Wasteland Survival Guide 3.2.1
Wasteland Survival Guide 3.2.1
u/Mike_R_Phone
V3.2
Chapter 1 Character
1.1 Races 2
1.2 S.P.E.C.I.A.L. 7
1.3 Stats 8
1.4 Skills 9
1.5 Backgrounds 10
1.6 Perks 14
Chapter 2 Gear
2.1 Armor 18
2.2 Big Guns 18
2.3 Bows 19
2.4 Energy Weapons 19
2.5 Explosives 19
2.6 Melee Weapons 20
2.7 Small Guns 20
2.8 Unarmed 21
2.9 Aid 21
2.10 Chems 22
2.11 Ammo 23
2.12 Clothing 24
2.13 Skill Books 24
Chapter 3 Rules
3.1 General Rules 25
3.2 Skill Checks 27
3.3 Perks 32
3.4 Combat 34
3.5 Conditions 36
3.6 Power Armor 40
Glossary 41
1
Chapter 1
What Makes YOU Special?
The wasteland can be a treacherous place. That is why it is important to understand the defining traits that
will help you survive. Making it in the wasteland depends on making the best use of your skills, so play to
your strengths and even YOU can make it.
1.1 Races
Assaultron
S.P.E.C.I.A.L.: AGI +2
Speed: 35 ft.
Assaultron Head Laser: Energy Weapon. Range 40ft, 4d10 energy damage, AP Cost: 3.
You must spend 3 AP to charge before using. You can use this ability once per short rest. At 10th
level the damage increases to 8d10.
Subraces:
Ghoul
S.P.E.C.I.A.L.: END +2
Speed: 35 ft.
Ghoul Physiology: Chems last half as long for you but you have +2 to Addiction Saving Throws.
One of Us: Feral ghouls will not attack you unless you or a person aligned with you attacks first.
Rad Absorption: When you would take Rads you are instead healed 1d4 per 30 Rads (round down).
Subraces:
2
Human
S.P.E.C.I.A.L.: CHR +2
Speed: 30 ft.
Mr. Handy
S.P.E.C.I.A.L.: INT +2
Speed: 40 ft.
Pincer: You have an arm which can interact with objects or use a one-handed weapon.
Thruster: You hover above the ground. Difficult terrain does not affect you.
Subraces:
Flamethrower: Creatures in a 15-foot cone must make an AGI saving throw or take 2d6 fire
(energy) on a failed save or half on a successful one. The DC for the saving throw is 11 +
your END. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
You can use this ability once per short rest.
You have a built-in energy weapon. At level 11 the Laser upgrades to Plasma.
Plasma. Energy Weapons. Range 40ft, 2d4 Energy damage, 3 AP, Plasma
Medical Assistant. You have an additional pincer intended to help you aid in medical
procedures, although it could be used for weapons or interacting with objects.
3
Protectron
S.P.E.C.I.A.L.: END +2
Speed: 25 ft.
Subraces:
Robobrain
S.P.E.C.I.A.L.: INT +2
Speed: 25 ft.
Voice Modulator: You can change your voice to another voice you have heard, granting you advantage on
Charisma checks to pass yourself off as someone else. This bonus cannot be added if the person you are
imitating is not a Robobrain and the listener can see you.
Subraces:
Sturdy Treads: Regular difficult terrain does not cost you extra movement, but you cannot
jump, and stairs are treated as difficult terrain for you.
Mesmetron: Once per short rest you can use your Mesmetron against an enemy. They make an
Intelligence Saving throw or become Paralyzed until the end of their next turn. The DC is
equal to 11 + your INT.
4
Securitron
S.P.E.C.I.A.L.: LCK +2
Speed: 35 ft.
Claws: You can interact with objects but cannot use standard weapons
Gatling Laser: Big Guns. Range 40ft, 1d4 energy damage, Spin up, AP cost: 2
Platinum Upgrade: At level 11 you gain a Missile Launcher: Big Guns. Range 120ft, 4d8 explosive damage,
Blast Radius 5ft, AP cost: 6
Subraces:
Super Mutant
S.P.E.C.I.A.L.: STR +2, INT -1
Speed: 30 ft.
Subraces:
West Coast: Remove INT penalty (+0 total), Tag Melee Weapons
Stealth Boy: Stealth Boys have an addiction level of 10 for you. Stealth Boys last twice as
long for you.
5
Synth (Gen. 2)
S.P.E.C.I.A.L.: END +1, INT +1
Speed: 30 ft.
Recall Code: You have a recall code which incapacitates you for 1d4 turns.
Targeting Sensors: You have advantage on Perception Checks to detect a sneaking creature.
Subraces:
Internal Database: Once per day you can reroll any Intelligence-based check.
Synth (Gen. 3)
S.P.E.C.I.A.L.: PER +2
Speed: 30 ft.
Recall Code: You have a recall code which incapacitates you for 1d4 turns.
Subraces:
6
1.2 S.P.E.C.I.A.L.
Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck.
These 7 stats will determine how your character behaves and more importantly; if they are
able to survive the treacherous wasteland.
Character Creation
During character creation your stats each start at 1 plus any racial bonuses. You then
have 33 points to distribute. Stats cannot be greater than 10. A stat modifier is equal to
the stat -5 (Ex: Strength 6 = +1).
SPECIAL Bonuses
Bonuses to SPECIAL stats affect any related stats as normal (such as AP for Agility) and
increase skills associated with that stat by 2 per point that the SPECIAL stat increased.
SPECIAL stats can be raised above 10, although skills cannot be increased past 100.
If you lose the bonus such as when the effect of Mentats ends, your stats and skills
return to normal.
Negative effects such as withdrawal work in a similar way, reducing any stats or skills
while you are under the effect.
7
1.3 Stats
Action Points
Your Action Points (AP) are equal to 5 plus half your Agility Score, rounded down.
Action points are used for weapon attacks, using items, or any other action besides your standard
movement in combat. See Chapter 3.2 for more rules on how you use AP.
Carry Weight
Your carry weight is your Strength Score times 10, plus 100.
If you exceed your carry limit you have the Over-Encumbered condition.
Hit Points
Your hit dice are based on your race.
Your hit points at level 1 are equal to the highest number on your hit dice plus your Endurance
Modifier.
Each level after 1 you roll your hit dice and add the result plus your Endurance Modifier to your
max HP.
Initiative
Your initiative bonus is equal to your Agility Modifier.
At the beginning of combat roll a d20 and add your initiative bonus to determine turn order.
Karma
Karma titles are Very Evil, Evil, Neutral, Good, Very Good.
You choose your starting alignment. Your Overseer will inform you if your actions have changed
your alignment.
Others may treat you differently based on your alignment if it is known to them.
8
1.4 Skills
The starting value of a skill is equal to the related S.P.E.C.I.A.L. score
times 2 plus Luck.
Example: Unarmed = (Endurance x 2) + Luck
Your tag skills (1 from subrace, 1 from background, and 1 free choice) are
increased by 15 points. Humans choose 3 free tag skills, plus their
background tag skill.
Levelling Up
When you level up, you have a number of points equal to 10 plus your
Intelligence Score to distribute among your skills, up to a maximum of 100.
9
1.5 Backgrounds
You choose a background to give a rough description of who your character is. Your
background determines one of your tag skills, as well as your starting equipment, and two
stats. Any Ability Check or Save made with these stats gain a bonus equal to 1/4 your
level rounded up. See Chapter 3.2 for information on Saves and Checks.
That No Chems Rage: +10 Melee Weapons skill when under withdrawal effects.
Hi There, Neighbor: You have advantage on Speech and Barter checks to enter a city or
find work there.
The Good Doctor: Once a day you can remove an addiction, disease, or 200 Rads.
Bountiful Harvest: Forage/Harvest twice as much food. You regain an additional 3 hit
points when you consume cooked meat or produce.
Blind Faith: Instead of reducing your stats, levels of radiation poisoning instead
increase those stats by the same amount. Reaching 1000 Rads works as normal.
10
Gang Member: Tag Small Guns
Gear: Assault Rifle, Black Suit, 1 Jet, 200 caps
Stats: CHR and AGI
Mob Mentality: You do +1 damage against an enemy who was hit by your ally within the
last round.
Tunnel Snakes Rule: Sweet Rolls give you +1 AGI and +1 LCK.
Hunter’s Mark: +2 damage against animals. You have advantage on Perception checks to
track animals.
Secret Agent: You have advantage on Charisma checks to pass yourself off as someone
else.
Investigative Journalism: You add your INT to checks to detect Sneaking creatures and
you subtract your INT from Lockpicking checks.
Percussive Maintenance: You can use Repair instead of Science when dealing with
electronics, such as for hacking attempts.
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Mercenary: Tag Small Guns
Gear: Combat Rifle, Combat Armor, 3 Stimpaks, 100 caps
Stats: STR and END
Locked and Loaded: You can move up to half your speed as part of reloading your weapon.
Supply Line: You have advantage on Barter Checks with other tRers and merchants.
Theoretical Degree in Physics: You can use Science in place of all three Speech Checks.
If the other person has a higher Science skill than you, you automatically fail.
Handy with a Wrench: You have -20 to Repair Checks to build or repair structures.
12
Soldier: Tag Energy Weapons
- Human and Gen 3 Synth Only
Gear: Laser Rifle, Combat Armor, 3 Stimpaks, 100 caps
Stats: STR and PER
Well Trained: You have the Power Armor Training perk. Your movement speed increases by 5
while wearing power armor.
Light Footing: Moving full speed does not add a penalty to sneaking.
I AM Vault-Tec: You can reroll a Speech check towards any Vault Dweller a number of
times equal to your CHR per day. You can use your CHR in place of any stat when rolling
a Vault Action.
I Remember This: You have advantage on all checks related to Pre-War common knowledge.
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1.6 Perks
Each level after 1st you choose a perk that you meet all requirements for. The maximum
number of times you can take a perk is indicated in the Ranks column.
Refractor AGI 5 6 1 +1 ER
Roughin’ It Survival 100 6 1 You become Well Rested for a long rest in any conditions
Toughness END 5 6 1 +1 DR
Fortune Finder LCK 5 6 1 Scoring a critical hit causes a number of caps to appear*
Friend of the Night 6 1 You can see in darkness to a distance of 60ft
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Name Requirements Level Ranks Effect
If the number of HP you heal from reviving someone with a
Dry Nurse Medicine 60 8 1
stimpak is even, the stimpak is not expended
First Aid Medicine 60 8 1 You heal +1d6 from stimpaks and +2d6 from super stimpaks
Serendipity LCK 7 8 3 When below 1/4 HP you gain +1 DR and ER per rank
Stabilized Big Guns 60 8 1 When wearing Power Armor, you have +1 to hit with Big Guns
After resting you can choose whether you can gain and lose
Starched Genes LCK 6 8 1
mutations until you rest again
Strong Back STR 5, END 5 8 1 Carry weight +50
Mysterious Stranger LCK 6 10 1 The Mysterious Stranger may appear to help you*
INT 5,
Nerd Rage! 10 1 DR +2, ER +2, and STR +2 when your HP is under 1/4
Science 50
Night Person 10 1 INT +2 and PER +2 at night
Power User Science 70 10 1 Your Fusion Cores last twice as long in Power Armor
You have +1 DR or ER against any melee or unarmed attack. You
Stonewall STR 6, END 6 10 1
have advantage on saves against being knocked prone
Medicine 60 Stimpaks you use on yourself heal allies within 5ft of you
Team Medic 10 1
CHR 6 for half as much
Add another dice of the same type to weapons that deal fire
Pyromaniac Explosives 60 12 1
damage
Cannibal 12 1 Eating corpses restores 2d6 HP, lose karma
+1 to hit and damage for unarmed attacks when under the
Drunken Master Unarmed 70 12 1
effects of alcohol
When you are below half HP, allies within 5ft get +1 DR and
Ferocious Loyalty CHR 6 12 1
ER
You maximum HP permanently increases by 2x your level and
Life Giver END 6 12 1
another 2 every level
Luck of the Draw LCK 6 12 1 When you score a critical hit your weapon is repaired 1 level
If an enemy critically fails an attack against you, your
Lucky Break LCK 7 12 1
armor is repaired 1 level
Robotics Expert Science 50 12 1 +2 to hit robots, can shut down robots*
+1 DR and +1 melee or unarmed damage if you moved 5ft or less
Rooted 12 1
this round
Sniper PER 6, AGI 6 12 1 +2 to hit with scoped weapons
AGI 6, Sneak
Silent Running 12 1 Sneak +10, no sneak penalty for movement
50
Fast Metabolism 12 1 +1d6 healing from stimpaks used on you
Contract Killer 14 1 Killing any good human lowers your karma and you gain caps*
Medicine 60,
Cyborg 14 1 Energy Weapons +10, +1 DR and ER
Science 60
15
Name Requirements Level Ranks Effect
Lawbringer 14 1 Killing any evil human raises your karma and you gain caps*
Light Step PER 6, AGI 6 14 1 Floor traps and mines are not set off by walking over them
CHR 6, Barter
Master Trader 14 1 All items cost 25% less from traders
60
Mysterious Savior 14 1 The Mysterious Savior may appear to help you*
Better Criticals PER 6, LCK 6 16 1 Add one additional damage dice on a critical hit
Special Perks
Name Effect
Power Armor Training You are able to effectively use Power Armor (See chapter 3.5)
Vertibird Training You can effectively pilot a Vertibird (See Overseer’s Operation Handbook)
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Weapon Perks
Big Leagues Melee 60/80/100 6/12/18 3 +1 to hit and damage per rank with melee weapons
Small Guns or Energy Weapons
Commando 6/12/18 3 +1 to hit and damage per rank with automatic rifles
60/80/100
Demolition +1 to hit or save DC and damage per rank with
Explosives 60/80/100 6/12/18 3
Expert explosives
Small Guns or Energy Weapons
Gunslinger 6/12/18 3 +1 to hit and damage per rank with pistols
60/80/100
Heavy Gunner Big Guns 60/80/100 6/12/18 3 +1 to hit and damage per rank with big guns
Iron Fist Unarmed 60/80/100 6/12/18 3 +1 to hit and damage per rank with unarmed weapons
Small Guns or Energy Weapons +1 to hit and damage per rank with non-automatic
Rifleman 6/12/18 3
60/80/100 rifles
Chapter 2
Equipment and Items
Properties
Automatic: You can spend double the AP cost of this weapon if its magazine is full. Each creature in a cone
of the weapon's range -15ft must make an AGI save or take this weapon's normal damage. The DC equals 8 +
your Bonus to Hit.
Blast: Every Creature within the area must make an AGI save or be hit. The DC equals 8 + your Bonus to Hit.
Charging: This weapon can be charged as part of firing or reloading. You can replace X with any number that
is valid for all places an X occurs in this weapon’s stats.
Complex: This item has a +20 penalty to Repair checks made on it.
Cone: Roll one attack against each target in the cone’s area.
Placed: Can be dropped in a space within 5 ft., activated when a creature moves into that space.
Plasma: Attacks with this weapon hit if it would hit either the target’s DR or ER.
Powered: Consumes Fusion Cores. See chapter 3.4 for further details on Power Armor.
Scoped: Your critical range increases by 1 if you take the Aim action before firing.
Silent: Does not impose a sneak penalty after attacking (See section 3.2).
Spin Up: Requires 1 AP to Spin up once per turn, before it can be fired.
Thrown: Can be thrown into any space up to (Strength Score x 10) ft. away.
Two-Handed: The weapon must be wielded with two hands when making an attack.
17
Armor
Most armor adds some or all of your Agility modifier (not score) depending on type.
Armored Vault Suit 11+AGI 11+AGI 10 RR, Speech +5, Treat as Clothing and Armor 15 100
Power Armor Frame 13 13 STR +1, Sneak -20, 10 RR, Complex, Powered 30 400
X-01 MkII 19 20 INT +2, Sneak -20, 50 RR, Complex, Powered 70 2400
Big Guns
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
Fatman 8d8 3 180ft, Blast 10ft, Complex, Two handed 1 1 5 30 500
Gatling Laser 1d4 E 2 25ft, Complex, Spin Up, Two-handed 500 25 3 20 800
Missile
4d8 3 120ft, Blast 5ft, Two-handed 1 1 4 20 300
Launcher
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Bows
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
Energy Weapons
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
Alien Blaster
1d8 E 3 30ft, Complex 10 1 3 2 600
Pistol
Explosives
Weapon Dice AP cost Properties Weight Cost
Placed, Drops 2d10 caps on explosion,
Bottlecap Mine 4d6 3 0.5 60
Blast 5ft
Frag Grenade 3d6 3 Thrown, Blast 5ft 0.5 60
Frag Mine 2d6 3 Placed, Blast 5ft 0.5 30
Dynamite 3d6 4 Thrown, Blast 5ft, Delayed 0.5 30
Molotov 2d6 E 4 Thrown, Blast 5ft, Fire 0.5 30
Nuka Grenade 6d6 3 Thrown, 200 Rads, Blast 10ft 0.5 120
Nuka Mine 6d6 3 Placed, 200 Rads, Blast 10ft 0.5 120
Plasma Grenade 4d6 E 3 Thrown, Blast 5ft 0.5 90
Plasma Mine 4d6 E 3 Placed, Blast 5ft 0.5 90
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Melee Weapons
Weapon Dice AP cost Properties Weight Cost
Chinese Officer Sword 1d8 3 3 200
Combat Knife 1d4 2 Holdout 1 50
Machete 1d6 3 2 60
Ripper 2d6 5 Complex 6 350
Security Baton 1d6 3 Holdout 2 75
Shishkebab 1d10 F 4 3 400
Super Sledge 1d12 4 Complex, Two-handed 20 350
Swatter 1d10 4 Two handed 5 125
Throwing Knife 1d4 2 Holdout, Thrown 1 30
Throwing Spear 1d6 3 Thrown 2 20
Small Guns
AP Ammo per Reload
Weapon Dice Properties Magazine Weight Cost
cost fire Cost
10mm Pistol 1d6 3 40ft, Holdout 12 1 3 3 100
25ft, Automatic, Holdout, Two-
10mm SMG 2d4 4 30 6 3 5 150
Handed
.32 Pistol 1d4 3 30ft, Holdout 5 1 3 2 70
20
Unarmed
Weapon Dice AP cost Properties Weight Cost
Boxing Glove 1d4 3 1 20
Deathclaw Gauntlet 2d6 4 10 350
Fist 1 3 - -
Knuckles 1d6 3 Holdout 1 75
Meat Hook 1d8 3 7 100
Power Fist 1d10 4 Complex 4 250
Aid
Name Effects Weight Cost
Alcohol
Beer +1 STR and CHR, -1 INT, 30 minutes 1 10
Vodka +1 STR and END, -1 INT, 30 minutes 1 10
Whiskey +2 STR, -1 INT, 30 minutes 1 10
Wine +1 STR and CHR, -1 INT, 30 minutes 1 10
Drink
Dirty Water 1d6 HP, 10 Rads 0.5 5
Nuka Cherry 2d12 HP, 10 Rads, +1 Bottlecap 1 40
Nuka Cola 1d12 HP, 10 Rads, +1 Bottlecap 1 20
Nuka Grape 1d12 HP, -50 Rads, +1 Bottlecap 1 60
Nuka Quantum 4d12 HP, 30 Rads, +1 Bottlecap 1 80
Nuka Quartz +1 AP for 1 minute, 10 rads, 1 Bottlecap 1 60
Purified Water 2d6 HP 0.5 20
Sunset Sarsaparilla 1d12 HP, +1 Bottlecap 1 20
Vim! 1d12 HP, +1 Bottlecap 1 20
Vim! Refresh 2d12, +1 Bottlecap 1 40
Vim Captain’s Blend 3d12, -2 CHR, Friend of the Sea’, +1 Bottlecap 1 80
Food
Clean Food* 2d6 HP 0.5 2
Deathclaw Steak 3d8 HP, +1 AGI, 30 minutes 1 75
Mole Rat Chunks 2d8 HP, +1 AP, 30 minutes 0.5 10
Perfectly Preserved Pie 2d12 HP, +2 LCK, 30 minutes 0.5 120
Prewar Food* 1d6 HP, 10 Rads 0.5 10
Radscorpion Steak 2d8 HP, +1 ER, 30 minutes 0.5 40
Produce* 2 HP, 10 Rads 0.5 5
Yao Guai Ribs 3d8 HP, +1 DR and ER, 30 minutes 1 60
*Clean Food includes any cooked or otherwise non-irradiated food items. Prewar Food
includes processed foods from before the war such as Cram and Potato Crisps. Produce
includes all fruits and vegetables such as Tatos and Mutfruit.
‘Friend of the Sea. Sea creatures are not hostile unless provoked for 10 minutes.
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Chems
Chems Effects Addiction Weight Cost
Addictol Removes all addictions - 0.1 100
Alcohol *On Aid table 5 - -
Antibiotics Removes one disease - 0.1 120
Buffout +2 STR and END for 10 minutes 9 0.1 45
+1 Sneak Attack Dice, +1 AGI, +1 PER for 10
Calmex 8 0.1 200
minutes
Cateye See in darkness to 40ft for 10 minutes - 0.1 60
Daddy-O +3 PER and INT, -2 CHR for 10 minutes 8 0.1 80
Daytripper +3 CHR and LCK, -2 STR for 10 minutes 8 0.1 80
Fury -3 PER, +3 Melee/Unarmed Damage, +1 DR 9 0.1 60
Hydra Removes the Crippled condition from one limb 4 0.1 20
Jet +1 Max AP for 10 minutes 10 0.1 30
Med-X +1 DR and ER for 10 minutes 0.1 50
Mentats +2 PER and INT for 10 minutes 7 0.1 50
Psycho +1 Damage, +1 DR and ER for 10 minutes 8 0.1 50
Rad-Away *See Medicine and Repair Rules 4 0.1 80
Rad-X +30 Rad Resist for 1 hour - 0.1 40
Robot Repair Kit *See Medicine and Repair Rules - 0.1 50
Stealth Boy Invisible condition for 1 minute - 0.1 100
Stimpak *See Medicine and Repair Rules - 0.1 50
Super Stimpak *See Medicine and Repair Rules - 0.1 100
Ultrajet +2 Max AP for 10 minutes 12 0.1 100
X-Cell All SPECIAL +2 for 10 minutes - 0.1 120
When you use an addictive chem (has an addiction level), you must make an addiction saving
throw. See Section 3.4 for information on addiction and withdrawal. Robotic races are
immune to all effects of chems, except Robot Repair Kits and Stealth Boys.
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Ammo
Ammo Type Compatible Weapons Quantity Cost
.308 round Hunting Rifle 5 15
.32 round .32 Pistol 12 12
.44 round .44 Pistol 6 18
.45 Auto Pistol, Combat Rifle, Lever Action Rifle,
.45 round 20 40
Submachine Gun
.50 Ball Black Powder Pistol, Black Powder Rifle 3 6
2mm EC Gauss Rifle, Gauss Shotgun 5 25
5mm Assault Carbine, Gatling Gun, Minigun 250 250
5.56mm Assault Rifle 30 60
10mm 10mm Pistol, 10mm SMG 12 24
Alien Blaster Round Alien Blaster Pistol 10 60
Arrow Compound Bow, Crossbow, Recurve Bow 5 5
Electron Charge Pack Tesla Cannon 1 60
Fusion Cell Laser Musket, Laser Pistol, Laser RCW, Laser Rifle 30 60
Fusion Core Gatling Laser 1 200
Flamer Fuel Flamer 100 200
Gamma Round Gamma Gun 8 40
Mini Nuke Fatman 1 100
Missile Missile Launcher 1 30
Plasma Cartridge Plasma Pistol, Plasma Rifle 12 72
Shotgun Shell Combat Shotgun, Double Barrel Shotgun 8 24
If your background includes a weapon that requires ammunition, you begin the game with 5
magazines worth of ammunition for it. Quantity refers to the standard amount that
ammunition type is found in, which usually matches the magazine size of compatible
weapons.
It is not recommended to rigorously track ammunition unless you want your game to have a
gritty survival feel. However, it is recommended that special weapons and ammunition types
such as Frag Grenades or Mini Nukes are always tracked as it is not assumed that a player
could use a Fat Man every turn. “Deluxe” ammo types are indicated by red lettering which
are the types that are not assumed to be plentiful.
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Clothing
Clothing Effect Weight Cost
Baseball Uniform Melee Weapons +5 2 50
Black Suit Barter +5 3 75
Enclave Uniform Energy Weapons +5 1 40
Greaser Jacket Small Guns +5 2 60
Lab Coat Science +5 1 75
Mechanic Jumpsuit Repair +5 2 30
Medic Jumpsuit Medicine +5 1 75
Mercenary Outfit Explosives +5 3 40
Raider Leathers Unarmed +5 2 15
Ranger Uniform Survival +5 2 30
Road Leathers Lockpick +5 4 40
Soldier Uniform Big Guns +5 2 50
Stealth Suit Sneak +5 2 80
Vault Suit Speech +5, 10 RR 2 100
Skill Books
Skill books provide a permanent bonus. Each individual book can only be used once.
Clothing Effect
Big Book of Science Science +5
Chinese Army: Special Ops Training Manual Sneak +5
D.C. Journal of Internal Medicine Medicine +5
Dean’s Electronics Repair +5
Duck and Cover! Explosives +5
Grognak the Barbarian Melee Weapons +5
Guns and Bullets Small Guns +5
Lying, Congressional Style Speech +5
Nikola Tesla and You Energy Weapons +5
Pugilism Illustrated Unarmed +5
Tales of a Junktown Jerky Vendor Barter +5
Tumblers Today Lockpick +5
U.S. Army: 30 Handy Flamethrower Recipes Big Guns +5
Wasteland Survival Guide Survival +5
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Chapter 3
Rules
3.1 General Rules
Advantage
When you have sufficiently favorable conditions for a roll your Overseer might decide that you have
Advantage. Advantage can also be granted through features or other means. When you have Advantage, you make
the roll twice and take the more favorable result. For d20 rolls this means the higher result, but for d100
rolls this most often means taking the lower result. Disadvantage is the opposite: you make the roll twice
and take the less favorable result.
Damage Types
There are 7 damage types. Physical, Cryo, Energy, Explosive, Fire, Poison, Radiation. In general, Physical
attacks attempt to hit DR. Cryo, Energy, and Fire attempt to hit ER. Explosive and Poison attacks are based
on Saving Throws or secondary effects of another attack.. Radiation is either a secondary effect of another
attack or is simply reduced by RR.
Experience Points
Combat, Roleplaying, Successful Skill Checks, and Exploration can all grant XP at the Overseer’s discretion.
Overseer’s should only award XP for overcoming conflicts and tasks that provide a reasonable challenge to
the players.
Total XP to Next
Level Good Neutral Evil
XP Level
1 0 200 Guardian of the Wastes Wastelander Wasteland Delinquent
2 200 350 Martyr of the Wastes Wasteland Renegade Wasteland Outlaw
3 550 500 Sentinel Seeker Opportunist
4 1,050 650 Defender Wanderer Plunderer
5 1,700 800 Dignitary Citizen Fat Cat
6 2,500 950 Peacekeeper Adventurer Marauder
7 3,450 1,100 Ranger of the Wastes Vagabond of the Wastes Pirate of the Wastes
8 4,550 1,250 Protector Mercenary Reaver
9 5,800 1,400 Urban Avenger Urban Ranger Urban Invader
10 7,200 1,550 Exemplar Observer Ne’er-do-well
11 8,750 1,700 Crusader Councilor Crimelord
12 10,450 1,850 Paladin Keeper Defiler
13 12,300 2,000 Legend of the Wastes Wasteland Descendant Wasteland Boogeyman
14 14,300 2,150 Ambassador of Peace Pinnacle of Survival Harbinger of War
15 16,450 2,300 Urban Legend Urban Myth Urban Superstition
16 18,750 2,450 Hero of the Wastes Strider of the Wastes Villain of the Wastes
17 21,200 2,600 Paragon Beholder Fiend
18 23,800 2,750 Wasteland Savior Wasteland Watcher Wasteland Destroyer
19 26,550 2,900 Saint Super-Human Evil Incarnate
Last, Best Hope for
20 29,450 - Paradigm of Humanity Scourge of Humanity
Humanity
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Falling
When you fall from a great height you will often take damage. You take 1d6 damage for each
10ft you fall (Round down). You fall at a maximum velocity of 500 ft per turn.
You can subtract a number of feet you are considered to have fallen equal to 5 plus your
Endurance Modifier plus your Agility Modifier. For example, if your AGI is +2 and your END
is +3 you must fall 20ft to take 10ft of falling damage.
Light Levels
There are three levels of light:
Dark. Dim or no light. Any creature in darkness has advantage on Sneak checks.
Normal. Average light. No effect in most cases.
Bright. Exceptionally bright. Any creature in darkness has disadvantage on Sneak checks.
An extra light source such as a Spotlight or Pip-Boy Flashlight moves the light level up
by 1 for all creatures in its area, including the wearer.
Radiation
Certain enemies or areas may apply Rads to a character. Reaching certain numbers of Rads
increases your Radiation level as shown in chapter 3.4. Rad Resist reduces the number of
Rads you take by a percentage equal to your Rad Resist (Round Down).
Ex. 10 Rads with 30 Rad Resist = 7 Rads
Resting
It is important to stay sharp in the Wasteland, and you must rest to do so! You can relax
for one hour to take a short rest, or rest for 8 hours to take a long rest.
During a short rest you can perform light activity such as cooking or repairing items. At
the end of the short rest, you can spend hit dice to regain hit points. To spend a hit die
roll it die and add your END. Once a particular hit die has been spent it cannot be used
again until you regain it in some manner, usually by taking a long rest.
During a long rest you must spend 8 hours asleep. At the end of the rest, you regain all
your hit points as well as any expended hit dice. If you rested in a sheltered bed you
gain the Well Rested condition (See chapter 3.4).
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3.2 Skills, Saves, and Checks
Any time the result of an action the player takes is both uncertain and interesting, a roll is
required to determine the outcome. As a rule of thumb any time your SPECIAL is involved you roll a
d20, if a Skill is involved you roll a d100. Weapon attacks are a major exception to this.
SPECIAL Rolls
There are two kinds of rolls that use your SPECIAL stats. When a creature is attempting to
avoid an effect, they must make a Saving Throw. To make a Saving Throw you roll 1d20 and
add the appropriate SPECIAL Modifier. When a creature is attempting to accomplish
something, they make an Ability Check. To make a Check you roll 1d20 and add your SPECIAL
Modifier. The Overseer determines the DC for success.
The two SPECIAL stats listed in your background gain a bonus equal to one quarter of your
level rounded up for Saves and Ability Checks using that stat.
Skill Checks
When you make a general skill check, such as a “Medicine Check” or “Science Check”, roll
1d100. If the result is less than or equal to your skill you succeed. Skill checks can be
made with any skill and represent your knowledge or performance with that skill.
For example, if your skill is 30 you must roll a 30 or lower to succeed. This means that
your success rate is equal to your skill unless there are other modifiers.
As a rule of thumb, if a roll uses your SPECIAL stats use a d20, if it uses a skill use a d100.
Barter
Barter is used when you are attempting to make a deal with someone, whether it is buying a
weapon, selling scrap, or trying to get more caps for a job. You and the person you are
talking to each roll three Barter checks. Their reaction is based on their relative number
of successes to yours. For example, if they succeed on 2 and you succeed on 0, they feel
majorly negative towards you.
Level Result
-3 Totally Negative
-2 Majorly Negative
-1 Minorly Negative
0 Neutral
1 Minorly Positive
2 Majorly Positive
3 Totally Positive
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Big Guns
See Weapon Skills
Energy Weapons
See Weapon Skills
Explosives
See Weapon Skills
Lockpick
When trying to pick a lock, whether it is a door, safe, or any other type of lock, you
roll a Lockpick check. Each success grants a cumulative -10 bonus as you home in on the
sweet spot. To open the lock, you must succeed three times before failing twice. If you
fail, your bobby pin breaks, and you start over. In combat this takes 3 AP per attempt.
Level Modifier
Very Easy 0
Easy +10
Average +20
Hard +30
Very Hard +40
Medicine
Medicine is used when trying to treat or diagnose an organic creature. Stimpaks heal 1d6
hit points + 1d6 for each 20 points (rounded down, minimum of 1d6) you have in the
Medicine skill.
• Super Stimpaks heal 2d6 + 2d6 for each 20 points in medicine. (minimum 2d6)
• RadAway removes 50 + 50 Rads for each 20 points in medicine. (minimum 50)
Stimpaks, Super Stimpaks, and RadAway only affect organic creatures. Stimpaks and Super
Stimpaks end the Crippled condition on organic creatures.
You can attempt to diagnose the condition of a creature, determine how a creature died, or
recall a piece of medical information by making a Medicine Check (See Skill Checks).
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Melee Weapons
See Weapon Skills
Repair
Robot Repair Kits heal 1d6 + another 1d6 hit points for each 20 points, and 50 + another
50 Rads for each 20 points you have in the Repair skill. (rounded down, minimum of 1d6 and
50 respectively) Robot Repair Kits only affect mechanical creatures. Robot Repair Kits end
the Crippled condition on mechanical creatures.
The Repair skill can also be used to repair items. Roll 3 Repair Checks with the modifiers
based on the item shown in below. If you get 0 successes the item moves down one condition
level (minimum 0), if you get 1 success it stays the same. 2 successes increase the
condition by 1, and 3 successes increase the condition by 2. You can dismantle a similar
item for a -20 bonus to your roll. Attempting a repair takes 10 minutes which can be done
during a rest. Repair Kits do not require a check and increase the condition by 2 levels.
Type Modifier
Unarmed -20
Melee Weapons -10
Small Guns 0
Energy Weapons +10
Big Guns +20
Regular Armor -20
Heavy Armor 0
Power Armor +20
Science
When trying to hack into a terminal you roll a series of Science Checks. Each success
grants a cumulative -10 bonus as you home in on the correct password. To unlock the
terminal, you must succeed three times before failing twice. If you fail, the terminal
locks you out, and you start over. In combat this takes 2 AP per check.
Level Modifier
Very Easy 0
Easy +10
Average +20
Hard +30
Very Hard +40
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Small Guns
See Weapon Skills
Sneak
When attempting to pass quietly or without being seen, commonly called “sneaking”, you
roll a Sneak Check. Hostile creatures in the area each make a Perception Check. The
highest enemy Perception Check result is added as a penalty to your Sneak Check. If you
still succeed on the Sneak Check you are hidden. Your roll has disadvantage if you move
more than half your speed per turn or are in bright light (see chapter 3.1).
The same contested rolls can be made to pickpocket or conceal a weapon with the Holdout
property but instead of being hidden, your thievery is unnoticed, or you keep the weapon
hidden. You can’t pickpocket an item that is currently being worn or held and you can’t
attempt to conceal a weapon without the Holdout property.
Speech
Speech is used when you are attempting to persuade or deceive someone. You and the person
you are talking to each roll three Speech checks. Start at zero and subtract one for each
of their successes and add one for each of your successes. For example, if they succeed on
2 and you succeed on 0, they feel majorly negative towards you.
If another skill is clearly relevant such as when discussing medical treatment with a
doctor, you can replace one of the Speech checks with a check of that skill.
Level Result
-3 Totally Negative
-2 Majorly Negative
-1 Minorly Negative
0 Neutral
1 Minorly Positive
2 Majorly Positive
3 Totally Positive
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Survival
You can use your Survival skill to prepare food or drink (Any item on the Aid table, page
21) which takes 20 minutes and can be done during a rest. You can prepare one item per 10
points in Survival (rounded down). Food items you prepare heal twice as many hit points
but do not have any other properties increased.
You can spend an hour to harvest food from a vegetated or populated area. Roll three
Survival Checks. Heavily Populated Areas yield meat, Cultivated Areas yield vegetables
and/or fruit, and Wild Areas can yield either.
Survival is also the weapon skill for bows and crossbows.
Unarmed
See Weapon Skills
Weapon Skills
All skills related to weapons (Big Guns, Energy Weapons, Explosives, Melee Weapons, Small
Guns, Survival, and Unarmed) give a +1 bonus to hit per 10 points in the skill, and +1
damage per 20 points.
Example: 45 Big Guns gives +4 to hit and + 2 damage when using a Big Gun.
Weapon skills can be used for checks as normal (see Skill Checks) if knowledge of that
weapon type is relevant.
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3.3 Perks
Contract Killer/Lawbringer
When you kill a creature of the appropriate alignment (Good for Contract Killer, Evil for
Lawbringer) you can take an ear or finger respectively from them. You can trade this item
with an appropriate NPC for 1d10 + CHR caps each. Alternatively, the Overseer can give you
the caps directly in place of finding an ear or finger.
Fortune Finder
The number of caps enemies drop because of this perk are based on your level and your Luck
Modifier. The caps are scattered on the ground and take 4 AP to pick up in combat.
Intimidation
You can spend 6 AP to attempt to intimidate a hostile Human or Gen 3 Synth. Make a Speech
Check. On a success they will not attack you or your allies for 1d6 turns. You can take a
+50 penalty to instead incite them to attack your enemies. You have disadvantage if the
target has at least half of its maximum HP.
Mysterious Savior
If a player has the Mysterious Savior perk, there is a chance the stranger will appear
when they are in danger.
After being downed, roll a d20 and add your Luck Score, if the combined result is 20 or
higher the stranger appears and restores hit points to you equal to your level.
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Mysterious Stranger
If a player has the Mysterious Stranger perk, there is a chance the stranger will appear
when they score a critical hit.
After scoring a critical hit, roll another d20 and add your Luck Score, if the result is
20 or higher the stranger appears and attacks the target you most recently attacked if
possible. If that target is dead, then he attacks an enemy at random.
The Stranger does damage based on the player’s level.
Robotics Expert
You can spend 6 AP to attempt to shut down a hostile robot. Make a Science Check. On a
success the robot is deactivated for 1d6 turns. You can take a +50 penalty to instead
incite it to attack your enemies or take a +25 penalty to instead attempt to initiate
self-destruct. You have disadvantage on either check if the Robot has at least half of its
maximum HP. On a success the robot explodes at the end of its next turn. Creatures within
10ft of it when it explodes make a DC 14 AGI save or take 4d6 damage and 150 Rads. Add 2d6
damage and 50 Rads if its size is above medium, subtract 2d6 damage and 50 Rads if it is
below medium.
Scrounger
You find twice as much ammunition from loot and quest rewards. When you score a critical
hit with a weapon that uses ammunition you gain one magazine worth of ammunition and it is
immediately reloaded.
Wasteland Whisperer
You can spend 6 AP to attempt to calm a hostile creature. Make a Survival Check. On a
success the creature will not attack you or your allies for 1d6 turns. You can take a +40
penalty to instead incite it to attack your enemies.
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3.4 Combat
Your Turn
Each turn you can use your Action Points (AP) to make attacks or perform other actions.
You can move up to your max movement speed which does not cost any Action Points.
Making an Attack
To make an attack you roll a 20-sided dice and add your modifier (as shown in section 3.1,
Weapon Skills) then compare that number to the DR or ER of the target depending on the
damage type of the weapon. If your attack roll is equal or higher than the target’s armor
value, you roll the damage dice for that weapon and add the weapon skill damage bonus.
You can make as many attacks as you have enough AP for. If the AP cost for a weapon is
higher than your maximum AP, you can expend your maximum AP to make one attack.
Armor
DR and ER are based on the armor type you are wearing. You can wear 1 piece of clothing
and 1 type of armor at the same time, although clothing does not provide any bonuses if
you are wearing Power Armor.
Some types of armor add your agility modifier to DR and ER. Light armor and Ballistic
Weave add your full AGI mod, heavy armor adds the score up to a maximum, and power armor
does not add any AGI. See chapter 3.5 for more details on Power Armor.
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Item Condition
• When a critical hit is scored on a target their armor (if any) moves one level down
in condition.
• When a creature critically fails an attack their weapon (if any) moves one level
down in condition.
Critical Hits
When the unmodified result of an attack roll is within your Critical Range you score a
Critical Hit. The default Critical Range is 20-20, if an effect increases Critical Range
the lower bound moves down. Critical Hits automatically hit the target regardless of DR or
ER. You then multiply the damage dice for that attack based on your weapon and luck. Each
type of damage dice receives their own extra dice separately. (such as extra types from
legendary effects)
Sneak Attacks
If you are currently hidden, any successful attacks become critical hits.
If you make an attack with a weapon that does not have the Silent property you must
immediately make another Sneak check to remain hidden with a +50 penalty.
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3.5 Conditions
Addicted
Any time you use an addictive chem (has an addiction level), you must make an Endurance
saving throw. You use only your base score for this save, you apply no bonuses from chems,
food, or worn items. The addiction DC is shown on the chem table. On a failed save you are
addicted and suffer withdrawal effects when not under the effects of that chem until
cured. Addiction can be cured by Addictol or a successful Medicine Check on three
consecutive days.
Crippled
When you take damage, part of your body may become crippled. The Overseer determines if
the damage is enough to cause this condition and may also call for a save to resist it.
This condition ends when you use a Stimpak or become Well Rested.
Dead
You have succumbed to the effects of the Wasteland and are no longer alive. You cannot
speak, move, or take any actions.
Downed
When you reach 0 hit points you receive the downed condition. While downed you cannot take
any actions and you have the Prone condition. You remain downed for a number of turns
equal to your END modifier + 2 (minimum 1). If you are still downed at the end of this
number of turns you are Dead. This condition ends if you regain any hit points.
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Diseased
When you consume contaminated food or are attacked by certain creatures, you may be
instructed to make an Endurance saving throw, usually DC 8 unless the Overseer decides
that the chance of disease should be higher. You use only your base score for this save,
you apply no bonuses from chems, food, or worn items. On a failed save you have a random
disease that lasts until it is cured, or you are Well Rested for 3 consecutive days.
D6 Disease Effects
1 Fatigue -1 AGI if you do not sleep for at least 10 hours.
2 Infection Every hour you take 1d4 damage.
A long rest takes 10 hours for you to receive any
3 Insomnia
benefits.
4 Lethargy -2 Max AP
5 Parasites You heal half as much from consuming food.
6 Weakness +2 to all damage done to you.
Invisible
An invisible creature cannot be seen but might be detectable in other ways. Other
creatures have disadvantage on Perception Checks to detect you while you are sneaking.
Attacks against an invisible creature have disadvantage and that creature’s attacks have
advantage.
Over-Encumbered
When you carry more than you can, you become over-encumbered. While over-encumbered your
movement speed is halved, you cannot take the Sprint action or jump, and you have
disadvantage on melee and unarmed attacks.
Paralyzed
A paralyzed creature is entirely unable to move, take actions, or speak. The creature
fails all STR and AGI saves and has the Prone condition.
Prone
While prone a creature’s only movement is to spend half their movement speed to stand up.
A prone creature has disadvantage on Melee and Unarmed attacks. Attacks within 5ft of a
prone creature have advantage against them, and otherwise have disadvantage.
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Radiation Damage
A creature’s radiation level may increase when they take Rads. Check the appropriate Rad
table for your race to determine if you have any radiation effects. Rads are removed with
RadAway. Radiation resistance reduces Rads taken by that percentage. (40 Resist removes
40%, max 100%, round down) Once a character reaches 1000 Rads they roll a d100 on the
corresponding 1000 Rad table.
Humanoid Rad Table
Rads Level Effect
0-199 No effect None
200-399 Minor Radiation Poisoning END -1
400-599 Advanced Radiation Poisoning END -2, AGI -1
600-799 Critical Radiation Poisoning END -3, AGI -2, STR -1
800-999 Deadly Radiation Poisoning END -3, AGI -2, STR -2
1000 Fatal Radiation Poisoning Roll on Humanoid 1000 Rad Table
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Staggered
Sometimes a powerful attack can knock you off balance weakening your stance in melee or
throwing off your aim with ranged weapons. The Overseer determines if the damage is enough
to cause this condition or could call for a save to resist it.
You have -3 Damage (minimum 1) with Melee weapons and Unarmed attacks
You have -3 to hit with Big Guns, Bows, Energy Weapons, and Small Guns
Well Rested
If you sleep for 8 or more hours in a sheltered bed you gain +5 movement speed and a
number of temporary hit points equal to your level. The movement speed increase lasts as
long as you have any of these temporary hit points.
Well Tuned
If you play a musical instrument for at least 5 minutes you gain +1 max AP for 1 hour.
Withdrawal
The effects of withdrawal are different for each chem. Effects last until they are cured
but are temporarily suppressed while you are under the effects of that item.
General Properties
You cannot use any weapons from the Unarmed category except for the Fist. You are immune
to fall damage, and if you fall 10 feet or more, you deal 2d6 damage to all creatures
within 5 feet of your landing point. Entering or exiting Power Armor takes 4 AP, placing a
new fusion core into Power Armor takes 2 AP.
Helmet Properties
If your Power Armor has a helmet you gain several benefits. You can breathe underwater for
up to 3 minutes at a time. Your headlamp can light a 25ft cone in front of you if your
Power Armor is Powered. You have advantage on saves against airborne diseases. (All Power
Armor types except Power Armor Frame include a helmet by default)
Powered
If the Power Armor has a charged Fusion Core, it becomes Powered. While Powered, it
consumes Fusion Cores at a rate of 1 core per 12 hours of use.
Unpowered
If your Power Armor is not Powered your movement speed is reduced by 15, you cannot sprint
or jump, and you automatically fail AGI saves.
40
Glossary
DC – Difficulty Class. The number you have to roll to succeed on a check.
DR – Damage Resistance. The number you have to roll to hit with a physical weapon.
ER – Energy Resistance. The number you have to roll to hit with an energy weapon.
Rad - A unit of radiation. See chapter 3.3 on how radiation works and 3.4 for the penalties that
radiation applies.
Index
1000 Rad Table 38
Action Points 8
Actions 34
Addict 10
Addicted 36
Advantage 25
Assaultron 2
Attacking 34
Carry Weight 8
City Dwelleras 10
Crippled 36
Critical Hits 35
Damage Types 25
Dead 36
Diseased 37
Doctor 10
Downed 36
Experience Points 25
Falling 26
Farmer 10
Follower 10
Gang Member 11
Ghoul 2
Greaser 11
Hit Points 8
Human 3
Hunter 11
Infiltrator 11
Initiative 8
Investigator 11
Invisible 37
41
Item Condition 35
Karma 8
Light Levels 26
Mechanic 11
Mercenary 12
Merchant 12
Mr. Handy 3
Over-Encumbered 37
Paralyzed 37
Prone 37
Properties 17
Protectron 4
Radiation 26
Radiation Damage 38
Raider 12
Resting 26
Robobrain 4
S.P.E.C.I.A.L. 7
Saving Throws 27
Scavver 12
Scientist 12
Securitron 5
Settler 12
Skill Checks 27
Skill Points 9
Sneak Attacks 35
Soldier 13
SPECIAL Checks 27
Staggered 39
Super Mutant 5
Synth (Gen 3.) 6
Synth (Gen. 2) 6
Thief 13
Tribal 13
Vault Dweller 13
War Survivor 13
Well Rested 39
Well Tuned 39
Withdrawal 39
42
Special thanks to /u/ThomasTheSheep for
the improved name
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