Fallout 2d20 Character Creation Guide
Fallout 2d20 Character Creation Guide
Your natural toughness and resilience influences Your agility measures how fit and agile you are,
how many health points you have, and how easy your balance, athletic suppleness, and how
you find it to shrug off the physical dangers of the precisely you can control your body. It is used
wasteland. Choose a high Endurance attribute if to make ranged attacks. Choose a high Agility
you want to be hardy and resilient, and solve your attribute if you want to be nimble, and solve your
problems by pushing through them. problems with accuracy and skill.
CHARISMA LUCK
"C is for Charisma, it's why people think "L is for Luck, and it's simple, you
I'm great! I make my friends all laugh see! It means that good things
and smile, and never want to hate!" always happen to me!"
Your natural charisma influences how effectively Luck describes just how much fortune smiles down
you can convince people of your opinions, change on you, turning fickle forces in your favor, and
their minds, barter with people, and find safety generally coming out on top when you should be
among others. Choose a high Charisma attribute at the bottom. Luck gives you points to spend to
if you want to be persuasive and solve your generate automatic successes when you make skill
problems by talking your way out them. tests, and re -roll dice.
INTELLIGENCE
"I is for Intelligence, it means I'm
really smart! I use my brain for lots of
stuff, like science, math and art!"
EXPLOSIVES
BARTER
Whether you throw them, place them
Barter describes your skill with as a trap, or remotely detonate them,
money—how savvy you are with your you use the Explosives skill with any
wealth, how easily you can make kind of explosive device.
deals, or how easily you can negotiate
someone down on price. Its default S.P.E.C.I.A.L. pairing is Perception but
you can also use Strength to throw a grenade as
Its default S.P.E.C.I.A.L. attribute pairing is far as you can, or Agility to try and get close to a
Charisma but could also be used with Perception mine without setting it off. You use Explosives with
to see how willing someone might be to change frag grenades and mines, Molotov cocktails, Nuka-
their demands, or Intelligence to know the true caps grenades, Plasma grenades, pulse grenades and
value of something. You might use Barter trying to mines, and dynamite.
buy or sell items, or negotiate the cost of a service.
Its default S.P.E.C.I.A.L. pairing is Perception but Its default S.P.E.C.I.A.L. pairing is Perception
could be used with Agility, or Strength if you’re but you might use Strength to pull a buggy out
trying to force a door open without breaking the of a skid, or Agility to land a Vertibird on a tight
lock. You might use Lockpick to break into a safe, landing zone. You use Pilot to drive any ground
or open a locked door. vehicles, or pilot any flying vehicles.
MEDICINE REPAIR
Medicine is the skill that covers all Building and repairing items, from guns
medical application and knowledge, to buildings, simple traps to complex
from first aid to pharmacology, surgery, mechanisms, fall under the Repair skill.
and healing radiation poisoning.
Its default S.P.E.C.I.A.L. pairing is Intelligence , Its default S.P.E.C.I.A.L. pairing is Intelligence
but you might use Agility to perform surgery, but you might use Strength to get some heavy
or Charisma to council a companion. You use machinery operating again, or Perception to
Medicine to stabilize your companions in combat, investigate a problem with an engine. You use
and help heal their injuries. Repair to fix and modify weapons, create items
from scratch, or build defenses.
MELEE WEAPONS
SCIENCE
The Melee Weapon skill describes how able you
are to inflict damage and deflect blows The Science skill covers academic
with one -handed and two-handed and practical knowledge, but is
melee weapons. practically applied in the wasteland
through computer coding, robotic
programming, and brewing chems.
Its default S.P.E.C.I.A.L. pairing is Strength but
you might use Agility to parry a melee attack, or Its default S.P.E.C.I.A.L. pairing is Intelligence
Charisma to threaten someone. You use Melee but you might use it with Perception to observe a
Weapons to make melee attacks in combat. test subject, or Charisma to convince people of
something using your scientific knowledge. You
use science to hack computers, brew chems, and
solve problems with science!
Its default S.P.E.C.I.A.L. pairing is Agility but Its default S.P.E.C.I.A.L. pairing is Endurance but
you might use it with Charisma to hold someone you might also use it with Perception to figure out
at gunpoint or Endurance to remain trained on a how long you have until nightfall, or Charisma to
target. You use Small Guns to make ranged attacks charm animals. You might use Survival to build
in combat with pistols, rifles, and shotguns. a base camp, or test your resilience against
malnourishment or dehydration.
SNEAK
THROWING
The Sneak skill covers stealthy
movement and any physical actions you The Throwing skill describes your
take when you don’t want to be noticed. ability to effectively make attacks with
thrown weapons like javelins, knives,
and improvised weapons.
Its default S.P.E.C.I.A.L. pairing is Agility but you
might use it with Perception to find enemies hiding Its default S.P.E.C.I.A.L. pairing is Agility but
in ambush, or Intelligence to case a building. You you might also use Strength with heavy objects or
might use Sneak to move silently or stay hidden. Perception to judge distance. You use Throwing to
make thrown attacks with specific weapons.
SPEECH
UNARMED
The Speech skill describes the
techniques you’ve learned to The Unarmed skill covers your ability
communicate with other people, to fight with your fists.
convincing them with strong arguments,
or lying to them and not getting caught.
Its default S.P.E.C.I.A.L. pairing is Charisma but Its default S.P.E.C.I.A.L. pairing is Strength but
you might use it with Intelligence to formulate a you might also use Agility, or Charisma when
speech, or Perception to figure out how susceptible threatening or intimidating someone. You use the
your mark might be to your lie. You use speech to Unarmed skill to make unarmed attacks in combat.
convince people of your arguments, inspire others,
or convincingly deceive them.
Radiation Resistance
Radiation resistance is how much RAD damage
each hit location can absorb from an attack. Perks
and mutations can provide you with some RAD
resistance, and creatures like super mutants or
ghouls can be immune. You subtract your radiation
resistance from any RAD damage you suffer
before reducing your maximum health point value.
Hit Locations
As a Mr. Handy some hit locations are different to
humanoids. Your eyes are treated as ‘head’, your
body is ‘torso’, your thruster is ‘left leg’, and your
pincers are treated as ‘right leg’, ‘right arm’ and
‘left arm’ and should be assigned at creation.
You could have originated from the Master’s army You could be from any number of settlements,
at the Mariposa military base, California, created isolated shelters, or travelling groups that sparsely
as he experimented on unwilling human victims, populate the wasteland from West Coast to East
splitting into one of the factions upon his death to Coast. You could be from the New Californian
attack or rebuild the wasteland with its survivors. Republic, carrying on the legacy of Vault 15 and
Your origins could be rooted in the Evolutionary Shady Sands. You could fight to protect others,
Experimentation Program of Vault 87, whose super calling a group of survivors like the Minutemen
mutant groups terrorize the Capital Wasteland. You or the Regulators your home. You could also be
could have been abducted from the Commonwealth a merciless raider, or be born into one of these
and exposed to the F.E.V. by the Institute, and groups but escaped in order to rehabilitate and
disposed of back into the wasteland to fend for reform.
yourself in small bands of raiders. Or finally,
you could have been a resident of Huntersville, Wherever you are from, or wherever you travel,
Appalachia, whose water supply was contaminated making connections and laying down roots
with the virus and the mutations went unchecked. can be hard. Survivors are naturally wary of
others, and are always on the lookout for the
Although these super mutants share the same next conman, raiding party, or thief that will
qualities, the groups formed from the three strains take their hard-earned resources. Travelling vast
haven’t mixed, and there is little evidence they have distances is difficult too, and many travelling
met one another. While some groups have migrated survivors—particularly trading caravans—move
or moved in their lifetime, none have travelled far between large settlements within their area of the
enough to encounter one another, so where your wasteland, rather than travelling from coast to
quests take place will likely dictate your origin. coast.
Trinkets Table
If your character begins with a trinket you can roll
on this table for inspiration or create one yourself.
At the gamemasters discreation, all characters may
gain a trinket item if they wish.
• No S.P.E.C.I.A.L. attribute may be increased • Second Tag Skill: Increase the skill by 2.
above 10, unless your Origin allows you to.
• Third Tag Skill: Increase the skill by 3.
• Your Luck attribute cannot be increased above 6.
A skill’s default attribute pairing is listed in the
• You can decrease your Luck to a minimum of Default Attribute table for reference. These are the
2, to gain up to 2 points to spend on any other attribute paird most often with a skill for tests.
attributes.
Default Attributes
Your S.P.E.C.I.A.L. attributes provide part of your
target number for skill tests, with your skill rank Skill Default Attribute
added to it.
Athletics Strength
Barter Charisma
Big Guns Endurance
S.P.E.C.I.A.L. ATTRIBUTE ARRAYS Energy Weapons Perception
Some players favor balance over
Explosives Perception
specializing too much, while others prefer
to focus their characters in a singular Lockpick Perception
purpose, maximizing their attributes Medicine Intelligence
and skills in one task at the expense of Melee Weapons Strength
versatility. You can use the pre -created Pilot Perception
arrays below to assign values to your
S.P.E.C.I.A.L. attributes, in any order. Repair Intelligence
These vaules already include the starting 4 Science Intelligence
points. Remember you cannot assign Luck Small Guns Agility
above 6. Sneak Agility
Speech Charisma
• Balanced: 7, 7, 6, 6, 5, 5, 4
Survival Endurance
• Focused: 9, 8, 6, 5, 5, 4, 3 Throwing Strength
Unarmed Strength
• Specialized: 10, 9, 7, 4, 4, 4, 2
Chemist Melee 3 HP 14
Ranks: 1
Guns 0 Def. 2
Requirements: Medicine 3
Chems you brew last twice as long. PER 2 Init. Base 5
Demolition Expert
Ranks: 1
Requirements: Explosives 4
Your attacks using explosives gain the Vicious
damage effect.
Entomologist Ghost
Ranks: 1 Ranks: 1
Requirements: INT 6 Difficulty to Sneak tests in shadows and darkness
Your attacks against mutated insects gain the is decreased by 1.
Vicious damage effect.
Gunslinger
Faster Healing Ranks: 1
Ranks: 1 You may re -roll the hit location die when making a
Requirements: END 6 and not a robot Small Guns attack with pistols.
When you make an END + Survival test to
recover from injuries, you can may roll an Gun Nut
additional 1d20 without spending Action Points. Ranks: 3
Requirements: INT 5, Small Guns 2 or
Fast Metabolism Big Guns 2
Ranks: 1 Take full advantage of advanced technology. You
When you use a stimpak to heal health points, you can modify small guns and big guns with rank 1
heal 5 health points instead of 3, and when you mods. At rank 2 you gain access to rank 2 mods,
spend AP to heal additional health points, you and at rank 3 you gain access to rank 3 mods.
heal an additional 3 health points per AP spent
(instead of 2). Hacker
Ranks: 1
Finesse Requirements: INT 7, Science 4
Ranks: 1 The difficulty of tests you attempt to hack
Requirements: AGI 8 computers is permanently decreased by 1.
The first time you use Luck to re -roll your weapon’s
pool in a combat encounter, the cost is 0. Healer
Ranks: 1
Requirements: Medicine 3
You can re -roll 1d20 in your dice pool when using
the Medicine skill.
Heave Ho!
Ranks: 1
The range of thrown weapons you throw are
increased by 1 range category.
Laser Commander
Ranks: 1
Your attacks using the Energy Weapons skill gain
the Vicious damage effect.
Lead Belly
Ranks: 3
Requirements: END 5
At rank 1, you have 1 Radiation resistance from
radiation damage casued by ingesting irradiated
food and drink. At rank 2, that resistance increases
by 1. At rank 3 you are immune from radiation
damage caused by irradiated food and drink.
Inventory
?
Nerd Rage!
Ranks: 1
Requirements: INT 8, Science 4
You gain +2 physical damage resistance, and +2
energy damage resistance while you have less
than ¼ of your maximum hit points, in combat.
Night Person
Ranks: 1
Requirements: PER 6
Reduce the difficulty to perceive people and
objects in darkness by 1.
Pathfinder Pyromaniac
Ranks: 1 Ranks: 3
Requirements: Survival 2 Requirements: Explosives 2
Reduce your travel time after a successful Survival +2 damage with fire -based weapons.
test, without spending Action Points.
Quick Draw
Paralyzing Palm Ranks: 1
Ranks: 1 Requirements: AGI 6
Requirements: Unarmed 3 You may draw weapons and items carried on your
When you score a critical hit on an opponent person without having to take a minor action.
using an unarmed attack, instead of causing an
injury you can temporarily paralyze them—they Rad Resistance
cannot take any minor or major actions in their Ranks: 3
next turn without spending Action Points. Requirements: END 6
At rank 1, you have +1 radiation damage
Pain Train resistance to all hit locations. At rank 2, you have
Ranks: 2, +2 radiation damage resistance, and a rank 3 you
Requirements: Wearing power armor have +3 radiation damage resistance.
You can take a new major action, to sprint within
Reach of a target while in power armor to knock Refractor
them prone. Make a STR + Athletics test with Ranks: 2
a difficulty of 2—if successful, you move up to Requirements: PER 6, Luck 4
medium range into reach with one other person At rank 1 you have +1 energy damage resistance
or creature and knock them prone. If you fail, you to all hit locations. At rank 2, you have +2 energy
move to the target, but do not knock them prone. damage resistance to all hit locations.
At rank 2, you also inflict your unarmed
damage to the target. Rifleman
Ranks: 1
Penetrator Requirements: AGI 6
Ranks: 1 Your attacks using non-automatic rifles gain the
Requirements: Perception 9 Piercing damage effect.
When you make a ranged attack and target a
specific hit location, your attack gains the Piercing Robotics Expert
damage effect. Ranks: 3
Requirements: Repair 2, Science 2
Pickpocket At rank 1, the difficulty of skill tests you attempt
Ranks: 2 to construct and modify robots, as well as repair
Requirements: AGI 8, Sneak 4 them normally, is permanently reduced by 1. In
At rank 1, you can ignore the first complication addition, you can reprogram robots to fulfil a
when you make an AGI + Sneak test to steal an different function or alter their behavior at the
object on someone else’s person. At rank 2, you discretion of the GM. You also gain access to rank
can re -roll 1d20 in your test dice pool. 1 robot armor mods. At rank 2 you gain access to
rank 2 robot armor mods, and at rank 3 you gain
access to rank 3 robot armor perks.
S Skill
Athletics
Rank Default Attribute
Strength
INIT
DEF.
Barter Charisma
P Big Guns
Energy Weapons
Endurance
Perception
MELEE BONUS
E Explosives
Lockpick
Perception
Perception Notes
C
Medicine Intelligence
Melee Weapons Strength
Pilot Perception
I Repair
Science
Intelligence
Intelligence
A Small Guns
Sneak
Agility
Agility
Speech Charisma
L Survival
Throwing
Endurance
Strength
Unarmed Strength
Physical DR
Physical DR Energy DR
Energy DR Radiation DR
Radiation DR Posion DR
Posion DR Limb
Limb Condition
Condition Armor Physical DR
Armor
Energy DR
Radiation DR
Physical DR
Posion DR
Energy DR
Limb
Radiation DR Condition
Posion DR Armor
Limb
Condition
Armor
Physical DR Physical DR
Energy DR Energy DR
Radiation DR Radiation DR
Posion DR Posion DR
Limb Limb
Condition Condition
Armor Armor
S Skill
Athletics
Rank Default Attribute
Strength
INIT
DEF.
Barter Charisma
P Big Guns
Energy Weapons
Endurance
Perception
MELEE BONUS
E Explosives
Lockpick
Perception
Perception Notes
C
Medicine Intelligence
Melee Weapons Strength
Pilot Perception
I Repair
Science
Intelligence
Intelligence
A Small Guns
Sneak
Agility
Agility
Speech Charisma
L Survival
Throwing
Endurance
Strength
Unarmed Strength
Physical DR
Physical DR Energy DR
Energy DR Radiation DR
Radiation DR Posion DR
Posion DR Limb
Limb Condition
Condition Armor Physical DR
Armor
Energy DR
Radiation DR
Physical DR
Posion DR
Energy DR
Limb
Radiation DR Condition
Posion DR Armor
Limb
Condition
Armor
Physical DR Physical DR
Energy DR Energy DR
Radiation DR Radiation DR
Posion DR Posion DR
Limb Limb
Condition Condition
Armor Armor
Perks
Total Weight