Fallout Brotherhood of Steel Guide
Fallout Brotherhood of Steel Guide
1.  History 
1.1 Rebellion at the Mariposa base 
1.2 Nuclear armageddon 
1.3 Arrival at the Lost Hill Bunker 
1.4 The birth of the Brotherhood 
1.5 The mutant threat 
1.6 The brotherhood is split in two 
1.7 The coming of the Enclave 
1.8 The western brotherhood today 
2.  The western brotherhood 
2.1 Organisation 
2.2 Recruiting 
2.3 Culture 
2.4 Economics 
2.5 Logistics 
2.6 Spheres of influence 
3.  The eastern brotherhood 
3.1 History 
3.2 Recruiting 
3.3 Culture 
3.4 Economics 
3.5 Logistics 
3.6 Spheres of influence 
4.  Personalities 
4.1 Historical personalities 
Roger Maxson 
Marion Vree 
Simon Barnaky 
4.2 Current personalities 
Jared Arnson 
Brent Anchor 
Daryl Mckenzie 
5.  Traits 
6.  Brotherhood rank table 
6.1 Western brotherhood 
6.2 Eastern brotherhood 
7.  Perks 
7.1 Perks available to both the western and eastern brotherhood 
7.2 Perks available to the western brotherhood 
7.3 Perks available to the eastern brotherhood 
8.  Vehicles 
8.1  Steel Eagle Vertibird 
8.2 Airship 
8.3 APC 
8.4 Scouter 
9.  The brotherhood in games 
9.1 Incorporating the brotherhood in campaigns 
9.2 Playing a brotherhood Player-Character 
9.3 Playing brotherhood NPCs 
 
Introduction 
 
This document is intended as a source of information for players who are including the 
brotherhood in their campaign, or are playing brotherhood characters. Much of the 
information in this document is totally unofficial and original, due to a lack of good official 
information about the brotherhood, and you may not agree with everything in this document 
(in which case you are of course free to change it to your hearts content). I do however think 
that where I have added new material, that it strengthens the atmosphere of the brotherhood, 
rather than detracting from it. You will need a copy of the Fallout PnP rulebook by Jason 
Mical (available at http://www.iamapsycho.com/fallout) to play. Please not that this is only a 
beta version of the sourcebook, released early because of the e-mails I keep getting wondering 
when it will be finished. As you can see, the text sections are all finished, but images have not 
yet been added and I hope to have the complete version ready within a month. If you have any 
suggestions to make this book better please contact me at sebrushworth@hotmail.com. Have 
fun! 
 
1. History 
 
(This is a heavily modified version of the Brotherhood of Steel history by Yamu, so all 
credits for this go to him) 
 
Rebellion at the Mariposa base 
 
The story begins in January 1
st
, 2077, when 
the government of the Unites States 
transferred all research of the Forced 
Evolutionary Virus (FEV-2) to the US 
army installation at Mariposa in central 
California. The virus was being studied for 
its mutational properties, and the 
possibility of using it to make soldiers not 
only immune to bacteriological agents (as 
had been the purpose of the Pan-Immunity 
Virus referred to as PIV or FEV-1), but 
stronger, tougher and faster.  
 
The research was carried out under utmost 
secrecy, so that only the base commander, 
colonel Robert Spindel and the scientists 
and technicians working on the project had 
any knowledge of what was being done. 
The researchers were using human 
volunteers from among the ranks of 
enlisted soldiers listed as missing in action. 
For nearly eight months the scientists 
managed to keep the research secret. Then 
on October 10
th
 2077 the bases military 
personnel somehow discovered what the 
researchers were doing and there was an 
instant uproar. The soldiers could not 
believe what was being done to their 
brothers in arms and all order collapsed at 
the base. The base commander locked 
himself in his office and refused to come 
out. The third world war broke out on the 
same day as the soldiers discovered the 
horrifying truth of the experiments, and 
this only served to aggravate the soldiers 
further.  
 
In this chaotic and frenzied atmosphere the 
soldiers looked to one man, captain Roger 
Maxson, executive officer of the Mariposa 
facility. Maxson at first could not believe 
the experiments were being conducted, 
then could not accept that they were being 
sanctioned by the US government, but he 
realised the need to bring some semblance 
of organisation back to the base, and with 
the colonel locked in his room and refusing 
to do anything it was his duty to take 
charge. The hate felt by the soldiers for the 
researchers was growing exponentially as 
they found out more and more about the 
research and discovered the mutated 
remnants of the human guinea pigs and on 
October 12
th
, two days after the research 
was first discovered, captain Maxson had 
to prevent one of his men from executing a 
scientist. 
 
In order to try to cool the situation down 
Maxson decided that they should start 
interrogating the scientists as to their work. 
The first interrogation took place the next 
day. The first to be interrogated was 
Robert Anderson, one of the FEV chief 
researchers. With very little prompting, 
Anderson revealed all the details of the 
research to captain Maxson and the other 
interrogators. As Maxson was considering 
what action to take next, Anderson, 
perhaps sensing the danger of the situation 
he was in, began crying and shouting over 
and over that they were just doing their 
job. Maxson, under extreme stress and 
feeling intense disgust at the scientists 
research ended Andersons hysterical 
shouting with a single bullet to the head. 
This act seemed to confirm the captains 
position as leader of the renegade soldiers, 
though he himself refused to believe that 
this work could have been sanctioned by 
the government that he had served so 
faithfully. Outside the small base the war 
was raging. 
 
Two days later, on October 15
th
, captain 
Maxson made a final attempt to reach 
colonel Spindel, and smashed through the 
door to the colonels office just in time to 
see the base commander blow his head off.  
 
Captain Maxson was perceived by the men 
as one of them following the execution 
of Anderson, and they were becoming 
increasingly loyal to him, perhaps because 
they were all facing court-martial and 
Maxson, being a brave and honest warrior, 
was taking complete responsibility for the 
recent chaos and their actions. In the days 
that followed the colonels death, Maxson 
continued to interrogate the scientists, each 
interrogation invariably leading to 
execution. As the interrogations wore on 
Maxson became increasingly uncertain of 
the governments involvement, as the 
scientists accounts of the research were so 
remarkably similar, and by the time he 
executed Erin Shellman, he finally 
accepted that the vile research was being 
sponsored by the government he and his 
men had served. 
 
By October 20
th
, the facility had long since 
stopped responding to transmissions from 
command and captain Maxson was 
beginning to wonder why no-one was 
being sent to investigate the sudden seize 
in transmissions. On that day, captain 
Maxson and his men declared themselves 
officially seceded from the union. For two 
days they waited, fearful and expectant, 
knowing that they all faced imminent 
court-martial. Nothing happened. Maxson 
realised that the war must be facing some 
pivotal moment, meaning that no resources 
could be spared for domestic troubles. 
Those two days, while Maxson and his 
men waited for something, the short war 
was in its final stages. Augmented by new 
technology, the US military was driving 
the Chinese all the way back and deep in to 
their own country. 
 
Nuclear armageddon 
 
One day later, on October 23
rd
, the world 
ended. No one knows who fired first, but 
in less than two hours, humanity had been 
almost entirely wiped out. The base 
personnel were in the process of 
interrogating Leon VonFelden, head of the 
FEV research project when all contact with 
the outside was lost. 
 
Maxson, ardent in the belief that the 
Chinese government, assuming it still 
existed, would sooner rather than later train 
its sights on the base, issued the following 
directive the next day: 
 
By my orders, as acting commanding 
officer following the untimely death of 
Colonel Robert Spindel during this time of 
crisis, the full base security team has been 
deployed to the security bunker at Lost 
Hill. 
This directive also includes the families of 
the officers and enlisted men. 
 
Unless otherwise directed, from a proper 
representative of the War Department, this 
order will stand as written. 
Operative 1: All military personnel, and 
their families, are to vacate the base by 
0800, 25 Oct 2077. All personnel, 
travelling under command, will make their 
way to Lost Hill base. No leave has been 
granted. 
Operative 2: All civilian personnel are 
directed to remain at base, pending orders 
from their legal command structure. 
Operative 3: Equipment deemed necessary 
to the survival of base military personnel is 
to be immediately drawn from stores. 
Proper authorisation will follow, time 
permitting. 
Operative 4: All codes of military justice 
will be reinforced, on military personnel 
and civilian personnel in joint military 
operations. 
Operative 5: Until such time as consistent 
and authorised communication can be 
established with the War Department, 
these orders will have precedence over any 
previously established orders. 
 
Captain Maxson 
24 Oct 2077 
 
The days following were accompanied by 
an intermingled sense of relief and dread. 
Readings indicated that the radioactive 
fallout had not yet spread as far as the 
base, and thus the primary hurdle in the 
way of evacuation had been cleared. Some 
vestige of order was restored as the 
command was passed down, the necessary 
equipment gathered, the final preparations 
seen to. The day before the exodus was to 
take place, Captain Maxson made this 
strikingly evocative entry into his personal 
log: 
 
Oct. 26 2077 
I convinced the men that we should bury 
the scientists. I don't know why... perhaps 
it was 
to ease my conscience. I finally started to 
believe their stories when the last one was 
dying. 
My God, what have I become? 
 
The next day, October 27
th
, the military 
personnel and their families began the 
arduous trek to the Lost Hill security 
bunker. The journey was dogged both by 
the fear of nuclear fallout and bands of 
humans who desperately attacked the 
group. Several of the soldiers lost family 
members to these attacks, but none of the 
attackers ever survived very long as they 
were hunted down and executed by the 
soldiers. 
 
Arrival at the Lost Hill bunker 
 
Finally, after several days the group 
reached the Lost Hill bunker. Captain 
Maxson was accepted almost unanimously 
as the groups leader. In the weeks and 
months that followed order was restored 
and by co-operating as a single unit they 
were able to prepare themselves for the 
dark future that lay ahead. Two months 
after arriving at the Lost Hill bunker, 
captain Maxson issued the following 
decree: 
 
I am glad to see that we are finally settling 
down, and wish to thank all of you for co-
operating under such trying circumstances. 
Life will never, at least for many 
generations to come, be the way it was 
only a few short months ago. Civilisation 
has collapsed and humanity has been 
reduced to a fraction of its former glory. 
We have all lost friends, family, brothers in 
arms in this terrible war. At times, I know,  
that loss can be almost unbearable. But we 
are here, and we are alive, and most 
important, we are prepared for the future. 
The US government has been obliterated, 
and as such we owe no duty to her any 
more. We are all free. It is for this reason 
that I ask that all old military ranks be 
abolished and replaced with a new system 
that emphasises kinship and co-operation. 
We are all in the same boat, but more 
important than that, we are all family now. 
I have been privileged to act as your 
leader over the past months, however I 
believe that democratic elections should be 
held as soon as possible. What remains of 
humanity has descended in to might 
makes right and anarchy, and in the 
midst of this we must be the light, the 
reminder of what humanity once was, and 
what we might become again. 
 
Your brother, 
Roger Maxson 
Dec. 24
th
 2077 
 
 
The birth of the brotherhood 
 
Roger Maxson was instrumental in 
reforming the Mariposa military personnel 
and their families in to the Brotherhood of 
Steel. Following his Christmas message, 
the personnel stopped referring to each 
other by rank and instead began to call 
each other brother and sister. After the 
traumatic events of the last three months, 
they already felt so strongly bonded to 
each other that everyone agreed with the 
idea of an extended family. The first 
democratic elections were held the next 
year, and Maxson was elected the first high 
elder, a position he held until his death. 
 
The following years were less eventful, 
though instrumental in laying the 
foundations for the brotherhood. The 
organisation completed the transformation 
to the brotherhood of steel, following 
Maxsons continued emphasis on kinship 
and technology as their most important 
tools. Maxson helped develop the initial 
rank structure, which has remained almost 
the same since its inception (at least in the 
western brotherhood). The brotherhood 
quickly began to develop trade relations 
with survivors who were themselves 
rebuilding settlements near by. 
 
The brotherhood never showed any interest 
in farming, feeling that it was a waste of 
energy that could better be spent 
developing technology with which to 
rebuild the wasteland, thus the brotherhood 
became totally dependent on trade for its 
survival, although, as the wastelands 
technological oasis, it never had any 
trouble finding trade. The brotherhood 
quickly established itself as the main 
developer and trader of weapons. 
 
By the time Maxson died, the brotherhood 
had developed fully the structure it would 
maintain for generations to come. The 
scribes developed technology and the 
knights built it, while the paladins ensured 
their safety. Maxson had also introduced 
the use of ceremony and ritual to the 
brotherhood during these years, as a way to 
further strengthen the ties among brothers. 
This also lead to the common wearing of 
ceremonial robes when not in armor. Some 
of the brothers took this even further, 
developing a semi-religious cult of 
technology that, though it never became 
popular among the majority of the 
brotherhood, has remained a part since that 
time, and even the less fanatical brothers 
hold a strong reverence for technology. 
 
As time wore on, the brotherhood grew 
increasingly isolationist. The idea of the 
brotherhood as an oasis in the wasteland 
was strong and most brothers were happy 
with their lives, or at least happy to be in 
the brotherhood rather than outside it. 
Many felt that the wasteland would 
become civilised eventually, whether they 
did something or not. A small minority felt 
that the brotherhood should be more 
aggressive and force civilisation and the 
rule of law upon the people, although these 
were largely suppressed for the time being. 
 
The mutant threat 
 
Then, in 2161, the brotherhood became 
aware of a powerful threat. Brotherhood 
patrols to the north of the Lost Hill bunker 
had started vanishing without a trace. The 
presiding High Elder, a grandson of 
captain Maxson, sent a single brotherhood 
scout to find out what was attacking the 
brotherhood patrols. The scout discovered 
the source of the threat. The old Mariposa 
base had never been hit by the Chinese, as 
captain Maxson had feared, and had stood 
there, unused, since the war. Then 
someone had found the base, and had 
begun using the FEV tanks to produce 
mutant soldiers. The mutants were being 
amassed in to a huge army and their plan 
was nothing less than the enslavement of 
the entire human race. The scout managed 
to destroy the production facility, ending 
the mutants ability to produce more. 
Following this, the brotherhood launched a 
huge military campaign, driving the mutant 
armies far to the east. 
 
The brotherhood recognised that it had 
become overly complacent, and began to 
take a more active role in wasteland 
affairs. It began more actively to share 
technologies with nearby settlements, 
allowing more democratic and civilised 
ones, such as the New California Republic, 
to grow. The mutant threat had opened the 
brotherhoods eyes to reality, and they 
realised that they were needed if humanity 
was ever going to pull itself out of its 
current barbarism.  
 
The brotherhood is split in two 
 
The faction that believed the brotherhood 
should actively seek to govern the 
surrounding areas, forcing civilisation 
upon them, grew stronger, and a verbal war 
raged between the more moderate faction 
that believed in sharing technology and 
allowing settlements to develop on their 
own and the revolutionary faction. 
 
Fearing that this battle of ideologies would 
tear the brotherhood apart, the elders who 
had a slim moderate majority in the 
council, by virtue of the moderate high 
elder, sent the revolutionary faction away 
where it could not harm the brotherhood in 
California, on a mission to the far east, to 
follow the mutant armies and gather 
information on them. 
 
With the revolutionary splinter group gone, 
the brotherhood calmed down, and 
gradually grew more isolationistic again. 
As time wore on, the western brotherhood 
took less and less of an active role in the 
development of California. With the 
democratic New California Republic 
growing stronger every day, the 
brotherhood began to feel once more that it 
did not need to take part in wasteland 
affairs, but could let them develop on their 
own. 
 
The coming of the Enclave 
 
By the time the western brotherhood 
encountered its next great threat it had 
allowed its technology to stagnate and had 
grown weak. Confident that nothing 
existed that could possibly challenge the 
brotherhood, and believing that the 
wasteland no longer needed it, it had 
turned inwards, and its scribes had turned 
away from military development to the 
development of other technologies that 
would make life quality better. 
 
The brotherhood discovered the next threat 
to the people of the wasteland by chance in 
2240. On a routine training exercise, a 
paladin squad encountered a radio 
transmission that they first believed to be 
another brotherhood unit. All transmissions 
were being recorded for debriefing 
purposes and subsequent analysis led 
brotherhood scribes to believe that another 
professional military organisation was 
operating in the area. Some suggested it 
might be the exiled brothers who had 
returned, though this was quickly ruled 
out. To gather further information on this 
possible threat the brotherhood set up 
small offices in settlements all over 
California. The offices in the Den and San 
Francisco began to pick up frequent radio 
transmissions, and determined that there 
must be some kind of base nearby. A squad 
of paladins was sent to scout out the area, 
and managed to relay back the location of 
a secret base at Navarro before they 
stopped responding to signals. Slowly the 
brotherhood was gathering information on 
this paramilitary group, calling itself the 
Enclave, but it soon realised that the 
Enclave was superior technologically even 
to the brotherhood. The brothers and sisters 
were faced with the knowledge that they 
werent the only bastion of technology left 
in the wasteland, and the data they were 
gathering suggested that the Enclave was 
not as benevolent as the brotherhood, and 
intelligence suggested that they were 
planning something big. The brotherhood 
saw that it would need to act fast if it was 
to become a potent guardian against the 
Enclave, and agents were dispatched to 
steal Enclave technology, at the same time 
as the scribes reverted en masse to the 
development of weapons technology. Then 
suddenly, as quickly as the threat had 
sprung up, it was gone. Intercepted 
transmissions suggested that the Enclaves 
main base had been destroyed, and though 
the Enclave base at Navarro remained, the 
imminent threat appeared to be gone.  
 
The western brotherhood today 
 
Although the brotherhoods sudden 
activity proved unnecessary, it reawakened 
the brotherhood to the need to constantly 
be alert and ready to face danger to itself, 
and the people of the wasteland. After the 
defeat of the enclave, the brotherhood 
decided to augment its existing outposts 
with additional personnel, and to open 
several new outposts. The purpose of these 
outposts is to gather information and 
ensure friendly relations with local 
governments and reformers.Through these 
outposts the brotherhood is once more 
being seen by the people of the wasteland 
as its benevolent guardians. 
 
Though born of the death of a civilisation, 
the Brotherhood has proved itself to be one 
of the wasteland's greatest hopes for the 
birth of a new one. Their furtive methods 
may be questionable, but their motives are 
sound. A bastion of technology, a gem of 
hope, a window into a way of life both 
cutting edge and ancient. Let the chips fall 
where they may, one thing is sure: the 
Brotherhood will prevail. 
 
2. The Western Brotherhood 
 
2.1 Organisation 
 
The brotherhood is organised in to three distinct guilds, the paladins, who are the 
brotherhoods elite fighting force, and are the smallest group, the knights, who maintain the 
brotherhoods infrastructure and perform physical work, building the advanced technological 
items that the brotherhood uses, and the scribes, who perform the brotherhoods research and 
development. The brotherhood is led by a democratically elected council consisting of four 
elders and one high elder.  
 
Although the brotherhood emphasises equality among all members, it is recognised that some 
form of rank system is necessary, though different ranks merely have different 
responsibilities, without having different privileges (other than, perhaps, the privilege of 
leading people). The rank system is detailed below. 
 
Paladin general  Knight master  Master scribe 
Senior paladin  Senior Knight  ---------------- 
Paladin    Knight    Scribe 
Junior paladin  Junior Knight  Junior scribe 
----------------   Initiate    Initiate 
 
Initiate 
 
Initiates are the brotherhoods future. They have been born and raised in the brotherhood, and 
have received the best education and weapons training possible. When an initiate reaches 
nineteen he has to choose whether he wishes to pursue the path of the scribe or the knight 
(although he may change paths later if necessary). Initiates spend most of their time being 
educated, a task shared by the brotherhoods paladins, knights and scribes. When not being 
educated, initiates take care of the brotherhoods basic but necessary grunt work, such as 
maintaining the bases cleanness, and preparing the brotherhoods food. Thus initiates also 
perform valuable work for the brotherhood, and are allowed to feel responsibility from an 
early age. Initiates rarely venture outside the safety of the bunker as they are considered so 
valuable to the brotherhood. 
 
Junior knight/Junior scribe 
 
The brotherhood makes widespread use of the mentor system, each new junior knight is given 
a mentor who works with him and watches over his progress. After a period of one to three 
years, when the mentor deems the junior knight/junior scribe to be ready, he is promoted to 
full knight/scribe. This mentoring system further helps to strengthen the ties of kinship within 
the brotherhood. The junior knight/junior scribe works a similar schedule to regular 
knights/scribes, taking part as an equal member in their work/research teams. 
 
Junior paladin 
 
Knights who show particular combat ability are transferred to the paladin corps, where they 
start off as junior paladin. Junior paladins serve in special squads under the supervision of a 
senior paladin. They spend two years as junior paladin, training full time at the combat arts, 
and learning to patrol and perform other necessary duties, after which, if they are deemed 
good enough by the senior paladin who is in charge of them, they are promoted to full paladin 
and are transferred to a paladin squad. Otherwise they go back to being knights. Junior 
paladins in the western brotherhood see no real combat, their time is entirely dedicated to 
education. 
 
Knight 
 
The knights are responsible for the production of all the brotherhoods technology, and are 
organised together in work teams of varying sizes depending on the project. The knights serve 
as the brotherhoods builders, mechanics, carpenters, plumbers and do almost all of the 
brotherhoods physical work. Occasionally each knight is called on to act as mentor for a 
junior knight. Knights dedicate their time to two things: Production and combat training. 
Although knights rarely see combat as the brotherhoods military needs can usually be served 
entirely by the small paladin corps, they form a powerful reserve of highly trained warriors. 
 
Scribe 
 
The scribes are the brotherhoods researchers and scientists. Scribes, like knights, work 
together in specialist work teams of varying sizes depending on need. Younger scribes 
routinely move between work teams so that they may become knowledgeable in as many 
areas of brotherhood research as possible, before eventually settling on some specific area of 
expertise which they dedicate the majority of their time to. Scribes are responsible for all 
brotherhood research in both the physical and social sciences. Project managers are chosen by 
the scribe master on a project by project basis. The scribes are also responsible for the 
brotherhoods medical organisation. Initiates who wish to pursue medical careers serve as 
junior scribes in the medical division. 
 
Paladin 
 
Paladins spend their time patrolling, guarding, going on missions and further honing their 
combat abilities through training. Paladins are organised in to six man squads, each lead by a 
senior paladin. Each squad is autonomous though several squads can easily work together to 
co-ordinate an attack thanks to the radio device built in to their helmets. Paladins are the sole 
bearers of the brotherhood power armour, and are usually equipped with the most powerful 
weapons. 
 
Senior knight 
 
Knights who show particular administrative ability, and who are not needed as warriors, are 
promoted to senior knight. Senior knights are responsible for all the brotherhoods day-to-day 
administration. Each knight work team is lead by a senior knight. Senior knights are also 
appointed to lead the brotherhoods cleaning operation, food preparation, economics and 
trade, to ensure that everything is where it needs to be, and things continue to run smoothly. A 
senior knight is also appointed to work as chief quartermaster for the brotherhood. As senior 
knights are so valuable to the functioning of the brotherhood infrastructure, they very rarely 
see combat. Senior knights are chosen from among the ranks of knights by the knight master. 
Senior knights may also serve as personal assistants to the elders. 
 
Senior paladin 
 
Senior paladins serve as paladin squad leaders, and are chosen for their tactical and leadership 
abilities. They are responsible for training and morale of the paladins under their command, 
and lead them in battle. Senior paladins are chosen by the paladin general. 
 
Master knight 
 
The master knight is responsible for the overall day-to-day running of the brotherhood, and 
spends most of his time co-ordinating the senior knights, ensuring that everything is running 
smoothly within the bigger picture. The master knight is chosen from among the senior 
knights by the elders. 
 
Master scribe 
 
The master scribe is responsible for overseeing the entire research work of the brotherhood. 
The master scribe puts together work teams and assigns project managers to lead them and 
report back to him. The master scribe also holds nominal control over the medical division, 
and has the power to appoint the chief medical officer. The master scribe is chosen from 
among the scribes by the elders. 
 
Paladin general 
 
The paladin general is responsible for the paladin squads is the brotherhoods chief military 
strategist. The paladin general chooses senior paladins to lead the various squads, and 
determines squad composition. 
 
The elders 
 
The brotherhood is lead by five individuals, four elders and a high elder. The elders are 
elected for eight-year terms, with a cycling system, so that one elder is replaced or re-elected 
every two years. This system is used to ensure a functioning continuity, so that there is no 
sudden change in brotherhood policy and organisation from one election to the next. The 
elders spend their time considering policy and discussing the best way forward for the 
brotherhood. 
 
The high elder 
 
The high elder is the brotherhoods highest representative and spends his time talking to 
different brothers and bringing problems to the elders. He is also nominally responsible for 
the overall functioning of the brotherhood, and spends some time each day in communication 
with the master knight, scribe master and paladin general. The high elder is also considered 
the brotherhoods visionary, and spends time considering the direction in which the 
brotherhood is moving, and where it should be in the future. The high elder is elected for life, 
though he can be replaced by a unanimous agreement of the elders leading to a referendum of 
the entire brotherhood. The high elder does not partake much in the discussions and decisions 
of the other elders, though he has the tie-breaking vote if necessary. The high elder is thought 
of as the brotherhoods father, and any brother can come to him with problems. 
 
2.2 Recruiting 
 
The brotherhood performs no recruiting from the outside, all members are the direct 
descendants of the original exodus to the Lost Hill bunker. This is to maintain the 
brotherhoods separation from the inhabitants of the wasteland. In some ways, the 
brotherhood is afraid to be tainted by outsiders. This means the brotherhood members have 
spent their entire lives within the brotherhood and have been completely indoctrinated in to it, 
becoming totally loyal. 
 
2.3 Culture 
 
Ideology 
 
The brotherhood sees its purpose as helping to restore mankind to another golden age by 
developing technology and supplying it to reformers and those who wish to rebuild 
civilisation. This process is seen as gradual and reformative rather than revolutionary. The 
brotherhood does not engage directly in the power struggles of the wasteland, and has no 
interest in forcing civilisation upon its inhabitants.  
 
The western brotherhood has no interest in domination, and though it wishes to help rebuild 
civilisation on the outside, its primary loyalty is to itself, and the continued survival of its own 
members. At times this has led to almost extreme isolationism, though since the coming of the 
Enclave, the brotherhood has once more begun to take a more active interest in the 
development of the wasteland. 
 
Family structure 
 
The brotherhood uses an extended family structure centred around the traditional western 
nuclear family with husband and wife and children. Children are raised co-operatively by the 
brotherhood in a way reminiscent of the 20
th
 century Israeli kibbutz and this helps to build 
very strong bonds between initiates at an early age. 
 
Education 
 
Initiates start their education and indoctrination in to the brotherhood as small children, and 
perhaps receive the best education, both in the arts and sciences, and in combat, anywhere in 
the wastes. All initiates receive the same basic education until the age of nineteen, when they 
choose what area they wish to specialise in and thus all are well educated and trained for 
combat if necessary. The education places particular emphasis on brotherhood, kinship, co-
operation and loyalty to the whole above the self and thus brothers/sisters tend to be very 
good team workers and show total loyalty to the brotherhood. Additionally, emphasis is 
placed on technology as the salvation of the brotherhood, and the way to restore humankind 
once more to greatness, and brothers/sisters tend to have an almost religious zeal for their 
technology. 
 
Technology cult 
 
Although the brotherhood is mostly atheistic, a cult of technology has developed which 
wields some power within the brotherhood. Some members have taken the brotherhoods 
obsession with technology to the level of religion, and they hold services, and even pray for 
their technology. Most brothers, though zealous of their technology, have not gone to this 
extreme however. 
 
2.4 Economics 
 
Internal 
 
The brotherhood, like the army it descended from, uses a supply store system run by a chief 
quartermaster and his assistants. Each brother has access to certain gear depending on his rank 
and specialisation, which he can withdraw freely from the supply store. The brotherhood has 
long lists of what materials may be withdrawn by what ranks and classes. Additional 
withdrawals require the authorisation of a superior, depending on the quantity and quality of 
the gear being requested.  
 
As an example, each paladin has the right to withdraw the following combat necessities: one 
suit of power armor, enough stimpaks for personal use, a close combat weapon (usually a 
ripper or combat knife), two small arms weapons, a large arms weapon (usually a minigun) 
and as much ammunition as is needed. Additional withdrawals (such as a field medic kit, or 
mines, or an additional heavy weapon) require the authorisation of the paladins squad 
commander, or in the case of very expensive equipment/machinery, such as a heavy combat 
vehicle, the authorisation of the paladin general. 
 
As another example, a mechanic can withdraw all the tools he needs for work, but for more 
expensive equipment or machinery he requires authorisation from his senior knight, or even 
the master knight. 
 
External 
 
The brotherhood has no use for money, so all trading is done by direct barter of goods. The 
brotherhood supplies nearby settlements with technology, weapons and ammunition in return 
for foodstuffs and raw materials. The brotherhood is very heavily reliant on this trade, as it 
has no agriculture of its own, and does not engage in other activities to gather necessary raw 
materials, such as mining. 
 
2.5 Logistics 
 
Percentage of active personnel doing particular duties January 1st 2243. 
 
Total: 2,785 personnel 
Paladins: 6% 
Knights: 40% 
             Administrative: 8% 
             Production: 32% 
Scribes: 29% 
Initiates: 25% 
 
2.6 Spheres of Influence 
 
(the map will be added in the full version) 
 
The western brotherhoods activity is centred around the Lost Hill security bunker, northwest 
of the Hub. It has a number of small outposts in settlements throughout California. Areas 
marked in red are under complete brotherhood control. areas marked in yellow are influenced 
by the brotherhood but are not under its control. 
 
3. The Eastern Brotherhood 
 
3.1 History 
 
Exile from the brotherhood 
 
After defeating the mutant threat, the 
brotherhood was split in to two groups, a 
moderate group that believed in allowing 
society to develop on its own with 
occassional brotherhood help, and a group 
that believed in aggressively forcing 
civilisation upon the wasteland. This split 
deepened, and the brotherhood was fast 
reaching a stage where it would tear itself 
apart if something was not done. Having 
been defeated by a slim majority on the 
ruling council, the leaders and most active 
believers in the idea of brotherhood 
dominion were sent away in airships on a 
mission to the far east, to monitor the 
retreating mutant armies and if necessary, 
destroy them. About half of the paladin 
corps, and a large portion of the knights 
but very few scribes were thus sent away 
in large airships, and the western 
brotherhood returned to business as usual. 
   
Disaster struck the exiled brothers as they 
neared the old, pre-war city of Chicago. A 
huge electric storm caused the airships to 
crash in the region known as Illinois. Many 
of the brothers were killed in the crash, and 
the survivors were shaken and lost in a 
foreign land. The next months were spent 
regrouping. The survivors decided to 
rebuild a brotherhood of their own, in their 
image, that would fight for the ideals they 
believed in. They knew that they had been 
exiled for their political views, and now 
felt that they had the chance to finally put 
their views in to action. The brotherhood 
was drastically reformed to be an effective 
military organisation built for aggressive 
expansion and they were quickly able to 
annex surrounding areas. 
 
A new power in the wasteland 
 
As the new eastern brotherhood spread, it 
began to take on more and more a 
character of its own. The closeknit kinship 
of the old brotherhood was lost, but was 
replaced with a highly effective army. As 
they expanded, the brotherhood came 
across the fleeing mutants, once more 
decimating the mutant leadership and even 
recruiting some of the disorganised 
mutants to the brotherhood ranks. 
 
Upon defeating the mutants, the 
brotherhood came upon an even more 
sinister threat originating from the old 
NORAD government complex (the vault 0 
control center). This threat to the wasteland 
was defeated at a great cost, but as always, 
the brotherhood prevailed. After this 
setback, the eastern brotherhood 
consolidated its hold on the mid-west 
region, and continues its aggressive 
expansion policy, although poor long range 
communications and overly centralised 
leadership continue to hold the 
brotherhood back, and its lack of effective 
research and production means that it 
cannot hope to rival the technology of its 
western cousin. What it lacks in 
technology however, it makes up for in 
manpower as it recruits aggressively from 
the settlements in its dominion. 
 
3.2 Organisation 
 
The eastern brotherhood is radically different from western counterpart that spawned it. 
Immediately after declaring itself independent from the western brotherhood it began to 
reorganise itself. The eastern brotherhood is now far more reminiscent of an old pre-war army 
of conquest, than a tech-worshipping kinship. 
 
The knight class has been taken away in the eastern brotherhood, as it believes all who can 
fight should be involved in fighting, not building. In the eastern brotherhood the rank of 
knight is just another rank available to fighters, above initiate and below paladin. The 
brotherhood makes extensive use of slavery to punish criminals and troublemakers, and these 
slaves produce what the brotherhood needs in large factories. 
The brotherhood dominion is divided up in to a number of districts under the control of 
specially assigned paladin lords. These lords are responsible for the development of their 
district and answer directly to the brotherhoods ruling council of elders. 
 
Those who are born and raised their entire lives within the eastern brotherhood serve either as 
paladins or as scribes, although eastern brotherhood scribes are for the most part 
adminstrators, doing the work that the knight class does in the western brotherhood. The 
reason for this is that the brotherhood only truly trusts and values those born in to it. Outsider 
soldiers are expendable, there are always more available, but the paladins and scribes have 
(mostly) spent their lives being indoctrinated and educated by the brotherhood, and they know 
its workings inside out. Most brotherhood soldiers have very little understanding of the 
brotherhood, they only know that they must fight, or their home settlement will be punished 
and they will be shot. Perhaps only ten percent of all eastern brotherhood scribes work in 
research and development. 
 
Those born to the eastern brotherhood that show combat or leadership potential are 
fasttracked to the rank of paladin. Very few outsider recruits ever get above the rank of knight 
commander(even if they survive that long), as they are not trusted with that much power. 
 
Elder      --------------- 
Paladin general and Paladin lord  --------------- 
----------------     Scribe overseer 
Paladin commander    --------------- 
Paladin      --------------- 
Junior paladin    --------------- 
Knight commander    Senior scribe 
Senior knight    Scribe 
Junior knight     Junior scribe 
Senior squire     --------------- 
Squire      --------------- 
Senior initiate    --------------- 
Initiate      Initiate 
 
Initiate 
 
Initiate is the rank everyone starts at, but is deceptive in that it covers such a broad range of 
personnel. The minority of brothers born and raised in the brotherhood hold the rank of 
initiate until they are 19, when they are either promoted to junior scribe or junior paladin. 
Outsider initiates on the other hand gain the rank of senior initiate on completing training. A 
few outsider initiates with a particular technological expertise become junior scribes instead 
and are spared the near certain early death of their counterparts who become troopers. 
 
Senior initiate-senior squire 
 
Promotions up to the rank of senior squire are made on a mission by mission basis and these 
ranks are used as a way to weed out those not suitable for real soldier duty. About half of all 
troops survive this far and are promoted to junior knight. These ranks are often the most 
dangerous for young troopers, as the brotherhood sees them as fairly worthless and gives them 
the cheapest equipment while sending them on high risk missions. 
 
Junior knight-senior knight 
 
Outsider soldiers who reach the rank of junior knight have proven themselves repeatedly and 
are seen as slightly more than gunfodder by the brotherhood leadership. Knight squads are 
experienced and are generally used more tactically by the leadership than the lower ranks. 
Knights also spend much of their time patrolling the regions under brotherhood control, and 
maintaining a brotherhood presence in settlements under brotherhood protection. 
 
Junior scribe-scribe 
 
The scribes are responsible for all the eastern brotherhoods administrative work, as well as its 
research and development. The majority of scribes have been raised by the brotherhood and 
thus have complete understanding of it. Some have been taken as adults from among the local 
populace, for having certain valuable technological knowledge, however these are only 
allowed to work within the very specific confines of their expertise. Only those raised by the 
brotherhood are trusted with its adminstration. Scribes work in adminstrative teams or in 
project teams lead by senior scribes. Junior scribes are promoted to scribe after a period of a 
few years, when they have shown that they are capable and know what they are doing. 
 
Knight commander 
 
Knight commanders are promoted from among the ranks of senior knight for their leadership 
abilities, and each one leads a six man squad of knights. 
 
Senior scribe 
 
Senior scribes lead the brotherhoods administrative and research efforts and are responsible 
for work details of varying size consisting of scribes and/or slaves. Scribes are responsible for 
making sure that all logistics are taken care of. They make sure that things are where they 
need to be, when they need to be there and make sure that structures are built on time, and 
equipment is available on time. They make sure there is food and beds for everyone and that 
the bases are kept clean. As well as these logistical duties, scribes make sure that new recruits 
are coming in and give them their theoretical education. They create the brotherhoods 
training disks and films and generally make sure everything runs smoothly from day to day. 
The senior scribes answer directly to the scribe overseer in charge of base operations. 
 
Junior paladin 
 
Most outsiders arent allowed to go above the rank of knight commander, for fear that they 
are not totally loyal to the brotherhood, so the majority of junior paladins are fairly green 
youths who have spent their entire lives being indoctrinated and trained by the brotherhood. 
Although green, they have been raised in an extreme military atmosphere and are tough and 
ready for combat. Junior paladins serve in special squads together, with alternating squad 
leadership, and are promoted to paladin after repeatedly showing themselves capable in battle. 
Junior paladin squads are routinely sent on missions with a low casualty rating, to toughen 
them up and prepare them for paladin duty without killing them, and thus wasting the years of 
education invested in them. Those who are not considered good enough are transferred to the 
scribe corps. 
 
Paladin 
 
Paladins are the elite fighting force of the brotherhood. Equipped with the best weapons and 
armor, and with years of training and experience behind them, they are almost unstoppable in 
combat. However, because they are so valuable, the brotherhood is often afraid to use them, 
and they are only used when absolutely necessary. Paladins also act as personal bodyguards 
for high ranking brotherhood officers. 
 
Paladin commander 
 
The paladin commander is chosen by his direct superior (either a paladin lord if the squad is 
serving in a district, or the general if he is serving in a mobile force) for his leadership and 
tactical abilities and leads a six man squad of paladins in battle. 
 
Scribe overseer 
 
The overseer is the second highest ranking individual in a base. He is responsible for the 
overall day-to-day functioning of the base under his command, and he spends most of his time 
co-ordinating the senior scribes and other support personnel. 
 
Paladin lord 
 
The Paladin lord has the job of district commander. There is one for each district and each is 
responsible for the continued functioning of the specific base and district under his command. 
He is responsible for all the people living in his district (hence the feudal rank lord, rather 
than a traditional military rank). Together with the scribe overseer, the paladin lord ensures 
that everything runs smoothly. Paladin lords tend to be good organisers, and capable long 
term strategists. It is their job to turn the brotherhoods dream of a new civilisation in to 
reality through practical action, and thus their job is perhaps the most important in the 
brotherhood. The lords are appointed by the elders council. 
 
Paladin general 
 
The paladin general is appointed from among the paladin commanders for his tactical 
abilities. Each general is given a military task force to command and an objective to complete. 
If he successfully completes his objective, he will be given another bigger force, if he fails 
(and survives) he will be demoted back to paladin commander. The elders use this method of 
trial and error to find those most capable of leading the brotherhoods armies of conquest. 
This also means that those who last any length of time in this position are given a great deal of 
respect from those that they command. 
 
The elders council 
 
The eastern brotherhood is lead by a council consisting of five elders. The elders are elected 
for life by a vote of all scribes and paladins. Two elders are elected from among the scribes, 
and three from among the paladins. The elders are responsible for the long term management 
of the brotherhood, and ensuring that its vision is upheld. They decide where to put the 
brotherhoods resources for maximum strategic gain, and appoint paladin lords to manage 
districts and generals to lead armies.  
 
Squad structure 
 
The brotherhood uses six man squads, as it believes this gives the squad maximal firepower 
for minimal manpower. This number tends to make the squad versatile, and is an ideal size for 
patrolling areas under brotherhood control, and if necessary it is easy to combine several of 
these smaller squads for larger missions. The brotherhood does not use the traditional military 
structure, where each unit is a part of a larger unit, and so everything is kept at the squad 
level. A general in command of a task force addresses squad leaders personally with their 
objectives, there is no hierarchy in between. Because of the eastern brotherhoods obsession 
with taking personal initiative, and succeeding or failing on your own, this works well, as 
squad leaders are able to determine the best course of action themselves, with little direction 
from above. 
 
Inquisition 
 
As the eastern brotherhood is 4/5 made up of outsider recruits, who have often been forced in 
to the brotherhood and may feel an urge to rebel against their new master, a special inquisition 
has been installed, consisting of a number of specially trained paladins and scribes in each 
district. The inquisitors ensure that outsider recruits behave the way they are supposed to and 
obey orders, and swiftly punish any who dare to break brotherhood doctrine. They are feared 
throughout the eastern brotherhood.  
 
In addition to acting as military police for the brotherhood the inquisitors also deal with 
troublemakers, rebels and insurrectionists among the local populace in areas under 
brotherhood control. Each district has its own inquisitor unit under the command of a senior 
paladin. One of the elders is assigned responsibility for the inquisitions overall operation. 
Paladins and scribes have complete immunity from inquisition investigations. 
 
3.3 Recruiting 
 
While the western brotherhood does not recruit from the outside at all, the eastern 
brotherhood is entirely dependent on a steady flow of new recruits from the settlements under 
its control. It is not afraid to send its recruits on suicide missions, so the high mortality rate 
requires a constant inflow of new personnel. Troops are given a crash military course to 
prepare them, and are poorly equipped, so the investment made in them is not large enough 
that large numbers of casualties bother the leadership. 
 
The situation is very different for those born and raised in the brotherhood, as the investment 
in them is large, which is why most serve as scribes or high ranking officers with top quality 
equipment, and rarely have to see very dangerous combat. The brotherhood will happily 
throw away the lives of many outsider recruits to rescue one of these brothers if necessary. 
 
3.4 Culture 
 
Ideology 
 
The eastern brotherhood sees itself as the only organisation in the wasteland that can restore 
civilisation to the wasteland, and it believes that the only way it can do that is through 
dominion. The eastern brotherhood seeks to create a large police state, where there is no crime 
and no opposition, and where it can oversee the rebuilding of civilisation. 
 
Military rule 
 
Whereas the western brotherhood is a benevolent kinship with powerful military capabilities, 
the eastern brotherhood is an army. 85% of the eastern brotherhood are full time combat 
personnel, with no other duties than maintaining and spreading brotherhood control. The 
remaining 15% are mostly administrative personnel, and the research and development corps 
is tiny. The organisation exists for one purpose, to wield power, and the culture is extremely 
militaristic. The technology worship of the western brotherhood is entirely forgotten. 
 
Personal initiative 
 
One thing that the eastern brotherhood does not share with most armies is its belief in letting 
people determine what to do themselves. This is perhaps because it has a steady flow of new 
recruits and if they mess up and get killed, its not a big deal, and because it has control over 
the settlements from where the recruits come, so they know that if they dont complete their 
set objectives their families will be punished. Additionally, the lack of good long range 
communications technology means that personal initiative must be allowed. 
 
Technology 
 
The eastern brotherhood has none of the reverence for technology that the western 
brotherhood has. In the eastern brotherhood it is simply a means to an end. Since splitting 
from the western brotherhood, very few new technological advances have been made. As the 
eastern brotherhood is so aggressively expansive, and has so many new recruits, it often uses 
quite low quality products for its soldiers. The vast majority of brotherhood troopers have 
simple leather or metal armor which can be easily mass produced. 
 
3.5 Economics 
 
Internal 
 
The eastern brotherhood, due to lack of trust for its outsider soldiers, uses an internal money 
economy called the scrip. The quartermasters store is more like a pawn shop than a 
traditional quartermaster. He buys cheap what the soldiers have looted and sells it back to 
them at several times the price. Soldiers make the majority of their income from selling looted 
materials to the quartermaster, although they also receive a small monthly salary, and they use 
this money to pay for food, and all the equipment they need. Soldiers are totally responsible 
for their own equipment and have to choose and buy whatever they need themselves, which 
often causes squads to be quite mixed as far as equipment is concerned. This is also a part of 
the brotherhoods plan to make as minimal an investment in individual soldiers as possible, 
those who survive longer and get more scrips get better equipment. 
 
External 
 
The eastern brotherhood engages in very little trade. Food and raw materials are taken from 
areas under brotherhood control, and weapons are confiscated, while those who know how to 
make weapons, ammunition, or other valuable technology are hired or enslaved. Weapons and 
equipment are either looted, or are produced by slaves.  
 
3.6 Logistics 
 
Percentage of active personnel doing particular duties January 1
st
 2243. 
 
Total: 6,426 
Combat personnel: 85% 
  Paladin: 4% 
  Trooper: 81% 
Administrative personnel: 13.5% 
Research and development: 1.5% 
 
Note: Initiates still undergoing education, civilian personnel hired on a short term basis, and 
slaves are not listed above as they do not take part in the active maintenance of the 
brotherhood. 
 
3.7 Spheres of Influence 
 
(the map will be added in the full version) 
 
The eastern brotherhood is organised in to a number of districts stretching across the midwest. 
There is a brotherhood base located in each district. Areas marked in red are under complete 
brotherhood control. areas marked in yellow are influenced by the brotherhood but are not 
under its control. 
 
4. Personalities of the brotherhood 
 
This section is organised in to two sections. The first is historical personalities, which 
describes a number of people who have had a large effect on the brotherhoods history. The 
second is current personalities, which is a sample list of different members of the 
brotherhood, that may be useful when creating your own brotherhood characters.  
 
Position: Position describes the current assignment, class and rank of the character. 
 
Behaviour: While the Enclave sourcebook uses an alignment system based on AD&D to 
describe personality, I have instead described the characters most important behavioural 
patterns, as I find it hard to box people in to either good or evil categories. This gives a 
quick reference of how the character is likely to behave. 
 
Period: This gives the date of birth, and in the case of the historical section, also the date of 
death of the character. In brackets next to this is the age of the character at the stage where the 
described stats are correct. 
 
4.1 Historical personalities 
 
Name: Roger Maxson 
Position: High elder, Brotherhood of Steel (captain US army) 
Behaviour: Honest, impatient, honourable, selfless, totally loyal to brotherhood 
Period: 2046-2122 (42) 
Race: Human 
Sex: Male 
HP: 120 
 
STR: 5 
PE: 7 
END: 6 
CH: 7 
INT: 8 
AG: 5 
LK: 6 
 
Small guns: 120% 
Big guns: 100% 
Eergy weapons: 60% 
Unarmed: 60% 
Melee weapons: 60% 
Lockpick: 30% 
Throwing weapons: 45% 
First aid: 80% 
Doctor: 50% 
Piloting: 30% 
Sneak: 80% 
Steal: 30% 
Traps: 30% 
Science: 70% 
Repair: 60% 
Speech: 180% 
Barter: 80% 
Gambling: 60% 
Outdoorsman: 50% 
 
Equipment: Roger Maxson could get whatever he wanted from the brotherhood supplies. 
Either wears a suit of brotherhood power armor, or High elders robes. Carries a Colt .45 
pistol at all times. 
 
Description: Roger Maxson is responsible, more than any other individual, for the 
Brotherhood of Steel. He is its founding father. Little is known of the early life of this 
historic man, and he never spoke much of it himself, but he is thought to be a native of 
California and is known to have graduated with honours (sociology and psychology) from the 
university at Berkely, California in 2068. It is not known whether he joined the army 
immediately after this, or whether he signed up later, but in 2075 he was transferred to the US 
army research facility at Mariposa to serve as executive officer under colonel Robert Spindel. 
Maxson quickly became known as a charismatic and likeable individual, and was respected 
by the men for his loyalty and honesty, as a contrast to the careerist colonel. In 2077 an 
unbelievable series of events propelled Maxson to the leadership of the base personnel as they 
became refugees in the hostile new world, and his actions, always in the best interests of the 
people under his command, cemented him in this position. Maxson never appeared to 
specially want the leadership, but he accepted the responsibility and carried out the work to 
the best of his considerable abilities. After arriving at the Lost Hill security bunker Maxson 
used his knowledge of sociology to reorganise the brotherhood in to an organisation capable 
of surviving in the harsh wasteland. By the time of Maxsons death in 2122 he had completed 
the cultural and structural changes necessary and brought the Brotherhood of Steel in to 
existence. 
 
Name: Marion Vree 
Position: Master scribe, Brotherhood of Steel 
Behaviour: Inquisitive, patient, wise, totally loyal to brotherhood 
Period: 2115-2207 (46) 
Race: Human 
Sex: Female 
HP: 50 
 
STR: 4 
PE: 8 
END: 4 
CH: 5 
INT: 10 
AG: 5 
LK: 5 
 
Small guns: 30 
Big guns: 20 
Eergy weapons: 20 
Unarmed: 20 
Melee weapons: 20 
Lockpick: 80 
Throwing weapons: 20 
First aid: 120  
Doctor: 140 
Piloting: 20 
Sneak: 30 
Steal: 20 
Traps: 75 
Science: 280 
Repair: 140 
Speech: 100 
Barter: 30 
Gambling: 40 
Outdoorsman: 20 
 
Equipment: Scribe robes, can requisition whatever she needs from brotherhood supplies. 
 
Description: Vree became master scribe at the exceedingly young age of 35, and served in 
that position for over fifty years until her death. She is remembered for the many astounding 
contributions she has made to the brotherhoods technological and scientific knowledge, and 
she was the brotherhoods most prolific researcher in her lifetime. Very inquisitive, yet patient 
to the point where most people would fall asleep with boredom, Vree could go days without 
sleep when working on a project. Unlike many researchers she was totally open about her 
work, and willingly shared the most implicit details with anyone who cared to ask. 
 
Name: Simon Barnaky 
Position: Paladin general, eastern brotherhood 
Behaviour: Confident, commanding, dislikes non-humans  
Period: 2148-2197 (49)  
Race: Human 
Sex: Male 
HP: 119 
 
STR: 8 
PE: 5 
END: 6  
CH: 4 
INT: 6 
AG: 7 
LK: 4 
 
Small guns: 145% 
Big Guns: 168% 
Energy Weapons: 90% 
Unarmed: 88%  
Melee weapons: 70% 
Lockpick: 45% 
Throwing weapons: 60% 
First aid: 80% 
Doctor: 60% 
Piloting: 60% 
Sneak: 70% 
Steal: 45% 
Traps: 60% 
Science: 50% 
Repair: 60% 
Speech: 100% 
Barter: 65% 
Gambling: 50% 
Outdoorsman: 90% 
 
Equipment: Brotherhood power armor, minigun 
 
Description: Simon Barnaky is remembered by the brotherhood for his excellent tactical 
abilities, and total devotion to the the brotherhood. Born in 2148 he was part of the new 
generation of brotherhood warriors who had never known life in the western brotherhood. His 
hardline, conservative views made him popular among the paladins, who saw him as the 
embodiment of the eastern brotherhoods mission. He rose quickly through the ranks, and was 
eventually put in charge of the eastern brotherhood strike force to destroy the mutant armies. 
Despite his prowess as a commander, Barnaky was known for his racist views and strongly 
objected to the assimilation of mutants and ghouls in to the brotherhood ranks. In early 2197 
Barnakys transport was captured by mutants, and despite strenous efforts by the brotherhood 
to locate him, he wasnt found. It is unclear what happened after this, but Barnaky is known to 
have died later in 2197. His body was eventually recovered, but strangely his brain had been 
surgically removed. 
 
4.2 Current personalities 
 
Name: Jared Arnson 
Position: Paladin, Western brotherhood 
Behaviour: Overly confident, assertive, fearless, totally loyal to brotherhood 
Period: 2216- (27) 
Race: Human 
Sex: Male 
HP: 120 
 
STR: 7 
PE: 6 
END: 7 
CH: 5 
INT: 5 
AG: 8 
LK: 5 
 
Small guns: 130% 
Big guns: 140% 
Eergy weapons: 40% 
Unarmed: 90% 
Melee weapons: 80% 
Lockpick: 20% 
Throwing weapons: 75% 
First aid: 90% 
Doctor: 40% 
Piloting: 60% 
Sneak: 70% 
Steal: 15% 
Traps: 30% 
Science: 50% 
Repair: 30% 
Speech: 45% 
Barter: 30% 
Gambling: 40% 
Outdoorsman: 80% 
 
Equipment: Brotherhood power armor, minigun, H&K 10mm SMG, ripper, first aid kit, 2 
stimpaks 
 
Description: Jared is tough, strong and fast, and he knows it. He is cocky and will go in to a 
fight against impossible odds to show how tough he is. He holds very high thoughts of 
himself and rigidly upholds a knightly code of honour, and prefers to go out with guns blazing 
to sneaking around. He holds a low opinion of anyone who doesnt measure up to his honour 
code (pretty much everyone), and will happily tell people what he thinks of them. This means 
that he spends most of his time on guard duty, where he cant harm brotherhood relations with 
other groups. 
 
Name: Brent Anchor 
Position: Senior squire, eastern brotherhood 
Behaviour: Aggressive, suspicious of strangers, insolent, doesnt like authority 
Period: 2223- (20) 
Race: Human 
Sex: Male 
HP: 42 
 
STR: 6 
PE: 5 
END: 7  
CH: 4 
INT: 6 
AG: 7 
LK: 5 
 
Small guns: 65% 
Big guns: 15% 
Eergy weapons: 15%  
Unarmed: 70% 
Melee weapons: 20%  
Lockpick: 20% 
Throwing weapons 30%  
First aid: 30% 
Doctor: 20% 
Piloting: 20% 
Sneak: 40% 
Steal: 40% 
Traps: 20% 
Science: 15% 
Repair: 25% 
Speech: 40% 
Barter: 60% 
Gambling: 45% 
Outdoorsman: 65% 
 
Equipment: Leather armor, knife, AK-47 assault rifle 
 
Description: Brent has no idea how he has managed to stay alive this far. A year back the 
brotherhood came to his village and recruited him. Since then he has repeatedly been almost 
killed. Brent doesnt like the brotherhood very much, but he knows that unless he serves them 
his home village will be punished. He has already been whipped several times for his 
insolence to brotherhood superiors. 
 
Name: Daryl Mckenzie 
Position: Knight (technician), Western brotherhood 
Behaviour: Easily irritable, obsessed with technology, gets straight to the point, totally loyal 
to the brotherhood 
Period: 2208- (35) 
Race: Human 
Sex: Male 
HP: 90 
XP value: 
 
STR: 6 
PE: 7 
END: 5  
CH: 4 
INT: 7 
AG: 6 
LK: 5 
 
Small guns: 105 
Big guns: 80 
Energy weapons: 65 
Unarmed: 70 
Melee weapons: 55 
Lockpick: 85 
Throwing weapons: 65  
First aid: 80 
Doctor: 40 
Piloting: 60 
Sneak: 45 
Steal: 30 
Traps: 70 
Science: 90 
Repair: 160 
Speech: 50 
Barter: 30 
Gambling: 20  
Outdoorsman: 30  
 
Equipment: Brotherhood combat armor, Colt .45 pistol, pliers, wrench, tool kit 
 
Description: Daryl is a member of the small group of brothers who religiously worship 
technology, and see it as the sole salvation of mankind. He spends most of his time working 
on projects, and is a mechanical technician by profession. He is easily bored by chitchat, and 
quickly gets irritable when he feels a conversation isnt going anywhere. He is used to getting 
right to point, finding a problem and fixing it. He will react very negatively to anyone who he 
feels is not respecting technology as it should be respected, and will get bored quickly when 
talking to people who dont posses a high technical ability. He hates to be disturbed when 
working. 
 
5. Traits  
 
Western Brotherhood Citizen 
 
Western brotherhood characters must take this trait, though they may still take two additional 
traits. You were born and raised in the Lost Hills bunker, and have received a far better 
education than most people in the Wasteland, which gives you +20% bonus to your Science 
skill. As the Brotherhood uses no money, and its citizens do not have to buy or steal anything, 
your Barter and Steal skills are reduced by 10%. You have been carefully indoctrinated in to 
the brotherhood and are completely loyal to it. You can therefore not knowingly ever do 
anything that would harm the brotherhood. 
 
Eastern Brotherhood Birthright 
 
All characters who have been born and bred in the eastern brotherhood have to take this trait, 
though they may still take two additional traits. You have spent your entire life within the 
eastern brotherhood, and are therefore considered a valuable resource to it. You are treated 
betted than recruits from the outside. Due to the years of indoctrination you are totally loyal to 
the brotherhood. You have also received a good quality education. You get +10% bonus to 
your Science skill. You have been carefully indoctrinated in to the brotherhood and are 
completely loyal to it. You can therefore not knowingly ever do anything that would harm the 
brotherhood. 
 
6. Brotherhood rank table 
 
This table has been designed to speed up the creation of realistic Brotherhood NPCs in games, 
and as a list of requirements for PCs to be able to rise in rank. Of course it is at the GMs 
discretion whether the character should be promoted or not. 
 
6.1 Western Brotherhood 
 
Knight Ranks 
Rank  Requirements 
Initiate  Level 1 
Junior Knight  Level 4, ICT 
Knight  Level 8, KTT Rank 1, KCT 
Senior Knight  Level 12, KTT Rank 3 
Knight Master  Level 15 
 
Scribe Ranks 
Rank  Requirements 
Initiate  Level 1 
Junior Scribe  Level 4, IST 
Scribe  Level 10, SST Rank 1 
Master Scribe  Level 15 
 
Paladin Ranks 
Rank  Requirements 
Junior Paladin  Level 8, KCT 
Paladin  Level 12, PCT Rank 1 
Senior Paladin  Level 15, PCT Rank 3 
Paladin General  Level 18 
 
6.2 Eastern Brotherhood 
 
Warrior Ranks 
Rank  Requirements 
Initiate  Level 1 
Senior Initiate  Level 2, ICT 
Squire  Level 3 
Senior Squire  Level 4 
Junior Knight  Level 6, BWT Rank 1 
Knight  Level 8 
Senior Knight  Level 10, BWT Rank 2, SLT 
Knight Commander  Level 12 
Junior Paladin  Level 8, BWT Rank 3 
Paladin  Level 12 
Paladin Commander  Level 16, PLT 
Paladin Lord  Level 18 
Paladin General  Level 18 
 
Scribe Ranks 
Rank  Requirements 
Initiate  Level 1 
Junior Scribe  Level 4, IST 
Scribe  Level 10, STT Rank 1 
Senior Scribe  Level 12, STT Rank 2, SLT 
Scribe Overseer  Level 16 
 
 
7. Perks 
 
Following is a list of perks available to brotherhood characters. 
 
7. 1 Perks available to both Eastern and Western Brotherhood 
 
Initiate Combat Training (ICT) 
This training covers the most basic of the combat tactics, strategy and weapon handling. 
Small Guns +10% 
Unarmed +10% 
Melee Weapons +10% 
Requirements: Level 3, 3-month instruction 
 
Initiate Science Training (IST) 
This training covers the most basic of the scientific skills. Character with this perk doesnt 
have to make any Science rolls when using any Brotherhood computers.  
Science +10% 
Repair +5% 
Requirements: Level 3, 5 IN, 3-month instruction 
 
Brotherhood Medical Training (BMT) 
Rank 1 
First Aid +10% 
Doctor +5% 
Requirements: Level 6, 5 IN, 3-month instruction 
 
Rank 2 
First Aid +10% 
Doctor +10% 
Requirements: Level 9, 6 IN, 4-month instruction, Junior Scribe rank 
 
Rank 3 
First Aid +5% 
Doctor +15% 
Requirements: Level 12, 6 IN, 4-month instruction, Scribe rank 
 
7.2 Western Brotherhood 
 
You must have the Western Brotherhood Citizen trait to take any of these perks. 
 
Knight Combat Training (KCT) 
 
Small Guns +15% 
Big Guns +10% 
Energy Weapons +5% 
Requirements: Level 6, 4-month instruction, Junior Knight rank 
 
Knight Technical Training (KTT) 
 
Rank 1 
Science +10% 
Repair +10% 
Requirements: Level 6, 5 IN, 3-month instruction, Junior Knight rank 
 
Rank 2 
Science +5% 
Repair +15% 
Requirements: Level 9, 6 IN, 4-month instruction, Junior Knight rank 
 
Rank 3 
Repair +20% 
Requirements: Level 12, 6 IN, 6-month instruction, Knight rank 
 
Scribe Science Training (SST) 
 
Rank 1 
Science +10% 
Repair +10% 
Requirements: Level 6, 6 IN, 3-month instruction, Junior Scribe rank 
 
Rank 2 
Science +15% 
Repair +5% 
Requirements: Level 9, 7 IN, 4-month instruction, Junior Scribe rank 
 
Rank 3 
Science +20% 
Requirements: Level 12, 8 IN, 6-month instruction, Scribe rank 
 
Paladin Combat Training (PCT) 
 
Rank 1 
Small Guns +10% 
Big Guns +10% 
Energy Weapons +10% 
Requirements: Level 9, 4-month instruction, Junior Paladin rank 
 
Rank 2 
Small Guns +5% 
Big Guns +15% 
Energy Weapons +10% 
Requirements: Level 12, 6-month instruction, Junior Paladin rank 
 
Rank 3 
Big Guns +15% 
Energy Weapons +15% 
Requirements: Level 15, 8-month instruction, Paladin rank 
 
7.3 Eastern Brotherhood 
 
You must be a member of the eastern brotherhood in order to take these perks. 
 
Brotherhood Warfare Training (BWT) 
 
Rank 1 
Small Guns +10% 
Big Guns +10% 
Energy Weapons +5% 
Melee Weapons +10% 
Requirements: Level 6, 3-month instruction, Squire rank 
 
Rank 2 
Small Guns +5% 
Big Guns +15% 
Energy Weapons +10% 
Pilot +10% 
Requirements: Level 12, 4-month instruction, Junior Knight rank 
 
Rank 3 
Big Guns +15% 
Energy Weapons +15% 
Traps +10% 
Requirements: Level 15, 5-month instruction, Knight rank 
 
Rank 4 
Big Guns +10% 
Energy Weapons +10% 
Requirements: Level 18, 6-month instruction, Junior Paladin rank 
 
Scribe Technical Training (STT) 
 
Rank 1 
Science +10% 
Repair +10% 
Requirements: Level 6, 5 IN, 3-month instruction, Junior Scribe rank 
 
Rank 2 
Science +5% 
Repair +15% 
Requirements: Level 9, 6 IN, 4-month instruction, Junior Scribe rank 
 
Rank 3 
Science +15% 
Repair +5% 
Requirements: Level 12, 7 IN, 6-month instruction, Scribe rank 
 
Squad Leadership Training (SLT) 
 
Speech + 15% 
First aid +10% 
Outdoorsman +5% 
 
Paladin Leadership Training (PLT) 
 
Speech +20% 
First aid +10% 
Outdoorsman +5% 
 
8. Vehicles 
 
Following is a list of vehicles that are currently in use, or have been used by the brotherhood 
at earlier stages in its history. 
 
8.1 Brotherhood "Steel Eagle" Vertibird 
Year developed: 2243 
Developer: Western brotherhood 
This prototype helicopter is a reconstruction of the Enclave's V-34 Vertibird, and was 
developed by western brotherhood scribes and knights in 2243 from Vertibird blueprints 
stolen from the Enclave base at Navarro in 2241 by a brotherhood spy. Although this vehicle 
is fully capable of flight, many of the advanced materials and instruments used by the enclave 
to create its vertibirds remain unavailable to the brotherhood, and thus this prototype has a 
significantly lower performance capability than the Enclave design. Because of the large 
amount of manpower and time needed to build these vehicles, and the expensiveness and 
rareness of many of the materials, the western brotherhood has very few of these prototypes. 
Takes 275 cells to fully recharge. 
 
TS: 500 KPH AR: 80 BR: 50 TR: 0 DR: 1000 NP: 4   CW: 800 
HP:  S: 300 E: 20 C: 20 D: 20 T: 12 (x 4) [DR N: 20 L: 5 F: 0 P: 0 E: 0] 
 
8.2 Brotherhood Airship 
Year developed: 2162 
Developer: Brotherhood (before the split) 
These zeppelins were hastily constructed in 2162 to gather intelligence on the fleeing mutant 
armies. Though a few remain intact, they have seen little use since the eastern brotherhoods 
exodus as they have been found to be too unstable and dangerous. Takes 20 cells to fully 
recharge. 
 
TS: 60 KPH AR: 10 BR: 0 TR: 1 DR: 100 NP: 2 + 30   CW: 3000 
HP:  S: 30 E: 10 C: 10 D: 20 [DR N: 0 L: 0 F: 0 P: 0 E: 0] 
 
8.3 Brotherhood APC 
Developer: Unknown, modified for brotherhood use 
Tracked vehicle that was in service with the US military before the war. The Mariposa 
personnel took all the base vehicles with them on their trek to the Lost Hill bunker, but were 
unable to use them for many years, until they developed the capability to produce their own 
fuel cells. This vehicle is in use with both the eastern and western brotherhood. The 
Brotherhood APC has no mounted weapon, but shooting from inside is possible. Takes 30 
cells to fully recharge. 
 
TS: 60 KPH AR: 50 BR: 30 TR: 8 DR: 80 NP: 6 CW: 8000 
HP:  S: 400 E: 60 C:  30 T: 70 (x 2) [DR N: 60 L: 50 F: 75 P: 30 E: 60] 
 
8.4 Brotherhood Scouter 
Developer: Brotherhood of Steel 
Year developed: 2098 
This lightweight vehicle was designed early in the brotherhoods history for scouting 
purposes, to gather information on the wasteland of which the brotherhood was fast becoming 
a part. It is fast and has a low fuel cell usage which make it ideal for scouting out new areas. 
The brotherhoods initial fuel cell shortage meant that it could not be used to its fullest 
potential when first invented, however today it enjoys regular use by both the western and 
eastern brotherhoods. The western brotherhood has also begun trading these with other 
groups, and it is currently the most popular vehicle in the California region. Its simplicity of 
design, and use of readily available materials has also meant that several modified versions 
have been created by individuals and groups for use in the wasteland. 
 
Takes 22 cells to fully recharge.  
TS: 120 KPH AR: 80 BR: 50 TR: 8 DR: 120 NP: 2 CW: 800 
HP:  S: 80 E: 60 C:  30 D: 20 T: 10 (x 4) [DR N: 15 L: 10 F: 5 P: 0 E: 10] 
 
9. The brotherhood in games 
 
The history of the brotherhood is strongly interwoven with the history of the wasteland and 
the two factions that shelter under the same name have varying influence over large parts of 
the former United States. During its history the brotherhood has gone from frenzied activity to 
extremes of isolationism, and splintered in to two very different organisations that play an 
integral part in maintaining the atmosphere of the Fallout universe. Hopefully the source 
material contained in this document is enough to create a rich and realistic environment for 
roleplaying to take place in, and finally, I would like to discuss how to include the 
brotherhood in your own campaigns and roleplay your brotherhood personalities. 
 
9.1 Incorporating the brotherhood in campaigns 
 
Sooner or later you will probably want to incorporate the brotherhood in to your campaign or 
adventure. The brotherhood is involved in some way or other in most aspects of life in the 
wasteland and can be an atmospheric or even pivotal addition to any campaign set in 
California or the mid-west. The history, organisation and culture described in this document 
should be enough to create fully fleshed out brotherhood settings and characters, however you 
should not feel constrained by what is contained herein if you have ideas for special settings. 
One thing that you should remember however, is that the brotherhood is not a random factor 
in the wasteland. It is an organisation with clearly worked out motives and objectives and 
always has good reason for anything it does. The brotherhood can be central to your campaign 
(if the PC group for example contains brotherhood characters, or your primary objective has 
something to do with the brotherhood, such as an enclave saboteur out to damage brotherhood 
operations) or can be a small part of it (for example there could be a small brotherhood 
outpost or a brotherhood patrol in the city the PCs are visiting which they can gain 
information from or perform some job for). How you want to incorporate the brotherhood in 
to your campaign is of course up to you, but to maintain realism you should think carefully 
about its motives and agendas and ask yourself why the brotherhood is where it is and what, if 
anything, it wants with the PCs. If the brotherhood wants to hire outsiders to do something for 
it, then why? Why cant it do the job itself instead? Always think about history, organisation, 
culture and agendas and keep things vaguely realistic and you cant go far wrong. 
 
9.2 Playing a brotherhood player-character 
 
The brotherhood offers plenty of scope for roleplaying, accommodating warrior characters, 
scientists, technicians and negotiators. Whatever you prefer, you can do it, and if you are 
planning on playing with a group of entirely brotherhood characters you may wish to have 
some or all of these represented. For example, the group could be a small brotherhood 
explorer team consisting of one paladin to act as bodyguard for the crew, one scribe to gather 
and analyse data and one knight trader/negotiator.  
 
Alternatively you could have a group of non-brotherhood characters that for whatever reason 
also includes a brotherhood character. If you do this though, you will need a good reason, as 
the brotherhood (or at least the western brotherhood) does not have deserters. Perhaps the 
character could be an advisor or controller, along to make sure that the hired group of Player-
Characters does what the brotherhood wants it to do, or he/she could be a scout who has 
decided to join the group for a period of time to facilitate completing his own objective. There 
will always be a good reason for a brotherhood character to be part of a non-brotherhood 
group, and while the group and personal survival will tend to be of primary importance to the 
other members of the group, the brotherhood character will instead have the brotherhoods 
objectives as primary, and will with rare exceptions do whatever he thinks is best for the 
brotherhood, even if it means betraying the other PCs. The brotherhood character may have 
revealed his objectives to the other characters in the group, or he may keep them secret until 
forced to reveal them. These hidden objectives could well be an important part of a campaign 
plot and should be discussed with the GM before play, so that he can incorporate them into 
the campaign. 
 
When creating your character you should spend time considering what personality and role 
you want your character to have and then make sure to roleplay it the way you intended. If 
you want to make a group of all warrior characters you can, but this limits your scope for 
roleplaying much more than a diverse group, and will probably result in a game where you 
simply go around killing stuff and dont have much opportunity for roleplaying (which is 
fine of course, if thats all you want!). You may well find that you enjoy playing a non-
combatant character much more than a warrior, and it will certainly allow you to try out other 
aspects of existence in the wasteland that a warrior character may not even consider, as you 
have to use your mind to think up other solutions than just blowing the enemy away with your 
souped up BFG. 
 
9.3 Playing brotherhood NPCs 
 
It is far more likely that, rather than the PCs playing brotherhood characters, they will 
encounter brotherhood non-player characters controlled by the GM. In section four of this 
document you can see a number of sample NPCs that you can either transplant directly in to 
your campaign, or use as inspiration for characters you create yourself. The NPCs are the way 
in which you as the GM interact with the players and it is vital that the NPCs be interesting 
and realistic, with their own agendas, hopes and quirks. The quality of the NPCs, and the way 
in which you roleplay them can make or break a campaign, so take care when crafting their 
personalities. Roleplaying is like jazz-acting, unscripted and spurr of the moment, but with 
clearly defined directions, so you may well wish to practice your NPCs behaviours, facial 
expressions, and voices in front of a mirror, so that when the PCs meet your NPCs you can 
give them a real show and immerse them in the story.