Professional Documents
Culture Documents
-Welcome to The
Wasteland-
You have traveled far from Faerun, haven’t you? Welcome to the world of Fallout! This series was
originally published by Interplay in 1997 with the original action RPG “Fallout: A Post-Apocalyptic
RPG”. With this helpful guide, I hope to provide an endless adventure in the ruin of Post-War United
States.
0
-Chapter 1: ean towards good or evil, but many have a
Races-
cynical nature that causes them to be more
Ghoul: The Unfortunate
chaotic than most wastelanders.
Survivors
Size: Ghouls vary widely in height and build,
After suffering the pain of
from barely 5 feet to well over 6 feet tall.
nuclear fire burning your flesh
ghoul. Ghouls live in constant Darkvision: Being a ghoul isn’t all that bad;
you have superior vision in dark and dim
discrimination from the majority conditions. You can see in dim light within 30
of humans for their
feet of you as if it were bright light, and in
“zombie”-like visage.
darkness as if it were dim light. You can't
Ability Scores: Con +3,
discern color in darkness, only shades of gray.
Cha -2
Ghoulish: After years of high radiation
Size:
exposure, you have gained immunity to
Medium
Radiation (necrotic) Damage.
Speed:
30ft. Feral Struggle: At levels 5, 10, and 15 the
player must make a Feral save. This save DC
Age: Ghouls seemingly do not age; they appear
to be as old as they were when they mutated. s equal to the player's level. On a successful
Alignment: Ghouls are simply humans who save, nothing happens. On a failed save, the
have had a run of bad luck. They do not typically
player will be turned into a Feral Ghoul in a alignment. The best and the worst are found
Languages: You can speak, read, and Regardless of your position in that range,
a destroyed world.
Many humans
Vaults.
Size:
Medium
Speed:
30ft.
hospitals, and even the military. Arms!: Your 3 arms are versatile tools for
Ability Scores: Int +1, Cha completing everyday tasks, but they can also be
+1 much more. During a short rest, you can replace
nstead of
sleeping, you enter an inactive state
Size: A Mr. Handy’s metal body is made of a
for 4 hours each day. You do not dream in this
3-foot diameter sphere with 3 arms that float 3
Size:
Medium
Speed:
30ft.
Size: Super Mutants are usually over 7 feet tall -Chapter 2: Factions &
and weigh between 300 and 350 pounds. Backgrounds-
Languages: You can speak in Common. You Followers of The
piece of lore. Your DM can decide who this always know the direction of north and know
expert is and where they can be found. how to keep meat fresh for
up to 2 weeks
without refrigeration.
Raid Vault
er Dweller
Skill Proficiencies: Intimidation, Skill Proficiencies: Choose Two: Athletics,
Survival
Stealth, History, Medicine, Persuasion
Tool Proficiencies: Once choice of either:
Thieves’ tools, Alchemist’s supplies Tool Proficiencies: One choice of any
Tool Kit
Equipment: Raider Rags, 1 Simple Weapon, 5
Equipment: Vault Suit, 1 Improvised
caps, 1 Jet, 1 Psycho
Weapon, 20 Caps.
Chem Junkie: Jet, Psycho, and Med-X, oh
Vault Smarts: You are very familiar with the
my! You have a vast knowledge of Chems and
layout of Vaults. When investigating vaults,
where to find them.
You have advantage when
you have advantage
when searching for
recalling knowledge about Chems or finding a
specific rooms in a vault. (Example: Cafeteria,
Chem dealer.
Security Room, Overseer’s Office)
Triba
l Wastelande
r
Skill Proficiencies: Survival,
Nature Skill Proficiencies: Survival,
Perception
Tool Proficiencies: Once choice of: Weaver’s
Tool Proficiencies: One choice of two:
Tools, Musical Instrument
Cook's Utensils, Sewing Kit
Equipment: Tribal Garb, 1 Simple Weapon, 5
Equipment: Wastelander Garb, 1 Simple
Healing Powder, Tribal Rations/7 days, 3
weapon, 1 Martial Ranged Weapon, Wasteland
Throwing Spears, Hide Armor.
Rations/7 days, 1 Rad-Away, 30 Caps
Natural Knowledge: Living outside of
Prospecting: You have intimate knowledge of
finding “diamonds in the rough.” You have You are an absolute monster. Hardly even
Chemi
st
normally do.
Healing
Glow
Prerequisite:
Ghoul
Lead
Belly
3
A little radiation never hurt anyone, right?
-Chapter 3:
When consuming irradiated food or drink,
Feats-
you take no Radiation (necrotic) damage.
Animal
Friend Mister
Sandman
You gain proficiency with the Animal Handling
When attacking an unconscious creature,
skill. If you already have proficiency, your
your damage die is doubled.
proficiency bonus is doubled.
Pip-B
Cannib oy
al
Prerequisite: Pip-Boy
Item
energy cell.
Congratulations! You have obtained a
Terrifying
Presence
You gain proficiency with the Intimidation skill.
Vigilant
Recycler -Chapter 4:
You are able to take the last bit of charge from Conditions-
your energy cells and make them last a bit Radiation
Poisoning
longer. During a
short rest, you can take 5
When you are exposed to high amounts of
depleted energy cells and create 1 fully charged
radiation (necrotic damage) without treatment, perform any Dexterity-related
you can be made to make a Rad Check and roll skills, and you have disadvantage
on those rolls.
a Con Save. When
you fail this save, you are
After stopping use of Chems, your
raised to the next Rad Level. On a failure of DC
body has begun to experience
Once the player fails the DC15 Rad Check of Your Dex modifier takes a -1 and
tremors. Your hands shake, and (DC15), and a failure will do you
you are no longer able to hide it. 1d4 damage. Your Constitution
Your Dex modifier takes a -1 and modifier gets -1 and you have
Adictol, or waiting 1 in game month without modifier gets -1 and you have
and colors.
Your memory and cognitive
Intelligence modifier takes a -1. between friend and foe, and you
Wisdo
m
Your thoughts have become
Although the majority of the weapons you will as much damage on a successful one.
Laser 1d10
bludgeoning
Pistol
10
Firearm, Martial Weapon, Ranged Weapon,
bs.
Uncommon
When you hit a target with this weapon, roll a
3d6 lightning - ammunition (30/120ft.), reload (50
shots) 1d4. On a 4, you push the target back 5ft.
2 Shishkeb
lbs.
ab
Laser Martial Weapon, Melee Weapon,
Rifle Rare
Firearm, Martial Weapon, Ranged Weapon, sword is ablaze, it deals an extra 2d6 fire
Explosive, Rare
15
damage to any target it hits. The flames last
lbs.
until you use a bonus action
to pull the trigger
As an action, a character can launch a small
again or until you drop or sheathe the sword.
nuclear explosive device at a point up to 120
10
bs.
Scrap
Armor
Light Armor,
Common
AC 12+
DEX
13
bs.
Steel
Armor
Medium Armor,
Common
AC 14+
DEX
20 7
-Chapter 7: bs.
Medium Armor, 20
Uncommon lbs.
AC 15+ DEX (max While wearing this lead lined suit, you are
2)
immune to radiation (necrotic) damage.
40
lbs.
However, if you take any amount of piercing or
Whether you are with the NCR, Legion, BOS,
slashing damage, you become
resistant to
or scavenged this armor off of a skeleton, this
radiation (necrotic) damage. The suit can be
is the standard for most soldiers.
repaired during a short rest with a DC 15
The wearer has disadvantage on Stealth
Intelligence check.
(Dexterity) checks.
Advanced Combat Stealth
Armor Suit
Heavy Armor, Light Armor,
Uncommon Rare
AC AC 12+
18 DEX
65 15
lbs. lbs.
Whether you are with the NCR, Legion, BOS, or While wearing this armor, you can spend an
scavenged this armor off of a skeleton, this is action gain advantage on stealth checks for 1
armor for the elite faction soldiers. hour. This ability cannot be used again until the
Radiation AC
Suit 20
150
Medium Armor,
lbs.
you gai
Prerequisite: Power Armor
Training
resistan
To enter or exit this armor takes 12 seconds. piercing
When wearing this armor, your speed is reduced
8
-Chapter 8: Commo
n
Gadgets-
As a bonus action, this device can be turned
Audio
on to cast a 60ft. cone of light.
Recorder
Uncommo FM
n
Radio
As a free action a button is pushed to record
Commo
all sounds within 30 feet for up to 1 hour. This n
audio can be played back as a free action. As a free action, this device can be turned
the direction of a source of radiation within When worn, this mask allows you to breath
Jimmy Stealth
Hat Boy
Commo Rar
n e
Wrap it before you tap it! This useful health item When activated as an action, this device will
turn the user invisible for 1 hour. Anything you
is used to prevent pregnancy and sexually
wear or carry is invisible with you. You cannot
transmitted diseases.
Loaded use this item again until the end of the next 24
Dice
hours.
Uncommo
n
“Magic”8-Ba
ll
Uncommo
n
Junk
Car
Uncommon, Refuel (60 miles), HP
(120)
per hour.
Atomic
Car
Rare, Refuel (120 miles), HP
(160)
a miracle to get
one running. Atomic cars can
per hour.
1
0