fallout pnp: guns & ammo expansion

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Expands the Fallout PNP by rewritting old items and adding new ones. Also comes with new rules and races.

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  • 1. NEW RULES1a. MOVEMENTSprintingSprinting allows a character to move twice as many tiles as walking, but once they stopSprinting, they must roll an END check. If they fail, they will be Winded. Winded characters suffer from -2 AP for the next round, as well as a -15% hit chance penalty.These negative effects no longer apply the turn after. Your PER is halved while Sprinting.

    DivingDiving allows a character to move 2 tiles for 3 AP, regardless of terrain penalties. They must make a roll against their AGI - ifthe roll is failed, the character slips and falls or crashes into something instead. While diving, the character gains +15 Critical Chance, due to the rule of cool. Orsomething. This is applied to any shots you make during and after performing the Diving action, with a -30% hit chance penalty. Shooting while Diving takes 2 additional AP.You can only make rough targeted shots (head/torso/legs) when Diving, and you also gain 10 AC against any enemy making an Overwatch attack against you while Diving.

    OverwatchA character may enter Overwatch, trading their turn to be able to automatically interrupt that of the first enemy that enters their range. During an interrupt, youcan only change your stance or attack once at the enemy whose turn you interrupted. Overwatch attacks suffer from a -20% hit chance penalty.

    Dual WieldingDual Wielded weapons may both be fired at the same time, for 1 additional AP onto the weapon's original AP cost (if you're using two weapons with different AP costs, the onewith the higher cost is used for calculations). Dual Wielding can be used to make rough targeted shots (arms/torso/legs),suffers from a -25% hit chance penalty and, in the case of automatic fire, an additional-5% per bullet recoil penalty. It also increases the weapons' STR requirements by 1. You can only Dual Wield one-handed weapons, unless your STR is above 8 or you are a Super Mutant. You may have each weaponfire at a different target during a single action for an additional -40% hit chance penalty.

    VaultingFor 2 AP, you can jump over convenient waist-high cover and fences. You need to pass an AGI+2 roll, though, or you just fallflat on your ass. You can immediately Crouchafter this action for no extra AP cost.

    ClimbingObstacles that can't be Vaulted over can be Climbed. Generally, you can Climb any obstacle equal to your character's height plus half their AGI rounded up, in feet. To successfully climb an obstacle, you need to pass a STR roll, or you'll just fall flat onyour ass and have to try again. Climbing in combat costs 5 AP.

    SlidingYou can spend 3 AP to Slide 2 tiles (3 if Sprinting before Sliding) into a chosen direction. After Sliding, you automatically go into the Prone position. You cannot Slidefrom a standing start you have to move at least two hexes in the direction before Sliding. Shooting while Sliding incurs a -30% hit chance penalty, and takes two additional AP. You must roll AGI+1 or your Slide stops halfway and your AC is reduced to half your armor's value until your next turn.

    note: diving, vaulting and climbing do not suffer from terrain penalties.

    1b. COMBATOptional Sequence ChangeSince Sequence in Fallout is a set thing, that means anyone with low Sequence gets the less pleasant end of the stick. To give people with lousy Sequence a fair chance, roll 1d10, then add that to your Sequence score to determine your final Sequence for use in the current combat. Roll again every time a new combat is initiated.

    Shooting from a Moving VehicleThe penalty for firing a weapon from a moving vehicle is -15% hit chance for a passenger, and -30% for the driver. The driver can only use one-handed weapons.

    RecoilEach weapon type has a certain penalty for recoil when used in Burst Fire or Full Auto modes, as follows:

    Pistols/Machine Pistols: -12% on Burst, -20%on Full Auto

    SMGs: -7% on Burst, -14% on Full Auto

  • Automatic Shotguns: -25% on Burst, -40% on Full Auto

    Assault Rifles: -15% on Burst, -25% on Full Auto

    Machine Guns and Miniguns: -12% on Burst, -20% on Full Auto

    Stocks and Bi/Tripods will alter these values.

    Every point of STR a character has over a weapon's STR requirement reduces the recoil penalty by 5% (this caps out at 0% - you can't gain bonuses from being too strong).

    As a rule of thumb: the maximum number of bullets a weapon can fire on Full Auto during one attack is either 10 or 1/4th of its magazine (whichever is lower) unless otherwise stated in the weapon's description.

    Aimed shotsAll of this also applies for Melee and Unarmed weapons.Shotguns, Burst Fire, Full Auto and blunt Melee and Unarmed weapons (like the Sledgehammer, Baseball Bat, or a majority ofUnarmed weapons, use common sense) can not target the eyes.

    If you score a critical hit while performinga target shot, the targeted limb is instantly crippled. Do not roll from the critical hit table.

    Melee and Unarmed attacks have a 5% greater chance to hit when using target shots (for everything barring eye shots), so take 5% off the penalty from the following table if using a Melee or Unarmed weapon (again, for everything barring eye shots)

    Aim penalties are as follows:

    - -00% for torso shots (ie no penalty)- -20% for leg shots- -30% for arm shots- -35% for groin shots- -40% for weapon shots- -50% for headshots- -65% for eyeshots

    The effects of targeted shots are as follows (information in parenthesis only takes effect on a crit):

    - +5% crit chance for torso shots- +15% crit chance for leg shots (target must roll END or they're knocked down)- +15% crit chance for arm shots (target must roll END [+3 if target is wielding a two-handed weapon] or drop their weapon)- +20% crit chance for groin shots, deals half CON damage (target must roll END or get knocked down and lose a turn)- +00% crit chance for weapon shots, target must roll AGI or weapon is dropped,weapon loses 1 box of condition for every 10 damage. If weapon goes below 0 condition, it is irrepairable (weapon's next attack is a critfail)- +30% crit chance for headshots, deals CON damage (deals max damage)- +40% crit chance for eyeshots (deals maxdamage x1.5, target must roll LCK or be blinded [PER=1])"

    Assume any unarmored or very lightly armored targets, depending on the hit location and severity of the hit, suffer the effects of a critical hit target shot,with all that applies from the list above.

    Additionally, long range shots have the following penalties:

    1/4th of the weapon's range: -10% hit chance2/4th of the weapon's range: -20% hit chance3/4th of the weapon's range: -40% hit chancemax weapon range: -50% hit chance

    These only apply if the weapon's range extends past 150 meters, and there's no scope mounted on the weapon. Scopes affectthe penalties in different ways, check theAttachment section for more info.

    1c. Concussion DamageDealing concussion damage to people knocksthem out instead of killing them. Knocks and kicks, as well as some Unarmed and Melee weapons, can deal concussion damage in addition to regular damage.

    Every person has their own pool of Consciousness (CON) points. The formula for these is (2xSTR+2xEND+10), meaning that the average human has 30 CON points, the weak scientist probably has around 14 or 20, and Hulk would have around 60. In addition to that, every three levels you also gain END/2 CON points.

  • Concussion damage can only be dealt with aimed attacks to the head.

    Helmets protect from concussion damage.

    For DT/DR calculations, concussion damage is treated as the Normal damage type.

    1d. Equipment Condition and RepairingThings happen, and your equipment will suffer some wear and tear. All weapons andarmor have a certain "health," otherwise known as a condition, or CND, that dictates how intact they are. The maximum CND that all weapons and armor have is 50 (if you prefer to use a percentile, multiply all condition and damage values by 2). A fully repaired piece of equipmentwould be noted as having 50/50 CND.

    Weapons lose 1 point of CND when they are used in an attack that fails to hit.

    Armors lose 1 point of CND when they sustain a damage-dealing blow.

    Every 5 points of CND damage that your piece of equipment sustains is considered 1 "box" of damage. Since equipment has a maximum of 50 CND, that means that they can take up to 10 boxes of damage. When a weapon or armor reaches 10 boxes, or 0 CND, it breaks and can't be equipped.

    For the purposes of repairing weapons only, you can substitute half the appropriate skill for a weapon in place ofthe Repair skill. So, for example, when attempting to repair a 10mm pistol, 100 Small Guns will be equivalent to 50 Repair.

    Regular MaintenanceYou can keep your weapon or armor intact by performing Regular Maintenance. To perform Regular Maintenance, you'll need: the item you want to fix, an hour of time,and a Repair roll. A successful Repair roll on Regular Maintenance will restore 5CND, or remove 1 box, of damage from the item. A failed roll will restore only 2 CND. This can restore the item up to the maximum CND of 50, but can only be done 5 times (simply dubbed the Regular Maintenance Counter) before it must be repaired through other means. Those other means are listed below.

    Part BashingYou can elect to repair a weapon or armor by using the brutishly dubbed Part Bashingmethod. To Part Bash, you'll need: two of the same item you want to fix, two hours of time, and a Repair roll. A successful Repair roll on Part Bashing will average the CND of the two items, then add (Repairskill/15) CND onto that average. A failed Repair roll will only average the CND of the two items. Part Bashing can only restore weapons and armor to a max of 35 CND. A successful Repair Roll on Part Bashing resets the Regular Maintenance Counter, while a failed one will not.

    Repair KitsYou can get your weapon or armor back up to par by using a Weapon or Armor Repair Kit. To do this, you'll need: the item youwant to repair, an appropriate repair kit ready to use, an hour of time, and a Repair roll. You can restore 10 CND with asuccessful Repair roll, up to a the max CND of 50. A failed roll will restore 5 CND. A successful Repair roll using a Repair Kit will reset the Regular Maintenance Counter, while a failed one will not.

    Vendor RepairIf you're too clumsy to do the work yourself but have the caps to spare, you can take your gear down to someone more competent than you. A vendor will be more than happy to fix your gear, for a price. That price is calculated by the following formula:

    (Item's Average Price * ([50 - {current CND}] / 50)) * Barter Modifier

    To break down that formula and make it a little easier to read: First, take your weapon's current CND. Subtract it from 50.Take the result of that, and divide it by 50. Take the dividend of that, and multiply it by the item's average price. Finally, multiply that by the Barter modifier, and you'll have your repair cost. Note that the Barter modifier can not go negative, so you can't get money for having your equipment repaired.

    Duct TapeWhen in doubt, use duct tape! If you're ina bit of a pinch, you can elect to keep your falling apart weapon or armor together by using a roll of duct tape. This will restore 5 CND, or 1 box, can restore an item up to a max of 15 CND, and

  • can only be done once on an item, until itis repaired by other means. Using duct tape on a weapon or armor will instantly max the Regular Maintenance Counter, meaning you can not perform Regular Maintenance on the item until it is repaired by a different method. Performinganother type of repair method with an itemthat's been duct taped will double the repair time, or increase the cost of the repair. To repair an item with duct tape, you'll need: the item, a roll of duct tape, about 10 seconds. You can repair items in combat with duct tape by spendingall the AP you have at the beginning of your turn.

    Condition ModifiersArmor Condition Modifier Chart

    # Boxes Filled (CND) Modifier (Mod) 0 (50-46) none 1 (45-41) none 2 (40-36) none 3 (35-31) none 4 (30-26) 5% 5 (25-21) 10% 6 (20-16) 20% 7 (15-11) 30% 8 (10-06) 40% 9 (05-01) 50% 10 (01--04) 60% 11+ (-05xx) 85%

    To apply the modifier, use the following formulas:DR - (DR X Mod) = Adjusted DR DT - (DT X Mod) = Adjusted DT

    Weapon Condition Modifier Chart

    # Boxes Filled (CND) Hit Chance Mod. 0 (50-46) none 1 (45-41) none 2 (40-36) none 3 (35-31) none 4 (30-26) -5% 5 (25-21) -10% 6 (20-16) -20% 7 (15-11) -30% 8 (10-06) -40% 9 (05-01) -50% 10 (01--04) -60%

    In addition to that, critical failure ranges are modified as follows:

    Critical Failure Range Modifier Chart

    # Boxes Filled (CND) Crit. Fail Range 0 (50-46) default 1 (45-41) default 2 (40-36) default 3 (35-31) default 4 (30-26) default 5 (25-21) default 6 (20-16) 94-100 7 (15-11) 90-100 8 (10-06) 85-100 9 (05-01) 78-100 10 (01--04) 70-100

  • 2. NEW CLASSES2a. Android

    All these moments...

    An android is a synthetic humanoid, created by the powerful and advanced faction known as the Commonwealth. Androids, despite being mechanical in nature, can eat, breathe, sleep, and bleedlike a normal human. Most androids are under strict, programmed control of the Commonwealth, but sometimes, some event will make them realize their sentience, and prompt them to break their AI shackles, freeing themselves from the Commonwealth's hold.

    S.P.E.C.I.A.L.(Min/Base/Max)

    STR: 3/5/12PER: 4/5/10END: 6/6/12CHR: 1/3/6INT: 3/5/12AGI: 1/5/12LCK: 4/5/6Androids are immune to poison and inhaled gas. They also have a natural Damage Resistance of 10 towards all attacks. Regardless, they are still susceptible to EMP and electrical damage, and have -30 Damage Resistance and -10 Threshold in relation towards all electrical attacks.

    Androids have 70% Radiation Resistance.

    An Android's Hit Points can be restored through the Repair skill and/or Repair Kits. Androids can also be healed by normal medical chems such as Stimpaks, butthey are only half as effective. Same goesfor food. Similar to Stimpaks, normal chems still affect Androids, but at 1/4 oftheir original effectiveness, and without a chance of addiction.

    Androids gain a perk every 4 levels, and can take perks and traits of both robots and humans.

    2b. Psyker

    So, you've been affected by the F.E.V. virus, but you aren't some ass-ugly mutantwho wants to do nothing more than crush, kill, and destroy? Congratulations! You'remost likely a Psyker. But what does that mean? A few different things, actually. For starters, you have three choices of powers to start from (not that the Psykersthemselves get to decide):

    Electrokinetic-dominant, hurling lighting and puppeteering electronics.

    Pyrokinetic-dominant, casting fireballs and setting things aflame.

    Telekinetic-dominant, moving things with your mind.

    Each is a sort of "class" or "sub-race" toput it simply. They start with different powers and have unique perks (you may, of course, take any perks that humans may take). A Psyker automatically gets the Unique Trait of their sub-race, and it is not counted towards the two Traits that

  • may be taken at character creation.

    Psykers tend to be a bit... unstable, so it's best to watch your step around them. Or, if you are a Psyker - try to keep sane.

    S.P.E.C.I.A.L.(Min/Base/Max)

    STR: 1/4/7PER: 2/5/12END: 1/3/6CHR: 1/4/10INT: 4/7/14AGI: 1/4/8LCK: 3/5/12Psykers can use their unique abilities (throwing lighting/fire/etc) a certain number of times, called Charges. This "ammo count" is calculated by (END+INT)*2.END*2 Charges are recovered an hour. Any attacks made using a Psyker's abilities are rolled for with Throwing. To use your Psyker abilities, at least one of your hand slots has to be empty.

    Psykers gain INT/4, rounded up or down as necessary, damage per level. Additionally,they gain another damage die every 4 levels.

    Psykers gain a perk every 4 levels.

    Psyker attacks and abilitiesElectrokinetic dominantUnique traitElectric ShutdownYou can do more than just shoot thunder - you can disable weapons, Power Armor, robots, and other electrical devices! The GM may decide the effects of such for the most part, but generally, an Energy Weaponthat is hit will deal reduced damage or temporarily be disabled and unable to fire, Power Armor users and robots may suffer -2 to their STR, PER, END, and AGI for 1d4 turns (effects stack to a minimum of 1), or you can attempt to do something such as overload an electric lock system.

    Unique abilityElectric ShocksDamage: 1d6 + (INT/2 rounded up)Single Attack: 3 APTarget Attack: N/ABurst Fire: N/ARange = 6

    Unique perksLevel 4Mini-ThorRanks: 2All Melee and Unarmed attacks have a 25% (50% if Rank 2) chance to do (INT/2 rounded up [Formula is altered with the High Voltage perk]) electrical damage.

    Charged UpRanks: 2You emit much more static electricity thanusual. Cats tend to avoid you, and you already learned your lesson and stopped wearing wool sweaters. The good news, though? The total number of Charges you have is increased by 15.

    Tesla Would be ProudRanks: 2All shock attacks have 20% (45% if Rank 2)chance to hit the next nearest enemy, up to 9 (18 if Rank 2) hexes away. Can hit another enemy if Rank 2.

    Level 8Suck my Lightning RodRanks: 1Any electrical damage inflicted to party members has a 45% chance to be redirected to you, causing you to take half the damage (before armor reduction), and adding the other half to your next attack electrical attack (multiple instances of electrical damage will not stack, your attack will add the damage of the last electrical hit). You can opt to not have the damage redirected to you, though you won't get the bonus.

    High VoltageRanks: 3INT is no longer halved when calculating electric shock damage. (Rank 2 = INT*1.5) (Rank 3 = INT*2)

    Level 12Wasteland WiFiRanks: 1Your manipulation skills are better, and you now are no longer limited to damaging or overloading devices instead, you can

  • directly control them. Spending all the AP you have for this turn, select a potential target, and roll your INT against your theirs. For every INT you or the target has over 10, subtract 1 from the result of the 1d10. The one with the lowest score succeeds. Ifyou succeed, you can replace your following turn with that of the target's, turning robots against their allies, or Power Armor users into electric puppets. The controlled target has the same stats that they did before being controlled. Failure simply wastes your turn.

    Can't Stop The SignalRanks: 1Range for electric attacks increased to a whopping 18 hexes. Yeah, baby.

    Level 16What a ShockerRanks: 1Any enemy that performs a Melee or Unarmedattack against you must pass an END roll or have their AC be reduced to only their armor's value until their next turn.

    Maximum OverchargeRanks: 1You can now make a Burst Fire attack with your electricity for 4 AP, throwing 4 lightning bolts at a time. Normal Burst Fire rules apply, and each of the 4 projectiles is taken off your total Charges.

    Pyrokinetic dominantUnique traitFirewallIf an enemy is on fire within 8 hexes of the player, the player gets + 35% Fire DR,and +4 damage to all fire attacks. This does not stack.

    Unique abilityFireballDamage: 1d8 + (INT/2 rounded up)Single Attack: 4 APTarget Attack: N/ABurst Fire: N/ARange = 8

    Unique PerksLevel 4Flame OnRanks: 2Your body is noticeably warmer to the touch, yet you don't feel any different.The total number of Charges you have is increased by 15.

    Guiding EmbersRanks: 1You give off light in dark areas, and it'snot the usual pale greenish glow. Every time darkness would affect hit chance, everyone and everything within 6 hexes of you gets +20% chance to hit (up to a max of negating the darkness penalty).

    I Just Want to Set the World on FireRanks: 2All Melee and Unarmed attacks have a 20% (50% if Rank 2) chance to set an enemy on fire, somehow.

    Level 4Ring of FireRanks: 2Enemies who are aflame have a 20% (45% if Rank 2) chance to spread fire to the nearest enemy within 4 (8 if Rank 2) hexesof themselves. The fire does not need to be caused by you.

    Level 8Come On BabyRanks: 1Any fire damage inflicted to party membershas a 45% chance to be redirected to you, causing you to take half the damage (before armor reduction), and adding the other half to your next attack fire attack(multiple instances of fire damage will not stack, your attack will add the damageof the last fire hit). You can opt to not have the damage redirected to you.

    Great Balls of FireRanks: 3INT is no longer halved when calculating fireball damage. (Rank 2 = INT*1.5) (Rank 3 = INT*2)

    Level 12Smoke On The HorizonRanks: 1Range for fire attacks is increased to a whopping 24 hexes. Come on, lil' honey.

  • That Burning FeelingRanks: 1Any Melee or Unarmed attacks that hit you have a 40% chance to ignite the attacker.

    Telekinetic dominantUnique traitA Terrible Thing To WasteSuccessful target shots to the head make your attack do +50% damage, in addition tothe regular bonuses.

    Unique abilityTelekinesisDamage: 1d4 + (INT/2 rounded up) + projectile damage (you can lift with your mind anything someone with a STR score equal to your INT/2 can lift)Single Attack: 4 APTarget Attack: 5 APBurst Fire: N/ARange = 20

    Unique PerksLevel 4Thought CapacityRanks: 2You can remember the little details nobodyelse ever does. The total number of Charges you have is increased by 15.

    Heavy LiftingRanks: 1Your INT is no longer halved when calculating what you can lift with your Telekinesis. This DOES NOT change the damage formula (except, of course, for theweight of the object you can throw, since you can now lift heavier things).

    Mind the GapRanks: 1With this perk, you can sweep opponents off their feet just by thinking about it. For 4 AP, you can attempt to knock over anenemy. They must roll AGI, or they will beknocked down.

    Level 8Mental BlockRanks: 3You are a master of redirecting forces. With this perk, you can spend 4 AP during combat to create a wall of force around yourself. At Rank 1, you gain +5 AC for 1d4 turns.

    Rank 2, you gain +10 AC and +10 DR for 2d4turns. And at Rank 3, you can either gain +15 AC and +15 DR for 2d4 turns to yourself and all allies that are within a 1 tile radius of you, or you can directly apply those benefits to a single ally within your Telekinesis range, minus the area of effect benefit.

    Level 8Telekinetic BulletRanks: 1You can make a projectile of pure, telekinetic force. This attack costs 3 AP,and deals 3d6 + (INT/2 rounded up) Normal damage. This formula is altered with the Powerful Thoughts perk. This costs 3 Charges to use.

    Powerful ThoughtsRanks: 3INT is no longer halved when calculating Telekinesis attack damage. This perk DOES NOT change the formula for the weight thatyou can lift with Telekinesis. (Rank 2 = INT*1.5) (Rank 3 = INT*2)

    Level 12Cloud NineRanks: 1You've learned the skill of self-levitation! With this perk, all terrain penalties are negated, you gain a bonus move tile, and you gain +3 AGI for the purposes of special actions such as Climbing, Vaulting, and Diving.

    Long ShotRanks: 1Range for Telekinesis attacks is increasedto a whopping 60 hexes.

    BrainstormRanks: 1You can now make a Burst Fire attack with your Telekinesis for 5 AP, throwing 4 levitated objects at a time. Normal Burst Fire rules apply, and each of the 4 projectiles is taken off your total Charges.

  • 2c. Nightstalker

    Nightstalkers are a special kind of dog, created for the military by a Big MT scientist named Dr. Borous. They are a genetic mix of rattlesnake and coyote DNA,and some say they only came into existencebecause of a dare.

    Their bodies are mostly dog-like, but are covered in scales down their spine and tail, and fur everywhere else.

    They have the head and tail - including the 'rattle', fangs, and tongue - of a rattlesnake, and they have an interesting case of heterochromia, where one eye is blue and dog-like, and the other is yellowand snake-like. Their blood is prized for its use as an antidote for poison, and they lay eggs instead of birthing live. They are venomous.

    S.P.E.C.I.A.L.(Min/Base/Max)

    STR: 1/4/7PER: 4/6/12END: 1/4/8CHR: 1/2/3INT: 1/2/4AGI: 1/6/15LCK: 1/5/10Nightstalkers are immune to poison, and have a 50% electricity resistance bonus.

    Nightstalkers also sport a poisonous bite.The rattlesnake venom they can use isn't as deadly as Cazador venom, but it can still take an unsuspecting wastelander

    down easily, if given the opportunity.

    For the purposes of Traits and Perks, treat Nightstalkers as Dogs.

    Nightstalker AttacksLunge (Unarmed) Damage: 1d6Single Attack: 4 APTarget Attack: N/ABurst Fire: N/A50% chance of knockdown

    Bite (Unarmed)Damage: 2d6 + MDSingle Attack: 3 APTarget Attack: 4 APBurst Fire: N/A

    Venomous Bite (Unarmed)2d6 + MD, Type C poisonSingle Attack: 4 APTarget Attack: N/ABurst Fire: N/A

  • 3. ORGANIZED PERK LISTLevel 2Brown Noser You've learned how to suck up to your superiors. You get +2 Charisma for reaction roles when dealing with authorityfigures for each rank of this perk. Dogs and Deathclaws cannot brownnose. Ranks: 2 Requirements: Charisma 5, Intelligence 6

    Die Hard You won't go down without a fight! When your hit points drop below 20% of your maximum, you get an additional 10% Damage Resistance to all types of damage. Ranks: 1 Requirements: First Aid 40%, Endurance 6

    Level 3Toughness This perk confers a +10% to Damage Resistance to all types of damage. Ranks: 1 Requirements: Endurance 6, Luck 6

    Swift Learner Each rank of this perk adds an additional 15% (round up) to your character's experience points when he earns them. For example, Jack's character Garfield kills aRad Rat (50 XP). He would earn 58 XP instead of the normal 50 at the first rankof this perk. Ranks: 3 Requirements: Intelligence 4

    Awareness You know exactly what is going on in combat. This perk gives you more information when you examine a critter. You can see their exact number of hit points and the weapon they are armed with,if any. Ranks: 1 Requirements: Perception 5

    Bonus Hand-to-Hand DamageYou have learned a special technique to deal more damage with your fists and meleeweapons. Your character gains a +2 bonus to Melee Damage for each level of this perk. Ranks: 3 Requirements: Agility 6, Strength 6

    Cautious Nature Your character has learned to be wary of the world around him. His Perception is increased by +3 when determining where he begins in random encounters. Ranks: 1 Requirements: Perception 6

    Comprehension Looks like all those study skills courses paid off. With this perk, your character gains 50% to the number of skill points earned when reading educational books. Books that normally give you 10 skill points now give you 15. Dogs cannot choosethis perk. Ranks: 1 Requirements: Intelligence 6, Race: Not a Dog

    Drunken Master As a child of the bottle, you fight betterwhen you are drunk. You receive a 20% bonus to your Unarmed skill when under theinfluence of alcohol. Ranks: 1 Requirements: Unarmed 60%

    Earlier Sequence Your character will be more likely to movebefore other characters and critters in combat with this perk. Each rank of this perk increases a character's Sequence by +4. Ranks: 3 Requirements: Perception 6

    Faster Healing Characters with faster healing just plain heal faster. For each rank of this perk, your character gains a +2 to the Healing Rate statistic. Ranks: 3 Requirements: Endurance 6

    Gunner You have become an expert at firing from amoving vehicle. You do not suffer the normal -15% penalty when firing from a vehicle in motion as a passenger. Drivers still suffer their penalty, though. Eyes on the road, not your ironsights!Ranks: 1 Requirements: Small Guns 40%, Agility 6

  • Healer Each rank of this perk will increase the number of Hit Points healed by the use of First Aid or Doctor skills by 4-10 points (1d6+4). The second rank adds +8-20 (2 X (1d6+4)). Ranks: 2 Requirements: Perception 7, Agility 6, Intelligence 5, First Aid 40%

    Kama Sutra Master This perk confers great stamina and skill when doing the dirty. Ranks: 1 Requirements: Endurance 5, Agility 5

    Leadfoot Your reflexes have developed to make you avery fast driver. Of course, that doesn't necessarily mean you are any safer. Characters with this perk can make a vehicle go 25% faster than the vehicle's maximum speed. Ranks: 1 Requirements: Pilot 60%, Perception 6, Agility 6

    Night Vision Your character can see better in darkness when you select this perk. Negative modifiers for dark conditions are reduced by 50%. Must be all the carrots you ate...Ranks: 1 Requirements: Perception 6

    Quick Pockets It only takes two action points instead offour to swap equipment in combat. Ranks: 1 Requirements: Agility 5

    Rad Child You do not take damage from radiation; in fact, it heals you. You gain an extra +5 to your Healing Rate when in a source of radiation that gives out 10 or more rads an hour. Only Ghouls can choose this perk.Ranks: 1 Requirements: Endurance 6, Race: Ghoul

    Scout Your character can see further in the wilderness. Maps are easier to read. It isup to the GM to determine exactly how thisworks. Special encounters and items are a little easier to find with this skill as well. Ranks: 1 Requirements: Perception 7

    Smooth Talker Each rank of this perk will increase your Intelligence by +1 for rolls against that Stat when attempting to smooth-talk NPCs. Dogs cannot choose this perk, since dogs cannot talk. Ranks: 3 Requirements: Intelligence 4, Race: Not a Dog

    Stat! You can heal people must faster than the usual wasteland doctor in combat. When attempting to help a fallen comrade, it only takes 5 AP to use your skill. Ranks: 1 Requirements: First Aid 75%, Doctor 50%, Agility 6

    Stonewall If your character is about to be knocked down in combat, s/he can roll a percentiledice and has a 50% chance to avoid that fate. Ranks: 1 Requirements: Strength 6

    Strong Back Each Rank of this perk increases Carry Weight by 50 lbs. Ranks: 2 Requirements: Strength 6, Endurance 6

    Survivalist Gain a +25% bonus to the Outdoorsman skillwith this perk. Ranks: 3 Requirements: Endurance 6, Intelligence 6,Outdoorsman 40%

    Thief This perk confers a one-time bonus of +10%to Sneak, Lockpick, Steal, and Traps. Dogsand Deathclaws cannot choose this perk. Ranks: 1 Requirements: Race: Not a Dog or Deathclaw

    Level 4Bracing You know how to brace large weapons while you are standing. When applicable, you geta bonus for using a bipod just by holding a weapon in your hands. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Strength 7, Big Guns 80%, Race: Not a Dog or Deathclaw

  • Death Sense Your senses are very well developed. You gain a +2 bonus to Perception in the dark,and penalties for light levels are reducedby 50%. You also gain a 25% bonus to detecting enemies who are sneaking around.Only Deathclaws can choose this perk. Ranks: 1Requirements: Intelligence 5, Race: Deathclaw

    Flexible Years of exercise have made you very supple. It only takes you 1 AP to change your stance in combat. Ranks: 1 Requirements: Sneak 60%, Agility 6

    Hit the Deck! You react very quickly to the sound of an explosive coming your way. You only take 1/2 damage from ranged explosive weapons by increasing your Explosive DR by 50%. This includes damage from concussion and shrapnel. Ranks: 1 Requirements: Agility 6

    Leader You have some natural leadership abilitiesand have managed to cultivate them. Any party member within 10 hexes of you gains +1 to their Agility, up to their racial max, and +5 to their Armor Class. You do not get these benefits - that's the price of being a leader. Ranks: 1 Requirements: Charisma 6

    Loner You always were a little different, but now you've learned how to use those differences to your advantage. Characters with this perk gain +10% to all skill rolls when at least 10 hexes away from allof the other members of the party. Ranks: 1 Requirements: Outdoorsman 50%, Charisma < 5

    Steady Arm Due to your massive size, burst attacks cost 1 less AP. Only mutants can choose this perk. Ranks: 1 Requirements: Strength 6, Race: Super Mutant

    Tunnel Snake You crawl like a baby. Well, you crawl like a very slick, suave baby. You can

    move at your normal rate (1 AP per hex) while crouching or prone.Ranks: 1 Requirements: Sneak 60%, Agility 6

    Level 6Adrenaline Rush You have a fear of death that allows you to fight harder when you are wounded. Whenyour character's HP drops below 50% of their maximum, your character gains a +1 Strength bonus, but cannot go above the racial maximum. Ranks: 1 Requirements: Strength below racial max

    Bonus Move You have learned to take longer strides incombat. For each level of this perk, your character can move 2 more hexes in combat.The first two hexes a character moves do not cost any AP. Ranks: 2 Requirements: Agility 5

    Bonus Ranged Damage You know just where to hit to make it hurtmore. Every bullet that successfully hits the target does +2 damage for each rank ofthis perk. Deathclaws and Dogs cannot choose this perk. Ranks: 2 Requirements: Agility 6, Luck 6, Race: Nota Dog or Deathclaw

    Cancerous Growth The radiation has mutated you so badly that you thrive in the wastes. You gain a +2 bonus to your healing rate, and can regenerate a crippled limb in 48 hours. Only Ghouls can choose this perk. Ranks: 1 Requirements: Strength < 7, Race: Ghoul

    Educated Every rank of this perk will add +4 skill points when your character gains a level. Ranks: 3 Requirements: Intelligence 6

    Empathy You get a better idea of what to say to anNPC with this perk. The GM must warn you when dialogue will be interpreted the wrong way. Ranks: 1 Requirements: Perception 7, Intelligence 5

    Fortune Finder Random encounters yield more money. Of

  • course, you have to take it off the cold, dead bodies of your opponents. How much money is up to the GM. Ranks: 1 Requirements: Luck 8

    Gambler / BardThis perk adds a one-time +20% to the Gambling/Entertainment skill. Ranks: 1 Requirements: Gambling/Entertainment 50%

    Ghost In areas of darkness, or at night, characters with this perk gain +20% to their Sneak skill. Ranks: 1 Requirements: Sneak 60%

    Harmless Your character's innocent demeanor makes stealing from people a little easier. Thisperk grants a +20% bonus to Steal. Deathclaws cannot choose this perk. Ranks: 1 Requirements: Steal 50%, Karma > 49, Race:Not a Deathclaw

    Heave Ho! For purposes of determining the maximum range of thrown weapons only, this perk will increase Strength by +2 for each rank. Ranks: 3 Requirements: Just the level, daddy-o.

    Now You See Me...Chewing on that Stealth-Boy turned out to be a good decision. You now have the ability to turn invisible at will, once every 6 hours. This grants you a 40% bonusto your Sneak skill, and enemies suffer -2PER when attempting to detect you. The effect ends when you attack, when in combat, or after 1d10 minutes. Only Nightstalkers can choose this perk.Ranks: 1Requirements: Luck 6

    More Criticals Characters with this perk cause more critical hits in combat. Each rank adds +5% to the Critical Chance statistic. Mutants cannot choose this perk. Ranks: 3 Requirements: Luck 6, Race: Not a Super Mutant

    Negotiator This perk gives a one-time bonus of 10% toSpeech and Barter. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Barter 50%, Speech 50%, Race: Not a Dog or Deathclaw

    Pack Rat Each rank of this Perk adds +10 lbs. to your character's Carry Weight statistic. Ranks: 2 Requirements: Just the level, daddy-o.

    PathfinderThis perk reduces travel time by 25%. You just have a knack for finding those old trails and roads. Ranks: 1 Requirements: Endurance 6, Outdoorsman 60%

    Presence You gain a +1 bonus to your Charisma for reaction rolls for each rank of this perk.Ranks: 3 Requirements: Charisma 6

    Quick Recovery It only costs you one AP to stand up afterbeing knocked down. Ranks: 1 Requirements: Agility 5

    Rad Resistance Each rank of this perk increases the Radiation Resistance of your character by 15%. Ranks: 2 Requirements: Endurance 6, Intelligence 4

    Ranger This perk adds +15% to Outdoorsman. It also makes finding those special encounters and items a little easier. Ranks: 1 Requirements: Perception 6

    Salesman Your character becomes a better salesman with this perk. +20% to the Barter skill. Deathclaws and Dogs cannot be salesmen, not even if they wish with all their heart.Ranks: 1 Requirements: Barter 50%, Race: Not a Dog or Deathclaw

  • Silent Running This perk allows characters to run and sneak at the same time. Ranks: 1 Requirements: Agility 6, Sneak 50%

    Snakeater This perk adds +25% to Poison Resistance. Ranks: 1 Requirements: Endurance 3

    Stunt Devil You know how to bounce when you hit the ground! You take 25% less damage from falling and from vehicle wrecks. In addition, you get a 10% bonus to your Pilot skill. Alas, there are no stunt dogsin the Fallout universe. There sure as hell are stunt Deathclaws, though.Ranks: 2 Requirements: Strength 6, Endurance 6, Agility 6, Race: Not a Dog

    Way of the Fruit You have learned about the mystical healing effects of eating fruit. For 24 hours after eating a piece of fruit, your character gains +1 to Perception and Agility. Deathclaws and Dogs cannot grasp the mysteries of the fruit. Ranks: 1 Requirements: Charisma 6, Race: Not a Dog or Deathclaw

    Level 7Bone Head You have a very thick skull, just like your mother always told you. With the first rank of this perk, you get a 50% chance to avoid being knocked unconscious.With the second rank, that chance increases to 75%. These also apply as reductions to CON damage taken.Ranks: 2 Requirements: Strength 7

    Level 8Bluff Master You are the king or queen of smooth talking. Whenever you are caught stealing,your character can automatically talk his or her way out of the situation. Ranks: 1 Requirements: Charisma 3

    Brutish Hulk With this perk, you gain double the normalhit points when you go up a level. Only Deathclaws can choose this

    perk. Ranks: 1 Requirements: Strength 7, Endurance 5, Race: Deathclaw

    Psychotic Your body has adapted to the use of the stimulant Psycho. Positive effects of Psycho are doubled, and the addiction ratefor this drug is halved. Only mutants and half-mutants can choose this perk. Ranks: 1 Requirements: Endurance 5, Race: Super Mutant or Half Mutant

    Level 9Animal Friend Your character spends a lot of time with animals. A LOT of time. Animals will not attack one of their friends, unless the animal is threatened or attacked first. Ranks: 1 Requirements: 5 Intelligence, 25% Outdoorsman

    Better Criticals Your shots somehow hurt more than usual. The critical hits you cause in combat are more devastating. When you do a critical hit that does not kill outright, your hit does 150% normal damage (in addition to any damage bonuses already gained). In addition, your chance to cause damage to alimb is increased by 50%. If you critically hit for 40 points of damage, for instance, you would instead deal a whopping 60 points. OUCH! Mutants cannot choose this perk. Ranks: 1 Requirements: Perception 6, Luck 6, Agility 4, Race: Not a Super Mutant

    Crazy Bomber Your luck with explosives is legendary. Characters with this perk who fail to set an explosive properly will know immediately, and that explosive will not go off or detonate - it will be reset, so the Bomber can try again. Dogs and Deathclaws cannot choose this perk. Ranks: 1 Requirements: Traps 60%, Intelligence 6, Race: Not a Dog or Deathclaw

    Demolition Expert Your character has learned how to handle explosives like a pro. For characters thatlike to blow things up, there is nothing better than this perk. Explosives set by this character do 50% more damage and will

  • always detonate on time. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Agility 4, Traps 90%, Race: Not a Dog or Deathclaw

    Dodger Your character has developed into a slippery little rat. This perk will lower your character's chances to be hit in combat. Armor class increases by +5 for each rank. Ranks: 2 Requirements: Agility 6, Level 9

    Driving City Style Your character has picked up some aggressive driving techniques. They get a one-time 30% bonus to Pilot skill, and anyrolls against stats made while behind the wheel get a +2 bonus. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Perception 6, Agility 5

    Explorer This perk will make it more likely that your character will find those strange andinteresting encounters and items. It is upto the GM to decide what those items and encounters are. Ranks: 1 Requirements: Just the level, daddy-o.

    Flower Child With this perk, you are much less likely to be addicted to chems (50% less likely, actually) and suffer 1/2 the withdrawal time as a normal person. Ranks: 1 Requirements: 5 Endurance

    Here and Now With this perk, your character immediatelygains enough experience points to go up tothe next level. Ranks: 1 Requirements: Just the level, daddy-o.

    Karma Beacon Your Karma ran over someone's Dogma. Karmais doubled for the purposes of reaction. Ranks: 1 Requirements: Charisma 6

    Light Step Characters with this perk are much less likely to set off traps. For purposes of triggering a trap, they gain a +4 bonus toAgility. Ranks: 1 Requirements: Agility 5, Luck 5

    Master Trader This perk confers a one-time 30% bonus to your Barter skill. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Charisma 7, Barter 60%, Race: Not a Dog or Deathclaw

    Mutate! Picking this perk will also make you select one of your current Traits to remove. You then get a chance to pick another Trait. Weird, eh? Ranks: 1 Requirements: Just the level, daddy-o.

    Mysterious Stranger When you select this perk, there is a chance (30% + (2 X LK)) that your character will gain a temporary ally, but only in random encounters. The GM will choose that ally. Ranks: 1 Requirements: Luck 4

    Pyromaniac This perk will make your character do horrible things with fire - to other people. He or she does +5 points of damagewith fire-based weapons such as flamethrowers, molotov cocktails, napalm, and so forth. This also applies to Pyrokinetic Psykers.Ranks: 1 Requirements: Big Guns 75% or Throwing 75%

    Scrounger You can find more ammo than the normal post-nuclear survivor. You always find double the normal ammunition in random encounters. Ranks: 1 Requirements: Luck 8

    Sharpshooter With each rank of this perk, Perception increases by +2 for the purposes of determining the modifiers for range in combat. Ranks: 1 Requirements: Perception 7, Intelligence 6

  • Speaker This perk gives a one-time bonus of 20% tothe Speech skill. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Speech 50%, Race: Not a Dog or Deathclaw

    Level 10Hide of Scars Your battle-weary flesh has hardened into an armor of its own. You gain +15% to all resistances except for fire. Only Deathclaws can choose this perk. Ranks: 2 Requirements: Endurance 6, Race: Deathclaw

    Level 12Action Boy (or Girl) Your character knows how to make the most out of every moment. For each rank of thisperk, the character gets an additional Action Point each combat turn. Ranks: 2 Requirements: Agility 5

    Bonsai Through careful nurturing, you have a small fruit tree growing out of your head.Now you have a steady supply of fruit! Only Ghouls can choose this perk. Ranks: 1 Requirements: Outdoorsman 50%, Science 40%, Race: Ghoul

    Cult of Personality Everybody likes your character. EVERYBODY.Instead of getting a negative modifier forthe "wrong" kind of karma, you get a positive modifier. Bad people like good characters, and good people like bad characters. Good still likes good and bad still likes bad. Go figure. Ranks: 1 Requirements: Charisma 10

    Gain Agility Increases your Agility by +1 permanently. Ranks: 1 Requirements: Agility below racial max

    Gain Charisma Increases your Charisma by +1 permanently.Ranks: 1 Requirements: Charisma below racial max

    Gain Endurance Increases your Endurance by +1 permanently. Ranks: 1 Requirements: Endurance below racial max

    Gain Intelligence Increases your Intelligence by +1 permanently. Ranks: 1 Requirements: Intelligence below racial max

    Gain Luck Increases your Luck by +1 permanently. Ranks: 1 Requirements: Luck below racial max

    Gain Perception Increases your Perception by +1 permanently. Ranks: 1 Requirements: Perception below racial max

    Gain Strength Increases your Strength by +1 permanently.Ranks: 1 Requirements: Strength below racial max

    HtH Evade If your character is not carrying any weapons in either hand, at the end of a combat turn, the character gains 3 points of AC instead of the normal 1 for each unused Action Point. Ranks: 1 Requirements: Unarmed 75%

    Lifegiver Every time your character gains a level, he or she gains an additional 4 HP for each level of this perk. With two ranks, that's +8 HP per level! Ranks: 2 Requirements: Endurance 4

    Surgical PrecisionThis perk confers a +10% bonus to Doctor. Since characters with this perk have greater knowledge of anatomy, they also do+5 points of damage with every attack to living creatures. Ranks: 1 Requirements: Doctor 60%

  • Master Thief This perk gives a one-time bonus of 15 points to both the Lockpick and Steal skills. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Lockpick 50%, Steal 50%, Race: Not a Dog or Deathclaw

    Medic This perk gives a one-time bonus of 10% toFirst Aid and Doctor. Ranks: 1 Requirements: First Aid OR Doctor 40%

    Mr. (or Ms.) Fixit This perk gives a one-time bonus of 10% toboth the Repair and Science skills. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Repair 40% OR Science 40%, Race: Not a Dog or Deathclaw

    Get Psyked!Through some manner of ridiculous chance, you've gained a beneficial mutation. Select one of the three Psyker sub-races. You can now perform perform the Unique Ability and possess the Unique Trait of that sub-race.Requirements: Intelligence 7, Luck 7, Race: Human

    Road Warrior Mad Max doesn't have a thing on you. You have learned how to drive and shoot at thesame time. You do not suffer any penaltieswhen driving vehicles and making attacks at the same time. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Pilot 60%, Intelligence 6, Race: Not a Dog or Deathclaw

    Tag! Pick an additional Tag Skill. Ranks: 1 Requirements: Just the level, daddy-o.

    Talon of Fear Venom has seeped into your claws. All of your unarmed attacks carry a Type B poison. Only Deathclaws can choose this perk. Ranks: 1 Requirements: Unarmed 60%, Strength 6, Race: Deathclaw

    Team Player You have learned the basic skills of teamwork and sharing. Good for you! Whenever /all/ members of the party are within 10 hexes of your character, he or she gains +10% to all skills. Ranks: 1 Requirements: Charisma 4

    Tough Hide Exposure to radiation and the harsh wasteshas hardened you against the elements. Yougain +15 to your Armor Class and a +10% bonus to all resistances. Only mutants canchoose this perk. Ranks: 2 Requirements: Endurance < 8

    Way Of The FistYou have spent a significant portion of your life learning the intricacies of the Unarmed skill, and have more tricks up your sleeve than everyone else! You unlockthe rest of the special Unarmed attacks, and gain an one time +2 bonus to Melee Damage.Ranks: 1Requirements: Strength 7 and/or Agility 6

    Weapon Handling This perk adds +3 Strength for the purposes of Strength requirements for handling and firing weapons. Ranks: 1 Requirements: Agility 5

    Level 14Divine FavorA higher power has taken a liking to you. Anytime a roll fails, you have the option of re-rolling, but you must accept the results of the re-roll (you cannot re-rolla re-roll). You can only invoke your higher power once in a 24-hour period. Ranks: 1 Requirements: Charisma 8

    Level 15Bonus HtH Attacks Your character has watched Jackie Chan andBruce Lee and managed to learn a thing or two. Your character can make more hand-to-hand or melee style attacks per combat turn with this perk. The AP cost to use a HtH or Melee attack is reduced by 1. Ranks: 1 Requirements: Agility 6

  • Bonus Rate of Fire Your trigger finger is a little faster than normal. Each ranged weapon attack costs one less AP to perform. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Agility 7, Intelligence 6, Perception 6

    PickpocketCharacters with this perk gain a 25% bonusto their Steal skill for the purposes of stealing from other characters or NPCs. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Agility 8, Steal 80%

    Level 16Bend the Rules With this perk, the next time your character gets to choose a perk, they can ignore all restrictions except for race. You rule! Ranks: 1 Requirements: Luck 6

    Level 18Silent Death While sneaking successfully, characters with this perk do double damage using HtH or melee attacks if they can hit their opponent in the back. Ranks: 1 Requirements: Agility 10, Sneak 80%, Unarmed 80%

    Level 20Break the Rules When you choose this perk, you may choose /any/ perk next time, regardless ofrequirements or race.Ranks: 1 Requirements: Luck 6

    Level 24Slayer The slayer walks the earth! In HtH or melee combat, all attacks made by characters with this Perk automatically become critical hits with a successful roll against Luck! Ranks: 1 Requirements: Agility 8, Strength 8, Unarmed 80%

    Sniper When using a ranged weapon, all attacks a character with this perk does are upgradedto critical hits with a successful Luck roll. Deathclaws and Dogs cannot choose this perk. Ranks: 1 Requirements: Agility 8, Perception 8, Small Guns 80%

  • 4. EQUIPMENT4a. ArmorW - weightAC - Armor ClassN - Normal Damage Modifier L - Laser Damage ModifierF - Fire Damage ModifierP - Plasma Damage ModifierE - Explosion Damage Modifier

    Quick note about armor stacking: you can'tstack a complete suit of armor with an already complete suit of armor. Stacking only works with specified light armor (only exception from that rule: the Flak Jacket). Stacking more than two items of armor at the same time results in a -2 AGIpenalty per every item of armor over 2.

    All Medium armors reduce the wearer's AGI by 1, all Heavy armors have their AGI penalties (if any) stated in their descriptions.

    Light ArmorRegular ClothesW: 3 lbsAC: 5N: 0/10L: 0/10F: 0/5P: 0/5E: 0/10

    Avg. price: 50 caps

    These are your regular clothes. Y'know, a shirt, pants, shoes and so on. Don't really protect you against harm at all, apart from lightly cushioning blows. Wearing a vest or at least a leather jacket over them would probably be a good idea.Everyone starts with regular clothes if they have no other armor.

    Leather Jacket

    W: 5 lbsAC: 8N: 0/20L: 0/20F: 0/10P: 0/10E: 0/20

    Avg. price: 150 caps

    This is a set of black motorcycle leather.Still won't stop a bullet, but that thick layer of additional material between your body and that club is going to make the blow a bit less painful. The jacket seems to be lacking the right sleeve. You could probably fit a fully equipped kevlar vest underneath.

    M65 Field Jacket

    W: 5 lbsAC: 10N: 1/20L: 0/20F: 0/15P: 0/15E: 0/20

    Avg. price: 200 caps

    This jacket is a staple of American military gear. Features an easily removable liner, making it suitable for both warm and cold weather. This piece of clothing is gonna keep you cool in the desert sun, and snug and warm in the chillof the nuclear winter. Features a couple of deep cargo pockets. Well liked among wastelanders due to its versatility and good looks. Loose enough to fit a fully equipped kevlar vest underneath with some room to spare.

    Vault Suit

    W: 5 lbsAC: 10N: 0/20L: 1/25F: 8/45P: 1/15E: 1/25

    Avg. price: 250 caps

    This is an old Vault suit. There's thousands of these around the Wasteland.

    MichaNote*complete set of armor*

    MichaNote*complete set of armor*

    MichaNote*complete set of armor*

    MichaNoteWhen stacking armor, only the AC from the one with the higher AC value counts.

  • They're very sought after because they're extremely well sewn, sturdy, and lined with fireproof Nomex fabric. Still, they're not exactly something you'd want to be wearing in combat. Very comfortable,though. The Enclave and the BOS wear similar ones under power armor. Wear a vest or a heavy jacket if you want any chances of survival at all.

    Coat

    W: 5 lbsAC: 12N: 2/25L: 1/15F: 1/10P: 2/10E: 2/20

    Avg. price: 300 caps

    This is a long coat, either of the duster or the trench variety. Can be worn over other Light type armors. Favorite of travellers and people who want to conceal their identity for whatever reason. Worn over other clothes, unless you like flashing people, you sick bastard.

    Raider Armor

    W: 5 lbsAC: 12N: 3/30L: 1/20F: 0/15P: 0/10E: 2/15

    Avg. price: 400 caps

    This isn't one specific suit of armor, butrather a catch-all name for a pieced together leather and metal outfit. Worn byraiders, small gangs and everyone who doesn't want to get cooked alive by the heat in a black leather jacket. Might havesome spikes mounted somewhere.

    Leather Armor

    W: 8 lbsAC: 15N: 3/25L: 0/25F: 0/20P: 0/15E: 2/20

    Avg. price: 550 caps

    This is a set of vaguely football gear looking armor, made out of leather and padded with some soft material to cushion the blows you receive. Might stop a .22 bullet, although it's not guaranteed. Features a groin protector. You could justabout fit a vest with an empty plate pocket underneath, though it'd make your movements a lot stiffer (-1 AGI)

    Brotherhood Leather Armor

    W: 10 lbsAC: 17N: 4/35L: 2/20F: 3/15P: 1/15E: 3/25

    Avg. price: 850 caps

    This is a set of leather armor that's often worn by new Brotherhood Of Steel recruits. And only them, so if you get caught in one, you better be able to proveyou're a member or you're gonna be served a lead salad in no time flat. Too tight tofit a vest underneath, but the Brotherhoodoften supply these with sewn-in ballistic plate carriers.

    Combat Leather Jacket

    W: 7 lbsAC: 20N: 5/30L: 3/25F: 3/15P: 1/20E: 4/25

    Avg. price: 1100 caps

    This leather jacket has been padded and reinforced for extra protection. And somebody FINALLY sewed the missing sleeve back on! The set also features Kevlar lined leather pants and heavy leather

    MichaNote*complete set of armor*

    MichaNote*complete set of armor*

    MichaNote*complete set of armor*

    MichaNote*complete set of armor*

    MichaNotereduce DR and maybe AC too?

  • boots with steel soles. You could just about fit a vest with an empty plate pocket underneath, though it'd make your movements a lot stiffer (-1 AGI)

    Leather Armor MK II

    W: 8 lbsAC: 20N: 7/45L: 3/25F: 3/35P: 4/20E: 6/30

    Avg. price: 1800 caps

    The second, improved version of the Leather Armor features better protection against pretty much everything. You could just about fit a vest with an empty plate pocket underneath, though it'd make your movements a lot stiffer (-1 AGI)

    Kevlar Vest

    W: 8 lbsAC: 22N: 10/35L: 6/30F: 3/25P: 5/20E: 7/25

    Avg. price: 2000 caps

    This pre-war bulletproof vest is made out of Kevlar and can, at least in theory, stop a 9x19mm bullet from getting through.The round will still leave bruises and might break bones, though. It has an internal pocket for armor plates, which are necessary for actually protecting yourself from bullets. Sold together with a set of knee and elbow protectors, as well as a groin protector. Pretty rare, due to its desirability.

    Vault Security Suit

    W: 10 lbsAC: 25N: 12/40L: 7/35F: 11/55P: 6/25E: 10/35

    Avg. price: 2500 caps

    This is a rare set of armor. It consists of a bulletproof vest with a groin protector and a giant yellow number on theback, a set of kneepads and elbow pads, and a strengthened Vault suit lined with fireproof Nomex fabric. Probably used to be worn by a Vault security oficer. Note that this is a complete suit of armor and a jacket or a second vest simply won't fitover it. The vest can take a plate.

    Medium ArmorMetal Armor

    W: 45 lbsAC: 13N: 10/40L: 12/35F: 2/20P: 7/20E: 8/25

    Avg. price: 1400 caps

    This is a heavy, clumsy set of metal armor. It does stop bullets, yeah, but that's its only saving grace. Reduces yourSneak skill by 50% (you try sneaking in something that goes *clang* all the time) and your Melee/Unarmed skills by 10% (you try fighting in a clumsy metal suit of armor). Some raider gangs love these, and wear them covered in graffiti and other weird markings. When wearing a suit of Metal Armor, you take 2x electric damage.

    MichaNote*complete set of armor*

    MichaNote*complete set of armor*

  • Metal Armor MKII

    W: 40 lbsAC: 15N: 12/45L: 15/50F: 4/30P: 12/35E: 10/30

    Avg. price: 1800 caps

    This suit of armor is definitely better made than the regular Metal Armor is. It also looks a lot more attractive and professional. Suffers a -35% penalty to Sneak. When wearing a suit of Metal Armor,you take 2x electric damage.

    Flak Jacket

    W: 11 lbsAC: 17N: 8/35L: 6/25F: 8/40P: 4/30E: 15/45

    Avg. price: 1900 caps

    This is a heavy old military field Flak Jacket with a groin protector. It protectsthe wearer's torso and arms (and the groin) against shrapnel, smaller caliber bullets, and heat. Comes with US Army issue reinforced EOD boots, as well as a pair of kneepads. Fairly popular among people concerned more about mines and explosives than bullets, like for example caravan scouts who make a living searchingfor traps. You could probably wear one of these over regular clothes or a vault suit.

    Hazmat Suit

    W: 20 lbsAC: 12N: 4/25L: 3/20F: 15/65P: 12/30E: 3/25

    Avg. price: 4500 caps

    This is a full hermetically sealed body suit complete with a head cover and a dualpurpose gas/breathing mask. It has space for two oxygen tanks on the outside, each

    one lasting half an hour of regular physical activity. It's waterproof, acidproof, and hardened against fire. Provides a 100/100 protection against gases, toxins and radiation. Note that theprotection disappears when the suit is punctured. (a suit is punctured if the wearer takes more than 10 damage in one attack. It can be sealed by using the provided repair kit, but sealing a hole takes 3d6 minutes - the glue in the patches takes some time to fully stick.)

    Combat Armor

    W: 25 lbsAC: 22N: 15/55L: 13/50F: 11/45P: 10/35E: 15/40

    Avg. price: 6500 caps

    This is a suit of pre-war standard issue military combat armor. Comes with a helmet, although it can be taken off. The Kevlar/ceramic fiber weave provides the wearer with bullet protection, and the thermo-resistant coating and absorption plates protect him or her against lasers, plasma and fire. Standard issue armor for Enclave grunts and snipers. Reduces Sneak by 20%.

    Brotherhood Combat Armor

    W: 20 lbsAC: 24N: 17/55L: 15/50F: 13/45P: 11/40E: 17/45

    Avg. price: 8000 caps

    This suit of armor is standard issue for these members of the Brotherhood who aren't qualified to wear power armor yet, or simply don't need that degree of protection. The technological advances of the BOS scientists have helped them improve the regular Combat Armor, making it slightly more resistant and shaving 5 lbs off the overall weight. Unless you're a friend or a member of the BOS, don't getcaught wearing this. Reduces Sneak by 20%.

  • Combat Armor MKII

    W: 25 lbsAC: 25N: 17/60L: 16/55F: 14/50P: 13/45E: 19/55

    Avg. price: 10500 caps

    The rare upgraded variant of the Combat Armor, the MKII model features higher resistances and comes with the more advanced MKII helmet. Reduces Sneak by 25%, which is a fault of its slightly harder external shell. Used by some elite Enclave squads.

    Heavy ArmorSuper Mutant Armor

    W: 45 lbsAC: 18N: 14/50L: 16/55F: 12/40P: 10/35E: 16/45

    Avg. price: 2300

    This is an oversized suit of armor meant for Super Mutants. It's made out of scrap metal, leather and fabric straps, and at least one car tire. Can't be worn by humans, much like you at 5 years old couldn't wear your dad's shirt. A crafty Super Mutant could strap three armor plates to it to cover themselves better.

    T-45 Power Armor

    W: 55 lbsAC: 22N: 23/75L: 29/80F: 30/75P: 22/70E: 24/70

    Avg. price: 14500

    This suit of power armor is the oldest model available. It has a couple of prettysignificant drawbacks, like its rigidity (reduces AGI by 2), weight (countered by the servos increasing the wearer's STR by 2, but still a logistic problem), and

    sheer size. It also makes you seem like the most dangerous threat on the battlefield, even if you're not, and thus make you the one who gets hit by that RPG these raiders had stashed "just in case". It's also vulnerable to electromagnetic pulse weapons. Despite all that, it's still almost unparalleled when it comes toprotection against the hazards of the wasteland. All power armors come with a helmet with an integrated gasmask (100/100protection against gas and radiation) and a -50% Sneak penalty.

    T-51 Power Armor

    W: 45 lbsAC: 25N: 28/75L: 33/80F: 32/80P: 26/75E: 28/75

    Avg. price: 17000

    The T-51 is the improved model. Featuring a less angular design, more protection against explosives and plasma, and a redesigned servo system (+3 STR), it's theCadillac of personal protection. Only employed by the BOS - the Enclave have their own model. Still clunky (-2 AGI), though, but there's nothing that can be done about that, really.

    Enclave Power Armor

    W: 50 lbsAC: 26N: 30/80L: 35/85F: 34/85P: 27/80E: 30/80

    Avg. price: 22000

    The Enclave's trademark dark power armor is the absolute cutting edge of the post-apocalyptic world armor technology. Nothing short of concentrated Gauss fire can stop its wearer. A person caught wearing this without appropriate Enclave clearance is going to just be shot dead, though. Much like the T-51, it comes with a +3 STR bonus and a -2 AGI penalty.

  • 4b. Headgear and EyewearHeadgear

    Baseball Hat

    W: 1 lbsAC: 2N: 0/10L: 0/5F: 0/10P: 0/5E: 0/5

    Avg. price: 5

    This is just a baseball hat. Often worn backwards by people who want to appear tough, and people who want to protect their necks from the sun.

    Brimmed Hat

    W: 1 lbsAC: 3N: 0/10L: 0/5F: 0/10P: 0/5E: 0/5

    Avg. price: 20 to 100

    This is a hat with a brim. Could be a cowboy hat, could be a top hat, could be abowler hat, could be a fedora - all up to you.

    Bandana/Head Wrap

    W: 1 lbsAC: 2N: 0/5L: 0/5F: 0/10P: 0/5E: 0/5

    Avg. price: 5

    This is a piece of fabric wrapped around someone's head to keep their hair up, protect their heads from the sun, or just make them look badass.

    Leather Flight Cap

    W: 2 lbsAC: 5N: 1/15L: 1/10F: 2/15P: 0/10E: 2/20

    Avg. price: 55

    This is an airplane pilot's leather cap, meant to protect their head from the wind and cold. Comes with a pair of goggles to protect the eyes as well.

    Fur Hat

    W: 2 lbsAC: 5N: 1/20L: 1/10F: 2/10P: 0/10E: 2/25

    Avg. price: 70

    This is a warm furry hat, either of the Dave Crockett variety or of the Russian Ushanka variety. Keeps your head and your ears warm in cold enviroments.

    Biker Helmet

    W: 5 lbsAC: 8N: 3/20L: 1/15F: 4/25P: 1/10E: 2/25

    Avg. price: 80

    This is a helmet worn by bikers to protecttheir heads in case of an accident. Can protect you from light head trauma, although not from bullets. Most are open designs, covering the head, but not the face of the wearer.

  • Metal Helmet

    W: 6 lbsAC: 10N: 5/30L: 2/20F: 3/20P: 1/15E: 4/30

    Avg. price: 140

    This is a metal piece of headgear. Some ofthese are simply fashioned after metal WWII era American M1 Helmets, and some aremore ornate, weird designs, resembling more medieval armor helmets than regular ol' brain buckets.

    PASGT Kevlar Helmet

    W: 2 lbsAC: 12N: 8/35L: 5/20F: 4/20P: 2/20E: 7/30

    Avg. price: 250

    This is a companion to the Kevlar Vest. The PASGT features decent head protection,is durable, and floats on water. A fairly common sight in the wasteland, alongside with its older brother, the metal M1 helmet, due to the sheer amounts of them that could be found in the National Guard armories.

    Combat Helmet

    W: 5 lbsAC: 15N: 10/50L: 8/45F: 6/50P: 7/40E: 9/45

    Avg. price: 550

    This is a part of the Combat Armor, and isusually sold with it. Has the same coatingthe rest of the armor does, and features alight-adjusting visor, as well as mountingpoints for a Computer Troop Assistance HUDsystem. Most of these lack the CTA, though, as that system was still in its infancy when the war broke out. Protects both the head and the eyes.

    Combat Helmet MKII

    W: 5 lbsAC: 17N: 12/55L: 10/50F: 9/60P: 8/45E: 11/50

    Avg. price: 1450

    This is the more advanced version of the regular Combat Helmet. In addition to the CTA system mounts and the light adjusting visor, it also features an integrated night vision/thermal vision system (the NV/Thermal systems reduce all darkness penalties to a maximum of -20%). Protects both the head and the eyes. The integratedsystems don't work without the armor.

    Power Armor Helmet

    W: 8 lbsAC: 16N: 20/65L: 22/70F: 18/55P: 20/65E: 20/70

    Avg. price: 1100

    This helmet completes a set of any poweredarmor. It's hermetically sealed, granting the user a total immunity to radiation andgas - as long as it stays undamaged. Protects the entire head. Features a night/thermal vision enhancement system plugged into the armor's power supply (reduces all darkness penalties to a maximum of -20%)

    EyewearCheap Sunglasses

    W: 1 lbsAC: 1N: 0/5L: 5/15F: 0/5P: 0/10E: 0/10

    Avg. price: 10

    When you get up in the mornin' and the light has hurt your head/The first thing you do when you get up outta bed/Is hit

  • the streets a-runnin' and try to beat the masses/And go get yourself some cheap sunglasses+1 END boost for purposes of flashbang resist rolls.

    Corrective Glasses

    W: 1 lbsAC: 1N: 0/5L: 0/0F: 0/0P: 0/0E: 0/5

    Avg. price: 30

    These glasses aren't worn to look cool, but to actually help you see things. (negates a Four Eyes trait PER penalty)

    Mirrorshades

    W: 1 lbsAC: 2N: 0/5L: 7/25F: 0/5P: 0/10E: 0/10

    Avg. price: 65

    These aviator shades are so reflective, the people you're talking to can see theirreflection in them. +1 CHR, +1 END on flashbang resist rolls.

    Protective Goggles

    W: 2 lbsAC: 2N: 5/25L: 0/15F: 2/15P: 0/10E: 4/30

    Avg. price: 40

    These goggles protect your eyes from dust,shrapnel and accidentally shooting your eye out with a BB. Can be modified into Doggles.

    Gas Mask

    W: 5 lbsAC: 2N: 1/15L: 1/10F: 3/25P: 1/10E: 1/20

    Avg. price: 180

    This old gas mask protects you from any airborne agents, smoke and, partially, radiation. (+100 airborne gas resistance, +25 rad resistance)

    Night Vision Goggles

    W: 10 lbsAC: 2N: 1/15L: 1/10F: 3/25P: 1/10E: 1/20

    Avg. price: 2200

    This pair of night vision goggles grants the wearer night vision, reducing the lightning penalties to a maximum of -20%. The drawback is that sudden heat (like someone starting a fire) or light changes (like flashbangs, flares or lasers being fired) will blind the wearer for 1d6 turnsunless he or she passes a PER roll.

    Thermal Goggles

    W: 10 lbsAC: 2N: 1/15L: 1/10F: 3/25P: 1/10E: 1/20

    Avg. price: 2700

    The thermal goggles show the wearer the world in infrared instead of regular light. The advantages of that technology are that, unlike the NV goggles, you can see even when the area is covered in smoke. Also, any living beings and workingmachinery will stand out from the background, unless you're in a really hot place. Much like the NV goggles, the Thermal ones reduce the lightning penalties to a maximum of -20%, as well as

  • nullify the effects of smoke grenades. Flashbangs will still blind you, though.

    4c. Animal GearYou may only have 1 Back Mount and one Shoulder Mount equipped at a time. Mounts require humanoid help to install.

    ISHYGDDT Prototype Deathclaw Power 'Armor'

    W: 50 lbsAC: 17N: 20/30L: 20/40F: 20/35P: 20/40E: 20/30

    Avg. price: 15500

    This isn't so much armor as a complex system of servos, manufactured by the Enclave in an attempt to create soldiers out of Deathclaws. As a result, it doesn'tprotect as much, but it provides a large boost to STR. Sadly, having servos this strong results in very stiff movements, soit provides an equal penalty to AGI. (-2 AGI, +2 STR, vulnerable against EMPs,-60% Sneak.)

    T-B0N3 Prototype Canine Power Armor

    W: 35 lbsAC: 20N: 20/65L: 25/70F: 25/65P: 20/60E: 20/60

    Avg. price: 17500

    One of the last great inventions before the war, this armor was created to give dogs a role on the front lines again.It doesn't protect the dog as much as T-45d protects a human due to time contraints, but it is optimized to allowthe dog to use it's full range of motion, while still increasing it's strength and protecting from almost anything.Sadly, this set still has some bulk to it.(-1 AGI, +2 STR, vulnerable against EMPs, -35% Sneak.)

    T-B0N3s Variant Canine Power Armor

    W: 30 lbsAC: 22N: 25/75L: 30/80F: 28/75P: 25/75E: 25/75

    Avg. price: 20000

    The finalized version of the Operation: T-REX project, this specialized military armor allows dogs to fightside-by-side with their human counterpartsin the war on Communism. It features a redesign armor system toreduce weight on key points of the body, allowing the dog to run at top speed, while still increasing theirstrength beyond their normal limits. Comeswith a helmet as well, featuring redesigned Doggles to protectyour best friend's little eyes. (+2 STR, vulnerable against EMPs, -35% Sneak.)

    Spiked Booties

    W: 3 lbsDmg: 1d6+MDStr: 1AP: 2/3

    Avg. price: 175

    Do these really need to be explained? They're boots for dogs, with little razor-sharp claws on the end.

    Proton Claws

    W: 4 lbsDmg: 3d6+MD, +15 EMP damageStr: 2AP: 3/4

    Avg. price: 1500

    Developed at Big MT, these were planned tobe used with the Nightstalkers after they were domesticated. That, obviously, never happened. But that doesn't mean they don'twork! Deals EMP damage, so watch out robots.

  • Shoulder-Mount, Normal

    W: 1 lbAvg. price: 100

    Allows you to mount any one-handed normal weapon on your shoulder.Removes 1 point from STR requirements.

    Shoulder-Mount, Laser

    W: 1 lbAvg. price: 150

    Allows you to mount any one-handed energy weapon on your shoulder.Removes 1 point from STR requirements.

    Back-Mount, Normal

    W: 8 lbAvg. price: 400

    Allows you to mount any two-handed normal big gun on your back. Comes with a neural interface. Removes 1 point from STR requirements.

    Back-Mount, Laser

    W: 8 lbAvg. price: 600

    Allows you to mount any two-handed energy big gun on your back. Comes with a neural interface. Removes 1 point from STR requirements.

    VA1b Voice Modulator

    W: N/AAvg. price: 250

    Essentially, this is a voicebox ripped outof any old robot, with a tiny bit of work on it to seal it into a small box, and a clip so you can place it on a collar. Requires human help to install. Can only be equipped by Dogs or Deathclaws.

    4d. Misc. ItemsUtilitiesPen

    Avg. price: 5W: none

    This is a refillable pen. Comes with a full ink container. Good for writing down stuff.

    Pre-War Money

    Avg. price: 10W: 1 lb

    This is a pack of pre-war dollar bills. Worthless on their own, but the paper they're made of is sturdy, and really goodfor rolling cigarettes.

    Box Of Matches

    Avg. price: 10W: none

    This is a small box of matches. A staple of detective stories. Holds about twenty matches. Don't get it wet, or it'll be ruined. Good for lighting cigarettes and campfires.

    Flare

    Avg. price: 15W: 1 lb

    This is a simple chemical flare. Twist thetop to light it. The light lasts roughly an hour and a half. Can be carried as a makeshift torch, thrown to light up an area or used to send a signal for help.

    Bic Lighter

    Avg. price: 20W: none

    This is one of these plastic one use lighters. Can't be refilled, but there's still tons of them left from before the war.

  • Cigar

    Avg. price: 20W: none

    This is an old cigar. Not many of these around. Can be found either as a single one, or in a box along with the other eleven. Smoking a cigar - or at least having it in the corner of your mouth - increases your INT by 1 for an hour, letting you create more creative and extensive plans, amongst other things. Andwho doesn't love it when a plan comes together?

    Set of Dice

    Avg. price: 20W: none

    This is a set of bog standard, six sided dice. Used in casino games and other, moreprimitive forms of gambling. If you've gota knife, a suitable piece of wood and a pen, you can probably make your own, too.

    Duct Tape

    Avg. price: 25W: 1 lb

    This is a roll of sturdy silver duct tape.Can be used to attach stuff to other stuff, or to tape someone's hands and legstogether so that they can't escape. Use your imagination (and possibly piss off your GM) for more applications. Can be used to keep falling apart weapons and armor together in a fix, but is really notrecommended. Refer to Equipment Condition and Repairing rules for more details.

    Notebook

    Avg. price: 30W: 1 lb

    This is a homemade notebook with a hard cover. Really good for keeping track of things.

    Rope

    Avg. price: 40/5 metersW: 3 lbs/5 meters

    This is a sturdy rope. Could be used to climb places or tow a car. Every adventurer should have at least 30 meters of rope on them at all times.

    Pack Of Cards

    Avg. price: 30W: 1 lb

    An old pack of playing cards. Some of themhave water damage, a few others bear bullet sized holes, and almost all of themhave frayed edges - but regardless of that, the deck looks complete. Can be usedto play card games, obviously. Just watch out for the Dead Man's Hand - it's a bad omen.

    Pack Of Cigarettes

    Avg. price: 35W: 1 lb

    About 20 homemade cigarettes in a pre-war pack. Smoking a cigarette grants the smoker a +5% Critical Chance for an hour.

    Shovel

    Avg. price: 40W: 3 lbs

    Good for digging holes, burying bodies andhitting people in the back of the head. Can you dig it?

    Cardboard Box

    Avg. price: 50W: 2 lbs

    This is a miraculously still intact large cardboard box. Good for organizing stuff. You could probably put it on your head andcrouch for a 25% Sneak bonus, too (the bonus is doubled when in an area where a cardboard box doesn't stand out, like a supply closet).

    Claw Hammer

    Avg. price: 50W: 2 lbs

    A useful tool for pounding and removing nails. Good for interrogations.

    Post-war Map

    Avg. price: 50W: none

    A fairly crude map, sketched on whatever was on hand at the moment. The degree of

  • crudeness varies, but it's definitely not going to be a nice color map with a detailed legend. Regardless of that, sometimes an up-to-date if crude map mightprove more useful than a detailed, lovingly crafted and hopelessly outdated pre-war one.

    Pliers

    Avg. price: 60W: 2 lbs

    This is a pair of pliers. Good for holdingsmall stuff in place and cutting wires. Grant the user a +10% Repair bonus.

    Crowbar

    Avg. price: 65W: 6 lbs

    This is a large crowbar. Makes as good of a tool as a head pounding implement. Many crowbars we call 'a murder of crowbars'. Ha. Using a crowbar lets you open most wooden doors, providing you pass a STR roll.

    Messenger Bag

    Avg. price: 70W: 3 lbs

    This medium sized bag is often used by couriers and the like to transport packages. Worn over your shoulder. Grants the wearer +20 carry weight and reduces their AGI by 1.

    Compass

    Avg. price: 80W: 1 lb

    Once the most common tool used to establish your position, the humble compass had largely fallen to the wayside with the widespread adaptation of the GPS system. Of course, then the bombs hit, andthe GPS satellites are no more. The main problem with compasses is how easily affected by magnetism they are - many of them have gotten demagnetized by the EMP pulse, and should you find yourself near alarge mass of metal - like, say, a skeleton of an old skyscraper - the deviation is likely to be way outside of the margin of error. Regardless of that, the compass is a significant part of a serious travelers loadout. Using a

    Compass increases your Outdoorsman skill by 10%.

    Wrench

    Avg. price: 90W: 3 lbs

    A wrench is a really handy repair tool. Grants the user a +20% bonus to Repair.

    Harmonica

    Avg. price: 100W: 1 lb

    A harmonica is a simple instrument, used pretty often by country music performers.

    Backpack

    Avg. price: 100W: 4 lbs

    This is a simple, well sewn backpack made out of Brahmin skin. Grants the wearer an additional +30 carry weight, but reduces their AGI by 1.

    Lighter

    Avg. price: 110W: 1 lb

    This is a refillable sturdy metal Zippo lighter. Often engraved or otherwise customized.

    Old Map

    Avg. price: 120W: 1 lb

    Printed on sturdy paper before the war, this map depicts an area in decent detail.(GMs should feel free to fluff this as whatever map is needed at the moment - or not) Do keep in mind that a couple hundredA-bombs shuffled the landscape a bit more than just a bit, probably making this map at least a bit obsolete.

    Hip Flask

    Avg. price: 130W: 1 lb

    This sturdy, stylish stainless steel hip flask can contain some alcohol or other liquid. Easier to transport than a glass bottle.

  • Axe

    Avg. price: 140W: 5 lbs

    An axe is a decent weapon, but a *great* versatile tool. Don't leave home without one!

    Swiss Knife

    Avg. price: 150W: 1 lb

    A small blade, a corkscrew, a tin opener, a bottle opener, a really small saw, a toothpick and a small compass, all in one compact package. Their usefulness makes them rare.

    ALICE Combat Backpack

    Avg. price: 150W: 3 lbs

    This is an old military issue backpack, designed to avoid hindering the wearer's movements. +30 carry weight. Obviously can't be worn alongside a regular one.

    Binoculars

    Avg. price: 160W: 2 lbs

    This is a pair of binoculars. Lets the user view stuff at a distance. Features scratch and glare proof lenses. +20% Outdoorsman skill for purposes of avoidingrandom encounters and such.

    Tool Kit

    Avg. price: 200W: 10 lbs

    This is a small tool kit, produced by Snap-Off Co. Grants the user a +35% Repairskill boost (doesn't stack with the Wrench).

    Lockpick Set

    Avg. price: 250W: 1 lb

    This is a small set of lockpicks, inside acase made out of red colored leather. Grants the user a +35% Lockpick skill whenused. Only works on mechanical locks (doors, safes, etc.)

    Acoustic Guitar

    Avg. price: 270W: 5 lbs

    This is a rather popular instrument. Favorite of post-apocalyptic bards wandering the wastes and settlers gathering around campfires every late evening.

    Military Load Bearing Equipment

    Avg. price: 300W: 4 lbs

    A typical set of military-issue LBE consists of an adjustable combat vest withseveral pouches, a few clip-on pouches designed to be attached to the belt, and athigh magazine holster. Fairly rare, a full set will grant the wearer +35 lbs. ofcarry weight.

    Spare Tire

    Avg. price: 350W: 10 lbs

    This is a spare tire for your car. No holes. Useful when your old one got poppedby that asshole raider with a shotgun while you were making your getaway.

    Weapon Repair Kit

    Avg. price: 400W: 4 lbs

    This small yet extensive weapon repair kitcontains everything you need to properly maintain a weapon, whether it's a simple pistol or a complicated laser rifle. Lastsfor five uses before it has to be refilledfor 300 caps.

    Armor Repair Kit

    Avg. price: 400W: 4 lbs

    This kit contains an assortment of needlesand thread, a set of self-sticking patches, a few spare buttons, a tube of liquid cement, and a few rags to polish metal in short, everything needed to repair armor of any kind. Lasts for five uses before it has to be refilled for 300 caps.

  • Expanded Lockpick Set

    Avg. price: 450W: 2 lbs

    This is an extensive set of lockpicks of all shapes and sizes. Grants the user a +50% Lockpick bonus. Only works on mechanical locks (doors, safes, etc.)

    Large Tool Kit

    Avg. price: 500W: 15 lbs

    This is the large version of Snap-Off's tool kit. Grants the user a +55% Repair skill boost (doesn't stack with the other tool kit or the Wrench).

    Electronics & PartsSpare Parts

    Avg. price: 45W: 5 lbs

    This is a small pile of various screws, connectors, pieces of wire, cables and so on. Basically, something you'd find in a cardboard box marked "parts" on a flea market. A skilled tinkerer could probably make use of these to fix something.

    Casio Watch

    Avg. price: 70W: none

    This is a small quartz-based electronic watch made out of aluminium and black plastic. A rumor states it can also be used as a bomb timer with a couple modifications.

    Electronic Parts

    Avg. price: 85W: 5 lbs

    A small collection of various transistors,circuit boards, capacitors, LED diodes andother similar assorted electronic stuff. An enterprising repairman or woman could probably use these to repair some electronic device - like a radio, for example.

    Wind-Up Flashlight

    Avg. price: 100W: 2 lbs

    This flashlight is charged by a really annoying sounding wind-up mechanism. Charging it fully takes 5 minutes, and it lasts for half an hour after that. Its main advantage is that it doesn't require any batteries.

    Fission Battery Pack

    Avg. price: 150W: 6 lbs

    This rare pre-war battery pack can be usedto power some devices.

    Maglite Flashlight

    Avg. price: 220W: 6 lbs

    This is a large, black, fission battery powered flashlight. Can double as a club. (use stats of the Nightstick) The battery lasts for over a milion hours of continuous use, but the bulb might have tobe replaced more often. Battery not included.

    Geiger Counter

    Avg. price: 300W: 3 lbs

    Detects radiation. The more radiation particles in the air, the more intensive is the crackling it produces. Also features a visual gauge - it's measured insome long-forgotten unit, but you don't need to be a scientist to know that when the needle's in the red field, you should probably get the hell out of there before your skin starts falling off. Unless you're a ghoul, in which case it's the perfect cue to grab a lawn chair and one of these pink drinks with little umbrellasin them.

    Walkie-Talkie Set

    Avg. price: 450W: 4 lbs in total

    This is a set of two small two-way radios.They're powered by internal batteries and have a range of roughly 1 km, but can be unreliable in urban settings.

  • Motion Detector

    Avg. price: 500W: 8 lbs

    This is a small, pocket sized motion detector extension for the Pip-Boy. When plugged in, it shows a crude map of the area you're in, and marks detected movement on it as red blips. +4 PER for stealth detection rolls.

    M45 Long Range Radio

    Avg. price: 550W: 20 lbs

    This is a heavy long-range radio set. Has a maximum range of 10 kilometers, as long as you're in an elevated position.

    Electronic Lockpick

    Avg. price: 800W: 12 lbs

    This is a set of various tools used to crack electronic locks. Grants the user a +60% Lockpick skill.

    Electronic Lockpick MKII

    Avg. price: 1500W: 10 lbs

    This is an improved set of tools designed to crack electronic locks. It also features a data probe for hacking computers, and an ATM communication interface. Easy money. Grants the user a +80% Lockpick skill, as well as a +50% Science skill when hacking computers. A rare find in the Wastes.

    Pip-Boy 2500

    Avg. price: 3000W: 6 lbs

    This small PDA computer was standard Vaultdweller issue. It has a built in Vault-TecAssistant program for making notes, an alarm function, a self setting clock, a GPS device (useless nowadays because of lack of satellites), a map program with detailed maps of the entire United States,a multi-frequency radio, a holodisc reader, and a set of sturdy straps. It's also waterproof, bulletproof and shielded against EMP.

    5. WEAPONS5a. FirearmsKey:

    W - weightDmg - damageMag - mag capacityStr - strength requirement

    PistolsZip Gun

    Ammo: .22 LR/9x19mm/10x25mm/.45 ACP

    W: 2 lbs

    Dmg: +3/+6/+8/+9Range: 20Mag: 1Str: 3AP: 5 (single)

    Avg.price: 75

    Basically a very shoddily made single-shotpistol. Available in most pistol calibers,which is pretty much the only thing it's got going for it.

    .22 Automatic

    Ammo: .22 LR

    W: 2 lbsDmg: +4Range: 25Mag: 12AP: 3 (single)/4(aimed)

    Avg. price: 90

    A cheap, very concealable, short barreled pistol. Pre-war often marketed as a 'lady's gun', surviving ones are likely tobe garishly chromed and have plastic pearlimitation grips.

  • Generic .22 Revolver

    Ammo: .22 LR

    W: 2 lbsDmg: +3Range: 40Mag: 9Str: 2AP: 4 (single)/5(aimed)

    Avg. price: 100

    A long barreled revolver, chambered in .22Long Rifle. Either pre-war or post-war based on a pre-war design. Reload takes 3 AP.

    .38 Snubnose Revolver

    Ammo: .38 Special

    W: 2 lbsDmg: +7Range: 30Mag: 5Str: 3AP: 3 (single)/4(aimed)

    Avg. price: 150

    An inexpensive .38 revolver. Standard issue for pre-war police detectives. Good holdout weapon due to its concealability. The short barrel makes it more inaccurate,giving it a -10% to hit penalty.

    Ruger MK. III

    Ammo: .22 LR

    W: 3 lbsDmg: +3Range: 35Mag: 12Str: 2AP: 4(single)/5(aimed)

    Avg. price: 170

    An internally silenced .22 pistol, a favorite of assassins. Accurate, although not a tack driver. A few well placed rounds from one of these will probably down a regular sized human.

    .38 Revolver

    Ammo: .38 Special

    W: 3 lbsDmg: +6Range: 45Mag: 6Str: 3AP: 4(single)/5(aimed)

    Avg. price: 200

    A standard length .38 Spl revolver. Most likely made by Smith&Wesson.

    Walther PPK

    Ammo: .32 ACP

    W: 2 lbsDmg: +6Range: 35Mag: 7Str: 2AP: 3(single)/4(aimed)

    Avg. price: 220

    James Bond's weapon of choice. THE holdoutweapon, the Walther PPK is perfect for quick shots. The .32 ammunition makes up for its low power with decent penetration.

    Wondernine

    Ammo: 9x19mm

    W: 3 lbsDmg: +6Range: 50Mag: varies(most often12 - 15)Str: 3AP: 4(single)/5(aimed)

    Avg. price: 250

    Most 9mm pistols aren't different enough to warrant different stat blocks, so here's a catch-all template. Popular models include: Glock 17, Walther P38, Browning Hi-Power, Beretta 92, S&W Shield,Walther P99.

  • Derringer Alaskan Survival Pistol

    Ammo: .44

    W: 1 lbDmg: +16Range: 25Mag: 1Str: 7AP: 4(single)/5(aimed)

    Avg. price: 300

    The Alaskan Survival is a very specializedweapon. Packing one round of wrist-shattering .44 Magnum, this tiny pistol can be stowed away in your jacket pocket or even in your shoe, for when you need itmost. Can actually be used to hunt large game. Very inpopular.

    Mauser 9mm

    Ammo: 9x19mm

    W: 3 lbsDmg: +7Range: 60Mag: 7Str: 3AP: 4(single)/5(aimed)

    Avg. price: 350

    The perfect "villain weapon", if there ever was one. Accurate and fast. Reloads using stripper clips inserted through the top instead of magazines, which takes one Action Point instead of two.

    Colt 6520 10mm

    Ammo: 10x25mm

    W: 3 lbsDmg: +8Range: 55Mag: 12Str: 3AP: 4(single)/5(aimed)

    Avg. price: 350

    The closest thing the Wastes have to a 'standard' weapon, the 6520 is common

    thanks to its inclusion in Vault armories and popularity amongst pre-war police officers. It'