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Table of Contents
Introduction – Page 2
The Tinker’s Workbench – Page 3
Crafting Ammunition – Page 4
Ammo Crafting Perks – page 5
Crafting Explosives – Page 6
Crafting Equipment – Page 7
Crafting Armor – Page 8
Crafting Weapons – Page 9
Crafting Power Armor – Page 11
The Benefits of Custom-Made Equipment – Page 13
Cybernetic Implants – Page 14
Humanity: Tolerance to Cybernetics – Page 15
Dangers of Cybernetics and Loss of Humanity – Page 15
Where to Find Cybernetics and How to Implant Them – Page 16
Types of Cybernetics – Page 18
Damage to and Repairing of Cybernetics – Page 23
Fallout 2d20 – Wasteland Tinkering 2
Introduction
Hello, I am E Red and I am a member of the unofficial official Fallout
2d20 Community on Discord, a friendly community dedicated to providing creating
and sharing homebrewed content for the TTRPG Fallout 2d20 by Modiphius
Entertainment. Such content provided ranges from Origins, statblocks, gameplay
elements, ideas and concepts for campaigns and their plotlines, as well as
useful tolls GMs may use for their games.
However, what if you could avoid and minimize such violence? What if you could
provide yourself with your own ammunition to yourself and loved ones? What if
you could provide your own ammunition to trade with scavengers for other goods
and supplies like food and drinkable water?
With those questions in mind, the tinker’s workbench is your best friend for
such endeavors, as it allows you to craft:
• Ammunition for both Physical and Energy weapons
• Grenades, mines, and other explosives
• Simple tinkering of handheld to small-sized equipment that other
workbenches cannot provide
Crafting Ammunition
Crafting ammunition follows similar rules of other recipes on p. 211 of the CRB.
However, in addition to requiring Common, Uncommon, and Rare Materials,
ammunition also requires an additional reagent in order to be crafted –
gunpowder.
Ammosmith
Ranks: 2
Requirements: Level 3+, Intelligence 8
Crafting ammunition is a niche yet important skill in the Wasteland to keep
yourself and allies well stocked. When crafting ammunition of Complexity 2 or
lower, the quantity is increased by +1CD.
At rank 2, ammunition of Complexity 3 and lower have the materials needed to
craft them halved rounded down, to a minimum of 1. In addition, the quantity of
ammunition of Complexity 3 and 4 is increased by +1CD.
Fallout 2d20 – Wasteland Tinkering 6
Each time you take this perk, the level requirement increases by 7.
Crafting Explosives
Crafting explosives remain the same, from the materials needed and the perks
required as seen on the list that starts on p. 214 of the CRB under the Crafting
section of the Survival chapter.
The tinker’s workbench simply adds an additional station where one may craft
explosives if the chemistry station is not available or vice versa.
Fallout 2d20 – Wasteland Tinkering 7
Crafting Equipment
Like ammunition, equipment is just as important when surviving in the Wasteland.
Anyone can scavenge what equipment they find in the wilderness, picking up
leftovers from past battles or coming across forgotten gear from pre-War sites.
But not many have the tools, let alone the skills, needed to craft the equipment
themselves.
Crafting equipment provides many benefits to you and your allies. You can
guarantee that the gear you have equipped is the top-quality ones available,
exclusive to you and your loved ones. You can sell your products to traders for
some caps, in which you can use to buy supplies you need or even start your own
business. You can even provide your custom gear to factions willing to pay for
them, giving yourself not just a hefty profit but also some favors as well.
Crafting equipment is a very important skill to have in the Wasteland, and now
it is a skill that you too can also have. Like ammunition, the materials needed
to craft equipment has similar rules of other recipes on p. 211 of the CRB.
Unlike ammunition, however, equipment do not have a special ingredient needed,
they simply require more materials for crafting.
Crafting armor and weapons will take three hours each, but the duration of time
can be halved by spending 2 AP if the test is successful. Rolling a Complication,
however, adds an extra hour. When rolling a third Complication, you do not get
the desired equipment you wished to craft, and materials used are lost.
Fallout 2d20 – Wasteland Tinkering 8
Due to their bulkier and more complex nature, Power Armor have their unique
recipes needed to craft which is shown in the Crafting Power Armor section of
this document.
Crafting Armor
Combat Armor
Combat Helmet 3 Armorer 2 Repair
Combat Chest Piece 3 Armorer 2 Repair
Combat Arm/Leg 3 Armorer 2 Repair
Sturdy Combat Helmet 4 Armorer 3 Repair
Sturdy Combat Chest Piece 4 Armorer 3 Repair
Sturdy Combat Arm/Leg 4 Armorer 3 Repair
Heavy Combat Helmet 5 Armorer 3 Repair
Heavy Combat Chest Piece 5 Armorer 3 Repair
Heavy Combat Arm/Leg 5 Armorer 3 Repair
Synth Armor
Synth Helmet 4 Armorer 4 Repair
Synth Chest Piece 4 Armorer 4 Repair
Synth Arm/Leg 4 Armorer 4 Repair
Sturdy Synth Helmet 5 Armorer 4 Repair
Sturdy Synth Chest Piece 5 Armorer 4 Repair
Sturdy Synth Arm/Leg 5 Armorer 4 Repair
Heavy Synth Helmet 6 Armorer 4 Repair
Heavy Synth Chest Piece 6 Armorer 4 Repair
Heavy Synth Arm/Leg 6 Armorer 4 Repair
Crafting Weapons
Unlike standard armor, Power Armor have their own unique table of materials
required in order to be crafted as they are naturally heavier, bulkier, and
require more fitting during development. In addition, it requires an empty Power
Armor Chasis, or one that has an empty slot where you wish to craft the desired
Power Armor piece, as the frame allows for easier fitting of such armor. As
such, crafting Power Armor requires the use of a power armor station in order
to be crafted as it grants easier lifting and provides good angles when crafting
Power Armor pieces as they lie on the chasis during creation.
Like armor and weapons, crafting Power Armor takes a significant amount of time
to make due to their bulkier and more complex design than standard armor. Each
Power Armor piece takes four hours to perfectly and completely craft, but the
duration can be decreased by one hour by spending 2 AP if the INT+Repair test
is successful. Rolling a Complication, however, adds one additional hour to the
time it takes to craft. On a third Complication, the Power Armor piece you
wished to craft is not given and the materials used are wasted.
Fallout 2d20 – Wasteland Tinkering 12
It may not seem like much but since the equipment scavengers craft themselves
tend to be in much better quality and condition than those found on the bodies
of enemies or unlucky souls, assuming the scavengers care about their survival
of course.
Minus ammunition, the equipment that players have crafted will always have the
prefix Custom and offer a slight bonus as custom made weapons and armor tend to
be properly fitted and tested before being used on the field; Custom weapons
will receive an additional +1CD to their base damage while armor (Including
Power Armor) will receive an additional +1 to both their base Physical and
Energy DR. So a Custom Combat Rifle will have a base damage of 6CD, and a Custom
Combat Chest Piece will have a base Physical and Energy DR of 3.
Due to these small benefits to equipment, many groups and organizations try to
produce their own equipment for their men whenever possible as these small but
helpful benefits provide additional chances to get far in the Wasteland.
Crafted weapons will share the same value and weight as their standard
counterparts.
Fallout 2d20 – Wasteland Tinkering 14
Cybernetic Implants
Though very rare in the post-War world, cybernetics aren’t entirely unheard of
in the Wasteland. In fact, some of the more technological advanced organizations
do undergo or have their members undergo cybernetic implants so they perform
better than standard men in the Wasteland. Two examples of this are Frank
Horrigan of the Enclave who was heavily operated on with implants that he was
more machine than man, and Conrad Kellog who received cybernetics from the
Institute that made him perform well in the Commonwealth to become the perfect
mercenary.
Each implant reduces a player’s Humanity value depending on the implant, often
ranging from 4 to 8. Though some of the more dangerous implants may reduce it
in greater amounts.
In addition to the restrictions and drawbacks brought onto yourself when you
dress yourself up with implants, you can suffer social drawbacks from local
communities too. Though how certain groups and settlements will feel about you
being outfitted with cybernetics depends on the beliefs of those communities,
major factions such as the Brotherhood of Steel may feel disgusted or even
hostile if you keep outfitting yourself with implants. In the best-case
scenarios, some may even refuse to let you enter their community for services.
do so, one must first craft the desired cybernetic at a tinker’s workbench. The
materials required is determined by the complexity of the cybernetic desired to
craft.
Once one has achieved the appropriate number of successes on the test, the
desired implant has been crafted. If the test was met with a failure, the
desired item is not crafted. If three consecutive Complications have been rolled,
the desired implant is not crafted and the materials used to craft it are lost.
After the cybernetic implant has been crafted, it can now be applied to the
patient. To do so the patient must be lying on a flat surface, like a bed,
table, or any other surface deemed acceptable, even the floor would suffice.
Attaching the implant onto the patient requires making an INT+First Aid test at
Difficulty 3. The medical procedure takes up to three hours for each implant.
Rolling a Complication increases the time by an hour and the patient loses 1CD
Vicious Physical health. If three Complications are made, the medical procedure
is deemed a failure and cannot be attempted again for a week. The implant is
not destroyed.
When trying to attempt such a surgery with to attach the Cerebral Link, Spinal
Link, or any Arm or Leg Prosthetic then the time required is four hours: two to
make the medical procedure required ie amputate the designated limb, and an
additional two to attach the actual implant itself. The required test to make,
Difficulty, and Complication rules remain the same.
Spinal Cybernetics
Spinal Link 1 Repair
Automatic Respirators 3 Repair
FEV Injections 4 Repair
Internal Fission Generator 4 Repair
Internal Life Support 4 Repair
Iron Heart Pump 3 Repair
Self-Sustaining Stomach 3 Repair
Rejuvenation Fluid 5 Repair
Arm Cybernetics
Arm Prosthetic 1 Repair
Arm Cannon 3 Repair
Chainsaw Arm 4
Heavy Arm Cannon 4 Repair
Heavy Knuckle Implants 2 Repair
Multi-Tool Fingers 2 Repair
Reinforced Plating 3 Repair
Strength Enhancers 2 Repair
Wrist Blade 3 Repair
Leg Cybernetics
Leg Prosthetic 1 Repair
Leg Actuator 2 Repair
Lightweight Augmentations 2 Repair
Motorized Joints 2 Repair
Reinforced Bone-like 3 Repair
Support
Spring-like Soles 3 Repair
Types of Cybernetics
There are different types of cybernetics, each one depending on the type of the
body they enhance. Neural implants affect the brain and neurological functions
of the body; Arm implants affect the arms, both right and left; Leg implants
affect the legs, both right and left; and Spinal implants provide passive
bonuses to the human body.
Spinal Links are used to connect cybernetic implants and the human body – Neural
and Spinal Links offer slight Humanity loss.
Arm Cannon
Ammunition: .308
This is an arm prosthetic built and designed to internally store a small firearm
in the forearm of the prosthetic. When activated, the forearm transforms, and
the internal firearm is ready for use.
Chainsaw Arm
A cybernetic that replaces the whole forearm section of the Arm Prosthetic with
a chainsaw-like device to be used as an effective melee weapon. Unlike the Wrist
Blade, this cannot be “sheathed” within the arm, thus the user is forced to
lose one hand for a chainsaw hence its name.
A bulkier and more devastating version of the Arm Cannon. Unlike its standard
younger brother, it replaces the whole forearm of the Arm Prosthetic with a
mobile and powerful firearm akin to an artillery cannon, removing its ability
to transform and act as a hidden weapon.
Kneecapper
A feature available to the leg prosthetic that acts as a melee weapon designed
to strike the opponent’s leg, potentially immobilizing them and making them
easier to pick off by allies. Alternatively, can also be used as a standard
melee weapon in general combat situations.
Wrist Blade
An arm prosthetic which stores an internal blade within the forearm. When
activated the blade unsheathes and is ready for use in close quarters combat.
Since the Cerebral Link, Spinal Link, Arm prosthetic, and Leg Prosthetic are
the actual cybernetic implants, they are the pieces that have HP you need to
take heed of. The additional features and functions can add a bit more to
bolster its durability or simply do nothing about it. Either way, you need to
keep an eye on it and get maintenance when needed.
When you receive an injury on a body part that has a cybernetic implant, that
implant takes damage and loses one point of HP. The implant’s HP is permanently
reduced even if the injury, or injuries, has been treated. However, cybernetics
can be repaired to bring back its HP to normal levels.
Fallout 2d20 – Wasteland Tinkering 24