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Fallout 2d20 Character Creation Guide

Fallout 2d20 characters

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100% found this document useful (2 votes)
289 views27 pages

Fallout 2d20 Character Creation Guide

Fallout 2d20 characters

Uploaded by

jessfoxtaylor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Post-Nuclear Tabletop Roleplaying Game

2d20 Beta Edition


CHAPTER 3
CHARACTERS
This chapter will guide you through character creation so you can get on with exploring the Wasteland, as
well as how to level up to make sure you can handle anything the post-nuclear world might throw at you!

S.P.E.C.I.A.L. ATTRIBUTES STRENGTH


Each character in Fallout is defined by seven ‘S is for Strength, and that means I
attributes. They embody the character’s physical am strong! I can carry lots of toys
and mental abilities, compared to others, and and swing stuff all day long!’
define the ways your character prefers to
approach problems.
Strength measures your character’s physical
These attributes are Strength , Perception , prowess. It is used to make melee attacks,
Endurance , Charisma , Intelligence , Agility increases melee damage, influences how much
and Luck . Each attribute has a rating, with higher stuff you can carry, and lets you use heavy
numbers reflecting a greater ability. S.P.E.C.I.A.L. weapons. Choose a high Strength attribute if you
attributes can’t go below 4 and can’t be increased want to be a strong character and solve your
beyond 10, except Luck which can’t be increased problems with force.
beyond 6. Some creatures may have attributes
higher or lower than this, or perks that increase
their S.P.E.C.I.A.L. attributes above 10. PERCEPTION
Whenever you try to complete a test where you "P is for Perception, a long funny
might fail, your S.P.E.C.I.A.L. attributes form one word! It means what I tasted, smell,
part of your target number when you roll d20s to saw and heard!"
see if you succeed.

Your perceptiveness influences how easily you


notice danger, how aware you are of your
environment, affects your turn in the initiative order
in combat, and increases your ranged damage.
Choose a high Perception attribute if you want to
be a perceptive person and solve your problems
by studying your surroundings.

Fallout 2d20 Beta - Characters 18


ENDURANCE AGILITY
"E is for Endurance, and that's how "A is for Agility, that's how I get
long I can play! I'm always really around! I move real fast and easy,
healthy, and have energy all day!" and I never make a sound!"

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!"

Your intelligence measures your smarts, how able


you are to apply your mind to an obstacle, and
how much you remember and know from studying
the world around you. Choose a high Intelligence
attribute if you want to be cunning and clever,
and solve your problems by thinking of the most
effective solution.

19 Characters - Fallout 2d20 Beta


SKILLS BIG GUNS
You are trained in several skills, which encompass Big Guns is the skill that describes
the various activities and proficiencies that you’ve the training to use large weapons,
picked up surviving in the post-apocalyptic from Fat Mans to Gatling Lasers, and
wasteland. Each skill is ranked from 0 to 6, with everything in between.
each rating representing a differing degree of
training. You start with a srank of at least 1 in each Its default S.P.E.C.I.A.L. pairing is Endurance but
skill, depending on your S.P.E.C.I.A.L. attributes. could also be used with Strength when you need to
brace a weapon, or Agility when precision matters.
You add your S.P.E.C.I.A.L. attribute and skill You use Big Guns with weapons like miniguns,
together when you make a test to get your target rocket launchers, Fat Mans, and Gatling lasers.
number—the number you have to roll equal or
under to generate successes.
ENERGY WEAPONS
Skills can’t go below a rank of 1 and can’t be
increased beyond 5. Energy Weapons is the skill to use any
time you use energy-based firearms,
ATHLETICS including laser guns, plasma guns,
gauss weaponry, and any other small
Athletics describes your ability to arm that fire a bolt of energy.
apply your physical strength and
agility, know your limits, but also how Its default S.P.E.C.I.A.L. pairing is Perception but
to focus during physical exertion. could be used with Intelligence if you were trying
to modify and repair an energy weapon, or Agility
Its default S.P.E.C.I.A.L. attribute pairing is when you are trying to disarm a trap that uses an
Strength but it can also be used with Agility or energy weapon. You use Energy Weapons with
Endurance when facing physical adversity. You weapons like laser pistols, plasma rifles, the gauss
might use Athletics when trying to push, pull, or lift rifle, the microwave emitter, or a laser musket.
objects, jump, climb, swim, or run.

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.

Fallout 2d20 Beta - Characters 20


LOCKPICK PILOT
The Lockpick skill reflects your The Pilot skill covers your ability to
knowledge of manipulating physical operate vehicles, from buggies and
locks, opening them without a key. motorcycles, to Vertibirds and tanks.

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!

21 Characters - Fallout 2d20 Beta


SMALL GUNS SURVIVAL
The Small Guns skill describes your The Survival skill covers all manner
accuracy and working knowledge of practical bush craft, like hunting,
of single -shot and automatic pistols, foraging, fishing, building makeshift
rifles, and shotguns. shelters, and lighting fires.

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.

Fallout 2d20 Beta - Characters 22


DERIVED STATISTICS HEALTH POINTS
Health points tell you how much damage you
As well as your S.P.E.C.I.A.L. attributes, and skills can sustain. You reduce your health points by
you also have a number of derived statistics. These the damage you take in combat. Once you are
derived statistics are passive elements of your reduced to 0 health points, you suffer an injury
character, telling you how much weight you can and are dying. Your maximum health points are
carry, how difficult you are for an opponent to hit, reduced by radiation damage, and cannot be
how quickly you act in combat, and how resistant healed until the radiation poisoning is removed.
you are to being hurt. Your maximum health points at level one are equal
to your Endurance + Luck attributes, and as you
CARRY WEIGHT advance you gain HP equal to your Endurance.
Your carry weight measures how much gear you
can carry. You can carry a base of 150 pounds
of equipment, plus your Strength attribute
multiplied by 10. You can carry more by using
Perks and increasing your Strength attribute.
Over Encumbered
INITIATIVE If you carry more gear than your weight
Your initiative describes how quickly you act capacity allows, the difficulty of your
in combat. It is equal to PER x 2 (minus any skill tests increase, and your movement is
effects from being over encumbered). This is a impeded.
static number that determines your turn order in
combat—it isn’t a test, and is only modified by • If you carry any extra weight over
perks and any encumbrance effects. For example, your carry capacity, all Strength and
if your Perception is 6, you will always act with Agility tests increase in difficulty by 1,
an initiative value of 12. In combat, characters and your initiative statistic decreases
are ordered from highest initiative to lowest, so it by 1. If you carry 50 lbs. more than
depends on other characters’ initiatives to whether your carry weight, those tests increase
you act sooner or later in the turn order. in difficulty by another +1, and your
initiative decreases by another 1. Each
additional 50 lbs. you carry applies
the same penalty.

• If you are carrying double your carry


capacity in pounds (lbs.), you can’t
move and any Strength or Agility tests
are impossible, and you are last in any
initiative order.

23 Characters - Fallout 2d20 Beta


DEFENSE MELEE DAMAGE
Your defense statistic describes the base difficulty Your melee damage statistic lists any bonus
of an opponent’s attack to hit you. It’s based on damage you do in close combat, due to your
your Agility attribute: Strength attribute, including unarmed attacks.

• 1–8 Agility = attacks targeting you are • Strength 7–8 = +1


difficulty 1
• Strength 9–10 = +2
• 9+ Agility = attacks targeting you are
difficulty 2 • Strength 11+ = +3

Physical Damage Resistance PERKS


Physical resistance is how much physical damage Perks are special bonuses that you can obtain
each hit location can shrug off from an attack. to boost your character’s S.P.E.C.I.A.L or their
Clothing and armor normally provide some skills, give them a unique edge, or even a brand
damage resistance, depending on how it’s made, new ability. Perks are often tied to S.P.E.C.I.A.L.
but mutations can also provide some natural attributes or skills, enhancing them, or providing
resistance to incoming attacks. You subtract your you with a totally new ability in a specific
damage resistance from the attack’s physical circumstance.
damage before reducing your HP.
Some perks can be chosen more than once—the
Energy Damage Resistance number of ranks each perk has determines how
Energy resistance is how much energy damage many times you can take it. Each rank increases the
each hit location shrug off from an attack. Some effect of the perk, whether that’s providing the same
types of clothing and armor can provide some bonus again, or increasing the effect of the ability
energy resistance, depending on its materials. You the perk gives you. You start with 1 perk , and
subtract your energy resistance from the attack’s can pick a new perk for your character every 3
energy damage before reducing your HP. levels (starting at level 3). Perks are listed on p.33.

Poison Damage Resistance


Poison resistance is how much poison damage
your whole body ignores from an attack. Perks
and mutations can provide you with some poison
resistance. You subtract your poison resistance
from a poison’s damage before reducing your HP.

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.

Fallout 2d20 Beta - Characters 24


ADVANCEMENT Level XP Advancement

As you scavenge and survive in the Wasteland


your character gains experience points (XP) , 1 0
which then increases their level at the thresholds
in the Level and Experience table. Your character 2 100 +1 skill rank, +HP
starts at level 1 by default, unless your group
agrees to begin at a higher level. Each level grants 3 300 +1 skill rank, perk
the character a skill increase and, depending on
the level, a possible perk choice.
4 600 +1 skill rank
Skill Rank
Each time you gain a level, you gain 1 skill rank 5 1,000 +1 skill rank, +HP
to add to any one skill. You cannot increase a skill
rank beyond 5. 6 1,500 +1 skill rank, perk

Health Points 8 2,100 +1 skill rank


When your new level gives you an increase to your
maximum health points, you increase it by your
Endurance rating. 8 2,800 +1 skill rank, +HP

Perks 9 3,600 +1 skill rank, perk


Each perk has some requirements that your
character must meet in order for you to obtain the 10 4,500 +1 skill rank
perk, such as level, a S.P.E.C.I.A.L. attributes or
skill rank, or other element of your character.
11 5,500 +1 skill rank, +HP
EXPERIENCE POINTS
Experience points (XP) are awarded for completing 12 6,600 +1 skill rank, perk
milestones in play, or defeated enemies. Your GM
may give you experience for your group completing 13 7,800 +1 skill rank
a goal, accomplishing a difficult task, reaching a
destination, or another story beat that makes sense. 14 9,100 +1 skill rank, +HP
XP is also awarded for defeating creatures and
NPCs in combat. Each creature or NPC has the XP 15 10,500 +1 skill rank, perk
your GM should award each of you if you defeat
them, or overcome any challenge they present, listed 16 12,000 +1 skill rank
on their profile—but awarding the XP is entirely at
the discretion of your GM. 17 13,600 +1 skill rank, +HP

MILESTONE PROGRESSION 18 15,300 +1 skill rank, perk


Your GM may decide to award you an increase
in level instead of XP, known as milestone
progression . During milestone progression, you 19 17,100 +1 skill rank
don’t gain XP—your GM will tell you when you gain
a level, depending your acomplishments. While this 20 19,000 +1 skill rank, +HP
method is less transparent, it is easier to manage
and led by the story rather than the gameplay. 21 21,000 +1 skill rank, perk

25 Characters - Fallout 2d20 Beta


CREATING A CHARACTER STEP 1: ORIGIN
Choose an origin from the following options. Your
When you create your character, you’ll be asked origin describes your character’s background—
to make a number of choices on their origin , their birth, upbringing, community, and way of
S.P.E.C.I.A.L. attributes, skills , perks , and then life. Each origin defines limits on your character’s
determine their derived statistics . S.P.E.C.I.A.L. attributes and skills, and gives them a
unique bonus to surviving in the wasteland.
1. Choose Origin: Decide the origin of your
character. This determines their trait, as well as Brotherhood Initiate
any mutations they have, or if they’re a robot.
Born from the terrible
2. Assign S.P.E.C.I.A.L. Attributes: Each revelations of the Mariposa
attribute starts with a rank of 4. Spend 12 Rebellion, Roger Maxson
points across your 7 attributes to increase them formed the Brotherhood of
to a maximum of 10 each (or 6 for Luck). Steel so that his people —
and eventually the rest of the
3. Tag Skills: Choose 3 tag skills, increasing survivors in this new word—
them by 3, 2, and 1 respectively. Then allocate would have something to
your 15 skill points to increase your skill rank. believe in. With its own
mythology, creed, and
4. Choose First Perk: Choose your first perk hierarchy, the Brotherhood of Steel’s primary goal
from the perks list. is the recovery and preservation of the technology
of the pre -war world. With the Great War
5. Calculate Derived Statistics: Determine disrupting humanity ’s access to technology, the
your derived statistics, like carry weight, and Brotherhood’s knights and scribes do all they can
defense. to secure the technology of the past, for the needs
of the future of generations.
6. Purchase Equipment: Select buy starting
equipment with your starting caps. You may be a descendant of a knight or paladin,
born into the Brotherhood and a firm believer
of their doctrine, or you may be a new recruit,
pledging yourself to their cause and looking to
rise through their ranks.

Although the Brotherhood share a common goal,


their chapters across the wasteland can have
different beliefs and protocols, and they aren’t as
unified as they seem from the outside. While the
West Coast Brotherhood of Steel warred with the
New Californian Republic over reclamation of
technology and the NCR’s expansion efforts, the
East Coast Brotherhood chapter was effectively
isolated when it prioritized charity over the
exchange of technology and preservation of
pre -war equipment. Elder Lyons’ mission became
humanitarian, and while that earned them isolation
at first, Arthur Maxson led their expansion of
influence from Washington D.C. to the entire
Eastern Seaboard, refocusing their efforts on
technological recovery and development.

Fallout 2d20 Beta - Characters 26


Trait: The Chain that Binds Civilized ghouls, such as yourself, also fear a
Increase your Energy Weapons skill by 1 rank and possible degeneration into a frenzied, feral nature.
increase either Science or Repair by 1 rank. In Feral ghouls are necrotic mutants like yourself who
addition, you are issued with a set of Brotherhood have lost higher brain functions, and reverted to
fatigues, a laser rifle and 20 fusion cells, and a set a primal, violent state. They attack non-ghouls
of dog tags. This laser rifle is uniquely coded, and indiscriminately, to defend their territory or feed.
traceable to you, and you are not allowed to lend Whether this loss of reason is due to acute levels
it out or trade it with anyone. You do not start with of radiation or the inevitable outcome of the
any caps. mutation, you’re not sure, and that makes it all the
more terrifying.
As a member of Brotherhood of Steel, you are
bound by the chain of command—The Chain Trait: Necrotic Post-human
that Binds. You must carry out the orders of an You are immune to radiation damage. In addition,
immediate superior, and are responsible for your whenever you rest around a radiation source
subordinate siblings. If you do not carry out your above the normal background levels, you may
duty, you are expelled from the Brotherhood and re -roll 1d20 during your skill test to recover from
your technology will be reclaimed, one way or injuries. (See Recovering from Injuries, p.14).
another. You also age at a staggeringly decreased rate,
meaning you are much older than many of your
Ghoul unmutated companions—often a survivor of the
Great War in 2077. You may face discrimination
Prolonged exposure to from “smoothskins” (humans who do not suffer
the effects of background from ghoulification) making Charisma tests more
gamma radiation—part difficult depending on your opponent’s beliefs.
of the fallout of the Great You also own a trinket from the old world or your
War—can spontaneously old life before ghoulificaton.
mutate humans. You are
one of those mutants. Mister Handy
Either slowly, or strangely
spontaneously, your body The General Atomics
changed into that of a rotting, living corpse. International robot “Mister
You no longer age the same way, and appear Handy ” exploded onto the
unaffected by radiation. Your skin peels from your robotic market as a reliable
flesh but seems to be sustained by your mutated construction robot, known
metabolism. for its durability and low-
maintenance, but its real
You are a “ghoul”—a necrotic post-human—one of breakthrough came in a
many rag-tag survivors who weren’t lucky enough collaboration with RobCo to
to get into a Vault-Tec facility. You may have been produce a domestic model.
born after the war, and over time developed the
necrotic mutation. You may have come from Vault You are one of these domestic automatons,
12 in Bakersfield, California, whose vault door did produced some time between 2037 and 2077,
not close, exposing the population to the radiation able to provide a every household in America
from outside. You may have taken refuge in a with butler-like servitude. Equipped with state of
ghoul settlement, like Underworld in the Capital the art programming, you have initiative and can
Wasteland, and have ventured out recently to adapt your own coding to learn more from your
explore, scavenge, and survive. environment. This intellectual aptitude is what has
enabled your survival beyond the Great War—
where other robots may have broken down, you

27 Characters - Fallout 2d20 Beta


have managed to shake loose from the shackles of Arm Attachments Table
your programming and find a life for yourself.
Many models exist, and you could come from any Arm Abilities
of the Mister Handy, Mister Gutsy, Miss Nanny,
or Mister Orderly series. You are powered by You can pick up objects that
a nuclear core, can replace your own fuel, and Pincer weigh no more than 40 lbs.,
repair other Mister Handy units. Your model has and manipulate objects in your
environment. You may also make
three mechanical arms and three mechanical unarmed attacks with the pincer.
eyes on stalks, and your jet propulsion keeps you
You can cut objects and make
hovering above the ground, providing you have melee attacks with a circular saw.
all the fuel you need. With this rugged design, you Buzz Saw
The buzz-saw inflicts 3 Piercing
have survived so far. physical damage.
You can set objects alight, cook
Trait: Robot food, or make ranged attacks with
You have 360° vision, and improved sensory Flamer a short-range flamethrower. The
systems that can detect smells, chemicals, and flamer inflicts 5 Persistent energy
radiation. You are also are immune to raditation damage.
and poison damage, and you cannot use chems.
You move through jet propulsion, hovering above You can cut objects or make ranged
Laser attacks using a laser. The laser
the ground, unaffected by difficult terrain. Your Emitter emitter inflicts 4 piercing energy
carry weight is 150lbs, and cannot be increased by damage.
perks but may be increased by armor. You cannot
recover from your own injuries or heal HP without You can make ranged attacks using
using a robot repair kit, instead someone else must !0mm auto a 10mm auto pistol. The 10mm auto
pistol pistol inflicts 5 Area physical
attempt a INT + Repair test with a difficulty of 2 in damage.
order to repair you (see Repairing Robots, p.13).

You are built with factory plating for your Mr.


Handy type (see p.59 and 60) and must modify this
with armor to improve any damage resistances. In
your inventory you have 1 robot repair kit and 100 No Pincer?
caps. You can choose not to have a pincer
attachment as a Mister Handy, but in
You cannot manipulate the physical world like doing so, you will be unable to make
humans do, instead you have any three of the unarmed attacks, manipulte objects,
arm attachments in the Arm Attachments table. and you cannot make tests that use the
If you select an arm which features a weapon, Lockpicking, Repair or Throwing skills.
you recieve 20 rounds of ammo for that weapon.
When ammo runs out you must purchase ammo,
can be found in Chapter Four: Equipment.

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.

Fallout 2d20 Beta - Characters 28


Super Mutant Survivor
You are a brutal, mutated You are the living legacy of
human, forced to evolve from the people that prepared
thoughtless experiments by for Armageddon on their
the twisted science of the own. You are only alive in
pre- and post-war world. the post-nuclear apocalyptic
Infected with the Forced landscape because your
Evolutionary Virus (F.E.V), forebears dug in, survived,
your body has mutated into a and found community
tall, muscular killing machine, enough to continue
filled with a rage. humanity ’s existence.

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.

Trait: Forced Evolution Traits


Your maximum Strength and Endurance are You can choose any two of the following traits,
increased to 12, but your maximum Intelligence listed in the True Survivor Traits table. Each trait
and Charisma are both reduced to 8. You are also has a benefit and a penalty. Additionally, you
immune to radiation damage and poison damage. have 120 caps to purchase equipment with at the
You standover 7ft. tall and muscular. Your skin end of character creation.
has changed color to green, yellow, or gray. Even
though your cells regenerate at a rate that makes
you virtually immortal, you are sterile, unable
to procreate. You start with 100 caps and also
have a trinket in your posession from your pre -
supermutant life. You can use the Trinkets Table on
p.30 for inspiration.

29 Characters - Fallout 2d20 Beta


True Survivor Traits

Trait Benefit Penalty


Chem Resistant Reduce the difficulty of addiction tests by Chems last half as long, at the
1, to a minimum of 0. discretion of the GM.
When you take a stimpak to heal health
points, you heal 5 health points instead You reduce your radiation damage
Fast of 3, and when you spend AP to heal resistance and poison damage
Metabolism additional health points, you heal an resistance by 1, to a minimum of 0.
additional 3 health points per AP spent
(instead of 2).
If you take a second major action in
Fast Shot combat, and use it to make a ranged You cannot take the Aim minor action.
attack, you reduce the cost by 1 AP.
You can increase any 2 S.P.E.C.I.A.L. You do not gain a skill point at levels 3,
Gifted attributes by 2 during character creation.
6, 9, 12, 15, 18, or 21.
Your melee and unarmed attacks only
Heavy Handed You gain +1 to your melee damage inflict an injury on 6 or more damage,
derived statistic. after resistance.
Your melee and unarmed attacks only
Skilled You gain +1 to every skill rank. inflict an injury on 6 or more damage,
after resistance.
Small Frame The difficulty of Agility tests that rely on You carry weight is calculated as 150 +
balance and contortion are decreased by 1. (STR x 5).

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.

d20 Roll Trinket d20 Roll Trinket


1 A gold pocket watch 11 Loaded casino dice
2 A garbled holodisk 12 Id card
3 A brightly coloured bandana 13 Cosmetics case
4 A silver locket 14 Musical Instrument
5 Medal 15 Broken eyeglasses
6 Potted plant 16 Necklace made of junk
7 Tickets to a pre -war event 17 Pages of an unfinished story
8 Wedding ring 18 Overdue library book
9 Pre -war party invitation 19 A postcard with an address
10 An engraved flip lighter 20 A pre -war necktie

Fallout 2d20 Beta - Characters 30


Vault Dweller Trait: Vault Kid
Your Endurance tests to resist the effects of
When the bombs were sickness or disease are permanently decreased by
falling, you or your 1. In addition, you start play with a vault jumpsuit,
predecessors were lucky a vault canteen, and a Pip-Boy which, amongst
enough to be safely secured other things, allows you to use V.A.T.S. to target a
in one of the one hundred specific hit location without suffering an increase
and twenty-two Vault-Tec in difficulty. For a full description of the vault
facilities, deep underground jumpsuit and Pip-Boy, see Equipment p.41. You
protected by thick blast also begin with 80 caps.
doors and layers of rock and
concrete. Your family either With the gamemsters approval, you may also
had enough money to buy their space or were work with them to establish an experiment that
randomly selected to enter the vault to be saved took place in your vault. Once per milestone of
from the nuclear devastation above —perhaps play, your GM can introduce a complication,
only to be condemned to immoral experiments for free, due to the nature of experiment that you
run by Vault-Tec on unwitting participants for the unwittingly took part in. For more information on
machinations of the Enclave. complications, see p.5.

You are a pure -bred human, free from mutation


and disease. The Vault-Tec program has afforded
you a safe home for some time, but not without Ghoul Survivors and Vault Dwellers
some cost. The vault you came from used you With your gamemasters permission you
as a human test subject, manipulating your can choose to have your vault dweller or
understanding of the world and your behavior in survivor be a ghoul.
order to study you. That’s left you with a profound
psychological change, compared to the survivors Survior and Vault Dweller origin
on the surface you now know, and affects how you characters gain the Necrotic Post-Human
make your way through the wasteland. trait from the Ghoul origin, but loose the
following benifits from their orign trait:
Whether through design or poor planning, many
of the vaults were not well stocked or prepared • Survivor characters only gain one trait
for the long wait until nuclear fallout had reached from the True Survivors table instead of
safe levels outside, and many fell into disrepair or two and begin with 100 caps instead
out of supplies. Due to these shortcomings, many of 120.
vault dwellers sought help from the surface, and
many vaults opened in order to allow supplies • Vault Dweller characters do not gain
to reach them. By opening their vault doors, the the difficulty decrease to Endurance
isolated societies inside opened themselves up to tests to resist disease or sickness and
mixing with the survivors above, and established begin with 80 caps instead of 100.
a permanent connection with the surface —the
most notable example being the residents of Vault
15, who split up and went on to establish the
settlement Shady Sands, as well as the raiding
gang of the Jackals, Vipers, and Khans when their
vault opened.

31 Characters - Fallout 2d20 Beta


STEP 2: S.P.E.C.I.A.L. ATTRIBUTES STEP 3: TAG SKILLS
At the beginning of character creation, every You can choose 3 tag skills, increasing them by the
S.P.E.C.I.A.L. attribute starts at 4. You have amount listed below.
12 points to spend to increase your attributes,
increasing each by 1 for each point you spend. • First Tag Skill: Increase the skill by 1.

• 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

Increase Skill Ranks


Once you have selected your tag skills, you now
have 15 points to spend freely to increase the skill
rank of any of your skills, including the ones you
have tagged if you wish. You cannot increase
any skill above 6.

Fallout 2d20 Beta - Characters 32


STEP 4: CHOOSE FIRST PERK Animal Friend
A character is more than the sum of their parts, Ranks: 2
and a character’s S.P.E.C.I.A.L. attributes and skills Requirements: CHA 6
alone do not give a full picture of what they are At rank 1, hostile creatures are much less likely to
truly capable of. Player characters have an edge, target you when they make an attack in combat. At
called perks. Perks are specific advantages of rank 2, you can make a CHA + Survival test, with
your personal approach to challenges. They take a difficulty of 2, to charm them to come to your
the form of a mechanical bonus—re -rolls, bonus aid in combat.
Action Points, or skill substitutions—that apply
within a specific circumstance. Armorer
Ranks: 4
Many perks have one or more specific Requirements: INT 5, STR 6
requirements. These conditions must be fulfilled You can modify armor with rank 1 armor mods.
before you can select the perk for your character, At rank 2 you gain access to rank 2 mods, and at
such as having a S.P.E.C.I.A.L. attribute at a rank 3 you gain access to rank 3 mods, at rank 4
minimum rating. you gain access to rank 4 mods.

Each perk has a condition and a benefit. The Awareness


condition is the circumstances under which the Ranks: 1
perk can be used, and the benefit is what the You can make a PER + Surviva l test with a
character gains from meeting that condition. difficulty of 2 to examining a target within close
You can choose a single perk from the perks list, range, revealing their weaknesses so that you can
that you meet the requirements for. attack more efficiently. If you succeed, your attack
gains the Piercing or Vicious quality (your choice).
PERKS
Basher
Action Boy/Girl Ranks: 1
Ranks: 2 Your attacks using the butt of a rifle gain the
At rank 1, you can take one additional minor Vicious damage effect.
action in combat, for a total of 3 minor actions per
turn. At rank 2 you can also take an additional Better Criticals
major action per turn, for a total of 3 major Ranks: 1
actions per turn. The Action Point costs of these Requirements: LUC 6
actions is still the same, 1 AP for a minor action, When you cause a wound to a body part, you
and 2 AP for a major action. may spend a point of Luck to automatically cripple
that body part.
Adamantium Skeleton
Ranks: 1 Big Leagues
Your arms and legs cannot be crippled by critical Ranks: 1
hits—they can only ever be wounded. Requirements: STR 6
Your attacks using two-handed melee weapons
Adrenalin Rush gain the Vicious damage effect.
Ranks: 1
Requirements: Strength below 8 Bloody Mess
Your Strength attribute counts as having a value Ranks: 1
of 10 for the purposes of tests while your health When you deal a critical hit, roll 1 . If you roll
points are below half their maximum value. an Effect, you inflict one additional injury to a
connected body part, chosen by the gamemaster
or randomized at their discretion.

33 Characters - Fallout 2d20 Beta


Cautious Nature Dodger
Ranks: 1 Ranks: 1
Requirements: Perception 6 Requirement: PER 8
Whenever you spend Action Points to buy d20s Increase your Defense statistic by +1.
during a test, you may re -roll one of the d20s in
your dice pool during the test. Dogmeat
Ranks: 1
Center of Mass Requirements: CHA 5
Requirements: Small Guns 3 You aren’t alone in the wilderness. You have a pet
When you target the torso hit location, you ignore dog that serves as a friend and ally in dangerous
the difficulty increase, and in addition you may times. The dog has the profile shown below and
re -roll 1d20 when attempting the test to make is treated as an allied NPC creature under your
your ranged attack. command (see p.66). If you need to forage for
food and water, your dog looks after themselves.
Chem Resistant
Ranks: 1
Requirements: END 6, Medicine 3
Reduce the difficulty of addiction tests by 1, to DOG
a minimum of 0. At rank 2, you have complete Rank 5
immunity to chem addiction. Creature, Normal

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

Physical DR 1 Head, Body, Legs


Comprehension Energy DR 0
Ranks: 1
You gain one additional skill point for reading Radiation DR 0
books and magazines.
Attacks
Commando
Ranks: 1 • BITE: Melee (10), 3 physical
Requirements: AGI 6 damage
Your attacks using automatic rifles gain the
Piercing damage effect. Special Abilities
Concentrated Fire • Fetch: When you are searching for
Ranks: 1 items, your dog may assist you with its
Requirements: Energy Weapons 3 or Small Guns 3 Perception, rolling 1d20 with a target
When you make a second ranged attack against number of 9.
the same target in the same turn, you decrease the
difficulty of the attack by 1.

Demolition Expert
Ranks: 1
Requirements: Explosives 4
Your attacks using explosives gain the Vicious
damage effect.

Fallout 2d20 Beta - Characters 34


Earlier Initiative Fortune Finder
Ranks: 3 Ranks: 3
Increase your Initiative value by +1. Requirements: LUC 5
At rank 1, you find +3 extra caps, whenever you
Educated find money. At rank 2, you find +6 extra caps,
Ranks: 3 whenever you find money. At rank 3, you find +10
+3 skill points to spend immediately. extra caps, whenever you find money.

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.

Here and Now


Ranks: 1
Requirements: Minimum level 2
You immediately gain an extra level.

35 Characters - Fallout 2d20 Beta


Hunter Life Giver
Ranks: 1 Ranks: 3
Your attacks against mutated animals gain the Gain +3 HP
Vicious damage effect.
Light Step
Infiltrator Ranks: 1
Ranks: 1 You can ignore the first complication you generate
Requirements: Perception 8 that would set off a trap. In addition, if your
You can re -roll 1d20 when you attempt Lockpick actions set off a pressure -triggered trap, you may
tests to unlock a door or container. make an AGI + Athletics test, with a difficulty
determined by the GM, to avoid the damage.
Intense Training
Ranks: 10 Master Thief
Gain +1 point to any S.P.E.C.I.A.L attribute. As Ranks: 1
usual, your S.P.E.C.I.A.L attributes cannot be Requirements: AGI 8
increased beyond 10 using this method. The difficulty of Lockpick and pickpocketing tests
using Stealth is permanently decreased by 1.
Iron Fist
Ranks: 2 Master Trader
Requirements: STR 7 Ranks: 1
Your unarmed attacks gain the Vicious damage Requirements: Barter 5
effect. At rank 2, your unarmed attacks deal +1 The difficulty of Barter tests is permanently
physical damage. decreased by 1.

Junktown Jerky Vendor Medic


Ranks: 1 Ranks: 3
Requirements: CHA 8 Requirements: Medicine 3
Gain +2 skill ranks to Barter and Speech Stimpaks and robot repair kits restore +1 more
health points, per rank.
Jury Rigging
Ranks: 1
You can repair an item without having to expend
any components, but the next complication you
generate while using the item breaks it again. The
complication range of all tests to use a jury-rigged
item is increased by 1.

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.

Fallout 2d20 Beta - Characters 36


Meltdown
Ranks: 1
Requirements: Energy Weapons 5
MYSTERIOUS
Human ?, Rank ?
STRANGER-
Your attacks using the Energy Weapons skill gain
the Area damage effect. S ? HP ?
INIT. BASE ?
P ?
Mister Sandman DEF. ?
Ranks: 1 E ? MELEE BONUS ?
Requirements: Sneak 4 Carry Weight ?
When you make an attack with a Suppressed C ?
weapon, the difficulty to detect your attack is Physical DR ? ?
I ?
increased by 4. Energy DR ? ?
A 10 Radiation DR ? ?
Mr. Fixit
Ranks: 1 L ?
Gain +1 skill point to Repair and Science.
Skills
Mysterious Stranger
Ranks: 1 Small Guns 6
Requirements: LUC 6
If you spend 1 Luck point, the Mysterious Stranger Attacks
makes a ranged attack against your target, out of
sight. You cannot spend Action Points to improve • .44: Guns (16), Close, 5 physical
the chances of their attack, but range does not damage, Vicious, Close Quarters
modify the difficulty of their attack. If they hit, they
deal 4 Piercing physical damage. Special Abilities
Negotiator • Mysterious Stranger: After the
Ranks: 1 Mysterious Stranger makes his attack,
Gain +1 skill point to Barter and Speech. he dissapears from the battlefield
without a trace.

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.

37 Characters - Fallout 2d20 Beta


Nuclear Physicist Piercing Strike
Ranks: 1 Ranks: 1
Requirements: INT 9 Requirements: Melee Weapons 4
Your radiation damage attacks inflict +1 radiation Your attacks using bladed melee weapons gain the
damage for each effect rolled. Piercing damage effect.

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.

Fallout 2d20 Beta - Characters 38


Science! Smooth Talker
Ranks: 3 Ranks: 3
Requirements: Energy Weapons 2 Requirements: INT 4
You can modify energy weapons with rank 1 You ignore the increase of complication range for
energy weapon mods. At rank 2 you gain access Barter and Speech tests by 1 per rank.
to rank 2 mods, and at rank 3 you gain access to
rank 3 mods. Snake Eater
Ranks: 1
Scrapper Requirements: END 6
Ranks: 2 Gain +2 poison damage resistance.
Requirements: Repair 2
You can salvage uncommon components like Sniper
screws, aluminum, and copper when scrapping Ranks: 1
weapons and armor. Requirements: PER 6, Agility 6
When you make a ranged attack using a rifle with
Scoundrel a scope, you can specify a hit location to target
Ranks: 1 and ignore the increase in difficulty to the test.
Requirements: CHA 8
The difficulty of Speech tests are permanently Solar Powered
decreased by 1. Ranks: 1
While you in direct sunlight, at the beginning of
Shadow each scene you heal 1 health points.
Ranks: 1
Requirements: Melee weapons 4, Sneak 4 Steady Aim
When your opponent is unaware of your melee Ranks: 1
attack and you are using a bladed weapon, you Requirements: AGI 6, Perception 7
may re -roll blank results in your Combat Dice When you take the aim action, you can re -roll
pool. You must take the second result. your whole d20 dice pool, not just 1d20.

Shotgun Surgeon Strong Back


Ranks: 1 Ranks: 1
Requirements : Small Guns 3 Carry an additional 50 lb. of equipment.
Your attacks using shotguns gain the Piercing
damage effect. Tag!
Ranks: 1
Size Matters Gain +2 skill ranks to any one skill.
Ranks: 3
Requirements: END 6 Thief
You gain +1 skill rank to Big Guns. Ranks: 1
Requirements: AGI 6, Perception 5
Slayer +1 skill point to Lockpick and Sneak
Ranks: 1
Requirements: Unarmed 4 Toughness
Your Unarmed attacks gain the Debilitating Ranks: 2
quality. Requirements: END 6, Luck 4
At rank 1 you have +1 physical damage resistance
to all hit locations. At rank 2, you have +2
physical damage resistance to all hit locations.

39 Characters - Fallout 2d20 Beta


STEP 5: DERIVED STATISTICS Energy Damage Resistance
Once the first three steps are complete, you can Energy resistance is how much energy damage
calculate your derived statistics. These are passive you shrug off from an attack. Your starting energy
results that are used when you are the target of damage resistance is 0 but remember to note any
an attack, the subject of a skill test, and determine resistance you get from traits, perks, clothing, and
how much you can carry. armor.

Carry Weight Poison Damage Resistance


Your carry weight measures how much gear you Poison resistance is how much poison damage
can carry. To calculate your carry weight, multiply you ignore from an attack. Your starting poison
your Strength attribute by 10, and add that to a damage resistance is 0, but perks and mutations
base of 150 lbs., and then add any bonuses from can provide you with some poison resistance.
perks. The result is the amount of stuff you can
carry without any problems, in pounds. Mr. Handy Radiation Damage Resistance
robots do not calculate their carry weight this way, Radiation resistance is how much RAD damage
they start with the full maximum 150lbs. you can absorb from an attack. Your starting
radiation damage resistance is 0 but remember
Robots have a different carry weight to other to note any resistance you get from traits, perks,
characters, and a Mister Handy’s carry weight is clothing, and armor.
40 lbs.
Melee Damage
Defense Your melee damage statistic lists any bonus damage
Your defense statistic describes the base difficulty you do in close combat, due to your Strength
of an opponent’s attack to hit you. It’s based on attribute, including unarmed attacks. If you have
your Agility attribute: Strength less than 7, you gain no bonus.

• If your Agility is 7 or less, attacks targeting you • Strength 7–8 = +1


are Difficulty 1
• Strength 9–10 = +2
• If your Agility is 8–10, attacks targeting you
are Difficulty 2 • Strength 11+ = +3

Initiative STEP 6: PURCHASE EQUIPMENT


Your initiative describes how quickly you act in When you create your character, you can buy
combat. It is your Perception attribute x2. equipment from Chapter 4: Equipment up to the
value of caps you have, if any, in addition to any
Health Points equipment you were granted as part of your trait.
Health points tell you how much damage you can If any equipment you choose would modify your
sustain. Your maximum health point total at first derived statistics, make sure you note down the
level is equal to your Endurance + Luck. new values.

Physical Damage Resistance


Physical damage resistance is how much physical
damage you shrug off from an attack. Your starting
physical damage resistance is 0 but remember
to note any resistance you get from traits, perks,
clothing, and armor.

Fallout 2d20 Beta - Characters 40


Name Origin

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

103 Character Sheets - Fallout 2d20 Beta


Name Origin

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

Fallout 2d20 Beta - Character Sheets 104


Weapon Damage Damage Damage Ammo Range Fire Qualities Caps Weight
Type Rating Effects Type Rate Cost in lbs.

Ammo Quantity Ammo Quantity Ammo Quantity Ammo Quantity


Type Type Type Type

Perks

Item Notes Weight Item Notes Weight

Total Weight

Fallout 2d20 Beta - Character Sheets 105

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