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Fallout 2d20 – Wasteland Tinkering 1

Fallout 2d20 – Wasteland Tinkering


Made by E Red

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.

I am back to provide another piece of homebrew content for Fallout 2d20,


this time bringing it in the form of additional tinkering elements for the TTRPG
from ammunition crafting, gear crafting, as well as the crafting and application
of cybernetic implants. The crafting of equipment was inspired by the crafting
mechanics of Bethesda’s 2018 video game Fallout 76, while the cybernetics were
inspired by Cyberpunk Red and some art and concepts of post-apocalyptic
cybernetics I came across in the past.
Fallout 2d20 – Wasteland Tinkering 3

The Tinker’s Workbench

Ammunition is essential for survival in the Wasteland, as without it firearms


are nothing more than fancy sticks you use to swing at your opponents. And in
the post-War world, the mass production of ammunition will be very scarce if
not impossible with the manufacturing companies and military of the United
States dying with the Old World. This leaves the responsibility of providing
ammunition for survival to the hands of the scavengers and survivors themselves,
leading to more violence as it has become a valuable resource to defend
themselves, their home, and family.

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

The following rules provided to do such actions are not necessarily to be


followed 100% but they should help provide a guideline for GMs to introduce
such a mechanic into their game.
Fallout 2d20 – Wasteland Tinkering 4

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.

Gunpowder is a necessary reagent for ammunition as it allows the explosive


nature of bullets, making it important for the creation of firearm, artillery,
and rocketry ammunition.

Gunpowder can be found in certain storage containers at certain locations, such


as an ammunition box in an old military base or a small box in a police
department, through quantities of 1+2CD. Alternatively, gunpowder can be crafted
at a chemistry station with an INT+Science test at Difficulty 1. Crafting
gunpowder takes 30 minutes, but the duration can be halved by spending 2 AP if
the test is successful.

Quantity Materials Required


2+2CD Common Materials x2
Uncommon Materials x1

With that in mind, the necessary number of reagents necessary to craft


ammunition are as follows:

Complexity Materials Required


1 Common Materials x1
Gunpowder x1
2 Common Materials x1
Gunpowder x2
3 Common Materials x2
Uncommon materials x1
Gunpowder x2
4 Common Materials x3
Uncommon Materials x2
Gunpowder x3
5 Common Materials x4
Uncommon Materials x3
Rare Materials x2
Gunpwder x3
6 Common Materials x4
Uncommon materials x4
Rare Materials x3
Gunpowder x4
Fallout 2d20 – Wasteland Tinkering 5

Crafting ammunition requires a tinker’s workbench and attempting an INT+Repair,


INT+Explosives, or INT+Science test depending on whether it is a Physical,
Energy, or an explosive round, with the Difficulty being determined by the
complexity of the ammo you are hoping to craft, minus your rank in the skill
(To a minimum of 0). If the final Difficulty of the test is 0 after taking your
skill into account, you can choose to succeed without rolling.

The length of time needed to craft ammunition is an hour, though it may be


halved by spending 2 AP if you are successful. However, each Complication you
roll adds an hour.

Succeeding on a test to craft ammunition grants you ammunition of the desired


type you wish to make. Failing a test, however, does not grant you the crafted
item; if you have failed the test then all ingredients you have used to craft
are lost. The following is a list of ammunition and their respective
requirements needed to craft them:

Ammunition Type Quantity Complexity Perks Skill


.38 1+4CD 1 -- Repair
10mm 1+3CD 1 -- Repair
.308 2+2CD 2 -- Repair
Flare 1+2CD 2 -- Repair
Shotgun Shell 1+1CD 2 -- Repair
.45 2+2CD 3 Ammosmith 1 Repair
Flamer Fuel 1+1CD 4 Ammosmith 1 Science
Fusion Cell 2+2CD 2 -- Science
Gamma Round 2+2CD 2 -- Science
Railway Spike 1+2CD 4 Ammosmith 1 Repair
.50 1+2CD 3 Ammosmith 1 Repair
.44 2+2CD 3 Ammosmith 1 Repair
5.56mm 3+2CD 3 Ammosmith 1 Repair
5mm 8+6CD 3 Ammosmith 1 Repair
Fusion Core 1 5 Ammosmith 2 Science
Missile 1 5 Ammosmith 2 Explosives
Plasma Cartridge 2+2CD 4 Ammosmith 1 Science
2mm EC 2+2CD 4 Ammosmith 1 Science
Mini Nuke 1 6 Ammosmith 2 Explosives

Ammo Crafting Perks


Crafting ammunition is quite a specialty in the Wasteland, and remains a very
niche skill. However, those skillfully trained in the craft can make ammunition
with east. To make crafting ammunition better, here is a perk that allows the
crafting of the more complex of perks.

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.

Complexity Materials Needed


1 Common Materials x12
2 Common Materials x12
Uncommon Materials x6
3 Common Materials x16
Uncommon Materials x10
Rare Materials x6
4 Common Materials x20
Uncommon Materials x16
Rare Materials x12
5 Common Materials x24
Uncommon Materials x20
Rare Materials x12
6 Common Materials x28
Uncommon Materials x26
Rare Materials x18

Like applying modifications, equipment need their respective workbenches to


craft them. For instance, an armor workbench is needed to craft armor while a
weapons workbench is needed to craft weapons, as they have unique tools to
produce such materials in the first place. However, due to their complexity and
size, Power Armor can only be crafted at a power armor station, assuming you
have a Power Armor Chasis with free slots for fitting.

When crafting weapons or armor at their respective workbench, an INT+Repair


test is needed to craft equipment. The Difficulty of those tests are determined
by the item’s Complexity minus your rank in that skill to a minimum of 0. If
your final Difficulty when making such tests is 0, you can choose to succeed
without rolling.

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

An armor workbench is needed to craft armor as it has the tools necessary to


craft armor and adjust their size to their wearer.

Armor Type Complexity Perks Skill


Raider Armor
Raider Chest Piece 1 -- Repair
Raider Arm/Leg 1 -- Repair
Sturdy Raider Chest Piece 2 -- Repair
Sturdy Raider Arm/Leg 2 -- Repair
Heavy Raider Chest Piece 3 -- Repair
Heavy Raider Arm/Leg 3 -- Repair
Leather Armor
Leather Chest Piece 1 -- Repair
Leather Arm/Leg 1 -- Repair
Sturdy Leather Chest Piece 2 -- Repair
Sturdy Leather Arm/Leg 2 -- Repair
Heavy Leather Chest Piece 3 Armorer 1 Repair
Heavy Leather Arm/Leg 3 Armorer 1 Repair
Metal Armor
Metal Helmet 1 -- Repair
Metal Chest Piece 1 -- Repair
Metal Arm/Leg 1 -- Repair
Sturdy Metal Helmet 2 -- Repair
Sturdy Metal Chest Piece 2 -- Repair
Sturdy Metal Arm/Leg 2 -- Repair
Heavy Metal Helmet 3 Armorer 1 Repair
Heavy Metal Chest Piece 3 Armorer 1 Repair
Heavy Metal Arm/Leg 3 Armorer 1 Repair
Fallout 2d20 – Wasteland Tinkering 9

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

In addition to applying modifications, a weapons workbench is required to craft


weaponry of both ranged and melee types as it has the necessary tools to do so.

Weapon Name Complexity Perks Skill


Small Guns
.44 Pistol 2 Gun Nut 1 Repair
10mm Pistol 2 -- Repair
Assault Rifle 4 Gun Nut 2 Repair
Combat Rifle 4 Gun Nut 2 Repair
Fallout 2d20 – Wasteland Tinkering 10

Combat Shotgun 4 Gun Nut 2 Repair


Double-Barrel Shotgun 3 Gun Nut 1 Repair
Flare Gun 2 -- Repair
Gauss Rifle 5 Gun Nut 3 Repair
Hunting Rifle 2 Gun Nut 1 Repair
Pipe Bolt-Action 1 -- Repair
Pipe Gun 1 -- Repair
Pipe Revolver 1 -- Repair
Railway Rifle 4 Gun Nut 2 Repair
Submachine Gun 2 Gun Nut 1 Repair
Syringer 3 Gun Nut 1 Repair
Energy Weapons
Institute Laser 3 Science! 3 Repair
Gamma Gun 3 Science! 1 Repair
Laser Gun 3 Science! 2 Repair
Laser Musket 2 Science! 1 Repair
Plasma Gun 5 Science! 4 Repair
Big Guns
Fat Man 6 Gun Nut 4 Repair
Flamer 4 Gun Nut 3 Repair
Gatling Laser 4 Gun Nut 3 Repair
Heavy Incinerator 5 Gun Nut 4 Repair
Junk Jet 3 Gun Nut 2 Repair
Minigun 4 Gun Nut 3 Repair
Missile Launcher 3 Gun Nut 2 Repair
Melee Weapons
Aluminum Baseball Bat 2 Blacksmith 1 Repair
Baton 2 -- Repair
Baseball Bat 1 -- Repair
Board 1 -- Repair
Boxing Glove 2 -- Repair
Combat Knife 1 -- Repair
Deathclaw Gauntlet 4 Blacksmith 3 Repair
Knuckles 1 -- Repair
Lead Pipe 1 -- Repair
Machete 1 -- Repair
Pipe Wrench 1 -- Repair
Pool Cue 1 -- Repair
Power Fist 3 Blacksmith 3 Repair
Ripper 3 Blacksmith 2 Repair
Rolling Pin 1 -- Repair
Shishkebab 3 Blacksmith 2 Repair
Sledgehammer 3 Blacksmith 2 Repair
Super Sledge 4 Blacksmith 2 Repair
Switchblade 1 -- Repair
Sword 2 Blacksmith 1 Repair
Tire Iron 1 -- Repair
Walking Cane 1 -- Repair
Throwing Weapons
Javelin 1 -- Repair
Tamohawk 2 -- Repair
Throwing Knives 1 -- Repair
Fallout 2d20 – Wasteland Tinkering 11

Crafting Power Armor

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.

Complexity Materials Needed


1 Common Materials x30
Uncommon Materials x30
2 Common Materials x34
Uncommon Materials x34
Rare Materials x30
3 Common Materials x38
Uncommon Materials x36
Rare Materials x32
4 Common Materials x40
Uncommon Materials x38
Rare Materials x36
5 Common Materials x42
Uncommon Materials x40
Rare Materials x38

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

Armor Type Complexity Perks Skill


Raider
Raider Helm 1 Armorer 1 Repair
Raider Chest Piece 1 Armorer 1 Repair
Raider Arm/Leg 1 Armorer 1 Repair
T-45
T-45 Helm 2 Armorer 2 Repair
T-45 Chest Piece 2 Armorer 2 Repair
T-45 Arm/Leg 2 Armorer 2 Repair
T-51
T-51 Helm 3 Armorer 2, Science! 1 Repair
T-51 Chest Piece 3 Armorer 2, Science! 1 Repair
T-51 Arm/Leg 3 Armorer 2, Science! 1 Repair
T-60
T-60 Helm 4 Armorer 3, Science! 2 Repair
T-60 Chest Piece 4 Armorer 3, Science! 2 Repair
T-60 Arm/Leg 4 Armorer 3, Science! 2 Repair
X-01
X-01 Helm 5 Armorer 4, Science! 3 Repair
X-01 Chest Piece 5 Armorer 4, Science! 3 Repair
X-01 Arm/Leg 5 Armorer 4, Science! 3 Repair
Fallout 2d20 – Wasteland Tinkering 13

The Benefits of Custom-Made Equipment

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.

Some patients who have undergone cybernetic implantation, or similar procedures,


don’t even do it for combat or survival performance but to achieve a form of
longevity. Mr. House was kept alive since the Great War by sealing himself in
a life support chamber that kept him in stasis well beyond a human’s normal
lifespan. John-Caleb Bradburton, founder and CEO of the Nuka-Cola Corporation,
had his head cryonically-preserved by machines underneath his beloved amusement
park of Nuka-World.
Fallout 2d20 – Wasteland Tinkering 15

Humanity: Tolerance to Cybernetics


Despite the benefits that cybernetics offer, they can be potentially dangerous
as they can be psychologically addictive and painful due to their effects on
the human body and mind. Because of this the physical body can only tolerate
and handle a number of implants before life-threatening effects take their toll,
depending on the individual.

Humanity is determined by the Endurance attribute as an individual’s physical


being and natural feelings that a standard, organic body provides such as taste,
smell, or just the overall feeling of touch of the world around them. A player’s
Humanity is calculated by taking the END attribute and multiplying it by 5.

END x 5 = Total Humanity


So as an example, if a player’s END attribute are 8, their total Humanity would
be a value of 40.

Loss of Humanity: Are You Still Human in the Core?

Though cybernetics enhance a person’s combat ability or survival aspects, they


can be quite dangerous if one is consumed by their implants and become more
machine than man. In these cases, individuals who have undergone extreme
cybernetic implantation begin to lose their humanity, and slowly begin to
unknowingly lose their sense as a human being.
Fallout 2d20 – Wasteland Tinkering 16

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.

When a player’s Humanity is reduced to half rounded down, the penalties of


cybernetics start to show but are not significant, only giving its users trivial
but surprising drawbacks in certain situations.
• You now receive damage from pulse weapons (ie pulse grenades and mines)
• Difficulty of all CHA-based tests is increased by +1 when not interacting
in a hostile or intimidating manner

Once a player’s Humanity is reduced to zero, the drawbacks of your cybernetics


are more prevalent as you have effectively become more machine than man,
unknowingly throwing away what makes you human in exchange for power,
immortality, or some other vain pursuit.
• Difficulty of all CHA-based tests further increased to +2 when not
interacting in a hostile or intimidating manner
• Receiving damage to a body part that has a cybernetic implant will cause
it to briefly malfunction, stunning you if it brings you down to half HP
or lower
• Energy attacks deal an additional +1 damage ignoring DR

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.

Be careful! Humanity cannot be restored as cybernetic implants are permanent,


no matter how small or trivial some may sound. So keep an eye on how much
Humanity you have left, for each one you lose via receiving implants counts!

Where to Find Cybernetics and How to Implant Them


Cybernetics can typically be applied by doctors willing to participate in such
a practice. Though some independent medical professionals are willing to
practice it those that hail from bigger and influential organizations may be
skeptical or even reject such activities, such as the Brotherhood of Steel.
Some groups may not even have proper access to professionals who do partake in
cybernetics or the resources needed to in the first place, such as the
Commonwealth Minutemen.

Once a medical professional who has experience in implanting cybernetics on a


patient has been found, the potential client must pay the doctor a hefty some
of caps or other form of currency as the surgical process of applying cybernetic
implants, as well as the implants themselves, can be very hard to come by,
develop, and even apply in the first place. Depending on the individual doctor,
one may even be able to convince them with a favor, bribe, or some other
negotiable mean available.

Alternatively, players may attempt to craft and apply cybernetic implants on


allies themselves if they have the resources and tools available. In order to
Fallout 2d20 – Wasteland Tinkering 17

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.

Complexity Perks Materials Needed


1 Robotics Expert 1 Common Materials x12
Uncommon Materials x6
2 Robotics Expert 2 Common Materials x16
Uncommon Materials x8
3 Robotics Expert 2, Common Materials x20
Science! 1 Uncommon Materials x10
Rare Materials x6
4 Robotics Expert 3, Common Materials x24
Science! 2 Uncommon Materials x14
Rare Materials x8
5+ Robotics Expert 3, Common Materials x28
Science! 3 Uncommon Materials x18
Rare Materials x10

Crafting a cybernetic implant requires making an INT+Repair test with the


Difficulty determined by the Complexity of the item, minus your rank in the
skill (To a minimum of 0). If the final Difficulty is 0, you can choose to
succeed without rolling. Crafting an implant takes two hours, but this can be
halved by spending 2 AP. However, each Complication adds an extra half hour to
the time.

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.

Implant Name Complexity Skill


Neural Cybernetics
Cerebral Link 1 Repair
Brain Augmenter 3 Repair
Cranium Plating 3 Repair
Enhanced Reflex Apparatus 2 Repair
NV Optical Vision 2 Repair
Pain Inhibitor 2 Repair
Perception Enhancer 2 Repair
Fallout 2d20 – Wasteland Tinkering 18

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.

Before undergoing surgery to implement cybernetic implants on yourself regarding


arms and legs, you must replace them with a prosthetic first – prosthetics do
not implement Humanity loss. As for Neural and Spinal implants, Neural and
Fallout 2d20 – Wasteland Tinkering 19

Spinal Links are used to connect cybernetic implants and the human body – Neural
and Spinal Links offer slight Humanity loss.

Implant Name Description and Effects HP Humanity Cost


Loss
Neural Cybernetics
Cerebral Link A small tool implanted into the skull to 3 -4 60
connect neural implants to the brain and
the rest of the body, if necessary.
Provides three slots for Neural
implants.
Brain Augmenter Provides additional intellectual power -- -8 150
in the brain during technical and
academic endeavors, causing the frontal
lobe to overclock on power. Reduces
Difficulty of all INT tests by 2, to a
minimum of 0.
Takes up two slots on the Cerebral Link.
Cranium Plating Reinforces the head with an additional +1 -8 164
layer of material, providing the head
additional armor against attacks to the
head. Increases the base Physical DR of
your head by 1.
Takes up two slots on the Cerebral Link.
Enhanced Optical An optical implant that enhances vision -- -6 82
of the eyes, granting the user better
Senses
visibility despite the obstruction to
their vision. All PER-based tests
relating to sight is reduced by 1, to a
minimum of 0.
Takes up one slot on the Cerebral Link.
Enhanced Reflex A cerebral implant that provides its -- -4 75
user with quicker reflexes to dangers.
Apparatus Permanently adds +2 to Initiative.
Takes up one slot on the Cerebral Link.
UV Optical Vision An implant that provides the user with -- -6 80
enhanced vision in low light and
darkened areas. Provides the user
visibility at night and in dark
interiors.
Takes up one slot on the Cerebral Link.
Pain Inhibitor Dulls painful stimuli of the brain -- -6 75
received through the nervous system
after being struck with an attack.
Reduce all oncoming Physical and Energy
damage taken by 1CD.
Takes up one slot on the Cerebral Link.
Perception Improves all perception receptors of the -- -4 75
Enhancer brain, allowing greater awareness than
before. Reduces Difficulty of all
PER+Survival tests by 1, to a minimum of
0.
Takes up one slot on the Cerebral Link.
Spinal Cybernetics
Spinal Link An implant that is fused with the spine 4 -8 60
to allow certain implants to provide
benefits to the entire body.
Provides four slots for Spinal implants.
Automatic An implant that provides natural -- -8 100
respiration to the lungs, granting
Respirators greater resilience to airborne
pollutants. Reduces Difficulty of
END+Survival tests by 2, to a minimum of
0, when rolling against a Disease from
breathing in toxic and noxious fumes.
Takes up two slots on the Spinal Link.
FEV Injections An experimental and potentially -- -14 200
dangerous implant that surgically
Fallout 2d20 – Wasteland Tinkering 20

injects a strain of the Forced


Evolutionary Virus continuously into the
body, granting superhuman abilities
while risking the user’s sense of self
as a human. Increase your base Physical
and Energy DR by +1, you are immune to
Radiation, and all STR and END-based
tests are reduced by 1, to a minimum of
0.
Takes up two slots on the Spinal Link.
Internal Fission A small implant that allows the user to -- -12 198
gain small advantages from oncoming
Generator
radiation from the environment,
converting it into small waves of energy
pumping into the body. When receiving
Radiation damage from the environment,
user may spend 1 AP to reroll 1d20 on
all non-attack tests. Does not prevent
Radiation damage.
Takes up one slot on the Spinal Link.
Internal Life A significant cybernetic implant that -- -8 225
keeps its user alive to the best of its
Support abilities even in the worst situations.
When dying, the Difficulty of your
END+Survival test is reduced by 2, to a
minimum of 0.
Takes up two slots on the Spinal Link.
Iron Heart Filter An implant that inserts an iron filter -- -10 177
into the heart, allowing it to cleanse
every ounce of blood that pulses through
it when it pumps. Grants Poison
immunity.
Takes up one slot on the Spinal Link.
Reinforced Tissue Reinforces the body with an extra layer +1 -12 144
of skin/tissue-like material to make the
user more resilient to attacks. Increase
your base Physical DR of your torso by
2, and attacks require dealing 7+ damage
(After reductions from DR) to deal a
critical hit rather than the normal 5+.
Takes up two slots on the Spinal Link.
Self-Sustaining A major implant that allows the user to -- -10 100
go an extended amount of time without
Stomach the need of sustenance. Time it takes to
drop down one step in the Hunger and
Thirst states is doubled.
Takes up one slot on the Spinal Link.
Rejuvenation Fluid A highly experimental yet promising new -- -10 225
implant that continuously injects a
strange fluid into the body that
supposedly has restorative properties.
Though its effects are still unknown, it
is believed to provide an increased
lifespan and better health. Reduces
Difficulty of END+Survival tests by 1,
to a minimum of 0, to recover lost HP
when resting, and reduces time to regain
lost HP by three. In addition, you
receive an additional 2+2CD healing from
all oncoming sources that heal you ie
items and the First Aid action.
Takes up one slot on the Spinal Link.
Arm Cybernetics
Arm Prosthetic Replacing a normal arm with a prosthetic 3 -- 50
allows the implementation of further
cybernetic implants on the arm. Only
applies to one arm.
Provides three slots for Arm implants.
Arm Cannon Converts the arm prosthetic into a -- -8 120
functional ranged weapon, allowing one
Fallout 2d20 – Wasteland Tinkering 21

to be permanently armed at all times.


Weapon damage and information detailed
below.
Takes up one slot on an Arm Prosthetic.
Chainsaw Arm Attaches an electric-powered saw with a -- -12 192
rotating chain with a set of teeth
attached to act as a chainsaw-like melee
weapon. This replaces the whole forearm
of the prosthetic.
Takes up two slots on an Arm Prosthetic.
Heavy Arm Cannon A heavier and bulkier yet more -- -12 201
devastating version of the Arm Cannon.
Designed to be more durable and offer
more firepower, allowing one to deliver
devastating blows to an enemy.
Takes up two slots on an Arm Prosthetic.
Heavy Knuckle An implant that reinforces the knuckles -- -6 65
of the hand with stainless, near
Implants
unbreakable material that provides
dangerous levels of stopping power. All
Unarmed-based attacks deal an additional
+1CD damage.
Takes up one slot on the Arm Prosthetic
Multi-Tool Fingers Implants the various tools of the Multi- -- -4 60
Tool into your hand, giving each finger
to act as one tool from the device.
Takes up one slot on the Arm Prosthetic.
Recoil Resistant An implant that reinforces the joints of -- -6 84
the prosthetic to make it resistant to
Joints the recoil of firearms, allowing better
control when firing ranged weapons.
Reduces Difficulty of attack rolls using
Ranged weapons by 1, to a minimum of 0.
Takes up one slot on the Arm Prosthetic.
Reinforced Plating Reinforces the arm prosthetic with +1 -10 124
additional metal plates, allowing it to
withstand more direct attacks that may
otherwise base Physical DR of your arm
by 2.
Takes up two slots on an Arm Prosthetic.
Strength Enhancer Provides reinforcement and support to -- -6 70
the structure of the arm prosthetic,
granting greater strength in physical
activities. Reduces Difficulty of all
STR+Athletics tests by 1, to a minimum
of 0.
Takes up two slots on an Arm Prosthetic.
Wrist Blade Attaches a melee weapon, like a blade, -- -8 120
to the forearm of the arm prosthetic,
allowing the user to have quick access
to their weapon with ease. Weapon damage
and information detailed below.
Takes up one slot on an Arm Prosthetic.
Leg Cybernetics
Leg Prosthetic Replacing a normal leg with a prosthetic 3 -- 50
allows the implementation of further
cybernetic implants on the leg. Only
applies to one leg.
Provides three slots for Leg implants.
Kneecapper A blunt weapon that is stored within the -- -6 78
leg prosthetic. When activated, it
allows the user to strike their opponent
and potentially deal severe damage to
the leg, immobilizing them. Weapon
damage and information detailed below.
Takes up one slot on the Leg Prosthetic.
Leg Actuator Provides additional power and more -- -6 60
fluidity of movement in the joints,
allowing stronger legs and more stamina.
Reduces Difficulty of all AGI+Athletics
Fallout 2d20 – Wasteland Tinkering 22

tests by 1, to a minimum of 0, that


involves running and sprinting.
Takes up one slot on the Leg Prosthetic.
Lightweight Replaces the standard material of the -- -8 75
leg prosthetic with a lighter and
Augmentations
somewhat thinner material, allowing each
movement made by the user to be more
silent and quicker in dire situations.
Increases the Difficulty for tests made
by enemies by +1 after the user attempts
an AGI+Sneak test.
Takes up two slots on the Leg
Prosthetic.
Motorized Joints Implements a motor to the leg -- -8 80
prosthetic, allowing the user to achieve
faster running than usual without much
effort. When using a Major action to
make your first Sprint action, you may
spend 1 AP to run up to three zones.
Takes up one slot on the Leg Prosthetic.
Reinforced Bone- Implements heavy, reinforced support to +1 -8 75
leg prosthetics that make them extra
like Support durable to attacks and other factors. AP
cost to move through difficult terrain
is reduced by 1, and attacks to the leg
require dealing 7+ damage (After
reductions from DR) to achieve a
critical hit rather than the usual 5+.
Takes up two slots on the Leg
Prosthetic.
Spring-like Soles Adds a spring-like mechanism to the -- -6 60
foot, allowing better and higher jumping
ability when needing. AP cost to get
over obstacles that require jumping is
reduced by 1.
Takes up one slot on the Leg Prosthetic.

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.

Weapon Type Damage Damage Damage Fire Range Qualities


Rating Effects Type Rate
Small Guns 5CD -- Physical 1 M Concealed

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.

Weapon Type Damage Rating Damage Damage Type Qualities


Effects
Melee Weapon 8CD Vicious, Physical Two-Handed
Persistent
Fallout 2d20 – Wasteland Tinkering 23

Heavy Arm Cannon


Ammunition: .50

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.

Weapon Type Damage Damage Damage Fire Range Qualities


Rating Effects Type Rate
Heavy Weapons 8CD Piercing 2, Physical 0 M Inaccurate,
Spread Debilitating

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.

Special Effects: Deal an additional +2 Physical damage ignoring DR when


targeting one of the target’s legs.

Weapon Type Damage Rating Damage Damage Type Qualities


Effects
Melee Weapon 4CD -- Physical Concealed

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.

Weapon Type Damage Rating Damage Damage Type Qualities


Effects
Melee Weapon 5CD -- Physical Parry,
Concealed

Damage to and Repairing of Cybernetics


As useful as these cybernetics are, they can be just as fragile since they are
mechanical in nature and have a chance to break down due to receiving the blunt
of attacks in combat or just suffer oncoming hazards from the environment.

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

If an implant’s HP reaches zero then it is broken and the additional features


that were added onto it are nullified and made unusable. If it is the Arm or
Leg Prosthetic then you cannot use them properly; you cannot interact with
anything using your broken Arm Prosthetic, nor can you walk if your Leg
Prosthetic is broken until it is repaired.

Repairing a cybernetic requires making an INT+Repair test at Difficulty 1 plus


an additional HP it is missing, so if you Cerebral Link currently has 1 HP then
the test is at Difficulty 3. Unlike crafting them, repairing cybernetics
thankfully require less materials needed.

Difficulty Materials Required


1 Common Materials x3
Uncommon Materials x2
2 Common Materials x5
Uncommon Materials x4
3 Common Materials x7
Uncommon Materials x6
4 Common Materials x9
Uncommon Materials x8
5 Common Materials x11
Uncommon Materials x10

Repairing cybernetics is easy as you do not require any tools or a workbench to


do so, but the time it takes to repair is 30 minutes. However, the time is
increased by an additional 30 minutes for every Complication rolled. A Multi-
Tool can be used to reduce Difficulty, including Multi-Tool Fingers implant
assuming the cybernetic it on itself is not at zero.

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