costs 2 AP for you
When wearing Metal, Heavy Metal, or Power Armor you have +1
In Shining Armor 6 1
ER
Hit the Deck AGI 5 6 3 +1 to saves against explosives per rank

Lead Belly END 5 6 1 -50% radiation damage when drinking water


Medicine 60,
Quack Surgeon 6 1 You can heal a downed player for 1 HP using any alcohol
CHR 6
Quick Hands AGI 6 6 1 On a critical hit your magazine is instantly reloaded

Refractor AGI 5 6 1 +1 ER

Roughin’ It Survival 100 6 1 You become Well Rested even if sleeping outside

Storm Chaser 6 1 You regenerate 2 HP per turn during rain or rad storms

Toughness END 5 6 1 +1 DR

Fortune Finder LCK 5 6 1 Scoring a critical hit causes a number of caps to appear*
Friend of the Night 6 1 You can see in darkness to a distance of 60ft

13
Name Requirements Level Ranks Effect
If the number of HP you heal from reviving someone with a
Dry Nurse Medicine 60 8 1
stimpak is even, the stimpak is not expended
First Aid Medicine 60 8 1 You heal +1d6 from stimpaks and +2d6 from super stimpaks

Psychotic END 5 8 1 Double the effects of Psycho for you

Rad Resistance END 5 8 1 Rad Resist +30

Scrounger LCK 5 8 1 Find more ammunition in containers

Serendipity LCK 7 8 3 When below 1/4 HP you gain +1 DR and ER per rank

Size Matters END 5 8 3 +1 Big Guns damage per rank

Stabilized Big Guns 60 8 1 When wearing Power Armor, you have +1 to hit with Big Guns
After resting you can choose whether you can gain and lose
Starched Genes LCK 6 8 1
mutations until you rest again
Strong Back STR 5, END 5 8 1 Carry weight +50

Impartial Mediation CHR 5 8 1 Speech +30 when karma is neutral

Finesse 10 1 Your critical range for attacks increases by 1

Grenadier Explosives 70 10 1 The blast radius of all explosives increases by 5ft

Mysterious Stranger LCK 6 10 1 The Mysterious Stranger may appear to help you*
INT 5,
Nerd Rage! 10 1 DR +2, ER +2, and STR +2 when your HP is under 1/4
Science 50
Night Person 10 1 INT +2 and PER +2 at night

Power User Science 70 10 1 Your Fusion Cores last twice as long in Power Armor
You have +1 DR or ER against any melee or unarmed attack. You
Stonewall STR 6, END 6 10 1
have advantage on saves against being knocked prone
Medicine 60 Stimpaks you use on yourself heal allies within 5ft of you
Team Medic 10 1
CHR 6 for half as much
Add another dice of the same type to weapons that deal fire
Pyromaniac Explosives 60 12 1
damage
Cannibal 12 1 Eating corpses restores 2d6 HP, lose karma
+1 to hit and damage for unarmed attacks when under the
Drunken Master Unarmed 70 12 1
effects of alcohol
When you are below half HP, allies within 5ft get +1 DR and
Ferocious Loyalty CHR 6 12 1
ER
You maximum HP permanently increases by 2x your level and
Life Giver END 6 12 1
another 2 every level
Luck of the Draw LCK 6 12 1 When you score a critical hit your weapon is repaired 1 level
If an enemy critically fails an attack against you, your
Lucky Break LCK 7 12 1
armor is repaired 1 level
Robotics Expert Science 50 12 1 +2 to hit robots, can shut down robots*
+1 DR and +1 melee or unarmed damage if you moved 5ft or less
Rooted 12 1
this round
Sniper PER 6, AGI 6 12 1 +2 to hit with scoped weapons
AGI 6, Sneak
Silent Running 12 1 Sneak +10, no sneak penalty for movement
50
Fast Metabolism 12 1 +1d6 healing from stimpaks used on you

Adamantium Skeleton 14 1 Limb damage is reduced by 50%

Chemist Medicine 60 14 1 Chems last twice as long


Contract Killer 14 1 Killing any good human lowers your karma
Medicine 60,
Cyborg 14 1 Energy Weapons +10, +1 DR and ER
Science 60

14
Name Requirements Level Ranks Effect
Lawbringer 14 1 Killing any evil human raises your karma

Light Step PER 6, AGI 6 14 1 Floor traps and mines are not set off by walking over them
CHR 6, Barter
Master Trader 14 1 All items cost 25% less from traders
60
Mysterious Savior 14 1 The Mysterious Savior may appear to help you*

Rad Tolerance END 7 14 1 No effects from Minor Radiation Poisoning


If you score a critical hit with a melee weapon, the target
Super Slam! Melee 80 14 1
must make a STR save or be knocked prone
Tag! 16 1 Tag an additional skill (+15, can’t exceed 100)

Better Criticals PER 6, LCK 6 16 1 Add one additional damage dice on a critical hit

Action Boy/Girl AGI 6 16 1 +1 Action Point

Chem Resistant Medicine 60 16 1 You have +2 to chem addiction saves


When you roll a critical hit, you can choose instead to
Critical Banker LCK 8 16 1 reroll that attack and bank the critical. After that, before
rolling you can use the banked critical for that attack.
Irradiated Beauty END 8 16 3 You heal 200 rads per rank when you become Well Rested
When you kill a creature with an energy weapon, every
Energy
Meltdown 16 1 creature within 5 feet of them must make a DC 16 AGI save or
Weapons 90
take 2d6 energy damage
Atomic! END 6 18 1 +5 Movement and +1 DR in irradiated areas
PER 7,
Infiltrator 18 1 Additional attempt to pick a lock
Lockpick 70
INT 7,
Computer Whiz 18 1 Additional attempt to hack a terminal
Science 70
Energy
Each attack after the 1st gets an additional +1 to hit
Concentrated Fire Weapons 70, 18 1
against the same target
Small Guns 70
Once per day when your health drops below 1/4 for the first
Nuclear Anomaly 20 1 time you deal 6d6 damage and 200 rads to all creatures within
10ft
If you move at least 10ft in a line before making an unarmed
Pain Train STR 8 18 1 or melee attack, you gain +2 damage and the target must make
a STR save or be knocked prone
A critical hit with an unarmed weapon paralyzes the target
Paralyzing Palm Unarmed 70 18 1
until the end of their next turn.
Solar Powered END 7 20 1 STR +2, and regenerate 2 HP per turn during the day
Energy
Laser Commander 20 1 You have expanded crit range with Laser Weapons
Weapons 90
No Weaknesses 20 1 All S.P.E.C.I.A.L. stats below 5 are raised to 5
Melee Weapons Your crit range for melee and unarmed weapons increases by 2,
Ninja 20 1
70, Sneak 70 add 2 more damage dice on a sneak critical
Grim Reaper’s Sprint 20 1 A kill immediately restores 4 AP

Special Perks

Name Effect
Power Armor Training You are able to effectively use power armor

Vertibird Training You can effectively pilot a Vertibird

15
Weapon Perks

Name Requirements Level Ranks Effect


Commando Small Guns 60/80/100 6/12/18 3 +1 to hit and damage per rank with automatic rifles
Demolition +1 to hit or save DC and damage per rank with
Explosives 60/80/100 6/12/18 3
Expert explosives
+1 to hit and damage per rank with one handed melee
Gladiator Melee 60/80/100 6/12/18 3
weapons
Small Guns or Energy Weapons
Gunslinger 6/12/18 3 +1 to hit and damage per rank with pistols
60/80/100
Heavy Gunner Big Guns 60/80/100 6/12/18 3 +1 to hit and damage per rank with big guns

Iron Fist Unarmed 60/80/100 6/12/18 3 +1 to hit and damage per rank with unarmed weapons
Small Guns or Energy Weapons +1 to hit and damage per rank with non-automatic
Rifleman 6/12/18 3
60/80/100 rifles
Shotgunner Small Guns 60/80/100 6/12/18 3 +1 to hit and damage per rank with shotguns
+1 to hit and damage per rank with two handed melee
Slugger Melee 60/80/100 6/12/18 3
weapons

Chapter 2
Equipment and Items
Properties
Blast: Every Creature within the area must make an AGI save or be hit. DC(8 + your Bonus to Hit)

Charging: You can reload a number of times up to the maximum magazine size. The number of times you
reload is the X in the ammo per fire and damage calculations

Cone: Roll one attack against each target in the cone’s area (size determined by range stat)

Holdout: Can be concealed on a successful sneak check

Placed: Can be dropped in a space within 5 feet, activated when a creature moves into that space.

Plasma: Attacks with this weapon hit if it would hit either the targets DR or ER

Powered: Consumes Fusion Cores. See chapter 3.4 for further details on Power Armor

Rusty: Critical Failure on hit roll of 1 or 2

Scoped: You have advantage on attacks against targets that you are hidden from

Silent: Does not impose a sneak penalty after attacking (See page 27)

Spin Up: Requires 1 AP to Spin up once per turn, before it can be fired

Thrown: Can be thrown into any space up to (STR x 5) ft. away

Two Handed: The weapon must be wielded with two hands when making an attack

16
Armor
Armor DR ER Effects Weight Cost
No Armor 10+AGI 10+AGI 0 0

Leather 11+AGI 12+AGI 12 100

Metal 12+AGI 11+AGI 20 150

Combat 12+AGI 12+AGI 16 200

Synth 12+AGI 13+AGI 14 250


14+AGI 15+AGI
Heavy Leather Sneak -5 18 300
(max 2) (max 2)
15+AGI 14+AGI
Heavy Metal Sneak -10 26 350
(max 2) (max 2)
15+AGI 15+AGI
Heavy Combat Sneak -10 22 400
(max 2) (max 2)
16+AGI 16+AGI
Marine Combat Sneak -5 20 800
(max 2) (max 2)
Ballistic Weave 11+AGI 11+AGI Applied to Clothing 1 400

Ballistic Weave MkII 12+AGI 12+AGI Applied to Clothing 1 800

Ballistic Weave MkIII 13+AGI 13+AGI Applied to Clothing 1 1200

Ballistic Weave MkIV 14+AGI 14+AGI Applied to Clothing 1 1600

Power Armor Frame 14 14 STR +1, Sneak -20, +10 rad resist, Powered 30 400

T-45d 17 17 STR +2, Sneak -20, +30 rad resist, Powered 70 1200

T-51b 19 17 CHR +2, Sneak -20, +30 rad resist, Powered 60 1600

T-60d 20 19 STR +2, Sneak -20, +40 rad resist, Powered 75 2000

X-01 MkII 19 21 INT +2, Sneak -20, +50 rad resist, Powered 70 2400

Big Guns
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
Fatman 8d8 3 180ft, Blast 10ft, Two handed 1 1 5 30 500

Flamer 1d6 3 Cone 15ft, Two handed 100 10 4 16 150

Gatling Gun 1d8 4 40ft, Two Handed 250 10 4 20 300


Gatling
1d4 2 25ft, Spin up, Two handed 500 25 3 20 800
Laser
Minigun 1d4 2 25ft, Spin up, Two handed 500 25 4 25 350
Missile
4d8 3 120ft, Blast 5ft, Two handed 1 1 4 20 300
Launcher

17
Energy Weapons
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
Alien Blaster
1d8 3 30ft 42 1 3 2 600
Pistol
120ft, Charging, Two Handed,
Laser Musket Xd4 4 3 X X 12 100
Scoped
Laser Pistol 1d6 3 30ft 30 1 2 4 75

Laser Rifle 1d8 4 60ft, Two Handed 30 1 3 7 150

Plasma Pistol 2d4 3 40ft, Plasma 30 1 2 4 200

Plasma Rifle 2d6 4 120ft, Plasma, Two Handed 30 1 3 8 300

Explosives
Weapon Dice AP cost Properties Weight Cost
Placed, Drops 2d10 caps on explosion,
Bottlecap Mine 4d6 3 0.5 75
Blast 5ft
Frag Grenade 3d6 2 Thrown, Blast 5ft 0.5 75
Frag Mine 2d6 3 Placed, Blast 5ft 0.5 50
Molotov 2d6 4 Thrown, Blast 5ft 0.5 30
Nuka Grenade 6d6 2 Thrown, 200 Rads, Blast 10ft 0.5 200
Nuka Mine 6d6 3 Placed, 200 Rads, Blast 10ft 0.5 200
Plasma Grenade 4d6 2 Thrown, Blast 5ft 0.5 150
Plasma Mine 4d6 3 Placed, Blast 5ft 0.5 180

Melee Weapons
Weapon Dice AP cost Properties Weight Cost
Chinese Officer Sword 1d8 3 3 200
Combat Knife 1d4 2 Holdout 1 50
Machete 1d6 3 2 120
Ripper 2d6 5 6 350
Security Baton 1d6 3 Holdout 2 75
Shishkebab 1d10 4 Energy damage (Fire) 3 400
Super Sledge 1d12 5 Two handed 20 350
Swatter 1d10 4 Two handed 5 125

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Small Guns
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
10mm Pistol 1d6 3 30ft, Holdout 12 1 1 4 100

.44 Pistol 1d8 4 40ft, Holdout 6 1 2 5 250

Assault Rifle 2d6 4 30ft, Two Handed 30 5 3 12 250


Black Powder
2d10 3 120ft, Two Handed 1 1 6 6 200
Rifle
Combat Rifle 1d8 3 60ft, Two Handed 20 1 2 10 200
Combat
2d4 4 Cone 10ft, Two Handed 8 1 2 10 140
Shotgun
Double Barrel
2d6 3 Cone 10ft, Two Handed 2 1 3 8 80
Shotgun
Gauss Rifle 1d12 5 120ft, Two Handed, Scoped 7 1 3 16 600
Handmade
2d4 3 50ft, Two Handed 30 5 3 10 300
Rifle
Hunting Rifle 1d10 4 120ft, Two Handed, Scoped 5 1 3 14 200
Lever Action
1d8 3 80ft, Two Handed, Scoped 5 1 5 9 200
Rifle
Pipe Pistol 1d4 3 20ft, Holdout, Rusty 12 1 1 3 30

Pipe Revolver 1d8 4 25ft, Holdout, Rusty 6 1 2 4 50

Unarmed
Weapon Dice AP cost Properties Weight Cost
Boxing Glove 1d4 3 1 20
Deathclaw Gauntlet 2d6 5 10 350
Fist 1 3 - -
Knuckles 1d6 3 Holdout 1 75
Meat Hook 1d8 4 7 100
Power Fist 1d10 4 4 250

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Aid
Food Effects Weight Cost
Beer STR & CHR +1, INT -1, 30 minutes 1 10
Blamco Brand Mac & Cheese 6 HP, 5 rads 0.5 10
Canned Dog Food 18 HP, 5 rads 1 15
Carrot 2 HP, 5 rads 0.5 5
Cram 6 HP, 5 rads 0.5 20
Dandy Boy Apples 6 HP, 5 rads 0.5 10
Deathclaw Steak 24 HP, AGI +1, 30 minutes 1 100
Dirty Water 6 HP, 10 rads 0.5 5
Fancy Lads Snack Cakes 6 HP, 5 rads 0.5 15
Iguana on a Stick 6 HP 0.5 25
InstaMash 6 HP, 5 rads 0.5 20
Melon 2 HP, 5 rads 1 5
Mole Rat Chunks 12 HP, +1 AP, 30 minutes 0.5 10
Mutt Chops 12 HP 0.5 15
Noodle Cup 6 HP, 5 rads 0.5 20
Nuka Cola 12 HP, 5 rads 1 20
Nuka Cherry 24 HP, 10 rads 1 60
Nuka Quantum 48 HP, 30 rads 1 120
Perfectly Preserved Pie 12 HP, LCK +2 0.5 200
Pork n’ Beans 6 HP, 5 rads 0.5 10
Potato Crisps 6 HP, 5 rads 0.1 10
Purified Water 12 HP 0.5 20
Radscorpion Steak 12HP, +1 ER, 20 minutes 0.5 40
Roasted Mirelurk Meat 12 HP 0.5 30
Salisbury Steak 6 HP, 5 rads 0.5 20
Squirrel on a Stick 6 HP 0.1 15
Sugar Bombs 6 HP, 5 rads 0.5 15
Sunset Sarsaparilla 12 HP, 5 rads 1 20
Sweet Roll 6 HP, 5 rads 0.1 10
Tato 2 HP, 5 rads 0.1 5
Vim! 12 HP, 5 rads 1 20
Vodka STR & END +1, INT -1, 30 minutes 1 10
Whiskey STR +2, INT -1, 30 minutes 1 10
Wine STR & CHR +1, INT -1, 30 minutes 1 10
Yao Guai Ribs 24 HP, DR and ER +1, 30 minutes 1 90

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Chems
Chems Effects Addiction Weight Cost

Addictol Removes all addictions - 0.1 100

Alcohol *On Aid table 6 - -

Antibiotics Cures Diseases. - 0.1 120

Buffout +2 STR and END for 10 minutes 9 0.1 45


+1 Sneak Attack Dice, +1 AGI, +1 PER,
Calmex 8 0.1 200
10 minutes
Cateye See in darkness to 40ft, 10 minutes - 0.1 60

Daddy-O +3 PER and INT, -2 CHR for 10 minutes 8 0.1 60

Day Tripper +3 CHR and LCK, +2 STR for 10 minutes 8 0.1 50

Jet +1 Max AP for 10 minutes 9 0.1 30

Med-X +1 DR and ER for 10 minutes 0.1 50

Mentats +2 PER and INT for 10 minutes 7 0.1 50


+1 Damage, +1 DR and ER for 10
Psycho 8 0.1 50
minutes
Rad-Away *See Medicine and Repair Rules 4 0.1 80

Rad-X +30 Rad Resist for 1 hour - 0.1 40

Robot Repair Kit *See Medicine and Repair Rules - 0.1 50

Stealth Boy Invisible condition for 1 minute - 0.1 100

Stimpak *See Medicine and Repair Rules - 0.1 50

Super Stimpak *See Medicine and Repair Rules - 0.1 100

Ultrajet +2 Max AP for 10 minutes 11 0.1 100

X-Cell All stats +2, 10 minutes - 0.1 120

When you use an addictive chem (has an addiction level), you must make an
addiction saving throw. See Section 3.3 for information on addiction and
withdrawal. Robotic races are immune to all effects of chems, except Robot
Repair Kits, Rad-Away, and Stealth Boys
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Ammo
Ammo Type Compatible Weapons Cost
.308 round Hunting Rifle 3
.38 round Pipe Pistol 1
.44 round .44 Pistol 3
.45 round Combat Rifle, Pipe Revolver, Lever Action Rifle 2
.50 Ball Black Powder Rifle 12
2mm EC Gauss Rifle 10
5mm Minigun 1
5.56mm Assault Rifle, Handmade Rifle 2
10mm 10mm Pistol 2
Alien Blaster Round Alien Blaster Pistol 6
Fusion Cell Laser Pistol, Laser Rifle, Laser Musket 2
Fusion Core Gatling Laser, Power Armor 100
Flamer Fuel Flamer 1
Mini Nuke Fatman 100
Missile Missile Launcher 25
Plasma Cartridge Plasma Pistol, Plasma Rifle 5
Shotgun Shell Combat Shotgun, Double Barrel Shotgun 3

Clothing
Clothing Effect Weight Cost
Baseball Uniform Melee Weapons +5 2 50
Black Suit Barter +5 3 75
Enclave Uniform Energy Weapons +5 1 40
Greaser Jacket Small Guns +5 2 60
Hazmat Suit Rad Resist +80, Not compatible with any armor 10 300
Lab Coat Science +5 1 75
Mechanic Jumpsuit Repair +5 2 30
Medic Jumpsuit Medicine +5 1 75
Mercenary Outfit Explosives +5 3 40
Raider Leathers Unarmed +5 2 15
Recon Armor Sneak +5 2 60
Road Leathers Lockpick +5 4 40
Soldier Uniform Big Guns +5 2 50
Vault Suit Speech +5, 10 rad resist 2 100

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Skill Books
Skill books provide a permanent bonus to the reader. Each book can only be used once.

Clothing Effect
Big Book of Science Science +1
Chinese Army: Special Ops Training Manual Sneak +1
D.C. Journal of Internal Medicine Medicine +1
Dean’s Electronics Repair +1
Duck and Cover! Explosives +1
Grognak the Barbarian Melee Weapons +1
Guns and Bullets Small Guns +1
Lying, Congressional Style Speech +1
Nikola Tesla and You Energy Weapons +1
Pugilism Illustrated Unarmed +1
Tales of a Junktown Jerky Vendor Barter +1
Tumblers Today Lockpick +1
U.S. Army: 30 Handy Flamethrower Recipes Big Guns +1
Wasteland Survival Guide Survival +1

Chapter 3
Rules
3.1 Skill Checks
Barter and Speech
Barter and speech checks are contested rolls.
You and the person you are talking to both roll a d100 and add your related skill. If your
result is higher
If another skill is clearly relevant such as when discussing medical treatment with a
doctor, you can add 20% of that skill rounded down.
Ex: Medicine 30 = +6, 47 = +9, 72 = +14

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Harvesting Food
You can use your survival skill to harvest food from a planted or vegetated area. You can
spend an hour to collect 1d6 + (Survival/10) pounds of food, or double for a farmed area.

Item Condition
• When a critical hit is scored on a target their armor (if any) moves one level down
in condition.
• When a creature critically fails an attack their weapon (if any) moves one level
down in condition.

Condition Effect Cost


Perfect None 100%
Worn -1 to hit and damage, or -1 DR and ER 90%
Weathered -2 to hit and damage, or -2 DR and ER 75%
Broken Can not be used, or provides no armor benefit 50%

To repair an item, you can


a.) Make a repair check (Success: move one condition level up)
b.) Dismantle a similar item (+30 to repair check, Success: move one condition level up)
c.) Use a weapon repair kit (No check, move 2 condition levels up)
Attempting a repair takes 20 minutes which can be done during a rest.

Type Repair DC
Unarmed 40
Melee Weapons 50
Small Guns 75
Energy Weapons 100
Big Guns 125
Regular Armor 60
Heavy Armor 90
Power Armor 120

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Lockpick and Science
For lock picking and hacking (science skill) you roll a d100 and add your skill. You must
succeed three times before failing twice. Each success grants a cumulative +10 bonus which
lasts until your next failure as you home in on the sweet spot or the correct answer.

Level DC
Very Easy 40
Easy 60
Average 80
Hard 100
Very Hard 120

Medicine and Repair


Stimpaks and robot repair kits heal 1d6 for each 20 points (rounded down, minimum of 1d6)
you have in either medicine or repair depending on if the recipient of the healing is
organic or not.
Super Stimpaks heal 2d6 for each 20 points in medicine. (minimum 2d6)
RadAway removes 50 rads for each 20 points in medicine. (minimum 50)
Stimpaks end the Crippled condition on organic creatures and Robot Repair Kits end the
Crippled condition on mechanical creatures.

Sneak
When sneaking, roll a d100 and add your Sneak skill. Hostile creatures in the area make a
Perception check (d100 + 10x Per). If any enemy rolls higher than you, you are detected by
them. Otherwise you remain hidden. Your roll has disadvantage if you move more than half
your speed per turn.
The same contested rolls can be made to conceal a weapon with the Holdout property but
instead of being hidden, you keep the weapon unnoticed. You can’t attempt to conceal a
weapon without the Holdout property.

Weapon Skills
All skills related to weapons (Big Guns, Energy Weapons, Explosives, Melee Weapons, Small
Guns, Unarmed) give a +1 bonus to hit per 10 points in the skill and damage per 20 points.
Ex: 45 Big Guns gives +4 to hit and +2 damage when using a Big Gun.

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3.2 Combat
Your Turn
Each turn you can use your action points which can be used to make attacks or perform
other actions. You can move up to your max movement distance which doesn’t cost any action
points.
Attacks have a set cost based on the weapon, other object interactions such as opening a
door usually cost 2 AP unless the Overseer decides otherwise.
You may spend 3 AP to take the sprint action and move up to your movement speed again.
Your turn ends when you can not or do not want to spend your remaining AP on any available
actions.

Making an Attack
To make an attack you roll a 20-sided dice and add your modifier for that weapon type (as
shown in section 3.1) then compare that number to the DR or ER of the target depending on
the damage type of the weapon. If your attack roll is equal or higher than the target’s
armor value, you roll the damage dice for that weapon and add the weapon skill damage
bonus.
You can make as many attacks as you have sufficient AP for. If the AP cost or Reload cost
of a weapon is higher than your maximum AP, you can expend your maximum AP to do so once.

Armor
DR and ER are based on the armor type you are wearing. You can wear 1 piece of clothing
and 1 type of armor at the same time, although clothing does not provide a bonus if you
are wearing Power Armor.
Some types of armor add your agility modifier to DR and ER. Light armor and Ballistic
Weave add your full AGI mod, heavy armor adds the score up to a maximum, and power armor
does not add any AGI. Using power armor without the Power Armor Training perk has
drawbacks listed in chapter 3.4.

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Critical Hits
If you score a critical hit (20 on a d20 unless critical range is changed in some way) it
automatically hits the target regardless of DR or ER. You then add extra damage dice for
that weapon based on your luck. Each type of damage dice receives their own extra dice
separately. (such as extra types from legendary effects)

Luck Dice added


1-4 1
5-7 2
8-10 3
Example: A critical hit with a Combat Rifle with 4 luck = 2d8, with 6 luck = 3d8.

Radiation Damage
A creature’s radiation level may increase when they take rads. Check the appropriate rad
table for your race to determine if you have any radiation effects. Rads are removed with
RadAway. Radiation resistance reduces rads taken by that percentage. (40 Resist removes
40%, max 100%, round down) Once a character reaches 1000 rads they roll a d100 on the
corresponding 1000 rad table.
Humanoid Rad Table

Rads Level Effect


0-199 No effect None
200-399 Minor Radiation Poisoning END -1
400-599 Advanced Radiation Poisoning END -2, AGI -1
600-799 Critical Radiation Poisoning END -3, AGI -2, STR -1
800-999 Deadly Radiation Poisoning END -3, AGI -2, STR -2
1000 Fatal Radiation Poisoning Roll on 1000 rad table

Humanoid 1000 Rad Table

Roll Effect
1-60 Death by radiation poisoning
61-80 Become a Feral Ghoul (Player loses control of character)
81-95 Race changes to Ghoul, Regular
96-100 Race changes to Ghoul, Glowing One

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Robotic Rad Table

Rads Level Effect


0-199 No effect None
200-399 Minor Hardware Malfunction INT -1
400-599 Moderate Hardware Malfunction INT -2, PER -1
600-799 Advanced Hardware Malfunction INT -3, PER -2, STR -1
800-999 Critical Hardware Malfunction INT -3, PER -2, STR -2
1000 Fatal Hardware Malfunction Roll on 1000 rad table

Robotic 1000 Rad Table

Roll Effect
1-60 Total Hardware Failure (Dead)
Combat Inhibitor Malfunction (Player loses control of
61-100
character, Character attacks nearest creature)

Sneak Attacks
If you are currently hidden any attacks you successfully make are critical hits.
If you make an attack with a weapon that does not have the Silent property you must
immediately make another sneak check to remain hidden with a -30 penalty.

Using Aid Items


Food items take 1 minute each to consume. Medicine and chems can be used at any time, but
cost 2 AP during combat.

Fortune Finder
The number of caps enemies drop because of this perk are based on your level and your Luck
Modifier. The caps are scattered on the ground and take 4 AP to pick up.

Player Level Caps


6-10 2d12 + Luck modifier
11-15 4d12 + Luck modifier
16-20 6d12 + Luck modifier

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Mysterious Stranger
If a player has the Mysterious Stranger perk, there is a chance the stranger will appear
when they score a critical hit.
After scoring a critical hit, roll another d20 and add your Luck score (not modifier), if
the combined result is higher than 20 the stranger appears and attacks the target you most
recently attacked if possible.
The Stranger does damage based on the player’s level.

Player Level Damage


10-12 2d10
13-16 3d10
17-20 4d10

3.3 Conditions
Addicted
Any time you use an addictive chem (has an addiction level), you must make an Endurance
saving throw. You use only your base score for this save, you apply no bonuses from chems,
food, or worn items unless they specifically affect addiction saves. The addiction DC is
shown on the chem table. On a failed save you are addicted and suffer withdrawal effects
when not under the effects of that chem until cured. An addiction can be cured by
Addictol.

Crippled
When you take damage, part of your body may become crippled.

Body Part Effect


One Arm Disadvantage on melee and unarmed attacks
Can not hold any objects weighing more than 5 lbs, can’t make melee or
Both Arms
unarmed attacks.
One Leg Speed halved
Both Legs Speed reduced to 0
Head Disadvantage on ranged attacks

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Dead
You have succumbed to the effects of the Wasteland and are no longer alive.

Diseased
When you consume contaminated food or are attacked by certain creatures, you may be
instructed to make an Endurance saving throw, usually DC 8 unless the Overseer decides
that the chance of disease should be higher. You use only your base score for this save,
you apply no bonuses from chems, food, or worn items. On a failed save you have a random
disease that lasts until it is cured, or you are Well Rested for 3 consecutive days.

D6 Disease Effects
1 Fatigue -1 AGI if you do not sleep for at least 10 hours.

2 Infection Every hour you take 1d4 damage.


A long rest takes 10 hours for you to receive any
3 Insomnia
benefits.
4 Lethargy -2 Max AP

5 Parasites You heal half as much from consuming food.

6 Weakness +2 to all damage done to you.

Downed
When you reach 0 hit points you receive the downed condition. While downed you cannot take
any actions and you have the Prone condition. You remain downed for a number of turns
equal to your END modifier + 2 (minimum 1). If you are still downed at the end of this
number of turns you are Dead. This condition ends if you regain any hit points. An ally
can spend 4 AP to stabilize the downed target with a DC 60 Medicine Check. If stabilized
the target is unconscious but alive.

Grappled
A person or creature may attempt to stop their enemies from getting away by holding onto
them. You can spend 3 AP to attempt a grapple. The attacker makes a Strength Check
(d20+STR mod) and the target makes an Agility or Strength Check (d20+STR or AGI mod). If
the attacker wins the target is grappled. The target can spend 3 AP to attempt to escape,
causing both sides to roll again. The target’s speed is reduced to 0 until they escape.

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Invisible
An invisible creature cannot be seen but might be detectable in other ways.
An invisible creature has +100 on sneak rolls.
Attacks against an invisible creature have disadvantage and that creature’s attacks have
advantage.

Night Vision
Usually darkness imposes disadvantage on all attack rolls and PER checks. However, if a
creature has night vision they can see as normal.

Over-encumbered
When you try to carry too much you are over-encumbered. Your movement speed is halved, you
can not jump, and you have disadvantage on melee and unarmed attacks. This condition lasts
until your current carry weight is equal to or below your maximum carry weight.

Paralyzed
A paralyzed creature is entirely unable to move, take actions, or speak. The creature
fails all STR and AGI saves and has the Prone condition.

Prone
While prone a creature’s only movement is to spend half their movement speed to stand up.
A prone creature has disadvantage on Melee and Unarmed attacks. Attacks within 5ft of a
prone creature have advantage against them, and otherwise have disadvantage.

Staggered
Sometimes a powerful attack can knock you off balance weakening your stance in melee or
throwing off your aim with ranged weapons.
You have -2 damage with Melee weapons and Unarmed attacks
You have -2 to hit with Small Guns, Big Guns, and Energy Weapons

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Well Rested
If you sleep for 8 or more hours in a sheltered bed you gain +5 movement speed and a
number of temporary hit points equal to your level. The movement speed increase lasts as
long as you have any of these temporary hit points.

Well Tuned
If you play a musical instrument for at least 5 minutes you gain +1 max AP for 1 hour.

Withdrawal
The effects of withdrawal are different for each chem. Effects last until they are cured
but are temporarily suppressed while you are under the effects of that item.

Chems Withdrawal Effects


Alcohol -1 CHR. -1 AGI (Minimum 1)

Buffout -1 STR, -1 END (Minimum 1)

Calmex -2 AGI (Minimum 1)

Daddy-O -1 INT, -1 PER (Minimum 1)

Day Tripper -1 CHR, -1 LCK (Minimum 1)

Jet -1 CHR, -1 AGI (Minimum 1)

Mentats -1 PER, -1 INT (Minimum 1)

Psycho -1 PER, -1 END (Minimum 1)

Rad-Away -20 Rad Resist (Minimum 0)

Stealth Boy -2 INT (Minimum 1)

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3.4 Power Armor
Power Armor is the peak of armored infantry technology developed by West-Tek.

General Properties
You can not use any weapons from the Unarmed category except for the Fist. You are immune
to fall damage, however if you fall 10 or more feet you deal 2d6 damage to all creatures
within 5 feet of you.

Helmet Properties
If your Power Armor has a helmet you gain several benefits. You can breathe underwater for
up to 3 minutes at a time. Your headlamp can light a 25ft cone in front of you. You have
advantage on saves against airborne diseases. (All Power Armor types except Power Armor
Frame have a helmet)

Powered
If the Power Armor has a charged Fusion Core, it becomes Powered. While Powered, it
consumes Fusion Cores at a rate of 1 core/12 hours of active use.

Unpowered
If your Power Armor is not Powered your movement speed is reduced by 15 and you cannot
sprint or jump.

Power Armor Training


If you do not have the Power Armor Training perk, you have disadvantage on all STR and AGI
checks and saves.

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Special thanks to /u/ThomasTheSheep for the
improved name
=

*All rights to Fallout belong to Bethesda Softworks


*All rights to Dungeons and Dragons belong to Wizards of the Coast

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