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FALLOUT

UNWASHED ASSETS
MONSTERS AND NPCS
Fan Content for Fallout 2D20
Inspired by Various Fallout Sources

Version Alpha 1

All Monsters in this version should be


considered untested, and used with
a abundance of caution.

Balance and Fun are our top concerns,


But we aren’t there yet.
Feedback is welcome.

Some content is distributed in a incomplete


form, with the intent for community playtesting.

Enjoy!

Triple M AKA
TSSR, The Retired Unwashed Sherriff
Monsters
SWAMPFOLK
SCRAPPER Level 5, Mutated Human,
Normal (38 XP)

S P E C I A L HP Initiative Defense Carry Wgt M.Bonus Luck Pnts

8 4 8 4 4 6 4 16 10 1 230 lbs +1D -

SKILLS Phys. DR Energy DR Special Abilities:


IMMUNE TO RADIATION AND POISON:
Small Guns 3 Survival 3 (BODY) 2 (BODY) 2 Swampfolk reduce all Radiation and
Melee * 3 Unarmed 3 Poison damage suffered to 0 and cannot
(HEAD) 1 (HEAD) 1
Athletics * 4 Tagged marked * suffer any damage or effects from from
such damage
Attacks: BARBARIAN: +1 To DR
Unarmed: STR + Unarmed | TN 11 |
ACTION BOY: No penality for a Second
3D Physical
Major Action purchased with AP
Axe: STR + Melee | TN 11[3] |
6D Physical Piercing 1 Gear:

Repeater Rifle: AGL + Small Guns Tough Clothes (Mutant Sized),


TN 9 | 7D Physical Damage Serrated Axe, Repeater Rifle,
Random Beverage, 2 Random Junk,
Wealth 2

BRAWLER Level 10, Mutated Human,


Notable (148 XP)
HP Initiative Defense Carry Wgt M.Bonus Luck Pnts
S P E C I A L
23 10 1 240 lbs +2D 3
9 7 9 5 6 6 5

SKILLS Special Abilities:


Phys. DR Energy DR
IMMUNE TO RADIATION AND POISON:
Small Guns * 4 Survival 3 (BODY) 4 (BODY) 2 Swampfolk reduce all Radiation and
Melee * 3 Unarmed 3 Poison
(HEAD) 1 (HEAD) 1 damage suffered to 0 and cannot suffer
Repair * 4 Tagged marked *
any damage or effects from from such
damage
Attacks:
BARBARIAN: +2 To DR
Unarmed: STR + Unarmed | TN 11 |
4D Physical
Gear:
Serrated Axe:STR + Melee | TN 12[3]
| 8D Physical Piercing 1 Persistant Tough Clothes (Mutant Sized),
Serrated Axe, Powerful BD Shotgun,
Powerful Double Barrelled Shotgun Random Beverage, 2 Random Oddities,
AGL + Small Guns | TN 10 [4] | Wealth 3
7D Physical Damage [Full Stock]
TRACKER Level 15, Mutated Human,
Normal (109 XP)

S P E C I A L Phys. DR Energy DR

11 7 9 4 4 6 4 (BODY) 4 (BODY) 4
(HEAD) 3 (HEAD) 3
SKILLS

Melee * 4 Survival 3 HP Initiative Defense Carry Wgt M.Bonus Luck Pnts


Athletics * 4 Unarmed 3
Stealth * 4 Tagged marked * 27 13 1 260 lbs +3D -

Special Abilities:
Attacks: IMMUNE TO RADIATION AND POISON:
Swampfolk reduce all Radiation and Poison damage suffered to 0
Unarmed: STR + Unarmed | TN 15 [4]
and cannot suffer any damage or effects from from such damage
6D Physical Piercing 1
BARBARIAN: +3 To DR
Serrated Axe:STR + Melee |TN 15[4]
| 9D Phys Piercing 2 Persistant
PAIN TRAIN: You may Charge and move into reach of an enemy
Vicious
within Medium range (1 zone) and make a STR + Athletics test
with a difficulty of 2. If you succeed, the enemy suffers damage
Gear: equal to your normal unarmed damage, and is knocked prone.

Tough Clothes (Mutant Sized) PIERCING STRIKE: +1 Piercing to Bladed or Unarmed Attacks
Serrated Axe, 5 Random Food,
3 Random Chems, Wealth 5 BIG LEAGUES: 2 Handed Melee Attacks become Vicious
Securitron
MK I Level 7, Robot,
Normal (60 XP)
BODY MIND MELEE GUN OTHER HP Initiative Defense Carry Wgt M.Bonus Luck Pnts

7 5 3 4 4 14 12 1 210 lbs +1D -

Phys. DR Energy DR Special Abilities:


ROBOTIC:
(BODY) 4 (BODY) 4 Immune to Radiation, Poison, and Disease.
Attacks:
SECURITRON:
Unarmed: TN 10 [3] | 6D Physical SECURITRONS are repaired via the Repair skill per other robots,
but also contain a auto repair function the acts like normal
SMG: TN 11 [4] | 5D Phys, Range C, healing for Securitron Units.
Rate 4, CQ, Reliable, Burst
LET RIP: Once per combat, the Securitron may ‘let rip’ with a
Grenades: TN 11 [4] volley from their SMG. This adds the weapon’s Fire Rate of 4 to
5D Phys, Range M, Blast the weapon’s damage for a single attack (for 8 DC total), and
allows them to use the Burst damage effect.
Salvage
FULLY ARMED:
Test: INT + SCIENCE [1] If the Right Arm suffers a Injury, The MK I Cannot use the SMG.
.38 5 + 2DC (+3DC per AP) If the Torso suffers a Injury, the MK I Cannot use Grenades.
40mm Grenades 2DC (+1DC per AP)
Effects Yield Uncommon Materials

MK II Level 15, Robot,


Normal (109 XP)
BODY MIND MELEE GUN OTHER HP Initiative Defense Carry Wgt M.Bonus Luck Pnts

9 7 4 5 5 24 12 1 210 lbs +2D -

Phys. DR Energy DR

(BODY) 6 (BODY) 6 Special Abilities:


ROBOTIC:
Attacks: ROBOTS reduce all Radiation and Poison damage suffered to 0 and
cannot suffer any damage or effects from from such damage
Unarmed: TN 13 [4] | 7D Physical
SECURITRON:
SMG: TN 14 [5] | 5D Phys, Range C, SECURITRONS are repaired via the Repair skill per other robots,
Rate 4, CQ, Reliable, Burst but also contain a auto repair function the acts like normal
healing for Securitron Units.
Laser: TN 14 [5]| 5D Energy,
Range M, Rate 4, Vicious, Burst LET RIP: Once per combat, the Securitron may ‘let rip’ with a
volley from their SMG AND Lazer Gattling. This adds the weapon’s
Grenades: TN 14 [5] Fire Rate of 4 to the weapon’s damage for a single attack (for 8
5D Phys, Range M, Blast DC total), and allows them to use the Burst damage effect.

Missles: TN 14 [5] FULLY ARMED:


9D Phys, Range L, Blast If the Right Arm suffers a Injury, The MK II cannot use the SMG.
If the Left Arm suffers a Injury, the MK II loses it’s Laser.
Salvage If the Torso suffers a Injury,
the MK II Cannot use Grenades or Missles.
Test: INT + SCIENCE [1]
.38 5 + 2DC (+3DC per AP)
MF Cells 3 + 1DC (+1DC per AP)
Missles 1DC (+1DC per AP)
40mm Grenades 2DC (+1DC per AP)
Effects Yield Uncommon Materials

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