Professional Documents
Culture Documents
may have the misfortune of becoming a ghoul. Ghouls live in a state of constant discrimination
from the majority of humans for their “zombie”-like visage.
Ability Scores: Con +3 Cha -2. Size Type: Medium. Speed: 30ft.
Age: Ghouls seemingly do not age; they appear to be as old as they were when they mutated.
Alignment: Ghouls are simply humans who have had a run of bad luck. They do not typically lean
towards Good or evil, but many have a cynical nature that causes them to be more chaotic than
most wastelanders.
Size: Ghouls vary widely in height and build, from barely 5 feet to well over 6 feet tall. Ghouls
typically weigh between 10 and 30 pounds less than when they were human.
Darkvision: Being a ghoul isn’t all that bad; you have superior vision in dark and dim conditions.
You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were
dim light. You can't discern color in darkness, only shades of gray.
Ghoulish: After years of high radiation exposure, you have gained immunity to Radiation (necrotic)
Damage.
Feral Struggle: Although you are immune to Radiation, if you are in a situation where you would
take 50 or more points of Radiation (necrotic) Damage, you must make a DC 15 Wisdom save. On a
failed save, you gain 1 Feral Point. After 3 Feral Points, you will become a mindless Feral Ghoul
within 1d4 days.
Languages: You can speak, read, and write in English and one other language
After the bombs fell in 2077, much of humanity survived in massive underground shelters called
Vaults. Many humans can trace their lineage to these Vaults, but others did survive outside of
their protection. When the dust of war had settled, humanity came out of the ground to reclaim
the remnants of a destroyed world....
Ability Scores: Choose any two +2. Size Type: Medium. Speed: 30ft.
Age: Humans reach adulthood in their late teens and live less than a century.
Alignment: Humans tend toward no particular alignment. The best and the worst are found among
them.
Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless
of your position in that range, your size is Medium.
Languages: You can speak, read, and write in English and one other language.
Mr. Handy: The Perfect Servant
In the year 2037, General Atomics International released the first domestic robot for the general
masses. These multipurpose robots have been commonly used in homes, hospitals, and even the
military.
Ability Scores: Int +1, Cha +1. Size Type: Medium. Speed: 25ft.
Age: A Mr. Handy has a 500 year warranty. But does it really?
Size: A Mr. Handy’s metal body is made of a 3-foot diameter sphere with 3 arms that float 3 feet
off the ground. They weigh 120 pounds.
Alignment: Mr. Handys who have masters that they serve will typically lean to a lawful alignment.
Those who do not may vary.
Languages: You can speak, read, and write in English and one other language.
Arms!: Your 3 arms are versatile tools for completing everyday tasks, but they can also be much
more. During a short rest, you can replace one of your hands with any weapon that does not have
the Heavy property. This new attached weapon gains +1 to attack rolls.
You Are a Robot: As a robot, you are immune to disease. You do not need to eat or breathe.
Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this
state; you are fully aware of your surroundings and notice approaching enemies and other events
as normal.
Fix Me Up: You do not heal like other races. Normal healing items do not work for you. You can be
healed by a Robot Repair Kit. (See Chapter 8: Gadgets & Misc. Items)
These descendants from the North American Raccoon are tribes of scavengers who live
underground in burrows or in the basements of collapsed prewar buildings. They are rarely ever
seen but when they are, they are commonly mistaken for giant mutant rats.
Ability Scores: Dex +2, Wis +1. Size Type: Small. Speed: 30ft.
Age: Racree mature after 3 years and typically live around 30 years.
Alignment: Racree are typically neutral, as they care for their own needs and the needs of their
tribe. Few may lead to more chaotic alignments, but recklessness tends to put many Racree in a
raider’s stew.
Languages: You can speak, read, and write in Racree. You cannot speak English but, you can
understand, read and write in English.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness
as if it were dim light. You can't discern color in darkness, only shades of gray.
Color Blind: You see the world mostly in shades of grey, however, you can discern the color green.
Trash Bandit: You have advantage on Investigation and Survival checks when searching for items
such as shiny objects or food in places like waste baskets, garbage cans, dumpsters, dumps, or
scrap yards.
In the arms race for the Great War, the US Government feared the use of biological weapons by
the Chinese. In attempting to create a cure serum for any such attack, the West-Tek company
contracted by the military instead created the Forced Evolutionary Virus, or FEV. Super Mutants
are individuals who have managed to survive being infected with FEV – resulting in a series of
giant, muscular and monstrous humanoids. In 2102, a doctor known as Richard Grey
experimented with the F.E.V. for many years and created many abominations that run through the
Wasteland. None are more effective and intimidating as The Master’s Super Mutants.
Ability Scores: Str +2, Con +1, Int -2. Size Type: Medium. Speed: 30ft.
Age: Super Mutants have an average lifespan of about 200 years after being mutated from a
human.
Size: Super Mutants are usually over 7 feet tall and weigh between 300 and 350 pounds.
Alignment: Super Mutants once served a powerful evil master and many still follow their lawful
evil roots. However, those who have left that life behind, tend to lean to a more chaotic lifestyle.
Languages: You can speak English. You cannot read unless you have an Int Score of 16 or higher.
Super Attack: When you score a critical hit with a melee weapon attack, add an extra damage die.
FEV: The Forced Evolutionary Virus has made you a perfectly healthy specimen. You are immune
to disease and poison damage.
Synthetic humans are a secret to most and knowledge to few. Brilliant minds in secret scientific
facilities have created these biological machines as servants, lab assistants, or even test subjects.
Ability Scores: Choose any one +3, to a maximum of 20. Size Type: Medium. Speed: 30ft.
Age: Synths mature to adulthood after 5 years and expire in just under a century but, they can be
designed to permanently appear to be any age.
Size: A Synth’s body is Designed to serve a specific task. Their body can stand from just under 5
feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Alignment: Synths have a tendency towards neutral alignments. Those still serving their purpose
will lawfully follow their programmed tasks, but chaotic rebels have always been glitches in the
machine.
Languages: You can speak, read, and write in English and one other language.
No Rest for The Wired: With your genetically designed brain and body, you do not require as much
sleep as a normal human. You only require 4 hours for a long rest.
Brotherhood of Steel
Equipment: 1 set of Scribe Robes or Initiate Garb, 1 Laser Pistol, 2 energy cells, 20 Caps
Tactical Hacking: You have been trained from an early age to be able to think quick in stressful
situations. You can use a Hacker Kit as a bonus action during combat.
Caesar’s Legion
Equipment: 1 set of Legion Garb, 1 Martial Melee Weapon, 1 Legion Rations, 20 Legion Denarius
Legion Pride: The Legion is mighty and should be feared whenever Caesar’s name is spoken. Once
per long rest, when you mention that you are a member of the legion, you gain advantage on
Intimidation checks.
Child of Atom
Atom’s Glow: Atom is always watching over you. Before a long rest, you may speak a prayer to
Atom and make a DC 18 Religion check. On a success, when you wake up, you will be able to roll
with advantage on one skill check before your next long rest.
Chosen One
Epic Quest: You have been given a quest and you are the one destined to complete it. You have
advantage on investigation checks when they relate to your epic quest.
Courier
Courier Bag: You have a talent for stuffing your bag full and still finding just enough room. You can
carry 20 lbs. more than you normally would.
Endless Walker
Equipment: The Endless Walker is an exile from their people who has been stripped of everything
they have. They start with nothing. Not even clothing.
Sun Scorched: Your body has been tormented by the sun for so long, that your burns have
deadened the nerves of your skin. You have resistance to fire damage.
Equipment: 1 set of Follower's Garb, 1 Energy Pistol or Simple Ranged Weapon, 3 Stimpaks, 30
Caps
Many Mentors: When you attempt to learn or recall a piece of lore, if you do not know that
information, you can think back to one of your many mentors you would have had from back
home with the Followers who is an expert of this piece of lore. Your DM can decide who this
expert is and where they can be found.
Equipment: 1 set of Prewar Clothes or 1 set of Soldier Garb, 1 Martial Ranged Weapon, NCR
Rations (7 days), 20 NCR Dollars
NCR Educational System: Living in the NCR has given you a great education about the history of
prewar United States of America. When recalling a piece of lore about prewar United States, you
may do so with advantage once per long rest.
Prisoner
I need a favor: You have an old friend from your past that you can call on for one favor. In a
moment where you need money, information, or a task, you can come to this person and ask for a
favor.
Raider
Chem Junkie: Jet, Psycho, and Med-X, oh my! You have a vast knowledge of Chems and where to
find them. You have advantage when recalling knowledge about Chems or finding a Chem dealer.
The Railroad
Equipment: 1 Set of Railroad Garb, 1 Martial ranged Weapon, Symbol of The Railroad, 20 caps
I know a place: As a defender of the freedom of synths from their monstrously scientific masters,
you know of a vast expanse of allies that can help you on your mission. When in an emergency,
you can make an Investigation or History check, of which the DC is decided by the DM. On a
success, you either recall a place or locate a Railroad Symbol that is hidden in plain sight, where
you have allies in The Railroad that will take care of you if you need help.
Tribal
Equipment: Tribal Garb, 1 Simple Weapon, 5 Healing Powder, Tribal Rations/7 days, 3 Throwing
Spears, Hide Armor.
Natural Knowledge: Living outside of civilization has made you one with nature. You always know
the direction of north and know how to keep meat fresh for up to 2 weeks without refrigeration.
Vault Dweller
Vault 14 Dweller
Cinema Smarts: Growing up in a Vault that sheltered many important figures in the film industry
has made you a natural expert in everything related the film industry. You have advantage on any
check that relates to the film industry. (Example: History of celebrities, Operation of a camera,
Acting on film or stage)
Wastelander
Equipment: Wastelander Garb, 1 Simple weapon, 1 Martial Ranged Weapon, Wasteland Rations/7
days, 1 Rad-Away, 30 Caps
Prospecting: You have intimate knowledge of finding “diamonds in the rough.” You have
advantage on Investigation checks when searching for Caps.
Adrenaline Rush
Increase your Dexterity score by 1, to a maximum of 20. When you are below 1⁄4 of your maximum
health, your speed is increased by 10 feet.
Animal Friend
Increase your Wisdom score by 1, to a maximum of 20. You gain proficiency with the Animal
Handling skill. If you already have proficiency, your proficiency bonus is doubled. During a short or
long rest, you may spend up to 3 of your own hit die to heal any beast that is friendly to you.
Animal Whisperer
Increase your Charisma score by 1, to a maximum of 20. You have been blessed by the spirits with
the ability to speak with animals, or at least that’s what you think. Once per long rest you may cast
the Speak with Animals spell.
Bone Head
Increase your Constitution score by 1, to a maximum of 20. You have advantage on Constitution
saving throws that would render you unconscious. You have proficiency in unarmed attacks when
using your skull.
Black Widow/Lady Killer
Increase your Charisma score by 1, to a maximum of 20. Once per long rest you may cast the
Charm Person spell. When you make a critical hit in combat against a humanoid who is a different
gender as you, add an extra 1d6 damage.
Cannibal
Increase your Constitution score by 1, to a maximum of 20. You are an absolute monster. Hardly
even human. Although humans are certainly tasty! As an action, you can consume human flesh to
regain an extra hit die during a short rest. At level 10, you regain extra 2 hit die.
Chemist
Increase your Constitution score by 1, to a maximum of 20. Chems are the BEST! Chems affect you
for twice as long as they normally do.
Increase your Charisma score by 1, to a maximum of 20. Once per long rest you may cast the
Charm Person spell. When you make a critical hit in combat against a humanoid who has the same
gender as you, add an extra 1d6 damage.
Die Hard
Increase your Constitution score by 1, to a maximum of 20. When you are below 1⁄4 of your
maximum health, you gain +1 to your AC.
Flower Child
Increase your Constitution score by 1, to a maximum of 20. Chems aren’t that bad maaan... When
resisting addiction, you can roll with advantage on your constitution saving throw.
Increase your Wisdom score by 1, to a maximum of 20. Your eyes have adapted to the dark. You
can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Ghost
Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with the Stealth skill.
If you already have proficiency, your proficiency bonus is doubled. If you fail a Stealth check, your
movement is doubled for 1 round.
Glowing One
Prerequisite: Ghoul
Increase your Constitution score by 1, to a maximum of 20. You become a glowing beacon of
radiation. Your skin now illuminates a 30ft radius around you with dim light at all times.
Healing Glow
Prerequisite: Ghoul
Increase your Constitution score by 1, to a maximum of 20. When taking a short rest within 30ft. of
a source of radiation, you heal 1 extra hit die.
Heave Ho!
Increase your Dexterity score by 1, to a maximum of 20. You got a pretty wild throwing arm. You
are now able to throw weapons and other objects an additional 10 ft.
Heavy Hitter
Increase your Strength score by 1, to a maximum of 20. When you make a critical hit with an
unarmed attack, your damage is doubled.
Increase your Intelligence score by 1, to a maximum of 20. During a short or rest, you can use your
clever mind to craft effective improvised weapons from trash and scrap.
Lead Belly
Increase your Constitution score by 1, to a maximum of 20. A little radiation never hurt anyone,
right? When consuming irradiated food or drink, you take no Radiation (necrotic) damage.
Mister Sandman
Increase your Dexterity score by 1, to a maximum of 20. When attacking an unconscious creature,
your damage die is doubled.
Mutant Grip
Increase your Strength score by 1, to a maximum of 20. You can now hold weapons with the Two-
Handed property with one hand.
Pip-Boy
Power Armor is a complex machine that requires intense training to operate. You are now able to
equip Power Armor.
Purifier
Increase your Wisdom score by 1, to a maximum of 20. You deal an extra 1d6 whenever you deal
damage to Monstrosities.
Pyromaniac
Increase your Intelligence score by 1, to a maximum of 20. Honey, I don’t want to set the world on
fire. Oh wait! Yes, I do! You now deal an extra 1d6 fire damage whenever you deal fire damage.
Rad Child
Prerequisite: Ghoul
You are not only immune to radiation; you are healed by it. Whenever you attacked with radiation
(necrotic) damage, you are healed that amount.
Snake Eater
Increase your Constitution score by 1, to a maximum of 20. Your extreme dietary habit of eating
things you probably shouldn’t, seems to have helped you. You are resistant to poison damage.
Sneering Imperialist
You deal an extra 1d6 damage to raiders and tribals. You have advantage on Intimidation checks
against raiders and tribals.
Strong Back
Increase your Strength score by 1, to a maximum of 20. You can carry 50 lbs. more than you
normally would.
Terrifying Presence
Increase your Charisma score by 1, to a maximum of 20. You gain proficiency with the Intimidation
skill. If you already have proficiency, your proficiency bonus is doubled.
Tribal Alchemist
Increase your Wisdom score by 1, to a maximum of 20. During a short or rest, you can use your
knowledge of natural remedies to craft medicines from the flora and fauna around you. (See
chapter 5 for effects)
Wasteland Medic
Increase your Wisdom score by 1, to a maximum of 20. You’re not a doctor but knowing a thing or
two about medicine can help you a lot in the wasteland. When you inject a Stimpack on any
creature, they heal an extra number of hit points equal to your proficiency bonus. During a short
rest, you can spend time to heal yourself or one of your allies 1 additional hit die
Vigilant Recycler
Increase your Intelligence score by 1, to a maximum of 20. You can take the last bit of charge from
your energy cells and make them last a bit longer. During a short rest, you can take 5 depleted
energy cells and create 1 fully charged energy cell.
Radiation Poisoning
When a human has been exposed to an amount of radiation (necrotic) damage equal to or greater
than the human’s maximum hit points, the Game Master will roll on the Radiation Table before
the human makes Death Saving Throws. After rolling on the Radiation Table, the result is revealed
if the human becomes no longer Unconscious.
Radiation Table
Ghoulified
A Ghoulified human must replace their race to Ghoul with their Racial Abilities Replaced with
Ghoul Racial Abilities.
Mutant Transformation
After a human is exposed to the Forced Evolutionary Virus by submersion or injection, the Game
Master will roll on the Mutation Table.
Addiction
Each time a creature uses a Chem with the Addictive property that they are not addicted to, they
must make a DC 10 Constitution saving throw or become Addicted to the Chem. The DC of this
saving throw increases by 2 for each other Chem the creature is Addicted to at the time of use.
Whenever an Addicted creature finishes a long rest, they gain a level of Exhaustion for each Chem
they are Addicted to. If the creature uses an Addictive Chem they are already Addicted to, they
remove 1 level of exhaustion. As an action, you can expend one use of a healer's kit to cure an
Addiction with a DC 20 Wisdom (Medicine) check.
Buffout
This highly addictive over the counter pain killer can help you in a pinch. You gain 1d6 temporary
hit points.
Cateye
When consumed, this bitter substance from the thorax of the Giant Fire Ant can help you not burn
to death. You gain resistance to fire damage for 1 hour.
Fixer
Sometimes you just need to get rid of the itch. When an Addicted creature consumes this chem,
they will not be affected by the Addicted property for 24 hours.
Food Paste
Healing powder
When consumed, this bitter powder will heal 1d4+1 hit points,
Jet
When inhaled, this amphetamine gives you a rapid burst of energy. For 1d4 rounds, your speed is
doubled, and you gain 1 extra bonus action.
Med-X
When injected, this powerful steroid can boost your body’s natural damage resistance. For 1d6
rounds, you gain +2 to your AC.
Mentats
When consumed, this medicinal tablet boosts you’re your Intelligence score by +1, increase your
Passive Perception by +1, and you also have advantage on Perception checks for 10 minutes.
Psycho
When injected, this instant adrenaline booster gives all your damage rolls an additional 1d6
damage for 1 minute.
Rad Away
During a long rest, the contents of this IV bag can be used to remove effect from the Radiation
Table.
Rad Tea
This sickly bitter drink will give the consumer resistance to radiation (necrotic) damage for 1 hour.
Rad-X
Chem, Uncommon. 0.5 lbs.
When consumed, you gain resistance to radiation (necrotic) damage for 1 hour.
Rocket
When inhaled, this amphetamine gives you a rapid burst of energy. For 1d8 turns, your speed is
doubled, and you gain 1 extra bonus action.
Stimpack
You heal 2d4+2 hit points when this syringe is injected into your vein.
Super Stimpack
You heal 8d4+8 hit points when this syringe is injected into your vein.
Slasher
When injected, this instant adrenaline booster gives all your damage rolls an additional 1d12
damage for 1 minute.
General Weapons
This guide does not supply a resource for general weapons. Most weapons can be flavored from
the weapons found on page 149 of the Player’s Handbook. General fire arms can be found on page
268 of the Dungeon Master’s Guide. Although most of the weapons you will encounter will not be
in this guide, you will still be grated with a few fun options to add to your arsenal.
Alien Blaster
Firearm, Martial Weapon, Ranged Weapon, Rare. 3d12 lightning - ammunition (30/120ft.), reload
(10 shots). 2 lbs.
Firearm, Martial Weapon, Ranged Weapon, Uncommon. 6d4 lightning - ammunition (30/120ft.),
reload (20 shots) two-handed. 7 lbs.
BB Gun
Firearm, Martial Weapon, Ranged Weapon, Common. 1d4-1 piercing - ammunition (30/60ft.),
reload (100 shots). 2 lbs.
Cap’r
Firearm, Martial Weapon, Ranged Weapon, Rare. 2d4 piercing - ammunition (10/30ft.), reload (1
shot). 2 lbs. This kooky device is specially designed to fire Nuka-Cola bottle caps at the target with
THE POWER OF CARBONATION from a full bottle if Nuka-Cola! If loaded with a Nuka-Cola
Quantum, this device deals an extra 2d8 radiation (necrotic) damage.
2d8 piercing - ammunition (30/90ft.), reload (2 shots). 2 lbs. When a character makes a successful
ranged attack with this shotgun against any Beast, the damage dice are doubled.
1d10 bludgeoning – two-handed. 5 lbs. Once per turn a character can spend their bonus action to
call out “Fore!” before their attack role. On a successful melee attack, the damage die is doubled.
Gravel Hammer
1d8 bludgeoning. 8 lbs. This improvised weapon is made of connected pipes filled with gravel to
add weight.
Explosive, Legendary
5d20 piercing 1d20 force 1d20 radiant (60ft.). 1 lbs. As an action, a character can throw a grenade
at a point up to 60 feet away. Each creature with 20 feet of an exploding fragmentation grenade
must make a DC 15 Dexterity saving throw, taking 5d20 piercing, 1d20 force, and 1d20 radiant
damage on a failed save, or half as much damage on a successful one.
Fat Man
As an action, a character can launch a small nuclear explosive device at a point up to 120 feet
away. Anyone within a 30ft. radius must make a DC 18 Dexterity saving throw, taking 6d10
necrotic damage and 2d10 force damage on a failed save, or half as much damage on a successful
one.
Cryo Gun
3d8 cold - ammunition (20/40ft.), reload (3 shots) two-handed. 7 lbs. When a target takes damage
from this weapon, they must make a DC 15 Constitution Save. On a failed save, the target’s
movement is reduced by 10.
Pepper Spray
1d4 Acid – (5/20ft.). 0.5 lbs. When a target takes damage from this powerful spray, the target
must make a constitution saving throw where the DC is 10 + your medicine modifier. On a failed
save, the target is blinded for 1d4 rounds. After use, this weapon cannot be used again.
Plasma Grenade
Explosive, Rare
5d6 fire 1d4 necrotic (60ft.). 1 lbs. As an action, a character can throw a grenade at a point up to
60 feet away. Each creature with 20 feet of an exploding plasma grenade must make a DC 15
Dexterity saving throw, taking 5d6 fire damage and 1d4 necrotic on a failed save, or half as much
damage on a successful one.
Power Fist
1d10 bludgeoning. 10 lbs. When a target takes damage with this weapon, roll a 1d4. On a 4, you
push the target back 5ft.
Punk Spikes
1d4 piercing. 0.5 lbs. This improvised weapon is made of 3 nails driven through a crude handle.
Ripping Axe
1d6 slashing. 5 lbs. This improvised weapon is made of a saw blade attached to a steel pipe.
Shishkebab
1d8 slashing – versatile (1d10). 7 lbs. You can use a bonus action to pull the trigger, causing flames
to erupt from the blade. These flames shed bright light in a 20-foot radius and dim light for an
additional 20 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a bonus action to pull the trigger again or until you drop or sheathe
the sword.
Waste Leathers
AC 11+ DEX. 10 lbs. Even if it’s hot in the dessert heat, it might help the next time a raider tries to
stab you. This armor is typically made of stitched together scraps of hardened leather and cloth.
Scrap Armor
AC 12+ DEX. 13 lbs. This might be enough to stop a bullet? This armor is made of a combination of
leather and scavenged scrap metal.
Scrap Shield
Shield, Craftable
6 lbs. This improvised shield is carried in one hand. Wielding a shield increases your Armor Class by
2. You can benefit from only one shield at a time.
Steel Armor
AC 14+ DEX. 20 lbs. If scrap won’t stop a bullet, you are pretty sure this will. This forged set of dull
heavy armor covers your chest and stomach area to protect your vital organs.
Combat Armor
AC 15+ DEX (max 2). 40 lbs. Whether you are with the NCR, Legion, BOS, or scavenged this armor
off a skeleton, this is the standard for most soldiers. The wearer has disadvantage on Stealth
(Dexterity) checks.
AC 18. 65 lbs. Whether you are with the NCR, Legion, BOS, or scavenged this armor off of a
skeleton, this is armor for the elite faction soldiers. The wearer has disadvantage on Stealth
(Dexterity) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10
feet.
Radiation Suit
Stealth Suit
AC 12+ DEX. 15 lbs. While wearing this armor, you can spend an action gain advantage on stealth
checks for 1 hour. This ability cannot be used again until the end of the next 24 hours.
Power Armor
AC 20. 350 lbs. Prerequisite: Power Armor Training. To enter or exit this armor takes 12 seconds.
When wearing this armor, your speed is reduced to 20ft, your Strength score is increased to 22
(+6), you gain advantage on Intimidation checks, resistance to bludgeoning, slashing, and piercing
damage, and are immune to radiation (necrotic) damage.
2-Way Radio
Uncommon
As an action, you can use this device to contact another 2-Way Radio on the same frequency.
Maximum of 15 words per action.
Audio Recorder
Uncommon
As a free action a button is pushed to record all sounds within 30 feet for up to 1 hour. This audio
can be played back as a free action.
Bobby’s Pin
Rare
This bobby pin is made of a polished gold plate and decorated with a tiny pearl inlaid on the end.
This item is found with 1d4+1 charges and regains 1d4 every sunrise. When using this item to pick
a lock, you gain a +10 bonus to Dexterity based skill checks. This item only breaks on a critical
failure.
Comic Book
Uncommon
Once a wonderful article of entertainment, now can give you the inspiration you need to survive.
After reading over a short rest, you gain a 1d6 inspiration die to use at any time before your next
long rest. This item can only be used this way once, but it can be read again for personal
enjoyment.
Cybernetic Limb
Rare
Sometimes your luck runs out and you lose something important. When you have lost an arm or a
leg, this item can be used to replace what is lost and can be used as affectively as a normal limb.
With the material cost of 1000 caps, a Cybernetic Limb can be upgraded to add +1 to a character’s
Strength or Dexterity score.
Uncommon
When wearing these goggles, you have advantage on skill checks when disarming explosives. You
have +1 to attack roles with explosive weapons.
Flash Light
Common
As a bonus action, this device can be turned on to cast a 60ft. cone of light.
FM Radio
Common
As a free action, this device can be turned on to enjoy local FM radio broadcasts.
G.E.C.K.
Legendary
The Garden of Eden Creation Kit, is a briefcase shaped device that was given to a select few Vaults.
As an action, this device can be planted on any land. Upon activation, this device cleanses all land
within a 10-mile radius of radiation and makes the soil optimal for plant growth.
Geiger Counter
Uncommon
As an action, this device can be used to tell the direction of a source of radiation within 30 ft.
Rare
The H&H Tool Company has been trusted for over 200 years. Most of these prewar locks still
function perfectly to this day, if you can find the key. This lock requires a key or a lock picking kit to
open. When this lock is found, roll a die. If the die lands on an even number, the key can be found
close by. If odd, the key is nowhere to be found. When found, roll 1d4 and use the table below to
determine the lock’s lockpicking DC.
1 DC 5
2 DC 10
3 DC 15
4 DC 20
Hacking Kit
Uncommon
This device plugs into most RobCo, General Atomics, and Watts Electronics computer systems to
access their functions such as data storage, machine operation, mechanical door operation, or
robotic functions. This kit contains a keyboard with a built-in display that connects to an electronic
access port.
Jimmy Hat
Common
Wrap it before you tap it! This useful health item is used to prevent pregnancy and sexually
transmitted diseases.
Loaded Dice
Uncommon
When found, the player can decide on a number from 2 to 12. This pair of dice will always land on
that number.
“Magic”8-Ball
Uncommon
This “Magical” artifact can be asked yes or no questions. Roll a d20. Even numbers will give a
variation of a yes answer. Odd numbers will give a variation of a no answer. 1 and 20 will give a
variation of a maybe answer.
Rebreather
Rare
Reloading Tools
Uncommon
This set of tools is designed to construct ammunition from their base components. During a short
rest you can spend 20 caps worth of components to make 10 of one type of fire arm ammunition.
(Rifle, Pistol, or Shotgun)
Uncommon
This set consists of screwdrivers of various sizes, pliers, wire snips, a soldering iron, and various
small electronic devices. During a short rest, a player can make a DC 18 Science (Arcana) check to
attempt to hack a construct. On a success the construct is charmed for 1 hour. On a failure, the
construct becomes hostile to you for 1 hour.
Uncommon
This kit is filled with basic replacement parts for robots. As an action, the parts in this kit are used
to heal a Construct 2d4+2 hit points. Alternatively, this kit can give a +2 bonus when repairing
broken electric devices.
Stealth Boy
Rare
When activated as an action, this device will turn the user invisible for 1 hour. Anything you wear,
or carry is invisible with you. You cannot use this item again until the end of the next 24 hours.
Legendary
When a character is in possession of this bobble head, they gain +2 to one Ability Score. This
Ability Score is chosen by the DM when the Bobble Head is found.
Brahman Cart
These two headed cows have become an essential pack animal in the wasteland. Brahman carts
can carry up to 500 lbs. and up to 2 passengers. This vehicle moves at a top speed of 10 miles per
hour.
Junk Car
This fossil fuel powered vehicle is commonly used by Raiders to travel short distances for scouting
missions or as get away vehicles. Junk Cars can carry 200 lbs. and up to 4 passengers. This vehicle
moves at a top speed of 30 miles per hour.
Atomic Car
This nuclear-fusion powered vehicle was once a common necessity for every American. Now it’s a
miracle to get one running. Atomic cars can carry up to 100 lbs. and up to 4 passengers. This
vehicle moves at a top speed of 60 miles per hour.
Death-claw
Armor Class 17 (natural armor). Hit Points 178 (17d10 + 85). Speed 60ft.
Passive Perception 18
Language None
Frightful Presence Each creature of the death claw’s choice that is within 120 feet of the death
claw and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is
immune to the death claw’s Frightful Presence for the next 24 hours.
Actions
Multiattack The death claw can use its Frightful Presence. It then makes two claw attacks.
Bite Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage
Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
damage.
Feral Ghoul
Language None
Nuclear Expiration If damage reduces a feral ghoul to 0 hit points, it expels a small burst of
radiation within a 30ft. radius. Anyone within the radius takes (1d6) radiation (necrotic) damage.
Actions
Rad Bite Melee Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4) slashing damage and (1d4)
necrotic damage.
Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage.
Giant Catfish
Medium Beast, true neutral. Armor Class 11. Hit Points 52 (7d10 + 14). Speed 5ft. swim 30ft
Language None
Water Breathing The giant catfish can breathe only when underwater.
Actions
Bite Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Swallow When the giant catfish makes a successful bite attack, it can use a bonus action to
attempt to swallow the target if it is size small or smaller.
Protectron
Medium Construct, lawful neutral, Armor Class 18. Hit Points 33 (6d8+6). Speed 25ft.
Skills Technology +2
Who Goes There? If a character is within 20ft of this Protectron, it has advantage on perception
checks.
Actions
Laser Ranged Weapon Attack: -4 to hit, range 30/120ft., one target. Hit: 6 (3d6) radiant damage.
Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Radroach
Small Beast, chaotic neutral. Armor Class 14 (natural armor). Hit Points 12 (2d6). Speed 20ft.
square space.
Actions
Rad Bite Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4) piercing damage and (1d4)
necrotic damage.
Raider
Medium Humanoid, chaotic evil. Armor Class 11 (waste leathers). Hit Points 32 (5d8+10). Speed
30ft.
Skills Intimidation +2
Language English
Gang Tactics The raider has advantage on an attack roll against a creature if at least one of the
raider's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Pistol Ranged Weapon Attack: +2 to hit, range 30/90 ft., one target. Hit: 5 (1d10) piercing damage.
Crowbar Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2)
Super Mutant
Medium Humanoid, chaotic evil. Armor Class 15 (steel armor). Hit Points 42 (5d8 + 20). Speed 30ft.
Aggressive As a bonus action, the Super Mutant can move up to its speed toward a hostile
creature that it can see.
Actions
Multiattack The Super Mutant makes two melee attacks. Shotgun Ranged Weapon Attack: +6 to
hit, range 30/90 ft., one target, hit: (2d8) piercing, reload (2 shots), two-handed
Chopper Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing
damage.
MEALS CHEMS
POOR MEAL 5C BUFFOUT COMMON 10 C
DECENT MEAL 10 C CATEYE UNCOMMON 50 C
GRAND MEAL 20 C FIRE ANT NECTAR UNCOMMON 50 C
FIXER UNCOMMON 50 C
JET UNCOMMON 25 C
FOOD MED-X UNCOMMON 30 C
COOKED MEAT 2C MENTATS UNCOMMON 25 C
FRESH FRUIT 2C PSYCHO UNCOMMON 35 C
PRE-WAR PACKAGED FOOD 1C RAD AWAY COMMON 30 C
PREPARED FOOD 2C RAD-X UNCOMMON 20 C
RAW MEAT 1C ROCKET RARE 60 C
WILD FRUT 1C STIMPACK COMMON 30 C
SUPER STIMPACK RARE 80 C
SLASHER RARE 70 C
DRINKS
WATER 1C
BEER 3C
NUKA COLA 5C
NUKA COLA QUANTUM 20 C
MOONSHINE 2C
SUNSET SARSAPARRILLA 5C
TEQUILA 4C
VODKA 3C
WHISKEY 4C
WINE 5C
ARMOR
WASTE LEATHERS COMMON 40 C
SCRAP ARMOR COMMON 80 C
STEALTH SUIT RARE 1500 C
STEEL ARMOR COMMON 140 C
COMBAT ARMOR UNCOMMON 200 C
RADIATION SUIT RARE 500 C
ADVANCE COMBAR ARMOR UNCOMMON 300 C
AMMUNITION
PISTOL COMMON 10 C
RIFLE COMMON 20 C
SHOTGUN COMMON 25 C
ENERGY CELL UNCOMMON 50 C
MINI NUKE RARE 300 C
CRYO CELL UNCOMMON 75 C
VECHICLES
BRAHMAN CART COMMON 100 C
JUNK CAR UNCOMMON 500 C
ATOMIC CAR RARE 2000 C