Genesys - Fallout 2nd Revised Edition (3pp).pdf

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Fallout ast

THE GENESYS™ EDITION dfh PAUL M. N. HAAKONSEN

Fallout ast THE GENESYS™ EDITION dfh [ SECOND REVISED EDITION ]

CONCEPT IDEA

COVER ART

Paul M. N. Haakonsen

Houston Sharp

WRITING / EDITION

INTERIOR ART

Paul M. N. Haakonsen

Katt Anira • Gabriella Antalli Cameron August • Maxime B. Wesley Burt • Fernando Correa Matt DeMino • Tan Eric Eldar Fahurdinov •Jessica Fong A.J. Frena • Julia Galkina Crystal Graziano • Ahn Hyoungsup Max Kennedy • Kullen Ray Lederer • Marienne Martin Ilya Nazarov • Harry Osborn Anna Pazyniuk • Silviu Ploisteanu Scott Purdy • Vladimir Sidorov Conor Smyth • Karol Sollich Fabián Soto • Guillermo Tallbott Bogdan Tomchuk • Nikita Volobuev Tony Warne • Malte J. Zirbel

ASSISTANCE Johnny Jensen

PUBLISHER Karsten Frandsen Paul M. N. Haakonsen

PLAYTESTERS Karsten Frandsen Johnni Jensen Paul M. N. Haakonsen Rasmus Lund Martin Rosenvinge

A copy of the Genesys™ core rulebook from Fantasy Flight Games is required to play.

LOVE THE CRAFT PUBLISHING

SWON BOOKS

FANTASY FLIGHT GAMES

Fallout is a registered trademark of Bethesda. Genesys is a trademark of Fantasy Flight Games. This material is protected under the copyright laws of the Denmark. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Paul M. N. Haakonsen. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Copyright ©2018 PM Games. LOVE THE CRAFT Publishing and SWON Books are subsidiaries owned by PM Games. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved. ISBN: 978-1-01107-197-5

Product Code: FA-02 www.FantasyFlightGames.com

Fallout

TABLE OF CONTENTS TABLE OF CONTENTS..............................................................1 FOREWORD..........................................................................3 THE ESSENTIALS...............................................................4 What is a Role-Playing Game?...................................5 What Do You Need to Play?.......................................5 Dice Symbols..............................................................5 INTRODUCTION.....................................................................7 Overview......................................................................8 Tropes........................................................................10 50s Atompunk Americana........................................11 Apocalyptic Wasteland.............................................11 Radioactive Nation...................................................11 Mixed Technology.....................................................11 Fanatical Groups.......................................................11 The Vaults.................................................................12 Survival......................................................................12 THE SETTING.......................................................................13 Locations...................................................................14 Agriculture.................................................................15 Cannibalism..............................................................16 Slavery.......................................................................17 Religion......................................................................17 CURRENCY..........................................................................22 Background...............................................................23 Variants.....................................................................23 TECHNOLOGY.......................................................................25 Artificial Intelligence.................................................26 Auto-Doc...................................................................26 Biomedical Technologies.........................................26 Computers.................................................................27 Cryogenics.................................................................27 Energy........................................................................27 Holodisk.....................................................................27 Hologram...................................................................27 Personal Protection..................................................28 Robotics....................................................................29 Vehicles.....................................................................29 Virtual Reality............................................................29 Weapons....................................................................29 MUTATIONS AND THEIR CAUSES...........................................31 Forced Evolutionary Virus........................................32 Radiation...................................................................32 Other Mutants...........................................................33 Enclave Mutation Policy...........................................33 DISEASES...........................................................................34 New Plague...............................................................35 Post-Cryogenic Syndrome.......................................35 REPCONN Shakes.....................................................35 Super Ebola Virus.....................................................36 Vault Depressive Syndrome.....................................36 VAULTS..............................................................................37 Background...............................................................38

TABLE OF CONTENTS

Overview....................................................................38 Layout........................................................................38 Entrance.....................................................................39 Living Quarters..........................................................39 Command Center......................................................39 True Purpose.............................................................39 Results.......................................................................40 List of Known Vaults.................................................41 BROTHERHOOD OF STEEL....................................................44 Origins.......................................................................45 Early Years.................................................................45 The Super Mutants...................................................46 Aftermath...................................................................46 The Enclave...............................................................47 War With the NCR......................................................47 Operations in the East..............................................48 Society.......................................................................48 Ideology.....................................................................48 Symbolism of the Insignia.......................................49 Structure....................................................................49 Divisions and Locations...........................................50 Military.......................................................................52 Ranks.........................................................................52 Chain of Command...................................................54 Relations with the Outside.......................................57 Attitude Towards Mutants.......................................57 Technology................................................................57 THE ENCLAVE......................................................................59 Origins.......................................................................60 The Vault Experiment...............................................60 Rise to Power............................................................61 The Project................................................................61 Fall and Aftermath....................................................62 Return........................................................................62 Old Tricks...................................................................62 Enclave Sigma...........................................................62 Western Remnants...................................................63 NEW CALIFORNIA REPUBLIC.................................................64 Background...............................................................65 Society.......................................................................65 Structure....................................................................66 Military.......................................................................66 Relations with the Outside.......................................67 Technology................................................................67 Currency....................................................................68 RAIDERS............................................................................69 Background...............................................................70 Territory.....................................................................70 Relationships............................................................70 THE INSTITUTE....................................................................71 Background...............................................................72 Structure....................................................................72

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GENESYS Society.......................................................................73 Military.......................................................................73 Technology................................................................73 Synth..........................................................................73 FALLOUT CHARACTERS.........................................................76 New Starting Characters..........................................77 Human.......................................................................77 Ghoul..........................................................................79 Robot.........................................................................80 Super Mutant............................................................81 Synth..........................................................................82 CAREERS............................................................................83 Career Skills..............................................................84 Available Careers......................................................84 SKILLS................................................................................94 Available Skills..........................................................95 TALENTS.............................................................................96 Available Talents.......................................................97 New Talents............................................................112 MOTIVATION.....................................................................163 Merits.......................................................................164 Flaws.......................................................................168 GEAR AND EQUIPMENT......................................................172 Item Qualities..........................................................173 Gear.........................................................................173 Junk Items...............................................................180 Consumables..........................................................193 PIP-BOY...........................................................................205 BOBBLEHEADS..................................................................208 Characteristic Bobbleheads..................................209 Skills Bobbleheads.................................................209 SKILL BOOKS AND MAGAZINES...........................................212 CHEMS..............................................................................224 Chem Characteristics.............................................227 Cutting Chems........................................................228 Types of Chems......................................................229 WEAPONS........................................................................237 Brawl Weapons.......................................................239 Energy Weapons.....................................................242 Heavy Weapons......................................................248 Melee Weapons.......................................................251 Other Weapons.......................................................255 Pistols......................................................................258 Rifles........................................................................261 Shotguns.................................................................264 Submachine Guns..................................................267 Ammunition.............................................................268 Explosives and Grenades.......................................270 Weapon Attachments.............................................275 ARMOR............................................................................284 Types of Armor.......................................................286 Power Armor...........................................................297 Types of Power Armor............................................300 Armor Attachments................................................304 OUTFITS AND CLOTHING.....................................................313 VEHICLES..........................................................................323

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Types of Vehicles....................................................324

CRAFTING.........................................................................333 How Crafting Works................................................334 Armor Crafting........................................................336 Brawl and Melee Weapon Crafting........................338 Gadget Crafting.......................................................340 Ranged Weapon Crafting.......................................342 Robot Crafting.........................................................345 Chassis Options......................................................345 Directive Options....................................................347 CONFLICT AND COMBAT......................................................351 Enviromental Effects..............................................352 ADVERSARIES...................................................................353 Adversary List.........................................................356 Alien.........................................................................357 Angler......................................................................358 Ant, Giant.................................................................359 Ant, Fire....................................................................360 Bighorner.................................................................361 Bloatfly....................................................................361 Bloodbug.................................................................362 Bloodworm..............................................................363 Brahmin...................................................................364 Cat............................................................................365 Cave Cricket............................................................366 Cazador...................................................................366 Centaur....................................................................368 Coyote......................................................................369 Deathclaw...............................................................370 Dog...........................................................................372 Floater......................................................................374 Fog Crawler.............................................................374 Gatorclaw................................................................375 Gecko.......................................................................375 Ghoul.......................................................................377 Gulper......................................................................378 Human, Raider........................................................379 Lakelurk...................................................................380 Mantis, Giant...........................................................381 Mirelurk....................................................................382 Mole Rat..................................................................385 Nightstalker.............................................................386 Rad-Rat...................................................................386 Radroach.................................................................387 Radscorpion............................................................388 Robot.......................................................................391 Spore Carrier...........................................................400 Spore Plant..............................................................401 Stingwing................................................................402 Super Mutant..........................................................403 Trog..........................................................................405 Tunneler...................................................................405 Wanamingo.............................................................406 Wolf..........................................................................407 Yao Guai..................................................................407 FTAGHN!..........................................................................410 Beyond the Spheres................................................411

TABLE OF CONTENTS

Fallout

FOREWORD First and foremost, I would like to express my gratitude to MICHAEL ENGESGAARD, for without him I would never have picked up that first d20 die some 30-odd years ago and ventured into the worlds of roleplaying games. So Michael, this one is for you!

coming together with a glimpse of community, raiders rushing in to lay waste to these small settlements and plunder, while slavers capture people and lead them away to horrible fates, and yet amidst the gloom and radiation there is hope. It was never a question about working on a Fallout setting, it was just a matter of What you are reading now is the having the right system to handle revised Second Edition of my Fallout the rules. And the d20 system sure setting for the GENESYS role-playing would do Fallout no justice. Then came game system with its rather the GENESYS system. The first edition, impressive Narrative Dice system. which I ultimately thought was the final So why a Fallout setting? Well, for edition, was completed in little time and starters, I got into playing role-playing brought to the role-playing table shortly games back when I was around 11 years old, thereafter. A few bugs were corrected and which is now 32 years ago. My introduction things were tweaked along the way, but was, of course, Dungeons & Dragons. But the GENESYS system handled the over the years I branched out, and the Fallout setting quite well, and brought computer role-playing games also had a big countless hours of gaming fun to the lure, and I was instantly hooked when I group. played the very first Fallout game on PC from Then after having worked on and Interplay Entertainment. Needless to say that completed three other settings, I I have been vigilantly and loyally playing wanted to revisit my beloved Fallout every Fallout released game ever since, setting and revise it, giving it a visual even the board games. touch-up as well making it more userWith the years of being a DM (Dungeon Master) friendly for the GM and players alike, as well and GM (Game Master), I have always yearned for correcting the minor faults, flaws, errors and game diversity and branching out to different games, that we stumbled upon during the playtesting hours, settings and tropes. But the players have been which spanded over a weekly session of 5 to 7 hours mostly adamant on playing Dungeons & Dragons. for more than 6 months running. Then came the GENESYS system, shortly after my Fallout will always have a special place in my heart introduction ot the Narrative Dice through the STAR and will also weigh as one of the top contenders for a functioning role-playing game setting, alongside WARS game, also from Fantasy Flight Games. And GENESYS was the tool that I needed to expand into a with STAR WARS. After 32 years of mostly playing fantasy settings through Dungeons & Dragons more open-ended system. Thus, I first made a and also EARTHDAWN, it has been long overdue to Fallout conversion, which has now undergone a branch out and explore new territories through the second revised edition, as my familiarity and grasp Narrative Dice system and the wonders that is the on the GENESYS system is more established and secure. After that I converted my own Dungeons & GENESYS system. Dragons setting (named Kyrania), followed by PAUL M. N. HAAKONSEN DEAD END (a zombie apocalypse), STRANGE AEONS October, 2018 (a Lovecraftian and Cthulhu setting), and most recently a SHADOWRUN setting. For me there is just something truly fascinating and alluring about the post-apocalyptic setting and the decay of society and the world at large that is presented in the Fallout universe. The vast wasteland with desolate cities, small hubs of sporadic people

FOREWORD

3

THE ESSENTIALS

Fallout

THE ESSENTIALS WHAT IS A ROLE-PLAYING GAME? A role-playing game (sometimes spelled roleplaying game and abbreviated to RPG) is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making of character development. Actions taken within the game succeed or fail according to a formal system of rules and guidelines. Both authors and major publishers of tabletop role-playing games consider them to be a form of interactive and collaborative storytelling. Events, characters, and narrative structure give a sense of a narrative experience, and the game need not have a strongly-defined storyline. Interactivity is the crucial difference between role-playing games and traditional fiction. Whereas a viewer of a television show is a passive observer, a player in a role-playing game makes choices that affect the story. Such role-playing games extend an older tradition of storytelling games where a small party of friends collaborate to create a story. Tabletop and pen-and-paper (PnP) RPGs are conducted through discussion in a small social gathering. The GM describes the game world and its inhabitants. The other players describe the intended actions of their characters, and the GM describes the outcomes. Some outcomes are determined by the game system, and some are chosen by the GM. This is the format in which roleplaying games were first popularized. The first commercially available RPG, Dungeons & Dragons (D&D), was inspired by fantasy literature and the wargaming hobby and was published in 1974. The popularity of D&D led to the birth of the tabletop role-playing game industry, which publishes games with many different themes, rules, and styles of play. GAME MASTER: One common feature of many RPGs is the role of gamemaster, a participant who has special duties to present the fictional setting,

THE ESSENTIALS

arbitrate the results of character actions, and maintain the narrative flow. In tabletop RPGs the GM performs these duties in person. PLAYER CHARACTER: Another standard concept in RPGs is the player character (PC), a character in the fictional world of the game whose actions the player controls. Typically each player controls a separate player character, whom acts as a protagonist in the story. NON-PLAYER CHARACTER: In contrast to player characters, non-player characters (NPCs) are controlled by the gamemaster. Non-player characters fill out the population of the fictional setting and can act as antagonists, bystanders or allies of the player characters.

WHAT DO YOU NEED TO PLAY? In order to step out into the desolate American wasteland with your guns drawn, sword in hand, or quick silvered tongue, you will need a copy of the book that you are reading. You will also need a copy of the GENESYS core rulebook, a copy of the character sheet, and a pencil and scratch paper. You'll also need some dice, the kind that are usually available at your local friendly gamestore – or embrace the technological future and go online to purchase them. The dice used in the GENESYS system are called the Narrative Dice, and should be readily available at your local gaming store. Dice sets are sold separately; or players may use the GENESYS DICE APP to roll them electronically. If you are not already familiar with the Fallout world from the numerous games readily available on PC and consoles, it is recommended that you check out the official website https://fallout.bethesda.net/ or do a Google search on Fallout.

DICE SYMBOLS While the Fallout setting is set in the GENESYS

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GENESYS system, this book is made with the symbols on the Narrative Dice for the STAR WARS setting (because I have 10 sets of those, and none for GENESYS). But for the sake of the GM and players who are about to venture into the unforgiving American wasteland, a conversion table has been included for your convenience.

DICE SYMBOL CONVERSION TYPE OF SYMBOL

STAR WARS

GENESYS

Advantage

a

a

Success

s

s

Triumph

x

t

Threat

t

h

Failure

f

f

Despair

y

d

6

THE ESSENTIALS

INTRODUCTION

Fallout

INTRODUCTION and miniaturization of electronics was neglected. Some time before 1969, in an attempt to mitigate the influence of Communism, the United States adopts a system of thirteen Commonwealths. In 1970, China fails to adopt any free market reforms and ends up retaining a political and economic structure similar to what it had under Communist Party Chairman Mao Zedong beginning in 1949. In 1991, the USSR did not collapse. No major international conflicts would take place until the middle of the twenty-first century. In 2052, the oil rich Middle East nations raised oil prices causing the economic collapse of many smaller countries. The European Commonwealth (analogous to the real world European Union), similarly dependent on oil imports from the Middle East, begins the Resource Wars by responding with Although the Fallout universe and the real world military force. The United Nations, weakened by its share a common timeline until about the mid 1940s, inability to prevent the conflict, attempts to intervene. Many of its member nations respond by the defining moment of the Fallout universe was not until the Great War of 2077. On October 23, 2077, the withdrawing and the UN disbands that year. The United States, supplied with oil from Texas United States, China, and other nuclear-armed and Mexico, escaped any direct impact from the countries commenced a rapid exchange of nuclear Resource Wars. However, the U.S. would soon have strikes. Although the conflict lasted only two hours, significant problems of its own. In 2052, the Texas the destruction it brought was staggering and oil fields run dry, making the country severely complete: more energy was released in the early vulnerable to energy shortages. In 2053, the New moments of the war than in all previous global Plague begins to ravage the U.S. population, causing conflicts combined. an estimated 200,000 deaths and prompting the The world that remained was harsh and government to close the country's international unforgiving. 90 years after the Great War, humanity borders. Nuclear fears grip the country when, in the continued to survive, but struggled to do so. Above same year, Tel Aviv is destroyed by a terrorist ground, small bands fought over the crumbling nuclear weapon and, in the following year, warring remains of once great cities while mutants prowled nations exchange nuclear weapon strikes in the the irradiated wastes. Underground, a fortunate few enjoyed the relative safety and comfort of the Vaults, Middle East. In response, the Americans begin Project Safehouse: a series of underground Vaults designed before the war, seemingly to protect residents from the nuclear destruction. Some sought designed to survive nuclear war or an epidemic. In 2059, oil resources grow increasingly scarce. To to keep the world out, others to connect with and resecure the Alaskan oil fields the United States ramps populate it. Wherever humanity survived it was up its military presence in that state, creating the under constant threat by psychotic mutants, rogue Anchorage Front Line. Relations with Canada grow machines, vicious raiders, and all manner of hostile increasingly strained as the Americans press to have mutant creatures. their military units stationed on Canadian soil to protect the Alaskan pipeline. In 2060, the Middle East oil fields run dry. This not For most of human history, the Fallout universe and only ends the Resource Wars in Europe, but the the real world shared a common timeline. However, European Commonwealth as well. Without a in 1945, significant political and technological common enemy, the European nations begin fighting differences in the Fallout timeline set it on a different among each other for the remaining resources. Fossil fuels become too expensive to use in course. In 1947, the transistor was not discovered Welcome to the Fallout world, a world that exists in an alternate timeline that completely diverged from the real world timeline after World War II. From this split until the Great War in 2077, a stylized representation of 1950s American culture (with more advanced technology) dominated the Fallout world. The science fiction anthology Worlds of Tomorrow, released during the Golden Age of Science Fiction in the 1950s, heavily influenced this representation. The Fallout roleplaying role-playing game is set in 2287, exactly 210 years after The Great War – though a GM is free to change this particular year to fit his or her needs, of course.

OVERVIEW

BEFORE THE GREAT WAR

INTRODUCTION

8

GENESYS automobiles and alternatives begin to appear in the market. Advances in nuclear technology pave the way for nuclear fusion to replace traditional fossil fuel-based combustion engines in automobiles and other vehicles. In 2066, the Resource Wars shift to the other side of the globe. China, their oil reserves exhausted and their economy near collapse, invades Alaska. America strong-arms Canada into allowing troops and planes to move across Canadian territory on their way to the Alaskan theater. Relations between the neighboring countries would continue to worsen as the Americans help themselves to Canadian resources, ignoring Canadian protests. Many Americans begin referring to Canada as "Little America." Their comments do not help the situation. In 2072, the Sino-American War grinds on. While American power armor proves effective in localized conflicts, it fails to completely dislodge Chinese forces. The U.S. continues to demand more resources from Canada. When an attempt is made to sabotage the oil pipeline, the Americans (officially) begin to annex Canada. In 2076, the annexation is complete. Also that year Americans deploy the T-51b power armor to the Chinese mainland. The suits are highly effective and American troops cut a swath through Chinese territory. In early 2077, the Americans reclaim Alaska but no armistice is signed. Those in positions to foresee the nuclear conflagration make final preparations: Robert House puts himself in stasis. The President and the Enclave retreat to the Poseidon oil rig. The American public, having been exposed to too many false alarms, largely ignore the warning sirens when the bombs begin to fall. Many Vaults are underpopulated as their doors are shut. In the early hours of October 23, 2077, the world as everyone knew it - ended. Missiles and bombs rained from the sky, engulfing the world in flames in an event that would become known as the Great War. Cities and nations fell, and humanity descended into a nuclear Dark Age. Many believed it was the end of human civilization, but instead it was simply the beginning of a new and bloody chapter.

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THE POST-WAR WORLD The collapse of global civilization made it impossible to ascertain the full extent of the damage brought by the nuclear bombs. As viewed from orbit, there were clear signs of a global catastrophe, and much of the world's oceans were tinted green by radiation. The Great War's enduring legacy was the radiation that spread in its wake. Many of the plants and animals that survived the nuclear fire were killed by the irradiated rain that fell a week later. Of those that survived, many were mutated by 2080. The American mainland was reduced to Wasteland. Most major American cities, with a few exceptions such as Pittsburgh and Las Vegas, were razed by the bombs. Even the surviving cities were reduced to hellish ruin as society rapidly disintegrated. Although the Vaults were never intended to preserve the entire American population, enough of their residents and technology survived for them to jumpstart civilization when they opened. New California benefited the most from these early openings. In 2083, Vault 12 established Necropolis in Bakersfield. Eight years later, Vault 8 established Vault City in Western Nevada, and the following year, the LA Vault established the Boneyard in Los Angeles. Fifty years later, in 2142, former residents of Vault 15 established Shady Sands northwest of Necropolis. The Mojave Wasteland was another incubator of civilization. This was due in no small part to Robert House's preparations; his secret missile defense systems ensured that Las Vegas and the surrounding desert were hit by fewer bombs than anywhere else in the region, and as time passed the city was rebuilt through the combined efforts of House, the local tribals, and residents of Vault 21. Its infrastructure was so far advanced that by 2281 it was, according to House, within a century of being able to launch a colonization spaceship. In the east, the Capital Wasteland was also left surprisingly intact. Although unable to compete with the more advanced societies of the west, it was nonetheless able to support a local radio station, caravan routes and a large-scale water purification plant.

INTRODUCTION

Fallout Similarly, The Commonwealth of Massachusetts and Boston were left relatively unharmed, being struck by only a single, high-yield nuclear weapon in an area that came to be known as the Glowing Sea. Like the Capital Wasteland, it too supported caravan infrastructure, regional radio broadcasts, and other such amenities. As these regions rose from the ashes, so too did new societies. The New California Republic was established in 2186 and would control all of New California a century later. The Brotherhood of Steel was founded days after the Great War and would become a technological powerhouse by 2150. The Enclave - descendants of the United States government and military-industrial complex - made its presence felt in New California in 2237 and then in the Capital Wasteland in 2277. The Romeobsessed slavers of Caesar's Legion arose in 2247, forged from the conquest of 87 tribes, and would control most if not all of Arizona and New Mexico, along with some holdings in eastern Utah and parts of southern Colorado. While very little is known of the world beyond the former United States, things seem to be significantly worse in Great Britain and Ireland than in North America, as inhabitants of the Isles often emigrate to the American Wastelands in search of fortune, opportunity, and a better life.

CREATURES The distinctive creatures in the Fallout world arose after the Great War and were the result of exposure to radiation or the Forced Evolutionary Virus. Radiation led to the spontaneous rise of many new species three years after the bombs fell. The new species were larger, hardier and more dangerous than the animals and insects they mutated from. Radscorpions, giant ants, and brahmin descended from scorpions, household ants and cows, respectively. Heavy exposure of radiation mutated some humans, who possessed a particular genetic trait, into ghouls. Although their decaying skin gave them a frightening, almost inhuman appearance, they generally retained their mental faculties: their ability to reason and communicate were left intact. Ironically, despite their physical decay they had heightened senses and longer lifespans. Varying degrees of exposure gave rise to diversity within the ghoul community. Ghouls exposed to prolonged radiation poisoning lost their intelligence and mutated into feral ghouls. Longer periods of radiation exposure resulted in further degeneration into Glowing ones - ghouls with heightened physical capabilities who literally glow in the dark.

INTRODUCTION

The remainder of mutations were caused by the Forced Evolutionary Virus (FEV). Its origins lie in the years preceding the Sino-American War. In an effort to defend against a Chinese biological attack, defense contractor West Tek initiated the PanImmunity Virion Project. The goal was simply to make the human immune system strong enough to resist any pathogen, natural or engineered. Some of the side effects, discovered during testing, were increased size and strength. The US Army seized the project in an effort to create a super soldier. They moved the project to the Mariposa Military Base. They also sent a large sample to Vault 87 on the East Coast as part of the Vault Experiment. Following the Great War, Mariposa was abandoned - the surviving leadership having left to form the Brotherhood of Steel. After laying dormant for 30 years, the base was rediscovered by Richard Moreau, an exile from Vault 8. After realizing that the FEV could be used to create super mutants, he attempted to raise an army but was defeated by the Vault Dweller. Despite the destruction of Mariposa base, a sample of its FEV was claimed by the Enclave. Using slave labor kidnapped from nearby Redding, the Enclave excavated Mariposa. Those slaves inadvertently exposed to the FEV mutated into a new batch of super mutants. On the East Coast, the FEV sent to Vault 87 was used to create that area's own variety of super mutants. Shelton Delacroix, a Vault 87 security officer was forcibly exposed to and mutated by it. While the mutation process took away much of his intelligence, he was, astoundingly, able to reclaim much of it by studying the Vault's database. The FEV also made it into the hands Weston Lesko who inadvertently, but tragically, used it to mutate giant ants into fire ants.

TROPES Fallout centers around a post-apocalyptic retrofuture America. The tone of the setting is a cross between post-apocalypse-survival and 50s-eraatompunk. After World War II, the world advances the power of the atom, and uses up many of its natural resources in the process to create a variety of fusion powered comforts. When resources begin to run dry, hostilities around the world escalate, resulting in a catastrophic nuclear war. Some people managed to survive in the blasted Wasteland of Post-war Earth, but others survived by paying for space in large underground Vaults constructed before the Cataclysm, Vaults built by an American corporation called “Vault-Tec”. 10

GENESYS

50s ATOMPUNK AMERICANA The Fallout United States diverges slightly from the real world sometime after World War II. The transistor was not invented, but vacuum tubes and atomic physics became the leading edge of technology. This lead to an “atompunk golden age,” with all the socio- and economic ideals of the 1950s marching in step with nuclear powered cars, advanced weapons and armor, robots, and other futuristic technologies. Because of the lack of transistors, technology tends to still be bulky. Cell phones were never invented, nor were small computers. TV monitors use cathode ray tubes, and people still use landline based telephones. The 1950s cold-war era paranoia persisted until the devastating end of the Great War in October, 2077.

APOCALYPTIC WASTELAND These themes carry through 200 years later, when civilization is trying to claw its way back from the brink of extinction. The Wasteland world is littered with the artifacts of pre-war America, some useful, but mostly junk. Ramshackle settlements try to make a living in blasted out buildings that somehow have survived 200 years of war, weather, and mutated creatures. Few animals survived unchanged; two-headed cattle and giant mutant insects thrive in vast numbers. Even once-small lizards have grown into apex predators called Deathclaws, a common and deadly hazard in the Wastelands.

RADIOACTIVE NATION The Wasteland is still reeling from the effects of the world-encompassing nuclear war, even 200 years later. Atomic energy was everywhere; from power plants that lit up the city at night to fusion powered cars and airliners, even down to small fusion batteries that powered hand-held devices. The radioactive by-products of the nuclear age litter the Wasteland. Vast sections of the country are still deadly radioactive hot-zones. Vehicles once powered by the atom lie dormant and rusting, causing their fusion powered engines to leak and sometimes explode in mini-atomic blasts. Vast quantities of radioactive waste were improperly disposed of, allowing toxic sludge to seep into nearby ground-water. Lakes, streams, and even the oceans have a small amount of radiation in them; more so if they contain radioactive waste or a submerged and rusting nuclear-powered car. In all

11

cases, anyone living in the Wasteland must constantly contend with the threat of irradiation.

MIXED TECHNOLOGY With the near total destruction of America’s manufacturing capability, the production level of the Wasteland has dropped dramatically. Inventive crafters have learned to build with scrap, making useful items like armor, furniture, houses, and weapons. This has led to a great repurposing of a wide variety of salvaged items; as street sign might be turned into a chopping weapon, a gardening tool, or an armored breastplate. A car’s hood could now be a table, window shutter, or a shield. Cables from an old telephone pole could now support a catwalk in a city, hold together a section of a defensive wall, or utilize their original purpose and carry power from one place to the next. Although hundreds of years have passed, the denizens of the Wasteland still use a surprisingly large amount of ancient technology. Robots continue to serve as assistants, guards, or wandering dangers. Much of the hardware of the US military was resilient enough to survive hundreds of years of storage, or was able to be repaired. Computer terminals still store data on old memory tapes, and can control a variety of machines scattered throughout the ruins of America. Even the mighty power armor suits of the US Military and various private security contractors can be found and brought back to life with a charged fusion battery. Encounter three people in the Wasteland and one could be wearing armor made from scrap metal and brahman hide wielding a laser pistol, another wearing a few pieces of military combat armor using a pipe-wrench with saw blades welded to it, while the third stands resilient in T-51 power armor bearing a minigun in its grip. One never knows what they’ll find in the ruins of the Wasteland.

FANATICAL GROUPS Many people in the Wastelands have banded together to increase their odds of survival. Several of these groups form settlements or small towns, relying on each other for defense, production, and companionship. Some form raider gangs and eke out a living raiding settlements and the merchants traveling the ruins of America’s roadways. A few survivors have even formed paramilitary organizations, or groups that could be considered cults. They may keep to themselves, work for the benefit of others, or actively try to rule or simply kill

INTRODUCTION

Fallout anyone not belonging to their group. The Fallout Wasteland is populated by a wide variety of such groups; from the Brotherhood of Steel to the Legion, and the Children of Atom to the Institute. Big or small, these groups represent mankind's ability to work together to survive, as well as man’s ability to hurt or help their fellow man.

THE VAULTS Of course, the greatest resource for surviving tech may be the Vaults, the vast underground communities created by Vault-Tec before the war. Many of these Vaults suffered mechanical failures or social hardships during their time in isolation (some accidental, others intended as a part of Vault-Tec’s twisted social experiments). At various points in the past 200 years, a number of Vaults reopened and joined the Wasteland community. A few Vaults are even still closed off, living in isolation for one reason or another and filled with vault-dwellers who know relatively nothing of the dangers of the Wasteland world. In any case; populated, abandoned, or ruined, these Vaults represent a treasure trove for salvagers and wanderers alike.

SURVIVAL A main recurring theme of the Fallout game is simply surviving in the ruins of Wasteland America. With so few resources left, and truly safe havens nowhere to be found, trying to survive against the hazards of weather, radiation, mutants, and even fellow man is a daunting task. A settler in the Wastelands is just as likely to die from being shot by a raider as they are from radiation poisoning, a bite from a mole rat, or by simply catching a disease.

INTRODUCTION

12

THE SETTING

Fallout

THE SETTING This chapter deals with the specific environmental setting of the Fallout roleplaying game.

the ruins of Pittsburgh. It was infested by Wildmen and trogs until a Brotherhood of Steel detachment led by Paladin Owyn Lyons cleared the area on their way to the Capital Wasteland. They left behind Ishmael Ashur, one of their own, who transformed The Pitt into a slave colony. Just outside were the The locations in the post-nuclear United States settlements of Ronto and Monroeville. form the backdrop in which the events of Fallout The Commonwealth consists of the city of Boston occur. Many have diverse environments where and its surrounding towns, which weren't hit as hard anything can happen, such as a special encounter, as many of the other cities in the United States, or just a skirmish with raiders. The environments leaving most of the land relatively intact. Several and places change over the course of the years, and settlements have popped up around the always brought new surprises with them. Commonwealth, offering safe haven to the people of the wasteland. Diamond City, established in a baseball stadium in the center of the city and While, strictly speaking, the "East Coast" describes Goodneighbor, established in the Old State House, the entire eastern seaboard of the continental United are the two most prominent settlements in the Commonwealth. States, within the Fallout universe, it chiefly refers to To the immediate north of the Commonwealth is the Northeastern US. Its major locations were the the Island, an island off the coast of Maine Capital Wasteland along the coast, The Pitt, the consisting of the town of Far Harbor, which is the Commonwealth and the Island. only remaining bastion for the Harbormen as the The Capital Wasteland encompassed the ruins of only place on the island not affected by the Fog, a Washington, D.C. and the surrounding wilderness. radioactive fog that has made many of the other The city's downtown, though surrounded by rubble settlements on the island inhabitable. As well, the and accessible only through its Metro system, was a Island is the home of Acadia, a refuge for synths hub of activity. The Galaxy News Radio building was located inside a wind farm to the west of Far Harbor, operational, its signal amplified by dish atop the and a chapter of the Children of Atom, found in the Washington Monument. A contingent of slavers submarine base known as the Nucleus. operates out of the Lincoln Memorial. Brotherhood To its immediate west, the Pre-War amusement of Steel paladins, super mutants and Talon Company park of Nuka-World can be found, which has become mercenaries fought to control the The Mall. The the home of three vicious raider factions who seek Museum of History housed a ghoul colony. to expand into the various sections of the park. Just outside the city, the Brotherhood of Steel had a base in the ruins of the Pentagon. Along the banks of the Potomac River, Project Purity operated out of the Jefferson Memorial. The Mojave Desert is now known as the Mojave The wilderness surrounding Washington, D.C. was Wasteland. The Mojave Wasteland is the second home to various vaults and settlements. Rivet City largest desert in North America. was the most successful settlement and was The Mojave occupies a significant portion of instrumental in delivering Aqua Pura to the area southern California, Nevada, and parts of Utah and when Project Purity was completed. Vault 87 Arizona. produced the region's super mutant population. Before the Great War, Las Vegas was the largest Vault 101 was the home of the Lone Wanderer. oasis of civilization in the Mojave, and New Vegas To the immediate south of the Capital Wasteland seems to maintain that reputation. 77 atomic was the former coastal resort of Point Lookout. To warheads were launched at the city and surrounding the Wasteland's immediate west was Adams Air areas, but due to an intricate system set in place by Force Base where the Enclave sought to rebase itself Mr. House, 59 were force disarmed, 9 were blasted after the destruction of their original East Coast out of the sky by a laser guided missile defense base, Raven Rock, by the Lone Wanderer. system atop the Lucky 38, and only 9 hit the The Pitt was the steelyard and surrounding area in surrounding desert, resulting in the local climate and

LOCATIONS

EAST COAST

MOJAVE WASTELAND

THE SETTING

14

GENESYS wildlife being much less radioactive, if not radiationfree, than in other places in the post-atomic United States. Most denizens attribute the region's survival to the Chinese betting against the House - and the House always wins. The NCR is the most powerful faction in the area, with New Vegas being on the edge of the Republic's southern borders. Other significant powers are Caesar's Legion, the Great Khans, who before the NCR came, had a strong grip on the region and a surviving pocket of Mariposa super mutants, called the State of Utobitha, and the Three Families that run casinos in New Vegas. The Brotherhood of Steel also have a small secret base in the area.

THE WEST The first part of The West is known as the 'Core Region'. It is mostly made up of New California. More specifically New California stretches from Baja in the south to Klamath in the north. It covers most of the West Coast of the United States, including California and parts of Oregon and Nevada. It is a largely inhospitable region, which is why most people have chosen to seek refuge in the ruins of the old cities, where they have found (relative) safety in numbers. However, as resources grew more and more scarce, people and creatures came to consolidate into groups of their own kind, so locations are far more homogeneous than one might expect from a world ravaged by mutation. The ghoul population of New California was mostly clustered around old Bakersfield (Necropolis), but were scattered after an attack by the master's army. Most of the surviving ghouls eventually found a home in Gecko or Broken Hills along with humans and super mutants, both far to the north-east of their former home. Super mutants were plentiful in the Mariposa area from 2102 to 2162, and they sent patrols as far as to Los Angeles. After the master's defeat, however, most of them retreated to the east. Humans are the dominant species of the wasteland, and their main cities in New California are The Hub, Los Angeles Boneyard, NCR, Vault City, New Reno and San Francisco. As of 2281, most of New California is part of the NCR.

WASTELAND The Wasteland or Wastes refers to the majority of the world's post-nuclear environment in the Fallout universe. During the Great War, it took no more than two

15

hours for the nuclear warheads that were fired to change the face of the planet and affect life on Earth for many centuries to come. After the atomic fire had cleared, the surface of the Earth was very different. Millions of buildings and cities were demolished or severely damaged, with only a few exceptions. Most of the plants that had once flourished on the Earth died as the Earth was changed from a diverse landscape to a barren and hot desert, radiation becoming a serious threat to what little life remained. Countries such as the United States were turned into scorching wastelands that became filled with new dangers due to mutations in wildlife that altered many of the species, making them more dangerous than before. As the remnants of humanity began to spread once again, new violence was introduced in the form of different factions. They began warring against each other in the new anarchic world which they now reside in, and though more than two centuries have passed since the Great War, progress in the reclamation of humanity has been slow and the wasteland remains a radioactive and war torn desert, where life is a struggle.

AGRICULTURE Agriculture is the cultivation of animals and plants to create products used to sustain and enhance human life. Agriculture is key to the growth of any society, with surpluses in food encouraging further development. The success and implementation of agricultural techniques depends greatly on the climate, culture, resources, and technology involved, in addition to the availability of reliable and pure water supplies. Following the Great War, agricultural production in the United States was gravely affected, with all modern agrochemicals and industrial farming methods lost. Societal knowledge of agricultural was all but lost during that time. Once humans began to reemerge and rebuild the land, revival of agricultural rapidly followed.

CALIFORNIA AND OREGON During the 2100s, emergent agriculture was highly limited and prone to failure throughout the former Northwest and Southwest Commonwealths. Where agriculture was able to take root, it was limited to barely more than subsistence farming carried out by small villages or towns. The Water Merchants of the Hub would play an instrumental role in the delivery of water throughout the region, thus spurring on further agricultural development. The town of Adytum was unique at the time for being able to

THE SETTING

Fallout conduct hydroponic farming. By the 2200s, with the rise of the New California Republic (NCR) and the elimination of various raider and super mutant threats, agriculture was allowed to grow further. Dedicated farms and ranches could now be maintained to feed the growing population. Unified behind the NCR, the citizens and communities of the region would finally gain a reliable source of food and water.

MASSACHUSETTS Agricultural production in the Commonwealth seems largely unhindered by environmental concerns, with access to arable lands and usable water readily available. Several settlements in the region were specifically dedicated to agriculture, going as far as to use greenhouses to grow crops. Raiders, however, were a constant concern as they saw the agricultural settlements as an easy food source without having to expend their time and resources on actual farming. The Institute considered agricultural production to be a key priority and dedicated any entire division to engineering and producing a viable food stock for their staff. Dr. Clayton Holdren is the Head of Biosciences at the Institute in 2287.

NEVADA The lack of significant radiation from nuclear attacks, as had befallen the rest of the country, meant that agriculture in the Mojave Wasteland rebounded which more successfully than was possible elsewhere. Hoover Dam and Lake Mead provided ample fresh water for farms and ranches in the region, especially once the local infrastructure was repaired by the NCR following the First Battle of Hoover Dam in 2277. Agriculture in the Mojave perhaps resembled pre-war practices as closely as was possible in the two centuries following the Great War. The NCR Office of Science and Industry (OSI) took great interest in the region, hoping to learn new agricultural techniques to take back west to prevent potential food shortages. Responsible for overseeing farming efforts around New Vegas, the OSI branch in the Mojave Wasteland is headquartered in Camp McCarran and led by Director Thomas Hildern. Hildern was also interested in convincing the Courier to mount an expedition to nearby Vault 22 to recover experimental agricultural data.

WASHINGTON DC, MARYLAND AND VIRGINIA The Capital Wasteland was a very precarious place for the development of agriculture. The area lacked a

THE SETTING

reliable source of clean water as the Potomac River was irradiated and hazardous to use. Hostile wildlife, not to mention bands of Raiders and Super Mutants, also prevented the establishment of many large communities which could sustain agricultural endeavors. Project Purity, constructed within the ruins of the Jefferson Memorial, would provide an answer to the Capital Wasteland’s water problem. Dr. Madison Li, along with Catherine and James, were instrumental in the initial development of the project. Project Purity was finally brought online sometime in late 2277 or early 2278, thanks to the efforts of the Lone Wanderer and the Brotherhood of Steel. The Enclave had intentions of seizing Project Purity for their own genocidal ends. John Henry Eden, President of the Enclave, intended to introduce a modified strain of the Forced Evolutionary Virus into the purifier at the Jefferson Memorial that would kill any living thing which had been in any way affected by the radiation of the Capital Wasteland. Had the Enclave been successful, not only would the drinking water have become infected, ultimately any agricultural grown with the same water would have been as well.

CANNIBALISM Cannibalism is considered a crime against nature in most major Wasteland societies. Conversations with members of the Family indicate that cannibals are ostracized and often beaten by other members of society, although by implication this suggests that cannibalism alone (when not also combined with murder) is not considered a sufficient crime to warrant execution/extermination. Vance, the leader of The Family, implies that cannibals are a species mutation like ghouls or psykers; they are born with an innate craving for human flesh, as well as the ability to consume it without ill effects. Cannibals often form groups in order to obtain mutual social acceptance while engaging in this taboo activity. Some, like the residents of Andale in the Capital Wasteland or the underground-dwelling tribe that would eventually become the White Glove Society in the Mojave Wasteland, are descended from a long line of individuals who have practiced the killing and consumption of fellow humans. Other groups, like The Family, consist of individuals who have banded together after being shunned or exiled from their home communities for their practice of cannibalism. Normal wastelanders may unwittingly engage in cannibalism, as some vendors sell human flesh under the guise of regular meat, either because they

16

GENESYS are practicing cannibals themselves, or because they can obtain human flesh cheaply and engage in unethical business practices by selling it as food. Iguana Bob, a highly successful food vendor in The Hub, would obtain human flesh for cheap from the local morgue, and sell it at a premium price as "iguana bits." Certain groups of hunters in the Capital Wasteland hunt wastelanders for their meat, and then sell it to unsuspecting travelers. Old Ben in Freeside remarks that his father's butcher shop went out of business after a local merchant began selling "strange meat" at very low cost; after the merchant died from the debilitating shakes associated with prolonged consumption of human flesh, human remains were found buried under his house.

SLAVERY Slavery is a lucrative business in the post-War world. Although many of the larger pockets of civilization have outlawed slavery, the practice yet persists throughout the wasteland.

SLAVERS Slavery is a controlled business in the postnuclear world. Nearly all the slave trade in the New California Republic is done under the auspices of the Slaver's Guild, a group of older slavers who decide prices and organize capture hunts in the wastelands. Anyone caught capturing or selling slaves in New California without their blessing may be forced to undergo a series of trials until either deemed worthy to join the Guild or be killed. The Guild often controls smaller towns in which it operates, although quietly—preferring to remain behind the scenes. Guild members wear a distinctive tattoo covering most of their face, making them readily identifiable and allowing the Guild to make fast judgments when someone without "the tat" has a tribal up on the auction block. In 2241, the head of the Slaver's Guild is Metzger, whose headquarters is in the Den. Slavers in the Fallout games do not discriminate between people based upon their race, species, or ideology; anyone who can be easily cowed into submission, captured, and fitted with a slave collar is perfectly acceptable "meat" for them to use. Similarly, slavers

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themselves may be of any ethnic background.

SLAVES Slaves are not so much a faction as a collection of victims. No one is safe from slavery in the wasteland. If you are weak or vulnerable, you may be taken as a slave.

RELIGION All the basic pre-War religions and belief systems are still active after the Great War. The entire spectrum of Christianity still exists, and has scattered into even more splinter groups, such as the Catholicism-derived Saint Monica's Church as seen in Rivet City, and the Abbey of the Road, a Christian monastery somewhere west of the Commonwealth. The Mormon church still exists as well. The Hubologists are even more active than before the war. Followers of Dharma also exist; such as Hindus, Buddhists and Sikhs - Aradesh is a prime example. After the bombs fell, many new religions also came into being. Just before the War, and soon after it, many doomsday cults were created, one of which eventually became the Children of the Cathedral who were situated near Los Angeles. The Children of the Atom in Megaton and the Crater of Atom have a warped view of nuclear weapons, viewing them as a sort of deliverance, but are a generally peaceful group. Some of the post-War factions might also be considered "religious" even if they do not worship any specific deity, such as the Followers of the Apocalypse and the Brotherhood of Steel. There are also as many tribal religions - some worship fragments of forgotten knowledge about the world before the War; some, like Arroyo or Sulik's tribe, worship their ancestors, and many others deify the Nature, or particular plants or animals (like the Vipers or the Hangdogs). Some natives of the Pitt worship Ishmael Ashur, Lord of The Pitt. The residents of Oasis in the Capital Wasteland seem to have developed a religious system around the love of nature. Caesar's Legion, composed of reconditioned tribals, believes in the divinity of Caesar as the

THE SETTING

Fallout son of Mars.

CHILDREN OF THE CATHEDRAL The Children of the Cathedral was the religious branch of the Unity, a widespread religious cult that the Master established as a cover for his activities and to spread his philosophy. The actions of the Cathedral's Children are based on the belief that the nuclear holocaust (referred to as the Holy Flame, the Sacred Fire), invoked by human greed, corruption and selfishness was a chance to begin anew. It is the proverbial light that nearly destroyed humanity. The Master is the antithesis, the Dark God, waiting in the Darkness below (quite literally), leading his children into a new era of peace and unity. They have faith that the Master will bring about the Unity, through which the Nexus of Rebirth will be reached, during which all the worthy ones will be baptized in the holy FEV and become the next generation of humans. When everyone reaches this next stage of evolution, the Age of Peace will come, when there will be no more war and no more suffering. The Children believed in expanding their influence through all possible means. Nightkin would assault cities assisted by Cathedral cultists, while loyal servants would head into the wastes and establish hospitals and offer healing to the body and the spirit. The Master's plan was to unify all and bring them into the glory that is his master plan. The lowest ranking members of the Cathedral cult were "Initiates", used as menial workers or indoctrinated cannon fodder, used against the enemies of the cult whenever nightkin involvement was deemed unnecessary. An initiate that has completed his assigned tasks could be elevated to the rank of Scribe or Scholar, the latter tasked with spreading the gospel of the Holy Flame and sent as healers throughout the wastelands to build up support for the cult and prepare weapon stockpiles for the imminent invasion. This lowest ranking group is commonly referred to as Acolytes. Servitors were the "officers" of the cult, who have undergone intense brainwashing and indoctrination in the Inner Sanctum of the Cathedral and whose faith is unquestioned. They are given vital assignments and considered trustworthy enough to know of the true foundation of the cult - the Master. A separate caste, the High Order, grouped Servitors who were tasked with the most delicate of assignments. Elders were the leaders, ensuring that Cathedral operations ran smoothly, sometimes operating in the field.

THE SETTING

CHRISTIANITY Christianity is a pre-War monotheistic religion based on the life and teachings of Jesus of Nazareth as presented in the gospels and other New Testament writings. Although Christianity still exists in post-War America, its overall influence has waned. Many new religions have sprung up in its place. Where Christianity still holds sway, it has scattered into even more splinter groups.

CHURCH OF THE CHILDREN OF THE ATOM The exact origins of the Church of the Children of the Atom is unknown, but it seems to have already existed as far back as Megaton's construction, as Manya mentions that they were instrumental in getting the town built. The citizens of Megaton do not mind them residing there as their technologies and workforce were needed to build the city, in exchange for it being "built around the bomb." The Children of Atom believe that each atom contains within it an entire universe, and when an atom is split many universes are created. Therefore, instead of seeing the Great War as destructive, the Church believes it was a creative and unifying holy event. The Children of Atom also see death more as a celebration of life and unification to Atom through "the Glow." "The Glow" is the earthly embodiment of Atom and the Children of Atom's direct connection to Atom. The Children of Atom view the ghouls as "Atom's forsaken" or those who have unfinished business and, for denying the ghouls their unification with Atom himself, Atom touches them with "the Glow" and asks that they spread the word of Atom to those around the world. Those ghouls that refuse to accept the "gift of the Glow" and refuse to spread the word of Atom are doomed to becoming feral ghouls.

CHURCH OF THE LOST The majority of the city's population are members of this cult, dedicated to guarding the secret vault from the outside world and to eradicate all humans and super mutants that happen across their holy ground. Their leader and spiritual guide is Blake. The Church of the Lost is indeed a powerful force. The ghouls have access to some advanced weaponry, such as laser weaponry, and they use glowing one comrades, poison dogs, and even suicide bombers to fight their enemies. The Church of the Lost consists not only of preWar ghouls, but also ghouls who were turned after the war. Some of the members, including Blake himself, have been ghouls for little over 20 years,

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GENESYS created by the explosion in the secret Vault from which they originally came.

CTHULHU In Lovecraft's fiction, the various cults worshipping Cthulhu usually consist of primitive, or secluded groups of people who either believe that Cthulhu will usher in an era of chaos and uninhibited violence or that he will wipe out all humanity but will thoughtfully kill off the cult quickly and relatively painlessly. Either way, the return of Cthulhu for most people is thought of as a bad thing. It sounds strange, but over the years there have been a few small "cults" that have actually formed around the Cthulhu mythos. Some of these cults combined Lovecraft's mythology with other beliefs, like Satanism, while others seem to accept that Cthulhu and his brethren are fictional, but subscribe to the philosophy that those fictional beings represent. There are also several Lovecraft fan organizations that use the term Cult of Cthulhu to describe their group, though they are more about celebrating works of fiction than promoting a particular world view.

HUBOLOGISTS The Hubologists originated as a cult founded before the Great War by a man known as Dick Hubbell (or "The Hub" by Hubologists). Hubology as a religion promotes the idea that humans are plagued by the spirits of the dead, causing neurodynes to form. Neurodynes can also be formed through contact with so-called 'supressors: people that supress ones talents and abilities. Their neurodyne-infested brainwaves can trigger neurodyne activity in others. Through a 'cleansing' process offered at Hubology centers called 'alignment,' members can remove these negative influences and gain greater powers. This is done using zeta radiation to destroy some of the neurodynes. Multiple alignments are therefore required, each one destroying more neurodynes. The degree to which a member has devoted his or her time, efforts and caps to Hubology accords him or her a numerical rank; the Hubologist leader, AHS9, holds the highest rank of any living Hubologist, with his second in command being AHS-7. Guards are typically AHS-4s. In the group of Hubologists near Nuka-World, Dara Hubbell herself is also an AHS-9, with the Sole Survivor potentially becoming an AHS-8 (if they're willing to spend the caps required). Phil Roller is an AHS-7. Hubologists believe that their founder, Dick Hubbell or 'The Hub,' made contact with the Star Father long

19

ago. The Star Father lives on the distant planet 'Quetzal' in the constellation of Zyphus. Through him, the Hubologists have received the knowledge on 'alignments.' The Star Father is the source of life on earth and the Hubologists believe that they are all his descendants, but that they have lost their way, led astray by the neurodynes. The Hub's grand plan however will save them: The Hub convinced the great Star Father to let the true faithful live with him on 'Quetzal,' where they are forever saved from neurodynes. The Star Father will free the full potential of their minds and they will be able to do unimaginable things. Then they will return to Earth to rule over mankind to end the influence of neurodynes once and for all and guide the rest of mankind to its full potential. Hubology uses a metaphor of a "wheel in the sky" to explain their existence, with Dick Hubbell representing the center hub of the wheel, the Hubologists the extending spokes, and nonmembers the outer rim, "crushed" by the truth of their teachings. The existence of extraterrestrial life plays a role in Hubology, and as a part of this, the Hubologists in San Francisco are trying to repair a pre-War space shuttle to leave the planet, and the Hubologists in Nuka-World are trying to repair a UFO with the same goal.

MORMON CHURCH The Church of Jesus Christ of Latter-day Saints, more commonly known as the Mormon church to most who are not members of the church, is the largest denomination originating from the Latter Day Saint movement founded by Joseph Smith in Upstate New York in 1830. Adherents, often referred to in-game as New Canaanites, view good works and adherence to the teachings of Jesus Christ as revealed through Joseph Smith, Jr. as the central tenets of their religion. The Church has an open canon which includes five scriptural texts: the Bible (both Old and New Testaments), the Book of Mormon, the Doctrine and Covenants, and the Pearl of Great Price. Other than the Bible, the majority of the LDS canon consists of revelation dictated by Joseph Smith (who was subsequently murdered by an angry mob) and includes commentary and exegesis about the Bible, texts described as lost parts of the Bible, and other works believed to be written by ancient prophets. The Church of Jesus Christ of Latter-day Saints also follows a path of modern revelation, with each successive president of the church (and his Apostles) being sustained as prophets, seers, and revelators; church publications and talks from

THE SETTING

Fallout General Conference are often likened to scripture, and are used as such in a supplementary fashion. Groups of Mormons still survive in the wasteland, mostly in the area that used to be known as the state of Utah, which originated as a safe haven for the Latter-day Saints as they migrated to escape persecution. The Mormon Pioneers succeeded in establishing a community, which became Salt Lake City, Utah's capital and most populous city. Some time after a direct war with the United States, the Utah territory, also known to the Mormons as Deseret, became the state of Utah in 1896. This turn of events occurred after a series of unsuccessful petitions by the Church's former president, Brigham Young, who had also been Utah territory's first governor. The petitions had been denied in the past, primarily due to the Church's early stance on polygamy. After the proclamation of the 1890 Manifesto (which denounced any future plural marriages) by Church president Wilford Woodruff, Utah was granted statehood. Though truly brutal groups like Caesar's Legion will not hesitate to enslave or kill Mormons, most tribals and other organizations leave the Mormons alone, knowing that they often will voluntarily give medicine or other aid to groups who need it. Wastelanders tolerate the Mormons' proselytizing because finding help with relatively benign conditions is rare; the New Canaanites are also known as fair traders.

have a structure similar to a traditional government with politicians, a chief of the army, a medical division, a science division, etc., but religious classes are also important in the Reaver Movement, like priests. Also, the priest is the only reaver office that can be held in conjunction with the other classes, like scientist-priest. They are extremely numerous, and a group of about forty reavers can be seen in Junction City just to get one item of technology and patrol the Midwest. Also, they have priests allowed to perform the sacred rites of the Reaver Movement and acting as a mediatory between the reavers and the reavers' gods. They also have holy visions about prophecy or technology, fanciful or not, that sometime take shape after in Temple-Laboratories, the reaver workshops. They generally perform a period of fasting, permitting them to have a better contact with their gods. Technology is everything for the Reaver Movement, seeing it as sacred, searching for the spiritual enlightenment of science. Knowledge is divine for them and they don't hesitate to give courage in combat with citing the greatest invention of man or the scientific theory, like "for the glory of the transistor" and "by the spirit of Counter-ElectricMotor-Force!", they also refer to each other as brothers. They believe in a thing called the "current flow", connecting them between the spiritual world of technology and the real world. They have and revere many gods called Tech-Gods - mostly based on electrical units or pre-War technology components - their domains being The Reaver Movement is a religious cult of humans related to their function. The known Tech-Gods of dedicated to the worship of technology operating in the Reaver Movement are: the Midwest.  Electric Father of Creation, the creator of The Reaver Movement was founded many decades everything. before 2197 in the Midwest. They were raiders at  Be'alza-Gates, the acolyte of Satansoft (comes first who found a military cache in the Midwest and from Beelzebub and Bill Gates, founder of started to create a religion dedicated to the worship Microsoft). of technology and everything around it. Sometime  Heavenly Ampere, the god of vision (comes from after, they established a headquarters in the former the unit of electric current). city of Newton in Kansas, where  His Capacitance, a kind of guide for reaver scientists began to examine the Reaver Movement. and produce technology and  Holy Ohm, the god of resistance weapons. They are very different (comes from the unit of electrical than the Brotherhood of Steel, since resistance). they feel technology has an  Panasonica, lord of the Eternal important religious significance and Assembly Lines of Panasonica have religious beliefs in various (comes from the corporation technology-related fields. They are Panasonic). also more aggressive and have kept  Saint Di Ode, the god of their likeness to raiders, acting like protection (comes from a diode them when they come close to getting wrongly named Di Ode). new technology.  Saint Sony, the god of vision They are lead by the four reaver elders and

REAVER MOVEMENT

THE SETTING

20

GENESYS (comes from the corporation Sony).  Satansoft, the god of evil technology and lord of the Tech-Underworld (comes from Satan and Microsoft). While Reavers revere technological instruments and weapons, they think hostile technology against them, like the Calculator's robots, are possessed by a evil god named "Satansoft" and are their creature, a "Satansoft's creature". Each piece of recovered hostile technology are surnamed "evil part". They also have something called the "Holy Multimeter", allowing them to get answers on something, but it's only available for consultation by reaver priests.

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THE SETTING

CURRENCY

GENESYS

CURRENCY Bottle caps, also commonly referred to as caps for short, are the standard currency in the Fallout setting. As odd as it may seem, then bottle caps are the There is a handful of different bottle caps available standard accepted currency instead of regular bills that functions as currency in the Fallout setting. and coins.

VARIANTS

BACKGROUND In New California, the relative scarcity of bottle caps made them a perfect currency for Hub merchants to adopt in the 22nd century, leading to the nickname "Hubbucks" and "Hubscript." Backed by the value of water, the Hub merchants supported bottle caps because the technology to manufacture them and paint their surfaces had been mostly lost in the Great War, which limited any counterfeiting efforts. Secondly, there are a limited number of bottle caps, which preserve their value against inflation to some degree. For similar reasons the East Coast merchants also recognize bottle caps as a currency, although who backs them and guarantees their value is unknown. While becoming the standard currency for Hub merchants in the 22nd century, by the mid-23rd century bottle caps were replaced by New California Republic (NCR) dollars, which were backed by gold. Caps would once again become a regularly-used currency after the destruction of NCR's gold reserves by the Brotherhood of Steel destabilized the value of the dollar. By the late-23rd century, the NCR's tenuous grip on New California, the presence of Caesar's Legion (who have their own currency), and the low value of the now water-backed NCR dollar caused bottle caps to re-emerge as the standard currency of the Mojave Wasteland in 2281. Nevertheless, NCR and Legion currency are both considered legal tender by the various caravan companies and on the New Vegas Strip. Mojave merchants also accept nonstandard variants, such as Sunset Sarsaparilla bottle caps. However, based on the relative prices of items on the East Coast and West Coast, the bottle cap currency is used in larger amounts in the former.

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NUKA-COLA BOTTLE CAP Standard Nuka-Cola bottle caps featuring 21 crimps and ridges, used as the basic form of currency throughout the entire American wasteland.

COUNTERFEIT NUKA-COLA BOTTLE CAP Physically they appear identical to standard Nuka-Cola bottle caps and are presumably intended to be used for trading in place of actual bottle caps. They are produced by unknown persons, have no trade value, and cannot be used for any monetary purpose.

NCR DOLLARS The NCR introduced its own money around the turn of the 23rd century and initially it relied on coins minted from gold. By 2241, the economy of NCR dominated the West Coast and coins became universal currency, used by the three big powers: NCR, Vault City and New Reno. During this time bottle caps had become worthless in these regions. The gold in Redding, for a while, backed the NCR currency. However, by 2281, the currency was no longer backed by gold due to it losing its value as a result of the NCR-Brotherhood War. The NCR dollar had value due to it being backed by commodity rare metals. Due to this, the money has become severely devalued, with a hundred-dollar bill coming out to around 40 caps rather than its face value, even in NCR territory or shops. This means that the exchange rate for NCR Currency to bottle caps is about 2 bottle caps to 5 NCR dollars. Its form had also changed: instead of minted coins, the NCR issues banknotes, similar to pre-War money. In the Mojave Wasteland, these notes can be seen in the $5, $20, and $100 denominations. The notes are issued by the Republic Reserve located in Angel's Boneyard. In 2281, the current Treasurer of the Republic and head of the Republic Reserve is John Michael Henderton; his signature can be found on the front face of all NCR notes

CURRENCY

Fallout found in the Mojave Wasteland.

PRE-WAR MONEY Pre-War money was the currency of the United States of America before the Great War. Despite its former status, no contemporary individuals or organizations use pre-War money as a form of currency, treating it as a low-value collectable item instead. Since the holograms at the Sierra Madre Casino were programmed before the war, they still use pre-War money as their primary basis of exchange.

SUNSET SARSAPARILLA BOTTLE CAP This nonstandard variant, taken off Sunset Sarsaparilla bottles, is used in the Mojave Wasteland alongside Nuka-Cola caps.

SUNSET SARSAPARILLA STAR BOTTLE CAP A rare variant of the Sunset Sarsaparilla bottle cap, featuring a blue star on the underside of the cap. These can be traded in to Festus at the Sunset Sarsaparilla headquarters for a reward.

CURRENCY

24

TECHNOLOGY

Fallout

TECHNOLOGY Technology in the world of Fallout is different from ours. First, due to the Divergence, it has developed in a radically different direction. It's a world in which integrated circuits were developed very late and even then their popularity was limited, as people preferred the more resistant and reliable vacuum tubes. Second, the technology has progressed beyond our current level, as the development proceeded all the way until 2077 and even further in certain cases (such as the Enclave). Much of the Fallout world and technology is inspired by 1950s pulp science fiction. The world is not our own, functioning due to a different set of rules. It is a world in which radiation can mutate people into ghouls and portable directed energy weapons are not only viable but also (relatively) widespread. This article aims to highlight the differences between the Fallout world's technology and our own.

well as the Mark IX and Sink models. Typically, Auto-Doc functionality includes regenerating health, restoring crippled limbs and performing surgeries, as well as being capable of implementing implants that enhance both physical and mental performance. Optional upgrades also allow it to mitigate fatigue (by injecting adrenaline not recommended for extended use) and dispense medical supplies. Even after the Great War, AutoDocs have remained a rare technology found in the possession of only a few individuals. The Auto-Doc is considered to have three points of Intellect for the purpose of Medicine checks, and also have two ranks of Medicine skill. Further, it also have two ranks of both the Physician and Surgeon talents.

BIOMEDICAL TECHNOLOGIES

Yet another startlingly advanced field in the Fallout world, biomedical science flourished in the retrofuturistic world. The most basic example, the stimpak is astounding by our standards - a self In colloquial parlance, Artificial Intelligence refers contained stimulation delivery package, sending the to a computer or a robot that is "self-aware" - it is capable of not only logical deduction, reasoning and cells into a replication frenzy, swiftly healing minor communicating, but knows of its own existence, the wounds, doing in seconds what often takes days by regular means. What further deepens the gap possibility of its own mortality (and immortality), and possesses creativity, desire, and, in many cases, between our technology and that of Fallout is the existence of superior versions, the super stimpak emotion. and ultra stimpak, which can heal even the worst of The most notable, and the most advanced AI to injuries at a minor cost of health damage from the date, are the Synths, specifically the Generation 3 frenzy of replication a few minutes later. Synths. Almost entirely biological and near-perfect Of course, developments also took place in fields clones of humans with the exception of a number of other than healing, namely, pharmaceutical mechanical components inserted during enhancement. In comparison, our drugs look like manufacturing, Generation 3 Synths are entirely sapient and self aware, with few exceptions. primitive hallucinogenics, as those in the Fallout world last longer and have much stronger effects. Buffout, synthetic steroids, amplifies Strength and Endurance greatly, Mentats increase Intelligence and Perception while psycho increases both resistance An Auto-Doc (abbreviation of "Automatic Doctor") to pain and physical damage. is a miracle of pre-War medical technology - a Yet all of the above pales in comparison with truly device capable of performing even the most revolutionary technologies. Beginning with the complex medical procedures without qualified ability to easily clone replacement limbs and organs medical personnel. Even for a talented physician, for humans, through surgeries permanently these are invaluable aids. Early models were enhancing the human body all the way to viruses retroactively upgraded with new software and capable of rewriting human DNA and altering their functionality introduced in later Auto-Docs before physical appearance in real time. This last, most the Great War and as such, even Mark I devices are phenomenal achievement is called the FEV, Forced commonly able to perform complex surgeries just as Evolutionary Virus.

ARTIFICIAL INTELLIGENCE

AUTO-DOC

TECHNOLOGY

26

GENESYS

COMPUTERS Compared to other fields, computers are strangely primitive - while portable units (such as RobCo PipBoys) and robots exist, it seems that the actual processing power is quite low (64k of RAM in Enclave terminals), contrasting with other advanced technologies. Their frames are also typically large and cumbersome, compared to the small, sleek forms of today. Desktop personal computers are larger than a breadbox, while computers used in offices can consist of multiple vending-machine sized magnetic-tape servers, filling entire rooms. One of the main reasons for these bulky computers was that the computers in the Fallout universe make use of primarily bulky vacuum tubes, with only a small number of compact integrated circuit-boards. Computer monitors also relied on large, primitive Cathode ray tubes, which only allowed for monochrome picture. Because of this, Television in the Fallout world never moved past black and white. While most pre-War computers were bulky, primitive or both, there were exceptions. The U.S. government possessed several ZAX supercomputers, which were capable of complex artificial intelligence. Some robots, including the Mister Handy series, robobrains and assaultrons also possess complex artificial personalities and libraries worth of information, despite being built around compact chassis.

CRYONICS Cryonics is the low-level temperature preservation of humans and animals in a suspended animation by slowing their vital functions, for the purposes of preserving them and keeping them alive for periods of time ranging from decades or even centuries until they are needed. Other purposes include safekeeping, or for keeping them alive for as long as possible while their brains are connected to an external expression device. Before the Great War, Robert House and his company, as well as the Big Mountain Research Facility, are known to have produced technology within the cryogenic and cryonic field. Robert House extensively researched extending the human life, and created his own cryonic chamber that allowed the user to connect their brain pattern and consciousness to an external interface. Big Mountain produced hibernation chambers with similar purposes, however, the nature of their research into the field is unknown. The United States Armed Forces experimented with cryonic technology

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as well, making the systems at the Raven Rock facility, and using cryonic chambers in the Sierra Army Depot.

ENERGY One of the key elements of the backstory are the Resource Wars, fought for the last remaining energy resources on Earth. In the wake of the crisis, as the economy ground to a halt, the United States sought alternatives to fossil fuel energy, arriving at two solutions - utilizing fission and fusion as the primary power sources. The first crude fusion cell was unveiled in 2066, providing the United States with an edge and averting its imminent bankruptcy. By 2077, microfusion cells were commonplace, used widely as chargers for energy-consuming technology, ranging from laser rifles to cars. However, perhaps the most representative element of the new energy source is the iconic T-51b power armor, powered by a back-mounted TX-23 Micro Fusion pack, with enough fuel capacity to allow operation for nearly a century. Fission power sources have found their use as well, as power sources for robots, which can utilize a nuclear power unit as its energy source or backup generators.

HOLODISK A holodisk, holotape or THT tape, is a durable laser-readable storage device produced by Wattz Electronics, based on the tape holography technology, storing their information safely for extended periods of time. Holotapes, according to the Vault Dweller's Survival Guide, could hold as much as 256 kilobytes (with the middle models holding 128 kilobytes and standard tape holding only 64 kilobytes), while according to Vree, high-density, manufacturedcrystal holodisks could hold as much as 4,000 gigabytes (nearly 4 terabytes) of information.

HOLOGRAM A hologram is an three-dimensional photograph recorded via refracted lasers onto a twodimensional surface. In the Fallout universe, holograms appear as they do in other works of science fiction, I.E. as three-dimensional volumetric projections of objects and people made of beams of monochromatic light. It is one of the more rare technologies found in the Fallout universe. Holograms were an advanced experimental

TECHNOLOGY

Fallout technology before the Great War, and never achieved the same level of prominence as other forms of technology. Due to the enormous energy requirements for projecting holograms, as well as the cost of materials and manufacturing, holograms were largely unseen by the public eye, existing primarily in top-secret research labs and military facilities. It is believed that hologram technology originally stemmed from Stealth Boy research, in a scientific drive to match Chinese stealth suit technology. All holograms in the Fallout universe appear as bright blue, monochromatic 3-D projections, often with visible scan lines and "flickering" effects similar to an old CRT monitor. Being made of light, they are intangible, and thus cannot be touched, held or, in the case of security holograms, killed. All holograms require an emitting device to appear. They are used primarily for displaying images for communication and research, although some are used for entertainment as well as security. Service protocol holograms perform a specific function greeters, simple vendors, or in the case of the Sierra Madre casino itself, even monitoring gambling tables. These service holograms follow simple routines, being little more than robots. They cannot attack, nor will they respond to attacks. In the Sierra Madre, they appear as ordinary humans with neat haircuts and fancy suits. Security protocol holograms are somewhat more sophisticated than Service holograms, capable of providing security to a designated area. Using invisible field-of-view sensors to scan their surroundings, Security holograms can patrol a fixed path and respond to any threats they encounter with swift retaliation. Their memory cells can only perceive the area in a fixed cone in front of them, so two or more holograms are utilised to cover each other's blind spots. Once an intruder is detected, Security holograms will turn from blue to yellow in color, indicating that they are aware of the intruder's presence. If the trespasser does not leave their line of sight, they will flash red, and attempt to subdue the target with a powerful discharge beam fired from their foreheads. Attacking a security hologram head-on is useless-

TECHNOLOGY

being made of only light, they cannot be killed, hurt, or even slowed down by conventional weapons. Their only weakness is the hologram emitter they are bound to, and limits the range at which they will pursue their targets. Due to the limited range hologram emitters, they can often be found near guards, after which they can be destroyed with a decent amount of force. Emitters can also be reprogrammed via terminals, either switching holograms to a non-hostile state or shutting them off completely.

PERSONAL PROTECTION One of the most noticeable technological leaps was made in the field of protecting people from harm (as well as causing it, but more on that later). The United States was especially proficient at doing so, as its research into polymers paid off, resulting in suits of advanced combat armor being widely deployed across the country to police and military forces, sometimes even civilians with a special BADTFL permit. This armor protected the wearer considerably from conventional and explosive damage as well as laser and plasma, a trait quite useful on the modern battlefield. Another example of considerable advancement is the power armor, an armored suit with a hydraulic endoskeleton, powered by a fusion pack, designed to be a oneman tank replacing traditional, inefficient vehicles in their role. It is an exclusively American technology, which is also the root of many other technologies, such as the aforementioned cold fusion. Even the Great War failed to stall research into the technology, as the Enclave continued to develop new suits to create an even more powerful suit than the pre-War cutting edge T-51b power armor. An interesting example of research into personal protection exists, in the form of the Tesla armor, a suit based on Nikola Tesla's blueprints, in which Tesla Attraction Coils attract and disperse energy attacks, providing a surprisingly effective protective apparel and another example of how Fallout's physics are different than our own.

28

GENESYS

ROBOTICS A fledgling field of science in our world has become a thriving industry of its own in the Fallout world. Robots are widely used and have reached a very high level of refinement and advancement. They can operate individually, can process visual and audio data in real time and make tactical decisions in the heat of the moment, operate human or inbuilt weapons with deadly accuracy and even host artificial intelligences. An indication of just how advanced robotics were is the fact, that robots were commercially available to civilians and companies, apart from the military Mister Handy and protectron robots being the best examples of just how widespread and popular they were. At the time of the Great War, robots were just making their appearance in the average suburban household, but the military still had the largest number of active robots. The robots that are still running are found in isolated former military bases or ones that have been restored by settlements with the sophisticated technology needed to keep them running. Typically, robots are equipped with a basic programming structure that dictates behavior and priorities. In most cases, these rules are effectively set in stone, and there's little the player can do to influence them. However, robots can also develop personalities. Whether this is an intended feature present from manufacturing or the cumulative result of centuries of poorly-attended operation is unclear. Some robots, such as the Nuka-Cola shipping foreman appear to have rather harsh personalities present from their first days of activation, while others, such as the protectron series seem to have little personality at all. At times, this personality seems to operate at odds with the fundamental core programming of the robot. Robots are often pressed into emergency duty outside their normal menu of skills, although this meets with varying degrees of success. A generalmaintenance Mister Handy will likely make a poor medic. It may also be noted that without proper supervision, robots may handle situations rather extremely. Metro protectron will kill an unarmed person if they do not have a ticket, on top of this they do not accept red pass or blue pass cards, meaning someone traveling on these lines may be attacked even with proper authorization. With this in mind it can be safe to say that robots of the Fallout universe do not follow Asimov's three laws of robotics, or if they do very loosely. It would seem that east coast

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robots have a naturally adverse attitude towards humans, or animated things in general- living or robotic, as all the robots feature a combat "inhibitor" meaning that the robots all exhibit an uncontrollable urge to kill, without the inhibitor anyway.

VEHICLES In 2077, due to the oil crisis, gasoline was no longer a viable car fuel, even more so with the excellent power the automobiles had. As such, many car companies have desperately pursued research into alternative power sources, with Chryslus Motors finally patenting the successor to gasoline: electric engines, powered by energy cells. Charged with fusion cells, a Chryslus Corvega or Highwayman featured 800+ horsepower and acceleration from 0 to 60 MPH in under a second, all done with a full analog system and no computers. However, not many of these cars were produced and those that were had a limited success due to their hefty price tag. Steam-powered trucks were also being used by the time of the Great War, and unlike the bulky nuclear cars, were also very viable for transit in the post-Apocalypse.

VIRTUAL REALITY Virtual reality or VR simulators were a fairly new technology before the Great War and are known to have been in use only in the United States military and in at least one Vault-Tec Vault. The extent to which the simulators replicate reality is unknown - in some cases, being killed in the simulation results in the person being killed in real life. It is possible this is only an extreme case, as it is a fail safe in Vault 112, and a simulation used to open an armory in the VSS facility. Since, as previously stated, these simulators are known to have no civilian or entertainment applications, the question remains whether they were part of a previous training simulation or other project, possibly involving the development of power armor. Again, due to the limited information available since the bombs fell, this may never be known.

WEAPONS Likely the single field in which the greatest advancements were made, weaponry of the Fallout world is varied and incredibly advanced in some regards. Apart from conventional weapons based on combustion of gunpowder, energy weapons

TECHNOLOGY

Fallout development advanced at a rapid pace, allowing for the creation of mass produced laser, plasma and pulse rifles. While many conventional weapons echo those available in our world (such as the AK-112 Assault Rifle or Colt Rangemaster hunting rifle), advances in high-tech, light-weight polymer have also enabled man to carry huge weapons: man-portable miniguns. Developed not only by America, these massive rotary cannons are capable of delivering extreme firepower in a compact package. Yet they were still horribly bulky and inefficient when compared with energy weapons. These advanced armaments were developed to be powered with Microfusion cells, although battery packs or cabled power systems could also be used as well. There are three distinct types of these weapons in the wastelands - laser based, which emit a several megawatt beam of coherent light, plasma based, relying on delivering damage via condensed plasma and pulse, in which the damage is done via a powerful electrical energy pulse. The United States Armed Forces were principally interested in the development of these weapons and employed them widely. The Enclave, successor to the US government, followed this trend. A curious offshot of research into ways to harm other humans was the Gauss coilgun technology. Originating in Germany, the weapons fired a small caliber metal slug (2mm energy cell) down a barrel surrounded by magnets, propelling it to extreme speeds and guaranteeing massive damage upon impact.

TECHNOLOGY

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MUTATIONS AND THEIR CAUSES

Fallout

MUTATIONS AND THEIR CAUSES Fallout is a world full of mutations, and this chapter blessed with exceptional strength, intelligence and deals with what causes mutations and what happens when mutations takes effect.

FORCED EVOLUTIONARY VIRUS The other major source of mutations in the Fallout world is FEV: the Forced Evolutionary Virus. The super mutants, floaters, centaurs, and possibly wanamingos are products of FEV infection. Harold was also mutated by FEV, even though he looks like a ghoul. It was initially called the Pan-Immunity Virion Project and was created to fight a disease called the New Plague. However, abnormal side effects were observed in test subjects. The test animals began to grow dramatically and their brain activity increased. Seeing the potential there, the Army sent its own people to secure the project, renamed it FEV: Forced Evolutionary Virus, and began performing experiments on humans within the Mariposa Military Base, which would turn soldiers into abnormally strong and intelligent supermen. After the Great War, and the exodus of Roger Maxson and his troops to the Lost Hills Bunker, the base sat quiet until it was discovered by a group of explorers including Harold and Doctor Richard Grey, most of whom died when they encountered the automated defense systems. Soon, only Grey and Harold remained. Harold was knocked out (he never did find out how) and woke up out in the desert looking like a ghoul. Grey was knocked into a vat full of FEV by a crane and managed to crawl out. He began to mutate in horrible ways, turning into a sort of blobby kind of thing. He developed psychic powers, which were enhanced by consuming living minds to expand his own brainpower. Slowly, he started doing his own experiments with FEV. Grey found that many of the test subjects were metamorphosing into giant, mindless brutes with the intelligence of a child, if they survived at all. However, a rare few test subjects became super mutants. Immune to disease or radiation while

MUTATIONS AND THEIR CAUSES

endurance, super mutants were superior to humans in every way. They also possessed the exceptionally long life of the mutated as well as total sterility. Grey – who now called himself the Master – lamented the needless destruction of the war. He decided that he would have to force humanity to evolve. Those who could not evolve would die. Creating super mutants was a very hit-or-miss process. The great majority of super mutants produced by the Master and later his Lieutenant in Mariposa's Vats were big, dumb brutes. Physically, they were vastly superior to humans, but they had the intelligence of children. What exactly causes some mutants to be brilliant and others to be stupid is unknown. As a rule of thumb, the less damaged or altered by radiation the subject's DNA, the better. Aside from super mutants, the Master also created a variety of other creatures. Floaters are hostile mutant creatures that likely originated from the FEV-infected flatworms mentioned in the FEV experiment disk, and were later further enhanced by the Master's experiments. Centaurs were created by tossing a varied mix of dogs, cats, brahmin and other animals into a vat and seeing what came out the other end.

RADIATION The various types of mutant creatures that inhabit the Wastelands were mostly created by radiation. This is where mantises, geckos, radscorpions, brahmin and the various mutant rodent species originated from. Radiation is also how ghouls decrepit, zombie-like victims of massive radiation poisoning - are created. Many ghouls were once Vault dwellers living in Vault 12 under the city of Bakersfield (better known as the Necropolis after the War). As part of the vast Vault Experiment Program, the Vault 12 door was designed not to close properly. Thus, the vault's inhabitants were exposed to massive amounts of radiation, leading to most of

32

GENESYS them becoming ghouls. Indeed, this "Radiation Gigantism" has been shown by many types of the Wasteland's creatures, such as giant ants, radroaches, bloatflies, and mirelurks.

OTHER MUTANTS There are a few other types of mutant creatures in the Wastelands that don't directly stem from FEV or radiation. These are mostly the intelligent animals. The intelligent spore plant and radscorpion in Broken Hills were another, separate experiment conducted by a scientist there. The wanamingos were a pre-War experiment conducted by the U.S. military similar to the Enclave's intelligent Deathclaw research, were all, without exception, systematically eradicated. Occasionally, other intelligent animals have appeared here and there, but all have been flukes. There are human societies that have undergone gradual mutations over several generations due to either environmental conditions like exposure to the modified airborne strain of FEV that permeates the Wastelands of New California, radiation exposure, or other reasons. Two examples are the Slags (mutated by genetic adaption to life underground) and the Beastlords (mutated by a unique form of radiation). Additional forms of these such mutants include the Trogs of the Pitt, the Swampfolk of Point Lookout and the Tunnelers of Hopeville.

ENCLAVE MUTATION POLICY The Enclave holds the view that any "human" who has been "exposed" to the post-nuclear world's ambient environmental radiation is a mutant and that all mutants should be destroyed and disposed of. The Enclave's definition of "exposure" would seem to mean that only Enclave members and those people still residing in Vaults count as "pure" human beings.

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MUTATIONS AND THEIR CAUSES

DISEASES

GENESYS

DISEASES Not only is the radioactive Wasteland a threat in itself, but so are the many denizens that roam the blasted wastes, but diseases also run rampart among those that traverse the Wastelands.

one. When this reach no upgrade, the patient is successfully treated of the New Plague.

NEW PLAGUE

Post-cryogenic syndrome is a medical condition that can be suffered by individuals who are removed from cryogenic stasis after having been submerged in bio med gel for prolonged periods of time. Dobbs is the only known person to have suffered the condition. The symptoms can be fatal, and can result in the individual completely dissolving seconds after leaving stasis.

New Plague, the Blue Flu, or Limit 115 is a socially transmitted plague which arose in the middle of the 21st century in the United States. The time from onset of early, flu-like symptoms to death was three to five days. Later, infected subjects suffered from profuse sweating, unexplained contusions/swelling, and massive external hemorrhaging. Eventually, the New Plague resulted in clogged respiration, usually killing the infected subject. Survivors of the New Plague usually ended up sterile. Limit 115 was a secret, genetically engineered weapon designed by scientists working for the United States government or the shadow government later known as the Enclave. The intent was initially to create a virus that would sterilize the infected people, to be used on enemies such as China. The "New Plague" arose in 2052 after Chinese Hei Gui agents managed to steal some of the Limit-115 during a sabotage of the Hoover Dam testing labs. The spies were in the process of trying to escape Denver and were killed, breaking samples of the virus in a crowded public area. The epidemic killed approximately two-hundred thousand citizens in the United States, including cities such as Denver, Boulder, and Colorado Springs. The United States closed its borders and the first-ever national quarantine was declared.  Vector: Airborne.  Speed: [24 – Brawn] hours.  Duration: [Resilience] days.  Effect: Anyone affected with the New Plague must upgrade the difficulty of all skill checks once. This upgrade penalty increases by an additional upgrade per day, to the point of the patient's Resilience ranks in days, at which point the patient dies a horrible suffocating death.  Treatment: New Plague can be treated, although it is quite difficult. A Daunting (dddd) Medicine check is required each day of treatment. A successful check lowers the upgraded difficulty by

35

POST-CRYOGENIC SYNDROME

 Vector: None.  Speed: Immediate.  Duration: Instantaneous.  Effect: When brought out from cryogenic freeze, a character must make an Average (dd) Resilience check. Any uncancelled t results in 2 points of unsoakable Strain damage each. A y results in the character being Disoriented for a duration of one day per uncancelled t on the check, with a minimum of one day. Should the check result in y and ttt the body immediately starts to dissolve, leaving the character with a single turn before dying.  Treatment: There is no known treatment for PostCryogenic Syndrome.

REPCONN SHAKES The REPCONN Shakes was an illness that was caused when a few pre-War children drank the glowing blue liquid from a rocket souvenir toy. The children mistook the liquid inside of said rocket toy for Nuka-Cola Quartz (presumably) and drank it down after getting them at the REPCONN gift shop. It is assumed that the symptoms would be the same as drinking any other poisonous substance such as Windex. Symptoms include:  Severe diarrhea  Vomiting.  Severe shaking.  Fever.  Teeth chattering.  Pale-looking face.  Blood in vomit.  Increased blood pressure to compensate for lost blood after vomiting.

DISEASES

Fallout The REPCONN Shakes, according to Cliff Briscoe “was a bad thing indeed for RobCo”. Having no want for the rocket toys after that incident, they unloaded all of their stock of rocket toys onto the Dino Bite gift shop in Novac, where they have sat for over 200 years.  Vector: Ingestion.  Speed: [Brawn + 1] turns.  Duration: [Brawn – 6] days.  Effect: RepCONN shakes renders the character Disoriented for a duration of [6 – Brawn] days. During this time, the character adds bb to all skill checks.  Treatment: RepCONN shakes can be treated by administering an Average (dd) Medicine check.

SUPER EBOLA VIRUS From the name alone Super Ebola Virus (SEBOV), it can be assumed to be a mutated strain of the wellknown, standard Ebola virus. If it is anything at all like or similar to the regular Ebola virus, the Super Ebola virus would likely cause a virally hemorrhagic fever in the infected and ultimately lead to high fever shock and ultimately death much more quickly or much more severely overall than the regular Ebola virus.

write that the afflicted person should be encouraged to see a vault physician for diagnosis. If diagnosed with VDS, the afflicted person is prescribed an antianxiety medication.  Vector: None.  Speed: Usually one check is made every year in a Vault, at the GMs discretion.  Duration: Until cured.  Effect: Anyone suffering from VDS must upgrade the difficulty of all skill checks once. Furthermore, any skill check with a y result, means that the character performs an erratic and random act, which is determined by the GM. The character is well aware of his actions during the time, but his mental state of mind has driven him to do such an abnormal behavior.  Treatment: Vault Depressive Syndrome, or VDS, is relatively easile cured, requiring an Average (dd) Medicine check.

 Vector: Inhalation.  Speed: [Brawn x 2] hours.  Duration: Until cured.  Effect: Every day that the character is affected with SEBOV, he reduces both of his Agility and Brawn characteristics by 1 point. If either of these two characteristics reach 0, the character dies.  Treatment: The Super Ebola Virus is rather resistant to medicine and treatment, making it one of the most difficult diseases for doctors to treat. Attempts to cure a patient of SEBOV requires a Formidable (ddddd) Medicine check.

VAULT DEPRESSIVE SYNDROME The Vault depressive syndrome, or VDS, is a mental health ailment. VDS was first diagnosed in the mid-21st century by Vault-Tec vault physicians. The physicians' notes and treatment methods were recorded and codified in the Vault-Tec medical protocols. The physicians listed some of the symptoms of this ailment as lethargy, anxiety, and low self-esteem. Some residents who have these symptoms can sometimes act out their insecurities and low self-esteem by bullying other residents. If a resident exhibits these symptoms, the physicians

DISEASES

36

VAULTS

Fallout

VAULTS A vault is a type of subterranean installation initially designed by the Vault-Tec Corporation, later constructed in collaboration with RobCo Industries. Officially, they were designed for the sole purpose of sheltering up to one thousand individuals in the event of a nuclear holocaust; however, in reality, they were part of a series of secret experiments orchestrated by the United States government.

occupants at any given time, although hot-bunking was required at maximum capacity, and equipped with all facilities and supplies needed by them to survive in isolation for the designated time. According to the Vault 101 PA System, the life support system could work for over 900 years without failure, and the odds of a vault failing were 1,763,497 to 1. In addition, the PA system also stated that the average life expectancy in a properly maintained vault is 92.3 years. The facilities and supplies for Vault 13 included complete construction Commissioned by the U.S. government in 2054 as equipment, hydro-agricultural farms, a water purification system, defensive weaponry to equip 10 part of “Project: Safehouse,” also known as the people, communication systems and surface "Societal Preservation Program," the Vault-Tec monitors, social, and entertainment files (for total Corporation constructed 122 vaults across the duration). Waste management was conducted by country. However, at the onset of the Great War in burning trash on scheduled "burning days." Larger 2077, the vaults sealed without many of their intended inhabitants, a result of the “cry wolf effect" incinerator receptacles were used for the destruction of human corpses. In addition, some vaults received that previous training drills one or two G.E.C.K.s, had on the populace. intended to help the The first vault was inhabitants create a viable constructed beneath Los civilization in the postAngeles, and was intended nuclear world after the All to demonstrate the viability Clear signal is sent. of such a facility. Unlike Different types of power subsequent installations, sources were utilized for this demonstration vault the vaults. Vault 13 relied was not part of the ulterior primarily on geothermal experiment behind Project: energy, with backup power Safehouse. By 2063, most available from a General Atomics nuclear power of the vaults had finished construction, with the generator, enough to sustain the vault for two exceptions of Vault 13, Vault 114, Vault 118 and hundred years. Vault 8 on the other hand, relied on Vault 88. Vault 112 is the last known vault to be an inefficient nuclear reactor, which, while enough completed, construction having concluded in June for Vault City to emerge, could only support a of 2074. relatively small, highly advanced settlement, and in 2241 was nearing its capacity, after which further growth would be impossible. All vault dwellers wear blue-and-yellow jumpsuits, The vaults were some of the most expensive although the design varied between different vaults. shelters in the pre-War world. According to the Vault Needless to say, most vaults in the experiment Dweller's Survival Guide for Vault 13 (otherwise failed and had results completely different than known as the Fallout manual), the intended budget those advertised. Many who exited successful vaults for that particular installation was 400 billion dollars, seem to suffer from xenophobia (fear of strangers) and by the end of its construction reached $645 and/or agoraphobia (fear of open places). billion (although it should be mentioned that prices in the Fallout setting are highly inflated). The vaults were located in various locations, and little information is available as to why those particular The vaults are all very similar in their basic sites were chosen. functions, but sometimes were constructed Each vault was designed to hold one thousand

BACKGROUND

OVERVIEW

LAYOUT

VAULTS

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GENESYS according to different designs. The vaults of the New California area differ from those constructed in the vicinity of Washington, DC, the Commonwealth, and the Mojave area. Due to scaling, the size of vaults shouldn't be taken at face value. Many of the explorable vaults in have enough space or facilities to actually house 1000 people (or rather 500, as hot-bunking is used at maximum capacity). However, many doors within vaults are inaccessible, from collapses, security lockdowns, broken mechanical parts, etc., which allows for the possibility that the vault is far larger than the areas the player can access.

bruises to radiation.

ENTRANCE

COMMAND CENTER

The entrance houses the vault's only connection to the outside world - the airlock. It is closed from the inside by a reinforced highsecurity door and from the outside by a massive, gear-shaped, four-foot thick vault door, which Three Dog claims "weighs, like, thirteen tons." For most vaults this is the only means of entering or leaving. Most vaults have consoles located on both the inside and outside, both of which require a security code to open the outer door. These codes are usually only known to a handful of people within the facility so as to prevent unauthorized exits. The automated narrator in Washington DC's Museum of Technology states that the vault doors had a projected 2% failure rate in case of a direct hit by a nuclear missile. The only known vault to have been hit by a nuclear weapon is Vault 87, and according to the logs of its overseer, that blast damaged the door beyond repair. This could have been merely a "lucky shot" falling within the 2% failure, but it seems more likely that Vault-Tec's strength projections were incorrect or defined failure as allowing the inside of the vault to be damaged or irradiated. Most vaults use a Seal-N-Safe Vault door Model No. 343 to secure the airlock. Some older vaults, such as Vault 101, use a different, cruder blast door model. Vault 8, the control vault, had also a second, much larger, blast door built, securing the entry hallway leading to the entrance to the vault. Vault 111 and Vault 118 are the only known vaults to feature an elevator leading to an underground area where the gear shaped door is located already secure in the hill it was built in. The entrance level also houses the Emergency Medical Lab complete with an Auto-Doc. A vault medic was required to be present at the EML 24 hours a day. The lab had the equipment to treat nearly all injuries and illnesses, ranging from simple

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LIVING QUARTERS Standard pre-War design of the living quarters was that of a single room with a sanitary annex. Vault 13 had one hundred living quarters, and at maximum capacity, ten people would be assigned to a single living quarter, in a hot-bunking system. A standard level had 20,000 square feet of usable area. The lights in the vaults used Simu-Sun technology, making it feel just like the outdoors, with only a fraction of a sunburn risk.

At the heart of the vault, the command center was where the overseer's seat was located. The operations center, apart from the seat of power, included the computer lab, where the water purification system was located, and an armory, where the vault's weapons, ammunition and armor was stockpiled. A security guard was posted in the command center at all times, to ensure that the armaments were properly secured and handed out only to people possessing the proper clearance from the overseer. The overseer is also able to see anyone inside the vault with the Eye-on-You cameras. Apart from that, the level also contained the computer core (with the vault's AI monitoring the shelter 24/7), housing data processing units, a library playing an important role in educating vault dwellers, a common meeting room, and the primary store room, where the most important supplies would be stored. Equipped with dual 5.56mm miniguns in some vaults, the overseer's command post can be considered the last line of defense in case vault security is breached.

TRUE PURPOSE Officially, the vaults were nuclear shelters designed to protect the American population from nuclear holocaust. However, with a population of almost 400 million by 2077, the U.S. would need nearly 400,000 vaults the size of Vault 13, while Vault-Tec was commissioned to build only 122 such vaults. The government, and Vault-Tec, never really believed an actual nuclear war would occur; the real reason for the existence of these vaults was to run social experiments on pre-selected segments of the population to see how they react to the stresses of isolation and how successfully they recolonize Earth after the vault opens.

VAULTS

Fallout The total number of vaults is a government secret and has been lost; there were the aforementioned "public" vaults, which numbered 122 and an undisclosed number of "private" vaults. Information on whether Vault-Tec was an international corporation or strictly U.S. based, cannot be released due to Vault-Tec and United States federal regulations. That said, Vault-Tec seems to have constructed some vaults in Canada. In a letter sent to a rejected DC citizen the company offered to provide a list of "Vault-Tec facilities with available accommodations, in exciting locales such as Oklahoma and newly-annexed Canada." Of the 122 known public vaults, only 17 were control, meaning that only 17 were made to public expectations. All others were designed to include a social experiment, sometimes with a select few of the inhabitants observing the occupants. While some vaults had 'noble' goals, such as to eradicate disease (Vault 81) or improve the human genome (Vault 75), they had incredibly unethical methods of doing so, often exposing their inhabitants often fatally - to some danger specific to certain vaults to research the effects. The few vaults that survived intact for more than 80 years came to serve another, unanticipated purpose: they were an excellent source of pure human stock, uncontaminated by the mutated airborne strain of FEV and prime candidates for conversion into super mutants. The true nature of the vaults epitomized the insidious nature of the government at its most callous, a running theme in Fallout that the American government was unconcerned with the wellbeing of its people even in absolute crisis. The innumerable loss of life caused by making so few vaults, and their intended use as social experiments, and toying with what little remained of the American population highlights this. Worse, if the Enclave met setbacks, failed or were rendered incapable of recolonizing the world, it appears there was no backup plan to utilize the vaults to replenish humanity.

RESULTS In terms of providing safety and security for their inhabitants, most of the vaults were complete

VAULTS

failures. However, as noted in the Penny Arcade comic, the vaults were never truly intended to ‘save’ anyone; there was simply not enough time, money or resources to build enough shelters to house more than a fraction of the population. While the “control vaults” did function as advertised and opened on schedule, most of the vaults were actually intended to explore and observe how societies succeeded or failed to adapt in response to various challenges and restrictions. These social experiments were conducted on live, (largely) unaware subjects, monitored by Vault-Tec researchers in several separate facilities, and undertaken at the behest of the future Enclave as part of a massive feasibility study of how to best resettle a devastated Earth or, if necessary, colonize another planet. Most of the vaults seen in the games were nonviable 200 or even a mere 80 years after the War. While Vault 13 might have lasted until its scheduled opening date of 2277, the unplanned failure of the water chip forced the overseer's hand and set subsequent events in motion. If Vault 101 was truly intended to stay closed "forever," its failure was inevitable; the only question was how long, and what form the change or disaster would take. Many other vaults were abandoned because of unlivable conditions, or saw the residents driven violently insane by the procedures inflicted on them. Some of these continue to pose a hazard to the unwary who wander in from outside, looking for loot or a place of safety. Out of all the vaults, only the control vaults were a success, with all experimental vaults failing in one way or another. There are however exceptions; Vault 101 while an experimental vault technically failed as it was never meant to open; Vault 3 is another exception as technically a control vault, it failed as all the residents were massacred by the Fiends; Vault 81 is the last exception, as its experiment was sabotaged from the start by the overseer, so it instead acted like a control vault. Despite all of this, the experiment may be

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GENESYS considered a success in terms of the data collected - data that was much more important to the VaultTec and Enclave scientists than a few hundred thousand lives, most of whom would have died anyway if not for the vaults. However, it is unknown if this data was recovered/used, as there is no reference in the Fallout universe of the Enclave receiving/collecting the data or Vault-Tec existing in the post-war world.

LIST OF KNOWN VAULTS Listed below are the known vaults, though this is by no means a near-complete index of existing vaults.

LOS ANGELES VAULT The Vault-Tec demonstration vault. It was not part of the experiment.  Location: Southern California.

UNFINISHED VAULT A fenced construction area in a small cave north of Vaults 13 and 15. It may have been the first location of Vault 13 before its relocation.  Location: Northern California.

VAULT 3 A control vault designed to open after 20 years, but kept closed longer due to the wishes of the vault inhabitants. However, an unplanned water leak forced the occupants to open in hopes of trading with the outside. Unfortunately, all of the vault's residents were massacred by a group of raiders known as the Fiends shortly after they opened the vault door.  Location: West of Las Vegas, Nevada.

VAULT 8 A control vault, intended to open and recolonize the surface after 10 years and is equipped with a GECK. Vault City is the result.  Location: Northern Nevada.

VAULT 11 This vault was a social experiment testing human nature - most specifically the ability to sacrifice oneself for others and the ability to place ideals above one's own life.  Location: Southeast of Las Vegas, Nevada.

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VAULT 12 In order to study the effects of radiation on the selected population, the vault door was designed not to close properly. This is the Necropolis vault and a large population of ghouls was the result.  Location: Bakersfield (Necropolis), California.

VAULT 13 Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced Overseer Jacoren to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war.  Location: Mt. Whitney, Southern California.

VAULT 15 Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what Aradesh says in Fallout, he has quite a bit of multicultural flavoring to his speech. The birthplace of three raider groups and Shady Sands (later to become the NCR).  Location: Southern California.

VAULT 17 The vault was raided in 2154 and its inhabitants taken prisoner by the Master's Army. They were subsequently turned into super mutants. It is unknown what this vault's experiment was, or if it was one of the seventeen control vaults.  Location: Uknown.

VAULT 19 The vault was segregated into two groups, Red and Blue. The groups lived in separate sections of the vault and the inhabitants may have been chosen due to pre-existing paranoia.  Location: Red Rock Canyon, Nevada.

VAULT 21 This vault's purpose was gambling, reinforced by having only compulsive gamblers admitted as vault residents and with all conflicts within the vault to be resolved through gambling. It is one of the few noncontrol vaults that didn't end in failure. When opened, its residents successfully integrated into the societies around them, and the lower levels of the vault were collapsed by Robert House.  Location: Las Vegas, Nevada.

VAULTS

Fallout

VAULT 22 Apparently a vault designed to develop advanced agricultural technologies. Successful experiments were executed, creating strains of plants that could grow under artificial light. However, an experiment on pest control involving a geneticallymanufactured spore annihilated or transformed the vault's inhabitants.  Location: West of Las Vegas, Nevada.

VAULT 34 The armory was overstocked with weapons and ammunition and not provided with a lock. The Boomers, the weapon-crazy inhabitants of Nellis Air Force Base, descend from the inhabitants of this vault.  Location: East of Las Vegas, Nevada.

VAULT 43 Populated by twenty men, ten women, and one panther.  Location: Unknown.

VAULT 69 As Vault 68's counterpart, the vault had one thousand people maximum and is populated by nine hundred and ninety nine women and one man.  Location: Unknown.

VAULT 75 Excluding vault staff, all residents were under the age of 18 at the time of vault activation; parents were quietly separated from their children and later executed by vault security. The children were subjected to various methods of torture and harsh tests by vault staff, with the hope of making them capable of surviving the wastes. The experiment went well for several generations, but the archives were destroyed and most if not all of the progress made was lost.  Location: Malden, The Commonwealth.

The Lone Inhabitant of the vault went insane from lack of human contact and eventually abandoned the vault after "murdering" one of the puppets.  Location: Unknown.

VAULT 81 Intended to develop a single cure for all human diseases through testing on unaware human subjects. The vault had two sections: the residents lived in one section, while Vault-Tec scientists secretly observed them and worked in the other. Unexpectedly, the original overseer disabled the equipment the scientists were to use to expose the residents to diseases. As of 2287, the vault's residents are alive and well, and regularly trade with the outside world.  Location: Boston, The Commonwealth.

VAULT 87 A Forced Evolutionary Virus (F.E.V.) research and testing facility. The residents were exposed to the FEV in locked chambers where scientists would observe their changes. In two weeks, the subjects underwent changes that gave birth to super mutants and centaurs.  Location: Capital Wasteland.

VAULT 88 Intended to test various prototype devices with the aim of rolling them out to the rest of the vaults; this vault was never fully constructed; only the entrance and a few interior rooms were finished before the Great War began. With the assistance of the vault's intended overseer, Valery Barstow, the Sole Survivor can build this vault however they like, and run various experiments of their choosing on the dwellers.  Location: Boston, The Commonwealth.

VAULT 92

Populated largely by renowned musicians, this vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic This vault was designed as a control group for the suggestions. Nearby Old Olney, Capital Wasteland Vault 95 Populated solely with drug addicts, with vault experiment. Like Vault 3 and Vault 8, it was the exception of a single vault-tec employee intended to open and re-colonize the surface after 20 years. Vault 76 was unveiled by Vault-Tec in 2076 undercover. The vault residents would elect an overseer regularly and hold therapy sessions as part in celebration of the United States' tercentenary. of a rehab program. Five years after the vault was  Location: Unknown. sealed, a hidden stash of drugs was unlocked. Within a few days, all of the vault residents but one fell back into addiction or killed each other. Populated by one man and a crate full of puppets.  Location: The Commonwealth.

VAULT 76

VAULT 77

VAULTS

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GENESYS

VAULT 101 The vault was created to evaluate the performance of an omnipotent, dictatorial overseer in a closed community, adopting a policy of "isolationism." Supplied with equipment that was needed to function for many years, this vault was never intended to open to the outside world.  Location: Capital Wasteland.

VAULT 106 As an experiment, the overseer instructed the vault to be filled with colorless psychoactive drugs into the air filtration system exactly 10 days after the door was sealed. The drugs caused hallucinations which led to all of the vault residents' insanity.  Location: Capital Wasteland.

VAULT 108 Intended to test conflicts in leadership, the vault's overseer was expected to die of cancer after 40 months. In addition, the vault had a power supply that was to malfunction after 240 months, an insufficient backup, an overstocked armory, and no entertainment tapes. The vault also housed a cloning lab and all (surviving) residents are clones of one man called Gary.  Location: Capital Wasteland.

VAULT 111 Tested the long-term effects of cryogenic suspension on unaware individuals. The vault's staff were assigned to observe the residents and protect the vault for 180 days. Dwindling supplies drove the

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security personnel to mutiny against the scientists and leave. Over a century after activation, a mercenary broke into the vault in order to kidnap an infant resident. In the process, he killed all but one of the vault's frozen residents.  Location: Sanctuary Hills, The Commonwealth.

VAULT 112 All residents were placed in suspended animation and connected to a virtual reality simulator, where they thought they would live a "perfect" virtual life indefinitely. Unfortunately, Dr. Stanislaus Braun held absolute control of the simulation and used it to torture the residents for his own pleasure.  Location: Capital Wasteland.

VAULT 114 Intended to test the stress of living in impoverished, disenfranchised conditions by those previously accustomed to extreme wealth and power. Residents were to be exclusively politicians and Boston's wealthy elite, with the exception of the overseer. Construction was never completed.  Location: Boston, The Commonwealth.

VAULT 118 The vault was intended to encompass two wings under one overseer, each one to house exclusively members of the highest class of society (Hollywood actors, business tycoons, scientists, artists, etc.) or the lower classes. The second wing was never finished and while the vault was used as a fallout shelter, the vault experiment never started.  Location: Mount Desert Island, Maine.

VAULTS

BROTHERHOOD OF STEEL

GENESYS

BROTHERHOOD OF STEEL The Brotherhood of Steel is a quasi-religious technological organization operating across the ruins of post-war North America, with its roots stemming from the United States Armed Forces and the government-sponsored scientific community from before the Great War.

days after the attack, on October 25, Captain Maxson sent one of his men, Platner, outside in protective power armor to scout the area and gather readings on the atmosphere. Platner reported no significant amounts of radiation in the surrounding area. After burying the bodies of Anderson and his executed staff members, Captain Maxson and his men raided the base for various supplies and weapons schematics before sealing Mariposa and The Brotherhood of Steel was founded by Roger Maxson, a captain in the United States Army. Led by venturing off into the desert. The following weeks of travel inflicted casualties on the party at the hands Colonel Robert Spindel, Maxson was part of a team of various raider gangs and the harsh conditions of sent on January 3, 2076 to monitor progress at a West-Tek facility in California, which was conducting the Wasteland. In November 2077, Captain Maxson research on behalf of the American government. On eventually led his band of survivors to the safety of Lost Hills, a government fallout shelter. This journey January 7, 2077, all West-Tek research and came to be immortalized in Brotherhood lore as “the personnel – Maxson and his team included – were relocated to the newly constructed Mariposa Military Exodus”. In time, Captain Maxson set the bunker as the Base in an effort to enhance security. headquarters for his new organization, the On October 10, 2077, Captain Maxson and his men Brotherhood of Steel. As the Brotherhood's first High discovered, to their horror, that the West-Tek Elder, Maxson sought to use Lost Hills' resources to scientists at Mariposa were using military prisoners help rebuild civilization – no matter the cost. as unwilling test subjects for their genetically engineered Forced Evolutionary Virus (F.E.V.). Morale in the base quickly collapsed and Colonel Spindel suffered a mental breakdown, eventually committing suicide five days later. In the midst of the crisis, Relatively little is known about the early years of Maxson's men turned to him for leadership. Captain the Brotherhood of Steel. In 2134, an emerging Maxson proceeded to interrogate Robert Anderson, faction of the Brotherhood, led by Sergeant Dennis the chief scientist of the West-Tek research team Allen, petitioned the Council of Elders for permission stationed at Mariposa, learning the extent of their to explore the remnants of the West-Tek research experiments. Anderson, along with most of his facility in search of technological artifacts. In the research team, were subsequently executed for their wake of the Great War, the facility was left a highly crimes. irradiated ruin referred to by locals as “the Glow”. Maxson, now in control of the base, declared his The Elders thus denied Sergeant Allen's request, desertion from the United States Army via radio on prompting him and his followers to splinter from the October 20. To his confusion, he received no Brotherhood, taking some advanced weapons and response from the chain-of-command, as the U.S. technology with them. Despite this incident, the Army was currently focused on escalating conflicts Brotherhood of Steel continued to grow in strength with the Chinese. Three days later on October 23, under the guidance of Elder Maxson, further refining both nations launched their entire nuclear arsenals. their technology and gradually forming the orders of Within two hours, the Great War had ended and Knights, Scribes, and Paladins that are known today. much of the Earth was reduced to a radioactive That following year, Roger Maxson died of cancer. wasteland. On October 21 Maxson ordered that the His son, Maxson II, succeeded him as High Elder. families, including his, be brought inside the base to In the 2150's, the Brotherhood began extending protect them. The Mariposa Military Base survived their influence out into the surrounding areas, the onslaught, its numerous safety protocols quickly asserting their place as one of the major protecting the soldiers within from the radiation and powers of New California of the post-War West the F.E.V., which had been accidentally released and Coast. The early 50's saw the emergence of a was now seeping into the newborn Wasteland. Two prominent raider group known as the Vipers, who

ORIGINS

EARLY YEARS

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BROTHERHOOD OF STEEL

Fallout quickly established a base of operations in the badlands to the south of Lost Hills. Driven by a nearreligious frenzy, the Vipers' raids become bolder and more frequent over time, eventually attracting the attention of the Brotherhood of Steel. In 2155, the Brotherhood sent a handful of squads out into the Wasteland to track the Vipers down. To the Elders, this seemed a glorified training exercise, as they were convinced that a small detachment of Brotherhood troops in power armor would be sufficient to deal with a band of raiders, no matter how large. One Brotherhood squad, led by High Elder Maxson II himself, located the Vipers. Expecting the raiders to break and run at the sight of such a heavily armed force, Maxson did not take into account the Vipers' zeal and ferocity... or their poisoned weapons. A single arrow nicked the High Elder while he had his helmet off, leading to his death a few hours later. John Maxson, grandson of Roger, took up the role of High Elder. In the wake of this incident, the newly appointed Head Paladin Rhombus launched a full-scale campaign against the Vipers, hunting them down and driving them to near-extinction over the course of a month. The few remaining Vipers managed to scatter north and east to the Sierra Madre mountain range. It was towards the end of this campaign that the Brotherhood sent a handful of scouts and emissaries to the Hub in order to track down these runaway Vipers. It was from these beginnings that the Hub and the Brotherhood of Steel opened full trade relations. (Caravans had delivered to the Brotherhood in the past, but in the wake of the Vipers' destruction, caravan trains now ran directly from the Hub to the Brotherhood's headquarters at Lost Hills on a regular basis.)

THE SUPER MUTANTS Several years after the Viper campaign, the Brotherhood of Steel encountered an enemy far more formidable than any band of raiders. In October of 2161, a Brotherhood patrol stumbled

BROTHERHOOD OF STEEL

upon the corpse of a super mutant. The remains were transported back to Lost Hills for study by Head Scribe Vree. In 2162, the Vault-Dweller arrived at the Lost Hills bunker, seeking entry into the Brotherhood. His request was not taken seriously and he was tasked with retrieving the records of Sergeant Dennis Allen's expedition from the hazardous ruins of the Glow, a fool's errand commonly used to deter would-be Brotherhood members. To the Brotherhood's surprise, not only did the Vault-Dweller return from the West-Tek facility alive, but he had also succeeded in his fool's errand and recovered a holodisk recording of Allen's doomed expedition. As a result, the Vault-Dweller became the first outsider in decades to be accepted into the Brotherhood of Steel, despite the protests of a few members. It was from the Vault-Dweller that the Brotherhood subsequently learned of the Master's mutant army and its plans to forcibly convert the surviving human population into Super Mutants. With the support of High Elder John Maxson, the Vault-Dweller was able to convince the Council of Elders to deploy a squad of Paladins to Mariposa, where the Master's F.E.V. vats were located. With the assistance of the Brotherhood, the Vault-Dweller managed to defeat the Master and disrupt his mutant army. They also helped drive some mutants away from other human outposts. At this point in time, the Brotherhood of Steel stood as the most technologically advanced faction in New California. Although the remaining super mutants and the nascent Gun Runners had access to comparably advanced weaponry, the Brotherhood had a monopoly on power armor, supercomputers, and advanced medical technologies, such as cybernetics. With this technology slowly being introduced into New California, the Brotherhood of Steel became a major research and development house.

AFTERMATH In the wake of the Master's defeat, the Brotherhood of Steel began arguing amongst itself over the need for new recruits versus their secrecy as an organization. In the end, most of the Elders ruled against the sharing of their technology with

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GENESYS outsiders, confident that their organization could survive on their traditional principles. The minority who opposed this ruling were sent eastward to track down the last remnants of the Master's army via a small fleet of airships. When these airships crashlanded near the ruins of Chicago, the surviving individuals founded the Midwestern chapter of the Brotherhood. In the following years, the Brotherhood continued to expand somewhat, establishing small outposts throughout California, as well as launching expeditions to regions such as Washington, D.C., and the Mojave. In addition, the end of the Master was accompanied by the birth of the New California Republic (NCR). What began in the small farming community of Shady Sands quickly blossomed into a spirited effort to reclaim what was lost in the Great War. As the young NCR expanded, the Lost Hills region was incorporated into the growing nation in the form of the newly founded state of Maxson. While the bunker itself still remained under the control of the Brotherhood, the NCR held jurisdiction over the lands outside. Though tensions simmered between the two factions, peaceful relations remained.

WAR WITH THE NCR

By 2231, Jeremy Maxson had assumed the position of High Elder. Vocal in his ideas of pushing Brotherhood operations eastward, Maxson was also notably aggressive in his “hoarding” of pre-War technology. The High Elder sought to restore the Brotherhood of Steel to power by wresting any and all advanced technology from the hands of “lesser people” by any means necessary. Naturally, this led to disputes with the New California Republic, which had always been in favor of utilizing advanced technology for the benefit of society. Not long after the destruction of the Enclave, conflict erupted between the Brotherhood and the NCR. With their superior technology, the Brotherhood managed to hold out against the NCR, even coming close to achieving total victory and avoiding a protracted conflict altogether, However, the Lost Hills Brotherhood's technological advantage was gradually outmatched by the sheer size of the NCR military; no matter how many troops the NCR lost, they always seemed to have more. Meanwhile, the Brotherhood, a selective and isolationist group, lacked sorely in numbers. This discrepancy in troop numbers caused major issues for the Brotherhood, fundamental weakness that has been constant until recently as the Brotherhood has started recruiting By 2242, the Brotherhood of Steel were but a from the outside. The Brotherhood was forced to fraction of the power they had been once before. retreat into their bunkers, where they remained in With the emergence of the Enclave, the Brotherhood hiding. However according to terminals on the found that they were no longer the most advanced Prydwen, the Brotherhood has been able to come faction in the Wasteland. Intimidated and lacking the out of hiding in the west and is operating on the resources to deal with this new foe, the best the surface again once more. Brotherhood could manage was just to keep an eye The Mojave chapter of the Brotherhood would still on the newcomers. To this end, several previouslybe fighting the NCR in 2274. After establishing a dormant bunkers and outposts in areas of Enclave base at the HELIOS One solar plant, the Mojave activity were reactivated. Brotherhood soon found itself at odds with the NCR Eventually, the Brotherhood learned of the and its growing power in the region. Eventually, the Enclave's Vertibird technology. Lacking any similar NCR sought to control HELIOS One and the technology of their own, the Brotherhood saw itself Brotherhood. Under orders from their Elder, against as vulnerable to a possible Enclave invasion. In light the will of his Paladins, the Brotherhood refused to of this possibility, Matthew, an operative stationed in leave. This led to a confrontation between the two, the San Francisco outpost, was requested to enlist and while the Brotherhood's superior technology and the aid of the Chosen One to steal a set of Vertibird training was able to inflict outstanding losses on the schematics from a major Enclave outpost at NCR, eventually the NCR's superior numbers Navarro. prevailed, forcing the Brotherhood to retreat. With Although the Chosen One was successful in his nearly half the chapter dead, the Mojave mission, it is unknown if the Vertibird plans ever Brotherhood retreated to Hidden Valley, where reached the High Council, as Operative Matthew was Paladin McNamara, in light of the disappearance of killed by Agent Frank Horrigan a short time after the Elder Elijah following the battle, took the role of Elder mission's completion. However, with the destruction upon himself and placed the complex under of their oil rig base and NCR forces subsequently lockdown. The Brotherhood's loss can be put down hunting down remaining members, the Enclave to its indefensible location, its low manpower, and its ceased to pose a threat on the West Coast. poor leadership in Elder Elijah. Colonel Moore states

THE ENCLAVE

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Fallout that had the Brotherhood not suffered from such poor leadership, and had been able to utilize its training, then despite their numerical advantage, the NCR would still have lost. Since then, the Brotherhood's presence in the Mojave Wasteland has been restricted to only a few scouting missions, a point of major controversy within the chapter. The Courier, however, may prove to the elder that the NCR is no where near as strong as he thinks it is, causing Elder McNamara to lift the lockdown, allowing patrols into the wastes once more.

OPERATIONS IN THE EAST In the year 2254, the Brotherhood sent a large contingent under the leadership of Owyn Lyons eastward. Their primary goal was to make contact with the lost Midwestern Brotherhood chapter, who had previously been sent east to hunt down the remnants of the Master's army. The contingent failed to make contact with the Midwestern Brotherhood and ended up overshooting their target, marching all the way to Pittsburgh. Upon arrival, it became obvious to Elder Lyons that the East Coast was in far worse condition than the West, and thus he made radical changes to the Brotherhood doctrine. The first step was to eradicate the slavers of the Pitt, after which the contingent continued on to the nation's capitol. Once there, the Brotherhood worked tirelessly to eradicate the Super Mutant threat and help the people of the Capital Wasteland. A new threat soon challenged them in the form of a resurgent Enclave, which had relocated to Raven Rock and silently rebuilt itself into an effective fighting force. In the end, the conflict came down to a fight over Project Purity. By 2287, the Brotherhood is still engaged in the ongoing conflict with the NCR, but in the East they saw a significant resurgence led by Arthur Maxson. After establishing themselves in the Capital Wasteland, they sent an expeditionary force northward in a mission to locate and destroy the Institute. Using their giant airship, the Prydwen. Over a period of six years (two to design and four to build), the Brotherhood constructed an airship to transport a large contingent of troops to the Commonwealth in order to destroy The Institute and salvage what tech remained once they finished. Notably, Arthur Maxson himself has led numerous changes to Brotherhood policy. The Brotherhood hearkens back to its traditional methods of technology collecting, although it remains trustful of human outsiders and is still willing to accept wastelanders into their ranks. There is evidence The West Coast may have also followed suit, due to their

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overwhelming acceptance and reverence for Elder Maxson in light of his ideals and namesake. The Brotherhood also has a hardline stance against "abominations" since Maxson took charge, notably wishing to eradicate the 'Synth menace' and all super mutant and feral ghouls, sentient ghouls are treated with suspicion, but far more leniency. It is clear that from the sheer amount of troops and advanced weaponry that the Brotherhood were victorious against the Enclave in D.C. They have a vast supply of Vertibird aircraft to facilitate the transport of Brotherhood forces across the Commonwealth. However, there have been some changes to Brotherhood equipment. The Brotherhood no longer equips all of its troops in power armor, that right is reserved only for the rank of Knight and above. Initiates are denied this right until they pass training. However this is not due to an inability to equip their soldiers but to maintain flexibility in their military. Their power armor is also far more advanced than their previous standard issue model, they now equip their forces with the more advanced T-60 power armor instead of the older T-51 or T-45s.

SOCIETY The Brotherhood of Steel is a neo-knightly order that rose from the ashes of the United States military in the years following the Great War of 2077. The organization's tenets include the eradication of mutants and the veneration of technology. In recent years the Brotherhood has broken its trend of reluctancy in sharing advanced technology with their fellow Wastelanders. They generally consider them too irresponsible and unpredictable to be trusted with such technology, however the Brotherhood has recently been more trustful of wastelanders, and has established relationships with settlements and traders on the east coast akin to their early relationships with factions on the west coast, where they had been known to trade their technology with frontier communities and the NCR.

IDEOLOGY Although the Brotherhood has always been portrayed as aloof, as time went on more negative aspects of their beliefs have been increasingly emphasized as their power has decreased. Originally they stood for relatively benign goals of preservation. Indeed, in one of the possible endings in Fallout; they voluntarily reintroduce technology, engage in novel research, and actively assist those inhabiting the wasteland. Later, in Fallout Tactics,

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GENESYS the Midwestern faction eventually would go on to become a near-fascist state, but only if a specific ending is chosen in which this faction assumes the new leadership of a prejudiced General Barnaky. A different ending involves the Midwestern Brotherhood working together with the humans and non-humans of the Midwestern wasteland for the greater good, and create a post-apocalyptic utopia (however, none of the endings of Fallout Tactics have yet been established as canon, and so this is open to speculation). By the time of Van Buren/New Vegas the main Brotherhood is strongly paranoid; it not only seeks to preserve technology, but actively remove it from outsiders, is disinterested in nonmilitary assets, and engages in little if any work to actually improve their tech. Much of the Brotherhood's belief system is enshrined in a document known as the Codex, which acts as an important source of information on regulations and rules that members must adhere to. The East Coast Brotherhood of Steel is vastly different from the West Coast, recruiting from the outside and helping protect civilians in the wasteland through the extermination of super mutants, feral grouls, raiders and synths are just some of the smaller differences. The Brotherhood in the East still seeks and prioritizes the collection and preservation of pre-War technology, but also regularly develops new technologies. Shown from their construction of their aircraft carrying airship the Prydwen, their research into experimental crops and their development of the X-111 compound, a superior successor to both Rad-X and RadAway. They also mass-produce their power armor from scratch, using pre-War schematics allowing them to equip the bulk of their military in T-60 power armor. They are also far more assertive in the wasteland, their vastly increased power, mobility and numbers allowing them to exert their will. Shown from their crusade into the Commonwealth from D.C. to stop the Institute. Arthur Maxson's Brotherhood, although not as charitable as Lyons' Brotherhood, are still more caring to the people in the wasteland than their west coast counterparts. The Brotherhood also protects trade caravans with their vertibirds in order to secure better trading relationships.

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SYMBOLISM OF THE INSIGNIA In the Brotherhood symbol, the gears represent their engineering knowledge, the sword is their will to defend themselves, the wings represent the uplifting hope that the acquisition of lost technology represents for mankind's salvation following the devastation of the Great War, and the circle represents the fraternal unity that makes the organization a true brotherhood. Another interpretation is that the Brotherhood's symbol represents each of the organizations different orders. The sword represents the Paladins, the wings represent the Elders (the "wings" control the movement of the sword), the large gear represents the Knights, and the two smaller gears represent the Scribes and the Initiates, whose services keep the Knights supplied with the information and the manpower required to get their jobs done. This interpretation could also be supported by looking at the Outcast's insignia, which is absent of wings & shows that they do not need Elders or their equivalents. While both the original Brotherhood of Steel in New California and the East Coast faction of the Brotherhood use different colors for different elements of the symbol (blue for the wings, gray for the sword and black for the gears), the Midwestern Brotherhood uses several mono color variations. A blue version is used by the Midwestern Brotherhood's Knights and Paladins, a black one by the Scribes and an orange one by the Elders. The golden/yellow variant seems to symbolize the Midwestern Brotherhood as a whole. The Midwestern version of the Brotherhood symbol is also reversed horizontally - the large gear is to the right of the smaller ones, not to the left as in the original.

STRUCTURE The Brotherhood is mostly composed of the descendants of those military officers, soldiers, and scientists, but aside from some outsiders among their ranks, the Brotherhood is as close to purestrain humanity (prime normals) that may be found outside of a Vault or the Enclave. A notable exception is the Midwestern Brotherhood who were

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Fallout known to recruit ghouls and other mutants into their ranks. The ranks of the Brotherhood of Steel are generally recognized as being composed of the best and the brightest remaining to humanity, which means the BoS is a relatively small organization, at least compared to the New California Republic. They make up for this with their intimidating arsenal of pre-and-post-Great War technology: they have laser and plasma weapons, power armor, surgical cybernetic enhancements, combat implants, and Brotherhood Paladins have the ability to erase an entire town from the map without a scratch. The vast majority of BoS members are born into the Brotherhood - they very rarely accept outsiders into their ranks. While not an official policy, many members believe that in order to survive, all members are obligated to procreate. This results in a lack of tolerance for same-sex relationships, at least when the proponents of the aforementioned stance are concerned. Those born in the Brotherhood that want to be neither Scribes, Knights nor Paladins are free to leave - the Brotherhood does not believe in forcing anyone to serve them against their will. Although, members who decide to leave the Brotherhood will face the punishment of death for sharing any medical or scientific knowledge they have acquired with any outside faction. While they have great reverence for technology, most of the Brotherhood members have little regard for non-technical fields of knowledge (and even for non-combat-related technology). Even most of the Scribes do not care about history, and some Brotherhood of Steel Initiates do not even know who Roger Maxson, the founder of the Brotherhood, was.

Their installations include bunkers in the Den, San Francisco, and Shady Sands (capital of the New California Republic). All Brotherhood outposts are formally subject to the Lost Hills' ruling council's authority, even if they sometimes tend to act independently, especially if they are located far from California and contact with the headquarters is rare. The Lost Hills bunker is surrounded by the town of Maxson, which, while named after the founder of the Brotherhood, is officially outside Brotherhood rule and is a state of the New California Republic. The later conflict between the Republic and the Brotherhood most likely resulted in the destruction of many of the Brotherhood's bunkers in New California.

COLORADO DETACHMENT

While not necessarily a separate chapter, a fairly large group of Brotherhood soldiers and staff were sent to the Maxson Bunker in southern Colorado. In the year 2231, High Elder Jeremy Maxson decided that it was time to expand Brotherhood operations into the east, and he sent an expeditionary force composed of five Paladins to confirm the location of pre-war Senator Todd Peterson's bunker. The expedition leader, Andrea Brixley, discovered the bunker, disabled its security, and opened it for habitation. For over a decade, she and her fellow Paladins explored the east, and forged relationships with many of the local tribes that inhabited the area. In the year 2242, Jeremy Maxson renamed the bunker after his famous ancestor, Roger Maxson, and later sent a full complement of troops for occupation there. Andrea Brixley was promoted to Elder, given the rank of General, and was placed in charge of the bunker. The remainder of her exploratory team were given the title of Elder as well. Following below is a detailed description of each of It was not long afterward that the war with the New the different chapters found within the Brotherhood California Republic was announced, and the bunker of Steel. was re-suited for war.

DIVISIONS AND LOCATIONS

WEST COAST BROTHERHOOD (FOUNDING CHAPTER) The headquarters of the Brotherhood is the Lost Hills bunker in California, the seat of the Brotherhood's High Elder and its ruling council, and the place where the organization was founded. It is also the center of their research and military activities. However, by 2242, the Brotherhood was spread across the wastes of California in small bunkers and installations hidden from the eyes of common folk, and finding them all and wiping them out would be a difficult and dangerous task.

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EAST COAST CHAPTER On the East Coast, the East Coast division of the Brotherhood established a base called the Citadel, built into and beneath the ruins of the Pentagon in Washington, D.C. This faction was led by the idealistic Elder Owyn Lyons who decided to make the protection of the human inhabitants of the Capital Wasteland from super mutants and other threats his top priority, instead of the acquisition and preservation of technology. While Lyons was officially recognized by the ruling council at Lost Hills as the leader of a Brotherhood faction, because

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GENESYS of his changed priorities he received no support from California and his faction, for all intents and purposes, was independent. Without reinforcements from the West Coast, Lyons was forced to recruit locally, but, as most new wastelander conscripts are overeager, unskilled, or both, the survival rate of these local members was atrocious. Elder Lyons’ daughter Sarah commanded her own elite squad, Lyons' Pride. These soldiers help preserve the Capital Wasteland by holding back the super mutants, who tend to remain in the urban ruins of Washington, D.C. As the war with the super mutants intensified, the Enclave returns in the flesh after relocating from New California several years prior. Their radio broadcasts had been heard for years on Wasteland radios. In a bold first move they seized the Jefferson Memorial's "Project Purity" (a project intended to provide clean water to the wasteland), and subsequently consolidated their power throughout the Capital Wasteland. At first favoring caution, Elder Lyons soon changed his mind, engaging the Enclave in a full-scale battle after the Enclave acquires possession of Vault 87's G.E.C.K. and nearly activating Project Purity. With the aid of Liberty Prime, the Enclave was ousted from the Jefferson Memorial and into uncertain disarray. After the events of Broken Steel, the East Coast chapter had become as powerful and well-equipped as their fellow chapters back west, possibly even more so. There are members of Lyons' expeditionary force to the East Coast who preferred to stay faithful to the Brotherhood's original goals of locating and preserving technology and knowledge. These members of the Brotherhood left the Citadel to take up residence in Fort Independence, and stylized themselves as the Brotherhood Outcasts. In addition to carrying out Lyon's original orders, the Outcasts are also trying to re-establish contact with the western Elders, and have Lyons placed in front of a firing squad. Between 2277 and 2287, Elder Lyons died and, after a series of other Elders, the chapter came under the leadership of Elder Arthur Maxson. They spent years developing the Prydwen, a large airship to act as a mobile base, and acquired large quantities of Vertibirds and T-60 power armor and the ability to manufacture more, as well as energy weapons. They also spent years sending recon teams, such as Recon Squad Gladius, to the Commonwealth to investigate the region. Some time later, a large contingent of Brotherhood troops arrived in the Commonwealth aboard the Prydwen, and began their offensive against the Institute. Once they arrived, the Brotherhood conducted an air

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assault on the feral ghouls occupying Boston Airport, and established their main base of operations there. They are capable of and frequently conduct air assault operations, especially when inserting patrol teams and assaulting objectives such as Bunker Hill.

MIDWEST BROTHERHOOD The Midwestern branch, a splinter faction which lost contact with the Brotherhood leadership at Lost Hills has been an independent organization since the 2160s, when the airships of its founders crashed near Chicago. Unlike the original, isolationist Brotherhood, this faction rules over a large part of the area between the former states of Illinois and Kansas and drafts tribals from villages under Brotherhood protection into its ranks. While more open to the outside world, this faction of the Brotherhood is by no means altruistic - the villagers under Brotherhood rule, while protected from raiders and mutants, live in fear of the infamous Brotherhood Inquisitors. The Midwestern Brotherhood main bases were bunkers that were probably pre-Great War military bunkers that were found, taken, and rebuilt. In accordance with the Brotherhood's military roots, they were renamed Bunkers Alpha, Beta, Gamma, Delta and Epsilon. The Midwestern Brotherhood power armor is very similar to the advanced power armor Mk II, and may be a variant of it.

MOJAVE CHAPTER The Brotherhood's bunker is located in Hidden Valley, directly east of the settlement of Goodsprings in the Mojave Wasteland. It is surrounded by powerful underground fans that serve as a high-tech defense system, creating artificial sandstorms which allow the inhabitants to travel to and from the bunker under cover. It also serves as a kind of electronic disturbance to any and all outside factions' targeting sensors, therefore rendering the bunker safe from detection. Prior to 2276 the Mojave Brotherhood had been very active in the region before their crippling defeat at HELIOS One by NCR Forces and were forced underground on the orders of their new leader Elder McNamara. Due to a complete lockdown ordered to preserve what remaining soldiers he had, McNamara relies solely on teams that were trapped outside of the bunker for intel and trusted undercover operatives to bring food and supplies back to those trapped inside. Despite their seclusion from the outside world they still are regarded as a powerful faction in the region,

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Fallout this is shown in Mr. House's calculations as they painted the Brotherhood insurgency to be the greatest threat to his reign in the Mojave Wasteland in the long-term.

MONTANA BROTHERHOOD A bunker exists in Montana and is at some point the home of Elder Patrocolus.

TEXAS BROTHERHOOD After the death of John Maxson, Rhombus, the head of the Brotherhood's Paladins, became the new High Elder. After the death of the Master, the Brotherhood of Steel helped the other human outposts of New California drive the mutant armies away with minimal loss of life on both sides of the conflict. However, a super mutant faction under the leadership of Attis moved east and attempted to recreate the mutant army in Texas using the Secret Vault. Rhombus, despite some criticism from the ruling council of the West Coast Brotherhood of Steel, started a crusade against the still existent threat of the super mutant army, now led by Attis. They traveled eastward to Texas. There, he discovered a prototype Vault which was abandoned and installed the Brotherhood's main base of operation in this area. Their principal mission was to eradicate the menace of all super mutants. For this reason, they created a new Texas Brotherhood icon, which featured a pair of wings, topped by dual pistols, all of a red color.

MILITARY The Brotherhood of Steel has characteristics similar to that of today's military such as standard armor (T-45d power armor, T-51b power armor, or T60 power armor), standard weapons (laser rifle and the laser pistol), standard ammunition (microfusion cells, small energy cells and electron charge packs). They also have training equal to that of pre-war US military training and trade training, have a chain of command, various bases, supply their own troops and have distinct branches/trades (i.e. Paladins and Scribes) that cover combat and support roles within the organization.

RANKS

person's rank and affiliation in the brotherhood.

WEST COAST Initiates are trainees and amateurs of the Brotherhood of Steel who are expected to perform well enough in the training process to be promoted to senior initiates, and later to apprentices. After proving themselves, apprentices are promoted to journeyman knights or scribes. The next rank is senior knight/scribe, and finally the leader of each of these orders is the head knight and head scribe. The initiates must prove the Brotherhood of Steel training is well-developed and that it can make the weak into soldiers, and that the Brotherhood has superior soldiers with enough training via utilizing their skills. Scribes are responsible for copying the ancient technologies, maintaining the current technology and even experimenting with new weapons and other useful devices to be used on the field by the knights and paladins. Scribes rarely leave the safety of the bunkers, but they are sometimes called into the field to examine a piece of technology or perform a task beyond the skills of the Brotherhood soldiers. They can act as medics if need be, to test medical advances, but usually the Brotherhood has specialized medic units for that. Knights are trained soldiers of war that know their enemy well enough to show their progression on the battlefield. They take part in maintaining strategic advances in the battlefield and they support their fellow soldiers with the utmost honor and respect, even giving their own lives to save their comrades. It is this courage that shows that many have the heart of a true lion. The ranks of knight are: apprentice knight, journeyman knight, senior knight and head knight. From there it is possible to be promoted to paladin. Paladins are in charge of all security and outside activities. The paladin ranks are junior paladin, paladin, senior paladin, and head paladin. Elders are the most senior members of the Brotherhood, responsible for setting its course. They must go through all ranks before reaching elder and must have many years of experience. The only exception is when one dies and the next elder is "coronated." The leader of the council and the Brotherhood itself is the high elder, usually descended from the Maxson family.

Like all military forces, the Brotherhood of Steel adheres to a strict ranking code that indicates a

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GENESYS WEST COAST RANKS KNIGHTS

PALADINS

SCRIBES

Apprentice Knight

Junior Paladin

Apprentice Scribe

Journeyman Knight

Paladin

Journeyman Scribe

Senior Knight

Senior Paladin

Senior Scribe

Head Knight

Head Paladin

Head Scribe

EAST COAST The east coast detachment utilizes a considerably different system of rank to that of the original Brotherhood on the west coast. There are 3 main paths an initiate can take: the Army, Air Force or a civilian role as a scribe. The Brotherhood actively recruits wastelanders who have been sponsored by those already in their ranks who take up the mantle of initiate, something not commonplace within other Brotherhood chapters. Those born into the Brotherhood take up the rank of squire and on becoming an initiate will then join one of the services, much like those who have been sponsored and recruited. The three services are: The Air Force consists of lancers, those who pilot the airship the Prydwen as well as the many VB-02 Vertibird gunships the Brotherhood has in its possession. The ranking structure is similar to that of the Army's knights, although the rank of lancercaptain is the highest rank in the Air Force as opposed to commander. Several lancer-captains are stationed in the Commonwealth and can be found aboard the Prydwen or piloting Vertibirds, but they report to Lancer Captain Kells who is the second in command to Elder Arthur Maxson and captain of the Prydwen. Civilian roles are dedicated to the scribes who follow a separate ranking structure to that of the Brotherhood's two military services. Scribes are split into three distinct 'Orders': the Order of the Sword, the Order of the Shield, and the Order of the Quill, which are responsible for the research and maintenance of weapons, the research and maintenance of armor and for history, record keeping and non-combat technology; respectively. Each order is led by a proctor who consults with the head scribe and elder on certain issues. An elder is the leader of the Brotherhood and is selected and instated by the Elder Council back on the west coast. An elder can be selected from any of the three services, though it is most common for elders to be selected from a background of military service. The current elder of the East Coast Chapter of the Brotherhood of Steel is Elder Arthur Maxson (as of 2283), descendent of the great Roger Maxson;

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founder of the Brotherhood. Ranks on the East Coast can be split up into four parts: regular ground soldiers (initiates and aspirants), non-commissioned officers (knight to knight-commander), junior commissioned officers (paladin and paladin-commander), and field commanders (star-paladins and sentinels). The East Coast still considers Brotherhood High Command structure as the West Coast does, with an elder as supreme commander of their chapter and the high elder as leader of the Elder Council and Commanderin-Chief of all chapters.

EAST COAST RANKS AIR FORCE

ARMY

CIVILIAN

Squire

Squire

Squire

Lancer-Initiate

Initiate

Scribe Initiate

Lancer

Aspirant

Scribe

Lancer-Knight

Knight

Senior Scribe

Lancer-Sergeant

Knight-Sergeant

Protector

Lancer-Captain

Knight-Captain

Head Scribe

Knight-Commander Paladin Star Paladin Sentinel

MIDWEST The midwestern branch has a rank system that differs from the original Brotherhood ranks. In the midwest, the scribes act as both scientists and engineers, taking the place of both western scribes and knights. Midwestern knights are just a military rank lower in the hierarchy than paladins and are not allowed to use power armor. The inquisitors are the Brotherhood's law enforcement and intelligence. The “general” rank seems to be made from the real life general rank, and the "commanding officer" is the military leader of the Midwestern Brotherhood of Steel and also the only one rank higher than generals, responsible for giving mission orders to everyone, and also the only one that can give their opinion on the elders' politics. Also, the assignment into commanding officer is done by the elders and only a general can become commanding officer. Like all Brotherhood of Steel, the midwestern elders are the leader and the thinkers of all decision. The midwestern division is perhaps the section of the Brotherhood of Steel that is the most militaryminded.

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Fallout MIDWEST RANKS MILITARY

CIVILIAN

Initiate

Civilian

Senior Initiate

Scribe

Squire

Elder

GENERAL Generals control all of the Brotherhood's military. They report to the high elder and the Elder Council and will only make a move if it's approved by them. They obtain the title of general by showing outstanding performance in military tactics and combat. They help decide the titles of the most promising recruits from initiates and squires all the way up to the head paladin and head knight.

Senior Squire Junior Knight Knight Senior Knight

HEAD KNIGHT

Knight Commander

The head knight is responsible for allocating knights to missions ( i.e. to defend bases or to secure areas of interest.) The head knight is also responsible for reporting all incidents involving the knights to the generals, elders or high elder (depending on the severity of the situation.) The head knights are also present at meetings with the high elder, elders, head scribe, generals and head paladin, like knight commanders and knight captains in the Midwestern and East Coast branches.

Junior Paladin Paladin Paladin Commander Paladin Lord General Commanding Officer Elder

CHAIN OF COMMAND

HEAD PALADIN

The high elder is the leader of the entire Brotherhood of Steel and the other elders. Since all other known high elders came from the Maxson family, it has been speculated that Rhombus was descended from Roger Maxson as well. There were most likely some high elders between Rhombus and  Jeremy Maxson.  Roger Maxson (2077 - 2135)  Maxson II (2135 - 2155)  John Maxson (2155 - ?)  Rhombus (? - 2208)

ASPIRANT

The head paladin is responsible for dealing with the paladins in the same way the head knight does, but the head paladin chooses which paladins should lead each knight squad and which areas may prove to be suitable HQ's. The head paladin holds meetings with the high elder, elders, head scribe, generals and head knight. Both the head knight and head paladin report to the high elder and generals, no one else. The head paladin and knight don't tend to go out into the field of battle, although they may in critical circumstances. When they do enter a battle it is almost certain that they will have a huge army protecting them and will very rarely be seen on the front line, they normally sit back with the generals and help plan strategic maneuvers.

The rank of aspirant was created by the East Coast Chapter of the Brotherhood some time prior to 2287, denoting an initiate who has entered training under a superior officer - such as a paladin or knightThe head scribe is the highest ranking civilian commander - in order to be promoted to a fullclass of the Brotherhood of Steel. The head scribe is fledged knight. responsible for choosing which scribes work on which project and which scribes should be assigned to each order. The head scribe also chooses the high The elders form the Brotherhood's ruling council. scribes or proctors of each order and must also Individual elders are occasionally leaders of oversee the projects each order is working on. The localized splinter chapters of the Brotherhood. head scribe is a highly intelligent person who has Under normal circumstances, the ability to become mastered the orders of the Sword, Shield and Quill, an elder is reserved for paladins, although there are and may also take on a project of their own interest. exceptions, such as Elder Elijah, who was a scribe. The head scribe is one of the people who must attend the meetings with the high elder, elder council, generals, head paladin and head knight. The

HEAD SCRIBE

ELDER

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GENESYS head scribe reports to the high elder and Elder Council only.

HIGH SCRIBE The high scribes are the proctors of the Orders. There are three high scribes: one of the Sword, Shield and Quill. They oversee and approve of each project that the scribes in their order are working on and assign the proper scribes to the right projects. Each high scribe must report to the head scribe on each project and to get approval to move ahead with a new project. The high scribes often work on their own projects, which are usually completed very quickly because the high scribes can prioritize them and assign senior scribes to them. In some cases, high scribes have been called to meetings with the high elder and the Elder Council.

INITIATE Initiate is one of the lowest ranks in the Brotherhood of Steel's rank system. The precise definition of the rank appears to vary between the regional chapters. The West Coast division uses the term to indicate a mere trainee as having been initiated into the Brotherhood, whereas the other two reserve that title until the recruit has completed initial training. The most plausible explanation lies in the fact that the West Coast division is significantly more insular than the others; the bulk of its new recruits are the offspring of existing members, and only rarely are outsiders accepted into the organization. By contrast, circumstances have forced the other two divisions to actively recruit from among the local population. Both the West Coast and Midwestern divisions divide the rank into "buck" initiate and senior initiate. It is not known whether the East Coast division follows this practice. In the West Coast division, initiate is the base rank of one who has only just been accepted into the Brotherhood as a trainee. After completing initial training, initiates are slated to become either scribes or knights, and are promoted to apprentice in the appropriate branch. Initiates on the West Coast were also not allowed to leave the Lost Hills Bunker and experience field combat. They would have to be promoted to squire before they could actually fight. Unlike in the other Brotherhood divisions, east coast initiates may even be issued power armor if their assignment merits it. They were also sent out into the field of battle to experience fighting the mutants for real, because of the low numbers of soldiers. However, since their arrival in the

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Commonwealth, initiates are never seen wearing power armor, and are instead seen with uniforms (referred to as "fatigues") made from some sort of light ballistic fiber that offers small protection from small arms fire and shrapnel.

INQUISITOR Inquisitors primarily act as a detective service within Brotherhood territory. An inquisitor is a special rank of the Midwest Brotherhood, and they are usually extremely sadistic. They are in charge of interrogation and intelligence within the Brotherhood, and are not restricted by much of the Brotherhood's code when it comes to their job.

JOURNEYMAN KNIGHT Journeyman knight is the one small step rank before becoming a full fledged knight. It is where an initiate decides after their advancement whether to continue as a knight or scribe. It is an important step in advancement as they continue to serve the Brotherhood.

JOURNEYMAN SCRIBE Journeyman scribes are scribes-in-training. They are often taken in by one of the senior scribes and made apprentices, where they are then taught to be full scribes. If they are not apprenticed by a senior scribe, they are often chosen to work on projects that are very insignificant. Journeyman scribes start off in no order but will either pick an order themselves, or their master will choose for them.

JUNIOR KNIGHT Not much is known about this rank only that it is higher than journeyman knight.

KNIGHT Knights are responsible for manufacturing and repairing the weapons and other pieces of technology. After many years of service and experience, the best knights are promoted to paladins - the pinnacle of the Brotherhood military. The next rank is senior knight, and finally the leader of the order is the head knight. As all paladins are also knights, the head paladin is usually also the head knight. Knights wear mostly power armor. The large gear in the Brotherhood of Steel symbol represents the knights. In the East Coast and Midwestern divisions, "knight" is a strictly military rank and the scribes are the ones responsible for manufacturing technology

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Fallout there. This rank is most likely the equivalent of reallife junior non-commissioned officers (corporal or sergeant).

KNIGHT CAPTAIN Though not officially officers, they hold influence and command similar to that of a modern day second or first lieutenant. Knight captains can be seen holding staff jobs as well as command positions.

KNIGHT COMMANDER Knight commanders are often seen in the field leading shock troopers dropped off of Vertibirds, or in charge of a command post in the Commonwealth, leading lower ranking knights into battle. Being the highest ranked field knight, they are accountable only to officers such as paladins, the sentinel, and the elder.

KNIGHT SERGEANT Knight sergeant is a rank used by the East Coast branch, denoting a position below knight captain. The rank gives a command of one or two squads of knights, as well as the command of a base or outpost like the GNR building plaza.

PALADIN Paladins are a class of members of the Brotherhood of Steel. They are likened to the scribes of the Brotherhood as being on the same level, but with a different purpose. They are the protectors of the Brotherhood, fighting and protecting its interests across the wasteland, equipped with power armor and an array of lethal weapons.

PALADIN COMMANDER Paladin commanders lead squads (if not battalions) in the East Coast, and are well respected among the Brotherhood's ranks. They are scarcely found in the field, often planning with the other commanders in the Brotherhood, but when they are, they are a force to be reckoned with, often found with powerful energy weapons and leading huge forces. They rank only below star paladin, sentinel and elder.

PALADIN LORD Paladin lords are paladins who lead special operations outside of the main Brotherhood of Steel military. They only report to the high elder and head paladin. Their operations are sometimes kept secret

BROTHERHOOD OF STEEL

from the generals, because they often clash with Brotherhood military regulations. They are given specially selected squads that will follow the paladin lords without question, and are forbidden to talk about their missions to other members of the Brotherhood.

SCRIBE Scribes are tasked with creating and keeping records of the technology used by the Brotherhood. The attitude of many scribes in the Brotherhood can be described as techno-centric. While a great number study history and culture, the majority of scribes focus their studies on subjects related to the acquisition, repair, or creation of technology. It is implied by the Fallout Tactics Manual that some scribes, at least in the Midwest chapter, organize themselves into unions similarly named to American labor unions.

SENIOR INITIATE Senior initiates are initiates who have completed basic training and move on to more advanced training.

SENIOR KNIGHT Senior knights are knights which show promise to move up to be paladins, knight commanders or knight captains. They are very well respected among the other knights, and in the western Brotherhood of Steel they are some of the top mechanics and engineers.

SENIOR PALADIN Senior paladins are paladins which show promise to become paladin commanders, paladin lords or sentinels. They are very well respected among other paladins and knights and can increase the morale of soldiers greatly.

SENIOR SCRIBE Senior scribes are some of the most advanced scribes. They are always chosen for the most important projects and are the next in line to become proctors of orders when the old proctor retires or dies. They often take on the most promising journeyman scribes to be their apprentices and choose what order they should be in (usually, it is the same order that the senior scribe is in). Senior scribes teach their apprentices everything they know and will continue to teach them until they are nearly senior scribes themselves. On rare occasions, the

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GENESYS senior scribe will be promoted to head scribe and their apprentice to high scribe. When this occurs, the apprentice will be given special treatment and the elders usually separate the two to remove any impression of impropriety.

SENIOR SQUIRE Senior squires are squires which are ready to become knights and are taught all the requirements and oaths to be a knight of the Brotherhood of Steel.

SENTINEL Sentinel is a rank used by the East Coast division, ranking between paladin and elder. Maxson states that the Sole Survivor is the only member of the Brotherhood of Steel that currently holds this title and it has been some years since the last sentinel served under him.

SQUIRE In the early years of the Brotherhood, squire is a title which ranked above initiate, similar in function to the East Coast's later aspirant rank. However, by 2277, the rank appears to have changed its purpose, as the only member of the Brotherhood known to hold it is the young Arthur Maxson of the East Coast chapter. By 2287, the East Coast chapter of the Brotherhood has adopted the rank of squire as a title for children who have been recruited by the Brotherhood, making it the lowest rank in the chapter. These children are not permitted to take part in combat, instead performing errands and menial labor for the Brotherhood's military, and are provided with training and education in return. They also appear to be heavily conditioned by propaganda, with those aboard The Prydwen claiming not to fear death and possessing an almost religious devotion to the Brotherhood. Upon reaching adulthood, squires become initiates and begin active duty. Squires are occasionally taken out as observers on sweep and clean missions led by high ranking members of the Brotherhood.

STAR PALADIN Star paladins are paladins who have been recognized by the Brotherhood for their honor, tenacity in battle, and loyalty to the Brotherhood. They are a separate caste (similar to sentinel) in that they are free from the chain of command, although they are not given as much freedom as a sentinel would.

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RELATIONS WITH THE OUTSIDE While they are generally not hostile to others without a good reason, members of the Brotherhood are not interested in justice for the obviously weaker and less fortunate wastelanders around them. They largely focus on keeping their secrecy and preserving and developing technology, which they often put above human life since technology is irreplaceable in the post-nuclear wastelands—lives are not. Their motives are often unclear, and Brotherhood members are not people to be trifled with. It is safe to say, however, that if a group of Brotherhood Paladins appears to be helping outsiders, their motives are not altruistic. The Brotherhood does not like to share their choicest technological bits with others, despite the obvious benefits their technology could bring to the Wasteland. It is a commonly accepted truth within the Brotherhood that the people of the Wasteland are not responsible enough to use (and maintain) all of the technology they have at their disposal. They are known for trading some of their technologies with frontier communities and the states of the New California Republic in exchange for food and other resources, but they keep the more sensitive and advanced technologies to themselves.

ATTITUDE TOWARDS MUTANTS The Brotherhood's attitude towards mutants ranges from dislike (e.g. in the case of ghouls) to outright hostility (in the case of super mutants). Early contact with the Master's super mutants was mostly hostile, and the BoS helped drive the majority of the mutant armies away from California. The Brotherhood grew angry when various salvaging operations began in the Glow, a location which the Brotherhood came to regard highly both for their fallen comrades and the pre-Great War technology located there, with Dayglow ghouls at the forefront. Most Brotherhood members came to see ghouls as filthy scavengers. In the years after the Master's defeat in New California, many super mutants settled peacefully among humans and the Brotherhood was no longer hostile to them.

TECHNOLOGY Military technology is the Brotherhood's main priority, and their efforts over the centuries have equipped them with a powerful array of power armor, energy weapons, defense turrets, combat implants, and computers. Their devotion to the cause of collecting technology is such that they are willing to

BROTHERHOOD OF STEEL

Fallout go to war in order to obtain it, even against much larger organizations such as the NCR. Although less advanced than the Enclave, Brotherhood soldiers are generally equipped with energy weaponry and suits of power armor, usually either the T-60, T-51b or T-45d models, all three of them were designed before the Great War. Recon armor and combat armor is also widely used, primarily by scouts, knights, and initiates. In addition, the Brotherhood has access to some of the best medical technology available in the post-war world, and other technologies such as cybernetics and surgical implants. The Brotherhood also has access to advanced computers which they have found in various military bases and Vault-Tec Vaults such as the Lost Hills bunker, the ruins of the Pentagon, Bunkers Alpha, Beta, Gamma, Hidden Valley and the Vault prototype. They also possess heavy duty combat robots that have assisted them in battle, like the intimidating sentry bots, and even a 40-foot Communist-hating metal giant in the hands of the East Coast

BROTHERHOOD OF STEEL

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THE ENCLAVE

Fallout

THE ENCLAVE The Enclave is a secretive political, scientific, and militaristic organization that is descended directly from members of the preWar United States government, and claims to be the legallysanctioned continuation of the government, while also styling themselves and their overall demeanor as such. The Enclave is comprised of (mostly) ancestral descendants of top ranking officials of the government (most notably, the last standing president of the United States before the Great War), and elite members of various branches of the United States' military, as well as a few others such as those who had considerable ties and/or sway with powerful corporations that worked closely with the U.S government that retreated to the Poseidon Energy Oil Rig.

ORIGINS One of the few old world organizations to survive the Great War, the Enclave finds its roots in various branches of the pre-War American government. Its founding members embraced the inevitability of nuclear war. They believed that the common man of the nation could not survive it. With most believing that as long as the 'important people' of the United States survived, they could regroup quickly when worse came to worst and wipe out communism once and for all. Though not technically a part of the Enclave, many powerful corporations lobbied for the benefits that they hoped would result from governmentsanctioned war contracts. Based in many of the Enclave's research facilities, most were protected or grazed during the nuclear firestorm of 2077. In 2073, as the global race to exploit the handful of remaining natural resources reached its most fevered peak, the United States managed to stake a claim on the entire world's last known supply of crude oil, buried thousands of feet beneath the Pacific Ocean. Poseidon Oil, which in the years leading to the war became the world's leading monopoly on remaining oil reserves, was contracted to build an oil rig and extract the precious oil.

THE ENCLAVE

Finally, early in the fateful year of 2077, with the planet ultimately headed directly for nuclear devastation, the President of the United States and various other members of the continuity of government fell back to multiple fortified areas around the world. The Poseidon Oil Rig in the Pacific Ocean was chosen as their main hidden fortress with which the United States could continue to exist and wage war on China, with the eventual goal of retaking the continental United States and wiping out communism forever. Other members of the Enclave retreated to remote locations in other parts of the world, but when the bombs began to fly, they lost communications with the main group. As the world burnt in nuclear hellfire and the United States with it, its President, and the Enclave, remnants of the pre-War American government, assumed positions and established themselves as its continuation...

THE VAULT EXPERIMENTS The Vaults were funded by the U.S. government and, accordingly, the government had control over them. Ostensibly, they were intended to allow a selection of privileged United States citizens to survive the Great War. Secretly, however, a large part of the Vault Project had a far more sinister goal. The U.S. government's real plan to survive a nuclear war was simply to find another planet to live on after blowing up Earth. A spacecraft designed to ferry the human race to another planet was either under construction or ready to go before the War. The plan was for the government to flee to the oil rig, and then leave in a spaceship for another planet. Any voyage to space or recolonization of Earth would have been very difficult and fraught with unforeseeable complications. Thus, many of the Vaults were designed to have some sort of critical flaw in order to test how an average American would be able to deal with various circumstances. Vault 12 in Bakersfield had a faulty Vault door that wouldn't close all the way, allowing dangerous radiation to leak in, leading to the creation of California's ghoul population. Vault 15 was built normally (the rock

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GENESYS slide that buried its control center was accidental), but was populated with a diverse mix of races and people to see what sort of tensions arise when varied backgrounds are packed into a small environment. Vault 13 was intended to stay shut for a full 200 years to test the effects of long term isolation. Vault 101 was to be sealed permanently to study the evolution of small communities in complete isolation from the rest of the world. The types and purposes of the experiments go on. Eventually, due to either a change of plans by the Enclave's leadership or the spacecraft being destroyed, the Enclave abandoned their initial goal of settling on another planet, and decided to resettle the one they already had, although the Vault monitoring and research continued as the Societal Preservation Program. In order to monitor the populations being experimented upon, the Enclave's oil rig possessed a great deal of equipment that allowed them to observe and control the Vaults. For example, the Enclave sent the all clear signal to Vault 8 shortly after the War, prompting them to leave their Vault and build their city. These monitoring tools also let the Enclave see that the population of Vault 13 was largely intact, although this wouldn't become important until much later.

Enclave troops stumbled across the old abandoned Military Base, where research on the Forced Evolutionary Virus had been done before the Great War. The FEV was what had created the super mutants, the biggest threat of all to the Enclave. The Enclave excavated the military base, largely using slave labor gathered from the nearby mining town of Redding, eventually finding the vats deep inside the lower levels of the base. Though they had been buried in rock and forgotten for decades, the vats still contained that old familiar green bubbling gunk, the Forced Evolutionary Virus. The Enclave gathered samples to be sent back to the oil rig for further analysis. Before long, though, the slave miners, some being fully exposed to raw FEV, others likely falling into the vats accidentally, began to mutate into a second generation of super mutants. The mutant slaves soon overthrew their guards. Seizing their weapons, hardware left behind by the first mutant army or anything lying around, the super mutants stormed the upper levels and quickly overran the troops in the base. Panicked and retreating, the Enclave troopers on the upper levels fled the base and used explosives to seal the entrance, trapping the second generation mutants inside the base.

RISE TO POWER

THE PROJECT

For a long time after the Great War, the Enclave sat quietly in its oil rig, consolidating its forces and working on gaining a technological edge over anyone on the mainland. Eventually, when they felt it would be safe, they decided it was time to move out and start working towards the rebirth of America. Using their vertibirds, the Enclave sent out scouting parties all over California, the closest state to the oil rig. The Enclave scouting parties arrived in California after the Master's defeat, and so saw super mutants and ghouls inhabiting the land. When this was reported to the higher ups at the Enclave, it was decided that all the mutants would have to go. It occurred to the Enclave that those who had lived out in the open on the mainland for over a hundred years since the end of the war must have been contaminated or compromised somehow by radiation...or worse. These mutants too, then, would have to be destroyed before "true" humanity (as defined by the Enclave's leadership), could once again lay claim to the mainland. Reconnaissance and exploration of California continued, looking for a way of carrying out their genocidal ambitions without destroying the world all over again with nuclear weapons. Eventually,

Even though things went badly at Mariposa, the Enclave still had the samples of FEV they needed. Back at the oil rig, the United States Chemical Corps began work on the serum immediately. They found that it would be possible to make from FEV an incredibly potent and lethal toxin that only affected mutants. But, in order for research to progress, they would need test subjects. They needed two test groups: one of clean, pure humans and another composed of the "mutants" that lived all over the mainland, suffering radiation and FEV exposure for decades that, to the Enclave, made them unclean. This unclean sample was easily obtained by kidnapping the entire tribal population of Arroyo. The clean group would be more difficult to obtain though. The Enclave wouldn't allow the Chemical Corps to use people living on the oil rig so they had to look elsewhere. Thus, they traveled in force to Vault 13 and sent a command to the Vault's computers to open the Vault door. After taking care of some mild resistance, the Enclave troops rounded up the residents of Vault 13 and shipped them off to the oil rig in Vertibirds to take part in the Chemical Corps' FEV experiments.

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THE ENCLAVE

Fallout

FALL AND AFTERMATH Just as the Enclave was preparing to launch the poison into the jet stream to kill off the entire known population of the mainland, a tribal known as the Chosen One arrived at the oil rig on the Poseidon oil tanker that had sat in the San Francisco bay for many years. The Chosen One freed the survivors of both the Vault 13 population as well as the Arroyo tribals and started a self-destruct sequence in the oil rig that destroyed the entirety of the Enclave's headquarters, saving the world from horrible death at the hands of the modified FEV. Although the Enclave survived the destruction of their oil rig, all traces of President Richardson were erased from history. Weakened and cut off from much of their leadership, eventually the remainder of Enclave personnel stationed in New California that did not retreat prior were finally shattered by the combined might of the Brotherhood of Steel and the New California Republic. But beforehand, Autumn Senior led the majority of surviving Enclave personnel east, such as to the ruins of Washington D.C. at Raven Rock, to reestablish the Enclave as the dominant power in their nation's former capital. Those who remained (why Autumn Senior and his subordinates left so few of the remnant personnel behind in New California to begin with remains an unsolved mystery) were hunted by the Brotherhood and the NCR, while some tried to integrate themselves into the NCR and met temporarily minimal success, from time to time stories will crop up of an elderly Enclave veteran that was caught integrating being executed or arrested.

RETURN In D.C, the ZAX mainframe installed in Raven Rock to ensure continuity of government continued to function until the destruction of the oil rig. When President Richardson was vaporized, ZAX created a persona, John Henry Eden to claim the post and assume authority over the remaining California Enclave forces, in addition to resuming construction of military ordnance to provide for the resourcestricken subordinates. Augustus Autumn was chosen as the commanding officer of the armed forces (eventually succeeding his father). A series of eyebots were sent to roam the Wasteland, spreading hope and patriotism. Eden could spout his progovernment rhetoric, and promise a return of the

THE ENCLAVE

pre-War America of legend: a land of white picket fences, baseball, apple pie, and good, old-fashioned American global supremacy. President Eden’s secretive plan all along had been to rule over an America of the "pure", free from any mutation, just as his predecessor had planned before him. He has learned of a ridiculously ambitious scientific experiment known as Project Purity, and knew the time to strike had come: the Enclave's armed forces would "reclaim" the Jefferson Memorial. By controlling the purified water supply, Eden would control the Capital Wasteland, and the rest of the country eventually. What better way than to administer a Modified FEV virus, which kills anyone infected or irradiated with any form of mutation – than through a deceptively clean water supply?

OLD TRICKS When Project Purity was restarted in 2277, the Enclave acted at once. Troops under Autumn occupied the Purifier, and established a presence in the wastes, which was resisted by the Brotherhood of Steel. After retrieving a Garden of Eden Creation Kit from Vault 87, Eden attempted to recruit the individual known as the Lone Wanderer to work as a double agent, participating in the Brotherhood's attempted reclamation of Project Purity but infecting the water supply with the modified FEV at the last moment. Eden was opposed by Colonel Autumn, who wanted to make a bid to lead the populace by completing and activating the purifier, thus providing the Enclave with a strong bargaining chip in unifying the wastes under their flag. When the Brotherhood took the Jefferson Memorial, Autumn was defeated by the Lone Wanderer, but it is not known whether he survived. The Lone Wanderer stood poised to finally realize the Enclave's goal of purifying the wasteland, but it is unknown to history whether or not they took that action. The definitive fate of the Enclave as a whole after these unclear events, remain a mystery.

ENCLAVE SIGMA After the destruction of Raven Rock, the Enclave performed a combination of tactical retreat and allout flight, and their grip on the Capital Wasteland loosened significantly. Now contending with overwhelmed soldiers, ragged Enclave camps dot

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GENESYS the Wasteland with little communication to and from the others. With the conventional Enclave military experiencing a lack of new recruits and the high command remaining silent, the Enclave would seem to be a doomed force. However, a small influx of specially trained fighters is seeking to fill the manpower losses caused by the Brotherhood of Steel advances. Previously posted to remote and classified locations outside of the Capital Wasteland, only the most elite of Enclave personnel having training in multiple forms of combat can earn the right to belong to Sigma. Squad sigma operates in six-soldier units, which utilize heavy incinerators and are led by a soldier clad in Hellfire Armor. Furthermore, Squad Sigma members are experienced fighters, each member being a hardened veteran of numerous successful combat operations. Sigma Squads are posted around locations deemed by Enclave high command as imperative to the salvation of the cause.

Legion. Whether they joined the Courier, and/or the outcome of the battle, remains unknown. Enclave scientists and engineers stationed at Adams Air Force Base sent a reinforced combat-model eyebot, ED-E, to Navarro to be serviced and repaired there, seemingly uninformed of the assault on the outpost. ED-E's programming contained a message saying that any repairs needed on the way were to be made by Chicago Enclave personnel, indicating that there are Enclave outposts there. The Illinois license plate bolted to ED-E's side is just one more fact that supports the idea that other Enclave outposts or holdings still exist elsewhere within North American Wastelands.

WESTERN REMNANTS In the year 2281 on the west coast, a few elderly Enclave survivors make an existence on the fringes of, or near the borders of NCR territories, keeping their heads down for fear of persecution. Many left for the Mojave Wasteland, where the NCR's grip was significantly weaker due to the presence of Caesar's Legion. Enclave remnants may have supported the Courier at the Second Battle of Hoover Dam, either desperate for a final shot at glory and to exact revenge on the NCR, or assist them against the

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THE ENCLAVE

NEW CALIFORNIA REPUBLIC

GENESYS

NEW CALIFORNIA REPUBLIC New California (officially the New California Republic, often abbreviated to NCR) is a large, democratic federation of well over 700,000 based in California, with holdings in Nevada, Oregon, Mexico (Baja California) and along the Colorado River. The NCR emphasizes and claims to support a myriad of old world values, such as democracy, personal liberty, and the rule of law. It also strives to restore general order to the wasteland, the improvement and development of infrastructure and economic systems, and a basic common peace between the people. Though appearing to be a benevolent entity of governance, the ability to control the land it claims to protect, the fidelity of those who live under their rule, and the widespread corruption within their political system has been questioned by many, without a clear response by the NCR themselves.

its armed forces in a morally corrosive imperialist project. The NCR government's aim is to annex New Vegas as the republic's newest state. While it already controls Hoover Dam, its treaty with Mr. House and the three families compel it to allocate 5% of the dam’s electrical and water production to local use free of charge. Adding insult to injury, the NCR is locked into protecting New Vegas from invasion by Caesar's Legion even as it receives not one cap in tax revenue from the Strip's highly lucrative resort operations. NCR citizens in the Mojave have largely come here for economic reasons, whether as paid citizen soldiers or as prospectors and fortuneseekers.

SOCIETY

BACKGROUND

The majority of the NCR populace is made up of farmers, traveling merchants and poor settlers The New California Republic was born from the seeking protection from the dangers of the postremnants of the survivors of Vault 15 and the small apocalyptic world - a luxury usually only available to walled community they founded, Shady Sands. the rich and powerful. In exchange for their Under the leadership of Aradesh, and with the protection, the NCR classes them as a 'citizen' and assistance of the Vault Dweller (who saved Tandi, collects taxes from them which is mostly used on Aradesh's daughter and a future president of the the military to arm, train and supply their troops. NCR), the community prospered. Trade routes with Citizenship can be given to entire settlements and other settlements allowed cultural exchange, and a put under NCR jurisdiction if requested, however, this movement to form a national entity gradually took practice is controversial in the Mojave due to rumors root and won popular acceptance. of the NCR supposedly bullying weaker settlements In 2186, the town of Shady Sands changed its and incorporating them against their will. name to "New California Republic" and formed a trial The NCR enforces strict rules upon their citizens council government to draft a constitution. Four and in their cities. In areas under military law, such more settlements joined the council, and in 2189 the as the Mojave, crimes are typically punished by NCR was voted into existence as a sprawling death. Openly carrying arms, prostitution, gambling, federation of five states: Shady Sands, Los Angeles, and slavery are not permitted within NCR city limits. Maxson, the Hub, and Dayglow. Persons found under the influence of alcohol or By post-apocalyptic standards, the NCR is a drugs will be arrested. paragon of economic success and good ethical A notable trait of the New California Republic, often character: political enfranchisement, rule of law, a to the annoyance of its citizens, is the government's reasonable degree of physical security and a tendency to be overly bureaucratic and give power to standard of living better than mere subsistence are those of an important background rather than by daily realities for its impressive population of citizen. ability. As much power is invested in particular Currently, the NCR is in a state of transition, with individuals in the cities back west, citizens at the rapid economic growth and a series of changes in frontier regions often feel that they are not listened political leadership endangering its grand to and forgotten. This type of governing has lead to humanitarian ideals. Nowhere is this more evident many of the towns in the Mojave wishing to stay than in the Mojave, where the occupation of Hoover independent rather than living under NCR rule, Dam has improved access to electricity and water, having only seen inefficiency in their systems and a but at the cost of straining its budget and embroiling lack of being able to assist their own citizens.

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NEW CALIFORNIA REPUBLIC

Fallout rather than democracy), the NCR grew substantially, focusing its efforts on rebuilding the pre-War infrastructure and restarting technological The NCR is a democratic federation, modeling development. Conversely, while under Aaron Kimball, itself on the government of pre-War United States. the NCR has become more imperialistic and The government is divided into three branches: expansive, overextending itself on multiple fronts in legislative, executive and judicial. The legislative the process. branch is the Congress, staffed by representatives There is little to no sexism in the NCR (unlike many elected by their states and senators, forming two other factions in the wastes), most likely due to the houses: House of Representatives and the Senate. The Congressmen use a variety of titles: "Councilor," community's origins in Vault 15 and Tandi's extended presidency. The republic has also shown "Counselor," "Councilman," "Representative," and "Senator." In particular, the Hub (in its own obstinate little discrimination against ghouls and mutants, though many political analysts argue that this is way) prefers to call their representatives because NCR has had limited contact with "Governors." The executive branch is the Republic them (the NCR did have little contact with council, headed by the President and Vice-President. Necropolis or the Master's Army). Some of The President and Vice-President are elected by their Veteran Rangers are ghouls, NCR citizens, with advice from the Congress. however, and they accept ghouls into Last, the judicial branch comprises courts and their army. In any event, some judges ruling in accordance with NCR's politicians use lingering anti-mutant adapted version of American common law. sentiments to boost their popularity In theory, this is a sound and wellamong voters. balanced system, but in practice, every There is a clear separation of church state tries to assert its independence and state within the NCR. In and work toward furthering its own particular, the NCR has resisted agenda. There is a great amount of any attempts to canonize the friction between the states of Hub Vault Dweller within its city limits and Shady Sands, usually related to (the statue outside the Hall of trade rights and caravan routes, Congress being the only while New Reno remains exception). Both Aradesh dominated by various and Tandi found that politics criminal interests. and religion don't mix; a Significant pressure is realization that was exerted upon the political cemented when they gained and economic direction of more exposure to the people the NCR by a variety of of the Hub and received visits private interests: in particular, from a few well-spoken the brahmin barons whose members of the Followers of the wealth gives them great Apocalypse. As long as there is no influence at the ballot box and interaction between church and government, whose needs are often placed first by officials seeking support in their political ambitions. With the the NCR (past and present) allows any non-radical religious groups within their borders. Accordingly, armed forces, the Gun Runners gain special the NCR are very tolerant of religion as long as its dispensation and influence as they are the primary various assemblies do not participate in human contributor to NCR's weapon arsenal. Elsewhere, sacrifice or indulge in dipping people into vats of monopolies like the Crimson Caravan and similar Forced Evolutionary Virus, such as with the Legion trading families dominate the trade routes and use and the Master's Army. their wealth to gain influence with the NCR government and extort large amounts of money. Smaller competitors who are unable to compete with both the larger competition as well as the high taxes are inevitably muscled out. The NCR's military is composed of several The president is the biggest factor in deciding the Divisions, including marksmen, scouts, mechanized course the Republic should take. For example, under units and a small number of Vertibirds. In addition, Tandi (who served over ten terms as President; many of their major cities are protected and something Caesar mocks as indicative of monarchy patrolled by heavily armed police officers. One of

STRUCTURE

MILITARY

NEW CALIFORNIA REPUBLIC

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GENESYS their Special Forces units consists of the New California Rangers, a select group that is pledged to protect the people of the Wastes much like the Texas Rangers of old. The Rangers are said to have numerous safe houses throughout the wastes, and they use these to strike at slavers outside of NCR territory (usually in the North). As expected, the two groups hate each other with a passion. NCR was also in the habit of establishing marshals in the major population centers in their territories, responsible for enforcing the laws of NCR throughout the Republic. Ghouls, super mutants, and humans were all known to serve in the NCR armed forces. The NCR gained access to a limited number of Vertibirds from their battle with the Enclave over Navarro, along with the Brotherhood of Steel. Although diverse, the NCR military is mostly composed of their regular troopers who are characterized by their tan uniforms, wide-brimmed hats, goggles and armed with a standard service rifle. These soldiers are the image often associated with the NCR and are commonly seen in both proand anti-NCR propaganda.

Brotherhood of Steel would launch a military campaign with the goal of pacifying the NCR and reclaiming technology that they felt the NCR was not fully capable of understanding. After narrowly avoiding defeat in the early days of the war, the NCR would ultimately prevail and force the Brotherhood into retreat and hiding. The NCR had pushed back their strongest opponent yet but at a cost. With the destruction of their gold reserves in the early days of the war, the Republic could not continue to fund their costly war with the Brotherhood for long, unless more revenue was acquired. After the death of President Tandi, her successors would gradually change the direction of the NCR. Rapidly expanding the Republic's borders in every direction in a more imperialistic fashion, they sacrificed some of the NCR's principles and moral high ground in the process. Now led by President Aaron Kimball, the NCR's expansion has led it to the Mojave Wasteland, where it would encounter the impressive city of New Vegas, and the even more promising Hoover Dam. However, it would also encounter its greatest enemy to date, Caesar's Legion, across the Colorado River. Seeking to annex New Vegas and drooling over the prospects of the money that would flow back towards the Republic in taxes, they sent their army east. The NCR initially had great success in the Mojave Many people in the western wastelands have Wasteland, setting up several bases and even an mixed feelings about the NCR. Some people strongly embassy on The Strip. The front line of the new support the Republic's goals of spreading conflict between the NCR and Caesar's Legion democracy and the rule of law, and others moved towards the Colorado River. The Legion vehemently oppose their methods of "controlling" attacked the NCR with its full strength during the everything they come into contact with. With First Battle of Hoover Dam. The NCR was forced to wastelanders who were used to having no more than retreat, but lured the Legion into a trap at Boulder a mayor or sheriff now suddenly being part of a City and was able to retake the Dam. After their complex political structure and having to pay taxes, defeat, the Legion regularly conducted raids on the some view it as a loss of the frontier lifestyles that west side of the Colorado, even creating permanent once defined them. As the NCR's power and territory bases at Cottonwood Cove and sacking towns like grew, it made progressively stronger enemies who Nipton and Nelson with little response from the NCR. would test the resolve of the Republic. Under President Tandi, the NCR made slow but sustainable territorial expansion, allowing towns and other small communities, who were impressed by the principles of the NCR, to join of their own The NCR has access to stockpiles of pre-War volition. While defending their borders from hostile technology. Standard NCR soldiers have service raiders like the once legendary Vipers and Jackals, rifles along with standard pre-War and self-made who would be ravaged by the NCR's military until combat armor. The NCR possesses salvaged power they became broken shadows of their former glory. armor acquired from engagements with the Eventually taming Southern California, these Brotherhood, but lack the training to use it. Instead, achievements would garner such respect for the servos in the joints are stripped out and an airPresident Tandi that the people would come to adore conditioning unit is installed in place of the power her, and tribals outside the NCR's borders would core, turning it into extremely heavy, but effective, refer to her as the "Great Mother." armor. However, the NCR special forces, the NCR Viewing the NCR's growth and success as a threat Veteran Rangers, use pre-War riot gear and armor. to their already stagnating power and influence, the The weapons used by the Rangers include: anti-

RELATIONS WITH THE OUTSIDE

TECHNOLOGY

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NEW CALIFORNIA REPUBLIC

Fallout materiel rifles, Ranger Sequoias, hunting revolvers and brush guns, among others. As for civilian technology, they appear to have knowledge of irrigation (as apparent in the NCR sharecropper farms). They can also maintain some pre-War transportation, such as the monorail at Camp McCarran. The NCR were also working on an extensive railroad network in the New Vegas area into New California. The network used in the Mojave was used for transporting limestone from Quarry Junction to Boulder City; these efforts were halted by the Powder Gangers revolt and the unsuccessful efforts to curb deathclaw population growth.

CURRENCY The NCR created its own currency in the form of gold coins around the turn of the 22nd century. Bottle caps were useless at this time due to the gold reserves of the NCR. This changed when the Brotherhood of Steel destroyed the gold reserves in 2281. The NCR dollar devalued and the conversion rate lowered to 2.5 NCR dollars to one cap. The common denotations of NCR currency are the $5, $20, and $100 bills. The $5 bill features a picture of Aradesh and Shady Sands, the $20 bill features pictures of Seth and the NCR Ranger insignia, and the $100 bill features pictures of Tandi.

NEW CALIFORNIA REPUBLIC

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RAIDERS

Fallout

RAIDERS Raiders is a term used to describe a group of hostile gangs in the Wasteland. The raiders are loose bands of outlaws banding together for a common cause, but there is no larger community between rival raider gangs. Individual stats for different types of raider opponents are listed in the Adversary Menagerie chapter.

BACKGROUND The raiders of the Wasteland are mostly hostile, lawless, chem-addled ruffians who roam the infinite wastes. Raiders, sometimes referred to as bandits, are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem. Raiders typically prey upon travelers and very small towns, leaving more populous or larger areas alone. Numerous raider groups can be found across the wasteland. Most are composed of only a few people scraping out a living by preying on other inhabitants of the wastes, typically without any real driving purpose (besides for the thrills). Others, however, such as the Khans and the 80s, form their own tribal customs through raiding for survival rather than for thrills.

gangs – often there is a connection between the raider gang name and the symbols they incorporate. For example, a raider gang under the name The Red Claws could have a symbol of a Yao Guai's claw splattered with blood.

RELATIONSHIPS Raiders have no alliances with other factions and will attack everyone, even other rival raiders or slavers. They appear to be quite cruel, as places they inhabit are usually filled with the mutilated bodies of other raiders and wastelanders, implying that they torture captured enemies and occasionally their own. The raider sadist armor is equipped with several dismembered hands that the raider has kept as trophies. Raiders appear to show no mercy even toward each other; some mention killing one of their own just to make him shut up. Raiders also show very little respect for new recruits, as shown by conversations with one another. Raiders also appear to be cowardly, like Talon Company mercenaries, they will flee if the tide of battle is turning against them.

TERRITORY Raider territory tends to be marked with spray – it could range from painted symbols and mutilated bodies hung up with meat hooks on chains to skulls on pikes, and everything in between. Many raiders also use symbolic tags, much like graffiti spray tags. These symbols could include a green-blue circle with the number 21 in the middle, a "FUCK YOU" written in blood, and a colorful mushroom cloud, a grinning skull, a deathclaw talon, and so forth. Every single raider gang have their own unique markings and symbols. So the GM should be creative in coming up with symbolisms for the individual raider

RAIDERS

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THE INSTITUTE

Fallout

THE INSTITUTE The Institute is an advanced scientific organization in the Commonwealth. It is known and feared for its ability to produce advanced synthetic humans (also known as synths) of high enough quality to pass as true humans.

lasting prejudice against synths and wariness of the secretive Institute. By 2227, work on the third generation of synths, who would be indistinguishable from genuine humans, was well underway. The mercenary Conrad Kellogg was sent out to find Vault 111, where the Institute's scientists believed they could find a cryogenically-preserved pre-War human for their experiments. Kellogg returned with the infant Shaun, The Institute was born from the Commonwealth Institute of Technology, or CIT, a renowned university whose pristine DNA was used to finish the synths. The people of the surface first encountered a based in Cambridge, Massachusetts. Robert House prototype Generation 3 synth in 2229, when it attended it in his youth. During the Great War, a attacked the residents of Diamond City in what number of CIT personnel survived by taking became known as the "Broken Mask refuge in the underground level of the Incident." Existing prejudices against campus. In 2110, the survivors and synths were compounded into their descendants founded the paranoia; the people of the Institute, an organization surface realized that the dedicated to furthering preInstitute could secretly War science. kidnap and replace them with In its early days, as the very synths. While some scoffed first Generation 1 synths at such a notion, this were being built, the paranoia was in fact Institute reached out to aid justified, as the Institute did the people of the begin using synths to Commonwealth in infiltrate and even sabotage rebuilding civilization, but surface communities to mutual mistrust quickly further their own goals. doomed that enterprise. By 2287, the Institute was Soured on any further actively opposed by the Railroad, cooperation with the surface, the who viewed the third-gen synths as Institute withdrew into the shadows fully sapient and wished to liberate and adopted a new purpose: to abandon the them from the Institute, as well as the Commonwealth to whatever fate awaits it and Brotherhood of Steel, who viewed the Institute's focus only on furthering their own vision of work with synths as a return to the days of amoral humanity's future - regardless of how many pre-War corporations such as Poseidon Energy and innocent lives they would have to sacrifice in the Mass Fusion. This quickly led to a large conflict process. between the three factions. The Institute's Advanced Systems department completed work on the Molecular Relay, a teleportation device, in the late 2180s. This allowed the Institute to completely seal itself off from the surface and begin expanding its facilities deeper The Institute is divided into four main divisions, underground. Whenever the Institute required each with specific areas of expertise. All divisions materials that it could not produce itself, Generation answer to the directorate, composed of the division 1 and 2 synths were teleported to the surface to heads plus the director, who lead the Institute. The scavenge, as well as to conduct experiments which director is the overall leader of the organization, would otherwise have required Institute personnel to whose main purpose is to ensure proper cooperation leave the safety of the facility. These directives between the divisions so that the goals of the frequently led to conflict between the synths and the Institute are properly met. These divisions are: people of the surface, and instilled in the latter a

BACKGROUND

STRUCTURE

THE INSTITUTE

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GENESYS  THE SYNTH RETENTION BUREAU (often abbreviated to SRB), temporarily headed by Justin Ayo in the absence of Dr. Zimmer. The bureau employs completely obedient Generation 3 synths known as coursers. Responsible for tracking down and retrieving escaped synths, courser training, synth wiping and monitoring the Commonwealth. They wear the black variant of the Institute lab coat. A notable member was A3-21, also known as Harkness.

inside the cafeteria and main chamber. Despite its secrecy, the Institute maintains a friendly and welcoming demeanor to those introduced into its ranks, and allows access to almost every area inside the facility to newcomers. There appears to be no strict work hours for most scientists, as they often take many hours off and come and go as they please from meals.

 ROBOTICS, responsible for synth construction, development and maintenance. They wear the orange variant of the Institute lab coat.

While the Institute is primarily a scientific group, it has a powerful army at its disposal: the synths. Inside the main HQ of the Institute, the Robotics Department can produce very large numbers of synthetic organisms, which can be very efficient foot soldiers with enhanced strength and resilience. This, coupled with the advanced technology at their disposal, makes the Institute's synths a serious threat to anyone who dares to oppose them. Coursers are a particular type of synth with higher military capability, used as special agents to pursue and recover lost synths.

 BIO-SCIENCE, headed by Clayton Holdren: Focuses on the study and creation of biomechanical life, and bridging the gap between organic life and robotic life. Responsible for genetic and bio-engineering, medical care, FEV experimentation, crop production and pharmaceuticals. They wear the green variant of the Institute lab coat. Virgil was a member before fleeing due sabotaging a secret program that involved working with FEV.  ADVANCED SYSTEMS, headed by Madison Li. Responsible for advanced technological research and development, including laser weapons and synth armor. The Advanced Systems division designed the teleportation matrix the Institute uses on a daily basis. They are rumored to be planning a dark matter initiative, which can be overheard in conversations after the player character arrives at the Institute. They wear the blue variant of the Institute lab coat.

MILITARY

TECHNOLOGY

The Institute is home to the most advanced social structure and technology in the post-War wasteland, surpassing the Brotherhood of Steel and is possibly on par with the Enclave and Think Tank. The main and most important technology of the Institute is the synth. While the first and second generations of synths are only very advanced machines, the third generation is completely indistinguishable from humans, making them perfect agents and soldiers.  FACILITIES, headed by Allie Filmore: The Also, the Institute has many powerful energy department that maintains the building and upkeep weapons at its disposal, advanced AI and other of the institute facilities and superstructure. robotic technologies. Another powerful technology Responsible for life support, security systems, power of the Institute is teleportation, which scientists use distribution, food and housing, mechanical to enter and exit the Institute, and can be used to engineering and maintenance. They wear yellow lab relocate large numbers of troops and agents to coats. As their work encompasses the whole of the almost any location instantly via radio waves. This is Institute, they do not have specialized quarters. used under the guise of the Classical Radio station that can be heard throughout the Commonwealth, which will shut down if the Institute's HQ is destroyed. Despite the Institute's prowess, there are a limited amount of scientists at its disposal, with a small team working with each division, and several auxiliary scientists elsewhere. As a result, the Synth is a diminutive for synthetic humanoid and Institute requires relatively little housing space, and is used to name synthetic intelligence units has apartments to accommodate all scientists and designed by the Institute to look, function and their families. behave like humans. They are sometimes also called Scientists interact regularly, and often spend time androids or artificial humans. They are found in the

SOCIETY

SYNTH

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THE INSTITUTE

Fallout Capital Wasteland in 2277 and in the Commonwealth and the Island in 2287.

BACKGROUND Synths, created by the Institute, are cybernetic organisms designed to resemble humans. They are classified into one of three generations depending upon their complexity:

"born" with the bodies and mental faculties of fullgrown adult humans. Though entirely biological, each Gen 3 synth contains a neurological implant inside their brain allowing them to be "programmed" and manipulated via voice commands. This implant cannot be detected nor removed without killing the synth.

Although it is unknown when each successive generation was developed, the people of Diamond  GENERATION 1 SYNTHS are purely robotic City first encountered a synth in 2229, in an event androids, possessing all the physical capabilities of called the Broken Mask Incident. The synth, which a human, but being no smarter called itself Mr. Carter, was a than a standard protectron. prototype that was field They resemble a lanky tested without the Institute skeleton with metal joints, director's approval. Though mechanical "organs" and the Institute did not actually hydraulic muscles. They are intend to massacre the completely loyal to the people of Diamond City, the Institute and speak in a highpeople of Diamond City have pitched, robotic tone. Like all feared and resented the robots, they can take large Institute ever since. amounts of damage, never By 2277, at least one backing down from a fight Generation 3 synth is known even with their limbs blown to have had traveled to the off. Capital Wasteland after becoming fully self-aware  GENERATION 2 SYNTHS are and escaping the Institute. similar in appearance to their With the help of the predecessors, but are hardier underground organization and sheathed in plastic "flesh" known as the Railroad, he mounted on a thin metal had his appearance and lattice surrounding their memories altered and mechanical skeleton. Though eventually wound up as the more human-like in chief of security at Rivet City. appearance, Gen-2s still Incidents of synths escaping possess limited A.I. and have occurred multiple times superficially resemble a prior to 2277 as the Synth mannequin more than a Retention Bureau was human, having visible seams created and had multiple along their sickly, yellow-gray coursers tracking rogue skin. Their skin is fragile synths as far as the Island. however, and will fall off in Many denizens of the Commonwealth have large chunks if struck or shot with enough force to become paranoid and prejudiced against synths, reveal their mechanical insides. These synths are fearing they might be abducted by the Institute and often found dressed in synth armor when on the replaced with identical copies of themselves. Their surface, or else in Institute jumpers when working paranoia is justified, as some of the most down in the Institute. They also speak in a robotic sophisticated synths encountered act as spies and voice, but at a much lower pitch than Gen 1 synths. could fool the unaware. There are some examples of Commonwealth citizens that were murdered and  GENERATION 3 SYNTHS represent the pinnacle of replaced with synth duplicates whom the Sole synth technology, being virtually indistinguishable Survivor interacts with on missions if they choose to from natural-born humans down to the cellular level. join the Institute. Each Gen 3 synth is built from lab-grown bones, The synths' Institute creators view them as muscles and other tissues that are assembled and nothing more than machines and treat them as brought to life at the Institute's Robotics lab, and are

THE INSTITUTE

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GENESYS slaves. The Railroad has committed itself to freeing Generation 3 synths from their masters and smuggling them out of the Commonwealth to somewhere the Institute cannot reach them. In contrast, the Brotherhood of Steel has sworn to eliminate all synths, for to them, a machine capable of thinking like a human is an abomination of technology. Most encountered hostile synths belong to either Generations 1 or 2, are armed with Institute laser weapons and shock batons and are immune to radiation damage. When fighting against the Gen 1 and 2 synths, it is possible to shoot off their limbs. The moment one of their arms is destroyed, they may be unable to use their weapons. However, they will then proceed to rush the player character and begin attacking them with their remaining arm. Shooting their legs will result in them crawling to the player character and attacking them with their hands. Gen 1 and 2 synths are less intelligent than Gen 3 synths, but display a level of sapience, as exemplified in their dialogue. They call out to their target "whoever you are, I know you're there" and will

comment that their systems may be in need of recalibration if they lose track of a target. During the Tradecraft quest, Deacon comments that Gen 1 and 2 synths are on a similar mental level to protectrons and other pre-War robots, causing some debate among members of the Railroad as to if Gen 1 and 2 synths are worth trying to rescue. Generation 3 synths are physically and mentally indistinguishable from ordinary humans, having labgrown bodies of real human flesh, bones, and organs instead of plastic and metal. As Dr. Roslyn Chambers found, no medical tests or procedures can identify someone as a synth without killing them (synths that infiltrate settlements, for example, only drop synth components when killed). Psychological tests, such as Covenant's SAFE test, are dubious at best. However, they are not perfect duplicates, and have a few key differences from humans that are not immediately obvious: synths cannot gain or lose weight (one Institute researcher remarked on this after discovering that many of the Institute synths had a taste for snack cakes).

GENERATION 2 SYNTHS

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THE INSTITUTE

FALLOUT CHARACTERS

GENESYS

FALLOUT CHARACTERS Characters are the center of the Fallout roleplaying game, as they are in just about every roleplaying game ever published. They are the extensions of the player's portraying them within the Fallout setting. Characters come in a multitude of variety in archetypes, races and careers, everyone is unique in his or her own way as determined by skills, talents and background. A character can be whatever you, the player, wants it to be. Remember you are playing someone else, not yourself!

NEW STARTING CHARACTERS Characters in Fallout can be any human archetype, as detailed below. In addition, radiation and genetic experimentation has led to two mutant-human races; Ghouls and Super Mutants. Many robots have either survived since the Great War or have been repaired by wasteland technicians. Some ingenious survivors are even able to build new robots from scrap. Several of these robots possess complex personalities and individual desires, and strike off on their own. Synths are also making appearances, though they mostly remain hidden among human settlements. While ghouls, robots, super mutants and synths are indeed a big part of the Fallout setting, you should consult with your Game Master before selecting a deviation from the human species, to see how a ghoul, robot or super mutant will fit into his or her campaign. A new character starts with a total of 500 bottlecaps for spending on equipment. A character can spend 10 XP for an additional 500 bottlecaps one time.

HUMAN Humans (Homo sapiens) are the dominant species of Earth. In the post– apocalyptic age, "human" is more specifically used to denote those that have been more-or-less unaffected by radiation as opposed to mutants like ghouls and super mutants, even though said mutant types originate from humans. Non–mutated humans are sometimes called normals, smoothskins

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or bleeders by their mutant counterparts. Four distinguishable, common ethnic groups are present in post-War America: African, Asian, Caucasian, and Hispanic. Post-nuclear humans, as a direct result of the radiation and exposition to the F.E.V. of the West Tek Research Facility (that mutated after the Great War due to radiation), and some other biochemical agents released into the environment during and after the Great War, exhibit more diversity, primarily in genetic structure. The aforementioned factors have resulted in an increased rate of mutations in humans, although very few of these result in phenotypical changes. Most of these changes are non-lethal, non-damaging variations in the human DNA that simply increase the gene pool variety. Also, humans with minor mutations, like additional toes, skin lesions due to TDC infection, permanent red eyes, permanent varicose veins or complete lack of hair, are still considered to be normal humans. “Pure” humans, or “prime normals” are theoretically humans which have not been mutated unnaturally by radiation or other Post-War pollutants. They can be said to be original humans, no different than those from before the War. However, because of the widespread and pervasive fallout in the Wasteland, these represent a very small minority of all sentient species on Earth. They exist only in isolated factions, such as the Enclave, or in remote areas untouched by radiation, such as the underground vaults. Some vaults, opening at times where the radiation has faded, can produce tribes which can be said to be pure, such as the Boomers. All of these variations have been uniquely interpreted by the Enclave leadership as basis for claiming that the humans living outside the Enclave and isolated vaults are no longer pure, that they are, in fact, "near-humans" that pose a threat to the "pure" humanity living in the aforementioned locations. Likewise, humans are the only race to have been seen reverting back to a

FALLOUT CHARACTERS

Fallout primitive age. The most notable example of this are tribals that have developed their own culture; having distinct beliefs and superstitions, religious rituals, customs and even their own unique languages in some cases. They also commonly bear tattoos as one of their traditions, commonly practiced to implicate an important, symbolic meaning to the tribe or the human. The human species is the most diverse of all the playable races, and thus seven archetypes are readily available to those players settling on a human character.

AVERAGE HUMAN The average human archetype is the baseline for character creation, and portrays the most customizable example of a person.

 Wound Threshold: 10 + Brawn.  Strain Threshold: 10 + Willpower.  Starting Experience: 110 XP.  Starting Skills: An average human starts with 1 rank in each of two different non-career skills at character creation. They obtain this rank before spending experience points, and these skills can not be increased higher than rank 2 during character creation.  Ready For Anything: Once per session, as an outof-turn Incidental, you may move one Story Point from the Game Master's pool to the player's pool.

CHARISMATIC HUMAN The charismatic archetype reprensts any character who has the gift of a silver tongue. This could be a entertainer of some sort, a politician, a musician, an aristocrat, or even a merchant. As charming smooth talkers, charismatic archetype typically rely on high Presence characteristics.

 Wound Threshold: 10 + Brawn.  Strain Threshold: 10 + Willpower.  Starting Experience: 100 XP.  Starting Skills: A charismatic character starts with 1 rank in Cool during character creation. They obtain this rank before spending experience points, and may not increase Cool above rank 2 during character

FALLOUT CHARACTERS

creation.  Forceful Personality: Once per session, your character may spend a Story Point as an Incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check).

DEDICATED HUMAN The dedicated archetype represents a character with a stout and stalwart dedication or morale compass, who has a background in a field that requires an unmatched will and nerves of steel. This could be a student, an entrepreneur, or even a religious man. Strong willed and alert, the dedicated character typically relies on a high Willpower characteristic.

 Wound Threshold: 9 + Brawn.  Strain Threshold: 11 + Willpower.  Starting Experience: 100 XP.  Starting Skills: A dedicated character starts with 1 rank in Discipline during character creation. They obtain this rank before spending experience points, and may not increase Discipline above rank 2 during character creation.  Focused: Once per session, as an out-of-turn Incidental, you may spend one Story Point to recover all your strain up to your strain threshold.

INTELLECTUAL HUMAN The intellectual archetype represents a character who has a background grounded in some sort of intellectual pursuit. This pursuit could be mechanical, medicine, or even teaching. Brilliant and skillful, the intellectual archetype typically relies on a high Intellect characteristic. The intellectual is quick to deduce even the most complex of thinking into logical, rational thought.

 Wound Threshold: 8 + Brawn.  Strain Threshold: 12 + Willpower.  Starting Experience: 100 XP.  Starting Skills: An intellectual starts with 1 rank in

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GENESYS Knowledge during character creation. They obtain this rank before spending experience points, and may not increase Knowledge above rank 2 during character creation.  Brilliant!: Once per session, your character may spend a Story Point as an Incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect.

NIMBLE HUMAN

 Wound Threshold: 9 + Brawn.  Strain Threshold: 11 + Willpower.  Starting Experience: 100 XP.  Starting Skills: A resourceful character starts with 1 rank in Perception or Streetwise. They obtain this rank before spending experience points, and may not increase Perception or Streetwise above rank 2 during character creation.  It Came Out of the Blue!: Once per session, your character may spend a Story Point, as an Incidental, to change any number of a to s equal your Cunning on a single skill check that he has made.

The nimble archetype represents a character with increased body control and coordination, who has a background in something that requires precision and deft hand-eye coordination. This could be an athlete or even thieves. Quick and nimble, the nimble The strong human archetype represents a archetype typically relies on a high Agility character who has a background in some form of characteristic. manual labor, and who is generally strong and tough. Powerful and usually good at combat, the strong human archetype typically relies on a high Brawn characteristic. Strong archetypes usually include the likes such as body builders, laborers, and others whom either actively seek to strengthen their  Wound Threshold: 10 + Brawn. bodies by physical training, or have acquired such a  Strain Threshold: 10 + Willpower. feat by means of years of hard labor.  Starting Experience: 100 XP.  Starting Skills: The nimble character starts with 1 rank in Athletics or Coordination during character creation. They obtain this rank before spending experience points, and may not increase Athletics or Coordination above rank 2 during character creation.  Wound Threshold: 12 + Brawn.  Did You See That?: Once per session you may  Strain Threshold: 8 + Willpower. spend a Story Point, as an Incidental, and  Starting Experience: 100 XP. immediately take two additional Maneuvers in that  Starting Skills: A strong human starts with 1 rank turn, even if this exceeds the limitations of 1 in Athletics during character creation. They obtain Maneuver and 1 free Maneuver. Which means you this rank before spending experience points, and can essentially have up to four Maneuvers in a may not increase Athletics above rank 2 during single turn! character creation.  Tough As Nails: Once per session, your character may spend a Story Point as an out-of-turn Incidental immediately after suffering a Critical Injury and The resourceful archetype represents a character determining the result. If they do so, they count the who gets things done by unconventional ways or result rolled as “01”. manners, one whom does not always think inside the box. The pursuit of a resourceful character could be a con artist, survivalists, outdoorsmen or even spies. Unconventional and innovative, the Specifically, the neurotransmitters affected in a resourceful archetype relies on a high Cunning ghoul's mutation are those responsible for cardiac characteristic. Resourcefuly characters are quick to and respiratory function in a healthy human being. put words to an idea and are quite capable of solving These transmitters are continually regenerated at a even the most mind-boggling of puzzles. greatly accelerated rate after the mutation sets in, carrying sufficient oxygen to sustain the life of the subject while being insufficient to retain dermal elasticity and avoid the resulting necrosis, the result of which is the decaying, corpse-like appearance of

STRONG HUMAN

RESOURCEFUL HUMAN

GHOUL

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FALLOUT CHARACTERS

Fallout post-mutation humans. Considering that ghouls are missing their noses, the pinna of the ear, and some complain about knee pain, it may be that the process of ghoulification severely damages cartilage in the human body. In physical appearance, a ghoul's flesh is constantly rotting off, appearing very raw and discolored from necrosis. Lips and eyelids are sometimes absent, and noses are in almost every case completely rotted off. Feral ghouls are typically heavily emaciated and hunched over (possibly due to malnutrition and lack of sunlight), while non-ferals typically have a healthier, more human-like build and posture. Another major difference between ferals and nonferals is dress: while non-ferals dress like normal humans, feral ghouls wear little clothing other than tattered pants or sections of old armor, having long ago lost the mental capacity to mend or replace their clothes. Ghouls, at least the non-feral ones, are generally as intelligent as normal humans. However, their intelligence decreases at varying rates as a result of the radiation rotting their brains, this continues until their ability to reason has gone completely, and they become feral. Their physical repulsiveness makes the life of a ghoul difficult at best - only the most tolerant human communities accept them as anything more than monsters. Some ghouls eventually go mad and it remains unclear exactly what precipitates this change in neurobiology and psychology, but anecdotal evidence seems to indicate that non-social ghouls, or those in isolation, are more prone to the condition. It is known that ghouls can turn feral when exposed to excessive levels of radiation. Ghouls that succumb to insanity are called "feral ghouls": they are mindlessly aggressive and, having lost their ability to reason, driven entirely by their instincts. These feral ghouls strongly resemble zombies like those depicted in old horror films, and this misconception succeeds in alienating non-feral ghouls even more from humans. The term "zombie" has become an offensive racial slur to ghouls and "smoothskin" is a derogatory term for humans often used by ghouls.

FALLOUT CHARACTERS

Ghouls are immune to most forms of radiation that still remain in the wasteland. Radiation poisoning cannot get worse for the ghouls, though it can hasten the process of decay and lead to their decline into the feral state as described above. However, many ghouls report feeling healthier when exposed to lowlevel radiation, and thus make their homes near locations with acute background radiation. The ghouls known as "glowing ones" actually enjoy large amounts of radiation, which they describe as being "comfortably warm." They are even healed by it. As one of the more common consequences of ghoulification seems to be sporadic or even complete hair loss and loss of their normal voice: few ghouls retain enough hair on their heads to actually maintain a haircut, and ghouls with facial hair seems to be even more rare. Also, ghouls with clear voices are very uncommon; most possess raspy voices. While the exact cause of their hoarse voices is unknown, it is more than likely caused by partial decay of their vocal cords.

 Wound Threshold: 11 + Brawn  Strain Threshold: 10 + Willpower  Starting Experience: 90 XP.  Special Abilities: Ghouls get a free Rank in Survival. They obtain this rank before spending experience points.  Rad Resistance: Ghouls take no damage from Radiation damage sources. Once per session when exposed to a source of radiation damage, a ghoul character may spend a Story Point to heal a number of wounds equal to the rating of the radiation source.

ROBOT Robots in the wasteland come in a variety of shapes and sizes. Their capabilities are determined by their original purpose of construction; the hovering Mr. Handy came with a trio of spindly arms

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GENESYS that have pincer hands, buzzsaws, or even small flame projectors. Meanwhile the Protectron series of robots were used in fire and rescue, police and security, and even construction. Other robots were specifically built with warfare in mind, and possess a lethal variety of weapons bonded directly to their metal frames. A player character robot can be built from a Mr. Handy or Protectron blueprint, but abiding to the rules below. Or the player is free to come up with his or her own unique appearance for a robot, but have to restrain to using the rules that apply to normal characters; for example, no flying. One might argue that a Mr. Handy is flying, but it is not. It is floating by means of a propulsion engine, which is equivalent of walking, just a given distance above the surface of the ground. The GM should allow the player to use unique designs for his or her robot character, but Robots are built using variation to the character creation rules (see below). All robots start with characteristics of 1, but have a higher starting XP. This is for the player to customize his robot according to his character design.

 Wound Threshold: 10 + Brawn.  Strain Threshold: 10 + Willpower.  Starting Experience: 175 XP.  Special Abilities: After selecting their career, your robot character may train one rank in six of the eight career skills (instead of the usual four).  Inorganic: Since robots are inorganic, they do not gain the benefits of recovering Wounds with stimpaks or a Medicine check. Robots can recover Wounds and Strain naturally by resting, as their systems attempt self-repairs. Robots can also be “healed” by using the Mechanics skill instead of the Medicine skill, but otherwise following the guidelines detailed on page 116 of the GENESYS core rule book.  Metal Body: Robots increase their Soak value by 1.  Networked Intelligence: A robot adds automatic s to its Intellect- and

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Willpower-based checks for each other friendly character of the same species (robot) within Medium range – to a maximum of sss.  Robotic: Robots do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons.

SUPER MUTANT Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are much taller, bulkier and muscular than pure strain humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells caused by FEV makes them virtually biologically immortal (but not immune to death from injury). Average super mutants stand approximately 10.4 feet tall (although they typically stand with hunched backs that reduce them to about 7.8 feet) and weigh around 800 pounds, possibly even more. Their skin color is predominately grayish green in the case of Mariposa mutants and yellow with tints of red and green in the case of Vault 87 ones, although some mutants with other skin colors also exist. Their skin is extremely tough, and their muscle and bone structure are enhanced well beyond the human norm. Super mutant cells undergo cellular division at a greatly increased rate. Mitosis occurs at a rate 15% quicker than that found in pure strain humans. A super mutant's cellular structure is said to be highly similar to normal humans. Super mutant DNA strands are nearly flawless, with all of the recessive genes that produce many of the most common ailments like diabetes, cancer and cardiovascular disease eradicated from the genome. Those recessive genes which are commonly found in humans have been manipulated in such a way by the infection of the

FALLOUT CHARACTERS

Fallout FEV as to bring about the best possible combination of genetic traits. A super mutant's RNA structure was also altered by the virus to produce more rapid transcription, resulting in the enhanced regenerative capacities of the mutated form. The mutation produced by the FEV in this case has some severe side effects. Chief among them is sterility. As the gametes of the reproductive system consist of 'half-cells' comprising only 23 of the normal 46 chromosomes, they are perceived as 'damaged' cells by the FEV's integrated genetic sequences, which "repairs" them by restoring the missing chromosomes, which essentially renders the mutants sterile since their gametes lose the ability to recombine with other sex cells in sexual reproduction. Other side effects of this form of FEV infection include an alteration of the pigment cells of the epidermis. While the super mutants originating from Mariposa are sterile, they do not lose their sexual organs, but they do lose their secondary sexual characteristics, such as breasts; Similarly East Coast mutants are said to lose most sexual characteristics. While they will not normally die due to the normal effects of aging, super mutants are prone to senility, leading to tendencies to engage in near-psychotic, aggressive attacks against other humans and other creatures. As super mutants created by the modified strain of FEV as part of the Evolutionary Experimentation Program in the Capital Wasteland age, they grow consistently larger and stronger, eventually reaching heights of up to 2 stories.

has a focused skill option, but less experience. The “A Face in a Crowd” rule represents a synth blending into an urban setting (after all, they look exactly like a bunch of other synths), but may have to deal with anti-synth bias.

 Wound Threshold: 11 + Brawn  Strain Threshold: 10 + Willpower  Starting Experience: 80 XP.  Special Abilities: You may select two skills when creating a synth character. Your synth character starts play with two ranks in each of these skills. You still can't train their skills above rank 2 during character creation.  A Face in a Crowd: Characters add b to any checks they make to pick a synth out in a crowd. Synths also add b to Social skill checks they make when interacting with people who don't know the specific synth.

 Wound Threshold: 13 + Brawn  Strain Threshold: 9 + Willpower  Starting Experience: 80 XP.  Brute: A super mutant character is Silhouette 2.  Forced Evolutionary Virus: Super Mutants reduce the Encumbrance and Cumbersome value of all wielded weapons by 1. Super Mutants are also immune to damage from radiation.

SYNTH This profile is for a human synth. It is an Instituteproduced synth that has been tailored for a certain job (otherwise, if this were an unmodified synth, you could simply use the Average Human profile). Synths have customization options to represent their “designed” nature, but in their case, the synth

FALLOUT CHARACTERS

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CAREERS

Fallout

CAREERS Once you've settled on a species – human, ghoul, robot, super mutant, or synth – that you want to play, it is time to further flesh out your character with choices of careers, skills and talents. So what is it that makes your character SPECIAL? Fallout uses careers, skills, and talents that would be appropriate in a Modern Day setting. The Knight career is also appropriate for use with the sci-fi setting changes, as it is used for the Brotherhood of Steel, though this is not an available starting career for the player character to select. The choosing of an character's career is probably the most important choice a player makes. The occupation of your character has a direct bearing on which skills she may have and her status in the community. Select one starting career for your starting Wasteland survivor. This represents the training and life experience the character has had prior to the start of the campaign. A character may hold other jobs as his career unfolds, but the benefits of a starting career are only applied once, at the time of character creation. You can think of a career as your character's job or role. It's a broad concept of what your character is going to be especially good at during the game. Careers enable your character to focus on being better at certain tasks at the expense of others. A career is usually definited by the role the character plays in the game.

CAREER SKILLS The default rules of career skills, as detailed on page 40 of the GENESYS core rulebook, has been modified for the Fallout setting to allow for a greater character customization. Each available career now only comes with four predetermined career skills (individually listed under each specific career; see below), that are irrevocably unchangeable, whereas in the GENESYS core rulebook careers come with a default set of eight predetermined career skills. As the careers presented below only comes with

CAREERS

four predetermined career skills, what about the remaining four career skills to complete the career? The Fallout setting allows the player to select the remaining four career skills and make notice of these as being career skills on the character sheet. However, the player must adhere to the following restrictions for selecting the remaining four career skills. It is important to notice that the predetermined career skills do not count against the requirements listed below, of course.  At least one Social or Combat skill must be selected.  No more than a total of three Combat or Social skills can be selected: Magic skills (Arcana, Divine and Primal) are not available in the Fallout setting.  No more than two additional General skills can be selected. Following the normal rules for career skills, on page 40 in the GENESYS core rulebook, a starting character may choose four of their career skills and gain one rank in each of them. This is done before spending experience during character creation.

AVAILABLE CAREERS The following careers below are available to the players in the Fallout setting. Please take into consideration that the Game Master has the final vote on determining whether or not the list below fits into his or her specific Fallout campaign.

AMBASSADOR An ambassador seeks out those who can help a cause and works to ensure they do. He brings the best arguments he can to sway hubs, settlements, organizations, and other groups to side with the forces he serves. The ambassador brings every possible asset to bear in order to convince them to see things his way. Compromise is a way of life for the ambassador; he won't even bother going into a negotiation if he

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Fallout has no room in which to maneuver. The true mastery of his trade is in getting his most important goals agreed to and making the other side of the discussion feel like the agreement was its doing. Ambassadors are just as effective in dealing with individuals in crisis situations as they are in managing discussions with a room full of skeptical politicians. The ambassador counts the following skills as career skills: Charm, Discipline, Knowledge and Negotiation.

ARCHAEOLOGIST Most explorers are searching for the new – new opportunities, new settlements, new locations, new marketplaces, etc. Archaeologists, on the other hand, are firmly entrenched in the old. The Wasteland is impossibly old, and nigh-infinite millennia have witnessed the rise and fall of countless civilizations. The archaeologist endeavors to find these lost cultures and unlock the secrets of their history, art, science. and everything else about them. Most archaeologists believe very passionately that what they do is noble and important to the people of the Wasteland. They tend to be less concerned with who is currently in charge, except for how the prevailing policies of the current government impact their studies and digs. Unfortunately for the current state of the field, the Brotherhood of Steel tends to take a very heavy hand in matters of "revisionist history," preferring to alter findings to best fit its agendas As such, most archaeologists either work outside of Brotherhood channels or wish they did. The archaeologist counts the following skills as career skills: Athletics, Discipline, Knowledge and Perception.

ASCETIC There are many paths that might lead one to the role of ascetic. Whether they are particularly sensitive and seek seclusion to contend with some failure that haunts their steps or wish to contemplate the greater role of fate in the Wasteland at large, ascetics are individuals driven to a calmer, more comtemplative approach to their life, their needs, and their place in the Wasteland. They do not seek to gather caps, possessions, or laurels, but rather judge their worth by the depth of their understanding of and communication with fate. Ascetics concentrate on honing their own mind to a razor sharp focus. As a result, they are likely to have the versatility to work their way through almost any difficulty. An ascetic has spent a considerable

CAREERS

time living on the fringes of society, learning to make do with whatever materials and facilities were on hand, regardless of their apparent functionality or crude construction. Ascetics may be out of practice in social interactions and interpersonal communication, but the awareness and resilience they have gained through their trials, as well as the physical strength their chosen path has earned them, can be invaluable to a group when more refined, civilized plans have failed. The ascetic counts the following skills as career skills: Athletics, Discipline, Resilience and Vigilance.

ASSASSIN Whereas most bounty hunters focus primarily on the capture of quarry, those who specialize as assassins are generally tasked with the straightforward proposition of terminating their targets. Despite their different methods, assassins still adhere to many of the same ethics and practics of other bounty hunters. They take their work very seriously, avoid all needless bloodshed, and honor their contracts to the letter. Some treat their methods with reverence, even assigning a certain mystique to it. Others simply see themselves as cold killers, and are just fine with it. The assassin counts the following skills as career skills: Melee, Ranged [Heavy], Skulduggery and Stealth.

BEAST RIDER While most any being can ride a trained mount, it is the beast rider who can break in wild mounts and train them. Once he has trained a mount, the skilled beast rider can coax his mount to perform incredible feats, even in the heat of battle. The beast rider is also something of an outdoorsman, and is a valuable member of a team with or without his creature companion. Beast riders might be expert riders on a single type of mount or experienced creature wranglers who have spent time with all manner of riding creatures. Most cultures and militaries still rely heavily on mounts. The beast rider counts the following skills as career skills: Athletics, Knowledge, Perception and Survival.

BOUNTY HUNTER He’ll hunt man or beast – bail jumpers, molerats, runaway daughters, yao guai... whatever you pay him to find, he’ll track it down and bring it back alive, dead, or as a trophy. Truth be told, it’s not the money

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GENESYS that matters so much as the challenge of pitting himself against man and/or beast, facing down whatever life throws at him and returning the winner. Plains, desert, or the concrete jungle, he’s the alpha predator. And you? You’re just prey. Run if you want, but when he’s chasing, he knows how it’ll end. The bounty hunter counts the following skills as career skills: Brawl, Ranged [Heavy], Streetwise and Vigilance.

CHARMER Confident and elegant, the charmer employs his wits and wiles with more precision than a laser scalpel. Rather than resorting to uncivilized intimidation tactics or distasteful acts of violence, the charmer believes the best way to get what he wants is to simply ask for it. A charmer knows how to talk the talk, possessing natural charisma that makes him irresistible. Struck by the flash of his smile or the wink of his eye, people have a hard time denying anything to the charmer. The charmer combines the silver tongue of a politico, the street smarts of a scoundrel, and the keen mind of a trader. Where the politico might rally, chastise, or even bribe to achieve his objective, the charmer showers his mark with flattery. While the trader relies on his ability to haggle down a price, the charmer convinces others that lowering the price is their idea. When a scoundrel resorts to coercion and violence, a charmer applies a softer touch to disarm his opponents with words alone. The chief weapon in a charmer’s arsenal is clearly his undeniable charisma. When coaxing his way into a private club or restricted area, the charmer knows how to compliment without sounding sycophantic. In rare cases when his debonair appearance and refined taste fails him, the charmer knows how to resort to negotiation and trickery to get his way, doing so with his own smooth

CAREERS

brand of flair and style. The charmer keeps a cool head in the hottest situations, which often serves as inspiration to others, and he has no qualms with taking a leadership role if it furthers his purposes. Whether or not he knows the right thing to say, the charmer always knows how to say it. The charmer counts the following skills as career skills: Charm, Cool, Leadership and Negotiation.

COMMANDO Commandos are specialists trained to strike the enemy from unexpected directions to do the most damage in the most vulnerable locations. Commando teams are often used like surgical instruments by the commanders who have access to them. A commando knows how to find a target, attack it, disable it, survive the aftermath, and find his way home. For any team, a commando is a fine generalpurpose combat specialist to have around. He handles fights well (especially hand-to-hand situations), and can manage in almost any high-stress situation. More often than not, he's also effective as backup during covert operations. Matters of overall philosophy or strategy rarely concern a commando; he's almost always focused on the mission at hand or training to ensure he and his companions survive the next one. The commando counts the following skills as career skills: Brawl, Melee, Resilience and Survival.

COURIER There is more to military intelligence than stealing the enemy's secrets. The data must be secured and delivered to the specialists who can best exploit it. The courier specializes in transporting critical information, often while working incognito far behind enemy lines. These experts take the necessary risks of repeatedly crossing through security checkpoints or even active battlefronts. They must be capable of

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Fallout operating under foes' scrutiny without drawing undue attention. To a certain extend, these spies are a very specialized type of smuggler, dealing primarily in information rather than physical goods. The courier counts the following skills as career skills: Athletics, Deception, Streetwise and Vigilance.

DEMOLITIONIST Demolitionists are masters of explosives and incendiary devices. Often seen as dangerous pyromaniacs, most demolitionists possess a deep understanding of the physics behind combustion and explosion on an intuitive level as well as an academic one. They are not mindless destroyers. but artists. Demolitionists are adept at wreaking havoc while avoiding being injured by their own handiwork – most of the time. The work of a demolitionist is extremely dangerous, as a single misstep can spell doom for the character (and anyone unfortunate enough to be in the general vicinity). In order to succeed. A demolitionist must be able to keep a clear head and focus on his work. even as bullets fill the air around him As such, most demolitionists are adept at staying cool in the most nerve-wracking situations. In order to put their skills to the greatest use, demolitionists must have an understanding of the principles of construction, as well as knowing how to construct their explosive devices. Both of these are where some skill with Mechanics becomes important. By knowing how a machine operates, or the load-bearing points of a structure, a demolitionist can determine where to place explosives for the greatest effect. Similarly, demolitionists know how to get the most from their tools, creating larger than expected explosions or causing devastating chain reactions. Demolitionists can use their creative talents for more than sheer destruction, and can usually be counted on to find an inventive route out of a dangerous situation. Of course, sometimes that plan is even more dangerous than the original threat. The demolitionist counts the following skills as career skills: Computers, Cool, Mechanics and Skulduggery.

DOCTOR

the treatment of illnesses with him, he brings a broad spectrum of knowledge and a solid persona in the face of adversity. Most doctors trade their healing talents for a chance to see more of the Wasteland than their time in medical school ever allowed. Their overall motives can be as varied as those of any being, yet they tend to share a common instinct to heal where there is harm. While many will simply take up residence with whatever lord, organization, or boss will hire them, other doctors will find a way to get out into the larger Wasteland, both to bring help to those in need and to experience life in some fashion. The doctor counts the following skills as career skills: Cool, Knowledge, Medicine and Resilience.

ENFORCER Enforcers know that achieving results does not always require violence – sometimes the threat of it is enough. Enforcers focus on social interactions as much as combat. They can handle themselves in a fight, to be sure, but prefer to accomplish their objectives through savvy, intimidation, blackmail, and straightforward threats. If they need to fight, however, they can brawl with the best. In most criminal organizations, enforcers fill the dual role of hired muscle and the "face" of a criminal organization. The enforcer brings a criminal syndicate's message to the streets, then ensures that message is followed (and punishes those who stray). Enforcers should have no trouble finding work, whether in the uncivilized Wasteland or in the shady underworlds the sporadic settlements throughout the Wasteland. Enforcers are a natural fit for organized crime syndicates. where they collect debts and ensure everyone shows the proper respect and deference to bosses and leaders. Many enforcers practice a certain subtlety, avoiding police forces while enforcing the rules of gangs and criminal organizations. While most enforcers have a fondness for violence, they also display a degree of self-control. Violence is a tool in the enforcer's arsenal. and not an end in itself. An enforcer is more likely to try words before violence, though these words may be laced with venom and the threat of imminent violence. However. an enforcer must always be ready to fight. The enforcer counts the following skills as career skills: Brawl, Coercion, Melee and Streetwise.

Of all the types of people who come to the Wasteland, doctors probably have the easiest time finding employment They are in high demand almost anywhere they go. Unfortunately, most of what they are asked to do involves patching up the wounds of Part negotiator, part navigator, and savvy in the the worst kind of beings. ways of the Wasteland beyond the settlements, the With his skills, a doctor brings not only healing and fringer is a jack-of-all-trades. He focuses on

FRINGER

CAREERS

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GENESYS knowing how to find what he needs and how to get where he needs to go. He's got the gift of gab when it's time to talk, and the awareness and reflexes to maneuver away when it's time to run. Fringers can also be tough, wiry, and nimble, surprising any would-be assailant, with their ability to avoid getting hit and avoid getting caught. A Player Character fringer stands a good chance of being either the primary or secondary one the group turns to when it comes to dealing with employers, or finding a job in the first place If someone needs to go into a town to handle business, the fringer should definitely be a part of that excursion. The fringer counts the following skills as career skills: Coordination, Negotiation, Streetwise and Survival.

GAMBLER When the chips are down, the gambler holds all the cards. Like the devious thief, the gambler loves misleading others and taking big risks to profit. Like the clever trader, the gambler has a knack for convincing others to part with their valuables for next to nothing. The gambler has a unique variety of tricks up his sleeve to deceive or misdirect opponents, keeping them guessing as to whether he has a winning or losing hand. However, the gambler knows that there is no such thing as a losing hand; winning is all about knowing how to play the cards that have been dealt. The gambler knows how to play all the most popular games of chance; however, he also recognizes there is far more to winning than just knowing the rules. His ability to identify subtle clues in the body language, mannerisms, voice patterns, and behavior of his opponents gives the gambler all the information he needs to decide when to make his move. The gambler prides himself on being unpredictable, denying his opponents any hints to his intentions with his stone-cold expression. Whether the situation is a game of cards, betting on races, or talking a thug out of blasting his companions, the gambler has a strategy, and rarely the one people expect. A gambler may not always look like much, but looks can be deceiving. The gambler is an excellent actor, always able to project an air of calm confidence so he seems as cool as carbonite even when he is as tense as a raider on Jet. A great gambler knows to never count his caps at the table, so to speak, but sometimes playing hurt can throw his opponents. Some gamblers love baiting their opponents by looking vulnerable just so they can gloat while raking in the pot. A fool and his money

CAREERS

are soon parted, and the gambler is always happy to oblige. The gambler counts the following skills as career skills: Charm, Cool, Deception and Skulduggery.

GUNSLINGER The gunslinger knows better than most that making a living in the Wasteland is a constant struggle. He needs to be fast on the draw to stay alive. The gunslinger and his beloved sidearm are inseparable, but he often carries a holdout weapon when stuck in a hostile, target-rich environment To face off with a gunslinger is a dangerous and foolish proposition. A gunslinger often has a special bond with his favorite weapon. His knack for gunplay often earns him a reputation that puts him at odds with other bandits who want to prove their mettle. This lifestyle is second nature to the gunslinger, so he knows how to keep his cool when threatened. When some thug sticks a pistol in his face, the gunslinger doesn’t flinch. He shoots first and skips asking questions. The gunslinger often needs to remain one step ahead of the law, and so he wanders the Wasteland in search of his next job. The hard life of the streets is not all gunfights, so the gunslinger takes on work wherever he can find it. The gunslinger uses his underworld contacts to secure odd jobs for a variety of criminal groups. The gunslinger counts the following skills as career skills: Coercion, Cool, Ranged [Light] and Streetwise.

HACKER For the hacker, a computer or robot is just a puzzle to solve with prizes for doing so. “Slicing” or “Hacking” is the term used for the invasive efforts to steal or alter data in a system. With practically the entire Wasteland once wired to computerized systems, hackers are extremely valuable people to know, and dangerous to cross. Hackers are a skilled with computers and robots, in fact they excel at taking them apart and rebuilding them, or even reprogramming them. Hackers are among the most valued professionals in the Wasteland, especially to the criminal world. A hacker's worth, however, is only as good as his reputation; success and loyalty will earn him top caps, while blowing key operations or doublecrossing an employer will tend to make his prospects far less attractive. The hacker counts the following skills as career skills: Computers, Knowledge and Mechanics and Stealth.

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Fallout

HEAVY For a heavy, size really does matter. These characters prefer to use the biggest guns possible, and usually have the physique to match. Heavies are often physically impressive, a necessity for effectively wielding the heaviest manportable weapons. Heavies are inevitably found at the front in combat. as allies back away and give them space. Heavies generally approach combat in the most direct way possible – stealth and duplicity are not becoming of a walking arsenal. Similarly, heavies tend to be very straightforward in their dealings. This bluntness sometimes comes across as a lack of intellect, though few would be brave enough to say so to the heavy's face. There may be some truth to the perception that heavies sacrifice brains for brawn, but as with all generalizations, there are many exceptions. In a world of double-crosses and altered deals, steadfastness and blunt honesty can be seen as virtues. The heavy counts the following skills as career skills: Gunnery, Perception, Ranged [Heavy] and Resilience.

INIATIATE OF THE BROTHERHOOD OF STEEL The initiate is a warrior sworn to servitude of the Brotherhood of Steel. He is considered to be a noble warrior amongst the wastelanders. An initiate's life comes with privilege and often wealth, but also a responsibility to defend their liege lord and the people who rely on the Brotherhood of Steel for protection. Initiates often train for war from childhood, and they equip themselves with the best arms and armor available. The initiate of the Brotherhood of Steel counts the following skills as career skills: Gunnery, Leadership, Melee and Resilience.

INVESTIGATOR Investigators examine unsolved crimes, using their knowledge and skills to figure out the who, what, when, where, and why. They don't seek this information merely to satisfy some obsession over the ugly side of society but rather to honor the victims by bringing the perpetrators to justice. Investigators piece together what has been lost or stolen by uncovering the past. Weaving the stories of what happened into a living chronicle, they discover secrets and untangle lies. Only by understanding the how and why of a crime can

CAREERS

investigators bring the one who did it to justice. Since crimes are inflicted upon (and inflicted by) people, these acts leave an impression behind. Particularly violent crimes leave a strong disturbance. Extremely evil crimes leave a wound – a cold, dark space that frightens the unwary and consumes the foolhardy. Investigators can tease out details from those impressions, unwinding them so they can heal. In many ways, investigators are physicians for the souls of communities, solving festering mysteries, airing out toxic secrets, and cauterizing hidden crimes. The greatest tools of investigators, though, can often become their greatest weaknesses. Their emotions can help them understand a person's motives, giving context to a fact. If a perpetrator killed a dangerous chem lord, is that person a murderer or a savior? However, emotions can cloud an investigator's judgment. If the good friend who saved a life turns out to be a slaver, is it a betrayal to turn that friend in? Finally, the constant exposure to suffering can burn out even the most stalwart of investigators. The investigator counts the following skills as career skills: Cool, Knowledge, Perception and Streetwise.

MARAUDER Marauders don't necessarily mind shooting their opponents, but they would much rather get mixed up in a melee, weapons in hand, smashing and slashing their way through. Marauders are toughprobably the toughest combatants in any conflict. They tend to take a great deal of punishment while dealing·out far more to any who dare go against them. Marauders may come from low-tech settlements, where advanced weaponry simply wasn't an option for them. Alternately, they might come from a culture where melee combat is considered far more honorable and worthy, and they keep to their traditions. Moreover, many slavers and raiders of the Wasteland favor melee weapons in order to avoid damaging vital parts of whatever object they're in the middle of trying to take. The marauder counts the following skills as career skills: Coercion, Melee, Resilience and Survival.

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GENESYS

MARSHAL Criminals might run and criminals might hide, but the marshal won't rest until he drags them back to town in binders. The presence of a strong marshal is often the only thing keeping a settlement from plunging into chaos. The marshal has a gift for extracting information from witnesses and confessions from criminals, and separating lies and irrelevant information from the truth. Should suspects turn violent, the marshal is equally adept at talking criminals into a pair of binders or blasting them into oblivion. Equally as important is the marshal's knowledge of crime and criminal elements, especially those operating within his jurisdiction. A marshal who doesn't take the time to familiarize himself with the local malcontents isn't going to be very good at his job. And when it comes time to go toe to toe with those criminals, the marshal is ready. Most marshals know how to use the guns at their hips. The marshal counts the following skills as career skills: Coercion, Knowledge, Ranged [Light] and Vigilance.

MARTIAL ARTIST The martial artist is an unstoppable typhoon of kicks and punches, but the martial artist is also a wandering force that stands up for those who cannot defend themselves. In a martial artist’s eyes, it is the duty of the strong to protect the weak, not dominate them. The brawling adept puts her fists and force in the service of others, battling against those who oppress the common people. In the Wasteland world, this most often pits her against the raiders and slavers, but corrupt government officials and criminal syndicates have all been known to draw her wrath as well, and her wrath is a force of nature. The martial artist counts the following skills as career skills: Athletics, Brawl, Coordination, Discipline.

A military-minded mechanic always has a solid, portable kit for his tools and is ready to go into the line of fire to get a desperately needed piece of equipment back up and running before the enemy overruns the position. The mechanic counts the following skills as career skills: Brawl, Computers, Mechanics and Skulduggery.

MERCENARY The mercenary is a warfare expert. An adept of both ranged combat and military tactics, he is a leader of warriors in combat and a deadly combatant himself. A mercenary can be a true mental rock in critical situations. He is a deadly foe all on his own, and deadlier still if he has a force to lead in battle. Mercenaries are the most likely to have come from prior service with a larger organization, and they almost certainly had at least a non-commissioned officer role with that force. They have a keen grasp of both tactics and strategy, though they will tend to focus more on the former as a matter of practicality and survival. Even in less formal situations, a mercenary will tend to show a high degree of personal discipline and order. The mercenary counts the following skills as career skills: Discipline, Gunnery, Leadership and Ranged [Heavy].

PERFORMER

The performer must always be the center of attention, and if all eyes aren't on the performer, he has ways to make them shift their focus. For them, all the Wasteland is a stage, and the performer is always putting on a show. They can lie with more sincerity than even the a politico, and do so as easily as if they were running lines for a one-man showing of the Robots of the Great-War. They can be as charming as a diplomat, and leave their targets enchanted and completely manipulatable. And far too many people underestimate the strength many performers must possess for acrobatics, athletics, Virtually nothing can function without a competent and even live theater. Mechanic, due to the constant wear-and-tear on the Other performers may rely on different tactics in mechanical and technical assets the usage relies their interactions. A cutting comedian or brilliant upon to function. Mechanics do everything from actor can hurl a litany of insults that cut to the core minor tune-ups and adjustments to massive of most beings, making them question their worth overhauls and repairs. They are both the gears of the and their right to deny the performer what he wants. Wasteland and the grease that makes it run Unfortunately, these almost psychotic breaks are smoothly. just as likely to be directed against their closest Most mechanics are definitely "in the field" types. allies and assistants as enemies. The performer While they prefer to have a good place to work where knows how to use this to his advantage, though, and they can keep their tools, they don't want to be too can create a scene to distract a bouncer while his far away from the unit they support to do any good.

MECHANIC

CAREERS

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Fallout friends sneak into a building that would otherwise never have granted them access. However, there is often more to a performer than just words. Performers may include dancers, acrobats, jugglers, and other individuals who must possess impressive coordination and be at peak physical condition. Their acrobatic abilities can give some performers an unexpected edge in a fight. In addition, many have been trained in martial arts and the use of stage weaponry for roles in theater or holovids. The agility and overall fitness required to perform on stage means they are often in great shape, and as such, it is not uncommon for the performer to be the last one standing when the dust settles. The performer counts the following skills as career skills: Charm, Coordination, Deception and Melee.

POLITICO If there is one thing a politico knows how to do better than anyone else in the Wasteland, it's talking. He can talk to anyone about anything in any necessary way. What others accomplish with might and fear, a talented politico may well achieve with a few well-placed words and a decent plan. A politico might join a discussion, speech, or debate in any number of ways. With his talents, he might act to inspire greatness in those around him, or he might know just what to say to cut an opponent to the core, diminishing his confidence and leaving him vulnerable. Politicos in the Wasteland are usually up to something; ambition is hardwired into their very being. They may not yet know what they wish to accomplish, but when they see an opportunity to achieve some kind of greater goal, they will turn all their will and personality towards achieving it. Politicos might sign on to temporarily work for another, but they will not long be happy in a subservient role. Leadership is the core of who they are. The politico counts the following skills as career skills: Charm, Coercion, Deception and Knowledge.

PROSTITUTE Depending on circumstance, breeding and background, a prostitute may be a high-rolling

CAREERS

expensive call girl, brothel whore or streetwalker. Often driven by circumstance, many dream of a way out. A few work completely independently; however for most, they are lured and kept in the business by ruthless pimps whose only concern is cash. The prostitute counts the following skills as career skills: Deception, Melee, Skulduggery and Streetwise.

SABOTEUR Almost anathema to the usual technician's mentality, the saboteur specializes in disrupting and destroying technical and mechanical assets. His job is to diminish the enemy's capacity to wage war by denying the enemy use of its weapons and vehicles. Of course, it takes a high degree of understanding about how something works in order to ensure it ceases working, or better still, to ensure it never works again. Blowing things up is a popular way to commit sabotage, and saboteurs are often the best at handling demolitions tasks (often using a combination of Mechanics and Skulduggery). However, there are many other ways to disrupt and destroy machinery, and the saboteur knows them all. Most often, he will seek a way to cause the most damage and the most chaos at just the right moment. For the saboteur (especially one with a sense of style), timing is everything. The saboteur counts the following skills as career skills: Coordination, Mechanics, Skulduggery and Stealth.

SCIENTIST With a fraction of the resources and funding of the pre-War world, the survivors and settlers are constantly forced to find creative solutions to problems. These problems include matters of supply, housing, transport, effective weaponry and defenses, and a host of others. The people they turn to for those creative solutions are those who are trained and driven to identify a need and seek out a technical solution to it – in other words, scientists. Most Scientists pursue their work in labs, rarely venturing out into the

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GENESYS greater Wasteland. Their lives are spent on theories and research, pondering the latest mysteries comfortably away from conflict and strife. Some scientists, however, seek the satisfaction of bringing their theories and their ideas into the world in order to help others. They design solutions, help create of the technology to implement those solutions, and actively test and use those solutions alongside others who are also trying to help make life better. The scientist counts the following skills as career skills: Computers, Knowledge, Perception and Vigilance.

SCOUNDREL Part con artist, part gunslinger, and part bar brawler, the scoundrel is quick-witted, quick on his feet, and quick to get himself into a great deal of trouble at the drop of a hat. He doesn't care one whit for rules or laws, except where he can use them to work an angle that either nets him a lot of caps or brings down an enemy If he's really lucky-and he tends to have an unshakable faith in his luck-he'll manage both. Scoundrels fulfill many roles in the Wasteland. Some are grifters, others are middle-men, and still others are simply thrill-seekers looking to see what they can get into next. Scoundrels tend to avoid taking charge of anything, but they are more than willing to ride the coattails of powerful people, often applying their unique skill set to help their employer in any number of ways. Scoundrels rarely put down roots for very long, and will always be looking for the next interesting thing to do (especially if it can make them some caps). The scoundrel counts the following skills as career skills: Charm, Cool, Deception and Ranged [Light].

surprisingly, most scouts develop fairly independent streaks and personality quirks, making them illsuited to general military service. At the same time, scouts often develop a profound love of travel and an appreciation for the diverse beauty of the Wasteland. The scout counts the following skills as career skills: Athletics, Medicine, Stealth and Survival.

SHARPSHOOTER With a love of firearms and a pride in personal accuracy, the sharpshooter is the most desirable asset a team can ask for when a firefight erupts. He maintains his composure under a blanket of bullets, takes careful aim, and eliminates threats with ruthless efficiency and lightning speed. Sharpshooters are, simply, the masters of personalscale ranged combat. Most sharpshooters are thoroughly comfortable with any ranged weapon, though many will focus attention and effort on mastering a single (often highly-personalized) weapon. Some prefer a sniper role, taking up a hidden position and removing threats from the field as invisible dealers of death. Other sharpshooters prefer a more direct approach, blaster energy blazing in waves of destruction as they cover their teammates against hordes of raiders. The sharpshooter counts the following skills as career skills: Cool, Perception, Ranged [Heavy] and Ranged [Light].

SOLDIER

War. War never changes. Soldiers are warriors through and through. At home on the battlefield, they know everything there is to know about surviving the horrors of combat – and making sure the opposition doesn't. Whether your soldier is a toughed brawler Before an army dares commit its forces to action, it armed with a sword, carrying an assault rifle and must know where the enemy is, what that enemy is body armor, or wielding a laser pistol, the soldier doing, and what the conditions of the area of gets the work done. However, the basics of a career operations are. Additionally, military forces require member of the military never really change. constant updates on possible future sites for The soldier counts the following skills as career operations. Operations like that being conducted by skills: Athletics, Gunnery, Ranged [Heavy] and the military are in continual need of contingency Vigilance. locations for new bases as raiders and slavers relentlessly tracks down existing headquarters. Scouts are the vital source of this information. Strategists are responsible for forming the core Most scouts tend to be loners, or else are used to directives of many military units. Rather than working with a very small group. The ability to slip focusing on individual battles, they analyze the big into and out of a system unnoticed is the key to their picture – both what has happened and what is success and survival, and most scouts are bound to happen should their plans bear fruit. They accustomed to going long stretches of time without also monitor the effectiveness of logistics to ensure direct contact with their command structure. Not that military units aren't too thinly spread or

SCOUT

STRATEGIST

CAREERS

92

Fallout sparsely supplied to be effective. Anything that might change the tide of battle concerns them, and they must possess sharp minds and keen wits to keep all the variables under control. The strategist counts the following skills as career skills: Cool, Knowledge, Leadership and Vigilance.

SURVIVALIST Beyond civilization, in the farthest reaches of the Wasteland, there are places where few (if any) sentients have ever trodden the ground. Places like these are ideal hiding places for those fleeing the law or retribution for their actions. Places like these are where survivalists thrive. Not everything that happens in the world occurs in cities. In fact, most of the habitable places of the Wasteland are rural or wilderness in nature. Being a survivalist ensures a character has the necessary knowledge and training to make his way in such environments. and help the far more urban-minded folks he's likely traveling with. Despite their capacity to live off the land, survivalists enjoy caps and the things that can be purchased with them just like anyone else. They will often look to hire themselves out to customers who need their expertise in seeking out (or hunting) something beyond the concrete. The survivalist counts the following skills as career skills: Knowledge, Perception, Resilience and Survival.

THIEF Where the scoundrel is a bit flashier, the thief really is a covert operative. His ideal circumstance is to get into places blocked to others, grab things he's not supposed to have, and get out without anyone ever knowing he was there. If he can sell what he grabbed for a tidy sum, that makes for a perfect day. Generally, thieves tend to either operate with a group that shares in their larcenous goals, or they work alone. The Wasteland is full of treasures, many of which are guarded by locks and goons A thief will gladly handle the locks, though he'll probably appreciate having some back-up to handle the goons if things go badly. Then again, if he's truly good at what he does, that shouldn't happen. Some thieves gain a strong enough reputation that they are offered contract opportunities by powerful

CAREERS

people or groups, seeking to accomplish something against an opponent that is far beyond the realms of legal action. Of course, thieves must always be on the lookout for a double-cross. The thief counts the following skills as career skills: Computers, Skulduggery, Stealth and Vigilance.

TRADER Those seeking to take what they discover as they explore the Wasteland and beyond (and turn a serious profit from it) are traders. For a trader, a new undiscovered location represents nigh-infinite potential for resource exploitation, while a new culture or hidden community is a customer base just begging for his particular talents. Traders are exceptionally adept at commerce, naturally; they know how to find what is needed, and can usually bypass the kinds of restrictions that stymie others. At the same time, traders can get the most out of a transaction, as well as talk themselves into or out of almost anything. Traders are strategic thinkers, planning ahead for contingencies. They are also strong-willed, making them excellent companions in a crisis. A trader played in a campaign will likely serve as the group's public face, though not necessarily as the leader. He will be one of the best first choices for interacting with public officials, money men, and anyone with whom the group seeks to do business. When it comes to finding and buying something that the team needs, or fencing something that they wish to get rid of for a profit, he is invaluable. The trader counts the following skills as career skills: Cool, Deception, Knowledge and Negotiation.

93

SKILLS

Fallout

SKILLS AVAILABLE SKILLS Playing in the Fallout setting means that not all skills listed in the GENESYS core rulebook are available. The skills listed below is the complete skill list available for player characters and non-player characters alike.

 Athletics (Brawn)  Computers (Intellect)  Cool (Presence)  Coordination (Agility)  Discipline (Willpower)  Driving (Agility)  Mechanics (Intellect)  Medicine (Intellect)  Operating (Intellect)  Perception (Cunning)  Piloting (Agility)  Resilience (Brawn)  Skulduggery (Cunning)  Stealth (Agility)  Streetwise (Cunning)  Survival (Cunning)  Vigilance (Willpower)

 Brawl (Brawn)  Gunnery (Agility)  Melee (Brawn)  Ranged [Heavy] (Agility)  Ranged [Light] (Agility) Skills represent what your character excels at doing; the more ranks in a skill, the better your character performs that skill. Anytime your character does something that has a possibility of failure (and that failure has some negative consequences for your character), your character makes a skill check to see if they succeed or not. The skills are divided into four different groups of skills; Social, General, Knowledge and Combat. This is further detailed in the GENESYS core rulebook on pages 57 through 69 for your reference. Naturally, the Magic skills on page 70 are not an integrated part of the Fallout setting.

SKILLS

 Knowledge (Intellect)

 Charm (Presence)  Coercion (Willpower)  Deception (Cunning)  Leadership (Presence)  Negotiation (Presence)

GENERAL SKILLS

COMBAT SKILLS

KNOWLEDGE SKILLS SOCIAL SKILLS

95

TALENTS

Fallout

TALENTS Talents generally represent specialized techniques that a character has mastered, typically through intense practice and study. A character is likely to be more successful when engaged in actions for which they have appropriate talents. Generally, skills are what your character uses to perform a task. If your character wants to climb a wall, they use the Athletics skill. Talents, on the other hand, modify how a character uses that skill (such as rerolling a failed Athletics check when attempting to climb that wall). Talents may also modify some of your character's other attributes (such as changing their Wound threshold), or perform actions normally not allowed by the rules (such as ignoring Critical Injuries). Listed below is a complete list of available talents in the Fallout setting. For easy refering, all talents from the GENESYS core rulebook have also been included in this book. Each talent belongs in one of five tiers, as detailed in the GENESYS core rulebook. The higher the tier, the more XP it costs for your character to purchase the talent, and the more beneficial or powerful the talent will be. Some talents are better than others. They may have more exciting abilities or just better mechanical boosts for your character. To balance these talents out and create an opportunity for characters to progress toward better abilities, this system sets different talents at different tiers. Particular talents are only beneficial if you have a prerequisite talent already. These talents will start the descriptive text with a red text indicating what particular talent you should have prior to selecting this talent, in order to benefit from this talent. Each tier determines how much a talent costs in experience points.  Tier 1: Each talent costs 5 XP.  Tier 2: Each talent costs 10 XP.  Tier 3: Each talent costs 15 XP.  Tier 4: Each talent costs 20 XP.  Tier 5: Each talent costs 25 XP.

part of a talent entry conveys specific information.  Name: Every talent has a name, making it easy for you to refer to the talent, and hopefully providing you a bit of colorful description as well!  Tier: Each talent belongs in one of five tiers, as detailed in the GENESYS core rulebook. The higher the tier, the more XP it costs for your character to purchase the talent.  Activation: Some talents, once chosen, constantly apply to your character; these are passive talents. Toughened, which increases your character’s Wound threshold, is one such talent. Once you buy it, your character always has a higher Wound threshold. Other talents are active, which means you choose when your character uses the talent. Natural, for example, lets you reroll one check in a game session, and you choose when your character uses it. If a talent is active, it has additional details in parentheses describing how much time and effort it takes for your character to use the talent. Finally, you can use most talents only on your character’s turn, but some talents can be used during another character’s turn. These talents have the “out of turn” descriptor.  Ranked: Some talents are ranked, which means your character can take them more than once.  Rules: These are the rules that describe what the talent does.

AVAILABLE TALENTS These talents are unique to the Fallout setting and are detailed below. The talents are readily available to anyone who can fulfill any prerequisites in terms of Tier availability. Please notice that the GM has the final saying on whether or not a new talent is available in his or her particular campaign, so remember to check before with the GM before you spend all your hard earned experience points. For easier and quicker reference, the talents from pages 72 through 81 in the GENESYS core rulebook are reprinted in this book. The reason for this is to make it far easier and simpler for you, as a player and GM, to look up talents without having to juggle two books simultaneously.

The following is a breakdown of each talent. Each

TALENTS

97

GENESYS TIER 1 TALENTS TALENT

RANKED SUMMARY

Adaptable Flanker

No

Designate one Engaged target, allies gain b on combat checks made against this foe.

All-Terrain Driver

No

Ignore penalties for difficult terrain when using Driving skill.

Bad Cop

Yes

Spend aa on Coercion or Deception check to upgrade ally's subsequent Social skill check against the target.

Beautiful Beatdown

Yes

Brawl combat checks against you deal 1 less damage.

Black Market Contact

Yes

Reduce rarity of goods by 1 at increase cost by 50%.

Bought Info

No

Succeed on Knowledge check by spending cash on the info.

Brace

Yes

Remove b from skill check imposed by environment.

Broad Daylight

No

Use light in Pip-Boy actively during Stealth with no penalties.

Bullrush

No

Spend aaa or x to knock target prone within one range band.

Call 'Em

No

Do not add bb to Aim Maneuvers at specific target.

Cannibal

No

Eat human corpse to heal your Wounds.

Catch Off-Guard

No

Do not suffer imposed t when using improvised melee weapons.

Catfall

Yes

Add b to Athletics and Coordination check to reduce damage from falling, and reduce Wound and Strain damage by 1.

Cave Dweller

Yes

Remove f from checks to find dangers in subterranean area.

Challenge!

Yes

Force adversaries to target you in combat.

Chem Resistant

Yes

Add b to to checks to avoid addiction from using chems.

Clever Retort

No

Add automatic tt to opponent's Social skill check.

Code Breaker

Yes

Remove b from checks to break codes or decrypt communications.

Collector of Stories

No

Hard (ddd) Knowledge check to identify creatures.

Complimentary Insight

No

Add bb when using the Assisting Maneuver instead of b.

Construction Specialist

Yes

Remove b on checks to build engineering projects.

Coyote Style

No

Use Brawn characteristic instead of Willpower for Coercion checks.

Crack Shot

No

Opponent's cover does not impose b on your ranged attack.

Creative Design

Yes

Add a on crafting checks, but equal amount of t.

Deathclaw Style

No

When you inflict a Critical Injury your opponent bleeds for 2 turns.

Defensive Sysops

No

Add bb to attempts to hack your computer system.

Desperate Recovery

No

Heal two additional Strain at end of encounter if over half of Strain threshold.

Duelist

No

Add b against single opponent, add b if Engaged with 3 or more.

Durable

Yes

Reduce the result of Critical Injury by 10, to a minimum of 1.

Energy Transfer

No

Power up an unpowered electric device with other gear.

Entomologist

No

Add b to combat checks against insects.

Expert Tracker

Yes

Remove b from check to find or follow tracks at 50% less time.

Extra Ammo

No

Cannot run out of ammunition on a y or ttt result.

Familiar Sky

No

Hard (ddd) Knowledge check to gain useful information on environment.

Fast Metabolism

Yes

Heal additional Wounds from natural rest.

98

TALENTS

Fallout Forager

No

Remove bb from skill checks to find food, water and shelter.

Friend of the Night

No

Remove b from checks imposed by darkness.

Ghost Steps

Yes

Throw your movement sounds to originate from other location.

Good Cop

Yes

Spend aa on Charm or Negotiation check to upgrade ally's subsequent Social skill check against the target.

Grit

Yes

Increase your Strain threshold by one.

Hamstring Shot

No

Halve your Ranged damage in order to Immobilize your target.

Hidden Storage

Yes

Hidden storage in vehicle or equipment to hold 1 encumbrance.

Initiate of Pain

Yes

Add b to combat and Discipline checks when hurt.

Iron Soul

No

If carrying 2 Encumbrance or less heal all Strain at end of encounter.

Jump Up

No

Stand up from seated or prone position as an Incidental.

Kill With Kindness

Yes

Remove b from all Charm and Leadership checks.

Knack For It

Yes

Remove bb from any one selected skill.

Know Somebody

Yes

Reduce rarity of item when purchasing.

Knowledge Specialization

Yes

Spend x to gain additional s on Knowledge checks.

Lead Belly

Yes

Add b to resist effects of radiation from radioactive food or water.

Let's Ride

No

Mount or dismount from vehicle or steed as an Incidental.

Listen to This

Yes

You can perfectly imitate what you have heard.

Lurk Style

No

Hard (ddd) Knowledge check for foe add b to combat checks.

Machine Bender

Yes

Heal additional Wounds to robots.

Mole Rat Style

No

Combat checks against you add b, add b against some opponents.

Museum Worthy

No

Hard (ddd) Knowledge check to gain information on a relic, ruin or piece of history.

Never Outnumbered

Yes

Hard (ddd) Coercion check to give all foes in Short range an automatic t on all skill checks.

Night Person

Yes

Add b to Perception checks between 6 p.m. and 6 a.m.

One With Nature

No

May use Survival instead of Discipline or Cool to recover Strain.

Painful Blow

No

Increase difficulty of combat check, on a successful combat check inflict 2 Strain on opponent everytime it performs a Maneuver.

Parry

Yes

Suffer Strain to parry a Brawl or Melee attack and reduce the damage before applying Soak.

Party Animal

No

Add b to all skill checks while intoxicated.

Physician

Yes

Heal additional Strain when using Medicine skill.

Plausible Deniability

Yes

Remove b from Coercion and Deception checks.

Prone Mastery

No

Attacks against you while prone do not incur the usual b bonus.

Proper Upbringing

Yes

Add a to your Social skill checks.

Quick Draw

No

Draw or holster item as Incidental, reduce weapon Prepare quality.

Quick Strike

Yes

Add b to checks against opponent who has not yet acted.

Rapid Reaction

Yes

Add automatic s to Vigilance or Cool check for Initiative.

Rapid Recovery

Yes

Heal 1 additional Strain after end of an encounter.

Redundant Systems

No

Easy (d) Mechanics check to use components from functional item to repair a broken item, without breaking the functional item.

TALENTS

99

GENESYS Refractor

Yes

Energy weapon attacks against you have b penalty.

Researcher

Yes

Remove b from Knowledge checks, research time reduced by 50%.

Respected

Yes

Downgrade Social skill checks with specific groups/factions.

Second Wind

Yes

Heal Strain during an encounter.

Shake It Off

No

Gain on b all checks if Engaged to ally with Shake It Off talent.

Signature Vehicle

No

Increase Mechanics checks on your “Signature Vehicle”.

Silver Palm

Yes

Negotiation is a career skill, add b to Negotiation skill checks.

Skilled Jockey

Yes

Remove b from Driving, Operating, and Piloting skills.

Smooth Talker

Yes

Spend x on Charm, Coercion, Deception or Negotiation for additional s.

Solar Powered

Yes

Add b to Perception checks between 6 a.m. and 6 p.m.

Solid Repairs

Yes

Repair 1 additional point of hull trauma.

Soothing Tone

No

Average (dd) Knowledge check to allow animal/beast to recover additional Strain.

Steady Nerves

Yes

Remove b from Cool and Skulduggery checks.

Street Slang

Yes

Suffer Strain to add a on Social skill checks with seedy persons.

Strong Arm

No

Increase range of thrown weapon by one range band.

Surgeon

Yes

Heal additional Wounds when using Medicine skill.

Swift

No

Move unhindered through difficult terrain.

Thug

No

Add b to Initiative and automatic a on Coercion checks.

Toughened

Yes

Increase your Wound threshold by 2.

Travel Light

No

When wearing no armor or an armor with Encumbrance 3 or less, add b on all Athletics and Coordination checks.

Tumble

No

Suffer 2 Strain to move to Short range of engaged adversary.

Uncanny Reactions

Yes

Add b to all Vigilance checks.

Uncanny Senses

Yes

Add b to all Perception checks.

Undying Fate

No

Discern Wound and Strain status of a character or adversary.

Unremarkable

No

Others add f to checks made to identify you.

Vigilant Recycler

No

Your energy weapons cannot run out of ammo on a y result.

Vow of Abstinence

No

Add bb to Resilience checks against poisons and chems.

Vow of Chastity

No

Add b to resist Charm and Coercion checks.

Vow of Purity

No

Add bb to Resilience checks to resist diseases.

Wanamingo Style

No

Inflict Strain damage with your Brawl attacks.

Warrior Instincts

Yes

Add automatic s to Initiative checks.

Wheel and Deal

Yes

Gain 10% more bottle caps on legal dealings.

Yao Guai Style

No

Impose b to opponent and may attempt a knockdown.

100

TALENTS

Fallout TIER 2 TALENTS TALENT

RANKED SUMMARY

Adroitness

No

Reduce time to perform specific General skill by 25%.

Alluring

Yes

Add automatic a to all Social skill checks.

Animal Expertise

Yes

Add b on all skills when interacting with animal/beast.

Ant Style

No

Gain +1 Ranged Defense while using Brawl and having one hand free.

Anticipate Dodge

Yes

Add b to combat checks against target using Dodge talent.

Barrage

Yes

Add 1 damage to Gunnery and Ranged [Heavy] skill at Long and Extreme range.

Basic Military Training

No

Athletics, Ranged [Heavy] and Resilience skills are career skills.

Black Widow / Lady Killer

No

Deal 1 additional damage against Nemesis adversaries, remove b from Social skills when dealing with Nemesis adversaries.

Blackmail

No

Spend 1 Story Point to convince NPC to perform a task.

Bullwark

No

Parry to reduce Brawl/Melee damage on an Engaged ally.

Burly

Yes

Reduce weapon's Cumbersome quality and Encumbrance by 1.

Cazador Style

No

Remove b from Guarded Stance, +1 Melee Defense.

Chemist

No

Any chem you use have double its duration.

Child at Heart

No

Decrease difficulty of Social skill check when interacting with child.

Command

Yes

Add b to Leadership. Affected targets add b to Discipline checks.

Concussive Attack

Yes

Spend aa to add b on target's Intellect and Willpower checks.

Conditioned

Yes

Remove b from Athletics and Coordination. Reduce falling damage by one.

Confidence

Yes

Decrease difficulty of Discipline checks to avoid fear.

Coordinated Assault

Yes

Automatic a to combat checks per rank in Leadership.

Counteroffer

No

Negotiation vs Discipline check to stagger a non-nemesis opponent.

Crashing Wave Style

No

You can immediately follow a disengaging adversary.

Cutting Question

No

When making Coercion check, may use Deception skill instead.

Daring Aviator

Yes

Add t to Driving/Piloting skill check to add equal number of s.

Debilitating Shot

No

Spend aa to reduce maximum speed of hit vehicle.

Deceptive Taunt

No

May force an adversary to focus attacking the character.

Defensive Stance

Yes

Upgrade difficulty of Brawl and Melee combat checks against you.

Defensive Sysops(Improved)

No

Add s and t to Defensive Sysops check instead of bb.

Dirty Tricks

No

Upgrade adversary's next skill check upon a Critical Injury.

Disorient

Yes

Spend aa to Disorient opponent.

Distracting Behavior

Yes

Give Engaged opponent's automatic t on skill checks.

Dual Wielder

No

Decrease difficulty of using two weapons simultaneously.

Dynamic Fire

No

Suffer 2 Strain to reduce difficulty of Ranged while Engaged.

Enforcer

No

When dealing Strain damage with Brawl or Melee attempt Coercion check to demoralize opponent and add b to his skills.

Exploit

Yes

Suffer 2 Strain to add Ensnare quality to Melee combat check.

Fan the Hammer

No

Add Auto-Fire quality to pistol, but immediately run out of ammo.

Fancy Paint Job

No

Upgrade all Charm, Deception and Negotiation checks once within

TALENTS

101

GENESYS Engaged range of Signature Vehicle. Fearsome

Yes

Engaged adversaries must make fear check if in Engaged range.

Feral Strength

Yes

Add +1 damage to Brawl and Melee combat checks.

Fighter's Stance

No

Suffer 1 Strain to ignore the penalties of Guarded Stance.

Fine Tuning

Yes

Reduce 1 additional point of System Strain on a vehicle.

Flash of Insight

No

x on Knowledge checks adds additional bb to the check.

Fleet of Foot

No

Take a free movement Maneuver once per encounter.

Flower Child

No

Decrease difficulty of chem addictions.

Freerunning

No

Suffer 1 Strain to move to any location within Short range.

Gearhead

Yes

Remove from Mechanics, time to apply attachments is 50% less.

Gecko Style

No

Add up to bb on a single target's combat checks.

Ghastly Scavenger

No

Eat super mutant or feral ghoul corpse to heal your Wounds.

Go Without

No

Once per session have the right tools for a job.

Grapple

No

Suffer 2 Strain to have adversaries spend 2 Maneuvers to disengage.

Gun Nut

No

Add b to Ranged [Heavy] and Ranged [Light] checks with slugthrowers, but add t to all other combat checks.

Hard-Headed

Yes

Daunting (dddd) Discipline check to remove Staggered or Disoriented status.

Heightened Awareness

No

Give allies b or bb to Perception and Vigilance according to range.

Heroic Recovery

No

Spend 1 Story Point to recover Strain equal to specific characteristic.

Hold Together

No

Spend 1 Story Point to turn damage on vehicle into System Strain.

Hunter

No

Ranged [Heavy] and Survival skill become career skills.

Hunter's Quarry

No

Hard (ddd) Survival check to upgrade attacks against opponent within Long range.

Impaling Strike

No

Immobilize opponent on a Critical Injury with a Melee attack.

Improved Defenses

No

Average (dd) Survival check to fashion a small defense.

Inspiring Rhetoric

No

Average (dd) Leadership check to heal Strain on allies.

Inventor

Yes

Add b to check to construct or modify existing items.

Knockdown

No

Spend x to knock opponent prone with Brawl or Melee attack.

Know the Enemy

No

May make Knowledge check for determining Initiative.

Know-It-All

No

Perfectly recall an important fact as if having spent 1 Story Point.

Known Schematic

No

Hard (ddd) Knowledge check to get familiarity with building or vessel.

Knows the Ropes

No

Add b to escape restraints, spend x to free allies in Short range.

Light Step

No

Cannot accidentally trigger floor traps or mines.

Long Haul

Yes

Remove b from Agility- and Brawn-based checks from overencumbrance.

Loom

No

Add a to Engaged ally's Charm, Deception or Negotiation check.

Lucky Strike

No

Spend 1 Story Point to add damage equal to a characteristic.

Multiple Opponents

No

Add b to Brawl and Melee checks when fighting multiple foes.

Nuclear Physicist

Yes

Weapons with Rad quality deal 1 additional point of damage.

Outdoorsman

Yes

Remove b from difficult terrain movement. Decrease overland travel time by 50%.

102

TALENTS

Fallout Overstocked Ammo

Yes

Increase value of Limited Ammo on Signature Vehicle weapons.

One With the Shadows

No

In shadows or darkness add b to Initiative checks and all combat checks against you have b.

Opening Tap

No

Open lock without tools at a twice increased difficulty.

Pack Initiative

No

Add automatic s to Initiative if ally has Pack Initiative talent.

Physical Training

Yes

Add b to Athletics and Resilience checks.

Pride and Joy

No

Upgrade all Social checks once in Short range of Signature Vehicle.

Quick Draw (Improved)

No

Use Quick Draw twice per turn, and reduce the Prepare quality of a weapon by 2.

Rad Resistant

Yes

Gain b to resist all types of external radiation sources.

Radroach Style

No

No b to you or b to foes when you are being prone.

Rapid Reload

Yes

Reduce a weapon's Prepare quality to reload.

Reckless Charge

No

Suffer 2 Strain to add ss and tt on Brawl or Melee attack.

Reconstruct the Scene

No

Hard (ddd) Perception check to identify physical characteristics of a person present at scene within 24 hours.

Researcher (Improved)

Yes

On successful Knowledge check, character and allies add automatic a to all skill checks.

Resist Disarm

No

Suffer 2 Strain to avoid being disarmed or have weapons damaged or destroyed.

Sadistic Reward

Yes

If dealing damage, all attacks against you have a b penalty.

Scathing Tirade

No

Average (dd) Coercion check to inflict Strain to enemies.

Scavenger

Yes

Remove b from checks to scavenge, reduce time needed by 50%.

Selective Detonation

Yes

Spend a on weapon with Blast quality to exclude person in blast.

Sense Danger

No

Remove bb from any one skill once per session.

Sense Emotions

No

Add b to all Charm, Coercion and Deception checks.

Shortcut

Yes

Add b to checks to catch or escape an opponent.

Side Step

Yes

Upgrade difficulty of all Ranged combat checks made against you.

Stalker

Yes

Add b to all Coordination and Stealth checks.

Stunning Blow

No

Melee attacks may inflict Strain damage instead of Wound damage.

Sturdy Frame

No

While wearing armor, the armor weighs 1 Encumbrance less.

Sundering Strike

No

The cost of triggering Sunder quality is one a less.

Suppressing Fire

Yes

Spend a on failed combat check to inflict Strain on opponent.

Technical Aptitude

No

Spend aa or x on Computers check to reduce the time by 50%.

Threaten

Yes

Suffer 3 Strain to inflict Strain upon opponent within Short range.

Time to Go

No

Spend 1 Story Point to move into cover or out of blast range of a weapon or explosion.

Tinkerer

Yes

Add 1 additional hard point to items.

Touch of Fate

No

Add bb to any one skill check once per session.

Unarmed Parry

No

May parry Brawl and Melee attacks while unarmed.

Unstoppable

No

Do not receive Critical Injury on a Critical Injury result of 01.

Vehicle Combat Training

No

Driving, Gunnery and Piloting become career skills.

Walker Instinct

No

Add s and a to Perception checks when outside and outdoors.

TALENTS

103

GENESYS TIER 3 TALENTS TALENT

RANKED SUMMARY

Acrobatic Strike

No

Suffer 3 Strain and make a Hard (ddd) Coordination check to add bb on Brawl or Melee combat check against an opponent.

Ambush

No

Add damage equal to Stealth when benefiting from cover.

Animal Companion

Yes

Gain a special animal companion.

Armor Master

No

Increase Soak by 1 when wearing armor.

Backstab

No

Attack unaware adversary for additional damage using Skulduggery skill instead of Melee.

Bad Press

No

Hard (ddd) Deception check to reduce Strain threshold of members of a specific faction.

Barrel Roll

No

Reduce damage to vehicle at the cost of System Strain.

Blind Spot

No

You and allies in Short range add a to combat checks while benefiting from cover.

Blindsense

Yes

Ignore b from darkness within Short range.

Bloody Assault

No

Suffer bb to Melee or Ranged combat check to cause bleeding wound.

Body Guard

Yes

Suffer Strain to upgrade attacks against an Engaged ally.

Bullheaded

No

Add b to checks against fear, cannot become Disoriented.

Capital Sendoff

No

Hard (ddd) Cool check to make 2 vehicles suffer minor collision.

Center of Being

Yes

Increase critical rating against you by 1 when wielding melee weapon with Defensive quality.

Cherchez La Femme / Confirmed Bachelor

No

Deal 1 additional damage against members of the opposite sex, add b to Social skill checks against members of the opposite sex.

Chopshop Expertise

Yes

Average (dd) Knowledge check to reduce cost and time of repairs of vehicles.

Chosen Foe

Yes

Gain b on combat checks and +1 Defense against one target, bb on combat checks against others and they add b against you.

Combat Veteran

No

Add b to Brawl and Discipline checks.

Confidence (Improved)

No

Spend a on fear check to give allies in Short range automatic s on the same fear check.

Congenial

Yes

Suffer Strain to downgrade or upgrade difficulty of Charm or Negotiation checks.

Constant Vigilance

No

Use Vigilance to determine Initiative.

Counterattack

No

Activate item quality when using Improved Parry.

Creative Killer

No

Reduce critical rating by 2 with improvised weapon.

Customized Cooling Unit

Yes

Increase System Strain threshold by 2 on Signature Vehicle.

Daredevil

Yes

Add b to skill checks that is of Hard (ddd) difficulty or greater.

Daring Turn

No

Suffer 2 Strain to negate the effects of Gain the Advantage.

Defy Death

No

Immune to fear effects, allies in Short range gain b to fear checks.

Disarm

No

Spend aa or x with Brawl or Melee attack to disarm opponent.

Disarming Smile

Yes

Make Charm check to lower Defense rating of an opponent.

Distinctive Style

No

Add ss and tt to Computers checks to hack a system.

Dodge

Yes

Suffer Strain to upgrade difficulty of combat checks targeting you.

104

TALENTS

Fallout Double of Nothing

No

Suffer 2 Strain to double the amount of a on a skill check with increased difficulty of one.

Dual Strike

No

Suffer 2 Strain instead of using aa to hit with secondary weapon.

Eagle Eyes

No

Increase your weapon's range band by one.

Easy Prey

No

Suffer 3 Strain to add bb to combat checks at Immobilized foes.

Encoded Communique

No

Upgrade difficulty to decrypt your coded messages.

Encouraging Words

No

Suffer 1 Strain to assist Engaged ally's next skill check.

Eye for Detail

Yes

Suffer Strain to convert s to a on Mechanics or Computers check.

Fear the Shadows

No

Hard (ddd) Deception check to make minion group or rival flee.

Fearsome Reputation

Yes

Add a to Coercion skill checks.

Feint

Yes

Spend x or aaa on a failed Brawl or Melee combat check to upgrade opponent's combat check.

Ferocious Loyalty

No

When you exceed half Wound threshold, your animal companion adds automatic s and a to combat checks.

Field Commander

No

Average (dd) Leadership check for allies to perform a Maneuver.

Fire Control

No

All combat checks made from vehicle count target's Silhouette as 1 larger.

Flick of the Wrist

No

Add s and a to combat check if drawing a one-handed weapon.

Forgot to Count?

No

Spend tt on opponent's combat check to run out of ammunition.

Formation Tactics

No

Hard (ddd) Leadership check to upgrade combat checks against all allies within Short range.

Fortified Structure

Yes

Increase hull trauma by 1 on Signature Vehicle.

Fortune Finder

Yes

Find 10% additional bottle caps.

Freerunning (Improved)

No

Suffer 4 Strain to move anywhere within Medium range.

Frenzied Attack

Yes

Suffer Strain to upgrade Brawl or Melee combat checks.

Full Stop

No

Bring piloted vehicle to speed zero immediately at 1 System Strain.

Full Throttle

No

Hard (ddd) Driving/Piloting check to increase top speed by 1.

Greased Palms

Yes

Pay 50 bottle caps to upgrade Social skill check once.

Grenadier

Yes

Spend 1 Story Point to trigger Blast quality without using aa, and increase range of grenades to Medium range.

Harass

No

Animal companion may forego inflicting damage on foe to upgrade difficulty of the target's next check instead.

Hard-Boiled

Yes

Spend a when recovering Strain to recover 1 Wound.

Heroic Resilience

Yes

Spend 1 Story Point to increase Soak.

Heroic Will

No

Ignore effects of Critical Injuries on two characteristics.

Hindering Shot

Yes

Spend 1 Story Point to increase difficulty of Gunnery, and inflict System Strain to a moving vehicle.

Hit the Deck

No

Increase Soak by 1 against explosive weapons.

Hunter's Quarry (Improved)

No

Suffer 2 Strain to perform Hunter's Quarry as Maneuver instead of as an Action.

Informant

No

Reveal a contact who can shed light on a chosen subject.

Inspiring Rhetoric (Improved)

No

Allies affected by Inspiring Rhetoric add b to all skill checks.

Interjection

No

Average (dd) Vigilance check on another character's failed Social check,

TALENTS

105

GENESYS add s or f equal to s, and a or t equal to a. Intimidating

Yes

Suffer Strain to downgrade or upgrade Coercion checks.

Iron Body

Yes

Remove b from Coordination and Resilience. Reduce critical rating on Brawl combat checks by 1.

Larger Project

Yes

Can have Signature Vehicles of 1 larger Silhouette.

Lethal Blows

Yes

Add +10 to Critical Injury results.

Life or Death

No

When at half Wound threshold or greater, add b to combat checks.

Lone Wanderer

No

All combat checks have b against you, increase your Encumbrance threshold.

Lucky Start

No

Suffer 3 Strain to re-roll Cool or Vigilance for Initiative.

Mind Over Matter

No

Spend 1 Story Point to recover Strain equal to Willpower.

Natural

No

Choose two skills and re-roll one skill check per session.

Nobody's Fool

Yes

Increase difficulty of Charm, Coercion and Deception checks against you.

Opportunist

Yes

Suffer Strain to convert s to a on non-combat skill check.

Outside the Box

No

Use other characteristic for making one skill check.

Overwhelm Defenses

Yes

Spend aa to reduce Defense on vehicle.

Pack Rat

No

Items with Encumbrance 2 or less weight half their weight.

Parry (Improved)

No

Spend y or ttt to make parried attack hit the attacker.

Pin

No

Opposed Athletics check to Immobilize an Engaged opponent.

Pinning Fire

Yes

Opponent within range suffers b to skill checks and 1 Strain.

Plasma Spaz

No

Increase damage and range with plasma weapons by one.

Plausible Deniability (Improved)

No

Hard (ddd) Coercion check to convince bystander to depart.

Point Blank

Yes

Increase damage with Ranged [Heavy] and Ranged [Light] at Engaged and Short range.

Point Blank Shot

Yes

Ignore increased difficulty on ranged weapon in Engaged range.

Powerful Blast

Yes

Increase damage by 1 to damage dealt by Blast quality.

Precision Strike

No

Change a Critical Injury result to Easy (d) result at 1 Strain cost.

Preemptive Avoidance

No

Spend 1 Story Point to disengage from opponent as out-of-turn Incidental.

Pressure Point

No

Deal Strain damage with Brawl attack, deal additional Strain damage equal to ranks in Medicine.

Pride and Joy (Improved)

No

Recover additional Strain within your Signature Vehicle.

Purifier

No

Deal additional damage against mutations.

Rad Child

No

Increase your Wound threshold for every level of radiation you have.

Radscorpion Style

No

Gain Pierce 1 when using Brawl combat checks.

Resourceful Refit

No

Average (dd) Mechanics check to scavenge attachment for parts to construct a new attachment at reduced cost.

Scathing Tirade (Improved)

No

Enemies affected by Scathing Tirade add b to all skill checks.

Seize the Initiative

No

Hard (ddd) Athletics check to let other PCs take their turn immediately.

Sense Advantage

No

Add bb to one NPCs skill check.

Share Pain

No

Reduce damage on animal companion, character suffers Wounds instead.

Shortcut (Improved)

No

Suffer 2 Strain to add s to check during a chase.

106

TALENTS

Fallout Shotgun Surgeon

No

Wielding a shotgun gives it a Pierce 1 quality for you.

Sixth Sense

No

Increase Ranged Defense value by 1.

Skilled Teacher

Yes

Suffer Strain to add s to ally's skill check within Short range.

Smart Handling

No

Hard (ddd) Knowledge check to increase Handling of vehicle of Silhouette 4 or bigger.

Sound Investments

Yes

Gain 100 bottle caps at start of each session.

Staggering Critical

No

You also Stagger your opponent when inflicting a Critical Injury.

Stalwart

No

Forefeit Defense rating to add to Soak value instead.

Stim Application

No

Increase a characteristic by one by the expense of 4 Strain.

Stimpak Specialization

Yes

Heal 1 additional Wound when using stimpaks.

Stonewall

No

Brawl and Melee checks targeting you have b, cannot be knocked prone by such attacks.

Strong Back

Yes

Increase Encumbrance threshold by 2.

Studious Plotting

No

May use Intellect instead of Cunning while navigating with Streetwise or Survival skill.

Stunning Blow (Improved)

No

Spend x to Stagger opponent when dealing Strain damage with Brawl or Melee attack.

Sunder Expertise

No

Damage item two steps instead of one when using Sunder quality.

Super Slam!

No

Weapons with Knockdown quality require one less a to activate.

Superior Reflexes

No

Increase Melee Defense value by 1.

Talk the Talk

No

Substitute Knowledge checks with Streetwise skill.

Time to Go (Improved)

No

Allow 1 ally to perform out-of-turn Maneuver to move into cover or out of range of an explosion.

Tricky Target

No

Count piloted vehicle as one Silhouette lower when attacked.

Trust the Overseer

Yes

Hard (ddd) Leadership check to increase allies' ranks in Discipline check within Short range.

Tuned Maneuvering Parts

Yes

Increase the Handling of Signature Vehicles by 1.

Twin Warriors

No

+1 Melee Defense and b to Brawl checks for allies with this talent.

Twisted Words

No

Suffer 1 Strain to inflict Strain on another character's failed Social skill check.

Up the Ante

Yes

Win 10% more bottle caps when gambling.

Utility Belt

No

Spend 1 Story Point to produce an undocumented item.

Valuable Facts

No

Add automatic x to ally skill check.

Well-Rounded

No

Choose 2 skills, they permanently become career skills.

TALENTS

107

GENESYS TIER 4 TALENTS TALENT

RANKED SUMMARY

Action Boost

Yes

Spend 1 Story Point to flip positive die to adjacent side.

Armor Master (Improved)

No

When wearing armor with Soak 2+ increase Defense rating by 1.

Assassin Strike

No

After melee/brawl, spend 1 Story Point to disengage from opponent.

Back-to-Back

No

Add b to your and allies in Engaged range combat checks.

Body Guard (Improved)

No

When your protected ally is hit, you can suffer the hit instead.

Bolstered Armor

Yes

Increase Armor value by 1 of Signature Vehicle.

Brilliant Evasion

No

Make opposed Driving or Piloting check to stop opponent from attacking your vehicle.

Can't We Talk About This?

No

Prevent target from attacking you.

Capital Sendoff (Improved)

No

When performing Capital Sendoff targets suffer major collision instead.

Careful Planning

No

Introduce a “fact” into the narrative as if spent 1 Story Point.

Center of Being (Improved)

No

Suffer 1 Strain to use Center of Being as an Incidental.

Commanding Presence

No

Make a Cool vs. Discipline check to make adversary within Short range leave the encounter.

Comrades In Arms

No

Hard (ddd) Discipline check to grant you and allies within Medium range +1 Defense rating.

Deadeye

No

Select the outcome of your Critical Injuries within same severity.

Deadly Accuracy

No

Add ranks of combat skill as damage to attack.

Death Rage

No

+2 damage to Brawl and Melee by per sustained Critical Injury.

Defensive

Yes

Increase Melee and Ranged Defense Rating by 1.

Defensive Driving

Yes

Add b to combat checks against vehicle piloted by you.

Discredit

No

Hard (ddd) Deception check to upgrade character's Social skill check.

Distracting Behavior (Improved)

No

Distracting Behavior Maneuver adds automatic tt on NPC skill checks if targeting your allies.

Don't Shoot!

No

Cannot be targeted by combat checks on a Hard (ddd) Charm check.

Double or Nothing (Improved)

No

Doubles up the remaining s after resolving a skill check.

Double-Talk

No

Spend aa or x on Charm or Deception check to Disorient opponents within Short range.

Dreadful Carnage

No

Hard (ddd) Coercion check when incapacitating an enemy to Stagger foes in Short range.

Enduring

Yes

Increase your Soak Rating by 1.

Field Commander (Improved)

No

Spend x on Field Commander to let ally take an Action.

Flurry of Blows

No

Suffer Strain to add Linked quality to Brawl or Melee attack.

Formation Tactics (Improved)

No

Reduce difficulty of Formation Tactics to Average (dd). Spend x or aaaaaa to have effect last the entire encounter.

Fortune Favors the Bold

No

Suffer 2 Strain to move GM Story Point to Player Story Point pool.

Full Throttle (Improved)

No

Suffer 1 Strain to perform Full Throttle as a Maneuver, and reduce difficulty to Average (dd).

Grim Reaper's Spirit

No

Recover 1 Strain per a on combat check when making adversary excceed Wound or Strain threshold.

How Convenient!

No

Hard Mechanics (ddd) check to have 1 device spontaneously fail.

108

TALENTS

Fallout In the Know

No

Make opposed Deception vs. Vigilance check to have target NPC believe false intelligence.

Incite Rebellion

No

Hard (ddd) Cooercion check to make minions and rivals become rebellious.

Inspiring Rhetoric (Supreme)

No

Use Inspiring Rhetoric as a Maneuver instead of as an Action.

It's Not That Bad

No

Hard (ddd) Medicine check to prevent ally from gaining Critical Injury.

Jury Rigged

Yes

Modify a personal weapon or armor.

Life or Death (Improved)

No

Upgrade your combat checks when you are at are wounded to half or more of your Wound threshold.

Mad Inventor

No

Cobble together a function item from spare parts.

Mantis Style

No

Reduce your Critical Injury rating by one with Brawl checks.

Moving Target

Yes

If you have already acted this turn increase Ranged Defense rating.

Nightstalker Style

No

Engaged enemies with ranged weapons must upgrade combat checks one additional time.

Not Today

No

Spend 1 Story Point to prevent Signature Vehicle from being destrouyed.

Offensive Driving

No

Suffer System Strain to upgrade target's next Driving check.

Overbalance

No

Spend y or ttt on Engaged foe's combat check to Stagger foe.

Pain Train

No

When wearing power armor you can charge and stagger you foe.

Persistent Attacker

Yes

Spend aa on successful combat check to upgrade next combat check against the same adversary.

Pinning Fire (Improved)

No

Affect additional targets with Pinning Fire.

Precise Aim

Yes

Suffer Strain to reduce adversary's Defense rating.

Precision Strike (Improved)

No

Change a Critical Injury result to Average (dd) result at 2 Strain.

Prey On the Weak

Yes

Add +1 damage against Disoriented targets.

Pride and Joy (Supreme)

No

Reduce Silhouette of Signature Vehicle by 2, to a minimum of 0.

Prime Positions

Yes

You and allies in Short range gain +1 Soak when in cover.

Prophetic Aim

No

While aiming, y cannot result in hitting an Engaged ally.

Pyromaniac

No

Increase Burn quality by +1 on weapon with Burn quality.

Rain of Death

No

Ignore the increased difficulty due to Auto-fire quality.

Reinforced Frame

No

Signature Vehicle gains Massive 1 quality, Critical ratings on weapons against the vehicle count as 1 higher.

Reroute Processors

No

Decrease and Increase 1 characteristic of an Engaged robot.

Resolve

Yes

Suffer 1 less Strain when voluntarily suffering Strain.

Retention

No

Double duration and effect from skill magazines and books.

Savage Sweep

No

Increase difficulty of Brawl or Melee combat check and spend aa to strike an additional Engaged opponent.

Savvy Negotiator

No

Hard (ddd) Negotiation check to make observers see opponent's sides as maliciously unreasonable.

Scathing Tirade (Supreme)

No

Use Scathing Tirade as a Maneuver instead of as an Action.

Second Chances

Yes

Select positive dice and re-roll them.

Seen a Lot of Things

No

Spend aaa to attempt a new Knowledge check on a failed attempt.

Set Lasers For Fun

No

Add 5 to Critical Injury results with laser weapons per rank of appropriate combat skill.

TALENTS

109

GENESYS Showboat

No

Suffer 2 Strain to gain x on success or y on failure on a check while in a vehicle.

Skilled Slicer

No

Spend x to make further Computer checks within system as Maneuvers.

Sniper Shot

Yes

Increase ranged weapon's range by 1 range band by upgrading the difficulty of the skill check.

Sorry About the Mess

No

Decrease Critical Rating against foe that has not yet acted.

Spitfire

No

Additional hit with two weapons can be dealt to other target.

Spray and Pray

No

Deal only 50% damage to allies accidentally hit in combat.

Steady Aim

No

Do not lose the benefit of Aim Maneuver by performing other Maneuvers or Actions.

Stim Application (Improved)

No

Stim Application is an Incidental instead of an Action. Reduce the Strain cost of using the Stim Application Incidental to 1.

Stingwing Style

No

Use Brawl ranks instead of Stealth, negate adversary's Defense Rating.

Street Smarts

Yes

Formidable (ddddd) Streetwise or Knowledge check to get vital clue from GM.

Supporting Evidence

Yes

Add automatic a to Charm, Deception, Leadership or Negotiation checks when assisting an ally.

Targeted Firepower

No

Hard (ddd) Knowledge check to grant allies in Short range automatic a on attacks against target.

That's How It's Done

Yes

Suffer 1 Strain to give allies in Short range automatic a on usage of the same skill.

Third Time's the Charm

No

Re-roll one negative die.

True Aim

Yes

Benefit from aiming and upgrade your ranged combat check.

Trust No One

No

Suffer 1 Strain to add automatic t when targeted by a Social skill check. Take immediate Maneuver as out-of-turn Incidental on a y.

Unbelievable Luck

No

If sufficient Story Points in the player's pool add b to all skill checks.

Unrelenting

No

Suffer 4 Strain to make a second Brawl or Melee attack against the same adversary at increased difficulty.

Unrelenting Skeptic

No

Add automatic f to check when targeted by Deception.

Weak Foundation

No

Hard (ddd) Knowledge check for you and your allies to add automatic s or aa on combat checks targeting the structure.

Wise Warrior

No

Spend 1 Story Point to use any characteristic for a combat check.

Works Like a Charm

No

Use Presence instead of other characteristic for skill check.

110

TALENTS

Fallout TIER 5 TALENTS TALENT

RANKED

SUMMARY

Action Boy

No

Add an additional Story Point to the player pool.

Action Surge

No

Spend 1 Story Point to perform an additional Maneuver or Action.

Agent 47

No

Roll twice for Critical Injury and select one result while hidden.

Armor Master (Supreme)

No

Suffer 3 Strain to reduce result of Critical Injury by 10 per Soak.

Baleful Gaze

No

Spent 1 Story Point to upgrade opponent's combat check within Medium range.

Biggest Fan

No

Hard (ddd) Charm check to turn NPC into biggest fan.

Body Guard (Supreme)

No

May protect Engaged characters equal to ranks in Resilience.

Comrades In Arms (Supreme)

No

Spend x or aaa for you an ally to gain +1 Soak rating.

Coordinated Dodge

No

Spend 1 Story Point to add f to combat checks against you.

Critical Mastery

No

Spend 1 Story Point to inflict two effects on a Critical Injury result.

Crushing Blow

No

Suffer 4 Strain to give Melee weapon Breach 1 and Knockdown.

Custom Loadout

No

Add mount for weapon on Signature Vehicle.

Dedication

Yes

Increase a characteristic by 1 point, to a maximum of 5.

Double or Nothing (Supreme)

No

Double all x and y on Double or Nothing Incidental result.

Dumb Luck

No

Suffer 3 Strain to spend aaa to change y result to f result.

Evasion

No

While in Guarded Stance attempt to negate a single successful Brawl or Melee attack against you.

Finish Him!

No

Incapacitate any adversary that is Staggered.

Friendly Foe

No

Spend 1 Story Point to change y to f on combat check to avoid hitting an ally Engaged with target.

Full Throttle (Supreme)

No

Full Throttle increases vehicle's top speed by 2, not 1.

Heavy Hitter

No

Add Breach 1 quality to attack with Ranged [Heavy] or Gunnery.

Indomitable

No

Spend 1 Story Point to prolong your incapacitation until next turn.

Inspiring Leadership

No

Hard (ddd) Leadership check to give allies in Short range automatic s.

Intense Focus

No

Suffer 1 Strain to upgrade skill check once.

Just Kidding!

No

Spend 1 Story Point to ignore y on Social skill check of ally within Short range.

Let's Talk This Over

No

Daunting (dddd) Charm check to turn potential combat encounter into Social encounter.

Life or Death (Supreme)

No

Life or Death activates when taking Wounds equal to one quarter of Wound threshold.

Master

No

Reduce the difficulty of one skill by two.

Master Demolitionist

No

Spend a or x to extend Blast quality to Short range.

Master Driver/Pilot

No

Suffer 2 Strain to perform vehicle Action as Maneuver instead.

Master Grenadier

No

Reduce a cost to activate Blast quality.

Master Instructor

No

Suffer 2 Strain for ally in Short range to have ranks in Discipline equal to your ranks in Discipline.

Master Merchant

No

Suffer 2 Strain to buy or sell goods at an additional 25% of cost.

TALENTS

111

GENESYS Meltdown

No

Killing opponent with energy weapon triggers a meltdown effect.

Mind Over Body

No

May attempt to heal 2 Critical Injuries in a week.

Most Impressive

No

Spend x on any skill to give allies in Short range automatic a.

Mysterious Stranger

No

Gain a Mysterious Stranger guardian angel.

Nerd Rage

No

+1 Brawn characteristic when at 20% Wound threshold or below.

Now the Master

No

Immitate one talent of another character for an encounter.

Precision Strike (Supreme)

No

Suffer 3 Strain to change a Critical Injury result to a Hard (ddd) result.

Rad Absorption

No

Reduce Radiation level by 1 per day, but heal less wounds.

Retribution

No

Spend 1 Story Point to automatically hit adversary that successfully hits an ally within Medium range of you.

Ricochet

No

Spend y on opponent's attack to have the attack ricochet back and hit the attacker instead.

Ruinous Repartee

No

Inflict Strain upon one opponent, you heal the same amount of Strain.

Stim Application (Supreme)

No

Increase additional characteristic on a x result.

Superhuman Skill

No

Spend 1 Story Point to change y to s equal to ranks in the skill.

Thorough Assessment

No

Hard (ddd) Knowledge check to gain additional b.

Unmatched Fortune

No

Spend 1 Story Point to set aside a x and roll one more c die.

Unrelenting Skeptic (Improved)

No

Spend 1 Story Point when targeted by a failed Deception check to add y to the result.

Whirlwind

No

Suffer 4 Strain to increase difficulty of Brawl or Melee combat check and hit all Engaged adversaries.

Wise Warrior (Improved)

No

Allow ally in Short range to use the same characteristic for attack.

Zealous Fire

No

Heal 2 Strain whenever the GM spends 1 Story Point.

ACTION BOY

AVAILABLE TALENTS The rest of this chapter details each individual talent in great detail. Each talent is presented on the list in alphabetical order, not by tier order.

ACROBATIC STRIKE Tier: 3 Activation: Active (Action) Ranked: No Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe's defenses and deliver an accurate strike against him. You must attempt at a Hard (ddd) Coordination check as part of your attack. Whether or not this Coordination check succeeds or fails, you suffer 3 Strain. If you succeed, you gain a bb bonus on the Brawl or Melee combat check that you make against that foe as long as the attack occurs before the end of your current turn.

Tier: 5 Activation: Passive Ranked: No Action Boy (or Action Girl depending on your character's gender) allows you to add an additional Story Point to the player pool.

ACTION BOOST Tier: 4 Activation: Active (Incidental) Ranked: Yes You have the ability to alter your luck drastically in dire circumstances. Spend one Story Point to flip a positive dice to any adjacent side. For each rank beyond the first, Action Boost applies to an additional positive die.

ACTION SURGE Tier: 5 Activation: Active (Incidental) Ranked: No You can spend 1 Story Point to take an extra

112

TALENTS

Fallout Action or Maneuver in a turn, either before or after your regular actions. This would allow you to surpass the limitation of 2 Maneuvers per turn.

ADAPTABLE FLANKER Tier: 1 Activation: Active (Incidental) Ranked: No When you and an ally team up against a foe, you know how to maximize the threat your ally poses to ruin your target's defenses. As an Incidental, you designate a single opponent as the target of this talent. When you are in Engaged range with the chosen target, you grant a b to combat checks other make against this particular target.

ADROITNESS Tier: 2 Activation: Passive Ranked: No When first acquired, choose a General skill. When making a check with that skill, reduce the time required by 25%. The GM may determine that this talent may not be used with certain skills or activities.

ADVERSARY Tier: None Activation: Passive Ranked: No Upgrade the difficulty of any combat checks targeting this character once per rank of Adversary. This talent is only accessible to NPCs.

AGENT 47 Tier: 5 Activation: Active (Incidental) Ranked: No Whenever you score a Critical Injury with an attack while you are hidden, you may roll twice for a Critical Injury effect and select whichever you prefer.

ALL-TERRAIN DRIVER Tier: 1 Activation: Passive Ranked: No Do not suffer usual penalties for driving through difficult terrain when using the Driving skill.

TALENTS

ALLURING Tier: 2 Activation: Active (Action) Ranked: Yes Others have an inexplicable urge to believe your every word. Add automatic a to Charm, Coercion, Deception, Leadership and Negotiation skill checks per rank of Alluring.

AMBUSH Tier: 3 Activation: Active (Maneuver) Ranked: No Once per turn while benefiting from cover, may make the Ambush Maneuver. Add damage equal to Stealth skill to one hit of next successful combat check against a target within Short range before the end of the turn.

ANIMAL COMPANION Tier: 3 Activation: Passive Ranked: Yes Your character creates a bond with a single animal or drone approved by your GM. This animal must be Silhouette 0 (no larger than a mid-sized dog). The bond persists as long as your character chooses, although at your GM’s discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal follows your character, and you dictate the animal’s overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per turn in structured encounters, your character may spend one Maneuver to direct their animal in performing one Action and one Maneuver during your character’s turn. The animal must be within hearing and visual range of your character (generally Medium range) to do this. Otherwise, the animal does not contribute to the encounter.

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GENESYS The specifics of its behavior are up to you and your GM. For every additional rank of Animal Companion your character has, increase the allowed Silhouette of the companion by one (this may mean your character gets a new companion, or their companion grows in size).

ANIMAL EXPERTISE Tier: 2 Activation: Passive Ranked: Yes Add b per rank of Animal Expertise to all checks when interacting with beast or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Animal Expertise.

ANT STYLE Tier: 2 Activation: Active (Incidental) Ranked: No The ant style emphasizes active defense with one hand. Students of the unarmed Brawl style utilize a variety of locks, grabs, and circular blocks to protect themselves, as well as employing a debilitating clutch. While using the ant style talent with at least one hand free, you gain a +1 Ranged Defense. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Deathclaw Style and Cazador Style, you can use an Incidental to adopt Cazador Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Deathclaw Style.

ANTICIPATE DODGE

ARMOR MASTER Tier: 3 Activation: Passive Ranked: No When wearing armor, increase total Soak value by 1.

ARMOR MASTER (IMPROVED) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Armor Master talent to benefit from this talent. When wearing armor with a Soak value of 2 or higher, increase Defense by 1.

ARMOR MASTER (SUPREME) Tier: 5 Activation: Active (Incidental, Out-of-Turn) Ranked: No Your character must have purchased the Armor Master (Improved) talent to benefit from this talent. Once per turn, when the character suffers a Critical Injury, he may suffer 3 Strain to take the Armor Master incidental. If he does he reduces the Critical Injury result that he suffers by 10 per point of his Soak, to a minimum of 1.

ASSASSIN STRIKE Tier: 4 Activation: Active (Incidental) Ranked: No After making a successful Brawl or Melee check, may spend a Story Point to disengage from an opponent as an Incidental.

BACK-TO-BACK Tier: 4 Activation: Passive Ranked: No While engaged with one or more allies, your character and allies they are Engaged with add b to combat checks. If one or more allies Engaged with your character also have the Back-to-Back talent, the effects are cumulative to a maximum of bb.

Tier: 2 Activation: Active (Incidental) Ranked: Yes Your knowledge of mobility and your attack prowess allow you to thwart elusive opponents. You automatically know whether a creature you can is benefiting from the Dodge talent. You gain a b bonus per rank of Anticipate Dodge on combat Tier: 3 checks against a target that is using the Dodge talent. This bonus cannot exceed the ranks of Dodge Activation: Active (Action) Ranked: No the creature is using. Your character may use this talent to attack an unaware adversary using a Melee weapon. A

BACKSTAB

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TALENTS

Fallout Backstab is a Melee attack, and follows the normal rules for performing a combat check (see page 101 of the GENESYS core rulebook), using the character's Skuduggery skill instead of Melee. If the check succeeds, each uncanceled s adds +2 damage (instead of the normal +1).

BAD COP Tier: 1 Activation: Passive Ranked: Yes May spend aa from a Deception or Coercion check to upgrade ability of a single ally’s subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop.

BAD PRESS Tier: 3 Activation: Active (Action) Ranked: No Once per session, choose an organization and make a Hard (ddd) Deception check. On success, organization members have their Strain thresholds reduced by 1, plus 1 per sss, until the end of the session. When he does this, the player must explain how the PC disseminated the propaganda such that it has affected his targets. The chosen organization must be narrow and cohesive enough to be affected by bad publicity.

piloting an airplane of Silhouette 3 or less. When your vehicle suffers a hit from a ranged combat check, after damage is calculated but before Armor is applied, your character may have their vehicle suffer 3 System Strain to use this talent. Then, reduce the damage suffered by a number equal to their ranks in Piloting.

BASIC MILITARY TRAINING Tier: 2 Activation: Passive Ranked: No Athletics, Ranged [Heavy], and Resilience are now career skills for your character.

BEAUTIFUL BEATDOWN Tier: 1 Activation: Passive Ranked: Yes You are no stranger to physical punishment. Any unarmed Brawl combat check against you deal 1 less damage per rank of Beautiful Beatdown after the combat check has been resolved.

BIGGEST FAN

Tier: 5 Activation: Active (Action) Ranked: No Once per session, may take a Biggest Fan Action; make a Hard (ddd) Charm check to turn one NPC into the character’s biggest fan. The exact effects of this vary depending on the NPC and the situation. Tier: 5 They can include drastically decreasing the difficulty Activation: Active (Incidental, Out-of-Turn) of Social Interaction skill checks the character Ranked: No makes targeting his biggest fan, the fan being willing When targeted by combat check from within to perform minor or even significant favors for the Medium range, may spend a Story Point to upgrade the difficulty of the check a number of times equal to character, or the character even becoming a reoccurring ally in the narrative. At the CM’s ranks in Coercion. discretion, this talent may not be able to target certain NPCs whose adversarial nature is vital to the plot, or NPCs who would be unable to appreciate the Tier: 2 character’s work. Activation: Passive Ranked: Yes Add 1 damage per rank of Barrage to one hit of Tier: 1 successful attack while using Ranged [Heavy] or Activation: Active (Incidental) Gunnery skills at Long or Extreme range. Ranked: Yes When purchasing illegal goods, may reduce rarity by 1 per rank of Black Market Contacts, increasing Tier: 3 cost by 50 percent of base cost per reduction. Activation: Active (Incidental, Out-of-Turn) Ranked: No Your character can only use this talent while

BALEFUL GAZE

BARRAGE

BLACK MARKET CONTACT

BARREL ROLL

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GENESYS

BLACK WIDOW / LADY KILLER Tier: 2 Activation: Active (Incidental) Ranked: No You're charming... and dangerous! Nemesis adversaries suffer an additional Wound in combat whenever you deal damage, and you can remove a b from Charm, Coercion, Deception, Leadership and Negotiation checks when dealing with the nemesis adversaries.

BLACKMAIL Tier: 2 Activation: Active (Incidental, Out-of-Turn) Ranked: No When an NPC exceeds his Strain threshold, may spend 1 Story Point to convince that NPC to perform a single task of choice instead.

BLIND SPOT Tier: 3 Activation: Passive Ranked: No Your character, and allies within Short range, add automatic a to combat checks they make while benefiting from cover.

BLINDSENSE Tier: 3 Activation: Passive Ranked: Yes As long as your character can hear, you may ignore b imposed by darkness or blindness within Short range. Each additional rank increases range.

before making the combat check, and its effects last until your next turn (although the bleeding lasts until healed, as normal).

BODY GUARD Tier: 3 Activation: Active (Maneuver) Ranked: Yes Once per turn, may suffer a number of Strain no greater than ranks in Body Guard to use this talent. Choose one ally Engaged with your character; until the end of your character's next turn, upgrade the difficulty of all combat checks targeting that ally a number of times equal to the Strain suffered.

BODY GUARD (IMPROVED) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Body Guard talent to benefit from this talent. Once per session, when an ally protected by the Body Guard Maneuver suffers a hit, suffer the hit instead.

BODY GUARD (SUPREME) Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Body Guard (Improved) talent to benefit from this talent. Body Guard Maneuver may protect a number of Engaged characters up to ranks in Resilience.

BOLSTERED ARMOR

Tier: 4 Activation: Passive Tier: 3 Ranked: Yes Activation: Active (Incidental) Your character must have purchased the Signature Ranked: No Vehicle talent to benefit from this talent. Increase Sacrificing accuracy, you can inflict bloody wounds the Armor value of Signature Vehicle by 1 per rank of that are slow to heal. You can choose to take a bb Bolstered Armor. penalty on all Melee or Ranged combat checks to inflict 1 Wound of bleed damage with your attack, in addition to the normal damage dealt by the weapon. Tier: 1 A creature continues to take bleed damage every Activation: Active (Action) turn at the start of its turn, and cannot soak this bleed damage.. Bleed damage can be stopped by an Ranked: No When making a Knowledge skill check, your Average (dd) Medicine check or through a character can instead use this talent to spend an stimpak. Bleed damage from this talent does not amount of bottle caps equal to fifty times the stack with itself. You must choose to use this talent

BLOODY ASSAULT

BOUGHT INFO

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Fallout difficulty of the check and automatically succeed on the knowledge check with one uncanceled s (instead of rolling). At your GM’s discretion, your character may not be able to use Bought Info if the information is particularly sensitive or difficult to find, or buying it doesn’t make narrative sense.

BRACE Tier: 1 Activation: Active (Maneuver) Ranked: Yes As a Maneuver, the character may Brace himself. This allows a character to remove b per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult.

BRILLIANT EVASION Tier: 4 Activation: Active (Action) Ranked: No Once per vehicle encounter, your character may take Brilliant Evasion Action. Select 1 opponent and make Opposed Driving or Piloting check to stop opponent from attacking character for rounds equal to Agility.

BROAD DAYLIGHT Tier: 1 Activation: Passive Ranked: No You can use the built-in light in your Pip-Boy without imposing any b penalty to Stealth checks while the light is on.

BULLHEADED

BULLRUSH Tier: 1 Activation: Active (Incidental) Ranked: No When your character makes a Brawl or Melee combat check after using a Maneuver to engage a target, you may spend aaa or x to use this talent to knock the target prone and move them up one range band away from your character.

BULLWARK Tier: 2 Activation: Active (Incidental, Out-of-Turn) Ranked: No Your character must have purchased the Parry talent to benefit from this talent. While wielding a weapon with the Defensive quality, your character may use Parry to reduce the damage of an attack targeting an Engaged ally.

BURLY Tier: 2 Activation: Passive Ranked: Yes Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.

CALL 'EM Tier: 1 Activation: Passive Ranked: No Do not add bb to combat checks due to the use of the Aim Maneuver if targeting a specific object or location.

CAN'T WE TALK ABOUT THIS?

Tier: 4 Activation: Active (Action) Tier: 3 Ranked: No Activation: Passive Your character can use this talent to make an Ranked: No opposed Charm or Deception versus Discipline Your stubbornness and determination is legendary. check targeting a single non-nemesis adversary You are exceptionally headstrong and difficult to within Medium range. If the check succeeds, the sway from your course. You add b to skill checks target cannot attack your character (or perform against fear effects. Furthermore, you cannot hostile actions against your character) until the end become Disoriented. of their next turn. You may spend aa to increase the length of the effect by one additional turn, and spend x to extend the benefits to all of their identified allies within Short range. The effect ends immediately if your character or a known ally attacks the target. In addition, your GM

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GENESYS may rule that some targets are immune to this ability. An automated sentry turret, for example, has no interest in resolving a conflict through talking, nor Tier: 1 Activation: Passive would someone consumed by rage and the desire Ranked: Yes for revenge against your character. When rolling Athletics or Coordination to reduce damage from falling, add b. In addition, reduce damage and Strain suffered from a fall by 1 per rank Tier: 1 of Catfall. Activation: Passive Ranked: No Feast on mortal flesh to heal your Wounds. Eating Tier: 1 human corpses has the effect of a single stimpak Activation: Passive usage for you. Note that this counts against the Ranked: Yes daily stimpak usage. After your character makes a Perception, Vigilance, or Knowledge check to notice, identify, or avoid a threat in a cavern, subterrean ruin, or similar Tier: 3 location, your character cancels a number of Activation: Active (Action) uncanceled f no greater than your character's Ranked: No ranks in Cave Dweller. Take a Capital Sendoff Action targeting two vehicles at Close range; make a Hard (ddd) Cool check to cause the targets to suffer a minor Tier: 2 collision. Activation: Active (Incidental) Ranked: No Cazador style focuses on defense and agile Tier: 4 counterattacks. Practitioners are known for graceful, Activation: Passive one-legged stances and folding arm techniques that Ranked: No mimic a cazador's enormous wings. Your character must have purchased the Capital You do not take the usual b penalty on attack rolls Sendoff talent to benefit from this talent. When for Guarded Stance. While using this style and performing a Capital Sendoff, the targets suffer a Guarded Stance, you gain an additional +1 Melee major collision instead. Defense while fighting unarmed using Brawl skill only. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot Tier: 4 use a style talent before combat begins, the style Activation: Active (Incidental) you are in persists until you spend an Incidental to Ranked: No switch to a different combat style. For example, if Once per game session, the character can choose you have the Mantis Style and Deathclaw Style, you to introduce a “fact: or additional context directly can use an Incidental to adopt Deathclaw Style at into the narrative as if he had spent a Story Point. the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Mantis Style. Tier: 1 Activation: Passive Ranked: No Tier: 3 Foes are surprised by your skilled use of Activation: Active (Maneuver) unorthodox and improvised weapons. You do not Ranked: Yes suffer any t penalties for using an improvised While wielding a weapon with the Defensive Melee weapon. quality, your character may perform a Center of Being maneuver. Until the beginning of your character’s next turn, whenever an enemy makes a melee attack targeting them, the critical rating of the

CATFALL

CANNIBAL

CAVE DWELLER

CAPITAL SENDOFF

CAZADOR STYLE

CAPITAL SENDOFF (IMPROVED)

CAREFUL PLANNING

CATCH-OFF-GUARD

CENTER OF BEING

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TALENTS

Fallout enemy’s weapon counts as 1 higher per rank of Center of Being.

CENTER OF BEING (IMPROVED) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Center of Being talent to benefit from this talent. Suffer 1 Strain to use a Center of Being Maneuver as an Incidental.

CHALLENGE! Tier: 1 Activation: Active (Maneuver) Ranked: Yes Once per encounter, your character may use a Maneuver to use this talent to choose a number of adversaries within Short range no greater than your character's ranks in Challenge! (a minion group counts as a single adversary for this purpose). You have to succeed on a Coercion check against the adversaries to make use of the talent. Until the encounter ends or your character is incapacitated, these adversaries add b to combat checks targeting your character and bb to combat checks targeting other characters.

CHEM RESISTANT Tier: 1 Activation: Passive Ranked: Yes All the rush without the hassle! You add b per rank of Chem Resistant to all checks to avoid addiction when consuming chems.

CHEMIST Tier: 2 Activation: Passive Ranked: No Any chem you take lasts twice as long. Far out.

CHERCHEZ LA FEMME / CONFIRMED BACHELOR Tier: 3 Activation: Active (Incidental) Ranked: No This talent allows you to deal increase any damage dealt to the opposite sex of whatever gender your

TALENTS

character is by one point. Furthermore, you also gain a b to all Charm, Coercion, Deception, Leadership and Negotiation checks you make against members of the opposite sex.

CHILD AT HEART Tier: 2 Activation: Active (Incidental) Ranked: No The Child at Heart talent improves your interactions with children (and even some adults at the GMs option), allowing you to decrease the difficulty on a single Social interaction skill check involving a child.

CHOPSHOP EXPERTISE Tier: 3 Activation: Active (Action) Ranked: Yes Your character may make an Average (dd) Knowledge check when at a dry dock, mechanics garage, etc. with suitable personnel and equipment to conduct repairs to a vehicle, or to add attachments or modifications to one. If successful, the cost and time for repairs is reduced by 20% for each rank of Chopshop Expertise to a minimum of 100 bottle caps and one day.

CHOSEN FOE Tier: 3 Activation: Active (Incidental) Ranked: Yes At the expense of attention to other distractions, you focus on a single opponent to give you a decided advantage while fighting against him. Once during your turn, as an Incidental, you can designate a single opponent. You gain on b per rank of Chosen Foe on all combat checks you make against this opponent. You also gain 1 Defense Rating against this opponent, this doesn't increase with ranks in Chosen Foe, however. The effects last until the end of your next turn. In exchange, you take bb on combat checks against other opponents, and other opponents gain a b on

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GENESYS combat checks against you.

COMPLIMENTARY INSIGHT CLEVER RETORT

Tier: 1 Activation: Active (Incidental, Out-of-Turn) Ranked: No Once per encounter, your character may use this talent to add automatic aa to another character’s Social skill check.

CODE BREAKER Tier: 1 Activation: Passive Ranked: Yes You remove b per rank of Codebreaker from your attempts to break codes or decrypt communications.

COLLECTOR OF STORIES Tier: 1 Activation: Active (Incidental) Ranked: No You've heard so many tales of legendary monsters that you remember all sorts of gory details. When you attempt a Hard (ddd) Knowledge check to identify a creature or to learn its special powers or vulnerabilities.

COMBAT VETERAN Tier: 3 Activation: Passive Ranked: No Add b to all Brawl and Discipline skill checks.

COMMAND Tier: 2 Activation: Passive Ranked: Yes Add b per rank of Command when making Leadership checks. Affected targets add b to Discipline checks for next 24 hours.

COMMANDING PRESENCE Tier: 4 Activation: Active (Action) Ranked: No Once per session, may take Commanding Presence Action; make an opposed Cool vs. Discipline check to force target within Short range to leave the encounter.

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Tier: 1 Activation: Active (Incidental, Out-of-Turn) Ranked: No You get more out of having skills that work well together with others. You add bb when using the assist option, instead of the normal b.

COMRADES IN ARMS Tier: 4 Activation: Active (Action) Ranked: No Once per encounter, make a Hard (ddd) Discipline check. If successful, you plus one ally per s within Medium range gains +1 Defense for the remainder of the encounter. Effects end if affected targets move beyond Medium range.

COMRADES IN ARMS (IMPROVED) Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Comrades in Arms talent to benefit from this talent. Spend x or aaa when performing Comrades in Arms to also gain +1 Soak or give one affected ally +1 Soak.

CONCUSSIVE ATTACK Tier: 2 Activation: Active (Incidental) Ranked: Yes Your attacks can damage your opponent's ability to think clearly. On a successful attack you can spend aa to imposes a b penalty on the target's Intellect and Willpower skill checks for 1 turn. For each rank beyond the first in Concussive Attack, you extend the duration by 1 turn.

CONDITIONED Tier: 2 Activation: Passive Ranked: Yes The character removes b per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and Strain suffered from falling by 1 per rank of Conditioned.

TALENTS

Fallout

CONFIDENCE Tier: 2 Activation: Passive Ranked: Yes May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence, to a minimum of Easy (d).

CONFIDENCE (IMPROVED) Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Confidence talent to benefit from this talent. May spend a on a fear check to steady the nerves of allies making the same fear check. If the character does so each ally within Short range who makes the fear check adds automatic s equal to the character’s rank in Confidence.

CONGENIAL Tier: 3 Activation: Active (Incidental) Ranked: Yes May suffer a number of Strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when target by Charm or Negotiation checks, by an equal number Strain suffered this way cannot exceed ranks in Congenial.

CONSTANT VIGILANCE Tier: 3 Activation: Passive Ranked: No May always use Vigilance when making checks to determine Initiative.

CONSTRUCTION SPECIALIST Tier: 1 Activation: Passive Ranked: Yes Your character removes one b per rank of Construction Specialist from checks made to construct bases, defense works, positions, fortifications, tunnels, bunkers, and similar combat engineering projects.

COORDINATED ASSAULT Tier: 2 Activation: Active (Maneuver) Ranked: Yes Once per turn, your character may use this talent

TALENTS

to have a number of allies engaged with your character equal to your ranks in Leadership add a to all combat checks they make until the end of your character’s next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first.

COORDINATED DODGE Tier: 5 Activation: Active (Incidental) Ranked: No Your character must have purchased the Dodge talent to benefit from this talent. When targeted by a combat check, may spend 1 Story Point to add f equal to ranks in Coordination to the combat check.

COUNTERATTACK Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No Your character must have purchased the Improved Parry talent to benefit from this talent. When your character uses the Improved Parry talent to hit an attacker, they may also activate an item quality of the weapon they used as if they had generated aa on a combat check using that weapon.

COUNTEROFFER Tier: 2 Activation: Active (Action) Ranked: No Once per session, your character may use this talent to choose one non-nemesis adversary within Medium range and make an opposed Negotiation versus Discipline check. If successful, the target becomes Staggered until the end of their next turn. At your GM’s discretion, you may spend x on this check to have the adversary become an ally until the end of the encounter. However, the duration of this may be shortened or extended depending on whether your GM feels your offer is appealing to the adversary and whether your character follows through on their offer!

COYOTE STYLE Tier: 1 Activation: Active (Incidental) Ranked: No This crafty unarmed Brawl style improves its practitioners’ chances to feint and to avoid sneaky tactics employed by their foes, and also expands their ability to deploy other devious and dirty tricks. Your martial training helps you manipulate foes.

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GENESYS While using this style, you can use your Brawn characteristic in place of your Willpower when you use Coercion. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Mantis Style and Deathclaw Style, you can use an Incidental to adopt Mantis Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Deathclaw Style.

CRACK SHOT Tier: 1 Activation: Passive Ranked: No You are skilled at making wellplaced shots at targets behind cover. When you make a Ranged combat check against an opponent behind cover, the target's cover does not give you any b on your combat check.

CRASHING WAVE STYLE Tier: 2 Activation: Active (Incidental, Out-of-Turn) Ranked: No Someone skilled in this unarmed Brawl style jostles and pulls her opponents about, inspired by the power of ocean waves churning upon the shore. You relentlessly push your enemies around, as the sea moves those within and upon it against their will. When an opponent disengages from you and moves away from your position, you can take 3 Strain and immediately follow the opponent, even if you have used your Maneuvers for this turn. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Radroach Style and Cazador Style, you can use an Incidental to adopt Radroach Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Cazador Style.

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CREATIVE DESIGN Tier: 1 Activation: Passive Ranked: Yes As part of resolving a successful crafting check, your character may also apply a result equivalent to spending a number of a equal to their ranks in Creative Design. The GM may then apply a result equivalent to the same number of t.

CREATIVE KILLER Tier: 3 Activation: Passive Ranked: No Reduce the critical rating of improvised weapons by 2 (to a minimum of 1).

CRITICAL MASTERY Tier: 5 Activation: Active (Incidental) Ranked: No Your Critical Injuries cause two additional effects. When you score a Critical Injury, you can spend a Story Point, and you can apply the effects of two Critical Injuries in addition to the damage dealt. You must roll twice to determine the effects of the Critical Injuries. Note that you do not add +10 to the second Critical Injury from the first determined result when using this talent.

CRUSHING BLOW Tier: 5 Activation: Active (Incidental) Ranked: No Once per session after rolling a Melee attack but before resolving the check, your character may suffer 4 Strain to use this talent. While resolving the check, the weapon gains the Breach 1 and Knockdown item qualities.

CUSTOM LOADOUT Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Signature Vehicle talent to benefit from this talent. May add one mount for a weapon or piece of equipment (approved by the GM).

TALENTS

Fallout

CUSTOMIZED COOLING UNIT Tier: 3 Activation: Passive Ranked: Yes Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the System Strain threshold of Signature Vehicle by 2 per rank of Customized Cooling Unit.

CUTTING QUESTION Tier: 2 Activation: Active (Incidental) Ranked: No Once per encounter, when making a Coercion skill check, the character may use Deception skill instead.

DAREDEVIL Tier: 3 Activation: Active (Incidental) Ranked: Yes Once per session, when performing a skill check of Hard (ddd) or higher difficulty, you add b to your roll for every rank of Daredevil your character has.

DARING AVIATOR Tier: 2 Activation: Active (Incidental) Ranked: Yes Before your character makes a Driving or Piloting check, they may add a number of t to the results to use this talent to add an equal number of s. The number may not exceed your character’s ranks in Daring Aviator.

DARING TURN Tier: 3 Activation: Active (Maneuver) Ranked: No When an opponent has Gained the Advantage on a vehicle being piloted, may spent 2 Strain perform a Daring Turn Maneuver to remove the effects.

DEADEYE Tier: 4 Activation: Active (Incidental) Ranked: No After your character inflicts a Critical Injury with a ranged weapon and rolls the result, your character may suffer 2 Strain to use this talent. Then, you may select any Critical Injury of the same severity to apply to the target instead.

TALENTS

DEADLY ACCURACY Tier: 4 Activation: Passive Ranked: No Choose one combat skill. The character may add his ranks in that combat skill as additional damage to one hit of a successful attack made with that skill made with non-vehicle weapons.

DEATH RAGE Tier: 4 Activation: Passive Ranked: No Your character adds +2 damage to Brawl and Melee attacks for each Critical Injury they are currently suffering. (Your GM may also impose additional penalties on Social skill checks your character makes if they are suffering Critical Injuries due to their frenzied behavior.)

DEATHCLAW STYLE Tier: 1 Activation: Active (Incidental) Ranked: No This unarmed Brawl style seeks to emulate the power and fury of the great deathclaw. Practitioners use their hands like claws, perfecting overpowering double hand strikes and driving attack chains. While using this style, whenever you score a Critical Injury with your unarmed Brawl strike, your opponent also takes 1 point, which cannot be soaked, of bleed damage at the start of his next two turns. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Radroach Style and Mantis Style, you can use an Incidental to adopt Radroach Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Mantis Style.

DEBILITATING SHOT Tier: 2 Activation: Active (Incidental) Ranked: No Upon successful attack with a vehicle weapon, may spend aa to reduce the maximum speed of the target by 1 until the end of the next turn.

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GENESYS

DECEPTIVE TAUNT

DEFENSIVE SYSOPS

Tier: 2 Activation: Active (Action) Ranked: No Once per session, may make Deceptive Taunt Action. Make opposed Deception check. If successful, one adversary must attack the character during adversary’s next turn.

Tier: 1 Activation: Passive Ranked: No When attempting to defend a computer system against intrusion (or when someone attempts to hack a computer owned or programmed by your character) your character adds bb to their opponent’s checks. If your character has access to the computer system when the intrusion takes place, they are automatically aware of the intrusion.

DEDICATION Tier: 5 Activation: Passive Ranked: Yes Each rank of Dedication increases one of your character’s characteristics by one. This talent cannot increase a characteristic above 5. You cannot increase the same characteristic with Dedication twice.

DEFENSIVE Tier: 4 Activation: Passive Ranked: Yes Each rank of Defensive increases your character’s Melee Defense and Ranged Defense by one.

DEFENSIVE DRIVING Tier: 4 Activation: Passive Ranked: Yes Increase the Defense of any vehicle your character pilots by one per rank of Defensive Driving. The specifics of this talent require the optional vehicle rules, on page 220 in the GENESYS core rulebook. If your game does not use these rules, this talent adds b per rank to combat checks targeting your character’s vehicle or your character while piloting it.

DEFENSIVE STANCE Tier: 2 Activation: Active (Maneuver) Ranked: Yes Once per turn, your character may suffer a number of Strain no greater than their ranks in Defensive Stance to use this talent. Then, until the end of your character’s next turn, upgrade the difficulty of all Brawl and Melee combat checks targeting your character a number of times equal to the Strain suffered.

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DEFENSIVE SYSOPS (IMPROVED) Tier: 2 Activation: Active (Incidental) Ranked: No Your character must have purchased the Defensive Sysops talent to benefit from this talent. Before adding bb from Defensive Sysops to a check, use this talent to add f and t to the results of the check instead.

DEFY DEATH Tier: 3 Activation: Passive Ranked: No You fear nothing. Not the undead, not death, not the unknown, nothing. You are immune to fear effects, and you confer a b to fear checks to all allies within Short range.

DESPERATE RECOVERY Tier: 1 Activation: Passive Ranked: No Before your character heals Strain at the end of an encounter, if their Strain is more than half of their Strain threshold, they heal two additional Strain.

DIRTY TRICKS Tier: 2 Activation: Active (Incidental) Ranked: No After your character inflicts a Critical Injury on an adversary, they may use this talent to upgrade the difficulty of that adversary's next skill check.

DISARM Tier: 3 Activation: Passive Ranked: No May spend x or aa with a successful Brawl or

TALENTS

Fallout Melee check to disarm an opponent.

DISARMING SMILE Tier: 3 Activation: Active (Action) Ranked: Yes Take the Disarming Smile action; succeed at an opposed Charm check against a target within Short range to lower all defenses of a target by ranks in Disarming Smile until the end of the encounter.

DISCREDIT Tier: 4 Activation: Active (Action) Ranked: No Once per encounter, take the Discredit Action, make a Hard (ddd) Deception check to upgrade the difficulty of one character’s social checks once, plus once for every aa, until the end of the encounter.

DISORIENT Tier: 2 Activation: Passive Ranked: Yes After hitting with combat check, may spend aa to Disorient target for number of turnss equal to ranks in Disorient.

DISTINCTIVE STYLE Tier: 3 Activation: Active (Incidental) Ranked: No When making a Computers check to hack a system or break into a secured network, before rolling, your character may use this talent to add ss and tt to the results. If you are using the optional hacking rules on page 232 in the Genesys core rulebook and your check generates tt, your GM should spend it on the I Know You! option in Table I.222 on page 234 in the GENESYS core rulebook.

DISTRACTING BEHAVIOR

suffer Strain no greater than ranks in Deception. Until the beginning of next turn, equal number of Engaged NPC’s suffer t on checks. Range increases with additional ranks.

DISTRACTING BEHAVIOR (IMPROVED) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Distracting Behavior talent to benefit from this talent. The Distracting Behavior Maneuver inflicts tt on NPC’s checks when NPC’s target character’s allies.

DODGE Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: Yes When your character is targeted by a Gunnery, Melee, Ranged [Heavy] or Ranged [Light] combat check, they may suffer a number of Strain no greater than their ranks in Dodge to use this talent. Then, upgrade the difficulty of the combat check targeting your character a number of times equal to the Strain suffered.

DON'T SHOOT! Tier: 4 Activation: Active (Action) Ranked: No Once per session as an Action, make a Hard (ddd) Charm check. On a success, cannot be target of combat checks until the end of the encounter or until making a combat check.

DOUBLE OR NOTHING Tier: 3 Activation: Passive Ranked: No Suffer 2 Strain to perform the Double or Nothing Incidental to increase the difficulty of the next check by one. Then, after canceling opposing symbols, double the amount of remaining a.

Tier: 2 Activation: Active (Maneuver) Ranked: Yes Make a Distracting Behavior Maneuver and

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GENESYS

DOUBLE OR NOTHING (IMPROVED) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Double or Nothing talent to benefit from this talent. When performing the Double or Nothing Incidental, after canceling opposing symbols, also double the amount of remaining s.

DOUBLE OR NOTHING (SUPREME) Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Double or Nothing (Improved) talent to benefit from this talent. When performing the Double or Nothing Incidental, also double the number of x and y.

DOUBLE-TALK Tier: 4 Activation: Passive Ranked: No Spend aa or x from a successful Charm or Deception check to Disorient a number of opponents within Short range equal to your character’s Presence for the remainder of the turn and the next two turns.

DREADFUL CARNAGE Tier: 4 Activation: Active (Incidental) Ranked: No Incapacitating or slaying an enemy demoralizes your other nearby foes. Whenever you cause an enemy to exceed his Wound threshold, you can make a Hard (ddd) Coercion check to stagger all enemies Short range as an Incidental. Enemies that cannot see both you and the enemy you incapacitated are unaffected.

DUAL STRIKE Tier: 3 Activation: Active (Incidental) Ranked: No When resolving a combined check to attack with two weapons in combat, your character may suffer 2 Strain to use this talent to hit with the secondary weapon (instead of spending aa).

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DUAL WIELDER Tier: 2 Activation: Active (Maneuver) Ranked: No Your character may use this talent to decrease the difficulty of the next combined combat check (see Two-Weapon Combat, on page 108 in the GENESYS core rulebook) they make during the same turn by one.

DUELIST Tier: 1 Activation: Passive Ranked: No Your character adds b to his Brawl and Melee combat checks while Engaged with a single opponent. Your character adds b to his Brawl or Melee combat checks while engaged with three or more opponents.

DUMB LUCK Tier: 5 Activation: Active (Maneuver) Ranked: No You can survive situations that should kill you. When you roll a y result on any skill check, you can spend aaa from the same skill check to change the y result to a f result. Using this talent is taxing on your system and costs you 3 Strain, and you can only use once a per session.

DURABLE Tier: 1 Activation: Passive Ranked: Yes Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.

DYNAMIC FIRE Tier: 2 Activation: Active (Incidental) Ranked: No When making a Ranged [Heavy] or Ranged [Light] attack while engaged with an opponent, may suffer 2 Strain to reduce the difficulty of the Ranged combat check by one, to a minimum of Easy (d).

TALENTS

Fallout

EAGLE EYES Tier: 3 Activation: Active (Incidental) Ranked: No Once per encounter before making a ranged combat check, you may use this talent to increase your weapon’s range by one range band (to a maximum of Extreme range). This lasts for the duration of the combat check.

EASY PREY

to ignore an “out of ammo” y result.

ENFORCER Tier: 2 Activation: Active (Incidental) Ranked: No You are skilled at causing fear in those you brutalize. Whenever you deal Strain damage with a Brawl or Melee combat check, you can make an Coercion check to demoralize your target as an Incidental. If you are successful, the target suffers b to skill checks for a number of turns equal to aa on the combat check, minimum of 1 turn.

Tier: 3 Activation: Active (Maneuver) Ranked: No Your character may suffer 3 Strain to use this talent. Until the start of your character's next turn, Tier: 1 your character and allies within short range add bb Activation: Passive to combat checks against Immobilized targets. Ranked: No Entomologist allows you to add b to all combat checks you make against every radroach, giant ant, bloatfly and radscorption. Tier: 3 Activation: Passive Ranked: No Upgrade the difficulty of checks to decrypt this Tier: 5 character’s coded messages without the proper Activation: Active (Incidental, Out-of-Turn) cipher a number of times equal to Computers skill. Ranked: No Your speed, agility, and talent for intelligent fighting allow you to avoid your opponent's blows. You take careful stock of an opponent and slip away Tier: 3 from his blow just as he commits to the attack. Activation: Active (Incidental, Out-of-Turn) While in Guarded Stance, you can attempt to negate Ranked: No a single Brawl or Melee attack, as an Incidental. To After an Engaged ally fails a check, may suffer 1 do so, you must make a Brawl or Melee attack Strain to assist that ally’s next check this encounter (depending on if you are unarmed or armed) attack as an out-of-turn Incidental. roll and beat the attacker's result. A tie falls in favor of the attacker.

ENTOMOLOGIST

ENCODED COMMUNIQUE

EVASION

ENCOURAGING WORDS

ENDURING

Tier: 4 Activation: Passive Ranked: Yes Each rank of Enduring increases your character’s Soak value by one.

ENERGY TRANSFER

EXPERT TRACKER Tier: 1 Activation: Passive Ranked: Yes You remove b per rank of Expert Tracker from your checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal (this does not decrease with additional ranks of Expert Tracker).

Tier: 1 Activation: Active (Maneuver) Ranked: No You may suffer 1 Strain to perform the Energy Transfer Maneuver; when you do, you can power up Tier: 2 an appropriate unpowered device (such as a Activation: Active (Incidental) computer, a robot, or a door) until the end of the Ranked: Yes encounter. Alternatively, you can restore ammunition When your character makes a combat check with a to an energy-based weapons, allowing a character

EXPLOIT

TALENTS

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GENESYS Melee weapon, they may suffer 2 Strain to use this talent to add the Ensnare quality to the attack. The rating of the Ensnare quality is equal to your character's ranks in Exploit.

EXTRA AMMO Tier: 1 Activation: Passive Ranked: No Cannot run out of ammo due to a y or ttt result. Items with Limited Ammo quality run out of ammo as normal.

EYE FOR DETAIL Tier: 3 Activation: Active (Incidental) Ranked: Yes After making a Mechanics or Computers check, may suffer Strain up to ranks in Eye for Detail to convert that many s to a.

FAMILIAR SKY Tier: 1 Activation: Active (Maneuver) Ranked: No Once per session, may perform a Familiar Sky maneuver; make a Hard (ddd) Knowledge check to reveal the current type of environment and other useful information.

FAN THE HAMMER

Engaged range of Signature Vehicle once.

FAST METABOLISM Tier: 1 Activation: Passive Ranked: Yes You recover faster than normal. You recover one additional Wound per day of natural rest per rank of Fast Metabolism.

FEAR THE SHADOWS Tier: 3 Activation: Active (Action) Ranked: No Once per session, may make a Hard (ddd) Deception check to force a single Minion group or Rival to flee the encounter.

FEARSOME Tier: 2 Activation: Passive Ranked: Yes When an non-nemesis adversary becomes Engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character’s ranks in Fearsome.

FEARSOME REPUTATION

Tier: 3 Activation: Passive Tier: 2 Ranked: Yes Activation: Active (Incidental) Ranked: No Add a to results of Coercion Once per encounter before making a combat checks equal to ranks in Fearsome check with a pistol (your GM has the final say on Reputation. whether a weapon is a pistol or not), your character may use this talent to add the Auto-fire quality to the pistol when resolving the check. If your character Tier: 3 does, the weapon runs out of ammo exactly as with Activation: Passive an Out of Ammo result (see page 104 in the Ranked: Yes GENESYS core rulebook). Spend x or aaa generated on a missed Brawl or Melee attack to upgrade difficulty of opponent’s next attack targeting character by ranks in Feint. Tier: 2 Activation: Passive Ranked: No Your character must have purchased the Signature Tier: 2 Vehicle talent to benefit from this talent. Upgrade all Activation: Passive Ranked: Yes Charm, Deception, and Negotiation checks made in Add +1 damage to Brawl and Melee combat

FEINT

FANCY PAINT JOB

FERAL STRENGTH

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TALENTS

Fallout checks per rank in Feral Strength.

FINISH HIM!

FEROCIOUS LOYALTY Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Animal Companion talent to benefit from this talent. Whenever you exceed half of your Wound threshold, your animal companion adds an automatic s and a to all combat checks.

FIELD COMMANDER Tier: 3 Activation: Active (Action) Ranked: No Your character may use this talent to make an Average (dd) Leadership check. If successful, a number of allies equal to your character’s Presence may immediately suffer 1 Strain to perform one Maneuver (out of turn). If there are any questions as to which allies take their Maneuvers first, your character is the final arbiter.

FIELD COMMANDER (IMPROVED) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Field Commander talent to benefit from this talent. When your character uses the Field Commander talent, your character affects a number of allies equal to twice the character’s Presence. In addition, you may spend x to allow one ally to suffer 1 Strain to perform an Action, instead of a Maneuver.

FIGHTER'S STANCE Tier: 2 Activation: Active (Incidental) Ranked: No When making a combat check, if your character has performed the Guarded Stance Maneuver this turn, you may suffer 1 Strain to ignore the penalties of the Guarded Stance Maneuver.

FINE TUNING Tier: 2 Activation: Passive Ranked: Yes When reducing the amount of System Strain a vehicle suffers, reduce 1 additional System Strain per rank of Fine Tuning.

TALENTS

Tier: 5 Activation: Active (Incidental) Ranked: No You can take advantage of an enemy's debilitated state to attempt a coup de grace. You can deliver a coup de grace to staggering targets, and instantly put the target 1 Wound above its Wound threshold. Note that the GM may overrule the use of this talent on certain cruicial Nemesis characters vital to the plot.

FIRE CONTROL Tier: 3 Activation: Active (Maneuver) Ranked: No Take the Fire Control Maneuver; all combat checks made from current vehicle count their target’s Silhouette as one higher than normal until the beginning of next turn.

FLASH OF INSIGHT Tier: 2 Activation: Passive Ranked: No When your character generates x on a Knowledge skill check, roll bb and add the results to the check, in addition to spending the x as usual.

FLEET OF FOOT Tier: 2 Activation: Passive Ranked: No You are extraordinarily swift. Once per encounter, you are allowed to take a free Maneuver for moving. This free Maneuver does not count towards the number of Maneuvers you have or will take in the specific given turn. This benefit only applies if you are wearing no armor or light armor with Soak 1 or less, and not over-encumbered.

FLICK OF THE WRIST Tier: 3 Activation: Active (Incidental) Ranked: No With a single motion, you can draw a light weapon and make a devastating attack. If you draw a onehanded weapon and make a combat check with it in the same turn, you can catch your opponent offguard, and you add s and a to your combat check against that one target. You may use this talent only once per turn and once per opponent during any

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GENESYS single encounter. You can use this talent with the Quickdraw talent.

FLOWER CHILD Tier: 2 Activation: Passive Ranked: No You are no stranger to chems and drugs of all kinds, as such you decrease the difficult of any chem additions once whenever you use chems.

FLURRY OF BLOWS Tier: 4 Activation: Active (Maneuver) Ranked: No Perform the Flurry of Blows Maneuver, suffering Strain up to your ranks in Coordination to gain the Linked quality with a rating equal to the amount of Strain suffered on your next Brawl or Melee combat check this turn.

FORAGER Tier: 1 Activation: Passive Ranked: No Your character removes up to bb from any skill checks they make to find food, water, or shelter. Checks to forage or search the area that your character makes take half the time they would normally.

FORGOT TO COUNT? Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No When an opponent makes a ranged combat check, you can spend tt from that check to use this talent to cause their weapon to run out of ammo (see page 104 in the GENESYS core rulebook), as long as the weapon can normally run out of ammunition.

FORMATION TACTICS Tier: 3 Activation: Active (Action) Ranked: No Make a Hard (ddd) Leadership check. If successful, choose a number of allies within Short range equal to generated. Upgrade the difficulty of attacks against these allies once until the end of your character’s next turn.

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FORMATION TACTICS (IMPROVED) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Formation Tactics talent to benefit from this talent. Reduce the difficulty of Formation Tactics to Average (dd). Spend x or aaaaaa to have the effect last until the end of the encounter.

FORTIFIED STRUCTURE Tier: 3 Activation: Passive Ranked: Yes Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the hull trauma threshold of Signature Vehicle by 1 per rank of Fortified Structure.

FORTUNE FAVORS THE BOLD Tier: 4 Activation: Active (Incidental) Ranked: No Once per session as an Incidental, suffer 2 Strain to flip one GM Story Point to a Player Story Point.

FORTUNE FINDER Tier: 3 Activation: Passive Ranked: Yes You find 10% more bottle caps whenever your character would find bottle caps per rank of Fortune Finder, rounded up.

FREERUNNING Tier: 2 Activation: Active (Maneuver) Ranked: No Suffer 1 Strain when making a move Maneuver to move to any location within Short range.

FREERUNNING (IMPROVED) Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Freerunning talent to benefit from this talent. Suffer 4 Strain when making a move Maneuver to move to any location within Medium range.

TALENTS

Fallout

FRENZIED ATTACK Tier: 3 Activation: Active (Incidental) Ranked: Yes When making a Brawl or Melee combat check, suffer a number of Strain to upgrade the attack an equal number of times. The Strain suffered may not exceed ranks in Frenzied Attack.

FULL THROTTLE (IMPROVED)

FRIEND OF THE NIGHT Tier: 1 Activation: Passive Ranked: No Your eyes adapt quickly to low-light conditions. Remove b from environmental modifiers due to low-light conditions.

FRIENDLY-FOE Tier: 5 Activation: Active (Incidental) Ranked: No Your knack for picking foe from friend in frantic ranged combat allows you to spend a Story Point to downgrade a y to f and thus avoid accidentally hitting your allies Engaged with your allies.

FULL STOP Tier: 3 Activation: Active (Maneuver) Ranked: No When piloting a vehicle, the character may take the Full Stop Maneuver to immediately reduce the speed of the vehicle to zero. The vehicle then suffers 1 point of System Strain for every point of speed it had before stopping.

FULL THROTTLE Tier: 3 Activation: Active (Action) Ranked: No While driving or flying, your character may use this talent to make a Hard (ddd) Piloting or Driving check. If successful, the top speed of the vehicle increases by one (to a maximum of 5) for a number of rounds equal to your character’s Cunning. The specifics of this talent require the optional

TALENTS

vehicle rules, on page 220 in the GENESYS core rulebook. If your game does not use these rules, this talent simply makes the vehicle go much faster than normal, with the specifics up to your GM.

Tier: 4 Activation: Active (Action) Ranked: No Your character must have purchased the Full Throttle talent to benefit from this talent. Suffer 1 Strain to attempt Full Throttle as a Maneuver and decrease its difficulty to Average (dd).

FULL THROTTLE (SUPREME) Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Full Throttle (Improved) talent to benefit from this talent. When performing Full Throttle, top speed increases by 2 instead of 1.

GEARHEAD Tier: 2 Activation: Passive Ranked: Yes The character removes b per rank of Gearhead from his Mechanics checks. In addition, time to install attachments to armor or weapons takes 50% less time.

GECKO STYLE Tier: 2 Activation: Active (Incidental) Ranked: No Pulling from the trickster habits of gecko, this style focuses on duping and incapacitating foes in the heat of combat. Your quick movement and trickery allow you to catch opponents off guard. While using this unarmed Brawl style, you can attempt to perform a dirty trick in place of an attack at the end of a charge. As part of a Maneuver that you use for movement, you can attempt an Average (dd) Coercion check to impose a b penalty on a single opponent. You are able to impose a second b to the same opponent if you use a second Maneuver for moving as well, and must attempt a second Coercion check. As an Incidental, you can enter the stance

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GENESYS employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Lurk Style and Nightstalker Style, you can use an Incidental to adopt Lurk Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Nightstalker Style.

GHASTLY SCAVENGER Tier: 2 Activation: Passive Ranked: No You can feast upon super mutants and feral ghouls in order to heal your Wounds. Eating such corpses has the effect of a single stimpak usage for you. Note that this counts against the daily stimpak usage.

GHOST STEPS Tier: 1 Activation: Active (Incidental) Ranked: Yes Your footsteps echo strangely and no longer betray your location. Thanks to your knowledge of acoustics you can, should you choose, cause the sound of your footsteps (as well as breathing and the rustle of gear) to issue forth from any direction and location within Short range. With a successful Stealth check, enemies are not aware of your true location and believe the Ghost Steps to be real. On a failed Stealth check, enemies are aware of your real location and hear your Ghost Steps for what they are, echoes. Ghost Steps does not work when underwater. For every rank you have of Ghost Steps, you can extend the range by one range band.

GO WITHOUT Tier: 2 Activation: Active (Incidental) Ranked: No Once per session, count as having the right tools for the job when performing the next skill check this turn.

GOOD COP Tier: 1 Activation: Passive Ranked: Yes May spend aa from a Charm or Negotiation check to upgrade ability of a single ally’s

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subsequent Social Interaction check against the target a number of times equal to ranks in Good Cop.

GRAPPLE Tier: 2 Activation: Active (Incidental) Ranked: No Your character may suffer 2 Strain to use this talent. Until the start of your character's next turn, enemies must spent two maneuvers to disengage from your character.

GREASED PALMS Tier: 3 Activation: Active (Maneuver) Ranked: Yes Before making a Social skill check, may spend up to 50 bottle caps of per rank of Greased Palms to upgrade the ability of the check once for every 50 spent.

GRENADIER Tier: 3 Activation: Active (Incidental) Ranked: Yes When your character makes a ranged combat check with a weapon that has the Blast item quality, you may spend one Story Point to use this talent to trigger the weapon’s Blast quality, instead of spending aa (even if the attack misses). In addition, your character treats grenades as having a range of Medium.

GRIM REAPER'S SPIRIT Tier: 4 Activation: Passive Ranked: No Death becomes you! Whenever you kill or incapacitates an adversary – making the adversary exceed its Wounds or Strain threshold – you immediately recover 1 Strain per a generated on your combat check. Note that you don't have to spend your a on recovering these Strain, it just happens along with whatever you opt to spend your a on.

GRIT Tier: 1 Activation: Passive Ranked: Yes Each rank of Grit increases your character’s Strain threshold by one.

TALENTS

Fallout

GUN NUT Tier: 2 Activation: Passive Ranked: No Guns, guns, guns, I'm looking for a good time! You are good with guns, and know how to fully optimize the potentiel of each and every singly type of gun. While using any type of ordinary firearm (slugthrower) that uses the Ranged [Heavy] or Ranged [Light] skill, you add b to your combat checks. However, your expertise with guns comes at a cost, as you add an automatic t to all other combat checks made with weapons that are not guns.

HAMSTRING SHOT

Discipline check to remove status. The difficulty is once reduced per rank of Hard-Headed.

HEAVY HITTER Tier: 5 Activation: Active (Incidental) Ranked: No Once per session, spend on a successful Ranged [Heavy] or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.

HEIGHTENED AWARENESS Tier: 2 Activation: Passive Ranked: No Allies within Short range of your character add b to their Perception and Vigilance checks. Allies Engaged with your character add bb instead.

Tier: 1 Activation: Active (Action) Ranked: No Once per turn, your character may use this talent to perform a Ranged combat check against one nonvehicle target within range of the weapon used. If Tier: 2 the check is successful, halve the damage inflicted Activation: Active (Incidental) by the attack (before reducing damage by the Ranked: No target’s Soak). The target is Immobilized until the When your character acquires this talent, choose end of its next turn. one characteristic. Once per encounter, you may spend one Story Point to use this talent to have your character heal Strain equal to the rating of the Tier: 3 chosen characteristic. Activation: Active (Incidental) Ranked: No Your character must have purchased the Animal Tier: 3 Companion talent to benefit from this talent. Whenever the character’s animal companion makes Activation: Active (Incidental) Ranked: Yes a successful combat check against a target, it may Immediately after being hit by an attack but before forgo inflicting damage to upgrade the difficulty of suffering damage, spend 1 Story Point to increase the target’s next check once instead. Soak by ranks in Heroic Resilience.

HEROIC RECOVERY

HARASS

HEROIC RESILIENCE

HARD-BOILED Tier: 3 Activation: Passive Ranked: Yes When recovering Strain after an encounter, may spend a up to ranks in Hard-Boiled to recover 1 Wound per a spent.

HARD-HEADED Tier: 2 Activation: Active (Action) Ranked: Yes When Staggered or Disoriented, perform the Hard Headed Action; make a Daunting (dddd)

TALENTS

HEROIC WILL Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No When you purchase this talent for your character, choose two characteristics. You may spend a Story Point to use this talent to have your character ignore the effects of all Critical Injuries on any skill checks using those two characteristics until the end of the current encounter. (Your character still suffers the Critical Injuries; they just ignore the effects. See page 114 of the GENESYS core rulebook.)

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GENESYS

HIDDEN STORAGE Tier: 1 Activation: Passive Ranked: Yes Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage.

HINDERING SHOT Tier: 3 Activation: Active (Incidental) Ranked: Yes Spend a story point and increase the difficulty of next Gunnery check by 1. If check deals damage, target vehicle suffers System Strain equal to speed when it moves for a number of turns equal to ranks in Hindering Shot.

HIT THE DECK

HUNTER Tier: 2 Activation: Passive Ranked: No Ranged [Heavy] and Survival are now career skills for your character.

HUNTER'S QUARRY Tier: 2 Activation: Active (Action) Ranked: No Take Hunter’s Quarry Action, make a Hard (ddd) Survival check to upgrade the ability of all attacks made against a target within Long range until the end of the character’s next turn.

HUNTER'S QUARRY (IMPROVED) Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Hunter’s Quarry talent to benefit from this talent. Suffer 2 Strain to perform Hunter’s Quarry Action as a Maneuver.

Tier: 3 Activation: Passive Ranked: No Your extensive familiarity with explosives allows you to ignore a portion of their damage. You increase your Soak rating by 1 against all explosive weapons.

HOLD TOGETHER

IMPALING STRIKE

Tier: 2 Tier: 2 Activation: Active (Incidental) Activation: Active (Incidental, Out-of-Turn) Ranked: No Ranked: No When your character inflicts a Critical Injury with a Spend 1 Story Point to perform a Hold Together Melee weapon, until the end of the target's next turn incidental immediately after vehicle takes damage to they may use this talent to Immobilize the target (in turn it into System Strain. addition to the other effects of the Critical Injury).

HOW CONVENIENT! Tier: 4 Activation: Active (Action) Ranked: No Once per session, your character may use this talent to make a Hard (ddd) Mechanics check. If successful, one device involved in the current encounter (subject to your GM’s approval) spontaneously fails. This can be because of your character’s actions, or it can simply be incredibly convenient timing!

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IMPROVED DEFENSES Tier: 2 Activation: Active (Action) Ranked: No Your character may attempt an Average (dd) Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. Your character may spend aa or x from the check to increase the Ranged Defense the structure provides to 2.

TALENTS

Fallout

IN THE KNOW Tier: 4 Activation: Active (Action) Ranked: No Once per session, make an opposed Deception vs Vigilance check with the difficulty downgraded a number of times equal to your ranks in Deception to have a target NPC believe specific false intelligence.

INCITE REBELLION Tier: 4 Activation: Active (Action) Ranked: No Once per session, may take an Incite Rebellion Action; make a Hard (ddd) Coercion check to cause a number of minions or rivals up to ranks in Coercion to become rebellious until the end of the encounter.

INDOMITABLE Tier: 5 Activation: Active (Incidental, Out-of-Turn) Ranked: No Once per encounter, when your character would be incapacitated due to exceeding their Wound or Strain threshold, you may spend a Story Point to use this talent. Then, your character is not incapacitated until the end of their next turn. If your character reduces their Strain or Wounds to below their threshold before the end of their next turn, they are not incapacitated.

INFORMANT Tier: 3 Activation: Active (Incidental) Ranked: No Once per session, may reveal a contact who can shed light on a chosen subject.

INITIATE OF PAIN Tier: 1 Activation: Passive Ranked: Yes The first time you take Wound damage in any combat, you gain a b bonus on combat checks, and Discipline checks against fear effects for 1 turn per rank of Initiate of Pain.

INSPIRING LEADERSHIP Tier: 5 Activation: Active (Action) Ranked: No Make a Hard (ddd) Leadership check. If successful, a number of allies not exceeding your character’s Presence within Short range add s to their next skill check.

INSPIRING RHETORIC Tier: 2 Activation: Active (Action) Ranked: No Your character may use this talent to make an Average (dd) Leadership check. For each s the check generates, one ally within Short range heals one Strain. For each a, one ally benefiting from Inspiring Rhetoric heals one additional Strain.

INSPIRING RHETORIC (IMPROVED) Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Inspiring Rhetoric talent to benefit from this talent. Allies affected by your character’s Inspiring Rhetoric add b to all skill checks they make for a number of turns equal to your character’s ranks in Leadership.

INSPIRING RHETORIC (SUPREME) Tier: 4 Activation: Active (Incidental) Ranked: No Your character must have purchased the Inspiring Rhetoric (Improved) talent to benefit from this talent. Your character may choose to suffer 1 Strain to use the Inspiring Rhetoric talent as a Maneuver, instead of as an Action.

INTENSE FOCUS Tier: 5 Activation: Active (Maneuver) Ranked: No Before making a skill check, may perform the Intense Focus maneuver. Suffer 1 Strain and upgrade the ability of the skill check once.

INTERJECTION Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No After another character makes a Social skill check,

TALENTS

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GENESYS suffer 3 Strain to take an Interjection Incidental make an Average (dd) Vigilance check to add s or Tier: 4 f equal to s, and a or t equal to a to the check. Activation: Active (Action) Ranked: No Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; Tier: 3 Activation: Active (Incidental, Out-of-Turn) make a Hard (ddd) Medicine check to stop the Ranked: Yes ally from gaining the Critical Injury when you are May suffer a number of Strain to downgrade within Engaged range. difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed Tier: 1 ranks in Intimidating. Activation: Active (Incidental) Ranked: No Once per turn during your character’s turn, your Tier: 2 character may use this talent to stand from a prone Activation: Active (Incidental) or seated position as an Incidental. Ranked: Yes When your character makes a check to construct new items or modify existing ones, use this talent to Tier: 4 add a number of b to the check equal to ranks of Activation: Passive Inventor. In addition, your character may attempt to Ranked: Yes reconstruct devices that they have heard described The character chooses one personal weapon or but have not seen and do not have any kinds of piece of armor per rank of Jury Rigged. He may plans or schematics for. increase the damage of the weapon by one; decrease the a cost on its Critical, or any single other effect by one to a minimum of one; or increase Tier: 3 armor’s Ranged or Melee Defense by one. Activation: Passive Alternatively, he can decrease the Encumbrance of Ranked: Yes the item by two to a minimum of one. The bonus Remove b per rank of Iron Body from Coordination only applies so long as the character is using the item. If the item is ever lost or destroyed, the and Resilience checks. Reduce the critical rating of character may apply Jury Rigged to a new personal Brawl attacks by 1 per rank of Iron Body (to a weapon or piece or armor. minimum of 1).

IT'S NOT THAT BAD

INTIMIDATING

JUMP UP

INVENTOR

JURY RIGGED

IRON BODY

IRON SOUL Tier: 1 Activation: Passive Ranked: No If you are carrying items that total 2 Encumbrance or less (after factoring in reductions such as for armor being worn), at the end of the encounter you heal all Strain that you are currently suffering. If a character normally carries items that total more than 2 Encumbrance but discards or otherwise loses those items temporarily, the GM can rule that the character still does not gain the benefits of Iron Soul.

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JUST KIDDING! Tier: 5 Activation: Active (Incidental, Out-of-Turn) Ranked: No Once per turn as an incidental spend 1 Story Point to ignore y generated on a Social skill check by the character or any ally in Short range.

KILL WITH KINDNESS Tier: 1 Activation: Passive Ranked: Yes You remove b per rank of Kill with Kindness from your Charm and Leadership checks.

TALENTS

Fallout

KNACK FOR IT Tier: 1 Activation: Passive Ranked: Yes When you purchase this talent for your character, select one skill. Your character removes bb from any checks they make using this skill. Each additional time you purchase this talent for your character, select two additional skills. Your character also removes bb from any checks they make using these skills. You cannot select combat skills when choosing skills for this talent.

KNOCKDOWN Tier: 2 Activation: Passive Ranked: No After hitting with a Brawl or Melee attack, may spend a x to knock the target prone.

KNOW SOMEBODY Tier: 1 Activation: Active (Incidental) Ranked: Yes Once per session, when attempting to purchase a legally available item, your character may use this talent to reduce its rarity by one per rank of Know Somebody.

KNOW THE ENEMY Tier: 2 Activation: Passive Ranked: No May use a Knowledge skill check, instead of Cool or Vigilance, when making checks to determine Initiative.

KNOW-IT-ALL Tier: 2 Activation: Active (Incidental) Ranked: No Once per session, perfectly recall an important fact previously learned as if a Story Point had been spent.

KNOWLEDGE SPECIALIZATION Tier: 1 Activation: Passive Ranked: Yes When making a Knowledge skill check, may spend

TALENTS

a x result to gain additional s equal to ranks in Knowledge Specialization.

KNOW THE ROPES Tier: 2 Activation: Passive Ranked: No Add b to checks made to escape from restraints equal to ranks in Skullduggery. Spend x to free all other allies within Short range.

KNOWN SCHEMATIC Tier: 2 Activation: Active (Maneuver) Ranked: No Once per session, may perform the Known Schematic Maneuver; make a Hard (ddd) Knowledge check. Success grants familiarity with a building, vessel or vehicle's design.

LARGER PROJECT Tier: 3 Activation: Passive Ranked: Yes Your character must have purchased the Signature Vehicle talent to benefit from this talent. Signature Vehicle can have a Silhouette 1 larger per rank of Larger Project.

LEAD BELLY Tier: 1 Activation: Passive Ranked: Yes Your digestive tract has adjusted to the weirdness of the wasteland! Gain b per rank of Lead Belly to resist the effects of radiation from eating or drinking.

LET'S RIDE Tier: 1 Activation: Active (Incidental) Ranked: No Once per round during your character's turn, your character can use this talent to mount or dismount from a vehicle or animal, or move from one position in a vehicle to another (such as from the cockpit to a gun turret) as an Incidental. In addition, if your character suffers a Short-range fall (see page 112 in the GENESYS core rulebook) from a vehicle or animal, they suffer no damage and land on their feet.

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GENESYS

LET'S TALK THIS OVER

LIGHT STEP

Tier: 5 Activation: Active (Incidental, Out-of-Turn) Ranked: No Once per game session, when a combat encounter against one or more sentient beings is about to begin, the character make a Daunting (dddd) Charm check. If successful, the combat encounter instead becomes a Social encounter, with the PCs attempting to convince their opposition to back down, come around to their viewpoint, or accept a compromise. The GM is the final arbiter of how the situation resolves without violence (or how the combat encounter continues if the character’s check is unsuccessful).

Tier: 2 Activation: Passive Ranked: No You are incredibly light on your feet and make very little noise in comparison to others. With the Light Feet talent you cannot risk accidentally setting off or triggering floor traps or mines, regardless of knowing there are there or not.

LETHAL BLOWS Tier: 3 Activation: Passive Ranked: Yes Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.

LIFE OR DEATH Tier: 3 Activation: Passive Ranked: No When your character suffers Wounds equal to half of their Wound threshold or greater, add b to all combat checks they make.

LIFE OR DEATH (IMPROVED) Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Life or Death talent to benefit from this talent. When your character suffers Wounds equal to half of their Wound threshold or greater, upgrade the ability of all combat checks they make once. This replaces the normal effects of Life or Death.

LIFE OR DEATH (SUPREME) Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Life or Death (Improved) talent to benefit from this talent. The effects of Life or Death activate when your character takes Wounds equal to one quarter of their Wound threshold, instead of half.

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LISTEN TO THIS Tier: 1 Activation: Active (Action) Ranked: Yes You can perfectly repeat to others what you hear. Whenever you make a successful Perception check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. For every rank of Listen to This beyond the first, you can extend the duration with another hour. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.

LONE WANDERER Tier: 3 Activation: Passive Ranked: No Who needs friends anyway? When you are by yourself all attacks against you suffer b and you can carry additional Encumbrance equal to half your Brawn rating (rounded down).

LONG HAUL Tier: 2 Activation: Passive Ranked: Yes Being over-encumbered is no longer a hindrance to you. For every rank of Long Haul you can remove one b from all Agility- and Brawn-based checks imposed from being over-encumbered, as per rules detailed on page 85 in the GENESYS core rulebook.

LOOM Tier: 2 Activation: Passive Ranked: No When an ally Engaged with the character makes a successful Charm, Deception, or Negotiation check,

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Fallout the character adds a per rank in Coercion to the ally’s check.

LUCKY START Tier: 3 Activation: Active (Incidental) Ranked: No Sometimes your luck overcomes a slow natural reaction. At the expenditure of 3 Strain, you can reroll your Initiative check (Cool or Vigilance according to the situation and dictated by the GM). You must keep the result of the re-rolled Initiative check.

LUCKY STRIKE Tier: 2 Activation: Active (Incidental) Ranked: No When your character purchases this talent, choose one characteristic. After your character makes a successful combat check, you may spend one Story Point to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check.

LURK STYLE Tier: 1 Activation: Active (Incidental) Ranked: No The school of the lurk employs critical observations as weapons against opponents. Practitioners catalogue a foe's weaknesses and seek the perfect moment to strike, ensuring that no movement or effort is ever wasted. While using this unarmed Brawl style, you can spend an Incidental to make a Hard (ddd) Knowledge check to identify a single creature. If you succeed at the check, while using this style, you add a b to all combat checks the creature makes against you. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Radscorpion Style and Deathclaw Style, you can use an Incidental to adopt Deathclaw Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Radscorpion Style.

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MACHINE BENDER Tier: 1 Activation: Passive Ranked: Yes When you make a Mechanics check to help a character heal Wounds, the target heals one additional Wound per rank of Machine Bender. (Typically, only robots can be healed with Mechanics checks.)

MAD INVENTOR Tier: 4 Activation: Active (Action) Ranked: No Once per session, your character may use this talent to make a Mechanics check to attempt to cobble together the functional equivalent of any item using spare parts or salvage. The difficulty of the check is based on the item’s rarity; see the table below. Your GM will modify the check based on the circumstances and might decide that some items simply can’t be created with what’s available (if you are being held in a prison cell, for instance). Your GM may spend y on the check to indicate the item ends up being dangerous to the user and anyone around them in some way. For instance, a pistol might explode instead of running out of ammo, or a breathing mask might make the user light-headed.

MAD INVENTOR RARITY

DIFFICULT

0-2

Easy (d)

3-4

Average (dd)

5-6

Hard (ddd)

7

Daunting (dddd)

8

Formidable (ddddd)

9+

Impossible

MANTIS STYLE Tier: 4 Activation: Active (Incidental) Ranked: No Based on the hunting techniques of the praying mantis, practitioners of this unarmed Brawl style fight with their hands turned down to emulate the insect's sharp grasping forelimbs. Mantis style uses precise, accurate strikes to pinpoint an opponent's vital areas, such as eyes, throat, and pressure points. While using this style, you gain reduce the Critical

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GENESYS Rating of your unarmed Brawl attacks. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Stingwing Style and Ant Style, you can use an Incidental to adopt Stingwing Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Ant Style.

MASTER Tier: 5 Activation: Active (Incidental) Ranked: No When you purchase this talent for your character, choose one skill. Once per turn, your character may suffer 2 Strain to use this talent to reduce the difficulty of the next check they make using that skill by two, to a minimum of Easy (d).

MASTER DEMOLOTIONIST Tier: 5 Activation: Active (Incidental) Ranked: No When resolving an attack from a personal scale explosive or ordinance weapon, your character may spend a or x to have the weapon’s Blast quality affect all characters within Short range (rather than Engaged). If the weapon normally affects all characters within Short range, then the range of the effect is increased to Medium range instead.

MASTER DRIVER Tier: 5 Activation: Passive Ranked: No Once per turn when driving, piloting, or operating a vehicle, may suffer 2 Strain to perform any vehicle Action as a Maneuver.

MASTER GRENADIER Tier: 5 Activation: Passive Ranked: No Decrease the a cost to activate the Blast quality on any attack by 1 to a minimum of 1.

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MASTER INSTRUCTOR Tier: 5 Activation: Active (Incidental, Out-of-Turn) Ranked: No Once per turn, suffer 2 Strain to allow an ally within Short range to count as having the same number of ranks in Discipline as your character for the next Discipline check the ally makes.

MASTER MERCHANT Tier: 5 Activation: Active (Incidental) Ranked: No When buying or selling goods, may suffer 2 Strain to sell for 25% more or buy for 25% less.

MELTDOWN Tier: 5 Activation: Active (Incidental) Ranked: No When a target exceeds its Wound threshold by an energy weapon, this talent will trigger an explosion centered on the target, similar to a plasma grenade explosion, but smaller. The explosion can cause Critical Injuries, potentially killing nearby targets and propagating further meltdowns.

MIND OVER BODY Tier: 5 Activation: Passive Ranked: No Your body heals faster than most others, and you are allowed to attempt to heal two Critical Injuries per week, instead of one as per normal healing rules.

MIND OVER MATTER Tier: 3 Activation: Active (Incidental) Ranked: No You may spend 1 Story Point to recover Strain equal to your Willpower rating.

TALENTS

Fallout

MOLE RAT STYLE Tier: 1 Activation: Active (Incidental) Ranked: No This unarmed Brawl style, originating humbly from the folk traditions of disparate peoples, represents several similar unarmed fighting arts practiced around the world. Regardless of variations in technique, all practitioners have a fluid fighting stance that emphasizes rapid, powerful kicks. The style's constant motion and graceful footwork lead many to mistakenly view practitioners as highly skilled dancers, a misconception that has allowed the technique to be taught in secret, the hidden weapon of the downtrodden and the oppressed. Openly martial versions of this style lose some of the dance-like qualities but retain the style's extraordinary kicking techniques and agility. While using this style, attacks against you take a b penalty. Further, you add a b against opponents that are yet to act in this encounter. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Radroach Style and Deathclaw Style, you can use an Incidental to adopt Radroach Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Deathclaw Style.

MOST IMPRESSIVE Tier: 5 Activation: Active (Incidental) Ranked: No Spend x from any skill check to allow a number of allies not exceeding your character’s Presence within Short range add a to their next check.

MOVING TARGET Tier: 4 Activation: Passive Ranked: Yes If the character has already acted this turn, increase Ranged Defense by 1 per rank of Moving Target.

MULTIPLE FOES Tier: 2 Activation: Passive Ranked: No Your character adds b to his Brawl and Melee

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combat checks when engaged with multiple opponents. This includes single groups of multiple minions.

MUSEUM WORTHY Tier: 1 Activation: Active (Action) Ranked: No Once per session, take Museum Worthy Action, make a Hard (ddd) Knowledge check to ascertain information regarding a relic, ruin, or piece of history.

MYSTERIOUS STRANGER Tier: 5 Activation: Active (Incidental, Out-of-Turn) Ranked: No You have a guardian angel, but with a deadly handcannon instead of wings. Meet the Mysterious Stranger. An odd and eldritch entity said to appear and aid you in combat before you draw your dying breath. Of course, it helps if you have said a prayer to the Mysterious Stranger first. Once per session, by spending a Story Point, the Mysterious Stranger can make an appearance and help you in a hostile situation. The Mysterious Stranger will show up on Medium range, wearing a long leather duster and a fedora, carrying a weapon of sorts. If your character is male, the Mysterious Stranger is also a male, while a female character has a female Mysterious Stranger guardian angel. The Mysterious Stranger has the exact same skill ranks, talents, Wound and Strain threshold as the character, and is carrying the same weapon (if the character is wielding a Brawl or Melee weapon, equip the Mysterious Stranger with a slugthrower). The Mysterious Stranger takes his (or her) turn immediately after the character, shooting at the same target (or another target as specified by the character if the original target has been incapacitated). The Mysterious Stranger is always at Medium range of the character and all of his allies trying to interact with the guardian angel, though adversaries may battle and close in on the Mysterious Stranger normally. Once the hostile situation and encounter is finished, the Mysterious Stranger makes a quick escape and is nowhere to be found.

NATURAL Tier: 3 Activation: Active (Incidental) Ranked: No When your character purchases this talent, choose two skills. Once per session, your character may use

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GENESYS this talent to reroll one skill check that uses one of those two skills.

NERD RAGE

switch to a different combat style. For example, if you have the Coyote Style and Lurk Style, you can use an Incidental to adopt Lurk Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Coyote Style.

Tier: 5 Activation: Passive Ranked: No Whenever your Wound threshold drop to 20% or Tier: 3 below, you gain +1 to your Brawn characteristic. This Activation: Passive stacks with other talents and applies to Soak. Ranked: Yes May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. Tier: 1 Activation: Active (Maneuver) Ranked: Yes You can demoralize multiple enemies. You can Tier: 4 perform the Never Outnumbered Maneuver and Activation: Active (Incidental) Ranked: No attempt a Hard (ddd) Coercion check to Your character must have purchased the Signature demoralize all opponents within Short range whom Vehicle talent to benefit from this talent. Once per can see you. If you succeed, all opponents add an automatic t to all skill checks until the end of their session, spend a Story Point to save Signature Vehicle from destruction. next turn. For every rank of Never Outnumbered you extend the duration by one additional turn.

NOBODY'S FOOL

NEVER OUTNUMBERED

NOT TODAY

NOW THE MASTER

NIGHT PERSON Tier: 1 Activation: Passive Ranked: Yes You are a creature of the night! Gain b to Perception per rank of Night Person between the hours of 6:00 p.m. and 6:00 a.m. If your character has the Night Person talent he cannot have the Solar Powered talent.

NIGHTSTALKER STYLE Tier: 4 Activation: Active (Incidental) Ranked: No Students of the nightstalker throw caution to the wind as they weave recklessly among their foes. Those who master the style turn their unrivaled mobility into a weapon, striking their enemies with a series of swift retaliatory strikes. While using this unarmed Brawl style, opponents in Engaged ranged of you that attack you with a Ranged combat check must upgrade the difficulty of their combat check one additional time because of your style. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to

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Tier: 5 Activation: Active (Incidental) Ranked: No Once per session, you may choose any one character in the current encounter and one talent that the target character possesses. For the remainder of the encounter, you count as having that talent. If you select a ranked talent, you count as having ranks in that talent equal to the number of ranks in that talent that the target possesses.

NUCLEAR PHYSICIST Tier: 2 Activation: Passive Ranked: Yes You've learned to split the atom... and command it. All weapons that have the Rad quality now deal 1 point of additional additional damage per rank of Nuclear Physicist.

OFFENSIVE DRIVING Tier: 4 Activation: Active (Maneuver) Ranked: No As a Maneuver, suffer System Strain up to vehicle’s highest Defense to upgrade the difficulty of target’s next Driving check that many times.

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Fallout

ONE WITH NATURE Tier: 1 Activation: Active (Incidental) Ranked: No When in the wilderness, your character may make a Simple (–) Survival check, instead of Discipline or Cool, to recover Strain at the end of an encounter (see page 117 of the GENESYS core rulebook).

ONE WITH THE SHADOWS Tier: 2 Activation: Passive Ranked: No You are adept at fighting in darkness. Whenever you begin combat within an area of darkness or shadowy illumination, you gain a b on your Initiative check. When in shadowy illumination or lowlight conditions, all attacks against you have a b on all combat checks.

OPENING TAP

OUTDOORSMAN Tier: 2 Activation: Passive Ranked: Yes You remove b per rank of Outdoorsman from your checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman).

OUTSIDE THE BOX Tier: 3 Activation: Passive Ranked: No Choose one characteristic when purchasing this talent. Once per session, make one skill check using that characteristic rather than the characteristic linked to that skill.

OVERBALANCE

Tier: 4 Activation: Passive Tier: 2 Ranked: No Activation: Active (Action) Whenever an enemy Engaged with Ranked: No the character makes a combat check, ”No time to waste on tools – a sharp after the attack is resolved, the tap should pop that lock!” As an Action, you can make a Skulduggery character may spend y or ttt check with an upgraded twice to Stagger the attacker until the difficulty (which is determined by end of the attacker’s next turn. the lock) by tapping a lock with a hard, blunt object such as the pommel of a weapon. You don't Tier: 2 take any additional penalty for making the Activation: Passive check without tools. Ranked: Yes You can use this trick any Your character must have number of times per day purchased the Signature Vehicle talent to benefit until you fail an Skulduggery check made in this way. from this talent. Increase the value of the Limited After a failure, you can't use Opening Tap again until Ammo quality of any weapons mounted on after you have rested for 8 hours. Signature Vehicle by 1 per rank of Overstocked Ammo.

OVERSTOCKED AMMO

OPPORTUNIST

Tier: 3 Activation: Active (Incidental) Ranked: Yes When your character purchases this talent, choose one non-combat skill. When you roll a check using this skill, you may suffer Strain up to ranks in Opportunist to convert that many s into a.

TALENTS

OVERWHELM DEFENSES Tier: 3 Activation: Active (Incidental) Ranked: Yes Upon unsuccessful attack with a vehicle weapon, may spend aa per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every aa spent.

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GENESYS

PACK INITIATIVE Tier: 2 Activation: Passive Ranked: No You can coordinate your Initiative with your allies. If you and an ally both have the Pack Initiative talent, you add an automatic s to your Initiative check (applying to both Cool or Vigilance checks for Initiative) per ally that has the Pack Initiative talent, not including yourself.

PACK RAT Tier: 3 Activation: Passive Ranked: No You are efficient at arranging your inventory in general. This makes it much easier to carry that little extra you've always needed. This is useful for characters with low Brawn. Any items that have an Encumbrance of 2 or less now weighs half their normal weight for you.

PAIN TRAIN Tier: 4 Activation: Active (Incidental) Ranked: No Choo Choo! All aboard! While wearing Power Armor, sprinting into enemies hurts and staggers them. This requires you to make a Maneuver to run into the enemy and succeed at a Brawl attack against the opponent (does not count as an Action). The opponent is suffers normal damage as per brawling rules and is Staggered until the end of his next turn if you have aa on your Brawl check.

PAINFUL BLOW Tier: 1 Activation: Active (Incidental) Ranked: No When your character makes a combat check, you may voluntarily increase the difficulty by one to use this talent. If the target suffers one or more Wounds from the combat check, the target suffers 2 Strain each time they perform a Maneuver until the end of the encounter.

PARRY Tier: 1 Activation: Active (Incidental, Out-of-Turn) Ranked: Yes When your character suffers a hit from a Brawl or Melee combat check, after damage is calculated but

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before Soak is applied (so immediately after Step 3 of Perform a Combat check, page 102 of the GENESYS core rulebook), your character may suffer 3 Strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon.

PARRY (IMPROVED) Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No Your character must have purchased the Parry talent to benefit from this talent. When your character suffers a hit from a Brawl or Melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend y or ttt from the attacker’s check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. Your character can’t use this talent if the original attack incapacitates him.

PARTY ANIMAL Tier: 1 Activation: Passive Ranked: No You are such a Party Animal that you no longer suffer the withdrawal effect from alcohol addiction. While intoxicated you add b to all your skill checks.

PERSISTENT ATTACKER Tier: 4 Activation: Passive Ranked: Yes Once you find a target's weak point, you can easily strike it again. If your attack successfully hits your intended target, you can spend aa from your attack to increase your next attack against the same target, as long as the attack is within the following turn. You can upgrade the next combat check once per rank of Persistent Attacker.

PHYSICAL TRAINING Tier: 2 Activation: Passive Ranked: Yes Add b per rank of Physical Training to Athletics and Resilience skill checks.

TALENTS

Fallout

PHYSICIAN Tier: 1 Activation: Passive Ranked: Yes When making a Medicine check to help a character heal Wounds, the target heals 1 additional Strain per rank of Physician.

PIN Tier: 3 Activation: Active (Action) Ranked: No Take Pin Action; make an opposed Athletics check to Immobilize an Engaged opponent until the end of the character’s next turn. Spend x to extend duration one turn.

PINNING FIRE Tier: 3 Activation: Active (Action) Ranked: Yes Select a target within range of your currently wielded ranged weapon and make a Pinning Fire Action. Until the start of your next turn, the targeted character adds b to their checks for each rank of Pinning Fire, and suffers 1 Strain.

PINNING FIRE (IMPROVED) Tier: 4 Activation: Active (Action) Ranked: No Your character must have the Pinning Fire talent to benefit from this talent. When making a Pinning Fire Action, you may affect a number of targets equal to ranks of Pinning Fire.

PLASMA SPAZ Tier: 3 Activation: Passive Ranked: No Plasma weapons is your weapon of choice. And your specialization with them certainly bear fruit. When you are using plasma weapons, you increase the damage dealt by one point, and you also increase the range of the weapon by one range band.

PLAUSIBLE DENIABILITY Tier: 1 Activation: Passive Ranked: Yes You remove b per rank of Plausible Deniability

TALENTS

from your Coercion and Deception checks.

PLAUSIBLE DENIABILITY (IMPROVED) Tier: 3 Activation: Active (Action) Ranked: No Your character must have purchased the Plausible Deniability talent to benefit from this talent. Take a Plausible Deniability Action makes a Hard (ddd) Coercion check to convince one bystander equal to your Willpower to depart quietly.

POINT BLANK Tier: 3 Activation: Passive Ranked: Yes Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged [Heavy] or Ranged [Light] skills at Short range or Engaged.

POINT BLANK SHOT Tier: 3 Activation: Passive Ranked: Yes You are adept at firing against opponents at Engaged range. Ignore one difficulty increase to your ranged combat check when Engaged with opponents per rank of Point Blank Shot.

POWERFUL BLAST Tier: 3 Activation: Passive Ranked: Yes Increase damage dealt by Blast quality by +1 per rank of Powerful Blast.

PRECISE AIM Tier: 4 Activation: Active (Maneuver) Ranked: Yes Once per turn, may perform Precise Aim Maneuver. Suffer a number of Strain no greater than ranks in Precise Aim, then reduce target’s Melee and Ranged Defense by that number.

PRECISION STRIKE Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No When you inflict a Critical Injury with a Brawl or Melee attack, you may suffer 1 Strain to change the

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GENESYS result to any Easy (d) Critical Injury result. Additionally, whenever you defeat a minion or rival NPC, you may always choose to do so by nonlethal means, even if the environment or exceptional circumstances would normally make that very difficult or impossible.

PRECISION STRIKE (IMPROVED) Tier: 4 Activation: Active (Incidental, Out-of-Turn) Ranked: No Your character must have purchased the Precision Strike talent to benefit from this talent. Once per turn, when the character inflicts a Critical Injury with a Brawl or Melee weapon, she may suffer 2 Strain to change the result to any Average (dd) Critical Injury result.

PRECISION STRIKE (SUPREME) Tier: 5 Activation: Active (Incidental, Out-of-Turn) Ranked: No Your character must have purchased the Precision Strike (Improved) talent to benefit from this talent. Once per game session, when the character inflicts a Critical Injury with an unarmed attack, she may suffer 3 Strain to change the result to any Hard (ddd) Critical Injury result. Combat checks to activate this talent cannot be made with any weapons.

PREEMPTIVE AVOIDANCE Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No May spend 1 Story Point to disengage from Engaged enemy as an out-of-turn Incidental.

PRESSURE POINT Tier: 3 Activation: Active (Incidental) Ranked: No When your character makes an unarmed Brawl check targeting a living opponent, they may use this talent to deal Strain damage instead of Wound damage, and inflict additional Strain damage equal to their ranks in Medicine.

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PREY ON THE WEAK Tier: 4 Activation: Passive Ranked: Yes Add +1 damage to one hit of successful combat checks against Disoriented targets per rank of Prey on the Weak.

PRIDE AND JOY Tier: 2 Activation: Passive Ranked: No Your character must have purchased the Signature Vehicle talent to benefit from this talent. Your character's Signature Vehicle, with a Silhouette of 4 or greater, becomes their “Pride and Joy” vehicle. Upgrade the ability of all Social skill checks your character makes while within Short range of the Signature Vehicle once.

PRIDE AND JOY (IMPROVED) Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Pride and Joy talent to benefit from this talent. While inside your character’s Pride and Joy, recover +1 Strain whenever recovering Strain and spend on checks made to recover Strain to allow an ally also within the vehicle to recover 1 Strain.

PRIDE AND JOY (SUPREME) Tier: 4 Activation: Active (Incidental) Ranked: No Your character must have purchased the Pride and Joy (Improved) talent to benefit from this talent. Once per session while inside your character’s Pride and Joy, reduce its Silhouette by 2 (to a minimum of 0) for the remainder of the turn and the following turn.

PRIME POSITIONS Tier: 4 Activation: Passive Ranked: Yes When this character or an ally in Short range takes cover, he increases Soak against ranged attacks by 1 per rank of Prime Positions until he leaves that cover.

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Fallout

PRONE MASTERY Tier: 1 Activation: Passive Ranked: No You are skilled at attacking from a prone position. Opponents gain no bonus b on attacks against you while you are prone.

PROPER UPBRINGING Tier: 1 Activation: Active (Incidental) Ranked: Yes When your character makes a social skill check in polite company (as determined by your GM), they may suffer a number of Strain to use this talent to add an equal number of a to the check. The number may not exceed your character’s ranks in Proper Upbringing.

PROPHETIC AIM Tier: 4 Activation: Passive Ranked: No While benefiting from an Aim Maneuver, y from the character’s Ranged checks cannot cause attacks to hit allies Engaged with the target.

PURIFIER Tier: 3 Activation: Active (Incidental) Ranked: No All your attacks against centaurs, night stalkers, spore plants, spore carriers, deathclaws and super mutants deal one higher damage than normal.

PYROMANIAC Tier: 4 Activation: Passive Ranked: No Some people just want to watch the world burn. Your attacks with fire weapons that possess the Burn quality increase its Burn rating quality by +1.

QUICK DRAW Tier: 1 Activation: Passive Ranked: No Once per turn on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an Incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one.

TALENTS

QUICK DRAW (IMPROVED) Tier: 2 Activation: Passive Ranked: No Your character must have purchased the Quick Draw Talent to benefit from this talent. May use Quick Draw twice per turn. This also allows you to reduce the prepare rating by 1 additional point, to a minimum of one.

QUICK STRIKE Tier: 1 Activation: Passive Ranked: Yes Your character adds b for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.

RAD ABSORPTION Tier: 5 Activation: Passive Ranked: No You have mutated on a cellular level. Your body is now capable of absorbing radiation and effectively separate harmful radiation and excrete it from your body. Reduce your Radiation level by one for every 24 hours. However, your body is slower to heal cuts and bruises; whenever you recover Wounds, recover 1 less Wound than normal.

RAD CHILD Tier: 3 Activation: Passive Ranked: No Increase your Wound threshold by 1 per level of Radiation you have accumulated, instead of decreasing your Wound threshold as according to Radiation level rules.

RAD RESISTANT Tier: 2 Activation: Passive Ranked: Yes Exposure to the wasteland has made you more resilient, gaining b per rank of Rad Resistant against all external radiation sources.

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GENESYS

RADROACH STYLE Tier: 2 Activation: Active (Incidental) Ranked: No Renowned for its speed and agility, radroach unarmed Brawl style blends jumping strikes, rolling blows, and ground fighting into a continuous onslaught aimed at disorienting and damaging an opponent through superior mobility. While using this style, you do not suffer b on Brawl attack rolls nor do opponents gain any b while you are prone. Further, you can crawl and stand up from lying prone as an Incidental if you succeed at a Daunting (dddd) Athletics check. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Mole Rat Style and Deathclaw Style, you can use an Incidental to adopt Deathclaw Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Mole Rat Style.

RADSCORPION STYLE Tier: 3 Activation: Active (Incidental) Ranked: Yes The radscorpion unarmed Brawl style emphasizes quick, shifting movements. Its practitioners normally hold their hands flat with the fingers together to mimic the tail of a radscorpion. Able to strike when least expected, radscorpion stylists are known for opportunism and blinding speed. While using the Radscorpion Style talent, you gain Pierce 1 quality on your Brawl combat checks. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Lurk Style and Nightstalker Style, you can use an Incidental to adopt Lurk Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Nightstalker Style.

RAIN OF DEATH Tier: 4 Activation: Action (Maneuver) Ranked: No Perform the Rain of Death Maneuver to ignore the increased difficulty due to the Auto-fire quality of

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attacks made this turn.

RAPID REACTION Tier: 1 Activation: Active (Incidental, Out-of-Turn) Ranked: Yes Your character may suffer a number of Strain to use this talent to add an equal number of s to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.

RAPID RECOVERY Tier: 1 Activation: Passive Ranked: Yes When healing Strain after an encounter, heal 1 additional Strain per rank of Rapid Recovery.

RAPID RELOAD Tier: 2 Activation: Passive Ranked: Yes You can reload weapons such weapons and firearms quickly. Every rank of Rapid Reload reduces the Prepare quality of a weapon by 1, to a minimum of 0.

RECKLESS CHARGE Tier: 2 Activation: Active (Incidental) Ranked: No After using a Maneuver to engage an adversary, your character may suffer 2 Strain to use this talent. They then add ss and tt to the results of the next Brawl or Melee combat check they make this turn.

RECONSTRUCT THE SCENE Tier: 2 Activation: Active (Action) Ranked: No Perform the Reconstruct the Scene Action; make a Hard (ddd) Perception check to identify the physical characteristics of person present at the scene within 24 hours.

REDUNDANT SYSTEMS Tier: 1 Activation: Active (Action) Ranked: No Once per session, may take a Redundant Systems

TALENTS

Fallout Action; make an Easy (d) Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device.

REFRACTOR Tier: 1 Activation: Passive Ranked: Yes You must be part mirror! All attacks against you with energy weapons suffer a b per rank of Refractor.

REINFORCED FRAME Tier: 4 Activation: Passive Ranked: No Your character must have purchased the Signature Vehicle talent to benefit from this talent. Signature Vehicle gains Massive 1: when making an attack targeting the vehicle, the Critical rating of any weapon used counts as 1 higher.

REROUTE PROCESSORS Tier: 4 Activation: Active (Action) Ranked: No Once per encounter, you may perform the Reroute Processors Action on a robot that you are Engaged with by making an Average (dd) Computers check. If the robot is unwilling, the Computers skill check is set with a difficulty equal to the robot's ranks in Brawl. If you succeed, you decrease one of the robot's characteristics by 1 (to a minimum of 0) until the end of the encounter and increases another of its characteristics by 1 (to a maximum of 6) until the end of the encounter. If you are a robot, you may perform this Action on yourself, but still need to make the Average (dd) Computers check.

RESEARCHER Tier: 1 Activation: Passive Ranked: Yes You remove b per rank of Researcher from your Knowledge checks. Researching takes 50% less time (this does not decrease with additional ranks of Researcher).

TALENTS

RESEARCHER (IMPROVED) Tier: 2 Activation: Passive Ranked: Yes Your character must have purchased the Signature Vehicle talent to benefit from this talent. On a successful Knowledge check, character and allies gain automatic a per rank of Researcher on checks to act on those facts until the end of his next turn.

RESIST DISARM Tier: 2 Activation: Active (Incidental, Out-of-Turn) Ranked: No Suffer 2 Strain to avoid being disarmed or have weapon damaged or destroyed.

RESOLVE Tier: 4 Activation: Passive Ranked: Yes When a character involuntarily suffers Strain, he suffers 1 less Strain per rank of Resolve to a minimum of 1.

RESOURCEFUL REFIT Tier: 3 Activation: Active (Action) Ranked: No May perform the Resourceful Refit Action, make an Average (dd) Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment.

RESPECTED Tier: 1 Activation: Passive Ranked: Yes When first acquired, choose one social group. The character downgrades the difficulty of Social skill checks to interact with members of that social group a number of times equal to his ranks in Respected. The social group affected must be approved by the GM, but possibilities include institutions of higher learning, law-enforcement agencies, a specific biker gang, etc.

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GENESYS

RETENTION Tier: 4 Activation: Passive Ranked: No With Retention, the duration of the skill magazines and books lasts for 2 encounters instead of 1 single encounter. Furthermore, it also doubles the benefits that a character would gain from reading a skill magazine or book. This talent is useful when supplementing a skill with magazines, where time may be a factor.

RETRIBUTION Tier: 5 Activation: Active (Incidental, Out-of-Turn) Ranked: No Once per turn when an adversary attacks an ally within Medium range, your character may spend one Story Point to use this talent to automatically hit that enemy once with a weapon your character is wielding, if the enemy is within the weapon’s range. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities.

SADISTIC REWARD Tier: 2 Activation: Passive Ranked: Yes Your mind and body are fortified by harming others. If you deal damage to a living creature, all attacks that target you suffer b per rank of Sadistic Reward until the beginning of your next turn.

SAVAGE SWEEP Tier: 4 Activation: Active (Incidental) Ranked: No Increase difficulty of Brawl or Melee check once to perform Savage Sweep Action. May spend aa to hit an additional Engaged target (you cannot strike the same target twice with Savage Sweep).

SAVVY NEGOTIATOR

Tier: 4 Activation: Active (Action) Ranked: No While engaged in a debate or argument, make a Hard (ddd) Negotiation check. If successful, a number of bystanders or observers equal to your Tier: 5 Presence sees one of the opponent’s points (chosen Activation: Active (Incidental, Out-of-Turn) by your character) as maliciously unreasonable. Ranked: No The GM has the final say as to whether bystanders What goes around comes around! Any enemy's could see a point as unreasonable, based on who ranged attacks will sometimes ricochet back and hit those bystanders are and what the point is. In these the shooter instead. You may spend y from an cases, the GM can suggest a modified version of enemy's attack pool to have the attack ricochet back that argument that would be more believable. to the shooter and resolve the attack normally.

RICOCHET

RUINOUS REPARTEE Tier: 5 Activation: Active (Action) Ranked: No Once per encounter, your character may use this talent to make an opposed Charm or Coercion versus Discipline check targeting one character within Medium range (or within earshot). If successful, the target suffers Strain equal to twice your character’s Presence, plus one additional Strain per s. Your character heals Strain equal to the Strain inflicted. If incapacitated due to this talent, the target could flee the scene in shame, collapse in a dejected heap, or throw themself at your character in fury, depending on your GM and the nature of your character’s witty barbs.

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SCATHING TIRADE Tier: 2 Activation: Active (Action) Ranked: No Your character may use this talent to make an Average (dd) Coercion check. For each s the check generates, one enemy within Short range suffers 1 Strain. For each a, one enemy affected by Scathing Tirade suffers 1 additional Strain.

SCATHING TIRADE (IMPROVED) Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Scathing Tirade talent to benefit from this talent. Enemies affected by your character’s Scathing Tirade add b to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion.

TALENTS

Fallout

SCATHING TIRADE (SUPREME) Tier: 4 Activation: Active (Incidental) Ranked: No Your character must have purchased the Scathing Tirade (Improved) talent to benefit from this talent. Your character may choose to suffer 1 Strain to use the Scathing Tirade talent as a Maneuver, instead of as an Action.

SCAVENGER Tier: 2 Activation: Passive Ranked: Yes The character removes b equal to the character's ranks in Scavenger from checks made to find or scavenge items or gear. These checks could include Negotiation, Perception, or other checks, depending on circumstances and the GM's discretion. Such skill checks take half their normal time (this does not decrease with multiple ranks in Scavenger).

SECOND CHANCES Tier: 4 Activation: Active (Incidental) Ranked: Yes Once per encounter choose a number of positive dice equal to ranks in Second Chances and re-roll them.

SECOND WIND Tier: 1 Activation: Active (Incidental) Ranked: Yes Once per encounter, your character may use this talent to heal an amount of Strain equal to their ranks in Second Wind.

SEEN A LOT OF THINGS Tier: 4 Activation: Passive Ranked: No Whenever your character fails a Knowledge check, they may spend aaa to roll the check again during their next turn.

SEIZE THE INITIATIVE Tier: 3 Activation: Active (Maneuver) Ranked: No Once per session, as a Maneuver, may make a Hard (ddd) Athletics check. On success, other

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PCs may take their turns immediately.

SELECTIVE DETONATION Tier: 2 Activation: Active (Incidental) Ranked: Yes When using a weapon with the Blast quality spend a to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.

SENSE ADVANTAGE Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No Once per session, may add bb to one NPC’s skill check.

SENSE DANGER Tier: 2 Activation: Active (Incidental) Ranked: No Once per game session, the character may remove bb from any one skill check.

SENSE EMOTIONS Tier: 2 Activation: Passive Ranked: No Add b to all Charm, Coercion, and Deception checks.

SET LASERS FOR FUN Tier: 4 Activation: Active (Incidental) Ranked: No All laser weapons deal increased Critical Injuries in your hands. Add +5 to the result of all Critical Injuries that you inflict with a laser weapon per rank of appropriate skill used (Gunnery, Ranged [Heavy] or Ranged [Light].

SHAKE IT OFF Tier: 1 Activation: Passive Ranked: No You support your allies and help them recover from crippling effects. When you are in Engaged range to one or more allies who also have this talent, you gain a bonus b on all skill checks.

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GENESYS

SHARE PAIN Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No Your character must have purchased the Animal Companion talent to benefit from this talent. May perform the Share Pain Incidental when animal companion suffers Wounds. Reduce Wounds suffered to half, then character suffers Wounds equal to number reduced.

SHORTCUT Tier: 2 Activation: Passive Ranked: Yes During a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

SHORTCUT (IMPROVED) Tier: 3 Activation: Passive Ranked: No Your character must have purchased the Shortcut talent to benefit from this talent. When engaging in a chase or race, may suffer 2 Strain to add s equal to ranks in Shortcut to the check.

SHOTGUN SURGEON Tier: 3 Activation: Passive Ranked: No When using shotguns, regardless of ammunition used, treat the shotgun as if it had the Pierce 1 quality.

SHOWBOAT Tier: 4 Activation: Active (Incidental) Ranked: No When making a check in a vehicle, may suffer 2 Strain to gain x on success or y on failure. You must declare that you use this talent before rolling your check.

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SIDE STEP Tier: 2 Activation: Active (Action) Ranked: Yes Once per turn, your character may suffer a number of Strain no greater than their ranks in Side Step to use this talent. Until the end of your character’s next turn, upgrade the difficulty of all ranged combat checks targeting your character a number of times equal to the Strain suffered.

SIGNATURE VEHICLE Tier: 1 Activation: Passive Ranked: No Choose one vehicle with a silhouette of 3 or lower that your character owns. This vehicle is your character’s “Signature Vehicle.” Upgrade the ability of all Mechanics checks made to work on the vehicle once. If the vehicle ever lost or destroyed, the character may apply Signature Vehicle to a new vehicle that meets the requirements.

SILVER PALM Tier: 1 Activation: Passive Ranked: Yes You are no stranger to haggling and the art of the deal. Negotiation becomes a career skill when you select the Silver Palm talent. Furthermore, you add b to Negotiation checks per rank of Silver Palm.

SIXTH SENSE Tier: 3 Activation: Passive Ranked: No The character gains +1 Ranged Defense.

SKILLED JOCKEY Tier: 1 Activation: Passive Ranked: Yes You remove b per rank of Skilled Driver from your Driving, Operating, and Piloting checks.

TALENTS

Fallout

SKILLED SLICER Tier: 4 Activation: Active (Incidental) Ranked: No When making a Computers check may spend x a to make further Computers checks within this system as Maneuvers.

SKILLED TEACHER Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: Yes Before an ally within Short range makes a skill check, if that ally has fewer ranks in that skill than your character does, your character may suffer a number of Strain no greater than ranks in Skilled Teacher to add an equal number of s to the ally’s check.

SMART HANDLING Tier: 3 Activation: Active (Action) Ranked: No Once per session, while aboard a vehicle of Silhouette 4 or higher, your character may make a Smart Handling Action; making a Hard (ddd) Knowledge check. If successful, until the start of the next turn, the vehicle’s handling increases by two plus one per a scored on the check to a maximum handling of +4. x can be spent to extend the effect until the end of the encounter.

SMOOTH TALKER Tier: 1 Activation: Active (Incidental) Ranked: Yes When first acquired choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill spend x to gain additional s equal to ranks in Smooth Talker.

SNIPER SHOT Tier: 4 Activation: Active (Maneuver) Ranked: Yes Once per turn before making a non-thrown Ranged attack, the character may perform the Sniper Shot Maneuver. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of

TALENTS

the shot due to longer range).

SOLAR POWERED Tier: 1 Activation: Passive Ranked: Yes Catch some rays! Gain b to Perception per rank of Solar Powered between the hours of 6:00 a.m. and 6:00 p.m. If your character has the Solar Powered talent he cannot have the Night Person talent.

SOLID REPAIRS Tier: 1 Activation: Passive Ranked: Yes The character repairs one additional point of hull trauma per rank of Solid Repairs whenever he repairs a vehicle.

SOOTHING TONE Tier: 1 Activation: Active (Action) Ranked: No Once per encounter, take a Soothing Tone Action; make an Average (dd) Knowledge check to allow a beast to recover Strain equal to s.

SORRY ABOUT THE MESS Tier: 4 Activation: Passive Ranked: No Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter.

SOUND INVESTMENTS Tier: 3 Activation: Passive Ranked: Yes At the start of each session, gain 100 bottle caps for each rank of Sound Investments.

SPITFIRE Tier: 4 Activation: Passive Ranked: No After a successful combined check with two Ranged [Light] weapons, additional hits can be allocated to other targets within range of the weapon.

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GENESYS

SPRAY AND PRAY Tier: 4 Activation: Active (Incidental) Ranked: No Spray 'n Pray reduces the damage you do to your companions by 50% - rounded down. In other words, you only do half of your normal damage to allies that you accidentally or actively hit in combat situations, from a y result, for example.

STAGGERING CRITICAL Tier: 3 Activation: Passive Ranked: No Your Critical Injuries leave your opponents reeling. When you successfully inflict a Critical Injury, the target is also Staggered for 1 turn.

STALKER Tier: 2 Activation: Passive Ranked: Yes Add b per rank of Stalker to all Coordination and Stealth checks.

STALWART Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No You adopt a defensive stance that allows you to absorb and redirect hits. When you are the target of a combat check, but before the dice are rolled and the result calculated, you can opt to forefeit your Defense Rating and instead add it to your Soak instead. For example, if you have Melee Defense rating of 2 you can negate this and increase your Soak by 2 points against a Brawl or Melee attack. Or if you have Ranged Defense 1, you could negate this to improve your Soak value by 1 against ranged attacks.

STEADY AIM Tier: 4 Activation: Passive Ranked: No Your character does not lose the benefits of the Aim Maneuver if they perform other Maneuvers (including moving) or Actions. Your character does lose the benefits of the Aim Maneuver if the encounter ends.

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STEADY NERVES Tier: 1 Activation: Passive Ranked: Yes You remove b per rank of Steady Nerves from Cool and Skulduggery checks.

STIM APPLICATION Tier: 3 Activation: Active (Action) Ranked: No You may take the Stim Application Action. To perform this Action, you must have access to chems, a medpac, or stimpak. You make an Average (dd) Medicine check. If successful, one ally you are Engaged with (including yourself) increases one characteristic of your choice by one for the remainder of the encounter, and suffers four Strain. A single character's individual characteristic may each only be increased once by Stim Application during an encounter.

STIM APPLICATION (IMPROVED) Tier: 4 Activation: Active (Incidental) Ranked: No Your character must have purchased the Stim Application talent to benefit from this talent. When performing the Stim Application it becomes an Incidental instead of an Action. You may increase the difficulty of the Medicine check to Hard (ddd) as an Incidental. If you do so, the target of the talent suffers one Strain instead of four.

STIM APPLICATION (SUPREME) Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Stim Application (Improved) talent to benefit from this talent. When performing the Stim Application Incidental, each x may be spent to increase an additional characteristic by one.

STIMPAK SPECIALIZATION Tier: 3 Activation: Passive Ranked: Yes When your character uses stimpaks (or their equivalent, depending on the setting), the target heals one additional Wound per rank of Stimpak Specialization. The sixth stimpak and beyond each

TALENTS

Fallout day still has no effect.

STREET SMARTS STINGWING STYLE

Tier: 4 Activation: Active (Incidental) Ranked: No You take advantage of basic training in skills that affect movement to enhance those skills through combat ability. You can move with the quiet grace of an stingwing. While using this unarmed Brawl style, you can use your ranks in Brawl in place of your ranks in Stealth when you make Stealth checks. Foes that fail their Perception checks and don’t otherwise notice you do not add their Defense Rating to your first attack against them. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Radscorpion Style and Lurk Style, you can use an Incidental to adopt Lurk Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Radscorpion Style.

STONEWALL Tier: 3 Activation: Passive Ranked: No All melee and brawl attacks that target you suffer a b to the attack dice pool, and you cannot be knocked prone by such attacks.

STREET SLANG Tier: 1 Activation: Active (Incidental) Ranked: Yes When making a Social skill check in criminal or dubious company, may suffer a number of Strain no greater than ranks in Street Slang to add an equal number of a to the check.

TALENTS

Tier: 4 Activation: Active (Action) Ranked: Yes Once per session, may take a Street Smarts Action; make a Formidable (ddddd) Streetwise or Knowledge check to learn one vital clue from the GM. Reduce the difficulty once per rank of Street Smarts.

STRONG ARM Tier: 1 Activation: Passive Ranked: No Treat thrown weapons as if they had one step greater range, to a maximum of Medium range.

STRONG BACK Tier: 3 Activation: Passive Ranked: Yes Increase your Encumbrance threshold value by 2 per rank of Strong Back.

STUDIOUS PLOTTING Tier: 3 Activation: Passive Ranked: No When making a Streetwise or Survival skill check to navigate, the character may use Intellect instead of Cunning.

STUNNING BLOW Tier: 2 Activation: Active (Incidental) Ranked: No When making a Melee combat check, may inflict damage as Strain instead of Wounds. However, Soak does still apply.

STUNNING BLOW (IMPROVED) Tier: 3 Activation: Active (Incidental) Ranked: No Your character must have purchased the Stunning Blow talent to benefit from this talent. When dealing Strain damage with Brawl or Melee combat checks, may spend x to Stagger target for 1 turn per x.

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GENESYS

STURDY FRAME Tier: 2 Activation: Passive Ranked: No While wearing armor, your sturdy frame and build allows you to decrease the Encumbrance of the armor by 1, to a minimum of 0.

SUNDER EXPERTISE Tier: 3 Activation: Passive Ranked: No Each aa your character spends to activate a weapon’s Sunder quality damages the target item two steps, instead of one.

SUNDERING STRIKE Tier: 2 Activation: Active (Incidental) Ranked: No You can sunder your foes' weapons more easily. Whenever you attempt to active a Sunder effect as part of a combat check, you require one less a to activate the effect, to a minimum of a.

SUPER SLAM! Tier: 3 Activation: Passive Ranked: No All Brawl and Melee weapons that have the Knockdown quality require one less a to activate on a combat check, to a minimum of one a.

SUPERHUMAN SKILL Tier: 5 Activation: Active (Incidental) Ranked: No When purchased, choose a skill. Once per session, when rolling y on a check with that skill, spend a Story Point to remove the y and replace it with a number of s equal to ranks in that skill.

SUPERIOR REFLEXES Tier: 3 Activation: Passive Ranked: No The character gains +1 Melee Defense.

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SUPPORTING EVIDENCE Tier: 4 Activation: Passive Ranked: Yes When assisting an ally with a Charm, Deception, Leadership, or Negotiation check, add a automatic per rank of Supporting Evidence.

SUPPRESSING FIRE Tier: 2 Activation: Passive Ranked: Yes The character and each ally within Short range may spend a on their failed combat checks to inflict one Strain on the target per rank of Suppressing Fire. Each character can only activate this effect once per turn.

SURGEON Tier: 1 Activation: Passive Ranked: Yes When your character makes a Medicine check to heal Wounds, the target heals one additional Wound per rank of Surgeon.

SWIFT Tier: 1 Activation: Passive Ranked: No Your character does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional Maneuvers).

TALK THE TALK Tier: 3 Activation: Active (Incidental) Ranked: No When about to make a Knowledge skill check, the character may spend one Story Point to substitute Knowledge with Streetwise. The GM may suitable embellish any information gathered due to a success on the check to reflect its possible criminal and underworld origins.

TARGETED FIREPOWER Tier: 4 Activation: Active (Action) Ranked: No Once per session, identify one enemy target and make a Hard (ddd) Knowledge check. If

TALENTS

Fallout successful, for the rest of the encounter, allies within Short range of your character add one a to attacks against the target equal to s generated on the check.

TECHNICAL APTITUDE Tier: 2 Activation: Passive Ranked: No When making a Computer skill check may spend aa or x to reduce the time spent to complete the task by 50%

THAT'S HOW IT'S DONE Tier: 4 Activation: Active (Incidental) Ranked: Yes May suffer 1 Strain on successful skill check to add a to the same skill check made by a number of allies equally to Willpower within Short range during the next turn. Range increases with ranks.

THIRD TIME'S THE CHARM

talent increases by one band per rank of Threaten beyond the first.

THUG Tier: 1 Activation: Passive Ranked: No You have a knack for getting the jump on the competition and pushing other people around. While others debate, you act. You gain b to Initiative checks, and also a a bonus to Coercion skill checks.

TIME TO GO Tier: 2 Activation: Active (Maneuver) Ranked: No The character may spend 1 Story Point to perform a move Maneuver as an Incidental to attempt to move into cover or out of the blast range of a weapon or explosion.

TIME TO GO (IMPROVED)

Tier: 4 Activation: Active (Incidental) Ranked: No One or more of the gods must be smiling upon you. Once per encounter you can select one negative die and re-roll it. You must keep the result of the re-roll, even if it is not as good as the first roll. You suffer 3 Strain when you activate the Third Time's the Charm talent.

Tier: 3 Activation: Active (Maneuver) Ranked: No Your character must have purchased the Time to Go talent to benefit from this talent. When activating Time to Go, allow one Engaged ally to also perform an out-of-turn move Maneuver as an Incidental to attempt to move into cover or out of the blast range of a weapon or explosion.

THOROUGH ASSESSMENT

TINKERER

Tier: 5 Activation: Active (Action) Ranked: No Once per session, take a Thorough Assessment Action: make a Hard (ddd) Knowledge check to gain s equal to that can be distributed during the session.

THREATEN Tier: 2 Activation: Active (Incidental, Out-of-Turn) Ranked: Yes After an adversary within Short range of your character resolves a combat check that deals damage to one of your character's allies, your character may suffer 3 Strain to use this talent to inflict a number of Strain on the adversary equal to your character's ranks in Coercion. The range of this

TALENTS

Tier: 2 Activation: Passive Ranked: Yes May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.

TOUCH OF FATE Tier: 2 Activation: Active (Incidental) Ranked: No Once per game session, the character may add bb to any one skill check.

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GENESYS

TOUGHENED Tier: 1 Activation: Passive Ranked: Yes Each rank of Toughened increases your character’s Wound threshold by two.

TRAVEL LIGHT Tier: 1 Activation: Passive Ranked: No When you are wearing no armor or an armor with a base Encumbrance of 3 or less, add b on all Athletics and Coordination checks.

TRICKY TARGET Tier: 3 Activation: Passive Ranked: No Count vehicle piloted as having a Silhouette 1 lower when being attacked.

TRUE AIM Tier: 4 Activation: Active (Maneuver) Ranked: Yes Once per turn, before the character makes a ranged combat check, he may perform a True Aim Maneuver. By performing this Maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim.

TRUST NO ONE Tier: 4 Activation: Active (Incidental, Out-of-Turn) Ranked: No When targeted by a Social skill check, suffer 1 Strain to add automatic f to the check. If the check fails with y, your character may immediately perform a Maneuver as an out-of-turn Incidental.

TRUST THE OVERSEER Tier: 3 Activation: Active (Action) Ranked: Yes Make a Hard (ddd) Leadership check. If successful, for the rest of the encounter allies within Short range increase their ranks in Discipline by an amount equal to ranks in Trust the Overseer.

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TUMBLE Tier: 1 Activation: Active (Incidental) Ranked: No While engaged with one or more adversaries, may suffer 2 Strain to move to Short range as an incidental, and thus circumventing having to disengage from opponents.

TUNE MANEUVERING PARTS Tier: 3 Activation: Passive Ranked: Yes Your character must have purchased the Signature Vehicle talent to benefit from this talent. Increase the Handling of Signature Vehicle by 1 per rank of Tuned Maneuvering Parts.

TWIN WARRIORS Tier: 3 Activation: Passive Ranked: No Some martial arts schools teach their students to fight in teams, one martial artist using aggressive techniques and the other fighting defensively, the better to keep opponents off balance. For each ally, to a maximum of two, who possess this talent, is fighting using the Brawl skill and is within Short range of you, you benefit from a +1 bonus to Melee Defense and also add a b to Brawl combat checks. No two characters may benefit from the same bonus simultaneously but any character can change the bonuses (including the bonuses of their allies) on their turn as a Maneuver.

TWISTED WORDS Tier: 3 Activation: Active (Incidental, Out-of-Turn) Ranked: No When an incoming Social skill check generates tt or y, may suffer 1 Strain as an Incidental to inflict Strain equal to ranks in Coercion on speaker.

UNARMED PARRY Tier: 2 Activation: Passive Ranked: No May Parry while unarmed. When your character

TALENTS

Fallout suffers a hit from a Brawl or Melee combat check, after damage is calculated but before Soak is applied (so immediately after Step 3 of Perform a Combat Check, page 102 in the GENESYS core rulebook), your character may suffer 3 Strain to use this talent to reduce the damage of the hit by two. This talent can only be used once per hit, and your character does not need to be wielding a Melee weapon.

UNBELIEVABLE LUCK Tier: 4 Activation: Passive Ranked: No The powers of fortune truly smile on you more than most others. As long as there are at least Story Points equal to the number of player characters excluding yourself in the player pool, you gain a b bonus on all skill checks that you make. For example a gaming group with 5 player characters (obviously not including the GM) require a minimum of 4 Story Points in the player's pool for you to benefit from the Unbelievable Luck talent.

UNCANNY REACTIONS Tier: 1 Activation: Passive Ranked: Yes Add b per rank of Uncanny Reactions to all Vigilance checks.

UNCANNY SENSES Tier: 1 Activation: Passive Ranked: Yes Add b per rank of Uncanny Senses to all Perception checks.

UNDYING FATE Tier: 1 Activation: Active (Incidental) Ranked: No As an Incidental, you can determine how close creatures are to death. This extraordinary ability can be used at will. The GM will tell you what the status is of one specific creature that you can see, in terms of Wounds and Strain and its threshold. You take a b penalty to your next skill check after having used the Undying Fate talent.

TALENTS

UNMATCHED FORTUNE Tier: 5 Activation: Active (Incidental) Ranked: No By some odd twist of fate or grain of luck you gain an extra edge when you need it the most. You can spend a Story Point to set aside any x result on a skill check and roll a new c in its place. For every c you generate on your roll, even on newly added dice, you roll a new c to your skill check. However, any subsequent x results only count as s results.

UNRELENTING Tier: 4 Activation: Active (Incidental) Ranked: No Once per turn after resolving a successful Brawl or Melee combat check, your character may suffer 4 Strain to use this talent to make an additional attack as an incidental against the same target. Increase the difficulty of the combat check once if this attack uses a secondary weapon, or by two if the attack uses the same weapon.

UNRELENTING SKEPTIC Tier: 4 Activation: Passive Ranked: No When targeted by a Deception check, the character automatically adds f to the check equal to ranks in Vigilance.

UNRELENTING SKEPTIC (IMPROVED) Tier: 5 Activation: Active (Incidental) Ranked: No Your character must have purchased the Unrelenting Skeptic talent to benefit from this talent. When targeted by a Deception check that fails, may spend 1 Story Point to add y to results.

UNREMARKABLE Tier: 1 Activation: Passive Ranked: No Other characters add f to any checks made to find or identify your character in a crowd.

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GENESYS

UNSTOPPABLE Tier: 2 Activation: Passive Ranked: No If a Critical Injury roll is 1 or reduced to 1, do not receive the Critical Injury.

UP THE ANTE Tier: 3 Activation: Passive Ranked: Yes When gambling win 10% more bottle caps per rank of Up the Ante.

UTILITY BELT Tier: 3 Activation: Active (Incidental) Ranked: No Spend 1 Story Point to perform a Utility Belt Incidental; produce an undocumented item (maximum 1 encumbrance) or weapon (with Limited Ammo One quality) from a tool belt or a satchel.

VOW OF ABSTINENCE Tier: 1 Activation: Passive Ranked: No You have taken a sacred vow to abstain from alcoholic beverages, chems, stimulants such as caffeine, and intoxication. You gain a bb bonus on Resilience checks against poisons and chems (as long as you are subjected to a chem unwillingly). To fulfill your vow, you must not consume intoxicating, stimulating, depressant, or hallucinogenic substances, including alcohol, caffeine, and other chems. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this talent. You may not take another talent to replace it. If you break your vow unintentionally (a chem slipped into your drink, for example), you lose the benefit of this talent until you perform a suitable penance.

VOW OF CHASTITY

Tier: 1 Activation: Passive Ranked: No You have taken a sacred vow to refrain from marriage and sexual intercourse. You gain a b Tier: 3 bonus on attempts to resist Charm and Coercion Activation: Active (Action) checks. Ranked: No To fulfill your vow, you must abstain from any Once per encounter, the character may make a sexual contact with any other creature. If you Hard (ddd) Knowledge check. If successful, the intentionally break your vow, you immediately and character may add x to any one check made by an irrevocably lose the benefit of this talent. You may allied character during the encounter. The not take another feat to replace it. If you break your subsequent check should relate in some way to the vow unintentionally (being raped, for example), you facts the character learned, or the player should lose the benefit of this talent until you perform a come up with an explanation for why the information suitable penance. the character learned is instrumental in the success of the ally’s check.

VALUABLE FACTS

VEHICLE COMBAT TRAINING Tier: 2 Activation: Passive Ranked: No Driving, Gunnery and Piloting become career skills.

VIGILANT RECYCLER Tier: 1 Activation: Active (Incidental) Ranked: No When using energy weapons (laser and plasma weapons), you cannot run out of energy (ammunition) on a y result in a combat check.

160

VOW OF PURITY

Tier: 1 Activation: Passive Ranked: No You have taken a sacred vow to avoid contact with dead flesh. You add bb to Resilience checks to resist diseases. To fulfill your vow, you must avoid all contact with dead creatures, including meat cooked for food. You may not touch fallen foes. You may fight the living dead, but must purify yourself as soon as possible afterward. You may touch dead characters in order to restore them to life, but for no other purpose. If you fight the living dead or accidentally touch dead flesh, you must purify yourself in a special ritual that requires 1 hour. If you intentionally break your vow, you immediately and irrevocably lose the benefit of

TALENTS

Fallout this talent. You may not take another talent to replace it. If you break your vow unintentionally, you lose the benefit of this talent until you perform a suitable penance.

WALKER INSTINCT Tier: 2 Activation: Passive Ranked: No Add automatic s and a to your Perception checks while outside and outdoors.

WANAMINGO STYLE Tier: 1 Activation: Active (Incidental) Ranked: No You savagely squeeze and twist when grappling. This grappling unarmed Brawl style mimics the powerful crushing blows of the tentacled wanamingo. This style focuses on pulverizing holds around a creature’s chest, limbs, and throat. If you succeed on a Brawl combat check against any target while using this style, you can inflict Strain damage instead of Wound damage. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Mole Rat Style and Deathclaw Style, you can use an Incidental to adopt Deathclaw Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Mole Rat Style.

WARRIOR INSTINCTS Tier: 1 Activation: Passive Ranked: Yes You were born with a warrior's instincts and intuition. You add s to Initiative checks per rank of Warrior Instinct.

WEAK FOUNDATION Tier: 4 Activation: Active (Action) Ranked: No Once per game session, your character may

TALENTS

identify one bunker, weapon emplacement, or other fixed combat structure (subject to the GM’s approval) and then take a Weak Foundation Action; make a Hard (ddd) Knowledge check. If successful, until the end of the encounter, your character and all allies add automatic s or aa to all combat checks made targeting the structure (your character’s choice).

WELL-ROUNDED Tier: 3 Activation: Passive Ranked: No Choose any two skills. They permanently become career skills for your character.

WHEEL AND DEAL Tier: 1 Activation: Passive Ranked: Yes When selling good legally, gain 10% more bottle caps per rank of Wheel and Deal.

WHIRLWIND Tier: 5 Activation: Active (Action) Ranked: No Your character may suffer 4 Strain to use this talent to make a Brawl or Melee attack against the engaged adversary who is hardest to hit (as determined by the GM), increasing the difficulty by one. If the combat check succeeds, each adversary Engaged with the character suffers one hit from the attack, that deals base damage plus damage equal to the total s scored on the check.

WISE WARRIOR Tier: 4 Activation: Active (Incidental) Ranked: No Once per turn when making a combat check, you may perform a Wise Warrior Incidental to spend 1 Story Point and use any characteristic for the check.

WISE WARRIOR (IMPROVED) Tier: 5 Activation: Passive Ranked: No Your character must have purchased the Wise

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GENESYS Warrior talent to benefit from this talent. When you perform the Wise Warrior Incidental, one ally at Short range may use the same characteristic that you used in the Wise Warrior Incidental for the next combat check the ally makes before the end of your next turn.

YAO GUAI STYLE Tier: 1 Activation: Active (Incidental) Ranked: No This Brawl style seeks to emulate the tenacity and savagery of the vicious yao guai. It focuses on tripping or penalizing an opponent’s movement. While in this unarmed Brawl style, you hamper foes that turn their backs on you. For every 3 points of uncanceled or unsoaked damage you deal to the target, you impose a b to all of its skill checks until the end of its next turn. If you deal 6 or more damage, you can also spend aa or x to knock the opponent prone. As an Incidental, you can enter the stance employed by the fighting style. Although you cannot use a style talent before combat begins, the style you are in persists until you spend an Incidental to switch to a different combat style. For example, if you have the Cazador Style and Coyote Style, you can use an Incidental to adopt Cazador Style at the start of one turn, and then by another Incidental at the start of your next turn, you could adopt Coyote Style.

WORKS LIKE A CHARM Tier: 4 Activation: Active (Incidental) Ranked: No Once per game session, the character can choose to make one skill check using Presence rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his social ability helps him overcome this challenge.

ZEALOUS FIRE Tier: 5 Activation: Passive Ranked: No Each time your Game Master spends a Story Point, your character heals 2 Strain.

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TALENTS

MOTIVATION

GENESYS

MOTIVATION change that makes your character truly unique. And unlike the rule presented in the GENESYS core rulebook that allows you to select a Motivation, you have to randomly roll both your Merit and Flaw in the Fallout setting. This is to enforce that you become forced into playing a character that is not necessarily just an extension of yourself set in a role-playing game setting. It is not much of a roleplaying game if you simply are playing a version of yourself set in the dystopian Fallout setting. While some players are ready to adopt the merits and flaws of their character instantaneously, as it is randomly determined, it means that they are quite gifted for role-playing – you might go as far as saying that they might actually have the Knack For It talent, other players might have problems with assuming a randomly determined Merit and/or Flaw. These players are not deemed free of having a Merit and Flaw for their characters, quite far from it actually, as Merits and Flaws are part of the Fallout setting. The GM could re-roll the result and let the player choose which one he or she feels most comfortable with. Or, in some cases, the GM might actually let the player peruse through the lists and pick one that is suitable, or have the player come with suggestions and check the list for matching entries. The possibilities are there, if you just look for them. As with all rules in a role-playing game, the GM can opt to not include Merits and Flaws in his Fallout setting, although that is not recommended, as it does make each character unique and individualized.

MERITS Motivation includes a character's driving forces: what ultimate goal is your character pursuing? What are they most afraid of? What character trait allows them to persevere in the face of adversity? What flaws hinder their ability to pursue their goals? Desires, Fears, Strengths, Flaws: these four different facets of Motivation are described in the GENESYS core rulebook. However, the Fallout setting does not make use of these four Motivations. Instead, it makes use of a simplified system of Merits and Flaws that add additional flavor to your character, and also add a minor game mechanic

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Merits, as the name suggests, provide boons or advantages. Merits have a similar function to backgrounds in that they flesh out a character via minor modifiers to the game mechanics. Your character's Merit is one of the best things about them. It's the first thing you'd put on your character's résumé, the one word other people use when praising your character, and the defining feature that they're known for, that one word that defines the character's whole being. A Merit is usually a personality trait, a mental quirk your character possesses that sets them apart. What we're thinking of are personality traits that people are born with.

MOTIVATION

GENESYS MOTIVATION: MERITS d100

RESULT

01-02

Acute Sense: the character chooses one of the five senses (sight, hearing, smell, taste, or touch); when using this sense to discern something about the environment or when applicable in a skill, the character adds b to the skill check.

03-04

Ambidextrous: the character is equally adept at using either hand. Add s to checks when taking an Action with both hands (ie, two-weapon fighting). Also extremely helpful should the character happen to lose a hand...

05-06

Approachable: the character seems harmless, easy going, and warm to those around her. Add a to the dice pool for all Charm and Negotiation checks.

07-08

Attractive: the character is physically attractive to members of the opposite sex. Add b to all Charm, Coercion, or Negotiation skill checks made with members of the opposite sex.

09-10

Beast Affinity: Animals are unusually drawn to the character, and though he can't speak with them, he can communicate with them on a limited level using tone of voice and body language. The character adds s on all Social skill checks when interacting with animals.

11-12

Bundle of Energy: the character is full of energy. He subsists on five or six hours’ sleep at night, he finds himself unable to stay in bed any longer. His days are full of physical activity, and he can work long into the night without penalty.

13-14

Calm Heart: the character is naturally calm and well-composed, and do not easily fly off the handle. Add an automatic s on all Cool and Discipline check.

15-16

Cat Napper: Although the character needs six to eight hours’ sleep per night, he doesn’t need it all at once. He catches his Z’s as and when he can. As long as his naps total six to eight hours in a 24 hour period he can function as normal.

17-18

Child-Like: the character has an aura of child-like innocence (whether he really is or not). Add b on all Charm skill checks.

19-20

Coldly Logical: While some might refer to this character as a 'cold fish', he has a knack for separating factual reporting from emotional or hysterical coloration. He may or may not be emotional himself, but he can see clearly when others are clouding the facts with their feelings. All Deception checks against you are increased in difficulty once.

21-22

Computer Aptitude: the character has a natural affinity with computers, and adds an automatic s on all skill checks to repair, construct or operate them.

23-24

Crack Driver: the character can drive a car like he is on crack (but can do it without killing anyone). Reduce the difficulty of all Driving skill checks by one.

25-26

Crack Shot: the character has a natural knack for firearms. Once per session, the character may upgrade his Ranged [Heavy] or Ranged [Light] skill check once.

27-28

Danger Sense: “My Spider Senses are tingling!” The character counts Vigilance as a career skill.

29-30

Daredevil: the character loves to take risks, and is damn good at living through them. Once per session, the character may reduce the difficulty of any skill check where a potential failure is hazardous to his health.

31-32

Determined: the character gains +1 strain threshold.

33-34

Eagle Scout: all those years in the scout troop did pay off, just as your mother always said. The character counts Survival as a career skill. If this is already a career skill, add b on all Survival skill checks.

35-36

Excellent Liar: lying is as natural as breathing to the character. Deception is a career skill. If the character already has Deception as a career skill, he instead adds an automatic s on all Deception skill checks.

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MOTIVATION

Fallout 37-38

Fast Reader: the character can read and understand a piece of writing far faster than most people. Although it can make long journeys by train or carriage expensive propositions due to the number of books he goes through, it allows him to quickly extract useful information from anything written in his native language. Add an automatic s on all Knowledge skill checks.

39-40

Flirt: the character claims that he is a terrible flirt, but that quite manifestly isn’t true. He is great at it. He is an absolute master of all the subtle signals that give off the particular combination of promise and denial that makes teasing so much fun. At his best, he can make members of the opposite sex, or members of the same sex, putty in his hands. Increase Charm checks in such circumstances once.

41-42

Funny: the character can make people laugh. His timing and sense of the absurd are second to none. He is always being invited to parties because he is so much fun. However, he is also very good at judging the appropriateness of his humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. So, the character does what he can to make life more bearable for his fellows, even when the situation seems darkest. When assisting in a Social skill check, the character adds bb instead of the usual b.

43-44

Gifted: the character is extremely talented in one particular skill. Choose one skill and add s to all skill checks with that skill, and it becomes a Career Skill if it is not already.

45-46

Good Judge of Character: the character has an instinct for reading people. He can make an appraisal of the kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. He is rarely wrong. Decrease the difficulty of any Perception skill check based on assessing someone once.

47-48

Harmless: Everyone in the community knows the character, and knows that he is no threat to their plans. While that sort of estimation may seen insulting, it's also what's kept him from being killed. No one considers him worth the time to deal with, and that low opinion keeps him safe. If he starts acting in a way that demonstrates that he is no longer harmless, others' reactions to you will likely change as a result.

49-50

Herbalist: the character knows more than the average person about herbcraft, and gains s to all Medicine skill checks made with herbs. Also gains b to Survival skill checks to find herbs.

51-52

Jack-of-All-Trades: the character has a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs he has held, or just all-around know-how. Select one non-career skill and it becomes a career skill for the character.

53-54

Lead Belly: the character is highly resistant to most poisons and toxins, and gains a b on all Resilience skill checks to resist them.

55-56

Light Sleeper: the character awakens instantly when outside stimuli such as light or noise are present. The character receives b to Perception skill checks to awaken if the entity approaching is attempting to be stealthy.

57-58

Lucky: the character may reroll any one skill check or Initiative order roll once per session.

59-60

Martial Artist: increase the damage dealt by the character by +1 when Brawling an opponent.

61-62

Mechanical Aptitude: the character is naturally adept with all kinds of mechanical devices. In game terms, add b to all Mechanic skill checks to understand, repair or operate any kind of mechanical device. Note that this aptitude does not extend to electronic devices such as computers, and doesn't help you drive any sort of vehicle.

63-64

Natural Leader: people always rallied to the side of this character. Add automatic s on all Leadership checks.

65-66

Natural Survivalist: the character is at home in the wilderness, and gains s to all Survival skill checks when not near civilization.

67-68

Night Sight: the character can see in near-total darkness, and subtracts b from all skill checks imposed from darkness.

MOTIVATION

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GENESYS 69-70

Nine Lives: fate has granted the character the opportunity to come as close to final death as anyone can get and still survive. It the character would die from reaching twice his wound threshold, he may, as an Incidental, spend two Story Points and be brought back to his maximum wound threshold and recover from his near death experience. He can do this only once per session.

71-72

Perfect Balance: the character's sense of balance is superb. The narrowest of ledges holds little fear for him, because he has such a good command of his physical equilibrium. He is probably a good dancer, as well. This Merit allows the character to reduce the difficulty of all balancerelated Athletics skill checks once.

73-74

Pillar of the Community: The character is a fine, upstanding person, respected by people around him. Through participation in local events, helping out with community groups or helping others, he has become well-liked and trusted by those who live around him. When he brings them a warning of potential danger or offer an explanation of strange events, they’re likely to believe him. Add automatic s on all Leadership skill checks.

75-76

Precognition: the character has glimpses of the future. Though he try to enter a trance and try to summon a vision this foresight usually comes out of nowhere, and can be quite shocking in some circumstances. The character can upgrade a single skill check for free during the session.

77-78

Robust Health: the character has the constitution of an ox. He rarely gets ill, if ever, and food poisoning is a stranger to him. He doesn’t even get hangovers, you bastard. Reduce the difficulty of any roll to resist illness or poisoning – including alcohol poisoning – once.

79-80

Sea Legs: No landlubber, this character is a salty sea dog at heart. He is at home on a boat, even when traveling rough seas. He suffers no penalty incurred due to rough seas or unpredictable ship motion on any actions performed while on board.

81-82

Sexy: the character might not necessarily be that good looking, but there’s something about the way he moves and acts that exudes sexuality. As a result, he draws attention from members of the opposite sex, or his own sex, with raw animal magnetism. He may lower the difficulty of any Social skill check once when dealing with someone who is attracted to him. If he actively attempts to direct his charms at a person, he may lower the difficulty twice.

83-84

Soothing Voice: the character has an entrancing voice. Add b to all Charm, Leadership and Negotiation skill checks.

85-86

Sturdy: whenever the character suffers a Critical Injury, subtract 10 from the Critical Injury roll (to a minimum of 1).

87-88

Surreal Beauty: the character possess a beauty far beyond that of normal mortals. People stand in awe of his perfect form. Once per session, the character may upgrade a s result to a x result on a Charm or Leadership skill check.

89-90

Time Sense: the character has an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device.

91-92

Tough: the character gains +2 wound threshold.

93-94

Unremarkable: the character does not stand out in a crowd. Anyone attempting to identify or notice the character must add b to their skill check.

95-96

Well Balanced: add b to Coordination skill checks when traversing difficult terrain.

97-98

Well Grounded: the character is so well grounded that very few things truly phase him. Add b to all skill checks to resist fear.

99-00

Well Traveled: the character is knowledgeable of the ways of the world from his travels and studies. Once per game session, the character can gain an automatic s on a skill check to gain a piece of information.

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MOTIVATION

Fallout

FLAWS Everyone has an element of themselves that they're not proud of. Why should your character be any different? When someone speaks ill of your character, this is always the first thing they bring up. It's also what gets mentioned when your character's friends say “they're a great person, but...” That “but” is your character's Flaw. Just like your Merit, your Flaw is primarily a part of your character's personality. It is a selfish Motivation, bad habit, or element of personality that your character wishes they didn't have. Flaws provide a minor modification to game mechanics for your character. Again, keep in mind that some players might not be comfortable with playing certain aspects of the flaws, and the GM should allow for a change. But be wary that this is not exploited just because a player doesn't want to be impeded by a specific flaw.

MOTIVATION: FLAWS d100

RESULT

01-02

Addiction: the character is addicted to some substance, such as caffeine, nicotine, etc. The character will start to crave the substance if he doesn't get it often enough, and have to make a Hard (ddd) Discipline check every six hours to avoid giving in to the urge. A failed check results in adding a b to all skill checks until the character get his fix.

03-04

Airhead: maybe the character has trouble paying attention, maybe he is just clueless, maybe he just looks like a flake; no matter what, people don't take him seriously. Add f on all Social skill checks.

05-06

Amnesia: the character has no memory of his past, or at least are missing a significant portion of it.

07-08

Bad Liar: the character is a horrible liar. Add b to all Deception and Coercion skill checks.

09-10

Black and White: the character sees all situations in black and white, good and evil, etc. In situations where this limited, judgmental way of thinking may hinder his reaction to something or cause him to act socially inappropriate, increase the difficulty of Social skill checks once.

11-12

Bully: the character tends to push people around when he can get away with it. This aggression doesn’t necessarily require a physical display; it is often purely social. He chafes under the leadership of more forceful personalities and can be a malcontent when he isn’t in charge.

13-14

Chronic Pessimist: the character thinks the glass is half-empty, the water in the glass is contaminated, and that the glass will probably tip over at any second. Others practice pessimism out of habit. For this character, it’s an art form. Nothing can ever go right, especially plans that others propose. The character is the implacable voice of gloom and doom, always ready to point out a potential problem no matter how remote a chance it has of coming to pass. Add automatic f on all Leadership checks.

15-16

Color Blind: the character has a difficult time differentiating colors. For rolls where coloration and hues may be important, such as Perceptions rolls, add b to the dice pool.

17-18

Compulsive Speech: ror whatever reason, the character has difficulty sticking to the rule, "if you can't say anything nice, don't say it at all." Add automatic f on all Social skill checks.

MOTIVATION

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GENESYS 19-20

Crazy Old Coot: the character has delved too deeply into the secrets of the spiritual realm and possibly spent too much time alone in the wilderness. Add b to all Charm and Negotiation skill checks.

21-22

Creepy: the character is repulsive and more than a little creepy to the opposite sex. Add f to all Charm and Negotiation skill checks made with members of the opposite sex.

23-24

Crude: the character is crude, disgusting, and often rank. During most social situations the character will suffer an additional b to the dice pool.

25-26

Defensive: the character has problems taking responsibility for his actions. Perhaps he views himself as perfectionist, or maybe he is simply too immature to accept the blame for failure. When things go wrong, he looks for ways to blame others and rarely accept blame or criticism for his actions without contention.

27-28

Disfigured: the character has an injury or physical defect which makes him perfectly hideous; add an automatic f on all Social skill checks.

29-30

Disturbing Mannerism: the character has a habit or character trait which is peculiar, gross, or annoying. The character may not even be aware of it-but boy, everyone else is. Upgrade the difficulty of all Social skill checks once.

31-32

Easily Surprised: the character is easily surprised and taken aback. Add b to all Vigilance and Perception skill checks.

33-34

Faint of Heart: the sight of gore and blood shocks this character to the core. If he witness a gruesome scene, he must make a Hard (ddd) Discipline check or suffer the effects of fear, as detailed on page 243 in the GENESYS core rulebook.

35-36

Frail: the character has an amazingly weak constitution. Add f to all Resilience checks.

37-38

Ghoulish Sense of Humor: the character finds humor in situations that make most people uncomfortable or even nauseated. The character's questionable taste doesn’t make him particularly resistant to the horror of gruesome sights. His defense mechanism is simply to belittle the situation or those involved in an inappropriate way. When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console each other, the character tends to crack jokes and sling insults. Increase the difficulty of all Social skill checks in such situations once.

39-40

Gullible: the character has a lot of trouble separating truth from fiction. He is not stupid, he just tends to believe what people tells him rather than to take things with a grain of salt. All Deception checks made against the character is upgraded once.

41-42

Heavy Sleeper: the character requires a significant amount of light, noise, or movement in order to awaken. Once awakened, the character suffers an additional b to all dice rolls for the encounter that awakened him.

43-44

Ignorant: the character is unfamiliar with the wider world at large, and may not even care. While this character may select and purchase Knowledge skills, they tend to only focus on elements that interest them. As a result, they suffer b to all Knowledge skill rolls.

45-46

Illiterate: the character can't read or write. This may make passing yourself off as that learned professor from Oxford a bit difficult.

47-48

Impaired Sense: the character chooses one of the five senses (sight, hearing, smell, taste, or touch); when using this sense to discern something about the environment or when applicable in a skill, the character suffers b to the skill check.

49-50

Insomniac: For whatever reason, the character has tremendous trouble getting more than a few hours of sleep. He is often groggy and slow as a result. Add an automatic f on all Vigilance checks.

51-52

Intolerance: the character has an unreasoning dislike of a certain thing. This may be an

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MOTIVATION

Fallout animal, a class of person, a color, a situation, or just about anything at all. Add an automatic f to all skill checks involving the subject. 53-54

Lazy: the character is simply lazy, avoiding anything that requires effort on his part. Preferring to let others do the hard work, he lounges around. For any action that requires preparation, there's a good chance the character didn’t prepare properly.

55-56

Low Alcohol Tolerance: Alcohol goes straight to this character's head. While this can be an advantage when he tries to enjoy a night out on the cheap, it can be deadly in other situations. Double any penalties the character suffers for consuming alcohol.

57-58

Low Pain Tolerance: the character has a very low capacity for pain. He turns into a whimpering, blubbering ball of misery at the first sight of it. Although the character soaks damage normally, he suffer an additional 1 point of damage whenever he is injured.

59-60

Lustful: the character can’t resist the erotic advances of the appropriate gender(s). He is easily seduced and often exhibit very poor judgment when dealing with sexually attractive people. All Charm checks against you are increased once.

61-62

Missing Eye: the character is missing the use of an eye; upgrade the difficulty of all Ranged weapon attacks, as well as other skill rolls subject to GM discretion.

63-64

Mistaken Identity: people think the character is someone he is not; even if that person isn't bad, it can still cause the character trouble if they realize he is not who they think he is.

65-66

Motion Sickness: the character becomes queasy and nauseous on board boats, when travelling long distances by car or on amusement park rides. Increase the difficulty of all skill checks he performs by once when dealing with these conditions.

67-68

Mute: the character is physically unable to speak, and must communicate through writing or sign language.

69-70

Non-Swimmer: the character never learned to swim, and he has no natural talent for it. If he ever finds himself in a position where he must try to swim, he can manage a pitiable dog paddle. Increase the difficulty of any Athletics skill checks involving swimming once.

71-72

Obese: the character is seriously overweight and large enough that he have trouble using the seats in most theaters. Increase the difficulty of all Athletics skill checks once.

73-74

Old Wound: the character suffers from a wound that never fully healed. This wound counts as an existing Critical Injury whenever the character suffers another Critical Injury.

75-76

Phobia: the character has a specific phobia, an incredibly powerful fear and aversion to a specific object of his fear. When confronting the fear, the character must make a Hard (ddd) Cool check to avoid being affected by fear, as detailed on page 243 in the GENESYS core rulebook.

77-78

Poor Personal Hygiene: the character often go days without showering, and only brush his teeth when they start to gain a greenish tinge. He often smells quite bad, and his breath is atrociously offensive. Increase the difficulty of all Social skill checks once.

79-80

Sensation Junkie: the character is addicted to sensation, and will do anything to find new means of stimulation. The character must roll a Hard (ddd) Willpower check to resist taking the opportunity to try a new kick, difficulty depending on the situation.

81-82

Short Temper: the character is easily driven to distraction by what would otherwise be minor failures and other frustrations. If he fails to gain any uncanceled s on any single skill check during an Action, increase the difficulty of all subsequent checks by one, cumulatively.

83-84

Shy: the character is distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Add b to all Social skill checks.

85-86

Sickly: the character is constantly coughing and wheezing, and he has trouble shaking colds. He suffered almost every childhood disease imaginable, and he has only become worse as an

MOTIVATION

170

GENESYS adult. When making Resilience checks to avoid catching a disease or developing an infection, increase the difficulty of the check by one. 87-88

Slow Healer: for some reason, the character's healing process is slow, and he subtracts 1 wound of healing from all healing attempts on him with the Medicine skill, and adds an automatic f on any attempts to heal a Critical Injury.

89-90

Snob: the character is an arrogant snob. During most social situations, add b to Charm and Negotiation skill checks.

91-92

Sterile: the character is incapable of reproducing.

93-94

Superstitious: the character fears and distrusts anything associated with the spiritual or supernatural. Add b to all Charm and Negotiation skill checks made with someone known to the character to be involved in any spiritual or supernatural undertakings. The character adds b to all Discipline skill checks based on spiritual or supernatural fears.

95-96

Too Honest: the character has trouble lying convincingly. Adds automatic f on all Deception skill checks.

97-98

Twitch: the character has a repetitive motion that he makes in times of stress, and it’s a dead giveaway as to his identity. Examples include a nervous cough, constantly wringing his hands, cracking your knuckles and so on.

99-00

Yellow-Bellied: the character lacks courage. Your strain threshold is reduced by 1, you can never take the first PC slot in combat, and you add b to all Leadership and Coercion checks. However, your concern for your life enables you to always find cover wherever you are, and your Ranged Defense is always increased by 1.

171

MOTIVATION

GEAR AND EQUIPMENT

Fallout

GEAR AND EQUIPMENT The following section presents the weapons, armor, and equipment commonly found in the wasteland. This is not an exhaustive list, but does represent the most common and well known items in Fallout.

RAD (ACTIVE)

ITEM QUALITIES The following item qualities from the GENESYS core rulebook (see pages 86-89) are available in the Fallout setting.  Accurate (Passive)  Auto-Fire (Active)  Blast (Active)  Breach (Passive)  Burn (Active)  Concussive (Active)  Cumbersome (Passive)  Defensive (Passive)  Deflection (Passive)  Disorient (Active)  Ensnare (Active)  Guided (Active)  Inaccurate (Passive)  Inferior (Passive)  Knockdown (Active)  Limited Ammo (Passive)  Linked (Active)  Pierce (Passive)  Prepare (Passive)  Rad (Active)  Pulse (Passive)  Reinforced (Passive)  Slow-Firing (Passive)  Stun (Active)  Stun Damage (Passive)  Sunder (Active)  Superior (Passive)  Unwieldy (Passive)  Vicious (Passive)

When Rad is triggered, the target's radiation level increases by an amount equal to the weapon's Rad rating. When a character's radiation level is increased by the Rad item quality, they do not make a Resilience check to try and mitigate the increase, but any Rad Resistance they have is still applied. While wearing armor with this quality, reduce the Radiation damage from all radioactive sources by an amount equal to the armor's Rad rating.

GEAR Gear is a catchall term for anything that isn't weapons or armor. Generally, gear needs fewer rules than either of those.

ANTIDOTE SET

In addition, there are two new qualities introduced in the Fallout setting; Pulse (Passive) and Rad (Active), as detailed below.

PULSE (ACTIVE) Pulse weapons are designed to affect electrical systems as opposed to dealing

GEAR AND EQUIPMENT

raw damage. They are of short range, and deal damage to the target as system strain (affecting robots and vehicles). It is still reduced by Armor and Soak. Robots are affected by pulse weapons, taking damage to their Strain threshold.

Poisoning has become a common concern of those traveling the Wasteland, especially with the emergence of radscorpions. Small, portable antidote sets offer a degree of protection, providing an assortment of single-use vials of antidote to common poisons. A character using an antidote set reduces the difficulty of any check to resist a poison by two (to a minimum of Easy (d)). If he does not know which poison was used, he must make a Hard (ddd) Knowledge check to make an educated guess at the poison based on a region, its quality, and other evidence at his disposal to benefit from this item.

BACKPACK Backpacks are indescribably useful to the traveler in the

173

GENESYS Wasteland. Most are simple textile constructs with a number of compartments and external pouches good for carrying tools, survival equipment, trophies, or anything else a user could desire. More advances models are reinforced, built from advanced textiles, and may have lightweight internal supports that allow for the easy carrying of incredible weights. Backpacks increase the wearer's Encumbrance threshold by 4.

BEAST CALL Beast calls are some of the more simple and effective tools used by hunters and trappers. Little more than a small audio-playback machine encased in a sturdy, impact-resistant shell, a beast call is used to lure creatures out of hiding by speaking to them in their own language. They contain a sophisticated audio-signal modulator similar to those used by robot manufacturers to give their creations voice, as well as a nearly bottomless programmable database capable of holding the various screeches, howls, and calls of numerous known animal species throughout the Wasteland. Along with the preprogrammed database, these devices can also record sounds, allowing a user to build his own sound library generated by previously unknown creatures. To use, a hunter simply sets the type of beast he wants to attract. places the beast call in a convenient area, and activates it. The call then plays back the appropriate sounds at varying pitches and volumes until a creature or creatures are attracted or the user turns the device off. The sounds produced by the beast call are so realistic that members of the species being imitated are hard pressed not to come as quickly as they can to investigate. Using a beast call to lure an animal requires no skill check, but the beast being targeted must make an Average (dd) Discipline check to resist the call. To record a particular beast's call to use later, the user must make an Average (dd) Computers check modified by any other environmental conditions (heavy background noise, atmospheric interference. etc).

BINDERS Binders are simple restraints used to keep prisoners subdued and manageable. They come in many shapes, sizes, and styles such as hardnened plastic strips and ordinary handcuffs. Breaking free from a set of binders requires either brute force or feats of agility and flexibility. The difficulty varies by the make and model of the binder, but the most common restraints require a Daunting

174

(dddd) Athletics or Coordination check to escape.

BINOCULARS Binoculars are rugged imaginng systems to magnify far-off objects for their users. They are reliable and sturdy. Binoculars magnify objects up to five kilometers away. There are countless of binocular brands available, though most of the differences are purely cosmetic.

CAMOUFLAGE NETTING This sophisticated and versatile camouflage is used by military personnel to conceal encampments. Supply caches. vehicles and other high-value assets. Camouflage netting contains photoreactive fibers that enable it to match the visual profile of its surroundings, as well as jamming circuitry that offers an effective countermeasure against standard sensor sweeps. Camouflage netting adds automatic ff to all checks made to detect items concealed by it. One roll of netting can conceal one object up to Silhouette 2, two rolls can conceal one object up to Silhouette 3, and three rolls can conceal one object up to Silhouette 4. Anything Silhouette 5 or larger is too large to conceal by camouflage netting alone.

CAMOUFLAGE PAINT This thick paint comes in small tubes holding five applications and is intended to camouflage exposed skin. but can be used on everything from weapons to personal gear. In the container. the paste appears an almost colorless gray, but photoreactive pigments allow it to match the color and visual texture of its surroundings once exposed to air. Camouflage paint adds automatic f to all checks made to detect items concealed by it. Note that camouflage paint does not have any of the advanced circuitry that provides concealment from electronic scanning and surveillance. Camouflage paint only works for items or individuals with a Silhouette of 1 or smaller.

CANTEEN This standard military canteen is constructed from rugged synthetics and housed in a canvas cover available in a variety of uniform specifications and camouflage patterns. The military-issue canteen holds 1.5 liters of liquid and features an integrated filtration system that can purify water.

GEAR AND EQUIPMENT

Fallout

CLIMBING GEAR Climbing gear is a catchall term for tools used to scale and abseil steep or sheer surfaces. Whether a character is attempting to scale a stony cliff or the smooth transparisteel facade of an office tower, climbing gear is essential for anyone who needs to gain access to otherwise-unreachable places. Most sets of climbing gear include a few coils of rope or cable, a hook or adhesive attachment, and a number of pitons, picks, hammers, and other tools used to secure lines.

CONCEALMENT HOLSTER These compact holsters built for small, light handguns are designed to fit the contours of the carrier's body and mask his presence from even determined observation and surveillance. Concealment holsters are available in a variety of forms, allowing them to be worn high on the belt, under the arm, in the small of the back, or on an ankle. These holsters add b to Perception checks to discover the presence of the concealed weapon, but may only hold pistols.

DATA BREAKER Data breakers are basic tools of the trade for many slicers. While robot slicers are programmed to crack complex sequences, humans usually lack this innate option, and therefore rely on a data breaker to do the grunt work of opening systems to them so that their true skills can shine once they are inside. Most data breakers are also recording devices, and can pull vast amounts of information from ill-guarded systems in seconds. Data breakers add bb to any Computers check made to slice computers (as opposed to the usual one for having the right tools for the job).

DISGUISE KIT Disguise kits are simple collections of makeup, contact lenses. In addition, disguise kits contain basic camouflage paints for use in various environments to help a user blend more easily into the surrounding. A disguise kit grants an automatic f on checks made to recognize the disguised individual.

EMERGENCY MEDPAC Standard medpacs contain field dressing, basic drugs, antisepctics, medical tools and knives, blood

GEAR AND EQUIPMENT

coagulators, and more, all designed for ease of use and fast patient stabilization. The intention of this medpac is to allow for basic first aid in the field. Emergency medpacs allow characters to attempt to heal others using Medicine checks without penalties.

EMERGENCY REPAIR PATCH Used to perform temporary emergency repairs to keep machinery running until proper repairs can be done, nearly every mechanic in the Wasteland keeps one or two of these handy patches on hand. Composed of a semi-flexible steel disk coated on one side with insulation and edged with autoactivating thermal welds, emergency repair patches come in a variety of sizes. From small enough to cover a bullet hole, to meter-long sheets used to patch holes in vehicle hulls, emergency repair patches are as varied as they are versatile. They are designed to be quickly applied over a hole or tear in a vehicle's hull, robot's chassis, or machine's casing, keeping the vulnerable interior works of the machine safe and shoring up structural integrity. Emergency repair patches are one-use items that can be utilized to gain the normal bonus for having the right tools for a job at hand. Likewise, robots can use them to heal Wounds similar to the way an organic being employs a stimpak. Using an emergency repair patch requires a character to spend a Maneuver. When applied to robots, emergency repair patches heal 3 Wounds, and up to five can be used in a single day. Unlike stimpaks, emergency repair patches do not decrease the amount of Wounds healed after the first application. Using a sixth emergency repair patch has no effect, as by that point the robot is so patched and juryrigged together that further patches would be useless. It takes one day for a robot's self-repair routines, or some actual repairs, to restore its body to enough functionality to be able to take any benefit from emergency repair patches.

FIELD RATION PACK Ration packs are typically bland, flavorless affairs comprising a calorie-dense meal packed with necessary nutrients and vitamins in a small, easily portable bag or box. They employ a built-in chemical heater, and generally consist of a main entree, sides, and a dessert. Also included are disposable eating utensils and small, single-serving packets of spice and condiments. Each ration pack is good for one meal.

175

GENESYS

FLASHLIGHT Flashlights are small, directional, handheld light sources used in many applications. They project a beam of bright light and can illuminate objects at respectable ranges – usually out to Long range.

packs are available in a variety of uniform specifications and camouflage patterns. This pack increases the user's Encumbrance capacity by 6, but has the Cumbersome 2 quality.

MUSICAL INSTRUMENT

The number of different musical traditions across the Wasteland is truly staggering. Along with Load-bearing gear, or combat webbing, is a system musical traditions comes musical instruments. used by soldiers to carry necessary equipment on Musical instruments are made in a dizzying array of their persons in easily accessible pouches. They are styles, and the list of specific instruments is far too commonly made of hard-wearing reinforced textiles, vast to include here (although some common and often with removable armor plates. instruments are included to provide guidance), but a Load-bearing gear increases a wearer's character needing to purchase an instrument or Encumbrance threshold by 3. instrument accessory (strings, reeds, sticks, etc.) can usually find what he's looking for with little effort, the problem is whether or not it is functional. The exact price and availability of a specific Some smugglers and thieves find that it pays not only to keep a lockpick in hand in a figurative sense, instrument not found here is left to the discretion of the Game Master, and the acquisition or theft of a but also in a more literal fashion. A lockpick is a small appendage, usually a finger's length, equipped rare musical instrument can easily lay the foundation for a complex and exciting adventure. with a number of small tools that assist in cracking both physical and electronic locks. Without a lockpick locks cannot be attempted opened with Skulduggery checks. Designed to allow a being to breathe in

LOAD BEARING GEAR

LOCKPICKS

RESPIRATOR

MEDPAC Often referred to as “a hospital that you can fit in your pocket”, a standard medpac is a larger and better equipped version of the common emergency medpac. Carried by field medics and first responders, medpacs carry a full suite of surgical implements, diagnostics tools, spray splints, various medicattions, and anti-radiation/anti-biological contamination drugs, in addition to the equipment found in the emergency versions. Standard medpacs allow a user to perform relatively complex medical procedures in the field. Like emergency medpacs, standard medpacs allow a character to use the Medicine skill without penalty, and in addition grant b to all Medicine skill checks. Also, thanks to their stock of stim applicators, these medpacs grant the equivalent of one stimpak per scene, at the GM's discretion.

MILITARY PACK This is a standard military-issue backpack used to stow and carry tents, rations, canteens, excavation tools, and all manner of other gear the soldier needs in the field. It is constructed of durable and lightweight materials able to withstand a broad range of environmental conditions while adding as little as possible to the soldier's load. The military

176

atmospheres that are typically dangerous to them, respirators are some of the most common pieces of survival gear in existence. The respirator is a simple respirator plug and face mask that can filter toxins and airborne pathogens. Most are bulky and uncomfortable to wear for long periods.

RESTRAINING BOLT Restraining bolts are to robots what binders are to sentient creatures. Using magnetic clamps or chemical adhesives, restraining bolts attach to a robot's chassis and are used to restrict its actions, usually by means of a remote control. The most basic restraining bolts simply shut down a robot, allowing the user to bypass robot guards and incapacitate any robot witnesses. More advanced systems can be used to make a robot perform any action commanded by the person holding the restraining bolt controller. Most robots cannot withstand the powerful programming overrides in a restraining bolt. However, Player Characters who are robots are made of sterner stuff than their NPC comrades, and can, with the right amount of effort, overcome a restraining bolt. PC robots may make a Daunting (dddd) Discipline check to shake off the effects of a restraining bolt and act normally after one is applied. If the check fails, they may make another attempt at a later time, at the Game Master's

GEAR AND EQUIPMENT

Fallout discretion.

SPRAY PLASTO-CAST

Quickly immobilizing a limb injury after it happens can prevent the extremity from becoming more Physically similar to a stimpak, a sleeppak is an seriously damage through accidental misuse. auto-injection tube filled with a variety of natural Prompt action reduces the patient's overall healing and synthetic sedatives. The intent is to quickly time, even though further treatment may be required knock a target out, so that he can be safely before proper healing can begin. A spray plasto-cast mampulated. Originally intended solely for medical is an easily portable tool that can be used in field use – particularly when dealing with volatile patients conditions. When a patient suffers a serious injury, – sleeppaks eventually spread to use in law the cast reinforces the wounded limb from the enforcement, as well as amomg bounty hunters. outside, preventing it from bending or exacerbating Applying a sleeppak to an aware an unwilling the tissue damage. target requires the wielder to make a Hard (ddd) A character can make an Easy (d) Medicine check Brawl or Melee combat check against the target. to apply a spray plasto-cast to a limb that has been Instead of inflicting damage, if the attack succeeds, crippled or disabled due to a Critical Injury. If the target must immediately resist the effects of the successful, the Critical Injury heal's automatically medications that flood the system as a poison (with after one week of narrative time. a Resilience check). Any sized dose has a Hard (ddd) difficulty, and failure inflicts 10 Strain.

SLEEPPAK

STEALTH BOY

The RobCo Stealth Boy 3001 is a personal stealth device worn on one's wrist. It generates a modulating field that transmits the reflected light Made by numerous scientific-technology companies throughout the world during the pre-War, from one side of an object to the other, making a person much harder to notice (but not completely specimen containers are ubiquitous among invisible). explorers who need to transport delicate or The Stealth Boy is a portable device that, when dangerous flora and fauna. They come in all shapes activated, renders the user invisible for a variable and sizes, from the simple petri dish to massive, amount of time. Every rank of Stealth a user has environmentally sealed and controlled containers allows the user to remain invisible for 2 full turns. designed to hold the largest and most lethal After this time has passed, the effect starts to wear creatures. No matter their size. shape, or manufacture, specimen containers all possess a set off, and the Stealth Boy has to recharge its cell for 1 hour. of common features and systems. They are Stealth Boy users are extremely difficult to be constructed from sturdy impact-resistant polymers detected by sight, and any attempts to detect a user and have secure environmentally sealed lids. They any means make their skill checks at a difficulty of are generally transparent, the interiors of specimen containers are modular and can be configured to fit Formidable (ddddd). Any t or y generated a number of small specimens or one large one. They while using a Stealth Boy may be used by the GM to are also usually equipped with life-support and indicate the field flickers for a moment, or collapses stasis systems that allow specimens to be safely altogether prematurely and renders the user visible. transported. While they seem to not have any adverse effects Specimen containers come in four general sizes, on humans, Stealth Boys increase the risk of as follows: tiny, small, medium, and large. Tiny schizophrenia in nightkin, who, as permanent Stealth specimen containers have an Encumbrance capacity Boy users, nearly always show one or several of 1 and are typically roughly the size of a human's symptoms of paranoid schizophrenia, such as hand. Small specimen containers have an paranoia, hallucinations, and/or delusion. Encumbrance capacity of 3-5 and range up to the size of a Silhouette 0 creature. Medium specimen containers have an Encumbrance capacity of 5-10 This item consists of a syringe for containing and and typically require two or more sentients to lift and delivering the medication and a gauge for measuring carry them. Large specimen containers have an the status of the stimpak's contents. When injected, Encumbrance capacity of 10-15 and are designed to it provides fast healing of injuries. carry the largest and heaviest specimens. These last Stimpak are small single-use auto-injector containers are so large that they need towing on a systems containing a powerful cocktail of vehicle or wheeled-contraption in their handling. painkillers, anti-inflmmatories, antibiotics, and other

SPECIMEN CONTAINER

STIMPAK

GEAR AND EQUIPMENT

177

GENESYS medications designed for quick healing in the field. Using a stimpak requires one maneuver, which covers the simple act of a character using the autohypo on himself or one other person. This immediately heals 5 wounds. While a character can use multiple stimpaks, doing so is an act of diminishing returns, as every stimpak used after the first heals one fewer wound. A second stimpak heals 4 wounds, a third 3 wounds, and so on. Using a sixth stimpak in a single day has no further effect, as the character's system is already so saturated with medications that additional stimpaks are useless (and could even cause harm at the GM's discretion). Once used, the chemicals within a stimpak stay in a character's system for 24 hours, after which additional stimpaks have their full effect again.

encounter, for example, the side effect carries over to the following encounter.

STIMSTICK

TOOL KIT

A character who chews a stimstick removes b from her Discipline, Perception, Resilience, or Vigilance checks to stay awake or notice something due to fatigue or lack of sleep until the end of the encounter. At the end of the encounter, the character suffers 1 strain.

SUPER STIMPAK The super stimpak is a more advanced version of the regular stimpak. While it heals more severe wounds, it also has unpleasant side effects. The super version comes in a hypodermic, but with an additional vial containing more powerful drugs than the basic model and a leather belt to strap the needle to the injured limb. A super stimpak functions similarly to an ordinary stimpak, exact that it heals 10 wounds when applied. Similarly to a stimpak, additional use of super stimpaks heal less damage; 9 wounds on the second super stimpak, 8 wounds on the third, and so on. The sixth super stimpak heals has no further effect, as the character's system is already so saturated with medications that additional stimpaks are useless (and could even cause harm at the GM's discretion). Once used, the chemicals within a stimpak stay in a character's system for 24 hours, after which additional stimpaks have their full effect again. The side effect of using super stimpaks is that immediately after having used the super stimpak, a character suffers t and f to all skill checks based on Brawn and Agility for the rest of the encounter. Should a super stimpak be used after a combat

178

TENT Found in larger survival kits and sold separately by a number of vendors, tents are portable shelters used to provide protection from the elements. Depending on the model, a tent can hold one to six individuals, and can be made from any material.

THERMAL CLOAK Thermal cloaks are versatile pieces of equipment that can be worn or used as a blanket and provide protection from extreme heat and extreme cold. Use of a thermal blanket or cloak removes up to bb from any checks made to handle extreme heat or cold.

From small precision tools used to repair robots and advanced computers to huge rolling boxes used to maintain buildings, tool kits are an essential piece of equipment. Whether general kits used for maintainance or custom-built sets for specific jobs, tool kits offer their users a wide variety of necessary tools for getting the job done. With the proper tools, there is little that a skilled and inventive technician can't accomplish if given the time and circumstances. Tool kits allow mechanics and technicians to perform most mechanical checks to repair devices, as well as to “heal” robots. When purchasing a tool kit, the player should specify the purpose of the tool kit. Examples include weapons maintenance tools, armor maintenance tools, crafting and repair tools, computer maintainance tools, etc.

UTILITY BELT A utility belt is a common item for those where quick access to tools and gear is a necessity. Their contents will vary with their user and their planned actions. Some belts even have weapon holsters. Utility belts increase the character's Encumbrance threshold by 1.

VETERINARY KIT Designed for use by veterinarians, animal breeders, or anyone who deals with large and often dangerous animals for a living, the veterinary kit features a veterinary clinic's worth of equipment in an easy to carry, man-portable package. Roughly the size of a

GEAR AND EQUIPMENT

Fallout large duffel, within its lockable, hard-sided case the veterinary kit contains enough drugs, medical supplies, speciality tools and other gear to stabilize wounded creatures in the field until they can be moved to a fully outfitted clinic. The kit also contains a book containing specialized knowledge and emergency procedures database for many of the more well-known animals, as well as tutorials to assist those with no veterinary training in treating wounded animals in an emergency. The veterinary kit allows a user to examine, analyze, and perform medical procedures on all manner of animals. Like the medpac does for humanoid species, the veterinary kit allow a character to medically treat animals without penalties. Additionally, it grants b to all Medicine, Survival and Knowledge skill checks made to analyze or treat these animals.

WALKIE TALKIE Walkie talkies are the most common communication devices in the Wasteland. Small, convenient, and easy to use. Most are simple twoway devices that can transmit to and receive from a single mated unit at relatively long ranges over land and even into low orbit. Most walkie talkies, especially those made specifically for military or law enforcement use, can be encrypted for secure lines of communications. While they are largely foolproof, walkie talkies can be disrupted by certain terrain features, atmospheric disturbances, and deliberate signal jamming.

GEAR NAME

ENCUM PRICE RARITY

Emergency Repair Patch

-

25

4

Field Ration Pack

-

5

3

Flashlight

1

10

3

Load Bearing Gear

-

25

4

Lockpick

-

50

6

Medpac

2

400

5

Military Pack

-

100

4

1-5

50-100

5

Respirator

-

25

3

Restraining Bolt

-

75

6

Sleeppak

-

250

7

Specimen Container, Tiny

-

10

3

Specimen Container, Small

1

25

4

Specimen Container, Medium

3

50

4

Specimen Container, Large

5

150

5

Spray Plasto-Cast

1

35

7

Stealth Boy

1

2,000

10

Stimpak

-

25

2

Stimstick

-

5

3

Super Stimpak

-

150

6

Tent

4

100

3

Thermal Cloak

2

200

5

Musical Instrument

Antidote Set

1

250

6

Tool Kit

4

350

5

Backpack

-

50

3

Utility Belt

-

25

2

Beast Call

1

100

5

Veterinary Kit

4

600

4

Binders

-

25

4

Walkie Talkie

-

25

6

Binoculars

1

75

3

Camouflage Netting

4

100

5

Camouflage Paint

-

40

3

Canteen

1

10

2

Climbing Gear

1

50

4

Concealment Holster

-

40

5

Data Breaker

1

1,000

7

Disguise Kit

2

100

5

Emergency Medpac

1

100

3

GEAR AND EQUIPMENT

179

GENESYS

JUNK ITEMS Junk items are exactly what the name indicates, items that offers no in-game benefits in terms of b, dice upgrades, dice increases, s, a or x. These items are intended to be fillers for scenery and setting the mood of the destroyed former nation of America, the Wasteland that it is today. These are items that can be refitted into usage by someone, somewhere, and somehow, but items that is of little or no use to the player characters. Often, junk items is little more than items to be hauled to vendors for a few meager bottle caps. The items found on the junk lists are, by default, always non-functional, empty or in disrepair. However, particularly inventive GMs can find creative ways to incorporate the junk items and give them some sort of value or purpose to the players. The list below is far from complete, and the GM should feel free to come up with additional junk items found throughout the Wasteland. The junk items are listed on two tables with d100 rolling options for randomly determining what junk items are readily found in any room or location. The result is naturally subject to the GMs discretion.

$5 NCR $5 NCR appears as a paper bill similar to a US $5 bill. It features a picture of Aradesh on the face and the view of Shady Sands on the back.

$20 NCR $20 NCR appears as a paper bill similar to a US $20 bill. It features a picture of First Ranger Seth on the face and the emblems of the NCR Rangers on the back.

$100 NCR $100 NCR appears as a paper bill similar to a US $100 bill. It features a picture of President Tandi on the face of the bill and the scene of the 'Dayglow Incorporation Address' on the back.

ABRAXO CLEANER Abraxo cleaner was a popular pre-War detergent produced by Abraxodyne Chemical. It can be found in many homes, laundromats and vaults across the country. The undamaged boxes can be found in areas that have not been tainted by radiation, such as non-compromised vaults. Undamaged Abraxo cleaner is fifty percent more caps as the more commonly found worn boxes. Abraxo cleaner industrial grade has a green color to it with

180

"Industrial grade" added to the label. Because it is industrial grade, its potency is increased, and as such, it breaks down into twice as many components compared to normal Abraxo cleaner.

ABRAXO CLEANER INDUSTRIAL GRADE Abraxo cleaner is a pre-War cleaning agent produced by Abraxodyne Chemical.

ALARM CLOCK The alarm clock is a junk item.

ANTI FREEZE BOTTLE A pre-War red plastic bottle that contains antifreeze.

ANTIQUE POCKET WATCH This antique pocket watch is one of the few junk items in the Wasteland that have fared well after years of fallout.

ASHTRAY A ceramic or glass item with rounded indentations along its rim. Its primary functions are to deposit ash and safely hold lit cigarettes.

BABY BOTTLE A tall bottle made of glass with a rubber tip on the top to aid in its usage. Its primary use is the feeding of babies and small children.

BABY RATTLE A faded plastic toy that is used to entertain babies and small children. When shook it produces a rattling noise which is where its name derives from.

BAG OF CEMENT A bag of cement is a pre-War item that was used extensively in the construction industry. Following the falling of the bombs, the larger stashes of concrete can be found at development sites (buildings, vaults etc.) across the Wasteland. Bags of cement are most commonly used in the construction of settlement structures, primarily those which are concrete in design and building foundations.

BAG OF FERTILIZER A bag of fertilizer is a common gardening good that can be found across the Wasteland, but it is

GEAR AND EQUIPMENT

Fallout unknown if its composition is organic or chemical.

BASEBALL A baseball is a ball used primarily in the sport of the same name. The ball features a rubber or cork center, wrapped in yarn and covered leather.

BASEBALL GLOVE Catcher glove, used for baseball play.

BASKETBALL The basketball is plain and simple, with rubber dimples and darker shade in color. There are no logos or company names on the balls. The NukaWorld variant is dark green with a star on it.

BEAKER The beaker a simple glass container for stirring, mixing and heating liquids commonly used in many laboratories. Beakers are generally cylindrical in shape, with a flat bottom. Most also have a small spout (or "beak") to aid pouring.

BEAKER STAND The beaker stand is a metal tripod stand with a circular top. It is used to hold beakers and similar objects during experiments.

BEER BOTTLE A typical glass bottle in terms of shape and size, it once contained a type of beer.

BENT TIN CAN A rusty, empty tin can with no label, similar to the ordinary tin cans, only bent out of shape.

BLANK BOOK This book has empty pages waiting to be filled out.

BLOATFLY GLAND The glands are part of a bloatfly which has mutated and evolved over years of exposure to the radioactive wasteland. The purpose of the gland is to provide lift and stability to bloatflies, enabling their oversized bodies to fly under their own power.

BONESAW A bonesaw is a type of pre-War hand-held medical equipment used mostly for amputations. This item

GEAR AND EQUIPMENT

is portable, has a metal saw for cutting into flesh and bone, and a wooden handle for handling by a doctor. This item is associated with other hand-held medical equipment on a compartment tray and often accompanies them.

BOURBON BOTTLE The bourbon bottle is a brown glass bottle that used to contain bourbon, Old Appalachia branded aged 9 years. The bourbon junk item looks exactly like the consumable bourbon but cannot be consumed. It is unclear as to if it is empty or contents has perished to the point that it is no longer fit to drink.

BOWL A deep ceramic, plastic or glass bowl to hold food.

BOWLING BALL A typical style bowling ball with a faded black color. It has 3 holes in it used to place fingers in when throwing.

BOWLING PIN A white bowling pin made up of a wooden core wrapped in a plastic polymer.

BOX OF DETERGENT This item is simply a box of detergent of various brand names.

BRAHMIN HIDE The brahmin hide, as the name indicates, is the hide of a killed brahmin.

BRAHMIN SKULL The brahmin skull is the skull of a brahmin.

BREADBOX The breadbox is a plastic box found in many homes. Before the War, it was designed help to keep a single loaf of bread fresh once opened. It has an Lshaped hinged lid spanning over the top and front of the box. Currently, it has no uses other than decoration and scrapping.

BROOM A long, straight wooden cleaning tool with stiff bristles used to gather and move debris.

181

GENESYS

BROTHERHOOD OF STEEL HOLOTAG The Brotherhood of Steel holotag is carried by every member of the order. When a member of the order falls in battle their tags are handed over to the Brotherhood of Steel scribes so their deeds can be recorded in the scrolls.

CAFETERIA TRAY A light blue plastic tray that was made for use in cafeterias and mess halls in pre-war buildings across the nation. It has two large and three smaller sections for different food items to be placed in.

CAMERA A contraption used to take photographs.

CIGARETTE A single cigarette, commonly found across the Wasteland.

CLIPBOARD A wooden board with a metal spring clip for holding paper down. Its pre-War use was to provide a flat surface for writing. The batter clipboard is a significantly weathered version of the clipboard.

CLOTHES HANGER CAN

An empty rusted metal can that once held food items such as Pork n' Beans and canned dog food.

CARTON OF CIGARETTES A box containing several packs of cigarettes.

CAT BOWL A small, plastic bowl commonly used to feed feline pets and other small animals.

CAZADOR POISON GLAND A poison gland from a dead cazador.

CENTAUR BLOOD It's a translucent jar full of a small amount of red, valuable blood.

CERAMIC DINNER PLATE A round dinner plate made from ceramic.

CHALK Chalk is a small white stick of writing chalk, commonly found in schools and labs.

CHERRY BOMB A small firecracker.

CHESSBOARD A classic eight by eight brown/beige checkered board. It show signs of being wore down.

182

CIGAR BOX A small wooden box used to store cigars.

A piece of steel wire bent into a triangular shape. It would commonly be used to hang shirts and other garments.

CLOTHING IRON A rusty iron once used before the war for removing wrinkles from clothing.

COFFEE CUP A white ceramic coffee cup weathered from the years with scratches and stains.

COFFEE MUG The coffee mug is a dinnerware item used for carrying and containing coffee and tea. It is a ceramic cup with a looped handle.

COFFEE POT The coffee pot is a large pot that gently slopes inwards. As indicated by the untarnished pot, it was originally chrome colored.

COMPASS A compass is a navigational instrument for determining direction relative to the Earth's magnetic poles. It consists of a magnetized pointer (usually marked on the North end) free to align itself with Earth's magnetic field. The compass greatly improved the safety and efficiency of travel, especially ocean travel.

CONDUCTOR A mechanical part that used to serve as a conductor for a piece of machinery.

GEAR AND EQUIPMENT

Fallout

CONTAINER OF CHLORINE A plastic container used for storing Chlorine.

COOKING PAN The cooking pan is a large, flat bottomed pan with a wooden handle, usually found in kitchens.

pictures on a desktop. It provides wood when scrapped.

DINNER PLATE A simple dinner plate, varying in size and resource. The regular dinner plate yields steel, while the other two are made of ceramic.

COOKING POT The cooking pot is a large metal pot with two handles, one on other side to allow the user to pick it up with both hands.

COYOTE HIDE The hide of a dead coyote.

CRUTCH

DOG BOWL A plastic bowl used to feed canines and other animals.

DOG HIDE The skinned hide from a dead dog.

DOGTAG

A set of metal-plated dog tags. They contain A medical crutch that is used to support those with essential personal and medical information about its problems walking. owner.

CUP It is a glassware item intended to be used for the carrying and containment of beverages and other liquids.

CUTTING BOARD A pre-War wooden cutting board that was made with a handle that had a hole drilled in it for hanging up. Once it was used for cutting vegetables, meat, bread, and various other food items.

DEATHCLAW EGG Deathclaw eggs are the unhatched offspring of deathclaws. They have a brownish-red shell which appears to have cracks and small fissures all around it. They are about the size of a human torso.

DEATHCLAW HAND The deathclaw hand, as the name implies is the hand of a deathclaw. It has been removed below the wrist from the deceased creature.

DESK FAN Desk fans were commonly used to cool down during warm temperatures before the War and can be found in homes and offices across the Wasteland.

DESKTOP PICTURE FRAME The frame would have been used to display

GEAR AND EQUIPMENT

DRINKING GLASS Drinking glasses are a common glass found across the Wasteland.

DUCT TAPE A roll of gray adhesive tape used before the war to seal ducts, leaks and fix just about everything. PostWar they can be used to make weapons.

EARNINGS CLIPBOARD The clipboard is a stationary item used for note taking. A clipboard is a wooden board with a metal spring clip for holding sheets of papers.

EGG TIMER The egg timer is a contraption used to measure a small amount of time, usually up to a maximum of one hour.

EMPTY SYRINGE The syringe is a type of pre-War hand-held medical equipment used for injecting or withdrawing fluid or gases from body tissues. This item is made of metal and glass. Known as a hypodermic syringe, this syringe has a glass barrel for containing substances, a metal housing for the barrel, a metal needle for delivery, and a plunger for controlling the flow of substances into or out of the syringe. Empty syringes are often found with other hand-held medical equipment on a compartment tray in

183

GENESYS various locations, including the Vault-Tec Vaults.

EXTINGUISHER A former large fire extinguisher, extinguishers are mostly the exterior of a large fire extinguisher. The inside of the container is hollow, and the sides are lined with some asbestos to absorb outside heat.

FINANCE CLIPBOARD The clipboard is a stationary item used for note taking. A clipboard is a wooden board with a metal spring clip for holding sheets of papers.

FIRE GECKO EGG A fire gecko egg is an egg that may be dropped from a fire gecko. It has an appearance similar to gecko eggs or golden gecko eggs, differing in that it is primarily purple in color (much like fire geckos themselves).

FIRE GECKO HIDE Fire gecko hide is the skin of a fire gecko.

FIREHOSE NOZZLE The nozzle used at firehose stations for spraying water in case of fires.

GAS CANISTER A metal gasoline canister covered in rust, it may or may not still containing some amount of gas.

GECKO EGG An eggs retrieved from the bodies of geckos.

GECKO HIDE The skin of a gecko.

GLASS PITCHER The glass pitcher is a normal-sized kitchen object formerly used for storing liquids.

GLOBE A mounted circular sphere that displays the map of the world.

GOLDEN GECKO EGG A golden color and quite large, golden gecko eggs can sometimes be found on the bodies of golden geckos.

GOLDEN GECKO HIDE The hide of a dead golden gecko.

FISHING ROD A long pole made of wood with a reel attached to one end. It was used for the sport of fishing before the War.

FISSION BATTERY Produced among others by Wattz Electronics, the fission battery has taken on the role of an on-hand generator

FLIP LIGHTER The flip lighter is an oil based lighter with a basic rectangular design, often found with or in the vicinity of other smoking paraphernalia like cigarettes and ashtrays.

FLOUR A bag or canister containing flour.

GARDEN GNOME Garden gnomes come in four sizes: large, normal, medium and tiny.

184

GOLF BALL The golf ball is a small white plastic ball used for playing the pre-War game of golf.

GREEN GECKO EGG These eggs are retrieved from the bodies of green geckos.

GREEN GECKO HIDE The hide from a dead green gecko.

HAIRBRUSH The hairbrush is a common brush found throughout the Wasteland. It's body often sport an ornate design on the back, which is lighter in color than the bulk of the brush.

HARMONICA A small musical instrument used by placing it at the lip and blowing air into it.

GEAR AND EQUIPMENT

Fallout

HOT PLATE The hot plate is a portable, self-contained tabletop appliance that features one a single electric heating element.

LAB BOTTLE The lab bottle is a bell jar style bottle with a wide rim at the top of it's neck. It is commonly found in laboratory and educational facilities.

LANTERN The lantern is a steel standing lamp with a glass shield, secured in place by a wire frame, surrounding the gas flame. It has an overhead handle so it illuminates the surrounds area, as opposed to a torch which will only illumate the area directly ahead.

LARGE RUINED BOOK A large book that has been burned beyond readable function.

LARGE DESTROYED BOOK This item is a small-sized book that has been ruined after years of exposure and neglect, rendering them unreadable.

LARGE RUINED BOOK

LOTTERY TICKET Lottery tickets appear as small, square, goldembossed pieces of paper bearing text.

LUNCHBOX A metal box from before the Great War that was used for storing a small lunch.

MANTIS EGG The mantis eggs are large eggs that are laid by female giant mantises to produce more mantises.

MARKED PLAYING CARDS A deck of cards that have been marked, allowing the player to cheat during a game.

MEDICAL BRACE A medical brace is used to support an injured limb.

MEDICAL CLIPBOARD The clipboard is a stationary item used for note taking. A clipboard is a wooden board with a metal spring clip for holding sheets of papers.

METAL BUCKET The metal bucket is a round steel bucket used to haul liquids or items.

A large book that has been ruined by the passing of time.

LARGE SCORCHED BOOK Scorched but not unreadable, this book bears markings of scorching to some degree.

LEAF BLOWER A gardening tool used to clear away light debris with high-powered gusts of air.

LIFE PRESERVER Life preservers are a ring buoy often installed on ships as a safety measure, most often deployed in the event of a crew member or passenger falling overboard.

LIQUOR BOTTLE A glass bottle that once held an unknown type of liquor.

GEAR AND EQUIPMENT

MICROSCOPE A scientific microscope, used to study microscopic organisms and substances. It shows significant weathering and rusting along the edges.

MILK BOTTLE A glass bottle from before the Great War. The bottle was used for storing fresh milk.

MIRELURK CARAPACE The carapace of a mirelurk.

MOLE RAT HIDE A piece of skin from a killed mole rat.

NUKA-COLA BOTTLE The bottle is a packaging item used for carrying and containing Nuka-Cola. This item is a light blue glass bottle with the Nuka-Cola logo printed on it.

185

GENESYS

NUKA-COLA TRUCK The Nuka-Cola truck is a red die-cast metal toy delivery truck labeled with the corporate logo of Nuka-Cola on the right side.

OFFICE DESK FAN Desk fans were commonly used to cool down during warm temperatures before the War and can be found in homes and offices across the Wasteland.

OPHTHALMOSCOPE A medical instrument used to inspect eyes and ears.

OVEN MITT

may not contain a company logo.

PENCIL An orange pencil with a pink eraser.

PEPPER MILL The traditional counterpart to the salt shaker, it is a plastic container fitted with a mechanism for grinding peppercorns.

PICTURE FRAME Wooden frame to put a picture in. The regular frame has a frame of smaller width compared to the small frame.

PILOT LIGHT

The oven mitt is a red and white checkered mitt commonly found in domestic and commercial kitchens. It has been scorched from use, primarily at the fingers.

A small light bulb that is found in refridgerators and ovens.

PACK OF CIGARETTES

A plastic skull looks exactly like a normal skull.

A small box containing pre-War cigarettes. This box is labeled with the name of a brand or company.

PAINT CAN Found in some places across the Wasteland. Used to paint surfaces. Some cans contain paint which is still usable, some are dried up and some are empty.

PLASTIC SKULL PLAYING CARDS Playing cards are a common thing at casinos and other gambling dens.

PLUNGER A wooden stick equipped with a rubber suction cup at the end.

PAINT GUN A paint gun is a tool for spraying paint unto a surface.

There are 15 different variants of pool balls that can be found across the Wasteland.

PAINT BRUSH The paintbrush is a wide brush used for general painting.

PAPERWEIGHT Paperweights are ubiquitous, but they appear more frequently in office buildings or at reception desks. They are also frequently found in the larger offices on the top floor of office buildings.

PASSPORT A Pre-War travel document for a single person.

PEN A commonly found, generic blue pen, which may or

186

POOL BALL PRE-WAR BOOK A pre-War book is a book that has not been destroyed, burned, or otherwise rendered unreadable.

PRESSURE COOKER A cooking utensil that uses pressure.

RADIOACTIVE GLAND The radioactive gland looks like a small putrefied organ.

RADSCORPION EGG Radscorpion eggs are presumably the eggs of

GEAR AND EQUIPMENT

Fallout radscorpions.

readable function.

RADSCORPION POISON GLAND It is a poison gland taken from the tail of a radscorpion, giant radscorpion, or albino radscorpion.

SMALL DESTROYED BOOK This item is a small-sized book that has been ruined after years of exposure and neglect, rendering them unreadable.

RADSCORPION STINGER The radscorpion's stinger is found at the end of its arched tail. It contains a gland for producing venom which is used to weaken and kill its prey, and is injected from the tip of the stinger.

RAKE A rake is a gardening tool.

RESEARCH TEST TUBE The research test tube is a thin glass tube used in lab experiments.

SMALL RUINED BOOK A small book that has been ruined by the passing of time.

SMALL SCORCHED BOOK Scorched but not unreadable, this book bears markings of scorching to some degree.

SNOW GLOBE These rare, pre-War artifacts are widely considered to be useless baubles, but rumor has it that some collectors will pay handsomely for them.

RUM BOTTLE The rum bottle is a tall, square bodied bottle made from brown glass.

SALT SHAKER The traditional counterpart to the pepper mill, it is a plastic container for salt with a hole in the top for easy dispensing.

SCALPEL A plain metal scalpel for cutting soft tissue.

SCISSORS They are plain metal scissors for cutting, with an extra finger support on one of the bows.

SOAP It is a cleaning tool of the hand or body variety, it is relatively clean in appearance.

SOUVENIR DRINKING GLASS A small shot glass embellished with symbolism of a tourist attraction.

SOUVENIR MAGNET A souvenier magnet is a refridgerator magnet depicting some symbolism of a tourist location.

SOUVENIR TOY Sold at gift vendors, a souvenir toy is a children's toy fused with some symbolism of a specific place.

SENSOR MODULE A module for a technological item.

SPATULA The spatula is is a flat steel cooking utensil with a rubber handle.

SHOT GLASS The shot glass is a small narrow glass, designed for consuming liqueur.

SHOVEL A shovel with a wooden handle, used for digging.

SMALL BURNED BOOK A small book that has been burned beyond

GEAR AND EQUIPMENT

STOGIE The stogie is a pre-smoked, small cigar.

SUNSET SARSAPARILLA BOTTLE It is an empty Sunset Sarsaparilla bottle. Visibly it is differentiated from a full Sunset Sarsaparilla by the lack of a cap and having a lighter, rusty orange color.

187

GENESYS

TABLE FORK The fork is a four pronged eating utensil.

TOOTHBRUSH The toothbrush is a small brush with bristles, used for cleaning teeth.

TABLE KNIFE A simple utensil used at dinner tables.

TABLE SPOON The table spoon is a table utensil used for eating food.

TABLETOP PICTURE FRAME The picture frame usually has a picture of a cat or landscape on it, but when picked up the picture disappears.

TALL FLASK The flask and tall flask are wide bottomed glass flash, with a long narrow neck. They are commonly found in laboratories and education institutes.

TEDDY BEAR A teddy bear is a child's toy shaped like a little bear made from soft fabrics and stuffing used for play and comfort. Teddy bears can be found in abundance all across the wastes, in a wide variety of shapes and sizes.

TELEPHONE A telephone with a wheel dial.

TOOTHPASTE The toothpaste is a small tube with a plastic screw cap. It is unknown if its original contents has been expended.

TOY ALIEN The toy alien is a pre-War children's toy.

TOY CAR The toy itself is a metal or plastic race car, with four rubber tires.

TOY ROCKETSHIP A small toy rocketship, made of aluminum and with a plastic shell.

TOY TRUCK A children's toy. Trucks come with or without company logos on the sides.

TRAY The tray is an aluminum tray with three ridges on the base.

TRIFOLD AMERICAN FLAG

The trifold American flag is an American flag folded into a triangle and inserted into a wood box Tin cans are sealed metal containers used to hold with a glass-like substance (that has since been and preserve perishable food, such as Pork n' Beans. shattered) on one side to allow the flag to be seen. It Their airtight seal allows food to keep for years, is sent to the families of those who served as a form although after the Great War, most tin cans found of gratitude for their service, or to those who have are open, empty and many times, even unlabeled. lost a loved one during service.

TIN CAN

TIN PLATE A plate made out of tin. Used for holding and carrying foods until they are eaten.

TOASTER The toaster is a pre-War kitchen appliance that was used to toast bread. It has a stainless steel casing with black painted levers and base, that has internal heating coils to toast the bread inside the two slots on the top.

TURPENTINE Turpentine is believed to be a cleaning, or maybe multipurpose household chemical that can be found in any location where you might expect someone might be shopping.

TV DINNER TRAY The TV dinner tray is an aluminum tray.

TWEEZERS The tweezers are a pair of movable pinchers, fixed the top with grip pads on either side.

188

GEAR AND EQUIPMENT

Fallout

TYPEWRITER A device for writing characters, by means of keyboard-operated types striking a ribbon to transfer ink through carbon onto paper.

UMBRELLA Flexible sheet plastic set on retractable supports designed to be splayed out forming a barrier from rain or the sun. It has a long handle so it can be easily held above the user's head and body.

UNDAMAGED AMERICAN FLAG This pristine version of the trifold American flag can be found in areas that have not been touched by radiation, such as non-compromised vaults.

VACUUM CLEANER

the word "whet," which means to sharpen a blade, not the word "wet." Stones are usually available in various grades, which refers to the grit size of the particles in the stone. Generally, the finer the grit, the denser the material, which leads to a finer finish of the surface of the tool. Finer grits cut slower because they remove less material. Grits are often given as a number, which indicates the density of the particles with a higher number denoting higher density and therefore smaller particles.

WHISKEY BOTTLE An empty bottle of whiskey.

WINE BOTTLE A burgundy bottle that used to contain wine.

WONDERGLUE

A cleaning apparatus from before the Great War.

VACUUM TUBE A glass tube whose contents are kept at a near vacuum state to facilitate the effective flow of electric current.

VAULT CANTEEN A canteen used to store a small amount of liquid. A vault canteen comes with the vault number imprinted in yellow on one front of the blue metal bottle.

VODKA BOTTLE A glass bottle that contained vodka, imported from Russia before the Great War.

A tube of clear, liquid acrylic adhesive used before the war to fix broken plastics and ceramics, and in the assembly of a great assortment of items.

YAO GUAI HIDE The yao guai hide is the hide of a deceased yao guai.

YARN Yarn comes in small spools.

YEAST Yeast is used in the production of bread and alcohol.

WALKIE-TALKIE A hand-held communications device. It has the appearance of a United States Armed Forces handheld radio set, similar to those used by civilians for recreational uses.

WHET STONE A whet stone is a smooth stone used to sharpen knives or other edged weapons and is used to grind and hone the edges of steel tools and implements. Examples of items that may be sharpened with a sharpening stone include scissors, scythes, knives, razors, and tools such as chisels and plane blades. Though it is sometimes mistaken as a reference to the water often used to lubricate the stones, the word "whetstone" is a compound word formed with

GEAR AND EQUIPMENT

189

GENESYS JUNK ITEMS (TABLE 1) d100 ITEM

PRICE ENCUM

36

Can

1

-

37

Carton of Cigarettes

40

-

01

$5 NCR

2

-

38

Cat Bowl

2

-

02

$20 NCR

8

-

39

Cazador Poison Gland

85

-

03

$100 NCR

40

-

40

Centaur Blood

15

-

04

Abraxo Cleaner

5

-

41

Ceramic Dinner Plate

3

-

05

Abraxo Cleaner Industrial

15

-

42

Chalk

2

-

06

Alarm Clock

2

-

43

Cherry Bomb

5

-

07

Anti Freeze Bottle

4

1

44

Chessboard

1

-

08

Antique Pocket Watch

111

-

45

Cigar Box

40

-

09

Ashtray

1

-

46

Cigarette

1

-

10

Baby Bottle

1

-

47

Clipboard

1

-

11

Baby Rattle

2

-

48

Clothes Hanger

1

-

12

Bag of Cement

15

5

49

Clothing Iron

3

2

13

Bag of Fertilizer

25

3

50

Coffee Cup

1

-

14

Baseball

4

-

51

Coffee Mug

1

-

15

Baseball Glove

4

-

52

Coffee Pot

1

-

16

Basketball

1

-

53

Compass

1

-

17

Beaker

1

-

54

Conductor

30

4

18

Beaker Stand

4

-

55

Container of Chlorine

45

-

19

Beer Bottle

2

-

56

Cooking Pan

2

-

20

Bent Tin Can

1

-

57

Cooking Pot

4

-

21

Blank Book

1

-

58

Coyote Hide

7

-

22

Bloatfly Gland

2

-

59

Crutch

5

1

23

Bonesaw

5

-

60

Cup

1

-

24

Bourbon Bottle

2

-

61

Cutting Board

1

-

25

Bowl

1

-

62

Deathclaw Egg

400

6

26

Bowling Ball

5

3

63

Deathclaw Hand

75

-

27

Bowling Pin

3

1

64

Desk Fan

4

2

28

Box of Detergent

1

-

65

Desktop Picture Frame

2

-

29

Brahmin Hide

8

1

66

Dinner Plate

1

-

30

Brahmin Skull

1

1

67

Dog Bowl

1

-

31

Breadbox

2

-

68

Dog Hide

4

-

32

Broom

2

2

69

Dogtag

1

-

33

Brotherhood of Steel Holotag

1

-

70

Drinking Glass

1

-

34

Cafeteria Tray

1

-

71

Duct Tape

5

-

35

Camera

5

-

72

Earnings Clipboard

1

-

73

Egg Timer

1

-

190

GEAR AND EQUIPMENT

Fallout 74

Empty Syringe

8

-

09

Mantis Egg

12

-

75

Extinguisher

6

4

10

Marked Playing Cards

2

-

76

Finance Clipboard

1

-

11

Medical Brace

1

1

77

Fire Gecko Egg

65

2

12

Medical Clipboard

1

-

78

Fire Gecko Hide

25

-

13

Metal Bucket

2

1

79

Firehose Nozzle

5

-

14

Microscope

22

2

80

Fishing Rod

4

2

15

Milk Bottle

1

-

81

Fission Battery

75

5

16

Mirelurk Carapace

60

4

82

Flip Lighter

12

-

17

Mole Rat Hide

8

-

83

Flour

2

-

18

Nuka-Cola Bottle

1

-

84

Garden Gnome

1

-

19

Nuka-Cola Truck

5

1

85

Gas Canister

10

2

20

Office Desk Fan

4

2

86

Gecko Egg

10

-

21

Opthalmoscope

4

-

87

Gecko Hide

10

-

22

Oven Mitt

1

-

88

Glass Pitcher

1

-

23

Pack of Cigarettes

12

-

89

Globe

2

2

24

Paint Can

10

4

90

Golden Gecko Egg

50

-

25

Paint Gun

15

1

91

Golden Gecko Hide

20

-

26

Paintbrush

2

-

92

Golf Ball

1

-

27

Paperweight

1

1

93

Green Gecko Egg

80

3

28

Passport

1

-

94

Green Gecko Hide

30

-

29

Pen

1

-

95

Hairbrush

2

-

30

Pencil

1

-

96

Harmonica

2

-

31

Pepper Mill

2

-

97

Hot Plate

5

1

32

Picture Frame

4

-

98

Lab Bottle

1

-

33

Pilot Light

14

-

99

Lantern

15

1

34

Plastic Skull

1

-

00

Large Burned Book

1

-

35

Playing Cards

1

-

36

Plunger

1

-

37

Pool Ball

2

-

38

Pre-War Book

1

-

39

Pressure Cooker

15

3

40

Radioactive Gland

30

-

41

Radscorpion Egg

5

1

42

Radscorpion Poison Gland

25

-

43

Radscorpion Stinger

30

-

44

Rake

1

2

45

Research Test Tube

1

-

46

Rum Bottle

2

-

JUNK ITEMS (TABLE 2) d100 ITEM

PRICE ENCUM

01

Large Destroyed Book

1

-

02

Large Ruined Book

1

-

03

Large Scorched Book

1

-

04

Leaf Blower

15

1

05

Life Preserver

6

2

06

Liquor Bottle

2

-

07

Lottery Ticket

1

-

08

Lunchbox

3

-

GEAR AND EQUIPMENT

191

GENESYS 47

Salt Shaker

2

-

85

Tweezers

3

-

48

Scalpel

8

-

86

Typewriter

11

2

49

Scissors

3

-

87

Umbrella

3

1

50

Sensor Module

30

1

88

Undamaged American Flag

9

2

51

Shot Glass

1

-

89

Vacuum Cleaner

20

3

52

Shovel

3

2

90

Vacuum Tube

3

-

53

Small Burned Book

1

-

91

Vault Canteen

5

-

54

Small Destroyed Book

1

-

92

Vodka Bottle

2

-

55

Small Ruined Book

1

-

93

Walkie-Talkie

1

-

56

Small Scorched Book

1

-

94

Whet Stone

4

-

57

Snow Globe

2

-

95

Whiskey Bottle

2

-

58

Soap

4

-

96

Wine Bottle

2

-

59

Souvenir Drinking Glass

1

-

97

Wonder Glue

10

-

60

Souvenir Magnet

3

-

98

Yao Guai Hide

10

1

61

Souvenir Toy

5

-

99

Yarn

1

-

62

Spatula

1

-

00

Yeast

2

-

63

Stogie

1

-

64

Sunset Sarsaparilla Bottle

2

-

65

Table Fork

1

-

66

Table Knife

1

-

67

Table Spoon

1

-

68

Tabletop Picture Frame

2

-

69

Tall Flask

1

-

70

Teddy Bear

3

-

71

Telephone

5

2

72

Tin Can

1

-

73

Tin Plate

1

-

74

Toaster

5

2

75

Toothbrush

1

-

76

Toothpaste

3

-

77

Toy Alien

5

-

78

Toy Car

5

-

79

Toy Rocketship

7

-

80

Toy Truck

8

-

81

Tray

1

-

82

Trifold American Flag

3

2

83

Turpentine

10

1

84

TV Dinner Tray

1

-

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GEAR AND EQUIPMENT

Fallout

CONSUMABLES Everyone in the needs to eat and drink, otherwise one would eventually die and wither away, and it does not matter if you are living safely within the depths of a protective Vault or if you are struggling to stay alive in the irradiated Wasteland – you need to eat and drink, as simple as that! Consumables are items which, when ingested or consumed by the character, provide various effects.

ALCOHOL Various forms of alcohol appear throughout the entire Wasteland. Alcoholic beverages are available in varying forms. Alcoholic beverages provide both beneficial and negative effects to the consumer. Unlike most foods, alcoholic beverages appear to be completely radiation-free. An excessive amount of alcohol consumption can eventually lead to an alcohol addition, though this is a slowly building addiction, unlike a chem addiction. Excessive alcohol consumption over a prolonged time, at the GM's discretion, will eventually result in an addiction. See the rules for addictions under the Chems section.

ABSINTHE Absinthe is a green, highly alcoholic beverage derived from wormwood, fennel, aniseed and other herbs and does not stack separately from other alcohols such as beer etc. Running drunk on absinthe provides the recipient with an automatic a on Presence skill checks, as well as an automatic t on Intellect, Cunning and Willpower skill checks.

ATOMIC COCKTAIL

normally produced when normal beer has been exposed to radiation for an extended period of time. Being drunk on irradiated beer add an automatic a to Brawl and Presence skill checks, and an automatic t to all Intellect skill checks.

IRRADIATED SCOTCH Similar to the non-radioactive scotch, this bottle of scotch has been exposed to prolonged exposure of radiation and thus has become irradiated. Anyone drunk on scotch has automatic a on Brawl and Willpower checks, as well as an automatic on all t Intellect checks.

IRRADIATED WHISKEY As the name indicates, irradiated whiskey is simply whiskey which has absorbed radiation. Being drunk on whiskey, the intoxicated recipient adds automatic a to all Brawl and Presence skill checks, and adds automatic t to Intellect skill checks.

MOONSHINE Moonshine is a very potent homebrewed alcoholic beverage which has a more pronounced effect on the user's personality than other types. Moonshine's effects stack with other alcohol types, unlike other types of alcohol. Getting intoxicated on moonshine gives the character a b on Brawn checks, as well as a b on Intellect and Cunning checks.

RUM & NUKA Rum & Nuka is a variation of Nuka-Cola mixed with strong rum. Intoxication from rum & nuka results in an automatic a on Brawn checks, as well as an automatic on all t Intellect checks.

A novelty drink mixer shaped like a rocket ship, with a black logo on one side shaped like the words "atomic cocktail" surrounding an atom. SCOTCH Anyone drunk on atomic cocktails increase their Scotch is a type of whiskey, and thus have the Wound threshold by 2, but add an automatic ff on telltale bright pseudo-glowing golden orange color all skill checks. similar to whiskey. Anyone drunk on scotch has automatic a on BEER Brawl and Presence checks, as well as an automatic Beer is an addictive alcoholic drink commonly on all t Intellect and Willpower checks. found throughout the wasteland. Characters drunk on beer add an automatic a to SIERRA MADRE MARTINI Brawl and Presence skill checks, and an automatic The Sierra Madre martini is a potent alcoholic t to all Intellect skill checks. beverage brewed by Dean Domino using toxins from the Cloud and pre-War junk food. IRRADIATED BEER Getting intoxicated on moonshine gives the Irradiated beer is a radioactive variant of beer,

GEAR AND EQUIPMENT

193

GENESYS character automatic s on Brawn check.

VODKA Vodka is a distilled alcoholic beverage, made mostly from water and ethanol and then distilled from a fermented substance such as rye, wheat, potatoes or sugar beet molasses. It is also the world's most popular spirit beverage. Being drunk on vodka gives the recipient an automatic a to Brawn and Presence checks, and also incurs an automatic t on all Willpower checks.

WASTELAND TEQUILA Wasteland tequila is an alcoholic drink which can be easily brewed with materials readily available in the Wasteland. Anyone drunk on wasteland tequila gives the recipient an automatic s on Brawn checks and automatic a on Presence checks, while suffering an automatic f on all Intellect checks.

WHISKEY Whiskey is a strong, potent and spiced alcoholic beverage that has a rich, golden amber hue to the liquid. Being drunk on whiskey, the intoxicated recipient adds automatic s to all Brawl checks and a to all Presence skill checks, and adds automatic f and t to Intellect skill checks.

WINE Wine is an alcoholic beverage made from the fermentation of grape juice. It is produced by fermenting crushed grapes using various types of yeast which consume the sugars found in the grapes and convert them into alcohol. While intoxicated on wine, the recipient adds automatic a to all Brawl and Presence skill checks, and adds automatic t to Intellect and Cunning skill checks.

ALCOHOL CONSUMABLES NAME

PRICE ENCUM RARITY

Absinthe

20

-

6

Atomic Cocktail

25

-

6

Beer

2

-

3

Irradiated Beer

1

-

1

Irradiated Scotch

5

-

2

Irradiated Whiskey

5

-

2

Moonshine

20

-

3

Rum & Nuka

20

-

4

Scotch

10

-

4

Sierra Madre Martini

20

-

7

Vodka

20

-

4

Wasteland Tequila

20

-

4

Whiskey

10

-

4

Wine

10

-

3

BEVERAGE Drinks come in a variety of taste, color and presentation. Drinking and staying hydrated is every bit as necessary as it is to eat and fill up a hungry belly. However, many of the drinks throughout the Wasteland are irradiated. Beverages, like food stuff, provides a benefit and negative effect for the recipient. As with food, overall caution should be taken before drinking.

BLACK COFFEE Boiled from roasted coyote tobacco chew and honey mesquite pods, black coffee is a good way to stay awake in the middle of the night as well as improving alertness, which makes repairing things, medical treatment and solving theoretical/practical problems easier. However, it comes with the negative drawback of making it harder to maintain focus in pitched combat.

BLOOD PACK Blood packs are simply packs of blood used in blood transfusions before and after the Great War. The bloodpack is stored in an IV bag.

DIRTY WATER Dirty water is the most common water in the Wasteland. It is bottled from the tainted lakes and rivers throughout the Wasteland. Unlike purified

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GEAR AND EQUIPMENT

Fallout water, this is radioactive, which, if accumulated, can cause sickness or death. Accumulated rads can be removed for a fee by a doctor or by using RadAway. It comes in either a bottle or a carton. Typically one would only drink this in an emergency.

bottle color was adopted as standard in 2052, after market research programs indicated that the blue color was the favorite in 86 people out of 100 polled. The ingredients of Nuka-Cola include: carbonated water, caramel color, aspartame, phosphoric acid, potassium benzoate (to protect taste), natural flavors, citric acid, and caffeine. What gives it a IRRADIATED WATER Basically dirty water, but a more potent radioactive unique flavor is the essence of seventeen different fruits mixed in just the right proportion to give the content. beverage its trademark taste. Some versions of the drink also include vita-minerals and health tonics. NIGHTSTALKER SQUEEZIN'S During the Great Passion Fruit Famine of 2044, Nightstalker squeezin's are a biological product people actually noticed the taste difference when the made by processing nightstalker blood. recipe was changed. Drinking this bloody cocktail allows the recipient to By 2067, vending machines with ice cold Nukaadd an automatic a to all Stealth and Perception Cola could be found on virtually every street in skill checks for up to one minute per point of Brawn America. that the character has.

NUKA-CHERRY Nuka-Cherry was originally the product of Merle Haverston, branded as Merle's Very Cherry Soda, prior to being acquired by the Nuka-Cola Corporation. After acquiring the patent, Nuka-Cola Corp. rebranded it as Nuka-Cherry, and changed the flavor profile to that of a Nuka-Cola and cherry mixture along with adding coloring to boost its visual appeal to consumers. Sometime before the Great War, The NukaCola Corporation introduced their own cherry-flavored soft drink, branded simply as Nuka-Cola Cherry. However, unlike the Nuka-Cherry beverages distributed in the Boston area, this other cherry-flavored soda proved highly unsuccessful.

NUKA-COLA Nuka-Cola, produced by the Nuka-Cola Corporation, was the most popular soft drink in the world before the Great War. After the War, many bottles of this pre-War favorite still survived, and Nuka-Cola remains one of the most popular soft drinks of the post-apocalyptic world. Their bottle caps are also famously used as currency, along with Sunset Sarsaparilla and Vim. Nuka-Cola was invented in 2044 by John-Caleb Bradberton. Its unique taste gained widespread popularity, quickly becoming the most popular soft drink in the United States with an extremely dedicated following. The widely known dazzling blue

GEAR AND EQUIPMENT

NUKA-COLA ORANGE This Nuka-Cola features the traditional rocket-like bottle with an orange color. It is assumed that the flavor of the cola is orange. It also features a half orange slice as the background of the label with red text.

NUKA-COLA QUANTUM In 2077, a new version called Nuka-Cola Quantum was introduced. According to the advertisements, it had twice the calories, twice the carbohydrates, twice the caffeine and twice the taste. To make it stand out more on the shelves and to give it an extra kick, the Quantum included a mild radioactive strontium isotope (and an eighteenth fruit flavor - pomegranate). The effect was a drink that not only boosted your energy, but also glowed with a bright blue light. While no ill effects were recorded by the Food and Drug Administration, the isotope also caused the drinker's urine to glow for almost a week. Reports that can be obtained in the Nuka-Cola plant show that product development had not been without failures and casualties. All of the testers of the first batch died soon after consumption. The company found a suitable isotope in strontium-90. The product was made in small experimental groups, which were then sent out around Washington, D.C. for feedback. Unfortunately, while the product was being sent out

195

GENESYS for response, some of the packages were caught out in the Great War. Nuka-Cola Quantum was released to the public the same day the bombs dropped: October 23, 2077. Because of this, Nuka-Cola Quantum is incredibly rare in the Wasteland, with many bottles found in trucks that were shipping the product, ravaged by the bombs.

NUKA-COLA QUARTZ Nuka-Cola Quartz is a flavor of Nuka-Cola. In a similar sort of situation to Nuka-Cola Quantum. It is a clear drink with a white tint and glow. This version of the soft drink also gives the drinker low-light vision. The Nuka-Cola Corporation had a trademark battle with Vim! Pop Incorporated over the "Quartz" trademark, since Vim was also selling a drink known as Vim Quartz. Nuka-Cola won the battle.

throughout the Wasteland. Sunset Sarsaparilla is a root-beer-type carbonated beverage found around New Vegas. With its easy availability and low cost, it is an excellent consumable that provides a high health regeneration effect, while also lacking the radiation present in many other drinks.

BEVERAGE CONSUMABLES NAME

PRICE ENCUM RARITY

Black Coffee

5

-

6

Blood Pack

5

-

2

Dirty Water

10

-

6

Irradiated Water

5

-

3

Nightstalker Squeezin's

100

-

8

Nuka-Cherry

40

-

8

NUKA-COLA VICTORY

Nuka-Cola

10

-

5

A variant of Nuka-Cola with an orange glow and a yellow-orange color, Nuka-Cola Victory is similar to the variant found in the Mojave Wasteland but in the signature Nuka-Cola rocket bottle instead. The new bottle has a label with a graphic of the United States flag on it, as well as red, white, and blue coloring. According to the tour guide announcer in the World of Refreshment, this "refreshingly patriotic" variant was a "regional favorite" available "out west" along with Nuka-Cola Quartz.

Nuka-Cola Orange

20

-

7

Nuka-Cola Quantum

30

-

8

Nuka-Cola Quartz

40

-

8

Nuka-Cola Victory

75

-

9

Nuka-Cola Wild

20

-

7

Purified Water

20

-

6

Sunset Sarsaparilla

3

-

3

NUKA-COLD WILD A brown bottle of Nuka-Cola with a red and gold Nuka-Wild label. Nuka-Cola Wild is a root-beer flavored beverage and is the Nuka-Cola Corporation's answer to Sunset Sarsaparilla. While it was never officially advertised as such, the Wild flavor was conceived as a direct counter to their rival's locally popular product after their failed buyout of the Sunset Sarsaparilla Company. Wild is, therefore, one of a number of localized flavors that were not widely distributed through the whole of the US.

PURIFIED WATER Purified water is water that is completely free of radiation, and as such can be safely consumed without harming the drinker. It's relatively rare in the Wasteland. Purified water comes in a can or a bottle.

SUNSET SARSAPARILLA Sunset Sarsaparilla (also known as the Beverage of the West Coast) is a well-known beverage

196

GEAR AND EQUIPMENT

Fallout

FOOD BLOATFLY MEAT Some of the most readily available foodstuffs are packaged pre-War food, still edible thanks to their preservatives as well as sterilization from being irradiated. Some mutant plants and animals can be harvested for food as well. Though cheaper and more abundant than stimpaks and other healing chems, food is somewhat riskier to rely on for healing, as most foodstuffs in the wasteland is tainted with radiation, or otherwise has some drawbacks as well as benefits. Overall, caution should be taken before eating.

ANT EGG They are the eggs of giant ants that impart radiation when consumed.

ANT MEAT A carapace with meat belonging to ants found throughout the Wasteland.

ASH BLOSSOM

Meat from an irradiated, mutated bloatfly.

BLOODLEAF This plant grows in water containing little radiation, like streams and other shallow water sources. There is only one variant and is moderately common, usually found in groups of 3-10 depending on the area in question.

BRAHMIN MEAT A piece of meat from the two-headed mutant cow. It can be eaten in its raw state. Brahmin meat is a fairly universal.

BRAHMIN STEAK The steaks are a staple food source in the wasteland. The steaks are said to be quite tasty and nutritious. It is also a very versatile food, for example if the meat isn't used right away it can be dried out and made into jerky, ideal for travelers and caravans.

An ash blossom is the flower of a Wasteland plant which grows almost exclusively in heavily irradiated bodies of water. This plant is nearly identical to the melon blossom plant found elsewhere in the Wasteland, but with ash-colored vines and ashpurple flowers.

BRAHMIN WELLINGTON

BAKED BLOATFLY

BROC FLOWER

A baked piece of bloatfly meat.

BANANA YUCCA FRUIT Like all other Mojave Wasteland plants, ripe banana yucca plants found in the Wasteland.

BARREL CACTUS FRUIT Barrel cactus fruit are found on barrel cactus; a spherical cacti that can be encountered while wandering the Wasteland. They usually form in groups, with one large barrel cactus that contains the fruit surrounded by several smaller cacti.

BLAMCO MAC & CHEESE BlamCo Mac & Cheese is a fast food product from before the Great War, which can be found around the wasteland to this very day. They are found in rectangular green boxes, which features both a picture of the product contained within, macaroni and cheese, and the company logo.

GEAR AND EQUIPMENT

Brahmin Wellington is a gourmet food item. As a food item, brahmin Wellington is good for quenching your hunger with no negative effects, making it one of a small number of food items which do not increase radiation when consumed.

The broc flower grows on broc plants.

BUBBLEGUM Bubblegum are consumables that are found in small yellow boxes, with the product name clearly shown against a blue background.

BUFFALO GOURD SEED Buffalo gourd seeds are possibly the most common consumables from plants, being both sold by most food vendors and located in numerous areas. The plants themselves grow on cracked or broken roads and, due to their contrast of color against the roads, they are very easily spotted.

CARAVAN LUNCH The caravan lunch is a collection of food items with the harmful radiation removed. It is often eaten by caravan merchants, due to the filling nature of the food and preparation simplicity.

197

GENESYS

CAT MEAT

DANDY BOY APPLES

This meat item consists of a skinned leg of a cat down to the heel, with the thigh and calf muscle present.

Dandy Boy Apples were made by a pre-War company. On the front and sides of the box, there is some sort of apple mascot with a bowler hat, monocle, and mustache.

CAVE CRICKET GLAND An insectoid gland belonging to cave crickets found throughout the Wasteland.

CAVE CRICKET MEAT The legs of cave crickets.

CAVE FUNGUS Cave fungi are food items that, when consumed, serve as an active ingredient for reducing the consumer's radiation level.

CAZADOR EGG A nourishing egg from a cazador.

DEATHCLAW EGG OMELET A tasty Wasteland omelette cooked using the rare eggs of a deathclaw.

DEATHCLAW MEAT A piece of meat from a deathclaw.

DEATHCLAW STEAK A tasty, juicy, baked piece of deathclaw steak.

DESERT SALAD A salad made from various vegetables or fruits harvested from the Wasteland.

CHICKEN NOODLE SOUP

DOG MEAT

Chicken noodle soup is cooked with meat from the rad chickens.

Dog meat is a food item scavenged from the corpses of dead canines, consisting of their meat.

COOKED SOFTSHELL MEAT

DOG STEAK

A cooked piece of softshell mirelurk meat.

COTTON CANDY BITES Bite sized fun with this sweet cotton candy.

Roasted over fire and seasoned with spice, this steak consists of meat from a canine.

FANCY LAD SNACK CAKES

This is a slab of raw, uncooked meat from a coyote.

Fancy Lads Snack Cakes are pre-War snack cakes found around the wastes, packaged in plain white boxes with red labeling set above a stylized picture of a tied bow.

COYOTE STEAK

FIRE ANT EGG

COYOTE MEAT

Coyote steaks are fried and prepared slices of coyote meat.

CRAM Cram is processed meat from before the War, found in blue cardboard boxes. They were useful rations during World War II.

CRISPY CAVE CRICKET Crispy slices of cave cricket meat.

CRUNCHY MUTFRUIT Crunchy mutfruit is a fruit of a slight purple tinge that resembles an apple. It has a different appearance than the standard mutfruit.

198

A reddish-orange egg found rarely on fire ants.

FIRE ANT FRICASSÉE A cooked and prepared serving of fire ant meat. However, unlike the fire ant meat, there is no radiation upon ingesting the fire ant fricassée.

FIRE ANT MEAT Raw, uncooked meat from a fire ant.

FOOD PASTE Food paste appears as a cafeteria tray with a blob of pink paste on it. It replaced all forms of food at Suffolk County charter school as an experiment to help fund the school through a program called the Nutritional Alternate Paste Program (NAPP),

GEAR AND EQUIPMENT

Fallout developed by Vault-Tec in conjunction with the federal government. The paste was designed to provide complete nutrition and have a shelf life of over 100 years. Holotapes found in the school suggest that the paste is completely devoid of flavor, turns skin pink with regular consumption, and has psychological effects such as irritability.

FRESH APPLE Fresh apples are one of the few edible food items that are not irradiated, besides other fresh fruits or vegetables and food found in a uncompromised Vault.

FRESH CARROT Like most common fruits and vegetables (including its surface counterpart), fresh carrots are fully safe for consumption. However, they are also one of the few edible food items that are not irradiated, alongside other fresh food from a noncompromised Vault.

FRESH PEAR They are fresh fruit seldomly found in the wasteland, usually cultivated in temperate areas before the War.

wastes that induces a small amount of radiation when eaten.

GRILLED HERMIT CRAB Grilled hermit crab is the cooked version of hermit crab meat.

GRILLED MANTIS This grilled meat comes from a giant mantis.

GRILLED NUKA-LURK A grilled steak of nukalurk meat that glows blue.

GRILLED RADROACH Some grilled radroach meat.

GUM DROPS Gum drops are small drops of congealed gelatin. As such, they aren't helpful at quenching hunger and will give a small dose of radiation.

HERMIT CRAB MEAT Meat from the fairly rare hermit crabs.

HONEY MESQUITE POD

Fresh potato, one of the world's largest food crops before the Great War.

The honey mesquite pod grows on a short tree with willow-like branches. Trees with pickable pods will appear bushier in foliage and have strings of pods on them, resembling a fern pattern. Pods can be eaten or used in recipes.

GAZELLE MEAT

IGUANA-ON-A-STICK

FRESH POTATO

Meat from a gazelle.

GAZELLE STEAK A grilled steak of gazelle meat.

GECKO KEBAB Fried gecko meat that is seasoned in various spices and served on a skewer.

GECKO MEAT Uncooked meat from a gecko.

GECKO STEAK The filleted meat of a gecko which is cooked over an open fire.

GLOWING FUNGUS A common and edible mushroom found in the

GEAR AND EQUIPMENT

Some vegetables and a freshly flame-broiled iguana, delicately roasted in its own skin, makes this tasty treat so sought after.

INSTAMASH InstaMash comes in a rectangular box, with what appears to be an electrical unit on the rear and its beaters on the bottom of the box. As the name suggests this is most likely a potato-based food product.

JALAPEÑO PEPPER Jalapeño peppers can be obtained from jalapeño plants, it is spicy and often served in conjunction with other foods.

LAKELURK EGG This egg comes from a lakelurk and can be used for preparing a tasty meal.

199

GENESYS

LAKELURK MEAT Raw, uncooked meat from a lakelurk.

MAIZE

fruit-growing climates can be replicated with the proper technology.

MYSTERY BACON

Maize (or corn) can be obtained by picking a maize plant.

Mystery bacon appears as crispy strips of bacon and might just very well be made of human meat.

MELON

MYSTERY JERKY

They appear like a cross between a watermelon and a pumpkin as far as the stem.

Mystery bacon appears as crispy strips of jerky and might just very well be made of human meat.

MIRELURK CAKE

NIGHTSTALKER TAIL

A cake made from mirelurk meat.

MIRELURK EGG OMELET An omelette containing pieces of mirelurk egg.

MIRELURK JERKY A shishkebab, made from mirelurk meat.

MIRELURK MEAT A piece of meat from a dead mirelurk.

MOLERAT CHUNKS Grilled bits of mole rat meat.

MOLERAT MEAT Piece of meat from a mole rat.

MONGREL DOG MEAT A piece of meat from a dead mongrel or dog.

MUTANT CAVE FUNGUS While cave fungus is normally grown in caverns as a reliable healing reagent, some caverns over the years have been unfortunate enough to become irradiated. This resulted in the mutated cave fungus, considered a delicacy in the wasteland, it is often used to make black blood sausages and other consumables. Whereas a normal cave fungus would reduce radiation, mutant cave fungus adds radiation when consumed and has an appropriate green glow.

MUTFRUIT As the only living trees known present in the Capital Wasteland are in Oasis it is possible that they were grown here, though it is just as likely that it was created through genetic experimentation. Rivet City scientists are capable of growing fresh, radiation-free fruits and vegetables, so it's clear that

200

The severed tail of a night stalker, rattle and all.

NOODLES Noodles are a kind of long noodle served in a ceramic bowl.

PINTO BEAN POD Pinto beans grow on bean plants, but they are rare to find.

PINYON NUTS Pinyon nuts are hard-shell nuts that grow on plants. Pinyon nuts can be used as an ingredient for desert salad and trail mix.

PORK N' BEANS Mostly recognizable by its red and blue colors, this rusted can of food is still good to be eaten after all these years.

POTATO CRISPS Potato Crisps are packaged in a small red and white box, with a yellow bubble encouraging the purchaser to "See Moon Map Offer on Back!". They are visually identical to junk food.

RAD-RAT MEAT A piece of meat belonging to rad-rats.

RAD-RAT STEAK A grilled steak of rad-rat meat.

RADROACH MEAT The edible meat from mutated and irradiated cockroaches known throughout post-War America as radroaches. It is radioactive and offers very little in terms of hunger satisfaction but may be cooked to provide a slightly more nourishing meal.

GEAR AND EQUIPMENT

Fallout

RADSCORPION EGG OMELET

SPORE CARRIER SAP

A tasty omelet made from a radscorpion's egg and purified water.

Thick and sticky, this honey-like substance that comes from spore carriers can actually be consumed.

RADSCORPION MEAT Radscorpion meat appears to be a section of tail or leg from one of the Wasteland's radscorpions.

RADSCORPION STEAK A cooked piece of radscorpion meat, with all traces of radiation removed.

ROASTED ANT Roasted slices of ant meat prepared at a cooking station.

ROASTED MIRELURK MEAT A grilled piece of mirelurk meat.

SALIENT GREEN A jar containing green plant material broken down to its base components. This material is used as part of the nutrients required for think tanks as nourishment. Salient green is a universal and easily convertible nutrient source. It is derived from 11 plant types through a process at the biological research station. After conversion into salient green, the substance can be converted back into the original form, or one of several different plants via cooking it.

SALISBURY STEAK Packaged in a small, red box, this slice of preserved beef can still be eaten, although it have that particular irradiated tinge to it.

SEASONED RABBIT SKEWERS A tasty seasoned rabbit skewer.

SILT BEANS Silt beans are red pods of beans that grow in the wilderness, appearing similar to a red flower at a distance. Silt beans appear to be some form of mutated green bean.

SOFTSHELL MIRELURK MEAT Meat from a softshell mirelurk.

GEAR AND EQUIPMENT

SPORE PLANT PODS These pods, that grow on spore plants, can be plucked and prepared into a meal.

SQUIRREL ON A STICK Squirrel on a stick can be found in virtually every corner of the wasteland, even though live squirrels are nowhere to be found. It restores a relatively small amount of health, and adds a small amount of radiation.

SQUIRREL STEW Squirrel stew is a staple food among wasteland denizens, found in many households or kitchens across the wasteland. Its commonality is strange as there are no squirrels to be found in the wastes.

STINGWING FILLET A cooked piece of stingwing meat.

STINGWING MEAT Stingwing meat appears to be the midsection of a stingwing with its head, legs and a portion of the tail removed.

STRANGE MEAT Widely suspected to be human flesh, no one knows exactly what it is, other than that it looks and tastes strange.

STRANGE MEAT PIE Strange meat, which some speculate might actually be human flesh, that has been ground up and baked into a pie.

SUGAR BOMBS Sugar Bombs is a pre-War breakfast cereal that can be found all around the Wasteland, packaged in white and blue boxes with a red ovoid logo at the top, fully labeled as "Sugar Bombs breakfast cereal." Numerous promotional posters can be found posted on walls around the wasteland, touting the Sugar Bombs' "explosive great taste!" and some supposedly contain a "free Captain Cosmos decoder ring," though one has yet to be found. The cereal pieces themselves are modeled after atomic bombs, resembling the Fat Man, or perhaps more relevantly,

201

GENESYS a mini nuke.

TARBERRY

WOLF MEAT Rib meat from a wolf.

Tarberries are small, purple berries of the tarberry plant, itself a water-grown crop ostensibly similar to cranberries.

WOLF RIBS

TATO

XANDER ROOT

A hybrid between a potato and tomato. Looks like a tomato on the outside, but is brown on the inside. Tastes absolutely as disgusting as it looks.

TRAIL MIX Trail mix is a combination of nuts, fruits, and breakfast cereal taken on long hiking trips or camping expeditions. It's intended to be high in calories, carbohydrates, and saturated fats to maintain energy during long periods of physical exertion.

WHITE HORSENETTLE Capable of growing up to 1 meter in height, and sporting both nettles and berries, white horsenettle (Solanum elaeagnifolium) is a flowering plant capable of growing in semi-arid climates with poor soil. As such, it is commonly found in the South and Southwestern United States. Unchanged by the environmental conditions that followed the Great War, the white horsenettle growing in the Mojave Wasteland has exhibited few morphological changes in the past two hundred years. Along with the common potato and various species of datura, white horsenettle is considered to be part of the Solanaceae family of plants. As with many other plants that share its taxonomic grouping, white horsenettle produces a glycoalkaloid compound known as solanine, which is highly toxic to many animals. Absorption of solanine in humans may cause symptoms indicative of severe gastrointestinal and neurological poisoning, including nausea, hallucinations, diarrhea, vomiting and cardiac dysrhythmia; left unchecked, this can eventually lead to paralysis and death. Most cases of solanine poisoning are brought about by ingestion of plant material; contraction through direct delivery into the bloodstream is possible, although such an occurrence is highly unlikely under normal circumstances. Nevertheless, the berries produced by the white horsenettle plant have been used by indigenous tribes for food preparation, medicine and tanning.

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Cooked rib meat from wolves, seasoned with lure weed.

Xander root is a large, turnip-like root. It can easily be identified by its exposed head and tall green stalk protruding from a raised ring of dirt, resembling an onion.

YAO GUAI MEAT Can be eaten raw or used to cook yao guai ribs or yao guai roast.

YAO GUAI RIBS The cooked rib meat of a yao guai.

YAO GUAI ROAST A roasted piece of yao guai meat.

YUMYUM DEVILED EGGS Yum Yum Deviled Eggs are a food item produced by YumYum before the Great War. YumYum deviled eggs come in a blue box with red labeling. The full title on the packaging reads "YumYum Brand Pure Dried Whole Deviled Eggs."

GEAR AND EQUIPMENT

Fallout FOOD CONSUMABLES NAME

PRICE ENCUM RARITY

Fancy Lad Snack Cakes

5

-

3

Fire Ant Egg

4

-

7

Ant Egg

4

-

6

Fire Ant Fricassée

30

-

7

Ant Meat

20

-

6

Fire Ant Meat

6

-

7

Ash Blossom

6

-

6

Food Paste

1

-

2

Baked Bloatfly

15

-

5

Fresh Apple

5

-

9

Banana Yucca Fruit

6

-

5

Fresh Carrot

5

-

9

Barrel Cactus Fruit

5

-

3

Fresh Pear

5

-

9

BlamCo Mac & Cheese

5

-

4

Fresh Potato

5

-

9

Bloatfly Meat

8

-

5

Gazelle Meat

60

-

7

Bloodleaf

5

-

6

Gazelle Steak

75

-

7

Brahmin Meat

5

-

1

Gecko Kebab

4

-

4

Brahmin Steak

5

-

2

Gecko Meat

4

-

4

Brahmin Wellington

5

-

3

Gecko Steak

5

-

4

Broc Flower

3

-

3

Glowing Fungus

6

-

3

Bubble Gum

1

-

2

Grilled Hermit Crab

130

-

7

Buffalo Gourd Seed

2

-

2

Grilled Mantis

8

-

5

Caravan Lunch

5

-

2

Grilled Nuka-Lurk

40

-

8

Cat Meat

8

-

2

Grilled Radroach

7

-

1

Cave Cricket Gland

3

-

4

Gum Drops

2

-

4

Cave Cricket Meat

50

-

4

Hermit Crab Meat

80

-

7

Cave Fungus

50

-

6

Honey Mequite Pod

5

-

4

Cazador Egg

4

-

6

Iguana-On-A-Stick

5

-

2

Chicken Noodle Soup

23

-

3

InstaMash

5

-

3

Cooked Softshell Meat

40

-

5

Jalepeño Pepper

5

-

4

Cotton Candy Bites

7

-

2

Lakelurk Egg

4

-

6

Coyote Meat

4

-

3

Lakelurk Meat

12

-

6

Coyote Steak

4

-

3

Maize

5

-

3

Cram

5

-

3

Melon

6

-

6

Crispy Cave Cricket

65

-

6

Mirelurk Cake

35

-

7

Crunchy Mutfruit

5

-

3

Mirelurk Egg Omelet

30

-

7

Dandy Boy Apples

5

-

4

Mirelurk Jerky

100

-

7

Deathclaw Egg Omelet

80

-

8

Mirelurk Meat

18

-

7

Deathclaw Meat

110

-

8

Mole Rat Chunks

8

-

1

Deathclaw Steak

130

-

8

Mole Rat Meat

5

-

1

Desert Salad

5

-

4

Mongrel Dog Meat

8

-

2

Dog Meat

1

-

2

Mutant Cave Fungus

50

-

8

Dog Steak

4

-

2

Mutfruit

5

-

9

GEAR AND EQUIPMENT

203

GENESYS Mystery Bacon

15

-

4

Yao Guai Ribs

90

-

6

Mystery Jerky

15

-

4

Yao Guai Roast

110

-

6

Nightstalker Tail

18

-

8

YumYum Deviled Eggs

5

-

4

Noodles

5

-

3

Pinto Bean Pod

1

-

8

Pinyon Nuts

5

-

3

Pork N' Beans

5

-

3

Potato Crisps

5

-

3

Rad-Rat Meat

5

-

1

Rad-Rat Steak

8

-

1

Radroach Meat

3

-

1

Radscorpion Egg Omelet

65

-

4

Radscorpion Meat

55

-

4

Radscorpion Steak

65

-

4

Roasted Ant

7

-

6

Roasted Mirelurk Meat

40

-

7

Salient Green

50

-

8

Salisbury Steak

5

-

3

Seasoned Rabbit Skewers

15

-

3

Silt Beans

6

-

5

Softshell Mirelurk Meat

22

-

5

Spore Carrier Sap

1

-

9

Spore Plant Pods

1

-

9

Squirrel On A Stick

5

-

4

Squirrel Stew

5

-

4

Stingwing Fillet

35

-

4

Stingwing Meat

30

-

4

Strange Meat

2

-

3

Strange Meat Pie

2

-

3

Sugar Bombs

5

-

3

Tarberry

5

-

3

Tato

7

-

5

Trail Mix

5

-

3

White Horsenettle

2

-

5

Wolf Meat

8

-

4

Wolf Ribs

16

-

4

Xander Root

1

-

3

Yao Guai Meat

85

-

6

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GEAR AND EQUIPMENT

PIP-BOY

GENESYS

PIP-BOY The RobCo Pip-Boy (Personal Information Processor) is an electronic device manufactured by RobCo Industries. It uses ultra-modern super-deluxe resolution graphics, which coupled with its capability to store large amounts of information and transfer data to and from holodisks and from data tubes make it the obvious choice for the wandering explorer, the out-on-his-own newbie or the allaround survivalist expert. Some common characteristics that Pip-boys had were Geiger counters, Health status of the user, a radio, a map, a journal, and an inventory list for weapons, armor, and any supplies. The Pip-Boys were standard equipment issued to all Vault-Tec Vaults. Some Vaults received newer models of the device, while others were given older models. A user can turn up the PipBoy’s brightness, causing the screen to function as an ad-hoc flashlight. Pipboys also have programs that help the wearers analyze opponents and assist in targeting weak spots on their bodies. A turned-up Pipboy provides light, and removes bb added to checks due to darkness. (If it becomes important to determine how far the light reaches, a Pip-Boy provides light out to short range.) When a character using a Pip-Boy takes the Aim maneuver to target a specific location, they remove b from the subsequent combat check, because of the V.A.T.S. System – Vault-Tec Assisted Targeting System. When using V.A.T.S. against a humanoid enemy, seven different areas can be targeted: the head, torso, left arm, right arm, currently held weapon, left leg, and right leg. However, there may be other points available when facing off non-humanoid creatures (e.g. robot combat inhibitors, ant antennae). The character who shows the images which illustrate all of the characteristics in the character system (traits, stats, items, etc.) is often incorrectly called The Pip-Boy”. His correct name is the Vault Boy.

LIL' PIP 3000 The Lil' Pip 3000 provides all of the functionality of the Pip-Boy 2000 Plus, but boasts a greatly reduced

206

size made possible by the use of integrated circuits. Despite its advantages, the Lil' Pip remained less popular than its more durable predecessor. Using a Lil' Pip 3000 allows the user to add an automatic a on all Computers checks.

PIP-BOY 1.0 The Pip-Boy 1.0 was the very first model of the Pip-Boy personal information processors created by RobCo before the Great War. The device marked the first known attempt by any company to create a wearable portable computer. The only observed unit of the Pip-Boy 1.0 featured a highly cumbersome design with a small screen and no protective outer casing. Due to its crude appearance and a lack of protection for the circuitry, the Pip-boy 1.0 was most likely a mere prototype never meant for distribution to vaults. The Pip-Boy 1.0's crude and somewhat simplistic design imposes a b penalty on all Computers checks made with it.

PIP-BOY 2000 The Pip-Boy 2000 displays information in bright green on its black 5" x 3" screen, can record sound and video footage for later playback, and uses a simple yet elegant form of sonar and satellite tracking where satellite coverage is available to map out areas where its user travels. Though input is slow, a user can also hand-enter and edit text messages on the Pip-Boy 2000. The original Pip-Boy 2000 was a hand-held device, though some very cumbersome models were made to be worn on the arm. These models were unofficially called Pip-Boy 2000 Plus. A modified model was used by the Brotherhood of Steel. The Pip-Boy 2000 allows the user to remove b imposed on Computer skill checks.

PIP-BOY 3000 The Pip-Boy 3000 abandoned the hand-held design of its predecessor completely, making wristmounted designs standard. Several different models of the 3000 were made, each incorporating minor ergonomic and technical changes but maintaining the same general appearance. The Pip-Boy 3000A

PIP-BOY

Fallout features a built-in radio, Geiger counter, flashlight, and a biometric lock that can only be opened by either the user or a skilled technician. The Pip-Boy 3000A was distributed to Vaults in the Washington, D.C. and Mojave Desert areas. It adds an automatic s on all Computer skill checks.

PIP-BOY 3000 MARK IV The Pip-Boy 3000 Mark IV is the fourth iteration of the Pip-Boy 3000 line and includes a number of design enhancements. The control dials were moved from the left side of the device to the right to improve accessibility and the biometric lock and glove were replaced by a simple latch, allowing for quick and easy removal. The Mark IV also utilized a revamped display interface with animated images and was capable of playing the latest video games, such as Atomic Command and Red Menace. The Mark IV, unlike their predecessors, are able to manually unlock the main vault door entrances. The Pip-Boy 3000 Mark IV adds an automatic s and a on all Computers checks.

PIP-PAD The PIP-Pad is an experimental tablet-sized version of the Pip-Boy series, mainly for reading text and high-resolution graphics. A cache of these devices was discovered after the Great War in an old RobCo warehouse by the staff of The Armageddon Rag. There are some known bugs with the text processor, and users may occasionally see some strange characters. The Pip-Pad allows the user to remove b imposed on Computer skill checks, but it adds an automatic t on all Computers checks.

PIP-BOY NAME

ENCUM PRICE RARITY

Lil' Pip 3000

-

1,500

10

Pip-Boy 1.0

1

2,000

10

Pip-Boy 2000

1

1,000

10

Pip-Boy 3000

1

1,000

10

Pip-Boy 3000 Mark IV

1

1,500

10

Pip-Pad

-

1,500

10

PIP-BOY

207

BOBBLEHEADS

Fallout

BOBBLEHEADS Vault-Tec bobblehead figures are promotional Vault-Tec items. Bobbleheads are only encountered within the Capital Wasteland and the Commonwealth and not, for example, in any of the other vaults of the West Coast. This may suggest that the Vault-Tec bobblehead range was an exclusive item to the East Coast and not a line of permanent Vault-Tec merchandise. The idea of the bobbleheads being a piece of exclusive Vault-Tec merchandise is supported by a computer terminal found within the Vault-Tec HQ. The computer provides a list of 'orderable' merchandise such as clothing and lunchboxes, but when a bobblehead is requested the terminal reports that they are only available to executive staff. There are a total of 34 different collectible bobbleheads from the Vault-Tec assembly line. A bobblehead is a representation of the Vault Boy in some pose associated to the specific Characteristic or Skill, standing on a neutral black base. On the front side of the base is embellished with the word Vault-Tec. A collectible bobblehead will provide a small personalized bonus to a specific characteristic or skill, as determined by the individual bobblehead figure. Only a single recipient can benefit from a bobblehead, and thus must be in possession of the specific bobblehead in order to benefit from it. It should be noted that a character cannot benefit from having two of the same bobblehead collectibles, should he or she be so lucky as to have two of the same variant.

CHARACTERISTIC BOBBLEHEADS There are six variants of these bobbleheads, one for each characteristic; Brawn, Agility, Intellect, Cunning, Willpower and Presence. These bobbleheads are more rare than the Skill bobbleheads. Owning a Characteristic bobblehead grants the recipient an automatic a on all skills that are based on the respective skill of the bobblehead miniature. The character needs to carry the bobblehead on his person, or at the very least be able to see it if it is not on his person.

BOBBLEHEADS

BRAWN This bobblehead figure is represented as the Vault Boy holding both arms up in the air and flexing his muscles.

AGILITY Represented as the Vault Boy standing on one hand lifting up his own body in the air.

INTELLECT This bobblehead figure is made as the Vault Boy wearing a college graduation ceremonial robe and hat.

CUNNING This bobblehead figure is represented as the Vault Boy standing with his arms crossed and one finger resting on his chin.

WILLPOWER The bobblehead figure is depicted as the Vault Boy holding both index fingers up to the temples of his head.

PRESENCE This particular bobblehead figure is depicted as the Vault Boy holding a thumbs up and brandishing a big smile.

SKILLS BOBBLEHEADS There are 28 variants of the Skill bobblehead, and despite still being fairly rare, they are, however, somewhat more common than the Characteristic bobbleheads. Any character who owns a Skill bobblehead will benefit from having an automatic s on all skill checks made with that particular skill, for as long as the individual bobblehead miniature is on his person or at least within sight.

ATHLETICS This bobblehead is shown as the Vault Boy having his sleeves rolled up and wiping sweat from his brow.

209

GENESYS

BRAWL The bobblehead shows the Vault Boy standing with both arms raised in a boxing pose.

CHARM This particular bobblehead shows the Vault Boy standing at a podium with a microphone.

COMPUTERS The bobblehead is depicted as the Vault Boy wearing glasses and holding a keyboard in one hand and typing with the other hand.

COERCION This bobblehead shows the Vault Boy pointing out in front of him and having a scowl on his face.

LEADERSHIP The bobblehead is shown as the Vault Boy standing on top of a three stepped stairs and pointing with his left hand while his right hand is indicating that he is motioning for someone behind him.

MECHANICS The bobblehead is holding a large, twohanded double-headed wrench.

MEDICINE The bobblehead is holding an oversized stimpack with both hands.

MELEE COOL

This bobblehead is shown as the Vault Boy tipping a worn hat with one hand while smirking.

COORDINATION The bobblehead is depicted as the Vault Boy arched back at a perfect 90 degree angle with one hand on the ground and one hand extended out to the side.

DECEPTION This bobblehead shows the Vault Boy brandishing a huge smile and holding one hand behind his back with two fingers crossed.

DISCIPLINE The bobblehead is shown as the Vault Boy standing with his hands pressed together palm to palm in front of him and with his eyes closed.

DRIVING This bobblehead depicts the Vault Boy wearing an old fashioned leather driving helmet and goggles.

GUNNERY The bobblehead shows the Vault Boy holding a gattling gun.

KNOWLEDGE This particular bobblehead shows the Vault Boy holding a book open with one hand and pointing to a

210

page with the other hand.

This bobblehead is shown as the Vault Boy holding a super sledge resting comfortable against his shoulder.

NEGOTIATION The bobblehead shows the Vault Boy holding a Nuka-Cola bottle cap.

OPERATING This bobblehead is depicted as the Vault Boy wearing a hardhat and holding an operating manual in his hands.

PERCEPTION This particular bobblehead shows the Vault Boy holding his right hand up over his brow, as if he is scouting for something far away.

PILOTING The bobblehead is shown as the Vault Boy wearing a fighter pilot helmet and shades, holding a model airplane in his right hand.

RANGED [HEAVY] This bobblehead figure is depicted as the Vault Boy taking aim with a varmint rifle ready to shoot.

RANGED [LIGHT] The bobblehead figure depicts the Vault Boy holding a 10mm pistol with both hands out in front

BOBBLEHEADS

Fallout of him.

RESILIENCE This bobblehead shows the Vault Boy standing with one foot on a barrel marked with a radioactive symbol and showing a thumbs up with his right hand.

SKULDUGGERY This particular bobblehead is shown as the Vault Boy wearing a black mask over his eyes, standing hunched over and holding a set of bobby pins in his outstretched hands.

STEALTH This bobblehead is shown as the Vault Boy hunched over and standing on the tips of his toes in a stereotypical sneaky profile.

STREETWISE The bobblehead is shown as the Vault Boy standing leaned back with his arms resting crossed over his chest and he is looking to the left.

SURVIVAL The bobblehead is depicted as the Vault Boy wearing hiking boots and carrying a backpack on his back.

VIGILANCE This bobblehead shows the Vault Boy having his hands lodged behind his head with the fingers folded, and brandishing a confident look on his face.

BOBBLEHEADS

211

SKILL BOOKS AND MAGAZINES

Fallout

SKILL BOOKS AND MAGAZINES Skill books and magazines temporarily give a  #43 Rise of the Mutants! bonus to the corresponding skill according to  #121 Rise of the Radiated whichever book or magazine has been read, but wear off after an encounter. Skill books and magazines come in a multitude of variations to cater different likes and interests. Using a skill book or magazine require the character to take the time to read the entire work, which means that reading a skill book or magazine is not possible during a combat encounter. However, a character reads the skill book or magazine, and would in turn benefit from the bonus the book or magazine conveys for the next encounter. Once read, that particular skill book or magazine is rendered ineffective; it can still be read, though it no longer confers any bonus to the reader. Nor could one character read the magazine and benefit from it, then pass it on to the next character whom would also benefit from it. Consider the skill book or magazine a single-use item; once a character has read it and has the benefit, the item is rendered useless for other characters. This is solely implemented as the skill books and magazines are a part of the Fallout world, and would require some limitation while transferred to the GENESYS system.

ASTOUNDINGLY AWESOME TALES There are well over one hundred and forty different issues released of Astounding Awesome Tales. Listed below are a few selected titles which have been found relatively intact in the Wasteland. Perhaps there are many more waiting to be found. Reading the Astounding Awesome Tales will allow the recipient reader to deal +1 damage to all of his or her attacks during the next encounter.  #1 My Brain and I... (A Twisted Love Tale)  #2 The Starlet Sniper  #3 Attack of the Metal Men  #4 Invasion of the Zetans  #6 Attack of the Fishmen  #7 Deep Sea Terror! "Sinister Seafood Strikes!!"  #8 The Man Who Could Stop Time  #9 When Apes Go Bananas!!! "A Gorilla Ate My Patrol Car!"  #10 Giant Insects Invade  #12 Have Dog, Will Travel!  #13 Curse of the Burned!  #41 The Mad Russian's Revenge

SKILL BOOKS AND MAGAZINES

BIG BOOK OF SCIENCE It's a collection of writings on general science, written before the Great War. This heavy book contains information about different scientific fields. Reading the Big Book of Science will grant the reader the option to upgrade all of his Knowledge skill checks once that he or she makes during the next encounter.

BOXING TIMES This particular magazine focuses on primarily mostly only boxing sports, but also occassionally include other physical and martial sports in later issues. The Boxing Times comes with a phletora of

213

GENESYS training exercises illustrated throughout its pages, showing how to perform the exercises in easy step-by-step illustrations. Reading the Boxing Times magazine will allow the reader to add s to all unarmed Brawl checks he or she makes during the next encounter. It is not restricted to boxing only, so a character practicing martial arts can benefit from the Boxing Times magazine as well.

CHINESE ARMY: SPECIAL OPS TRAINING MANUAL The Chinese Army: Special Ops Training Manual is a collection of writings on covert operations, written before the Great War. The characters on the cover translates from Chinese to English as “Chinese Army: Training Manual". It is important to notice that the Chinese Army: Special Ops Training Manual is written in Mandarin Chinese, and thus would require a Daunting (dddd) Knowledge check for anyone to read, unless coming from a Chinese background, naturally. But not just everyone can pick this manual up and delve right into it. Given the fact that the Chinese Army: Special Ops Training Manual is written in Mandarin means that many discards the manual without giving a second thought. Reading the Chinese Army: Special Ops Training Manual grants the reader the benefits of a bonus a to all Stealth skill checks for the next encounter.

D.C. JOURNAL OF INTERNAL MEDICINE The D.C. Journal of Internal Medicine is a collection of writings on medicine, written before the Great War. Anyone reading the D.C. Journal of Internal Medicine will benefit from a bonus a to all Medicine skill checks for the

214

forthcoming encounter.

DEAN'S ELECTRONICS Dean's Electronics is a skill book, written for amateur electronics engineers in the 21st century. Shocking breakthroughs in teaching methods allow you to learn about a variety of electronics. The book has been revised once since its first edition. The first edition had a blue cover, with a picture of three lightning bolts in a circle. The revised second edition, however, comes in a brown cover, there is the picture of a vacuum tube in a circle lying atop various electrical diagrams. Anyone reading Dean's Electronics will be able to add a a to all Mechanics checks they make during the next encounter.

DUCK AND COVER Duck and Cover is a book containing information about the manufacture and usage of big, heavy guns and ground assault artillery. Duck and Cover provides in-depth detailed information about everything from construction to usage of heavy weapons. It is said that there is a noticeably bigger version of Duck and Cover in circulation in comparison to the standard version. The recipient who reads Duck and Cover will benefit from adding a s to all of his or her Gunnery skill checks made during the next encounter.

FIXIN' THINGS A magazine that divulges information on do it yourself repairs and how to mend things from metal tools to cloth. Fixin' Things is a magazine that is aimed for the do-it-yourself and fixer-up types of individuals. The magazine is full of good advice and neat tips and tricks of how to tweak and perfect techniques.

SKILL BOOKS AND MAGAZINES

Fallout Reading this do-it-yourself magazine will grant the reader the benefits of s to all Mechanics checks that he makes during the upcoming encounter after having finished reading the magazine.

FUTURE WEAPONS TODAY A pre-War magazine that is entirely devoted to energy weapons. It is similar to the book Nikola Tesla and You. The magazine offers the reader indepths detail and information on the latest development in energy weapons research. There is also frequent schematics and blueprints of deconstructed energy weapons brandished on the pages of this magazine. Future Weapons Today also frequently includes interviews with inventors and users of energy weapons to cast light on the effects and usage of energy weapons and how it enrich the lives of those traversing the Wasteland. Reading the Future Weapons Today magazine will allow the recipient reader to upgrade all of his Ranged [Light], Ranged [Heavy] and Gunnery checks once while employing laser and plasma weapons. The effects of Future Weapons Today does not apply to other weapons using the same skills, such as slugthrowers or railguns.

GROGNAK THE BARBARIAN Grognak the Barbarian is a series of comic books published by Hubris Comics in the mid-21st century. The comic books relate the adventures of the titular character in a prehistoric world. The magazines consist of a 10-issue run. The reader of any issue of Grognak the Barbarian benefits from upgrading all of his or her Brawl skill checks once during the next encounter.  #1 Blood on the Harp  #2 Cometh the Trickster  #3 Jungle of the Bat-Babies  #4 In the Bossom of the Corsair Queen  #5 Demon Slaves, Demon Sands  #6 Enter Maula: War Maiden of Mars  #7 Fatherless Cur!  #8 Lost in the Snows of Lust  #9 In the Lair of the Virgin Eater  #10 What Sorcery This?

SKILL BOOKS AND MAGAZINES

GUNS & BULLETS Guns and Bullets is an annual pre-War magazine that makes no apologies or excuses for what it really is. It presents itself as: "a magazine devoted to the practical use of firearms, and the occasional biased review." There are 10 issues of the Guns and Bullets magazine. Reading a Guns & Bullets magazine grants the recipient a bonus s to all Ranged [Light] and Ranged [Heavy] skill checks he or she makes during the next encounter. The effects of a Guns & Bullet magazine apply only to weapons of the slugthrower type; that means laser, flame, plasma, cryo, etc. weapons are excluded. Needless to say that weapons such as missile launchers and the likes are also not included within the confines of the Guns & Bullets magazine.  Avoid Those Pesky Gun Laws!  Street Guns of Detroit  “Little Guns For Little Ladies”  Lasers & Hunting: Acceptable Overkill  “Guide to Hunting Commies!”  The Future of Hunting?  Plasma - The Weapon of Tomorrow  Bear Proofing Your Campsite  Take Aim, Army Style  The Moon: A Communist Doomsday Device?

215

GENESYS

¡LA FANTOMA! ¡La Fantoma! is comic written in Spanish, which can prove somewhat difficult for certain readers to fully grasp what ¡La Fantoma! is really all about. It requires a Hard (ddd) Knowledge check to fully understand and grasp the concept of ¡La Fantoma! in order to benefit from the magazine. However, if a character is of Spanish bloodline, this check is not necessary. Anyone capable of reading the magazine and actually understanding it will benefit from a bonus s to all Stealth skill checks that he or she makes during the next encounter.

LA COIFFE

HOT RODDER The Hot Rodder magazine is targeted for a very narrow audience. The magazine is aimed for drivers and those in love with the idea of driving; of which there isn't much of anymore after the Great War. As such, there were only three issues published of Hot Rodder before it was cancelled. Reading the Hot Rodder magazine provides the reader with a bonus s to all Driving skill checks for the next encounter. Furthermore, the Hot Rodder magazines comes with custom paint-job schematics for individual Power Armors. The Flame Job! Issue provides a red base with black flames schematic. The Shark Paint Schemes! Issue provides an olive base with red edges, and eyes with a shark mouth on the torso. And finally the Hot Pink! issue provides a pink base with white scallops.  #1 Flame Job!  #2 Shark Paint Schemes!  #3 Hot Pink!

La Coiffe is a high end magazine for those whom care a great deal about their appearance. It is a magazine that would be displayed at barbershops and hair dressers before the Great War. Reading an issue of La Coiffe grants the reader a bonus a to all Charm skill checks for the upcoming encounter.  #1 Megaton Hair  #2 Anchorage – The Buzzed Cut Classic  #3 The Hornet's Nest  #4 La Coiffe  #5 The “Jackie-Oh-My!!” - Putting the 'Style' in Hairstyle

LAD'S LIFE Lad's Life is a monthly magazine which is aimed at teenage boy scouts. The magazine comes with many outdoors tricks, valuable information and tips and tricks of how to become the perfect boy scout.

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Fallout Each magazine covers a couple of different topics, and usually is rather detailed with illustrations and step-by-step instructions for boy scouts to hone their techniques and skills. Anyone who reads Lad's Life will benefit from a a to all Survival skill checks that he or she needs to make during the following encounter after having read Lad's Life.

LOCKSMITH'S READER

LIVE & LOVE The Live & Love magazine deals with relationships of all kinds, the good, the bad and the ugly. It comes with a phletora of advice and formulas to follow in order to have the perfect relationship, and also comes with constructive ways of how to find the perfect man or woman. There are 9 issues in total published. Reading the Live & Love magazine grants the characters a bonus s to all Charm skill checks made during the next encounter.  Talk Yourself Sober  An Experience to Remember  Beware the Man Handler  Advice From Married Men  Fabulous 1st Issue: Life Long Best Friends!  The Secretary Charmer  Trim the Fat  Nuke-The-Man!  I Married a Robot!

If the lock's too much for you to handle, reading through the magazine might give you the edge you need. The magazine publisher did not only make the magazine about methods and techniques of how to open locks, because that would perhaps have lead to the banning of the magazine as it might have been viewed as promoting breaking and entering methods. Instead, the publisher also includes information about lock technology, the progression of the evolution of locking systems and mechanisms, as well as being an all-round informative magazine about the locksmithing profession. Anyone who reads the Locksmith's Reader magazine will benefit from a bonus s to all Skulduggery skill checks that the recipient needs to make during the next encounter after having read this particular magazine.

LYING, CONGRESSIONAL STYLE Lying, Congressional Style is a collection of writings on speech and deception, written before the Great War. It is said that numerous politicians and men of the state have been interviewed for the making of this book. Included within the pages of Lying, Congressional Style are techniques of fast-talking, how to keep your cool during deceptions, easy ways to keeping track of your lies, and the like. Reading this particular book provides the reader with a bonus s to all Deception skill checks that he or she makes during the next encounter.

MASSACHUSETTS SURGICAL JOURNAL The Massachusetts Surgical Journal is a monthly magazine that is aimed for those studying or working in the field of medicine. There are 9 different published issues of the Massachusetts Surgical Journal. These issues are not marked by a number. Reading a Massachusetts Surgical Journal grants the recipient a bonus s to all Medicine skill checks that he or she makes for the upcoming encounter.

SKILL BOOKS AND MAGAZINES

217

GENESYS  Cryo-Technology: Haven or Tomb!  Scars Are Cool  Finding Your Funny Bone  Pay Now, Get Better Later!!  ER Nurses Confess All  Better Living Through Chems  Let's Play Doctor!  Happy Sedation Special  Raised by Robots

survivalists. When the Milsurp Review has been read, the reader benefits from a bonus a to all of her Ranged [Heavy] and Ranged [Light] skill checks made during the following encounter. The Milsurp Review applies to weapons of any type, as long as they fall under usage of Ranged [Heavy] and/or Ranged [Light] skills.

MOTIVATIONAL SECRETS OF THE STARS Ever wanted to shine like the stars you adore in the movies? Ever found yourself practicing movie lines in front of the mirror? The Motivational Secrets of the Stars gives you every tool and method you need to make yourself heard and noticed. Reading the Motivational Secrets of the Stars grants the reader the option to freely upgrade all of his or her Coercion skill checks once during the next encounter.

MEETING PEOPLE This magazine is written for those whom are either looking to improve their own ways of how they conduct themselves or those whom are learning how to properly interact with other people. Regardless, Meeting People is a magazine that comes with numerous interviews with people highly educated and trained the way of social interactions, as well as a great number of methods of how to revise, train and expand your own social interaction skills. Reading the Meeting People magazine greatly improves the methods readily available for the reader to implement while interacting with other people. As such, the reader can upgrade all of his Charms skill checks once during the next encounter after having read Meeting People.

MILSURP REVIEW "Milsurp" is short for "military surplus", and is a term used for supplies used by the military, usually guns and ammunition, that is sold or disposed of by the military when no longer needed. Sometimes milsurp are collected by gun collectors and

218

NIKOLA TESLA AND YOU Nikola Tesla and You is a book containing information about energy-based weaponry. The book is a reference to Nikola Tesla, a scientist who discovered the alternating current electricity. Reading Nikola Tesla and you allows the recipient to add a to all Ranged [Light], Ranged [Heavy] and Gunnery skill checks while using laser and plasma weapons of all kinds.

PARADISE LOST This particular book, albeit somewhat bleak for its time when it was written, deals with the topic that nuclear energy could be seen as an analog to the Fruit of Knowledge, the Old World to Eden, and so on. It is said that Paradise Lost is about a man making a trip through the Underworld. Anyone reading the Paradise Lost will add a to all of his or her Coercion checks made for the following encounter.

PATRIOT'S COOKBOOK The Patriot's Cookbook has a name that sometimes confuses those unfamiliar with its

SKILL BOOKS AND MAGAZINES

Fallout contents. This is definitely not an average cookbook with food recipes, which many have found out after picking it up and checking its contents. The Patriot's Cookbook is a magazine that deals with heavy weapons and warfare. The subtitle is "The Underground Rebel's Guide to Practical Dissent". On the front is a red stamp administered by the pre-War federal government which says "Banned Material. Marked for Burn 02/11/69”. The magazine offers articles on creating and disarming explosive devices for a variety of purposes. Given the banned nature of the material, it is hinted to have a survivalist bent to it. The bottom corner says "NEW: Abraxo Recipe for Mailbox Bombs". Anyone who reads the Patriot's Cookbook will be granted a bonus a to all Gunnery skill checks that he makes in the forthcoming encounter after having read the magazine.

PICKET FENCES Picket Fences is a very homely magazine that deals with home improvement and how to become the perfect handyman; a grand do-it-yourself magazine. The Picket Fences magazines saw a printing of five spectacular issues. Reading the Picket Fences magazines grants the character a bonus s to all Knowledge skill checks that he or she makes during the forthcoming encounter after having read the magazine.  #1 The House of Tomorrow...Today!  #2 Modern Hearth!  #3 Essential Upgrades!  #4 Modern Lawn Care!  #5 Welcome Home!

SKILL BOOKS AND MAGAZINES

PROGRAMMER'S DIGEST Programmer's Digest is a monthly magazine the focuses of smaller technology and the advancement of home technology. The magazine is informative and appeals to anyone with an interest in how the items around them work, operate and how they have come into being. One might be deceived into thinking that this monthly magazine is one that focuses on computer programming, but that is not the case. When read, the Programmer's Digest benefits the recipient with a bonus a added to all Knowledge skill checks that the reader makes during the following encounter.

PUGILISM ILLUSTRATED Pugilism Illustrated is a collection of writings on martial arts, written before the Great War. Pugilism Illustrated, as the name indicates, comes with a great many illustrations and easy to follow step-by-step instructions of how to practice these martial arts oneself. When Pugilism Illustrated is read, the recipient reader adds a to all of his or her Brawl skill checks made during the next encounter.

ROBCO FUN Reading the highly popular and hot in demand RobCo Fun magazine allows the reader to turn any one single s to a x result in the forthcoming encounter. It is important to notice that the character can only change a single s to a x once during the encounter and the benefits of having read the RobCo Fun magazine is expended. The RobCo Fun magazines comes with a holotape that can be used with any Pip-Boy or computer terminal. The holotape allows the user to play a game on his Pip-Boy or any computer terminal.  Atomic Command  Automatron  Captain Cosmos in "Jangles' Big Day"  Grognak & the Ruby Ruins  Pipfall  Red Menace

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GENESYS  Zeta Invaders

 #10 Eagle's Nest  #12 Skulls Are Hip!!  #16 Sailor

TALES OF A JUNKTOWN JERKY VENDOR

SALESMAN WEEKLY Ever wondered where the phrase “he is able to sell sand in Sahara” comes from? Well, with the Salesman Weekly magazine you have the chance to become the salesman that you always wanted to be. This weekly magazine is crammed with sales pitch techniques, methods of improving your presentations, and the like. Anyone having read the Salesman Weekly magazine adds a to all Negotiation checks made during the following encounter.

The "Tales of a Junktown Jerky Vendor" series is a collection of books written by an unknown vendor of jerky from Junktown. In a manner similar to the Wasteland Survival Guide, it is a post-War publication, and the covers are hand-illustrated with simple black ink brush strokes. There are 8 published issues of Tales of a Junktown Jerky Vendor. Reading the Tales of a Junktown Jerky Vendor grants the reader a bonus s to all Negotiation skill checks he or she makes during the next encounter.  #1 Benefits of Child Labor  #2 The Art of Haggling  #3 Capitalism & You  #4 How to Run a Successful Vendor Stand  #5 Suit Up & Succeed  #6 Why I Sold My Mother  #7 The Joy of Wealth  #8 Take Your Business on the Road

TABOO TATTOOS Most of the Taboo Tattoos magazines are lost to time and only a handful of issues are still in circulation. Reading the Taboo Tattoos magazine provides the character with an added s bonus to all Coercion skill checks he makes for the upcoming encounter.  #1 13  #2 Anchor

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TÆLES OF CHIVALRIE Like Grognak the Barbarian, the Tæles of Chivalrie is a popular boy's comic book series which featured more outlandish melee feats of knights rescuing damsels in distress, while battling cunning goblins, ferocious orcs and fire-breathing dragons. Some

SKILL BOOKS AND MAGAZINES

Fallout issues even focused the storytelling on wizards instead of the usual knights, though these issues were not as successful, and the magazine quickly resumed its heroic knight formula. When someone reads Tæles of Chivalrie, the recipient reader adds s to all Melee skill checks that he or she makes during the following encounter after having read Tæles of Chivalrie.

TESLA SCIENCE MAGAZINE The Tesla Science Magazine is indeed a niche magazine, as it deals with fusion and reactor technology, which may not be interesting to just everyone. But still, the magazines were well received and have a large group of readers – mostly those fully devoted to the future technology of tomorrow. Reading the Tesla Science Magazine grants the recipient reader a bonus s to all Ranged [Light], Ranged [Heavy] and Gunnery skill checks that he makes while using laser or plasma weapons for the next encounter.  #1 Will Robots Rule the World?  #2 What is Plasma, Anyway?  #3 Rocket Science for Toddlers  #4 Tomorrow's technology for Today's Super Soldiers (Blast Off to Adventure!)  #5 Giant Super Weapons  #6 Geckos and Gamma Radiation  #7 U.S. Army Goes to Space  #8 10 Number 1 Hits!!!  #9 Future of Warfare?

THE ISLANDER'S ALMANAC

 #2 Precision Hunting  #3 Far Harbor Sightseer's Guide  #4 Children of Atom Exposé  #5 Recipe Roundup

TODAY'S PHYSICIAN This monthly magazine specializes in the modern wonders of medicine and medical care. Today's Physician deals with many topics, ranging from everyday ordinary diseases to rare, exotic pathogens, the latest advancements in medical technology, and the stress of being a physician, to name but a few of the topics found in this monthly magazine. Anyone who reads Today's Physician can upgrade all of his or her Medicine skill checks once during the next encounter.

TOTAL HACK Total Hack is a paperback magazine with aged covers. The details on the covers are done entirely in ASCII art, a style of illustration which uses assorted symbols on a computer to create a picture. Total Hack provides a bonus s to all Computer skill checks for the next encounter after having read the paperback magazine.  #1 Control Robots  #2 Control Spotlights  #3 Control Turrets

The Islander's Almanac is a series of post-War magazines detailing various tips and tricks to better survive natural hazards. Reading The Islander's Almanac grants the reader a a bonus to all Survival skill checks for the upcoming encounter. There are five issues in total of The Islander's Almanac.  #1 Pincer Dodge

SKILL BOOKS AND MAGAZINES

221

GENESYS the basics of covert operations or at least have an interesting in such. These magazines proved to be This magazine was dedicated to articles on quite controversial, as many of the articles give famous criminal investigations and busts of the detailed in-depth insight into undercover operations, time. The True Police Stories would feature stings and the like. The magazines often also interviews with real officers of the law and provided detailed techniques for the reader to hone investigators. True Police Stories also offered the his covert operations skills. reader in-depths looks at how the daily lives of these Reading an issue of the U.S. Covert Operations men were, often having had the reporter tag along Manual allows the character to upgrade all Stealth for a firsthand recap of the events. skill check once in the forthcoming encounter. Reading True Police  #1 Whistling in the Dark Stories allows the  #2 Urban Camouflage character who read the  #3 Facepaint Fundamentals magazine to roll twice  #4 Not the Soldiers You're Looking For when scoring a Critical  #5 Who Goes There? Injury and selecting  #6 Squeaky Floorboard, Sudden Death which of the two results  #7 Bushes, Boxes, and Beehives Camouflage he wants to keep. This Special particular benefit is only  #8 Getting the Drop on Communists functional for the next  #9 Look Better in Black encounter after having  #10 Tiptoe Through the Tulips read an issue of True Police Stories.

TRUE POLICE STORIES

TUMBLERS TODAY Tumblers Today is a magazine containing information about the art of lockpicking or rather information of the latest in mechanical locks found in safes, footlockers and doors. There are five magazines available in the Tumblers Today publication. Reading an issue of Tumblers Today will grant the character a bonus s to all Skulduggery checks he makes in the next encounter.  #1 Bobby Pins – More Effective Than Lockpicks?  #2 Confessions of a Housebreaker  #3 Open Any Lock in 5 Seconds Flat  #4 Locksmith Certification Special – Pass With Flying Colors  #5 Mysteries of the Master Key Exposed!

UNSTOPPABLES

The Unstoppables is a five-issue comic book release that included cross-over character from various comics. The characters included in the Unstoppables are The Inspector, Grognak the Barbarian, The Silver Shroud, Mistress of Mystery, Manta Man, Dr. Brainwash, Ragnarök and CommieKazi. While the cross-over seemed unrealistic to many in the comic book scene, the Unstoppables proved to be rather popular. Reading an issue of the Unstoppables provides the reader with a +1 increase bonus to Soak Rating for the next encounter.  #1 Dr. Brainwash and His Army of De-Capitalists!  #2 Who Can Stop The Unstoppable Grog-Na-Rok?!  #3 Commie-Kazi VS. Manta Man These in-depth manuals are written by experts for  #4 Trapped In The Dimension Of The Pterrorexperts, and it can be some very complex reading of Dactyls! highly confusing material if one does not understand  #5 Visit the Ux-Ron Galaxy!!

U.S. COVERT OPERATIONS MANUAL

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Fallout

WASTELAND SURVIVAL GUIDE Similar to Tales of a Junktown Jerky Vendor, The Wasteland Survival Guide is a post-War edition magazine series, written and illustrated with crude pen drawings. There are 9 published issues of Wasteland Survival Guide. However, given the quality of the front cover images, many tend to not even give these magazines a second glance when happening to come across them without knowing what they truly are, shrugging them off a mere children's scribblings. Should a person read a copy of a Wasteland Survival Guide, he would benefit from a having adding a bonus s to all Survival skill checks for the next encounter.  #1 Farming the Wastes  #2 Insect Repellent Special  #3 The Bright Side of Radiation Poisoning  #4 The Scrapyard Home Decoration Guide  #5 Guide to Diamond City  #6 Commonwealth Coupon Spectacular  #7 Water Aerobics for Ghouls  #8 Self Defense Secrets  #9 Hunting in the Waste

SKILL BOOKS AND MAGAZINES NAME

PRICE RARITY

Astoundingly Awsome Tales

100

6

Big Book of Science

50

8

Boxing Times

20

7

SKILL BOOKS AND MAGAZINES

Chinese Army: Special Ops Training Manual

50

6

D.C. Journal of Internal Medicine

50

6

Dean's Electronics

50

6

Duck and Cover

50

7

Fixin' Things

20

7

Future Weapons Today

20

8

Grognak the Barbarian

50

8

Guns and Bullets

50

7

Hot Rodder

100

7

¡La Fantoma!

20

7

La Coiffe

100

6

Lad's Life

20

7

Live & Love

100

7

Locksmith's Reader

20

7

Lying, Congressional Style

50

7

Massachusetts Surgical Journal

100

7

Meeting People

20

8

Milsurp Review

20

6

Motivational Secrets of the Stars

25

8

Nikola Tesla and You

50

6

Paradise Lost

20

6

Patriot's Cookbook

20

6

Picket Fences

100

7

Programmer's Digest

20

6

Pugilism Illustrated

50

6

RobCo Fun

100

8

Salesman Weekly

20

6

Taboo Tattoos

100

7

Tales of a Junkyard Jerky Vendor

50

7

Tæles of Chivalrie

20

7

The Islander's Almanac

100

6

Tesla Science Magazine

100

7

Today's Physician

20

8

Total Hack

100

7

True Police Stories

20

8

Tumblers Today

50

7

U.S. Covert Operations Manual

100

8

Unstoppables

100

8

Wasteland Survival Guide

20

8

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CHEMS

Fallout

CHEMS Chems (a truncation of "chemical") is both a preand post-War slang term for "drug". A chem is any chemical, medicine, etc. that is used to cause changes in a person's behavior or biological systems.

them. But chems are addictive and after having use a certain chem an unspecified number of times (as determined by the GM), using the chem warrants Resilience checks against the chem's Addiction Rating on each subsequent use of the chem. Failure on this Resilience check indicates that the character has picked up an addiction. Once Hooked: Any t results on the Resilience Chems were a pre-War term used to describe indicates the character suffers a bad experience narcotic drugs and substances that caused with the chem (a bad trip, nasty side effects, or numerous temporary side-effects, both positive and something similar). A y means addiction occurs negative. Pre-War narcotics included Mentats, a preand the character develops an increased tolerance War "party-drug," originally developed by Med-Tek to the substance and must upgrade the difficulty of for medical purposes. Buffout, a "sportsany checks made to kick the habit (see below). enhancement" drug popularized by athletes, Psycho, a combat-enhancement drug developed per orders of General Chase, and Med-X, a painkiller found in many pre-War hospitals. A large drug-trade existed Once addicted, the character must use the within pre-War society. Skylanes Air Flight 1981 was substance regularly to fulfill his craving. The one of several illegal smuggling operations that substance's Fix Factor determines the maximum utilized jet airliners to smuggle goods across the period a character can go between doses. country. If the character fails to get a dose in time, he goes Little is known about how chems entered the into immediate withdrawal (see below). markets of post-nuclear America, but it is commonly accepted by most wastelanders that the Khans invented the chem trade. Their specialties were in In addition to cravings, an addicted character must creating Jet and Psycho. However, that the Great make a Hard (ddd) Discipline or Resilience check Khans did not know how to produce chemicals (as determined by the individual chem addicted to) before the Followers of the Apocalypse taught them once a month, every month until the addiction is between 2278 and 2281. kicked. If this check fails, the character now has a Mild addiction to the chem. If the substance abuser Addiction can be physiological, fails his next monthly check, psychological, or both. the addiction becomes Psychological dependence Moderate. A third failed usually stems from the emotional check raises the addiction gratification, euphoria, and level to Severe. A fourth and escapism derived from use of final failed monthly check a chem. Physiological results in turning the addiction results from the substance abuser into a body’s dependence on the Burnout. substance for its continued “survival.” Some chems can confer both types of addiction, and are Characters can handle addiction in typically among the more difficult to kick different ways, depending on their (assuming the character even wants to). Addiction level. While there is no set rule for when chance Those with a Mild addiction are more of addiction sets in, this is entirely up to the social or habitual users. They will have a GM. Be fair, if players want to have their craving “now and then,” and will character's use chems, by all means let unhesitatingly indulge in their chem of

BACKGROUND

GETTING A FIX

ADDICTION EFFECTS

ACQUIRING AN ADDICTION

ROLEPLAYING ADDITION

CHEMS

225

GENESYS choice, seeing no reason not to. Many will not recognize that they even have a problem, though any attempts to “cut back” or go “cold turkey” will be problematic. While the addiction could get worse, at this stage it’s manageable. Characters who have a Moderate addiction have developed tolerances and stronger cravings, so they may use more frequently, take stronger dosages, or move on to a harder substance. By this time, the problem is more noticeable even if a character attempts to hide it or deny it. She may experience (additional) repercussions from her habitual use, display increased mood swings or unreliability, and may begin to have financial difficulties due to increased spending on her habit. Characters with Moderate addictions receive a b penalty on all skill checks. Characters with a Severe addiction are more like the junkies many think about when given the term “addict” - out of control, strung out, continually needing a fix, borrowing money to finance their habit, and so forth. Some may become desperate and resort to more theft, gambling, borrowing money from unreliable or loan shark services, and anything else the player and GM can think of. How bad this gets is left up to the player and GM, keeping in mind that if or when a character bottoms out, she could die or be inspired to quit. A character with a Severe addiction must upgrade the difficulty of all skills checks made once. Burnout characters are on their way down, and it’s not pretty. These are characters with longterm Severe addictions who are now exhibiting physical and mental side effects from continual substance abuse. Characters who continue in this state for long will continue to suffer deteriorating health effects determined by the GM. Such effects may include:  Permanent characteristic loss (Willpower or Brawn as dictated by the chem).  Psychological problems such as flashbacks, blackouts, drastic and violent mood swings, paranoia, schizophrenia, amnesia, and so on.  Physiological health issues as appropriate to the substance, including such fun things as as abcesses, incontinence, a weak immune system, lower pain tolerance, slurred speech, and so on.  Strain damage that cannot be healed.

KICKING THE HABIT At some point, an addicted character might want to “kick the habit”. Quitting an addiction is difficult. To begin the process, the character must make a Formidable (ddddd) Discipline or Resilience

226

check (as the individual chem dictates). This roll can be modified by mitigating external circumstances, such as a strong peer support, a long stay at a medical facility and so on. Addiction recovery attempts can only be made if the GM believes they are warranted – a player cannot decide that his character is cured without cause. If the character succeeds, he forces himself to avoid the substance and goes into immediate withdrawal (see below). If the character fails, he caves in and does whatever he can to get his next fix. If other characters prevent him from getting his fix, he goes into forced withdrawal (see further below).

WITHDRAWAL During withdrawal a character suffers bb to all skill checks. This is due to the ordeal of withdrawal pains and mental and/or physical shock. The penalties of withdrawal vanish immediately if a dose of the “required” chem is administered. In that case, however, the recovering character is automatically considered addicted once again.

FORCED WITHDRAWAL In other circumstances – perhaps the character cannot obtain the addictive chem in time – he might suffer forced withdrawal. This is not a recovery process, but a failure to satisfy artificially induced substance cravings. Losses due to addiction accrue throughout a forced withdrawal period. The character could feel physically and emotionally drained and wish he were dead. The character suffers bbb to all skill checks. Also, the individual is in a state of constant pain and will behave as if suffering from a Compromised Critical Injury Result (increase difficulty of all skill checks by one). The effects and penalties associated with the withdrawal process are immediately removed once a dose of the “required” chem is administered. However, this only reinforces the addiction.

RECOVERY Once the character has beaten the addiction, he must rest for 1 week per Brawn or Willpower (depending on the chem) rating he has to restore his physical and mental health. During this time his penalty from withdrawal is lowered by b. The character recovers any Wounds according to normal rules for natural rest and increases 1 point in each lowered characteristic for every 3 days of full rest, unless the loss was permanent, of course. Once the rest cycle has elapsed, all b are removed.

CHEMS

Fallout

STAYING CLEAN Even after withdrawal and recovery, cravings for the substance may linger. If the character is offered a substance he was recently addicted to, the GM might require him to make a Daunting (dddd) Cool check to refuse it. Modifiers for passed time, exceptional therapy, counseling and so forth can be applied. If a character takes a dose, he is immediately addicted again. Chem addiction is a very debilitating experience. The best solution is prevention – not to become dependent in the first place.

gas. A target wearing a gas mask or chemical seal is immune to its effects. Chemical protection gives a bonus equal to its Rating to the Resilience check. Injection: Injection substancs must be injected into the target’s bloodstream. Similar to contact toxins, they may be used to coat a bladed (not blunt) melee weapon and applied with a successful damage – causing melee attack.

SPEED

Speed determines how soon after exposure the victim suffers the substance's effect. Substance effects are always applied at the end of a turn. Immediate: Immediate means the effect is applied at the end of the turn the victim is exposed to the Extreme amounts of anything can kill a person. chem. The exact point at which “a lot” becomes “too much” Turn: Turn means the effect is applied at the end of and causes toxicity varies, depending on the the specified number of turn. For example, 3 turns substance in question. Whenever you take a would mean that the effect takes place at the end of substance while you’re already on that substance or the third turn after applied. one that has a shared effect, you take Strain damage When a substance is applied, note its Speed to equal to the sum of the Addiction Ratings of the determine when it will take effect. At the end of the overlapping chems (add the d together and the total appropriate turn, a Resilience check is made to see if number of d equals the amount of Strain damage the substance actually infiltrates the victim’s suffered). biosystem and impacts her health. It is the GM’s call to decide when this point is reached and when to start applying additional damage to the character. As a general guideline, a This indicates how long the effects described in check that generates y or tttt may result in Effects will be effective. Most substance duration is an overdose. determined by a fixed number, while some have a duration based on a characteristic subtracted a specific amount in hours or minutes.

OVERDOSING

DURATION

CHEM CHARACTERISTICS

Chems have certain characteristics in regards of how they function. Some are specific for each chem, and are detailed in their respective substance section.

EFFECT

The Effect determines what happens to a character exposed to the substance. Some substances simply cause damage; in this case, the Effect supplies the base damage value. Once damage has been inflicted, it is treated just like any other injury; Vector is the method in which the substance can antidotes and similar protections only work as a be applied. Contact: Contact substances (in liquid or gas form) defense when taken before the substance's effect kicks in. must be applied to the target’s skin. If coated on a Some substances cause other effects, such as weapon, they may be applied with a successful nausea or paralysis, which are listed in their Effect melee attack (whether or not they cause damage). A description and take effect once the chem's effect chemical seal offers complete protection unless wears off. breached (by an attack causing damage), while Disorientation: The target suffers a bbb modifier chemical protection gives a bonus to the Resilience to all skill checks due to confusion and check. disorientation for the remainder of the encounter. Ingestion: Ingestion substances must be eaten by Nausea: Nausea is a catch-all term that covers the victim. They generally take longer to have an pain, panic, vomiting, double vision, and other chem effect. effects. If the Resilience check failed and results in Inhalation: Inhalation substances must be inhaled nausea, the character must upgrade the difficulty of by the target and are applied as an aerosol spray or all skill checks once for the remainder of the

VECTOR

CHEMS

227

GENESYS encounter. Paralysis: This substance blocks the body’s neuromuscular signals, rendering the target unable to move. If the Resilience check against the chem failed, the character is Staggered and Immobilized – unable to perform any Actions or Maneuvers for the remainder of the encounter. Even if the target is not paralyzed, she will suffer a b modifier for the remainder of the encounter. It is important to keep in mind that no characteristic can be raised above 5 from the effects of any substance, unless so stated in the individual substance description. Just as no characteristic can be lowered below 1.

CUTTING CHEMS Many chems are debased, or cut, with a filler material so the chem dealer can realize a greater profit. If the filler is harmless, the worst the character has to deal with is being ripped off. Many dealers, however, are completely unscrupulous about what they cut their chems with, and players may end up mainlining rat poison or dish detergent with their brainburner of choice. It is up to the GM to determine if the chems the characters use are cut or contaminated. If the filler is inert or harmless, the duration and effects of the chem are halved. If the filler is toxic or poisonous, users suffer as if ingesting the relevant compound in addition to the chem’s normal effects.

CONCENTRATION If a substance is applied at concentrated levels (more than a single dose), the GM may increase the Power of the substance as he feels appropriate, as well as increasing the damage it causes or its other effects by an appropriate amount. Likewise, if a character remains in contact with a substance over an extended period, such as being caught in a gas-filled room for several minutes, she may receive an additional dose and suffer stronger effects (or have to resist the substance again). When the substance’s Speed period has elapsed again, apply additional concentration effects as appropriate or call for another Resilience check.

MIXING CHEMS Habitual users often develop a tendency to

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“speedball,” or mix chems in order to increase the level of their high. Speedballing is more addictive than taking chems separately. Characters who mix chems receive a b penalty to their addiction checks for chems that they have mixed.

GRADES OF CHEMS Chems come in different qualities, depending on where they were cooked up and produced. Street Cooked: These are the chems a wastelander makes in a basement or warehouse. The cook cuts the pure chems to get more product to sell and keep profits up. Street-cooked chems are half the cost of standard chems, but crash times (meaning the duration of negative effects after chems wear of) are doubled. Decreases the Rarity of the chem by 1. Standard: The default chem grade unless otherwise stated. No changes in effect or cost. Pharmaceutical: High-end controls used to minimize impurities and standardize effects. Costs are doubled. Any crash effects are halved in time duration. The Addiction Rating is reduced by 1 (to a minimum of Easy (d)). Pharmaceutical grade is the minimum grade for customized chems. Increases the Rarity of the chem by 1. Designer: A chem made specifically for one person, further reducing side effects and optimizing benefits. Cost is triple that of a pharmaceutical grade of the same chem (making it six times the Standard cost), and the cook making the chem must keep a sample of the user’s DNA on file. The crash isn’t as severe since it is tailored for the individual, so the duration is quartered. Increases the Rarity of the chem by 2. If someone uses a Designer chem intended for someone else, treat it as Street Cooked.

CHEM INTERACTIONS When chems are mixed, bad things happen. Sometimes you get lucky, sometimes you don’t, and the more chems involved, the worse it can get. If you take a chem while still under the effect of another chem or recovering from a chem crash, you run the risk of experiencing a chem interaction. Roll 1d10 die for each chem beyond the first, and total the results, and modify the die roll by the following modifiers: Street Cooked Chems: +1 to roll result for each street cooked chem used in the concoction. Designer Chems: –1 to roll result if all chems used are designer chems.

CHEMS

Fallout CHEM INTERACTIONS ROLL EFFECT 1

Double duration of all chems

2-4

No side effect

5-6

Duration of all crash effects are doubled

7-9

Crash effect occur immediately

10

Immediately take 3 points of unsoakable Strain damage

11-13 Crash effect damage is Wounds instead of Strain 14+

Immediately suffer 10 points of Wound damage, soaked by Brawn only and ignoring armor

TYPES OF CHEMS Various chems exist in the wasteland, some more beneficial than others. Each chem has an individual profile, allowing users to "stack" chems to provide a larger bonus than either does individually. Chems may have 4 or 5 simultaneous effects, usually, with some kind of balance — it might lower one stat while raising another. Abusing chems results in addiction. Addiction to a chem will cause withdrawal symptoms when the chem wears off, resulting in lowered stats unless the user continues to take the chem, or seeks a cure or treatments. It is important to keep in mind that no characteristic can be raised above 5, unless so stated in the individual chem description.

ADDICTOL Addictol has the appearance of a small inhaler, similar to the psychoactive chem jet.  Vector: Injection.  Speed: 1 turn.  Duration: Immediate.  Addiction Rating: None.  Addiction Type: None.  Crash Effect: None.  Fix Factor: None.  Effect: Using the addictol will allow the recipient to make an Average (dd) Resilience check to effectively have all of his addictions cured.

ALIEN BIOGEL This chem is of extraterrestrial origin, and its contents is quite simply beyond the comprehension of present science.  Vector: Injection.

CHEMS

 Speed: Immediate.  Duration: Immediate, and see below.  Addiction Rating: None.  Addiction Type: None.  Crash Effect: None.  Fix Factor: None.  Effect: Alien biogel heals 1 Wound per rank of Medicine the user has, a minimum of 1 Wound. The alien biogel does not count towards stimpak usage for one day. In addition, the alien biogel has a 50% chance of causing one of ten random effects aside from its normal healing qualities:

ALIEN BIOGEL SIDE EFFECT D10 ROLL SIDE EFFECT 1

t on all Intellect-based skill checks for 1 minute per point of Brawn

2

t on all Cunning-based skill checks for 1 minute per point of Brawn

3

t on all Brawn-based skill checks for 1 minute per point of Brawn

4

t on all Agility-based skill checks for 1 minute per point of Brawn

5

Increase current Radiation level by 1

6

Reduce current Radiation level by 1

7

Recover 1 Wound per turn for 1 minute per point of Brawn

8

One additional Maneuver per turn for 1 minute per point of Brawn

9

s on all Brawn-based skill checks for 1 minute per point of Brawn

0

s on all Agility-based skill checks for 1 minute per point of Brawn

ANT NECTAR Ant nectar is a naturally occurring substance secreted by giant ants.  Vector: Ingestion.  Speed: 3 turns.  Duration: [Brawn x 10] minutes.  Addiction Rating: None.  Addiction Type: None.  Crash Effect: None.  Fix Factor: None.  Effect: When used, ant nectar adds an automatic s to all Brawn skill checks. Disorientation.

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GENESYS Using too much buffout causes cardiac arrest, or even death. The pill-shaped chem, typically Black No. 1 comes in a small container, and its fine contained in small bottles, with the disadvantage of powdered black crystalline contents needs to be being highly addictive. inhaled through the nose, which often leads to a  Vector: Ingestion. severe nose bleed. Black No. 1 is heavily scented  Speed: 1 turn. with perfume. It is believed that it contains grounded  Duration: [Brawn] hours. dust from a corpse.  Addiction Rating: Daunting (dddd).  Vector: Inhalation.  Addiction Type: Psychological.  Speed: 1 turn.  Crash Effect: When Buffout wears off, the  Duration: [Brawn] hours. user suffers f and t to all Brawn checks for  Addiction Rating: Average (dd). [10 – Brawn] hours.  Addiction Type: Psychological.  Fix Factor: 1 day.  Crash Effect: After Black No. 1 wears off,  Effect: Buffout provides the wearer with a the user will have his Wounds and Strain +1 increase to his Brawn score. Buffout thresholds reduced by 2 for a duration of adds bb to all Resilience checks made twice the duration of the effect. to resist getting addicted to Buffout.  Fix Factor: 7 days.  Effect: Black No. 1 increases the user's Presence characteristic by 1 point, to a maximum of 6, when dealing with members of the opposite sex. Calmex is believed by many to be a pre-War light However, it also decrease the user's Presence tranquilizer for veterinarian purposes. Despite these characteristic by 1 when dealing with members of rumors that this medicine is for animals, the value of the same sex, to a minimum of 1. it is exceptional due to its pre-War quality. This tranquilizer doesn't work as a painkiller when administered to humans. However, it still carries a high enough dosage to cause a kind of head high Bones is a rather unique chem, albeit a very rare that boosts some survival senses that are chem at that too. Bones is created with a mixture of ordinarily dulled by reasoning. synthesized chemicals, powdered bones from  Vector: Ingestion. irradiated creatures, brahmin urine and a good  Speed: 1 turn. amount of odd household chemicals.  Duration: [Brawn x5] minutes.  Vector: Injection.  Addiction Rating: Average (dd).  Speed: 2 turns.  Addiction Type: Psychological.  Duration: [Brawn] hours.  Crash Effect: When Calmex wears off, the recipient  Addiction Rating: Average (dd). user suffers an automatic f to all Agility skill  Addiction Type: Physiological. checks for 24 hours.  Crash Effect: When Bones wears off, the recipient  Fix Factor: 3 days. user suffers a reduction of a random characteristic  Effect: Calmex lets the user upgrade all Stealth (as under Effect) by 1 point, to a minimum of 1 for 24 checks once he makes. hours. The user also adds b to all skill checks from physical exhaustion, just wanting to lay down with his legs elevated high, if possible.  Fix Factor: 1 day. This chem is identical in appearance to regular  Effect: Bones courses through the user's system Calmex, but gives the user an extra edge in with a vengeance, causing a strange random effect. comparison to basic Calmex. When using Bones, roll 1d10 to see which  Vector: Ingestion. characteristic is increased by 1, to a maximum of 5,  Speed: 1 turn. for the entire duration: 1-3 for Brawn, 4-6 for Agility,  Duration: [Brawn x5] minutes. 7 for Intellect, 8 for Cunning, 9 for Willpower and 10  Addiction Rating: Average (dd). for Presence.  Addiction Type: Psychological.  Crash Effect: When Calmex Silk wears off, the recipient user suffers an automatic f to all Agility skill checks for 24 hours. Buffout is a highly advanced steroid that was  Fix Factor: 3 days. popularized before the Great War by professional  Effect: Calmex Silk lets the user upgrade all Stealth athletes and their clandestine use of the chem.

BLACK NO. 1

CALMEX

BONES

CALMEX SILK

BUFFOUT

230

CHEMS

Fallout checks once that he makes. Furthermore, the Calmex Silk also adds automatic aa to all of the user's Stealth checks.

CATSEYE Catseye is not as effective outdoors, especially during daytime. When used during the day, the character will lose the ability to make out many colors until the effects wear off.  Vector: Ingestion.  Speed: 2 turns.  Duration: [Brawn] hours.  Addiction Rating: Easy (d).  Addiction Type: Physiological.  Crash Effect: The user suffers a b penalty to all skill checks made where sight is a crucial factor for success. This lasts for [12 – Brawn] hours.  Fix Factor: 6 days.  Effect: The user effectively have low-light vision and thus reduces b to any skill checks made due to penalty from lack of adequate light.

COYOTE TOBACCO CHEW It is not the same plant that is typically processed into tobacco cigarettes; it is instead based upon the real-world coyote tobacco plants which grow wild in the Western United States, classified as Nicotiana attenuata.  Vector: Ingestion.  Speed: 3 turns.  Duration: [Brawn x10] minutes.  Addiction Rating: Easy (d).  Addiction Type: Physiological.  Crash Effect: None.  Fix Factor: 1 day + [Brawn x2] hours.  Effect: Using Coyote Tobacco Chew will add an automatic s to all Perception skill checks the user makes.

DADDY-O Daddy-O is a small syringe with two vials filled with a bright orange liquid inside. According to Wasteland rumors, the drug is popular with beatniks and intellectuals of the time.  Vector: Injection.  Speed: Immediate.  Duration: 30 minutes  Addiction Rating: Hard (ddd).  Addiction Type: Psychological.  Crash Effect: Crashing on Daddy-O results in

CHEMS

having Intellect lowered by 1 point and also suffering an automatic f on all Perception skill checks for 12 hours.  Fix Factor: 5 days.  Effect: Daddy-O increases the user's Intellect by 1, as well as adding automatic s to all Perception checks, but also lowers the user's Presence by 1 point.

DAY TRIPPER An unusual chem, Day Tripper enhances the user's self-confidence while weakening the user's physical strength.  Vector: Ingestion.  Speed: 1 turn.  Duration: [Brawn] hours.  Addiction Rating: Hard (ddd).  Addiction Type: Both.  Crash Effect: Coming off a Day Tripper high results in decreasing all Presence skill checks by one for a duration of [24 – minus two hours per point of Brawn] hours.  Fix Factor: 1 day.  Effect: Day Tripper adds automatic s on all Presence skill checks, while also adding automatic f to all Brawn skill checks.

FIRE ANT NECTAR Fire ant nectar is a naturally occurring substance secreted by fire ants.  Vector: Ingestion.  Speed: 1 turn.  Duration: [Brawn x10] minutes.  Addiction Rating: None.  Addiction Type: None.  Crash Effect: None.  Fix Factor: None.  Effect: Fire ant nectar adds automatic x on Resilience checks made against fire and extreme heat. Furthermore, fire ant nectar also adds automatic a to all Agility skill checks. Nausea.

FUCKITALL This obscure chem is believed to have originated in the New York commonwealth, but this not a proved statement. Fuckitall is a thick, semi-opaque liquid that must be administered by injecting it into the bloodstream.  Vector: Injected.  Speed: 5 turns.  Duration: [Brawn] days.  Addiction Rating: Average (dd).  Addiction Type: Physiological.

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GENESYS  Crash Effect: Fuckitall causes uncontrollable shakes and spasms, effectively lowering the recipient's Brawn and Agility by 1 point for a duration equal to the chem's initial effect.  Fix Factor: 6 days.  Effect: This chem lets the user ignore the effects of any Critical Injuries for the duration the chem is coursing through his system. A character suffering a Critical Injury still obtains the Critical Injury, its effects is just not applied to him, not even after the effects of Fuckitall wears off.

GHOST SIGHT Ghost Sight provides a green night vision effect. The effect is similar to that of Catseye or Nuka-Cola Quartz, and is useful in low-light areas.  Vector: Ingestion.  Speed: 1 minute.  Duration: [Brawn x5] minutes.  Addiction Rating: None.  Addiction Type: None.  Crash Effect: None.  Fix Factor: None.  Effect: The user of Ghost Sight benefits from having darkvision and removes all b imposed on skill checks from darkness. Furthermore, any increases on skill checks imposed due to darkness is also negated. In fact, the user perceives his surroundings as if he had a light source available.

HYDRA Hydra appears as a "Supa Yum"-brand soda bottle with three sealed glass vials of liquid taped around its middle, each one with a thin rubber tube feeding their contents up to the mouth of the bottle.  Vector: Ingestion.  Speed: 1 turn.  Duration: [Brawn] hours.  Addiction Rating: Hard (ddd).  Addiction Type: Both.  Crash Effect: Crashing on Hydra means that the user will add automatic ff on all Resilience checks for [48 – 3 hours per point of Brawn] hours.  Fix Factor: 7 days.  Effect: The use of Hydra allows the user to ignore the results of any Critical Injuries suffered. Hydra adds f to all Resilience checks the user makes to ward off hydra addiction.

JANX Part of the ingredients used to create Janx is said to be radscorpion poison, bleach, cacti juice,

232

irradiated water and other equally interesting things. The ingredients are mashed to a pulp and treated with chemical ingredients and then worked into a fine turquoise powder once the entire cooking process is completed.  Vector: Inhalation.  Speed: 2 turns.  Duration: 24 hours.  Addiction Rating: Formidable (ddddd).  Addiction Type: Psychological.  Crash Effect: Anyone crashing on Janx must make a Daunting (ccdd) Resilience check upgraded twice as the chem wears off. A failed check results in the user suffering from severe sweating and debilitating nausea, which inflicts 10 points of unsoakable Strain damage, plus an additional Strain damage per uncancelled t on the check. The user is not able to recover these Strain before the end of a period of 24 hours. A y result means that the user experiences extreme, acute projectile vomitting and diarrhea. Furthermore, regardless of the Resilience check result, the character is Disoriented for the next 24 hours, suffering bbb to all skill checks.  Fix Factor: 2 days.  Effect: Those using Janx says that it is beyond euphoria, almost as if witnessing a thousand nuclear bombs going off, just without all the radiation, fallout, mutations and all that nastiness. Using Janx raises all characteristics by 1, to a maximum of 5.

JET Jet is a highly addictive drug. It is extracted from brahmin dung fumes and administered via an inhaler.  Vector: Inhalation.  Speed: 1 turn.  Duration: [Brawn x5] minutes.  Addiction Rating: Daunting (dddd).  Addiction Type: Both.  Crash Effect: Coming off Jet results in an automatic f to all Agility checks for 12 hours.  Fix Factor: 1 day.  Effect: Using Jet adds an automatic s and a to all skill checks that the user makes. Nausea.

MED-X Med-X is a potent opiate analgesic that binds to opioid receptors in the brain and central nervous system, reducing the perception of pain as well as the emotional response to pain. Essentially, it is a painkiller delivered by a hypodermic needle.  Vector: Injection.  Speed: 2 turns.  Duration: [Brawn x20] minutes.

CHEMS

Fallout  Addiction Rating: Average (dd).  Addiction Type: Physiological.  Crash Effect: Crashing on a Med-X high results in the user's Strain threshold being reduced by 2 as well as suffering t on all Agility skill checks for 24 hours.  Fix Factor: 4 days.  Effect: Increases the user's Soak rating by 1.

MENTATS This pre-War chem was created by Med-Tek. They were designed to increase memory related functions and speed up other mental processes. These chalky red pills were a popular party drug once favored for the boost it gave to creativity - turn on, tune in, drop out. After the war, the Professor allegedly developed an easy method to mass-produce Mentats, likely owing to its ubiquitous nature across the country, even years after the war had already ended. Mentats were sold in both cardboard and tin packaging, the latter a bit more likely to survive the nuclear holocaust. They are, of course, highly addictive.  Vector: Ingestion.  Speed: 5 turns.  Duration: 30 minutes.  Addiction Rating: Hard (ddd).  Addiction Type: Psychological.  Crash Effect: The user suffers automatic tt to all Presence skill checks he makes for 12 hours while crashing on Mentats.  Fix Factor: [Brawn] days.  Effect: Mentats allows the user to upgrade all Intellect skill checks once.

MORNO This black dust is laced with metallic green flecks, making it shiny when moved about in adequate lighting. Inhaling this dust usually tears the nostril cavity to shreds, resulting in a bloody nose.  Vector: Injection.  Speed: Immediate.  Duration: [6 – Brawn] hours.  Addiction Rating: Daunting (dddd).  Addiction Type: Both.  Crash Effect: Coming off a Morno trip leaves the recipient weak and sluggish, suffering -3 to Brawn (to a minimum of Brawn 1) for 48 hours.

CHEMS

 Fix Factor: 4 days.  Effect: Morno allows the user to upgrade all Agility-based skills once.

MUTIE A powerful mutagenic compound designed to give the user abilities resembling those of a super mutant. It has very nasty side effects. It's sort of a mutagenic serum that gives its user temporary stat modifications.  Vector: Injection.  Speed: 1 turn.  Duration: 60 minutes.  Addiction Rating: Daunting (dddd).  Addiction Type: Psychological.  Crash Effect: Once the effects of Mutie wears off, the user suffers a Brawn decrease of two points, but increases his Intellect and Presence by 1 point each for 1 hour. Paralysis.  Fix Factor: 3 days.  Effect: Mutie increases the user's Brawn rating by 2 points, but also reduces the user's Intellect and Presecence by 1 point each.

PSYCHO Psycho appears as a form of injected chem composed of strange, unknown chemicals of military origin which comes with its own unique delivery system. It was designed specifically for military use. It increased a soldier's damage resistance, and its dampening effect on higher brain functions made for tough — but uncontrollable-troops. This chem was very popular for human-wave assaults.  Vector: Injection.  Speed: 1 turn.  Duration: [Brawn x5] minutes.  Addiction Rating: Average (dd).  Addiction Type: Physiological.  Crash Effect: Crashing on Psycho results in the user having his Brawn characteristic reduced by 1 for a duration of 12 hours.  Fix Factor: 1 day.  Effect: Anyone using Psycho adds an automatic s on all Brawl and Melee combat checks.

RAD-X Rad-X is an anti-radiation chemical that can significantly reduce the danger of irradiated areas. When combined with an

233

GENESYS advanced radiation suit, Rad-X can create nearimmunity to radiation, even at moderate medical skill levels. Rad-X is reasonably common and can be used frequently. Like stimpacks and RadAway, Rad-X is non-addictive. Taking multiple doses of Rad-X does not increase the total radiation resistance (the effects do not stack). Instead, the drug's active time is lengthened (the effective time stacks).  Vector: Ingestion.  Speed: 2 turns.  Duration: [Brawn x12] minutes.  Addiction Rating: None.  Addiction Type: None.  Crash Effect: None.  Fix Factor: None.  Effect: Rad-X grants the user an automatic ss on all Resilience checks made against radiation exposure.

RADAWAY RadAway is an intravenous chemical solution that bonds with radiation particles and passes them through the body's system. It takes some time to work, and is also a potent diuretic. It cannot be used to keep away from, or resist radiation when entering radioactive areas like its relative namesake Rad-X, but is instead used for after receiving radiation to purge some of it from the body. On top of being addictive, it has several adverse effects, most notably headaches, stomach pains, and hair loss.  Vector: Injection.  Speed: 5 minutes.  Duration: Immediate.  Addiction Rating: None.  Addiction Type: None.  Crash Effect: None.  Fix Factor: None.  Effect: RadAway purges radiation from the user's body, effectively reducing his current Radiation level by 3.

REBOUND Rebound appears as a metal hip flask filled with liquid jet and a pair of glass vials of pre-War adrenaline drugs taped to the side, which flow up through tubes into the mouth of the flask. A needle on the top administers the drug cocktail, causing a steady rush of energy rather than an instant energy rush.  Vector: Injection.

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 Speed: 1 turn.  Duration: [Brawn x5] minutes.  Addiction Rating: Easy (d).  Addiction Type: Physiological.  Crash Effect: Coming off Rebound results in an automatic f to all Agility checks for 12 hours.  Fix Factor: 1 day.  Effect: Allows the user to take an additional free Maneuver each turn (although he may still not take more than two Maneuvers in a turn). Rebound also adds an automatic x on Initiative checks. Nausea.

ROCKET Rocket is a variant of Jet that kicks in immediately and takes you on a wild ride.  Vector: Inhalation.  Speed: Immediate.  Duration: [Brawn x5] minutes.  Addiction Rating: Formidable (ddddd).  Addiction Type: Both.  Crash Effect: Coming off Rocket results in an automatic ff to all Agility checks for 12 hours.  Fix Factor: 1 day.  Effect: Using Rocket adds an automatic ss and a to all skill checks that the user makes. Nausea.

SLASHER Slasher is a chem which combines the effects of Med-X and Psycho into a single chem.  Vector: Injection.  Speed: 1 turn.  Duration: [Brawn +1] minutes.  Addiction Rating: Hard (ddd).  Addiction Type: Physiological.  Crash Effect: Crashing on the Slasher chem results in the user having his Brawn characteristic reduced by 1 point (to a minimum of 1) for a duration of 12 hours.  Fix Factor: 1 day.  Effect: Slasher allows the user to add automatic s to all Brawl and Melee checks he makes, as well as ignoring up to ss on any damage he sustains while high on Slasher. Disorientation.

STEADY A combat chem made from unknown chemicals, it provides the user with a steady aim that makes it impossible to miss in sharpshooting, perfect for snipers lining themselves up for the perfect shot. Due to the potency and untested nature of the drug, however, it is also highly addictive. The item appears to be a makeshift inhaler crafted from an empty Sunset Sarsaparilla bottle, complete

CHEMS

Fallout with a tinfoil heating element and a hose mouthpiece.  Vector: Inhalation.  Speed: 2 turns.  Duration: [10 + Brawn x2] minutes.  Addiction Rating: Average (dd).  Addiction Type: Both.  Crash Effect: Crashing from Steady adds automatic t to all Ranged [Light], Ranged [Heavy] and Gunnery skills checks made for the next 24 hours.  Fix Factor: 7 days.  Effect: Using Steady adds automatic b to all Ranged [Light], Ranged [Heavy] or Gunnery skill checks the user makes. Furthermore, Steady adds automatic f to all Resilience checks made to avoid Steady addiction.

SWON Injecting Swon into one's system requires some talent and no weak heart – literally. Those using Swon must inject the chem directly into the heart for utilizing the effects of the chem to its fullest potential.  Vector: Injection.  Speed: 1 turn.  Duration: [Brawn x2] hours.  Addiction Rating: Easy (d).  Addiction Type: Physiological.  Crash Effect: When Swon wears off, the character immediately suffers 6 points of unsoakable Strain damage. Paralysis.  Fix Factor: 5 days.  Effect: Adds an automatic ss to all Initiative checks.

TURBO Turbo appears as an inhaler of Jet hastily ducttaped to a can of "HairStylez"-brand hair spray. The effect of turbo is a brief slowdown of the surroundings (time goes at about 35% of its original speed), including everything from your enemies' movements, to projectile speeds (your own projectile speed included), and even the duration of the drug itself. However, you are not slowed down yourself your own movement speed and fire rate will remain the same.  Vector: Inhalation.  Speed: Immediate.  Duration: [Brawn] minutes.  Addiction Rating: Daunting (dddd).  Addiction Type: Physiological.  Crash Effect: Anyone coming down from a Turbo high suffers an automatic f on all skill checks for

CHEMS

the next 48 hours.  Fix Factor: 3 days.  Effect: The user is allowed to take an additional Action per turn. Paralysis.

WASTED This is a rather foul-smelling and even worse tasting small brown pill. It is easily swallowed, though reports of diarrhea and cold sweats have been reported amongst the side effects of the chem.  Vector: Ingestion.  Speed: 1 turn.  Duration: [Brawn x5] minutes.  Addiction Rating: None.  Addiction Type: None.  Crash Effect: When the effects of Wasted wears off, the user suffers an automatic f and b to all skill checks for 24 hours.  Fix Factor: None.  Effect: The user of Wasted automatically recovers 2 Wounds he has at the beginning of each of his turns.

X-CELL Created before the War as a general performance enhancer, X-cell never got out of the prototype stage, but was widely distributed on the black market. It boosts every characteristic for a limited period of time, but is highly addictive.  Vector: Inhalation.  Speed: 1 turn.  Duration: [Brawn] minutes.  Addiction Rating: Formidable (ddddd).  Addiction Type: Both.  Crash Effect: The user who comes off of a X-Cell high suffers f to all skill checks for 24 hours.  Fix Factor: [24 + Brawn x6] hours.  Effect: X-Cell increases Brawn, Agility, Intellect, Cunning, Willpower and Presence by 1 point. Furthermore, X-Cell adds ff to all Resilience checks made for the addiction.

235

GENESYS CHEMS NAME

PRICE RARITY

Addictol

125

8

Alien Biogel

25

9

Ant Nectar

20

4

Black No. 1

55

6

Bones

15

9

Buffout

45

6

Calmex

70

8

Calmex Silk

150

9

Catseye

20

4

Coyote Tobacco Chew

1

3

Daddy-O

50

7

Day Tripper

40

5

Fire Ant Nectar

50

7

Fuckitall

175

8

Ghost Sight

40

7

Hydra

55

4

Janx

550

10

Jet

50

3

Med-X

50

6

Mentats

50

3

Morno

75

6

Mutie

400

9

Psycho

50

3

Rad-X

20

3

RadAway

80

5

Rebound

35

6

Rocket

120

7

Slasher

50

8

Steady

45

5

Swon

35

4

Turbo

50

3

Wasted

175

7

X-Cell

270

9

236

CHEMS

WEAPONS

GENESYS

WEAPONS There are a lot of ways to kill someone in this world. The weapons that can be encountered out in the wasteland are varied; they could be relics from the Pre-War, cobbled together with junk and ingenuity in the time since, or in rare cases newly manufactured by one of the few weaponsmiths still able to make new weapons. Weapons come in a great variation and suits many different purposes. Many of the weapons found throughout the Wasteland have seen better days and tend to be victim of poor maintenance or neglect. The weapons in the Fallout setting function similar to the weapons found in the modern setting (as detailed on page 166 of the GENESYS core rulebook). Weapons have a number of distinct characteristics, which is how they are defined within the Fallout setting and delineate their capabilities. All weapons share the characteristic categories covered here. Some also come with unique rules, which are covered in the weapon's individual entry. Those rules are so specialized that making them universal would just create clutter in the general rules, since they won't come up often.

NAME This is the name or generalized type of the weapon in question.

SKILL USED (SKILL) All weapons require a combat skill to operate, and this entry defines which skill the weapon requires. Skills also can determine whether a weapon requires one or two hands to wield. The [Heavy] version of the Ranged skill means the weapon takes two hands to use, and the [Light] version of the skill means it can be used with one hand.

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BASE DAMAGE (DAM) The base damage the weapon inflicts. This is the minimum damage inflicted with this weapon hits. Each s the combat check generates adds one point to this damage rating. Some weapons (including most Brawl and Melee weapons) have a “+” in front of their base damage. This means you add your character's Brawn rating to this value.

CRITICAL RATING (CRIT) Indicated by a number of a required to trigger Critical Injuries using this weapon. If the weapon's Critical rating triggers, the character rolls percentile dice on Table 6-10: Critical Injury Result, on page 115 of the GENESYS core rulebook to determine the effect on the target. A Critical Injury can only be triggered on a successful hit that inflicts Wounds on the target. Some weapons and talents modify this Critical roll, potentially making a Critical Injury more or less effective. In addition, a character can only generate one Critical Injury per hit on a target. However, if the check generates enough a to trigger the Critical rating of the weapon multiple times, the character can choose to add +10 to the Critical roll for each trigger after the first. More on Critical Injuries can be found on page 114 in the GENESYS core rulebook.

RANGE The range of the weapon. Range is measured in several broad range bands. Melee weapons usually require the attacker to be Engaged with the target. Ranged weapons have ranges listed as Short, Medium, Long, or Extreme. See pages 102 and 105 in the GENESYS core rulebook for more details.

ENCUMBRANCE (ENCUM) Encumbrance is an abstract measurement of how heavy and awkward something is to carry and

WEAPONS

GENESYS transport. The higher the Encumbrance, the more difficult the item is to carry. More details on Encumbrance can be found on page 84 in the GENESYS core rulebook.

HARD POINTS Many weapons can be customized, to an extent determined by the number of Hard Points they have. The vast majority of weapons have a limited number of Hard Points that determine how many attachments can be mounted on them. This is covered in greater detail on page 206 in the GENESYS core rulebook.

PRICE The price of the weapon on the open market. The price is listed in bottle caps currency, naturally.

RARITY The rarity of the item, before modifying (see page 82 in the GENESYS core rulebook).

SPECIAL These are the qualities or other special rules each weapon possesses. More in-depth descriptions of these qualities can be found on page 86 in the GENESYS core rulebook, while rules specific to a certain type of weapon are detailed in the weapon's individual description.

glove incorporating what amounts to a laser pistol on the back of the wearer's hand. Impact-sensitive plating across the knuckles fires the laser when the wearer lands a punch. delivering a devastating blast. While these weapons are undeniably effective, they are also dangerous for the wielder. Despite the fact that the impact-plating supposedly also shields the user, only the very brave or very reckless embrace the idea of a laser impact just scant centimeters from their fingers. Even the toughest fighters can only withstand repeated blaster impacts on their knuckles for so long. When using blast knuckles, every successful hit inflicts 1 Strain on the wielder (in addition to any strain suffered due to check results) . Blast knuckles cannot deal damage to a target's Strain threshold.

BOXING GLOVES Boxing gloves are a large, red leather mitt laced onto the wearer's hands. They are intended for throwing stunning blows to the opponent, and not for causing lethal wounds.

DEATHCLAW GAUNTLET The deathclaw gauntlet appears as a set of severed finger-bones from a deathclaw, joined with hose clamps and a handle attached via threaded rod welded to wire to make a deadly handheld weapon.

GARROTE

The garrote has been the go-to weapon for quiet assassinations since the dawn of time. An extremely simple and deceptively lethal weapon, a garrote is a Brawl weapons are simple, often easily concealed length of cord or cable with a handle attached at weapons that are worn on the hands as both a each end. The cable is wrapped around a target's means of protection and a way to increase the throat and the handles are pulled tight at the back of damage of physical blows. While there are many the neck, cutting off air, and either knocking out or kinds of brawl weapons in the Wasteland, brass suffocating the target. Garrotes are easy to conceal knuckles are the most common types available. and can even be made in the field with readily When using a brawl weapon, users add their Brawn available materials. characteristic to the damage dealt, unless the A character who makes a successful Brawl attack weapon description indicates otherwise. When a when using a garotte against a target can cause that brawl weapon has its own stated damage, the target to become suffocated (see page 112 of the inclusion of a plus sign next to the damage indicates GENESYS core rulebook). Targets may attempt to that the user adds his Brawn to the damage dealt. break free of the garrote with an opposed Brawl vs. Brawl check, adding b for each turn they have been caught. The garrote can only be used against opponents This brawl weapon is composed of three that are of the same Silhouette or up to 1 Silhouette sharpened blades arranged around a wooden cup of difference in size than the wielder of the garrote. sorts and secured with leather bindings.

BRAWL WEAPONS

BLADED GAUNTLET

BLAST KNUCKLES This unusual weapon consists of a heavy, armored

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KNUCKLES Knuckles, brass knuckles, or knuckledusters, take

WEAPONS

Fallout the form of four linked metal rings in a shallow convex formation with a bumper attached to the concave face. The rings are slipped over a combatant's fingers with the bumper pressed into the palm of the hand. When a punch is thrown, the brass knuckles take the majority of the impact impulse, transferring much of the punch's kinetic energy to the target by way of the harder, smaller impacting surface of the metal knuckles. This drastically increases the likelihood of serious tissue disruption and bone damage.

MANTIS GAUNTLET Consisting of a severed mantis foreleg, this weapon is fitted to the wielder's forearm and reinforced with metal bars and leather straps.

power generators and dozens of meters of superfine metallic thread that turns them from simple hand protection into extremely effective anti-personnel weapons. When an individual wearing shock gloves strikes a target, the gloves release stored energy in a burst of power that can knock even the toughest opponent unconscious in an instant.

YAO GUAI GAUNTLET This gauntlet is constructed the paw of a yao guai. The massive bear paw can not only cut deep wounds but bruise or even break bones because of its burdensome size.

MEATHOOK A typical butcher's meat hook used for holding animal carcasses, readily used as an improvised weapon.

POWER FIST The power fist is a mechanical glove mounted with a hydraulic piston powered ram. When punching, the pistons push the ram forward, smashing into the enemy. Sometimes, enough power is transferred to the target to knock them down.

SAP GLOVES Made in a variety of styles for nearly every species, they are simply a pair of gloves with heavy plates, alloy pellets, sand, or some other dense, weighty material sewn into the fingers and back of the hand. Relatively innocuous when worn, sap gloves amplify a wearer's punch and act almost like knuckles. Spotting sap gloves on an individual requires a Daunting (dddd) Perception check.

SHOCK GLOVES Popular among infiltrators, law enforcement agents, and others needing a quick, non-lethal weapon easily at hand, shock gloves are an excellent addition to any Wastelander's equipment loadout. They are produced in a variety of styles, from sleek hide gloves suitable for evening or formal wear to heavily armored gauntlets built to match battle armor. Shock gloves fit snugly over the hands and are threaded with tiny kinetic

WEAPONS

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GENESYS BRAWL WEAPONS NAME

SKILL

Bladed Gauntlet

Brawl

+1

3

Engaged

1

1

35

4

Blast Knuckles

Brawl

+4

4

Engaged

2

-

50

6

Inaccurate 1

Boxing Gloves

Brawl

+0

5

Engaged

-

-

10

2

Disorient 2, Stun Damage

Deathclaw Gauntlet

Brawl

+4

3

Engaged

3

1

150

8

Cumbersome 3, Pierce 1, Vicious 2, Unwieldy 3

Garrote

Brawl

+0

-

Engaged

1

-

5

2

Stun

Knuckles

Brawl

+1

4

Engaged

1

-

10

2

Disorient 3

Mantis Gauntlet

Brawl

+2

3

Engaged

1

-

72

3

Meat Hook

Brawl

+2

3

Engaged

2

1

32

4

Pierce 1

Power Fist

Brawl

+3

3

Engaged

3

2

100

7

Knockdown, Unwieldy 3

Sap Gloves

Brawl

+2

5

Engaged

1

1

50

4

Concussive 1

Shock Gloves

Brawl

+0

5

Engaged

-

1

30

2

Stun 3

Yao Guai Gauntlet Brawl

+3

2

Engaged

2

1

150

6

Cumbersome 2, Vicious 1

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DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL

WEAPONS

Fallout

ENERGY WEAPONS Energy weapons come in a seemingly broad array of shapes and sizes, from small pistols that can be hidden in a sleeve or pocket to heavy repeaters used to mow down whole squads of infantry and destroy light vehicles. All energy weapons use some sort of highly pressurized volatile combustible gas as their propellant. When the weapon is fired, the gas is pushed through a second chamber that "excites" the gas. The next compartment converts the gas into energy particles, which are then focused through a crystal of some sort. The end result is a dense packet of charged particles that can tear through everything from flesh to concrete to armor alloys.

AEP7 LASER PISTOL The AEP7 laser pistol was put into service to replace the AEP5 model. With a generous battery size, tight shot grouping at range, resilience to extended use, and fairly decent damage output, it is a very good choice for a sidearm and is used extensively in this role by the Brotherhood of Steel and the Enclave in the Capital Wasteland. As the successor to the AEP5, it boasted a redesigned focusing crystal pattern, an improved photonic focusing chamber, and selectable laser focus, wavelength, pulse energy and repetition rate. In addition, it was lighter and less bulky than its predecessor and was perceived as a step toward replacing the N99 10mm pistol with a laser weapon as the standard issue sidearm for military forces. The AEP7 was produced in large numbers thanks to newly developed manufacturing technologies in the United States, although logistics and supply issues (caused by prolonged war with China) prevented its wide-scale deployment.

AER9 LASER PISTOL The AER9 features a titanium housed crystal array which proved to withstand long years of exposure to the elements much better than the gold alloy housing of the later models. As a result, the crystal arrays stayed focused within operating parameters, rather than falling completely out of focus like the newer models. Power is drawn from microfusion cells and processed through a wave/particle diverter manufactured by General Atomics International. The diverters are protected by a carbon-fiber housing,

WEAPONS

preventing frequent malfunction, but when a diverter fails the weapon becomes unusable. As with all energy weapons, the AER9 can suffer from poor performance if not properly maintained. The crystal arrays and non-mechanical components are delicate and if not properly serviced can lead to a loss of beam intensity, overheating, and energy regulation failure. The GM can spend ttt or y on the Ranged [Light] combat check to have the AER9 laser pistol become damaged one step (as detailed on page 89 in the GENESYS core rulebook).

AER9 LASER RIFLE The AER9 laser rifle was actually not the top laser rifle in service at the time of the Great War. The model line went up to the state-of-the-art AER12, which saw service in a handful of specialty units. The reason that the AER9 is much more commonly found is that it was much sturdier and more reliable than the models that followed. A new model, the AER14, was in development prior to the war, with at least one working prototype in Vault 22.

AER14 PROTOTYPE LASER RIFLE The AER14, a successor to the AER9 and AER12, was a prototype in development before the Great War. The unit found in Vault 22 is one of these development models, complete with exposed wiring and loose prototype circuit boards taped to the stock. The AER14 is similar in appearance to the AER9, although it is a lighter gray scheme with an orangered trim. It also has two integrated circuit chips housed inside its stock, which are connected to the rest of the weapon via wires. It uses two microfusion cells per shot. The AER14 also fires a green laser instead of the normal red laser.

ALIEN ATOMIZER The atomizer is an alien pistol commonly used by the aliens. It has an average rate of fire and does relatively high damage when compared to other sidearms found throughout the Wasteland. The alien atomizer is dead-on accurate. Alien atomizers may never benefit from upgrades or attachments that improve their range or grant multiple shots.

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GENESYS Whenever a target is hit with an alien atomizer, any Critical Injury results in a “Crippled” effect, unless the roll on Table 6-10 (on page 115 in the GENESYS core rulebook) would result in a more grievous injury.

ALIEN BLASTER The gun is very futuristic in appearance, with a chrome and red paint job. It fires blue bolts of energy. The alien blaster can also be set for a stun setting, unlike all other energy weapons.

ALIEN DISINTEGRATOR

Institute military and scientific personnel were developed by the organization's Advanced Systems division. The Institute's laser pistol system was constructed from the ground up, unlike the Brotherhood of Steel, who use pre-War military surplus weapons. The weapons are mass-produced in a factory located within the Institute's headquarters. The Institute laser pistol is a much-more bulky package and sports less stopping power than its pre-War counterpart.

INSTITUTE LASER RIFLE

The technology for laser rifles standard-issue to The alien disintegrator is an energy weapon Institute military and scientific personnel were created by aliens. It has an impressive magazine developed by the organization's Advanced Systems capacity for a rifle, containing 100 alien power division. The Institute's laser rifle system was modules. The alien disintegrator has a unique way of constructed from the ground up, unlike the reloading: it charges multiple alien power modules in Brotherhood of Steel, who use pre-War military the weapon. The user just presses a specific button surplus weapons. The weapons are mass-produced on the top to charge the next alien power module. in a factory located within the Institute's The alien disintegrator does high damage, has a low headquarters. spread, an impressive ammunition capacity, and a The Institute laser rifle is a much-more bulky quick reload speed. Although it has good accuracy, package and sports less stopping power than its its accuracy is not as good as that of the alien pre-War counterpart. atomizer. However, it remains reliable for long and short-range combat. Alien disintegrators may never benefit from upgrades or attachments that improve their range or The multiplas rifle (a portmanteau of "multiple" and grant multiple shots. "plasma") is based on the urban plasma rifle design. Whenever a target is hit with an alien disintegrator, It is a sort of "plasma shotgun," firing three rounds any Critical Injury results in a “Crippled” effect, of plasma in a volley, at the cost of a massive drain unless the roll on Table 6-10 (on page 115 in the on the microfusion cell. GENESYS core rulebook) would result in a more A Ranged [Heavy] combat check that generates grievous injury. tt or y can result in the multiplas rifle having run out of microfusion energy, and needs a fusion cell reload.

MULTIPLAS RIFLE

GATLING LASER

Designed specifically for military use, the L30 Gatling laser was in the prototype stage at the beginning of the Sino-American War. Capable of firing only in burst and with a low energy capacity, it was eventually superseded by the more advanced full auto Gatling. The Gatling laser achieves a high damage output by firing multiple low powered lasers at an incredibly fast rate, about 1800 rpm. It consumes ammunition at an equally incredible rate, depleting a full battery of 240 electron charge packs in just 8 seconds. On a Gunnery check that generates tt or y can result in the gatling laser to run out of microfusion energy, and needs a fusion cell reload.

INSTITUTE LASER PISTOL The technology for laser pistols standard-issue to

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PLASMA PISTOL Plasma pistols are high-tech weapons which find numerous applications in military and industrial fields. They fire superheated bolts of plasma powered by either microfusion cells, heavy energy cells or plasma cartridges. The bolt forms in a special chamber, which is then sent down a superconducting barrel, propelled by, and in some models stabilized by electromagnetic claws upon exiting it. The plasma bolt is a toroid of superheated hydrogen gas that delivers high levels of both thermal and kinetic energy damage to the target, melting through most types of armors and causing massive 3rd-degree and 4th-degree burns. Initially, these weapons were bulky, industrial plasma casters designed to be an industrial welding

WEAPONS

Fallout tool rather than a weapon, manufactured by Winchester Arms; while it performed admirably as a welding tool, it was expensive and required specialized training to use. However, later developments for the US Army would lead to a more compact and smaller designs, such as the plasma pistol, that was cheaper to produce and easier to train for, perfectly suited for urban warfare. If a plasma pistol scores a critical hit with a xx result, they can literally melt down enemies and instantly kill them. While most industrial casters aren't powerful enough to dissolve bones too, subsequent models have no problem converting the target into a puddle of goo.

PLASMA RIFLE This plasma rifle is a lightweight urban warfare weapon created by REPCONN Aerospace for the US Army based on engine parts from the failed Z43521P - "Green Bean" plasma-powered rocket. Like the AER9 laser rifle, it uses a microfusion cell as its power supply. It taps into the cell, essentially a small fusion reactor, to produce a toroid of plasma that is ejected down a superconducting barrel. In contrast to the Winchester P94, it does not have the electromagnetic claws. As of 2277, these plasma rifles can usually be found in use by Enclave soldiers on the East Coast. By 2281, they can be found less commonly throughout the Mojave Wasteland. If a plasma rifle scores a critical hit with a xx result, they can literally melt down enemies and instantly kill them. While most industrial casters aren't powerful enough to dissolve bones too, subsequent models have no problem converting the target into a puddle of goo.

PULSE GUN The pulse gun is an electromagnetic pulse (EMP) based weapon, similar in principle to that of pulse grenades and pulse mines, it delivers pulse damage to robots, vehicles and those wearing power armor. When fired, the pulse gun suffers from a small delay before discharging, due to it building up the charge for the pulse. This results in the need to continue aiming on target after pulling the trigger to ensure a hit. As a weapon, the pulse gun is only effective against robots and power armor opponents, since it only delivers a small amount of impact damage otherwise.

RECHARGER PISTOL

ammunition. It's a more advanced and compact version of the recharger rifle that is fitted with a microfusion breeder that provides it a virtually limitless power supply. If a recharger pistol runs out of ammunition as a result of y or ttt on a Ranged [Light] combat check, it has fully recharged itself in time for the next forthcoming encounter, and thus is ready for usage again, without the wielder having to purchase a fusion cell reload.

RECHARGER RIFLE A specialized laser rifle designed to work with microfusion breeder ammunition, the recharger rifle effectively has unlimited ammunition. The recharger rifle is also an incredibly sturdy weapon and requires less skill with energy weapons to use effectively. However, this particular rifle is much weaker and heavier than the more common AER9, and the user must time their shots to compensate for the weapon's need to charge up its shots. If the recharger rifle runs out of ammunition on a y or ttt result, it has fully recharged itself in time for the next forthcoming encounter, and thus is ready for usage again, without the wielder having to purchase a fusion cell reload.

SONIC EMITTER The sonic emitter's chassis is composed of a grey metallic tube outfitted with four vacuum tubes, a housing for a small energy cell, a conical muzzle, and a rear-mounted oscilloscope, all attached to a pistol grip. It shares some visual features with other pistol-grip energy weapons, such as the pulse gun and the recharger pistol. When the trigger is pulled, the vacuum tubes light up as the weapon charges for a moment before firing concentric rings of blue energy at the target. A sonic emitter is particularly efficient against robots, synths and power armor users. Against such opponents, the sonic emitter allows the user to add an automatic s on his Ranged [Light] combat checks, and deals an additional point of damage.

TRI-BEAM LASER RIFLE The tri-beam laser rifle is essentially a "laser shotgun", which fires three laser beams with each shot. Compared to the regular AER9, it's missing the tube on the bottom length of the barrel, is shorter in overall length and has a new emitter aperture and attached wires.

The recharger pistol is the second version of a self-charging weapon with effectively limitless

WEAPONS

244

GENESYS ENERGY WEAPONS NAME

SKILL

DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL

AEP7 Laser Pistol Ranged [Light]

6

3

Medium

1

1

175

6

Accurate 1

AER9 Laser Pistol Ranged [Light]

7

3

Medium

2

1

250

7

Accurate 1

AER9 Laser Rifle

Ranged [Heavy]

8

3

Long

4

2

800

7

Accurate 1

AER14 Prototype Laser Rifle

Ranged [Heavy]

9

3

Long

6

3

1,000

8

Accurate 1

Alien Atomizer

Ranged [Light]

10

2

Short

2

1

500

10

Accurate 1, Vicious 4

Alien Blaster

Ranged [Light]

5

4

Short

1

1

500

10

Stun

Alien Disintegrator

Ranged [Heavy]

10

2

Long

5

3

300

10

Cumbersome 2, Vicious 5

Gating Laser

Gunnery

12

3

Extreme

9

5

2,000

10

Auto-Fire only, Cumbersome 5, Pierce 2, Prepare 1

Institute Laser Pistol

Ranged [Light]

5

3

Medium

3

2

100

7

Accurate 1

Institute Laser Rifle

Ranged [Heavy]

7

3

Long

5

3

500

8

Accurate 1

Multiplas Rifle

Ranged [Heavy]

12

2

Short

4

2

2,500

10

Inaccurate 2, Vicious 2

Plasma Pistol

Ranged [Light]

8

2

Short

2

1

200

8

Inaccurate 1, Vicious 2

Plasma Rifle

Ranged [Heavy]

10

2

Medium

4

2

1,300

9

Inaccurate 1, Vicious 2

Pulse Gun

Ranged [Light]

6

3

Medium

2

1

1,800

7

Pulse only

Recharger Pistol

Ranged [Light]

5

4

Medium

2

1

270

7

Accurate 1

Recharger Rifle

Ranged [Heavy]

7

4

Long

6

3

2,500

7

Accurate 1

Sonic Emitter

Ranged [Light]

6

4

Short

1

1

750

8

Stun Damage

Tri-Beam Laser Rifle

Ranged [Heavy]

8

3

Medium

3

2

1,000

7

Accurate 1, Pierce 1

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WEAPONS

Fallout

WEAPONS

246

GENESYS

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WEAPONS

Fallout

HEAVY WEAPONS Weapons intended for mass interdiction. This includes demolition, rocket-propelled grenades, squad automatic weapons, and stationary machine guns. Basically anything big and heavy that isn't readily shoulder-fired and does massive amounts of damage.

magazine, typically at a rate of several hundred rounds per minute. The heavy machine gun is a powerful support weapon firing .308 caliber rounds. It is a rifle with a very long barrel and high-powered rifle ammunition, but suffers from poor spread.

LIGHT MACHINE GUN

The light machine gun is a fully automatic 5.56mm machine gun with a rapid rate of fire and an ammunition capacity of 90 5.56mm rounds. In 2281 First entering service in September 2077 with the within the New California Republic Army, the light U.S. Army, the Fat Man is a shoulder mounted mini machine gun is only issued to the NCR heavy nuke launcher. Developers struggled to find a way to fire the heavy troopers, the finest of the NCR troops. The light ammunition from a man-portable system far enough machine gun has a decent rate of fire, high magazine capacity, damage, and remarkably fast to keep the operator outside the blast radius, losing reload speed. a lot of people in the process. Eventually, it was discovered that by placing a small sub-charge into the ammunition itself, similar to bullets being fired from a gun (or perhaps more accurately described This weapon is a six-barreled heavy machine gun, as being along the lines of a recoilless launcher), the fed by a "cassette" ammunition box using the 5mm warheads could be launched a considerable round. Utilizing the Gatling style rotating barrels distance without adding too much weight to the powered by an internal motor, it delivers an already heavy weapon. extremely high rate of fire, making it an effective A y rolled while using a Fat Man means the weapon and is ideal for inflicting heavy damage on nuclear detonation injures the firing character as large quantities of relatively unarmored enemies. well (the character takes damage equal to the With the use of armor piercing ammunition, the weapon's Blast rating, even if Blast was not minigun is extremely deadly, being able to cut triggered). through even the toughest target very fast, the

FAT MAN LAUNCHER

MINIGUN

FLAMER The flamer is by far the most effective big gun for close-quarters action, as it doesn't have as great a warm-up as the minigun or risk-to-self as the missile launcher or Fat Man. The flamer and its ammunition are fairly common, and can be found on any Mister Gutsy (and even Mister Handy) and in many stores.

HEAVY INCINERATOR

downside being that it uses up the 5mm ammunition rather quickly. A Gunnery skill check that generates tt or y can result in the minigun depleting its ammunition supply prematurely.

MISSILE LAUNCHER The missile launcher is a shoulder-fired explosives weapon. It is heavy but powerful, and can fire several types of missiles. Multiple enemies can be hit with a single shot due to the blast radius of the explosion. Enemies not killed by the blast will often have multiple limbs crippled and will be easier to dispatch.

The heavy incinerator is essentially a napalm launcher; it lobs flammable fuel with a splash damage possibility at the target in an arc. These 'projectiles' cause splash damage, and will most often set the enemy on fire, unless a large 'miss' variance is registered. The heavy incinerator can be The Nuka-nuke launcher is a Fat Man nuclear fired at extremely long distances with relatively good catapult with a unique modification. Instead of accuracy. regular mini nukes it launches Nuka-nukes, a specially modified, quantum-enhanced version with increased explosive power. Apart from its superior A heavy machine gun is a fully automatic mounted damage output and its unique ammunition, the or portable firearm, usually designed to fire bullets in Nuka-nuke launcher looks and handles exactly like its base version. quick succession from an ammunition belt or

NUKA NUKE LAUNCHER

HEAVY MACHINE GUN

WEAPONS

248

GENESYS

TESLA CANNON The Tesla cannon is a pre-War, portable, directable energy weapon. It was designed to be used as a lightweight, compact anti-tank weapon. The design was named after Nikola Tesla, whose designs for the technology were seized by the U.S. government after his death. When used, the cannon projects a blast that will damage the enemy on impact. It will continue to gradually reduce the enemy's health due to its ability to electrify the target and its surroundings. It is aesthetically identical to a missile launcher and uses missiles as its ammunition source.

HEAVY WEAPONS WEAPONS NAME

SKILL

DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL

Fat Man Launcher Gunnery

25

2

Long

7

4

1,000

10

Blast 15, Breach 1, Cumbersome 4, Limited Ammo 1, Prepare 1, Rad 5

Flamer

8

2

Short

6

3

500

6

Blast 8, Burn 3

Heavy Incinerator Gunnery

10

2

Long

8

4

775

8

Blast 9, Burn 4, Cumbersome 3, Inaccurate 1

Heavy Machine Gun

Gunnery

15

2

Long

8

4

520

8

Auto-Fire, Cumbersome 5, Pierce 2, Vicious 1

Light Machine Gun

Ranged [Heavy]

11

3

Long

7

4

450

7

Auto-Fire, Cumbersome 2, Pierce 1

Minigun

Gunnery

13

2

Long

8

4

1,000

8

Auto-Fire only, Cumbersome 5, Inaccurate 1, Linked 1

Missile Launcher

Gunnery

20

2

Extreme

7

4

500

8

Blast 10, Breach 1, Cumbersome 3, Limited Ammo 1, Prepare 1

Nuka-Nuke Launcher

Gunnery

25

2

Long

7

4

650

10

Blast 15, Breach 2, Cumbersome 4, Limited Ammo 1, Prepare 1, Rad 6

Tesla Cannon

Gunnery

12

3

Long

7

3

1,800

10

Blast 8, Burn 3, Cumbersome 4, Limited Ammo 1, Prepare 1, Pierce 1, Vicious 1

249

Ranged [Heavy]

WEAPONS

Fallout

WEAPONS

250

GENESYS

MELEE WEAPONS In a Wasteland filled with deadly firearms and lasers with bolts of charged particles that can burn through a car's hull in an instant, not to mention explosives so powerful that the smallest can destroy an entire squad of infantry, a melee weapon seems an almost comical anachronism. In truth, the utility and deadliness of a well-honed blade or a heavy blunt object is well-respected. From the deadly combat knife to the shishkebab, melee weapons still have their place on the battlefield.

AXE The axe is a wooden handled weapon with a heavy steel head intended for firefighting use. It has a broad finely sharpened front blade and a sharp pick point on the rear of the head. The long hardwood handle allows for sweeping attacks at reasonable distance and is partially rubber coated to ensure a good grip on the weapon. Originally designed for breaking down walls and doors, this weapon can inflict severe damage to a soft target. An axe requires the wielder to use two hands to wield it properly and effectively.

BASEBALL BAT This is a long, smooth wooden bat, typically made of ash, for use in the sport of baseball. Under MLB regulations, a baseball bat cannot exceed 2.61 inches in diameter at the widest point, can be no longer than 42 inches, and must be a single solid piece. Bats found in the Commonwealth have a base weight of three pounds, approaching the weight of bats used in the early 20th century by players like Babe Ruth. The baseball bat requires the wielder to use both hands for effectively wielding it as a melee weapon.

BATON This is a collapsible model law enforcement baton, used by various police departments before the Great War. It is standard issue gear for Vault-Tec security forces, alongside the 10mm combat pistol.

CATTLE PROD Normally used for herding stubborn cattle, it has been re-purposed as a non-lethal weapon against humans. In addition to the taser-like prongs at the tip normally found on cattle prods, it has been outfitted with a thick, electrified metal coil around the striking end, hooked up to a pair of batteries taped down near the handle.

251

In addition to its damage causing potential, the cattle prod also causes Strain damage, which can help knock out targets quicker.

CHINESE OFFICER'S SWORD These weapons are remnants from the United States' war with China, an event that triggered the Great War. They were most likely brought back by American soldiers fighting in various campaigns in mainland China, or were brought by Chinese infiltrators and saboteurs.

CLEAVER The cleaver was designed to chop hunks of meat for use in butcher's shops, but has since been repurposed as a melee weapon. It also does bonus damage to limbs.

COMBAT KNIFE A large knife designed for both combat and survival purposes. It has a long, clip-point blade with serrations along the back intended for cutting rope and small branches. The knife uses a fast swing stabbing and slashing motion when used.

HATCHET It is a hand-axe with a rubber-gripped wooden handle for chopping wood and limbs alike.

KATANA A katana is a type of Japanese sword with a blade length greater than 23.6-28.7 inches (60-73 centimeters) and characterized by its distinctive appearance: a curved, slender, single-edged blade, circular or squared guard, and long grip that can accommodate two hands. Often called a "samurai sword" or "samurai's sword" because of its use by the feudal warriors, it became a symbol of the samurai caste. Renowned for its sharpness and cutting ability, its origins go back at least as far as the Kamakura Period (1185–1333). Most often held with two hands, some techniques and combat styles were performed with a one-handed grip. The katana was generally carried in a saya, or scabbard, manufactured from lightweight wood, with a coat of lacquer on the exterior and a wooden knob on one side for attaching a braided cord.

KNIFE A simple chef's knife with low melee damage. Extremely common to the point of being cheap

WEAPONS

Fallout clutter. Its availability and low cost makes it ideal for repairing higher-ended one-handed melee weapons.

MACHETE A machete is essentially a large, long, sharp knife, designed to hack through vegetation. They make handy melee weapons too. The machete is a broad, single-edged blade with a wooden grip wrapped in cloth. It has a medium swinging speed and is swung in alternating diagonal slashes.

REVOLUTIONARY SWORD

being wielded effectively.

SPEAR Although a simple weapon, a spear is easy to wield and allows the user to keep some distance from an opponent. Hence, spears don't have very high damage, but the Accurate 1 quality represents their ease of use. In addition, the Defensive 1 quality represents their usefulness at keeping someone at arm's reach. The spear can be wielded by using two hands in melee, or thrown out to Short range requiring only a single hand.

The revolutionary sword is a simple steel spadroon with a straight, single-edged blade and wooden hilt. It has a medium swing speed, swinging in a diagonal downward slash and a horizontal swipe following It is a heavy two-handed hammer, and contains a that. A downward chop serves as its power attack. It kinetic energy storage device to increase the is the same type of sword that the original knockback effect of the weapon. It is rather Minutemen would have used during the cumbersome and slow, but very powerful. Revolutionary War.

SUPER SLEDGE

RIPPER

SWITCHBLADE

The switchblade is a small melee weapon that may This weapon is essentially a chainsaw compacted be swung fast, but with small damage inflicted upon into knife form so that it can be wielded with just one enemies. Any attempts to find a hidden switchblade hand. Nevertheless, the Ripper inherits many of the has a b penalty on the skill check. qualities of its larger version.

SHISHKEBAB The shishkebab is a flaming sword which sets the target on fire upon impact. It runs on fuel from a tank on the wielder's back. When simply held in hand, the sword emits a steady stream of small bluish flames from the nozzles mounted along its blade. However, when the weapon is swung, the fire immediately starts burning much hotter and brighter, creating a far more spectacular effect than any previous incarnation of this weapon ever displayed.

SHOCK BATON The shock baton is a melee weapon of alien origin. The design is somewhat similar to that of a police baton, except that the stun baton release a high electrical jolt upon impact. A Brawl melee combat check that generates ttt or y can deplete the shock baton of electrical energy. Recharging the shock baton requires a fusion cell.

SLEDGEHAMMER A sledgehammer is used in heavier working conditions, such as industrial areas or for breaking ground. A sledgehammer requires two hands for

WEAPONS

252

GENESYS MELEE WEAPONS NAME

SKILL

Axe

Melee

+3

3

Engaged

2

1

25

3

Baseball Bat

Melee

+2

4

Engaged

2

1

25

2

Baton

Melee

+2

4

Engaged

1

-

70

2

Cattle Prod

Melee

+2

4

Engaged

2

1

45

3

Stun Damage

Chinese Officer's Sword

Melee

+3

2

Engaged

1

1

75

7

Defensive 1

Cleaver

Melee

+3

3

Engaged

1

-

20

3

Vicious 1

Combat Knife

Melee

+1

3

Engaged

1

1

35

3

Vicious 1

Hatchet

Melee

+2

3

Engaged

1

-

75

3

Katana

Melee

+3

2

Engaged

1

1

2,500

8

Knife

Melee

+1

3

Engaged

1

-

20

2

Machete

Melee

+3

2

Engaged

2

1

50

4

Pierce 1

Revolutionary Sword

Melee

+3

2

Engaged

1

1

50

5

Pierce 1

Ripper

Melee

+3

2

Engaged

2

1

1,200

8

Pierce 1, Vicious 2

Shishkebab

Melee

+2

4

Engaged

2

1

2,500

8

Burn 1, Vicious 2

Shock Baton

Melee

+3

4

Engaged

2

1

70

10

Stun Damage

Sledgehammer

Melee

+3

4

Engaged

3

2

130

3

Cumbersome 2, Knockdown

Spear

Melee

+2

4

Engaged

2

1

25

2

Accurate 1, Defensive 1

Super Sledge

Melee

+4

4

Engaged

4

2

580

7

Cumbersome 3, Disorient 3, Knockdown

Switchblade

Melee

+1

3

Engaged

1

-

35

2

253

DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL Vicious 1

Accurate 1, Vicious 2

WEAPONS

Fallout

WEAPONS

254

GENESYS battle.

OTHERS WEAPONS Other weapons cover a rather broad spectrum of weapons that fall outside every other specified type of weaponry. They may resemble other weapons in appearance and function, but incorporate unique firing mechanisms and effects, that differentiate them from other classifications of weapons.

GAMMA GUN

The gamma gun is crude weapon but a technological marvel. Most weapons of this type look home made, but always consist of a pistol grip, a central hexagonal housing, and have a small emitter dish that projects the weapon's gamma ray when fired. Targets hit by the gamma ray suffer some damage, but the true threat comes from the An acid soaker is a small pistol that has been jury- weapon's ability to apply large amounts of radiation to a target. rigged to fire acid concentrate from a small glass container rather than ordinary ammunition. It sprays an acidic solution at targets, causing acid damage. It has an intake that dispenses liquid from a glass jar The Gauss rifle, also called a "coil gun," is a device that is screwed into place. The solution visibly used to propel a ferromagnetic projectile by drains as the weapon is fired. accelerating it through a process of electromagnetic

ACID SOAKER

GAUSS RIFLE

CRYOLATOR The cryolator was developed by the overseer of Vault 111 as a way to occupy time, waiting for the All-Clear signal from Vault-Tec that never came. Using chemicals and components readily available within the vault, the prototype was able to be completed, making cryogenic freezing available in a portable, on-demand form. Conceptually, it is a flamer that shoots ice. The weapon creates a cryogenic spray when fired that fades away at mid-range. Firing continuously at an enemy may freeze it solid and render it unable to move or attack for a period of time. More durable enemies will require a longer exposure, and some cannot be frozen at all. The Cryolator can chew up large amounts of (rather expensive) ammunition, so use it wisely.

DART GUN The dart gun is a weapon which functions like a small pistol-crossbow. The weapon fires a small dart, which can be coated with radscorpion venom or various injection vector chems. If the dart is treated with venom or chems, the wielder must spend x or aaa on his Ranged [Light] check to have the toxin successfully be injected into the target's blood stream.

FLARE GUN The flare gun is a break-action single-shot weapon that is not designed to deal direct damage, but instead to summon nearby sentients for assistance. Firing a flare directly at an enemy will cause a small amount of damage, but virtually every other weapon will yield better results in the heat of

255

induction. The Gauss rifle is named after German mathematician Carl Friedrich Gauss, who formulated mathematical descriptions of the magnetic effect demonstrated by magnetic accelerators. The Gauss rifle uses a series of eleven electromagnetic coils to energize and magnetize a preloaded standard projectile round to a tremendous speed.

H&H TOOLS NAIL GUN The H&H Tools nail gun was a tool created by H&H Tool Company, now re-purposed as a fullyautomatic weapon. It has a layout comparable to a 9mm SMG, with a yellow color. This weapon uses nails for ammunition.

RADIUM RIFLE The radium rifle is a pre-War carbine that has been modified to deal radiation damage. Its regular wooden and steel rifle components have been upgraded with all manner of wiring and circuitry, among them what looks like two sets of gamma rounds on the barrel in front of the ejection port. A crudely made dish fashioned from wire and tin foil surrounds the muzzle on long barreled variants. This component is somewhat reminiscent of the gamma gun and most likely the source of the radium rifle's radiation damage. With the ported variant of the long barrel, looking at the weapon from the front shows the dish's foil parts forming the well-known radiation warning symbol with the barrel representing the center point. It utilizes a gas-delayed blowback design, where the bolt is never locked, and is pushed rearwards by the expanding propellant gases, which are vented from the barrel into a cylinder that delays the

WEAPONS

Fallout opening of the bolt. The radium rifle utilizes ordinary .45 rounds.

TESLA RIFLE

It fires an electrical discharge that arcs between targets, and uses fusion cells as ammunition. Due to its arcing nature, the Tesla rifle is capable of The railway rifle fires railway spikes as projectiles damaging multiple enemies at once, but with a in the same manner as a crossbow or a flechette limited range. It is an ideal choice for close range gun. These are rarely found as ammunition, but are crowd control, e.g. feral ghouls. cheap to buy and may be recovered from enemies When attacking with a Tesla rifle, the attacker can slain using the weapon. In exchange, the railway rifle use x results from the attack roll to hit an additional has become enormously more powerful from its last target within Engaged range of the original target for iteration while retaining its ability to do extreme the same amount of damage. damage to limbs - sometimes even pinning detached ones to walls.

RAILWAY RIFLE

SYRINGER The Syringer is a weapon that uses air pressure to propel custom-made syringes at a target. Rather than dealing direct damage, the Syringer is used to weaken the target with various effects. This weapon supports a wide variety of injectable ammo, such as chems, toxins, venoms, and the like. The syringer uses darts for its ammunition, similar to the dart gun.

OTHER WEAPONS NAME

SKILL

Acid Soaker

Ranged [Light]

4

-

Short

1

-

125

7

Burn 2

Cryolator

Ranged [Heavy]

8

2

Short

6

3

300

8

Blast 8, Cumbersome 3, Ensnare 3

Dart Gun

Ranged [Light]

4

4

Short

1

-

500

6

Limited Ammo 1

Flare Gun

Ranged [Light]

6

3

Long

1

-

50

3

Burn 4, Disorient 2, Inaccurate 2, Limited Ammo 1, Prepare 1

Gamma Gun

Ranged [Light]

4

-

Medium

2

1

155

10

Rad 4

Gauss Rifle

Ranged [Heavy]

10

2

Extreme

5

3

500

7

Cumbersome 3, Pierce 5, SlowFiring 1

H&H Tool Nail Gun Ranged [Light]

5

3

Short

1

-

500

6

Pierce 2

Radium Rifle

Ranged [Heavy]

7

3

Long

4

2

110

8

Rad 1

Railway Rifle

Ranged [Heavy]

7

2

Medium

3

2

200

5

Pierce 2

Syringer

Ranged [Heavy]

4

4

Medium

3

1

135

7

Limited Ammo 1

Tesla Rifle

Ranged [Heavy]

8

3

Medium

4

2

900

8

Burn 1, Cumbersome 3, Pierce 1, Vicious 1

WEAPONS

DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL

256

GENESYS

257

WEAPONS

Fallout

PISTOLS The smallest of all firearms is the handgun. There are two common types of handguns: revolvers and semi-automatic pistols. Revolvers have a number of firing chambers or "charge holes" in a revolving cylinder; each chamber in the cylinder is loaded with a single cartridge or charge. Semi-automatic pistols have a single fixed firing chamber machined into the rear of the barrel, and a magazine so they can be used to fire more than one round. Each press of the trigger fires a cartridge, using the energy of the cartridge to activate the mechanism so that the next cartridge may be fired immediately. This is opposed to "double-action" revolvers which accomplish the same end using a mechanical action linked to the trigger pull.

.357 MAGNUM REVOLVER The .357 Magnum revolver is a single action, fixed-cylinder revolver that can fire both .357 Magnum and .38 special rounds. It has an average firing rate but makes up for it with a somewhat more powerful damage output. Its fixed cylinder is reloaded by hand one round at a time through the loading gate, as such it can be interrupted mid-way through reloading and fired if needed.

.44 MAGNUM REVOLVER The .44 Magnum revolver is a double action, swing-out cylinder revolver, with a high damage output for a one-handed gun, but its ammunition is slightly rarer in the wasteland. Additionally, the .44 Magnum fires and reloads quickly, due to its speedloader and ejector rod. It is, however, somewhat inaccurate.

.45 AUTO PISTOL The .45 Auto pistol is a single-action, semiautomatic, magazine-fed handgun that utilizes .45 Auto ammunition.

5.56MM PISTOL The 5.56mm pistol has an intact black finish, two small red LEDs on the side, and a large pale green

WEAPONS

LED on the back. The 5.56mm pistol is a heavily modified, pared down .223 pistol, successor to the same weapon. It is a weighty pistol and has a motorized cylinder and crane for quicker shooting and reloading than a typical revolver. The green light on the left side turns yellow while reloading, then turns green and makes a ringing noise once the weapon has reloaded.

9MM PISTOL The M&A 9mm pistol is a semi-automatic handgun, designed by M&A Guns Manufacturers. It is the standard issue sidearm of the New California Republic Army and a common sight in the Mojave Wasteland. It is very cheap to buy, utilizes very common ammunition, and requires very little in order to be handled effectively. It has three-dot luminescent front and rear iron-sights for better low-light fighting, and a minor idle sway.

10MM PISTOL After the phase out of the N80 in 2051, the N99 sidearm became standard issue military gear. The N99 was known for its ability to survive in the harshest of conditions and did so in many tests, as the weapon was reliably able to be restored to working condition after an extended period of time exposed to hard elements and without maintenance. The N99 proved to stand up to its claims and as a result is one of the most common weapons found in use in the wasteland. While many civilian weapons were ruined beyond use in the extreme conditions following the War, the N99 is commonly able to be easily restored to working order by anyone with even the most basic knowledge of firearm mechanics. Vault-Tec issued them to vault security units, as seen in Vault 101 where the security is only armed with N99's.

12.7MM PISTOL A Swiss SIG-Sauer 14mm handgun rechambered for 12.7mm ammunition, likely designed for longrange pistol hunting or target shooting. It was imported to the United States from the European Commonwealth before the war. They were decently common early on in the survivor era, but the number of working units has swiftly declined. The 12.7mm fires and reloads like a 9mm, but packs a more

258

GENESYS serious punch.

CHINESE PISTOL Originally produced in 1929 by the Taiyuan Arsenal for the army of Yan Xishan, this pistol is now a relic of the Sino-American War. The Shanxi Type 17 was a mass-produced sidearm before the Great War. It shares a strong resemblance with the late 19th century Mauser C96 pistol, with the addition of the manufacturer's stamps and the text on the sides, but using 10mm instead of the original Mauser's 7.63mm, or Shanxi's .45 calibers.

PIPE GUN A crude, homemade weapon, pipe guns were common in pre-war street gangs and gun enthusiasts. Two centuries later, it's a staple of wasteland combat favored by settlers, raiders, and super mutants all over. Pipe guns are highly modifiable, more so than any other weapon in the Wasteland.

WESTERN REVOLVER The western revolver is a revolver chambered for the .44 round. It comes standard with a clean finish and wooden grip in good condition. The western revolver is similar both in use and appearance to the .44 pistol.

PISTOLS NAME

SKILL

.357 Magnum Revolver

Ranged [Light]

6

3

Medium

2

1

110

4

Limited Ammo 6

.44 Magnum Revolver

Ranged [Light]

7

3

Medium

2

1

300

6

Inaccurate 1, Limited Ammo 6

.45 Auto Pistol

Ranged [Light]

5

3

Short

1

1

175

5

5.56mm Pistol

Ranged [Light]

6

4

Medium

2

1

1,200

4

9mm Pistol

Ranged [Light]

5

4

Short

1

1

100

4

10mm Pistol

Ranged [Light]

5

4

Short

1

1

225

3

12.7mm Pistol

Ranged [Light]

6

3

Short

2

1

400

6

Chinese Pistol

Ranged [Light]

5

4

Short

1

1

190

8

Pipe Gun

Ranged [Light]

5

5

Short

1

3

20

2

Inaccurate 1

Western Revolver

Ranged [Light]

6

4

Short

1

1

85

6

Limited Ammo 6

259

DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL

Inaccurate 1

WEAPONS

Fallout

WEAPONS

260

GENESYS

CHINESE ASSAULT RIFLE

RIFLES A rifle is so named for the spiral fluting (rifling) machined into the inner surface of its barrel, which imparts a self-stabilizing spin to the single bullets it fires. Rifles have a very small impact area but a long range and high accuracy.

ANTI-MATERIEL RIFLE The anti-materiel rifle is a magazine-fed, bolt-action .50 caliber rifle that is designed for use against military targets and equipment (or "materiel" in military terminology). The rifle is similar in design principle to that of a sniper rifle, delivering a high-powered shot at long distances with great accuracy. It is specially chambered with a larger caliber for hardened targets, and as such has extremely high damage and low weapons spread. The damage benefits of the rifle are offset by the fact that it is bolt-action, greatly lowering the rate of fire, and the weapon itself without modifications has an Encumbrance of 6, making it one of the heaviest shoulder-fired weapons around. The gun's recoil is extreme, causing each shot to push the player back a few inches.

COMBAT RIFLE The combat rifle was a weapon used before the Great War. They may now be found scattered around the wasteland.

COWBOY REPEATER

ASSAULT RIFLE The assault rifle starts off semi-automatic, but can be modded or found with an automatic receiver at the expense of a hefty damage reduction. The assault rifle has low recoil and good accuracy (even when fitted with a fully automatic receiver), both of which are excellent handling traits for sustained automatic fire, though the weapon can burn through ammo rapidly. Burst firing is advised, especially for long range engagements.

BB GUN The Red Ryder BB gun is a BB gun made by Daisy Outdoor Products and introduced in 1938 that resembles the Winchester rifle of Western movies. Named for the comic strip cowboy character Red Ryder, it is arguably the most famous BB gun in American history. The BB gun fires pellets.

261

The Type 93 Chinese assault rifle was designed and manufactured by a Chinese industrial conglomerate for the People's Liberation Army during the Resource Wars, for the purpose of equipping the Chinese infiltrators and American fifth-columnists. To this end, it was chambered for the abundant 5.56mm round and utilizes a 24round magazine. Thousands of these weapons were smuggled into the US for use by Chinese operatives and sympathizers on the East Coast, and many remain functional even two hundred years after the Great War. These rifles are also proven to be ready for manufacturing in post-War conditions.

The cowboy repeater is a lever-action rifle firing small-caliber .357 Magnum rounds. Its iron sights are similar to that of the brush gun. Due to the gun having a tube magazine, it is reloaded by hand one bullet at a time, as such it can be interrupted mid-way through reloading and fired if needed. Because of this, it gives the gun the added advantage of being quickly available to fire again if only a single/few rounds are needed.

HUNTING RIFLE In general, a hunting rifle is any high-caliber longrange rifle designed for hunting medium game. They are a little less effective as military sniper rifles, but will more than make up for a decrease in performance through an increase in availability.

PIPE RIFLE Pipe rifles share many qualities as pipe pistols with a few additions; a stock has been affixed and a longer barrel worked into the weapon to allow it to hit distant targets. Like their smaller cousins, pipe

WEAPONS

Fallout rifles are highly customizable.

SERVICE RIFLE A semi-automatic medium power rifle, this rifle is chambered in the common 5.56mm cartridge and has a magazine capacity of 20 rounds. The rifle is simple yet well made, and since it requires relatively low strength and Guns skill to use accurately, it makes a very reliable weapon often used by New California Republic troopers.

SNIPER RIFLE A sniper rifle is chambered for .308 ammunition, it's also extremely fragile and requires regular repair and maintenance to keep it in working condition. The sniper rifle is a semi-automatic rifle, designed primarily as a extreme range weapon.

VARMINT RIFLE The varmint rifle is a low-powered hunting rifle, designed for hunting varmint and small game such as geckos. It utilizes a magazine-fed bolt-action system and is chambered for 5.56mm caliber rounds.

RIFLES NAME

SKILL

DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL

Anti-Materiel Rifle Ranged [Heavy]

12

2

Extreme

6

3

5,600

8

Accurate 1, Cumbersome 3, Pierce 5, Prepare 1, Slow-Firing 1

Assault Rifle

Ranged [Heavy]

8

3

Long

4

2

300

7

Auto-Fire, Cumbersome 2

BB Gun

Ranged [Heavy]

2

5

Long

2

-

35

3

Chinese Assault Rifle

Ranged [Heavy]

8

3

Long

4

2

500

9

Auto-Fire

Combat Rifle

Ranged [Heavy]

8

3

Medium

3

2

115

4

Accurate 1

Cowboy Repeater

Ranged [Heavy]

8

3

Long

4

2

800

4

Hunting Rifle

Ranged [Heavy]

7

4

Long

4

2

220

4

Accurate 1, Limited Ammo 5

Pipe Rifle

Ranged [Heavy]

7

4

Medium

3

5

200

6

Inaccurate 1

Service Rifle

Ranged [Heavy]

7

3

Long

3

2

540

6

Auto-Fire

Sniper Rifle

Ranged [Heavy]

9

2

Extreme

4

2

400

6

Accurate 1, Cumbersome 3, Pierce 1

Varmint Rifle

Ranged [Heavy]

8

3

Long

4

2

75

4

Limited Ammo 5

WEAPONS

262

GENESYS

263

WEAPONS

Fallout

SHOTGUNS Shotguns are predominantly smoothbore firearms designed to fire a number of shot; pellet sizes commonly ranging between 2 mm and 8.4 mm buckshot. Shotguns are also capable of firing single slugs, or specialty (often “less lethal”) rounds such as bean bags, tear gas or breaching rounds. Shotguns have a large impact area with considerably less range and accuracy. However, the larger impact area can compensate for reduced accuracy, since shot spreads during flight; consequently, in hunting, shotguns are generally used for flying game.

CARAVAN SHOTGUN The caravan shotgun is a short shotgun in which one barrel is mounted on top of the other. The iron sight is a screw which holds the action release lever to the receiver.

COMBAT SHOTGUN Vastly superior to the sawed-off shotgun, the combat shotgun combines a large drum magazine with mutilating close-range damage. The only drawback is the weapon's poor reliability, as the combat shotgun deteriorates quickly.

gauge shells. It's pump-action, which means there's a longer than average reload delay between shots. It also loads through the bottom.

LEVER-ACTION SHOTGUN This shotgun has a lever-action (similar to the cowboy repeater) and fires a 20 gauge shotgun shell. The only real disadvantages to the lever-action are the ammunition capacity and the fact that it must be single-loaded instead of feeding from a detachable magazine.

RIOT SHOTGUN The riot shotgun is a semiautomatic shotgun with a drum magazine. It has a high damage-per-second, due in part to its large ammunition capacity when compared to other shotguns, and its high rate of fire. It also reloads much faster than any other shotgun and therefore can change ammunition types very quickly.

SAWED-OFF SHOTGUN

The sawed-off shotgun is a break action, 12 gauge shotgun with most of the original barrel and stock removed to make it smaller and more easily concealed at the expense of range. Pulling the trigger fires both The first double-barrel shotguns were barrels at once, unleashing 14 pellets instead of the originally muzzle-loaded firearms, first used typical 7. However, its incredible damage is offset by during the American Civil war. the fact that it has an extremely wide spread, the The primitive, but efficient, design was popularly highest in the game. In addition, because it fires used during the era of the American frontier. Doubleboth barrels at once it wears out fast, eats up more barrel shotguns are mainly used for hunting and ammo than other shotguns, and must be reloaded home defense, among various other purposes. They after each shot. come in an either a side-by-side, or over-and-under barrel configuration. Still used greatly after the Great War, the shotgun has become a rather common sight in the Wasteland. A single shotgun, also called a "scattergun," is a

DOUBLE-BARREL SHOTGUN

SINGLE SHOTGUN

HUNTING SHOTGUN The hunting shotgun is a long range precision shotgun used for hunting big game. This shotgun was built for accuracy and power, and is one of the best shotguns available, it uses rare but powerful 12

firearm designed to shoot a multitude of lead or steel balls of varying sizes, greatly increasing the weapon's hit potential. This makes it very effective at hunting game. However, the accuracy and power found at close range starts to diminish as the target gets farther away. Though it only carries a single round of ammunition, it has a fast reload speed.

SHOTGUNS WEAPONS

264

GENESYS NAME

SKILL

Caravan Shotgun

Ranged [Heavy]

6

2

Short

2

2

675

5

Blast 4, Limited Ammo 4, Vicious 2

Combat Shotgun

Ranged [Heavy]

8

3

Short

3

2

200

5

Blast 4

Double-Barrel Shotgun

Ranged [Heavy]

7

3

Short

3

2

175

4

Blast 3, Inaccurate 1, Knockdown, Limited Ammo 2, Vicious 2

Hunting Shotgun

Ranged [Heavy]

9

3

Medium

3

2

380

7

Blast 2, Limited Ammo 2, Prepare 1

Lever-Action Shotgun

Ranged [Heavy]

8

3

Short

3

2

200

6

Blast 4, Knockdown, Limited Ammo 5, Prepare 1, Vicious 1

Riot Shotgun

Ranged [Heavy]

8

2

Short

3

2

550

5

Blast 4, Vicious 3

Sawed-Off Shotgun

Ranged [Heavy]

9

3

Short

2

2

190

3

Blast 3, Knockdown, Limited Ammo 2, Vicious 1

Single Shotgun

Ranged [Heavy]

7

2

Short

3

2

175

3

Blast 5, Knockdown, Limited Ammo 1

265

DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL

WEAPONS

Fallout

WEAPONS

266

GENESYS

SUBMACHINE GUNS A submachine gun (SMG) is a magazine-fed firearm, usually smaller than other automatic firearms, that fires pistol-caliber ammunition; for this reason certain submachine guns can also be referred to as machine pistols, especially when referring to handgun-sized designs. Because of their small size and limited projectile penetration compared to high-power rifle rounds, submachine guns are commonly favored by military, paramilitary and police forces for close-quarters engagements such as inside buildings, in urban areas or in trench complexes.

.45 AUTO SUBMACHINE GUN The .45 Auto submachine gun (SMG) is an old two-handed automatic weapon that was stored in U.S. Army and National Guard armories at the time of the war. A large number of them have surfaced after these armories were breached by looters after the war.

9MM SUBMACHINE GUN The 9mm submachine gun is a small, yet capable weapon, able to empty a full magazine in under 3 seconds. The 9mm rounds are common and lightweight, making it even easier to spray-and-pray.

10MM SUBMACHINE GUN The 10mm SMG is most effective at close-range by unleashing a hail of bullets. However, the SMG is next to useless at longer ranges. The SMG simply has too much spread to be of much use beyond short range combat.

PMNH-666 SUBMACHINE GUN The PMNH-666 is a 12.7mm submachine gun is a heavy duty large caliber submachine gun. It features a unique top mounted magazine, the bullets lie at a right angle to the weapon.

SUBMACHINE GUNS NAME

SKILL

.45 Auto SMG

Ranged [Heavy]

5

3

Medium

3

2

375

6

Accurate 1, AutoFire

9mm SMG

Ranged [Heavy]

5

4

Long

2

1

850

5

Auto-Fire

10mm SMG

Ranged [Heavy]

6

3

Short

2

1

330

4

Auto-Fire

PMNH-666 SMG

Ranged [Heavy]

7

4

Short

2

1

430

6

Auto-Fire, Inaccurate 1

267

DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL

WEAPONS

Fallout

AMMUNITION Ammunition or ammo is the term used for expendable ordnance material used in charging firearms of all kinds; such as powder, balls, shot, shells, percussion caps, rockets, missiles, energy, etc. The purpose of ammunition is to project force against a selected target or area. All ammo is weightless, except in Survival Mode, so there is never a reason to avoid collecting it. There are certain types of ammo that will only appear at specific locations. There is plenty of ammo scattered throughout the Wasteland, but if you don't feel like venturing out to find more and have the caps, the nearest trader should have what you need in stock. While it is not necessary to keep micromanaging ammunition in the Fallout game, it is important to keep in mind that weapons can run out of ammunition by rolling ttt or y on combat checks, and thus player's may need to restock on ammunition once such an occurrence have taken place.

WEAPONS

Weapons with the Limited Ammo quality function somewhat differently, however; ammunition for those weapons must be found or purchased individually by the number, as they tend to be bulkier and more cumbersome.

ACID These small jars contains a highly corrosive acid that is used with the acid soaker.

BBS BBs are lead-free metal pellets for use in air guns. They are usually propelled using compressed air or gas; therefore, there is no need for common ammunition ingredients such as gunpowder or primers.

BALLISTIC A hard-hitting ammunition type that include bullets for various types of pistols, rifles and submachine guns. The ballistic ammo also includes shotgun

268

GENESYS shells.

CRYO CELL A small casing, possibly containing liquid nitrogen, used by emergency services and in cryogenic weaponry.

DART Darts are used with the dart gun. They can be treated with toxins, such as radscorpion venom or chems to provide an additional effect when used against opponents in combat. Administering a toxin to a dart requires a Maneuver.

ELECTROMAGNETIC COIL This compact electromagnetic coil is used power the Tesla rifle and Tesla cannon. It has a very high electrical output despite of its small, compact size.

FLAMER FUEL Flamer fuel is a type of ammunition primarily used by the flamer. This is essentially a sealed cannister or container containing a highly flammable liquid.

FLARE The flare is an ammo type that is specifically used in the flare gun. The round has a familiar look of a shotgun shell but with red paint on the sides. As this is a type of ammo it has no weight.

FUSION CELL A miniaturized fusion reactor. The fusion cells are used by laser weapons.

FUSION CORE A compact, powerful battery that operates on nuclear fusion. Primarily used to fuel Power Armor suits, fusion cores have a wide variety of applications from back-up power for residential structures to powering heavy energy weapons. Once drained, the fusion core can only be recharged by a large nuclear reactor (such as in a power plant, Pre-War warship, or Vault).

269

Fusion cores are rugged, but if their casing is breached while they still carry a charge they could explode. Any hit to a fusion core that deals 10 damage will rupture the cell, resulting in a nuclear detonation at the end of the current round (Damage 15, Breach 1) and apply a Radiation 5 effect out to short range until the end of the following round. Fusion cores are also used as ammunition for gatling lasers.

GAMMA ROUND The gamma rounds closely resemble high voltage electrolytic capacitors in size and shape. The gamma round is used for the gamma gun.

MINI NUKE A small, football-sized nuclear bomb, as rare as it is powerful. It is used for the Fat Man launcher.

MISSILE A high powered projectile, more powerful and rarer than most ammo types, but dwarfed by the mini nuke.

NAILS A nail is a pin-shaped, sharp object of hard metal or alloy used as a fastener. This makes for a potentially deadly projectile when propelled at high speeds. Nail gun nails are generally mounted together in a strip or linked in a carrier and are stripped off the carrier at high velocities as they are propelled by the nail gun's actuator.

PLASMA CARTRIDGE The plasma cartridge is a small, green container and is used by all varieties of plasma weapons.

RAILWAY SPIKE Iron spikes or nails used to secure railroad tracks to the ground. They are now used as ammunition for the railway rifle in the post-War world.

WEAPONS

Fallout AMMUNITION NAME

ENCUM PRICE RARITY

BBs

-

1

4

Ballistic

-

2

3

Cryo Cell

-

10

7

Dart

-

1

3

3

7

Electromagnetic Coil Flamer Fuel

-

1

5

Flare

-

1

3

Fusion Cell

-

3

5

Fusion Core

1

200

6

Gamma Round

-

10

7

Mini Nuke

2

250

10

Missile

1

50

8

Nails

-

1

3

Plasma Cartridge

-

5

7

Railway Spike

-

2

3

EXPLOSIVES AND GRENADES Although pistols and rifles are the most common weapons in the Fallout setting, many individuals use other, more esoteric weapons as well; explosive devices may not be as ubiquitous as firearms, but they're no less deadly. Grenades are wielded and thrown with the Ranged [Light] skill. While having an explosive effect, grenades have a limited blast radius that is in Engaged range – potentially affecting the target and all those Engaged with the target. All explosives use the Mechanics skill to rig and set up. The difficulty of the check (unless specified otherwise) is Easy (d). Increase the difficulty by +1 per additional charge in the device. s scored on the check increase the damage dealt by the device when it detonates by +1 per s. Failure generally means the charge has been improperly placed or set up. The consequences of this are up to the GM, but by default, this means the bombs explode but do not damage their intended target, or the detonator fizzles and the device does not even detonate. Explosives do not have a critical rating, and simply inflict damage or hull trauma.

BIO-GAS CANISTER This grenade does not explode by itself, but instead releases highly-flammable bio-gas vapors

WEAPONS

upon hitting the ground. The vapors can then be ignited from a distance with an energy or incendiary weapon, causing the leaking gas to erupt in a spectacular fireball. In this way, they function as portable gas-leaks. Anyone affected by the initial effect of the bio-gas when it is thrown, is considered to be Disoriented, adding b to all skill checks until the end of the encounter. Should the gas be set ablaze it deals 8 damage and has a Burn 3 quality.

BOTTLECAP MINE The bottlecap mine is a crudely put together, yet formidable, explosive. The bottlecap mine is extremely powerful, but its construction requires a Vault-Tec lunchbox along with other, more common components. The bottlecap mine explodes in Engaged range, but its blast radius extends out to Short range. Placing multiple bottlecap mines with the primary bottlecap mine increase the damage by +1 for each additional bottlecap mine beyond the first.

CRYOGENIC GRENADE Cryogenic grenades do little damage, but release frigid liquid nitrogen upon detonating, freezing any opponents caught in the blast, and rooting them in place for several seconds. When a cryogenic grenade explodes, it has a chance to temporarily slow wounded targets that managed to survive the initial blast.

CRYOGENIC MINE When a cryogenic mine explodes, it has a chance to temporarily slow wounded targets that managed to survive the initial blast. The cryogenic mine explodes in Engaged range, and its blast radius is limited to Engaged range as well. Additional cryogenic mines set increase the base damage by +1 per additional mine beyond the initial first cryogenic mine.

DYNAMITE Dynamite is a high explosive, consisting of nitroglycerin mixed with the absorbent substance kieselguhr. Strictly speaking, dynamite is nitroglycerin-soaked absorbent, pressed into sticks. Available in single sticks with safety fuses, to be lit and thrown, or as a bundle with a timing device for use as a bomb. Dynamite is especially helpful for clearing cave-ins, and can blow most doors apart. Anyone using dynamite and has a y or ttt

270

GENESYS result on their Ranged [Light] check to throw it has an unstable dynamite stick that explodes in his hand, dealing the damage of the check to himself instead of his intended target.

gas/smoke upon detonation. Whether it was to be used as smokescreen cover or flammable gas is unknown. Smoke grenades are used as both signaling devices and to provide concealment. A chemical reaction of different agents, when mixed and ignited, produce either colored smoke as a signaling device, or a dense cloud of chemical The fat mine is a mine, created by converting a smoke to screen for concealment. mini nuke into a placed improvised explosive device. Anyone using a gas grenade for hiding is allowed Only normal mini nukes can be used for making fat one free upgrade on his or her Stealth check. mines. A fat mine inflicts substantially less damage It is also possible to add a doze of any inhalation than a mini nuke fired from a fat man launcher. chem or toxin to a gas grenade, requiring an Easy The fat mine has a very significant area of effect, (d) Mechanics check, and have the explosive much larger than any other placed weapon. As such, administer the toxic contents to anyone affected, some advanced preparation is necessary to use a fat instead of the normal gas or smoke the grenade mine. Simply dropping a fat mine in front of an would produce. approaching enemy and running away will still result in the death of all. While the initial explosion from a fat mine is Engaged range, it's blast radius extends out to After throwing and detonating, the Hallucigen gas Medium range. Each additional fat mine set up in grenade will emit a green gas that distorts vision. conjunction with the first fat mine increase the base Anyone affected by the HalluciGen gas must damage by +5. upgrade the difficulty of all skill checks once until the end of the encounter. The effects of multiple HalluciGen gas grenades do not stack for multiple difficulty upgrades. The standard thrown explosive device used by militaries worldwide before the Great War, the frag grenade causes a lethal blast sending metal shrapnel flying in all directions. Fragmentation The Molotov cocktail, also known as the petrol grenades are generally simple and effective. Useful bomb, gasoline bomb, fire bomb, or simply Molotov, against groups of unarmored enemies, or for hitting is a generic name used for a variety of improvised enemies around corners by banking grenades off incendiary weapons. They are frequently used by walls. They are widely used throughout the rioters due to the relative ease of production. They Wasteland. typically consist of some form of easily breakable vessel or container, often a glass bottle, filled with a highly flammable mixture of gasoline or napalm mixed with surfactants or other thickening agents, When armed, the mine is placed on the ground, with a wick, often of cloth, soaked in a slowly where it will lie dormant until an enemy strays too burning combustible liquid like kerosene that close, upon which its proximity fuse will trip, penetrates through the sealed opening of the vessel. detonating the mine shortly thereafter. The bombs were derisively named after the then Anti-personnel mines are typically smaller mines Foreign Minister of the Soviet Union, Vyacheslav primarily intended by design to inflict casualties only Molotov, by the Finns during the Winter War. on personnel. While the explosive blast of an antiy results on a Ranged [Light] check made to personnel mine may be large enough to damage throw the molotov cocktail can result in the bottle small vehicles, they also utilize some form of not breaking upon impact. While yy results in the fragmentation or other means to damage soft tissue bottle exploding prematurely in the hands of the outside of the immediate blast area. thrower, dealing the damage to the thrower. A fragmentation mine's blast area is Engaged. Additional fragmentation mines rigged up with the initial mine increase the base damage by +1 per additional mine beyond the first. Nuka grenades are rare and very powerful portable nuclear grenades. The explosion is very similar to the mini nuke and leaves a slight radioactive residue after detonation. A non-lethal grenade that lets out a cloud of

FAT MINE

HALLUCIGEN GAS GRENADE

FRAGMENTATION GRENADE

MOLOTOV COCKTAIL

FRAGMENTATION MINE

NUKA GRENADE

GAS GRENADE

271

WEAPONS

Fallout

NUKE MINE A nuclear variant of landmine. The nuke mine operates in all respects as other mines do although its explosion is more akin to that of a mini nuke. It deals both normal damage and radiation exposure damage. The mine also leaves behind a radiation exposure area effect for a short time after detonation. It appears to have three detonators located around the outside of the mine. While the initial explosion of a nuke mine is Engaged range, its blast extends out to Medium range. Additional nuke mines set up with the initial nuke mine increase the base damage by +10 per additional nuke mine beyond the first. If the demolitionist generates y when setting up the device. it detonates immediately, dealing the device's damage (base plus additional damage) to everything in the current blast radius. Anything Engaged with the device when it detonates should add + 50 to any subsequent Critical Injury or critical hit rolls.

PLASMA GRENADE

vehicle and machinery.

PULSE MINE Pulse mines are a variation of normal proximity mines. The mine consists of a powerful EMP device wired to a proximity fuse and then secured inside a heavy metal casing. While only mildly harmful to organic targets, these mines deal severe damage to robotic enemies, stunning or even permanently disabling them. Organic creatures in the blast suffer half damage (rounded down). Pulse mines are set to explode in Engaged range, and its blast radius is also Engaged range. If multiple pulse mines are rigged together, increase the base damage by +1 per additional pulse mine used beyond the first.

STUN GRENADE A less-lethal alternative to a traditional grenade. Flash bangs deal very little physical damage, but the blinding light and deafening bang it creates deal significant Strain damage.

Plasma grenades, as their name suggests, emit a powerful burst of plasma energy when detonated, as opposed to using chemical explosives like those in a frag grenade. If a plasma grenade scores a critical hit with a xx result, they can literally melt down enemies and instantly kill them, converting the target and his gear into a puddle of goo.

PLASMA MINE Like plasma grenades, plasma mines offer a powerful combination of ballistic damage and energy damage. Crafting this explosive also requires considerable skill and some rare components. If a plasma mine scores a critical hit with a xx result, they can literally melt down enemies and instantly kill them, converting the target and his gear into a puddle of goo. The plasma mine explodes in Engaged range, but its blast extends to Short range and affects anyone within that range. Additional plasma mines rigged to explode with the first plasma mine increase the base damage by +5 per additional plasma mine beyond the first.

PULSE GRENADE An electromagnetic pulse grenade, generating an intense magnetic field on detonation. Doesn't affect biological creatures. A pulse grenade deals its effective damage as Strain damage to robots,

WEAPONS

272

GENESYS EXPLOSIVES AND GRENADES NAME

SKILL

Bio-Gas Cannister Ranged [Light]

DAM CRIT RANGE ENC HP PRICE RARITY SPECIAL -

-

Short

1

-

50

6

Blast 6, Limited Ammo 1

13

-

Engaged

2

-

75

7

Blast 7, Limited Ammo 1, Pierce 1, Vicious 3

Cryogenic Grenade Ranged [Light]

4

4

Short

1

-

125

6

Blast 6, Ensnare 3, Limited Ammo 1

Cryogenic Mine

Mechanics

8

-

Engaged

2

-

25

6

Blast 5, Ensnare 3, Limited Ammo 1

Dynamite

Ranged [Light]

6

3

Short

1

-

25

3

Blast 8, Limited Ammo 1

Fat Mine

Mechanics

20

-

Engaged

4

-

275

10

Blast 10, Breach 1, Limited Ammo 1, Rad 4

Fragmentation Grenade

Ranged [Light]

8

4

Short

1

-

25

5

Blast 6, Limited Ammo 1

Fragmentation Mine

Mechanics

12

-

Engaged

3

-

25

5

Blast 4, Limited Ammo 1, Vicious 4

Gas Grenade

Ranged [Light]

-

-

Short

1

-

25

3

Limited Ammo 1

HalluciGen Gas Grenade

Ranged [Light]

-

-

Short

1

-

35

6

Limited Ammo 1

Molotov Cocktail

Ranged [Light]

6

3

Short

1

-

20

3

Blast 6, Burn 3, Limited Ammo 1, Prepare 1

Nuka Grenade

Ranged [Light]

9

4

Short

1

-

50

6

Blast 7, Limited Ammo 1, Rad 3

Nuke Mine

Mechanics

25

-

Engaged

4

-

100

8

Blast 15, Breach 2, Limited Ammo 1, Rad 4

Plasma Grenade

Ranged [Light]

12

3

Short

1

-

50

6

Blast 10, Limited Ammo 1

Plasma Mine

Mechanics

16

-

Engaged

3

-

50

7

Blast 8, Burn 1, Limited Ammo 1

Pulse Grenade

Ranged [Light]

10

5

Short

1

-

40

5

Blast 7, Disorient 5, Limited Ammo 1, Pulse

Pulse Mine

Mechanics

14

-

Engaged

3

-

40

6

Blast 5, Disorient 5, Limited Ammo 1, Pulse, Vicious 4

Stun Grenade

Ranged [Light]

10

5

Short

1

-

50

4

Blast 8, Concussive 2, Disorient 5, Limited Ammo 1, Strain Damage

Bottlecap Mine

273

Mechanics

WEAPONS

Fallout

WEAPONS

274

GENESYS

WEAPON ATTACHMENTS The Wasteland is seemingly filled with inventive survivors that have figured out how to kitbash and modify just about anything. In addition to the Item Attachments and Hard Points alternate rules (page 206 of the GENESYS core rulebook), the Fallout setting has several more attachments to modify weapons.

AUGMENTED SPIN BARREL Using an updated and streamlined galven pattern and heavy-duty static pulse adaptors, this custom barrel increases both the damage output and armor penetration of energy rifles. The trade-off for all this extra stopping power is increased wear and tear on both the frame of the energy rifle and the barrel, leading to an increase in maintenance and downtime.  Use With: This attachment can only be used with energy rifles.  Modifiers: Increase the weapon damage by one point. Adds b to all Mechanics checks when performing maintenance on this weapon.  Hard Points Required: 2.  Price: 875 bottle caps.

AUTO-FIRE MODULE Most weapons are capable of firing in singleshot forms only.  Use With: This attachment can only be put on ranged firearms that does not already have AutoFire quality.  Modifiers: The auto-fire module allows these weapons to be fired in auto-fire mode, as per AutoFire quality.  Hard Points Required: 2.  Price: 600 bottle caps.

BAYONET The bayonet is a blade attached to the underside barrel of any weapon. A tried and true method of making a melee weapon ready at a moment's notice, most weapons can either support a bayonet or can be modified to do so. Even handguns can be retrofitted to have a stabbing implement attached to them.  Use With: A bayonet can be attached to any type of slugthrower firewarm (pistol or rifle).  Modifiers: The weapon can now be used as a melee weapon with the following stats; Melee, Damage +2, Crit 3, Range (Engaged), Pierce 1. The weapon gains the Inaccurate 1 quality when making

275

ranged combat checks.  Hard Points Required: 1.  Price: 75 bottle caps.

BETA WAVE CAPACITOR By adding a Beta Wave capacitor to an energy weapon, the bolt of energy is able to superheat the target to the point of combustion.  Use With: This attachment can be added to any energy weapon.  Modifiers: The weapon gains the Burn 2 quality.  Hard Points Required: 2.  Price: 500 bottle caps.

BEAM SPLITTER The focusing crystals or ejector ports of an energy weapon can be modified to cause the energy projectile to spread out similar to a shotgun blast. This allows the weapon to potentially hit more than one target, at a cost of reducing the effective range of the weapon.  Use With: This attachment can be added to any energy weapon that uses the Ranged [Light] or Ranged [Heavy] skill.  Modifiers: Grants weapon quality Blast with a value equal to half of the weapon's damage (rounded up). Reduces weapon's range by one range band (to a minimum of engaged).  Hard Points Required: 3.  Price: 625 bottle caps.

BIPOD MOUNT Little more than a pair or folding or collapsible legs mounted beneath the barrel of a long arm, bipods are used to stabilize awkward or heavy weapons to improve their firing characteristics. Especially useful when firing from behind low cover or from a prone position, bipods are typically used on squad support weapons, or by sharpshooters and snipers to better steady their weapons.  Use With: This attachment can only be applied to rifles, carbines and machine guns, and it takes one preparation maneuver to set up.  Modifiers: Decrease the weapon's Cumbersome rating by 2 when firing from a prone or crouched position (or can otherwise brace the bipod on something).  Hard Points Required: 1.  Price: 100 bottle caps.

CHARGE CRANK The charge crank adds a series of additional capacitors to the rifle. This modification allows the

WEAPONS

Fallout wielder to cycle more energy into the weapon, ramping up the power of the rifle’s next shot. The capacitors can only store so much charged energy, and could damage itself while firing.  Use With: A special attachment specifically for energy rifles.  Modifiers: The wielder may spend a Maneuver to cycle an additional charge into the energy rifle. This charge adds 2 damage and t to the next Ranged [Heavy] combat check made with the rifle. During that combat check, ttt or y may be spent to damage the energy rifle by one step (as if it had been Sundered). Unused charges dissipate from the rifle at the end of the encounter.  Hard Points Required: 2.  Price: 1,000 bottle caps.

COMPONENTIZATION This mod allows a weapon to be broken down into a number of innocuous looking pieces so that it can be smuggled into and out of places where weapons are not allowerd or are highly regulated. When broken down, a componentized weapon looks like a collection of of basic tools any individual might be expected to carry. It takes two Maneuvers to assemble or disassemble a weapon with this mod. Loss of or damage to a component ruins the weapon, and another will have to be acquired and modified.  Use With: This attachment can be applied to any weapon with an Encumbrance of 2 or less.  Modifiers: Allows a weapon to be broken into pieced and disguised as other items. A character must make a Formidable (ddddd) Mechanics or Skulduggery check to deduce the items are weapon parts.  Hard Points Required: 2.  Price: 575 bottle caps.

CUSTOM GRIP A skilled tinkerer can tailer a weapon to perfectly fit its wielder's hand. A custom grip is crafted to uniquely match its owner, allowing the weapon to act as an extension of the wielder's body. While the weapon fits perfectly in the hands of its owner, others who try to use it find the grip uncomfortable or the weapon off-balance. A finely customized grip is the hallmark of a master weaponsmith.  Use With: This attachment can be applied to any weapon with a handle.  Modifiers: Remove b from all combat checks the weapon's owner makes using this weapon. Anyone other than the owner instead adds bb to all combat checks made with it.

WEAPONS

 Hard Points Required: 1.  Price: 250 bottle caps.

ELECTRONIC SIGHTING SYSTEM By adding a small electronic device to the top of a ranged weapon, a small holographic crosshair is projected a meter out from the weapon's barrel. This increases accuracy by reducing the time it takes for the user to aim. Unfortunately, the holographic crosshair is readily visible to anyone on the weapon's receiving end, especially in conditions of darkness or low light.  Use With: This attachment can be used on any ranged weapon that could logically benefit from the addition of a sight.  Modifiers: Allows the shooter to aim as an incidental once per round at short range. Decrease the difficulty of Perception checks to locate the shooter in low light conditions by 1.  Hard Points Required: 1.  Price: 250 bottle caps.

ENERGY ACTUATING MODULE Adaptable to nearly any energy pistol, this attachment is a simple upgraded energy actuating module with custom firmware and a stronger electromagnetic accelerator that provides more powerful and more penetrating energy shots. Unfortunately, this excess power takes its toll on the weapon, and energy pistols so modified tend to develop reliability problems the longer they are used with this attachment.  Use With: This attachment is only for used on energy pistols.  Modifiers: Increase weapon damage by one point. Add to all b Ranged [Light] checks when using this weapon.  Hard Points Required: 1.  Price: 250 bottle caps.

EXTENDED MAGAZINE The ammunition capacity of many ballistic weapons can be modified to carry more rounds.  Use With: This attachment can be used for any Ranged [Light] or Ranged [Heavy] slugthrower without the Limited Ammo quality.  Modifiers: The weapon can only suffer the "Runs Out of Ammo" effect with a y result.  Hard Points Required: 1.  Price: 100 bottle caps.

FILED FRONT SIGHT An old assassin's trick, this is the simple act of

276

GENESYS removing the front sight of a pistol by filing it off. A common modification to light pistols, filing down the weapon's front sight allows it to be drawn more quickly from its holster, and reduces the possibility of it becoming snared on clothing. Unfortunately, while this modification makes for easy concealment and drawing, it also reduces the weapon's accuracy, as it effectively makes it impossible to aim with any amount of precision.  Use With: This modificaiton may only be applied to pistols. Applying it oneself requires an Average (dd) Mechanics check, the cost is paying others to perform the modification.  Modifiers: Innate Talent (Quick Draw), increases difficulty of combat checks to hit targets at ranges beyond short by one.  Hard Points Required: 1.  Price: 25 bottle caps.

FOREARM GRIP Little more than a vertical handgrip affixed below the barrel of a rifle-sized weapon, forearm grips are a popular modification among mercenaries, designed to give the user better control over the weapon.  Use With: This attachment can only be used on rifles (but not shotguns, SMGs or machine guns).  Modifiers: Decrease the additional difficulty of making Ranged [Heavy] checks with this weapon while engaged to an additional d (rather than dd).  Hard Points Required: 1.  Price: 125 bottle caps.

GYROSTABILIZER A gyrostabilizer artifically reduces the weight of a weapon, allowing a user to heft and aim a heavy weapon with greatly decreased difficulty. With such a modification, a single combatant can operate a weapon that normally requires a team of two. These sophisticated devices are comparatively expensive and rare, and thus are seldom seen outside of elite forces.  Use With: This attachment can be applied to any Ranged [Heavy] or Gunnery weapons.  Modifiers: Decrease Cumbersome quality by 1.  Hard Points Required: 2.  Price: 500 bottle caps.

HAIR TRIGGER A “hair trigger” represents a modification that allows the user to fire a weapon very quickly, although this can be at the expense of accuracy.  Use With: This attachment can be applied to any pistol.

277

 Modifiers: When the user makes the first combat check with this weapon in an encounter, add s and t to the results.  Hard Points Required: 1.  Price: 150 bottle caps.

INTEGRATED ILLUMINATOR Operating in darkness is never ideal, but there are several ways to compensate for one's lack of night vision. The simplest, perhaps, is to integrate a single spotlight, similar in most respects to a high-powered flashlight, along the length of a ranged weapon's barrel. In addition to providing illumination in dark conditions, high-powered spotlights have the potential to blind enemies.  Use With: This attachment can be applied to any ranged weapon that could logically benefit from a spotlight.  Modifiers: Removes up to bb due to darkness on any checks to use this weapon against targets within short range.  Hard Points Required: 1.  Price: 100 bottle caps.

LASER SIGHT An extremely simply gun sight, a laser sight emits a low-power light beam to place a visible “dot” that marks the weapon's precise target. A laser sight can help even an amateur shooter hit a taret. One drawback to this upgrade is that the laser can alert an otherwise unaware target to the shooter. For these reasons, laser sights are rarely used by sharpshooters and snipers.  Use With: This attachment can be used with any Ranged [Light] or Ranged [Heavy] weapon that do not possess the Blast quality.  Modifiers: Gain automatic a on successful combat checks with this weapon.  Hard Points Required: 1.  Price: 250 bottle caps.

LIGHTWEIGHT FRAME This mod reduces both the weight and bulk of ranged weapons to make them easier to handle and conceal. Along with a frame made of a lighter alloy, this mod also includes lightweight polycarbonate stocks, foregrips, and other pieces designed to lighten up a pistol or rifle.  Use With: This attachment can be applied to any weapon.  Modifiers: Reduces a weapon's Encumbrance by 1, to a minimum of 1.  Hard Points Required: 1.

WEAPONS

Fallout  Price: 325 bottle caps.

NIGHT VISION SCOPE

This useful relic from the pre-War era allows a shooter to see their targets in low-light and even noA magnetic weapon tether is a relatively simple light conditions. Very few can make new night-vision modification that consists of a small magnetic scopes, so those that are available are found or device built into the weapon. The magnetic weapon salvaged attachments. tether allows the wielder to snap the weapon back to  Use With: This attachment can be added to any a readied position with a press of a button, rather Ranged [Light] or Ranged [Heavy] weapon. than having to scramble to retrieve it.  Modifiers: Reduce the penalty to ranged combat  Use With: This attachment can be applied to any checks from darkness or concealment by bb. weapon wielded in one hand that could logically  Hard Points Required: 1. benefit from a weapon tether.  Price: 250 bottle caps.  Modifier: During his turn, the wielder may retrieve the wepaon as an incidental so long as he is engaged with it. An optimized energy cell allows an energy weapon  Hard Points Required: 1. to achieve a much higher number of shots before  Price: 125 bottle caps. needing to reload, thanks to more efficient use of resources. Such modifications are often the result of excessive tinkering, rather than off-the-shelf This barrel is nearly two meters long and made of models. lightweight materials. It not only increases the  Use With: This attachment can be applied to any weapon's range, but also its accuracy. The trade-off energy weapon. for this increased range and accuracy is a weapon  Modifiers: When the GM would spend ttt to that's slightly awkward to use and nearly impossible cause the weapon to run out of ammunition, it to conceal due to the length of the barrel. requires an additional t to have that effect apply to  Use With: This modification may only be applied to this weapon. slugthrower rifles.  Hard Points Requirement: 1.  Modifiers: Increases the weapon's ranged by one  Price: 100 bottle caps. range band, the weapon gains the Cumbersome 2 quality.  Hard Points Required: 2. An overcharge valve is a simple (if dangerous)  Price: 600 bottle caps. modification that allows the wielder of a plasma weapon to discharge the entire ammunition reserve in a single, devastating shot. A complex and sophisticated piece of equipment,  Use With: This attachment can be applied only to the multi-optic sight is a wonder of modern sensor energy weapons. technology, consisting of a bulky on-weapon optic  Modifiers: An an incidental, the wielder may have equipped with numerous sensors including lowthe weapon gain the Prepare 1 quality and increase light, thermal, ultrasound, milimeter wave emitters, its damage by 4 for the next attack he makes with it. and common optical enhancements. The optic is After firing, the weapon runs out of ammunition. connected to a pair of goggles worn by the user by a GMs may spend ttt or y from any combat reinforced fiber cable that transmits the vision check involving an overcharged shot with this enhancements directly to the user in real time. This weapon to cause the weapon to explode and deal allows the user to see around corners and over full damage to the shooter. obstacles.  Hard Points Required: 2.  Use With: This attachment can be fit to any ranged  Price: 550 bottle caps. weapon.  Modifiers: Removes up to bb on any checks to use this weapon due to smoke, darkness, or other Many wanderers wield a pistol in each hand, and environmental conditions that obstruct vision. some raiders even prefer to pair a blade with a  Hard Points Required: 1. pistol. This weapon modification balances a pair of  Price: 1,000 bottle caps. weapons, allowing the wielder to use them in perfect tandem.

MAGNETIC WEAPON TETHER

OPTIMIZED ENERGY CELL

MARKSMAN BARREL

OVERCHARGE VALVE

MULTI-OPTIC SIGHT

PAIRED WEAPONS

WEAPONS

278

GENESYS  Use With: This attachment can only be applied to one-handed weapons.  Modifiers: Must be applied to two weapons at the same time. Reduce the a required to hit with the secondary weapon when two-weapon fighting with this pair of weapons by 1.  Hard Points Required: 1 (per weapon).  Price: 150 bottle caps (for the pair).

PISTOL GRIP A pistol grip replaces the stock or other grip on a long arm with one like that of a pistol, allowing it to be fired one-handed. Most firearms feature a pistollike grip by defeault, in which case this attachment makes additional modifications to make the weapon better-suited to one-handed use.  Use With: This attachment can be used with any Ranged [Heavy] rifle or shotgun that does not possess the Cumbersome quality.  Modifiers: The weapon's skill changed to Ranged [Light], but add b to any combat check made while firing the weapon one-handed. The weapon's range is reduced to medium if longer.  Hard Points Required: 1.  Price: 200 bottle caps.

RAZOR EDGE This attachment represents sharpening a blade to a razor edge, then reinforcing or treating that edge so that it can withstand repeated blows.  Use With: This attachment can be applied to any close combat weapon that has a blade.  Modifiers: The weapon gains the Pierce 2 quality, or increases any existing Pierce quality by 1. The weapon also decreases its Crit rating by 1, to a minimum of 1.  Hard Points Required: 1.  Price: 125 bottle caps.

REMOVED SAFETY FEATURES By removing or deactivating weapon safeties and other features, a gun can more easily be drawn and readied for combat. Of course, these safety features are in place for a reason, and weapons modified in such a way tend to be more accident prone.  Use With: This attachment can be applied to any Ranged [Light] or Ranged [Heavy] weapon that could logically have such elements to remove.  Modifiers: Adds b to the first combat check made with the weapon during an encounter. The GM may spend tt or y from any combat check to have the weapon misfire; it runs out of ammunition and inflicts 4 strain on the wielder.

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 Hard Points Required: None.  Price: 125 bottle caps.

SERRATED EDGE The simplicity of this modification belies it viciousness. Adding a serrated edge to a weapon is something almost anyone can do, and giving a bladed weapon tearing edges ensures it does terrible damage to flesh and bone.  Use With: This modification may be applied to Melee weapons that use a cutting edge.  Modifiers: Grants the weapon Vicious (+1) quality.  Hard Points Required: 1.  Price: 50 bottle caps.

SET TRIGGER Commonly known as a “hair-trigger”, this weapon retooling allows a slugthrower to fire with barely a touch of the trigger.  Use With: This attachment can be applied to any Ranged [Light] or Ranged [Heavy] weapon.  Modifiers: Add automatic st to the first combat check made with this weapon each encounter.  Hard Points Required: 1.  Price: 225 bottle caps.

SHOCKPAD A shock-absorbing pad is situated on the rigid stock of a rifle, shotgun, or heavy weapon.  Use With: Rifle, shotgun or any weapon that uses Ranged [Heavy] or Gunnery skill.  Modifiers: The shockpad provides recoil compensation for the weapon and effectively removes 1 t from any combat check made with the weapon.  Hard Points Required: 1.  Price: 50 bottle caps.

SHORTENED BARREL Shortened barrels are a handy modification used by spies and anyone needing to conceal the fact that they are carrying a weapon. Little more than a replacement barrel shorter than the standard one, this attachment makes concealing a pistol easier, and can improve the speed of a quick draw.  Use With: This attachment can only be applied to Ranged [Light] pistol weapons.  Modifiers: Reduces the difficulty of checks made to conceal this weapon by one. Reduces range by one range band to a minimum of short. If already short, add b to attack checks.  Hard Points Required: 1.  Price: 125 bottle caps.

WEAPONS

Fallout

STOCK A gunstock, often simply stock, also known as a shoulder stock, a buttstock or simply a butt, is a part of a long gun such as rifle, to which the barrelled action and firing mechanism are attached and is held against the user's shoulder when shooting the gun. The stock provides a means for the shooter to firmly support the device and easily aim with stability. The stock also transmits recoil into the shooter's body. Folding or unfolding a folding stock requires a Maneuver.  Use With: Rigid or folding stocks can be added to pistols and submachine guns.  Modifiers: Stocks remove one t generated on any combat check made while firing the weapon.  Hard Points Required: 1.  Price: 75 bottle caps.

STRIPPED DOWN By removing redundant components and stripping down the body, it is possible to significantly reduce the weight and profile of a weapon. A weapon modified this way is more easily carried and transported, and can be better hidden under a coat or among other equipment.  Use With: This attachment can be used with any Ranged [Light] or Ranged [Heavy] weapon.  Modifiers: Decrease the weapon's Encumbrance by 1 (to a minimum of 1). Add b to a character's Perception check to find the weapon when it is hidden.  Hard Points Required: 3.  Price: 250 bottle caps.

SUPERIOR WEAPON CUSTOMIZATION Even the simplest weapon can benefit from a craftsman's touch. A skilled weaponsmith can tweak a weapon to its owner's exacting specifications, turning a blunt instrument into a honed and deadly weapon of war.  Use With: Any weapon.  Modifiers: Grants the weapon the Superior quality.  Hard Points Required: 1.  Price: 2,500 bottle caps.

SUPPRESSOR Firearms and ordinary slugthrowers emit an audible crack when fired. The suppressor is made for a firearm muzzle, making the weapon virtually silent.  Use With: This attachment can only be used with ordinary slugthrowers such as pistols, SMGs and

WEAPONS

rifles.  Modifiers: Adds bb to any Perception or Vigilance checks made to locate a concealed shooter firing the silenced firearm.  Hard Points Required: 1.  Price: 375 bottle caps.

TELESCOPIC OPTICAL SIGHT Popular with snipers and hunters, this attachment is essentially a long tube with a pair of telescopic lenses attached to the top of a weapon. The sight magnifies far-off objects, allowing a sharpshooter to hit distant targets with relative ease.  Use With: This attachment can be used on any ranged weapon that could logically benefit from the addition of a sight.  Modifiers: Reduces the difficulty of ranged combat checks at long and extreme range by one.  Hard Points Cost: 1.  Price: 125 bottle caps.

TRIPOD MOUNT Used in static weapon emplacements to augment heavy squad support weapons, tripods use a number of different technologies – from selfextending hydraulics to tiny, low-output hydraulic generators – to stabilize heavy weapons for firing.  Use With: This attachment is only for use on machine guns, as weall as portable Gunnery weapons. Setting up a tripod takes two preparation maneuvers.  Modifiers: Decrease the weapon's Cumbersome quality by 3 when set up. May not move the weapon (except to pivot) once tripod is set up.  Hard Points Required: 2.  Price: 125 bottle caps.

UNDER-BARREL GRENADE LAUNCHER Under-barrel grenade launchers are designed to give soldiers and squads heavy anti-infantry or light anti-vehicle capabilities in a small package. This attachment consists of a basic, smooth-bore barrel attached to a magazine with an automatic feed system. It carries up to six grenades and is fired by a simple press of a button. It adds extra weight to the weapon it's mountaed to, however, which makes the entire assembly quite barrel heavy.  Use With: This attachment can only be applied to rifle-sized weapons (Ranged [Heavy] weapons).  Modifiers: Enables weapons to fire grenades. This uses the grenade's profile, but uses the Ranged [Heavy] skill to fire and has a medium range. Adds Cumbersome 2. Remember, grenades are Limited Ammo 1 weapons and the launcher is thus Limited

280

GENESYS  Hard Points Required: 2.  Price: 250 bottle caps.

Ammo 1.  Hard Points Required: 2.  Price: 1,000 bottle caps.

UNDER-BARREL FLAME PROJECTOR

WEAPON SIGNATURE REDUCTION

Even when broken down into several pieces, Uncommon but highly effective, this is a small ranged weapons are still liable to be detected, due to under-barrel flame projector designed to give an the specific technologies and substances that allow infantryman extra punch at short range. These them to function as lethal weapons. This particular weapons are typically used by the most desperate or modification masks or otherwise diminishes such callous individuals. signatures in a weapon's components.  Use With: This attachment can only be applied to  Use With: Unfortunately, weapon signature rifle-sized weapons (Ranged [Heavy] weapons). reduction is only effective on weapons with an  Modifiers: Enables the weapon to fire using the encumbrance rating of 3 or less. following profile at the user's choice: Ranged  Modifiers: Increase the difficulty checks using any [Heavy]; Dam 10; Crit 2; Range [Short]; Burn 5; Blast type of scanner to search for this weapon by 2. Due 2). Adds Cumbersome (+1) to the weapon. to the masking used on various weapon  Hard Points Required: 2. components, this modification adds b to all  Price: 1,500 bottle caps. Mechanics checks when performing maintenance on this weapon.  Hard Points Required: 1.  Price: 500 bottle caps. The variable charge attachment takes advantage of an energy weapon's ability to modify the damage caused by its own shots. This attachment gives the user the ability to “power up” his or her shots by Slings are lenghts of hide or synthetic fabric focusing more energy into a single blast. designed to allow easy handling of long arms like  Use With: Energy weapons only. rifles. They come in a dizzying array of styles, from  Modifiers: A weapon with the variable charge the simplest adjustable single-strap Brahmin hide attachment may be primed as a Maneuver, sling for carrying a weapon off the shoulder to multiincreasing the damage of its next shot by +2 to strap slings that allow for any number of custom damage. But priming the weapon also adds a b to configurations. the combat check for inaccuracy added to the  Use With: These attachments can only be used weapon from the charge. A weapon may be primed with Ranged [Heavy] weapons. for up to three turns, damage increase and  Modifiers: Decrease Cumbersome rating by 1. inaccuracy stacks. If primed for a fourth turn, the  Hard Points Required: 1. weapon explodes and deals the fully charged  Price: 100 bottle caps. damage to the user. When this occurs, the weapon is completely destroyed.  Hard Points Required: 2. Bludgeoning weapons, such as sledgehammers,  Price: 400 bottle caps. deal damage through weight and impact. A simple modification to these weapons is to add heavier, denser materials to the head of the weapon, allowing Designed to allow a single sentient to wield even for more powerful blows. Some enterprising the heaviest man-portable weapons with no sentients also add metal studs or ridges to the head support. Worn over the shoulders and belted around of the weapon for particularly crippling strikes. the midsection or torso, weapon harnesses consist  Use With: This attachment may only be used on of a series of load-bearing straps and harnesses bludgeoning Brawl and Melee weapons. connected to a gyro-stabilized, power-assisted  Modifiers: Damage +1. boom arm attached to a heavy weapon. Powered by  Hard Points Required: 1. a tiny rechargable power pack, the harness offers its  Price: 125 bottle caps. user enhanced stability and strength when using heavy weapons.  Use With: This attachment can only be used with A wrist mount ensures that the user always has a Ranged [Heavy] weapons and Gunnery weapons. weapon read while keeping his hands free. Many  Modifiers: Decrease Cumbersome rating by 2.

VARIABLE CHARGE

WEAPON SLING

WEIGHTED HEAD

WEAPON HARNESS

WRIST MOUNT

281

WEAPONS

Fallout users choose wrist mounts as a way to pack further firepower, while it is simply an aestethic choice for some. Wrist-mounted weapons can be fired with a pressure-sensitive palm trigger or a particular wrist motion.  Use With: This attachment can be applied to any Ranged [Light] weapon.  Modifiers: The weapon can be worn on the user's wrist, allowing him to use his hands without interference.  Hard Points Required: 2.  Price: 150 bottle caps.

WEAPON ATTACHMENTS NAME

ENCUM HARD POINT COST

PRICE

RARITY

Augmented Spin Barrel

-

2

875

4

Auto-Fire Module

-

2

600

7

Balanced Hilt

-

2

750

5

Bayonet

-

1

75

3

Beta Wave Capacitor

-

2

500

7

Beam Splitter

-

3

625

5

Bipod Mount

-

1

100

1

Charge Crank

1

2

1,000

6

Componentization

-

2

575

5

Custom Grip

-

1

250

6

Electronic Sighting System

-

1

250

4

Energy Actuating Module

-

1

250

4

Extended Magazine

-

1

100

4

Filed Front Sight

-

1

25

-

Forearm Grip

-

1

125

1

Gyrostabilizer

-

2

500

6

Hair Trigger

-

1

150

4

Integrated Illuminator

1

1

100

4

Laser Sight

-

1

250

5

Lightweight Frame

-

1

325

3

Magnetic Tether

-

1

125

2

Marksman Barrel

-

2

600

4

Multi-Optic Sight

-

1

1,000

3

Night Vision Scope

-

1

250

8

Optimized Energy Cell

-

1

100

5

Overcharge Valve

-

2

550

6

Paired Weapons

-

1 (per weapon)

150 (for the pair)

3

WEAPONS

282

GENESYS Pistol Grip

-

1

200

3

Razor Edge

-

1

125

3

Removed Safety Features

-

-

125

2

Serrated Edge

-

1

50

1

Set Trigger

-

1

225

4

Shock Pulse Emitter

-

2

750

5

Shockpad

-

1

50

2

Shortened Barrel

-

1

125

4

Stock

-

1

75

4

Stripped Down

-

3

250

4

Superior Weapon Customization

-

1

2,500

6

Suppressor

-

1

375

5

Telescopic Optical Sight

-

1

125

1

Tripod Mount

-

2

125

3

Under-Barrel Grenade Launcher

-

2

1,000

5

Under-Barrel Flame Projector

-

2

1,500

5

Variable Charge

-

2

400

8

Weapon Harness

-

2

250

2

Weapon Signature Reduction

-

1

500

6

Weapon Sling

-

1

100

-

Weighted Head

-

1

125

3

Wrist Mount

-

2

150

5

283

WEAPONS

ARMOR

GENESYS

ARMOR Protecting yourself against the hazards of the wasteland is key to surviving in the Wasteland. For the past two centuries, wastelanders have been using all sorts of materials to protect themselves. They will forge armor from whatever is lying around or scavenge suits from ruined police stations and abandoned military depots. The technique of making armor from animal hides and from forged metal have been rediscovered, and in some cases improved upon. Reliable suits can last for decades if cared for properly; some suits of armor have been handed down from generation to generation thanks to the rugged survivability of their construction. Armor is essentially anything that a character can don on his body to increase his or her own personal protection. Combat and brawling is a big part of the lawless Wasteland, and thus many tend to don some kind of armor, from the simplest of Brahmin-hide outfits to the most advanced of power armors, and everything in between. If Wasteland wanderers get into fights without any armor, they are taking on more of a risk to their own safety and may very well be putting their lives at risk. A character can only benefit from wearing one piece of armor, despite it being nearly impossible to don two sets of armors anyway. Even if they wear two ore more pieces of armor, you have to choose which one improves Soak and Defense and provides any unique benefits, it is one or the other, not the best of both!

DEFENSE The armor’s Defense adds b equal to the Defense Rating directly to the attacker’s dice pool. This reflects the armor’s ability to deflect damage away from the wearer’s body. The defense rating of armor sets the user’s Defense at a certain value, while other abilities and talents may then increase the user’s Defense Rating.

SOAK A suit of armor’s Soak is added to the wearer’s

285

Soak value and you subtract the total Soak from any damage suffered. If an attack causes 10 damage, for example, a Soak of 2 plus a Brawn of 2 reduces the damage incurred by four, leaving a total of six points of damage. Most armor adds +1 or +2 Soak, rarely more, unless it is heavy armor or power armor (which have their own section further in this chapter).

ENCUMBRANCE Each full suit or discrete piece of armor has a listed Encumbrance value. However, armor’s full Encumbrance Rating only comes into play when a suit or piece of armor is carried instead of worn. When armor is worn, its Encumbrance Rating is reduced by three, to a minimum of zero.

HARD POINTS Many armors can be customized, to an extent determined by the number of Hard Points they have. The vast majority of armors have a limited number of Hard Points that determine how many attachments can be mounted on them. This is covered in greater detail on page 206 in the GENESYS core rulebook.

PRICE The price of the weapon on the open market. Prices of armor, like all other equipment in the Fallout setting, is listed in bottle caps currency.

RARITY The rarity of the armor, before modifying according to variable circumstances as warranted by the GM (see page 82 and 83 in the GENESYS core rulebook).

ARMOR AND SNEAKING Anyone wearing an armor with an Encumbrance of 4 or more means that the character must upgrade the difficulty of all Stealth checks made once. This applies for attempts to remain unheard, not unseen.

ARMOR

Fallout The armored Vault jumpsuit is nowhere near a common a sight as an ordinary Vault jumpsuit, The following is a list of readily available armors in although it requires only very little skill to modify it with basic armoring. the Fallout setting. This is far from a complete list, and the GM should be encouraged to incorporate his own creations and unique armors. A basic outfit carved from tanned Brahmin hide consisting of a white shirt and patched trousers with Y-shaped suspenders complete with boots. The Wasteland wanderers may find themselves operating in some of the harshest, most inhospitable female version of this outfit has a rolled-up longsleeve shirt and pants. Needless to say that environments the Wasteland has to offer. Whether Brahmin-skin outfits do come in a myriad of the blistering heat of the Mojave desert or the frigid different styles and appearances. cold of Canada, many locations require the use of A Brahmin-skin outfit provides its wearer with an adverse environment gear. Specialized clothing that automatic a on all Resilience checks made to ward wicks away sweat or retains body heat, respirators off the blistering heat of the Wasteland. and gas masks, sealed environment suits, polarized

TYPES OF ARMOR

BRAHMIN-SKIN OUTFIT

ADVERSE ENVIRONMENTAL GEAR

goggles, water recyclers, and reinforced gloves built to handle dangerous specimens are all examples of hazardous environment gear. Wasteland wanderers equipped with the proper adverse environment gear may ignore b imposed by the environment in which they are currently operating. This only applies if their hazardous environment gear is appropriate for the current environment.

ARMORED CLOTHING Available in a variety of styles from the workaday and utilitarian to the ultra-fashionable, armored clothing is an excellent option for those who need light, flexible protection. Armored clothing typically consists of various hides and textiles woven with layers of energy-dispersion mesh. While bulkier than normal clothing, armored clothing can be tailored to fit any taste and still retain its effectiveness. Lighter types rely solely on the energy-dispersion mesh and the strength of the material to provide protection, but more advanced types offer additional protection in the form of strategically located plastoid or ceramic armor plates sewn into the clothing. Reasonably subtle, it takes a thorough search of an individual's person to detect that he's wearing armored clothing, an action that requires an Average (dd) Perception check.

ARMORED VAULT JUMPSUIT The armored Vault suit or armored vault jumpsuit is - as the name suggests - a vault suit supplemented with pieces of armor and a number of pouches. In addition to comfort, the Vault jumpsuit is termally controlled and resistant to radiation, granting to b all Resilience checks. Unlike the ordinary Vault jumpsuit, this armored variant cannot be worn underneath other armors.

ARMOR

BROTHERHOOD OF STEEL SCIENCE ARMOR Worn by the scribes of the Brotherhood of Steel that are devoted to the field of science, this robe provide little protection for the wearer. The robe has been created with a fabric inlaid with special energy absorbant reagents. This means that all energybased weapon attacks (from lasers, plasmas, etc.) deal 1 point less of damage against the wearer of the robe. This reduction is calculated into the damage, after the outcome of the attack die roll has been resolved.

BROTHERHOOD OF STEEL SCRIBE ARMOR This is a very common armor seen amongst the field active scribes of the Brotherhood of Steel. While the armor covers the chest and back, it is not made from a durable material strong enough to withstand ballistic impact. Instead, the armor comes with a myriad of pouches and packs that the scribe can store items in; effectively raising the wearer's maximum Encumbrance threshold by 1.

BROTHERHOOD OF STEEL SCRIBE ROBE Scribe robes are clothing items worn by the Brotherhood of Steel scribes. They consist of a red robe that covers the entire body and the thick belt that covers the midsection. Wearing a Brotherhood Scribe robe grants the wearer an automatic a bonus on all Leadership skill checks.

CHINESE STEALTH ARMOR The Hei Gui (黑鬼), or Chinese stealth armor is a form-fitting armored jumpsuit, with stealth camouflage system embedded. It generates a

286

GENESYS modulating field that transmits the reflected light from one side of an object to the other, making a person much harder to notice (but not completely invisible). The technology was the basis for the unstable "Stealth Boy" wrist units developed in the U.S. Wearing the Chinese stealth armor improves the character's Stealth skill, allowing him to upgrade all Stealth skill checks once while wearing the armor.

armor was designed to protect key sections of the human body from ballistic trauma with hard armored plates made from complex polymers and ceramics, with a flexible body suit interwoven with thermaldissipative membranes and bulletproof material. The earliest models of the combat armor were manufactured as specific plates mounted on combat webbing, although as the technology improved, body-enclosing suits of armor were created and entered active combat duty, though in limited quantities. The armor came with a mattefinish olive drab coloring by default, making it Heavy combat armor is much similar to the slightly suitable for woodland and/or urban camouflage. lesser cumbersome combat armor variant. In this The combination armor layers of a suit of more advanced and expensive pre-War model, the adequately-maintained combat armor grant the torso is covered by the primary armor assembly, wearer significant protection from most types of including a split breastplate, pauldrons, gorget, and damage, including laser, plasma, ballistic (bullets, abdominal ring. The sleeves of the body suit are full shrapnel), and blast damage - uncommon for sleeves, and include armor plate protection for the personal armor. Furthermore, it does so without the upper and lower arms. The lower body is protected extreme weight inherent in most battle armor by woven trousers and incorporate no hard armor, systems of the 20th and 21st centuries. In summary, save armored boots. In the interests of comfort and combat armor provides outstanding protection at maneuverability, the armor encasing the foot and comparatively low-weight and high-comfort levels. lower leg is articulated, not sealed. While this Prior to the Great War, combat armor was nearly permits longer wear times and more comfortable exclusively the property of military forces and and sure footing, it compromises the armor integrity. special police units. Currently-available historical Consequently, water and other liquids can enter the documentation shows users only in the North armor and affect the user. American continent, but allied nations were likely to The helmet is a ballistic assembly, designed to possess identical or similar systems. Combat armor protect the wearer from projectile and energy was the de facto armor of the United States military, weapon impacts, bladed weapons, blunt trauma, and issued to all combat soldiers not in the powered concussion. An integrated polarized visor protects armor units. the user's eyes from the ordinary battlefield hazards Civilian ownership of combat armor was highly of grit and dust, but also laser blindness and restricted. A special permit was required from the fragments. Helmets also incorporate a combination Bureau of Alcohol, Drugs, Tobacco, Firearms and camera/laser rangefinder unit built into the helmet's Lasers for private ownership of the combat armor right side, just above the ear. Those suits of combat (though it was marketed to US citizens without armor surviving in the wasteland still have the mentioning this fact). housing for that equipment, but no suit has been documented as having working hardware. The heavy combat armor has a Cumbersome 3 quality, which means that it does require some raw, Heavy clothing is just that – sturdy, well-made physical strength to use the armor properly. articles of clothing built to withstand the rigors of life in the Wilderness. While a thick hide jacket, reinforced mechanic's jumpsuit, or a thick woolen cloak doesn't offer much in the way of protection Of all the combat armor variants, the light combat from bullet, blast, laser, and blade, it's certainly armor is the most common and by far the less better than nothing. Most Wasteland wanderers cumbersome of all the three variations. A light wear heavy clothing as day-to-day wear for its combat armor comes with a protective torso piece, a durability and style. helmet, as well as shoulders and thigh guards. The light combat armor is built to keep the soldier alive, while offering maximum mobility. This leather armor is based on pre-War armor designed for motorcycle riding, football, and other dangerous contact sports. It is likely that the simple First created in 2051, the military-grade combat

COMBAT ARMOR, HEAVY

HEAVY CLOTHING

COMBAT ARMOR, LIGHT

LEATHER ARMOR

COMBAT ARMOR, MEDIUM

287

ARMOR

Fallout construction techniques required to produce armor of this design made it a popular choice following a nuclear disaster. It provides moderate protection, and the light construction makes it easier to dodge attacks or run away while worn. Leather armor is a lightweight body armor made from tanned brahmin hide, offering protection from firearms and melee damage. It offers significant protection, being comparable to the recon armor and superior to Vault security armor and the raider armor. Effectively, it's the "poor man's" combat armor. It is a typical armor worn by mercenaries and occasionally by raiders.

LEATHER ARMOR, HEAVY Heavy leather armor consists of five separate pieces - the chest, both arms and both legs. This armor set is fashioned out of belts, straps, braces and pads. Like with other armor sets, various crafting designs can change the look of the armor pieces. Its appearance varies from normal leather armor in that both of its shoulder pads are about the same size and appear to be made of or plated with metal.

METAL ARMOR Metal armor is simply any kind of armor manufactured from metal scrap and ancient relics. While power armor is technically also made mostly of metal, it is more advanced in its characteristics and as such, is not counted as “metal armor”. A craft metal armor created from a variety of scrap pieces put on a black leather armor. The metal helmet is similar in shape to a motorcycle helmet, though with a dirty silver color instead of white, as well as no neck wrap or goggles for males, and for females, the helmet is made of rusted metal and is open faced, similar in shape to combat helmets (although it still muffles the user's voice while worn). The shoulder plates have metal spikes welded onto them. The metal armor has a Cumbersome 3 quality, which means that it does require some raw, physical strength to use the armor properly.

METAL ARMOR, HEAVY The heavy metal armor serves as a very heavy armor. It provides much more protection than a suit of leather armor, but is more ramshackle than combat armor and is weaker than power armor. Much similar to the lighter and less cumbersome metal armor, the heavy metal armor armor consists of five separate pieces - the chest, the arms and the legs as well as a matching helmet.

ARMOR

Heavy metal armor consists of five separate pieces - the chest, the arms and the legs as well as a matching helmet. Like with all other armor pieces, each can be worn over clothing. Given that metal armor lives up to its name by being assembled from various crudely fashioned pieces of scrap metal, it is also among the heaviest of armor sets. A heavy metal armor armor has the Cumbersome 4 quality, which means that it does require some raw, physical strength to use the armor properly.

NCR RANGER ARMOR First created in 2051, the military-grade combat armor was designed to protect key sections of the human body from ballistic trauma with hard armored plates made from complex polymers and ceramics, with a flexible body suit interwoven with thermaldissipative membranes and bulletproof material. The earliest models of the combat armor were manufactured as specific plates mounted on combat webbing, although as the technology improved, body-enclosing suits of armor were created and entered active combat duty, though in limited quantities. The armor came with a mattefinish olive drab coloring by default, making it suitable for woodland and/or urban camouflage. Prior to the Great War, combat armor was nearly exclusively the property of military forces and special police units. Currently-available historical documentation shows users only in the North American continent, but allied nations were likely to possess identical or similar systems. Combat armor was the de facto armor of the United States military, issued to all combat soldiers not in the powered armor units. Additionally, at least one Canadian partisan was caught on camera wearing a suit of combat armor.

NCR SCOUT ARMOR NCR frontline runners, scouts in particular, often don this armor, which is a modified variation of the NCR shock trooper armor. The armor comes with excellent body protection, which includes a helmet for maximum protection to the wearer. Further, the NCR scout armor has been kept in dark tones which match the Wasteland colors rather well. This allows the wearer add an automatic s to Stealth checks made in the outdoor Wasteland regions. Furthermore, the wearer also adds an automatic s to all Survival checks made in the outdoors Wasteland region.

NCR SHOCK TROOPER ARMOR This armor is issued to the bulk of the NCR forces,

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GENESYS While it is the least protective of the NCR armors, the shock trooper armor is still an emblem of the NCR to behold. The NCR shock trooper armor is essentially combat fatigues with a protective torso piece to ward off bullets and energy weapon blasts.

NCR TROOPER ARMOR As of 2281, the official combat uniform consists of a khaki field jacket with bellowed hip pockets and khaki breeches, worn with a desert facewrap, black leather fingerless gloves, arm wraps, brown combat boots, and khaki puttees. An armored breastplate emblazoned with the emblem of the NCR are worn in combat environments, attached via leather straps and buckles.

RADIATION SUIT The radiation suit is a suit specially designed to protect the wearer from harmful radiation, meaning it has greater radiation resistance than any other armor or clothing. It covers the entire body. Wearing a radiation suit allows the character to upgrade his Resilience checks once against Radiation sources.

RAIDER ARMOR Rough leather panels held together with wire and string, but it can also sometimes contain metal plates covered with leather. The raider set of armor is often found on the many brigands and cut-throats across the wastes. The armor varies in quality and appearance with most consisting of scrap metal plates molded into armor pieces reinforced by metal bars along with wires fastened together by leather straps. The barbaric appearance of this armor is bolstered by the gruesome trophies some ruffians choose to attach to the armor pieces such as skulls or other vulgar mementos. Not only is the armor "homemade" but it is of low quality. When wearing a raider armor, the character gains automatic a on Coercion checks and automatic t on Charm checks. The GM may determine that this armor provides different benefits or detriments depending on the situation, such as Wasteland settlers believing the wearer to be a raider and acting accordingly.

RAIDER ARMOR, HEAVY The raider set of heavy armor is often found on the many brigands and cut-throats across the Wasteland. The armor varies in quality and appearance with most consisting of scrap metal

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plates molded into armor pieces reinforced by metal bars along with wires fastened together by leather straps. The armor includes hardened and buttressed variants take appearance of large, bulky plates of riveted steel with patches of rust, heavy-duty chain links, metal rods and thick padding. Some of the plates stick out considerably as well. Needless to say that the heavy raider armor is bulkier and less comfortable to wear than the ordinary raider armor. But take into consideration that the raiders think protection above comfort. Who cares about comfort if it means a bullet to the head? And while comfort is not a priority for the raiders, nor is proper maintenance most of the time either, which means that the armor is often dented, dirty, grimy, rusty and in horrible condition. This often makes the armor look like it could come apart at any moment, but appearances can be deceiving, as many a foe on the opposite end of a raider's pistol have come to learn the hard way. When wearing a raider armor, the character gains automatic s on Coercion checks and automatic f on Charm checks. The GM may determine that this armor provides different benefits or detriments depending on the situation. As with the lesser variant, wearing this armor may result in the wearer being mistaken for being a raider. The heavy raider armor has a Cumbersome 3 quality, which means that it does require some raw, physical strength to use the armor properly.

RECON ARMOR Intended to serve as the under-armor of the T-45d power armor, the recon armor is a vacuum-sealed asbestos jumpsuit covering the entire body. Attached to it is the interface and mounts for the T45d power armor. Its purpose is twofold - it allows the user to actually operate the armor and protect soft tissue from heat and moving parts inside the suit. Unlike the under-armor for the T-51b power armor models, this one is also designed to offer limited protection from small-arm weapons. Although this armor is intended to be an “undercoat" for power armor, you cannot wear recon and power armor at the same time. Wearing a recon armor grants the wearer a s bonus to all Resilience checks made against extreme heat. Mark II Recon Armor: A new version of the armor, developed by Scribe Bowditch of the Capital Wasteland Brotherhood of Steel. While development is complete, distribution of it has been slowed due to budget cuts.

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SPACE SUIT A standard suit for travel in the void of space. Although a space suit is designed to block out harmful interstellar radiation, this suit will not protect you from radiation sources. A space suit will allow you to survive the vacuum of space, but not withstand the Radiation of the Wasteland. A space suit comes with an air supply that allows the wearer to breathe in an airless atmosphere for up to 2 or 3 hours. Every space suit sold comes with an emergency repair kit that allows for quick fixes of tears, leaks, and bad gasket seals.

SYNTH ARMOR, HEAVY

others may include tanned Brahmin or even Gecko hide, but not enough to constitute as being a leather armor of any sort. Tribal armor add an automatic a on Coercion checks.

VAULT-TEC SECURITY ARMOR The armor consists of a bulletproof vest and shoulder pads and can be worn over various clothing parts including, but not limited to: Vault jumpsuits, various fatigues and harnesses. The Vault-Tec security helmet is a separate component of this set.

Synth armor is a type of combat armor plating created by the Institute for their first and second generation synth soldiers deployed in the Commonwealth. While the heavy synth armor provides Soak 2 against all weapons, it is particular efficient against energy-based weapons, increasing its Soak Rating to 4.

SYNTH ARMOR, LIGHT Synth armor is a type of combat armor plating created by the Institute for their first and second generation synth soldiers deployed in the Commonwealth. A light synth armor, is much similar to a light combat armor, though it proves to be less Defensive. Light synth armor adds an automatic t to all energy-based combat checks against the wearer.

SYNTH ARMOR, MEDIUM A middle way between the light and heavy synth armor, this particular Institute produced armor provides slightly less protection than a medium combat armor against weapons, but it proves to be more effective against energy-based attacks. A medium synth armor adds an automatic f on all energy-based combat checks against the wearer.

TRIBAL ARMOR Pieced together from scraps of armor, this outfit provides protection without impacting mobility. The appearance of this particular type of armor varies from tribe to tribe, and they individually are marked with something to distinguish their tribal affiliation, such as symbols, markings, small totems, and the like. Some tribal armors, for example, is a singlesleeved suit of armor with a piece of a tractor tire over the shoulder for protection (for males). While

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GENESYS ARMOR NAME

SOAK DEFENSE ENCUMBRANCE HARD POINTS PRICE RARITY

Adverse Environmental Gear

-

1

2

1

250

1

Armored Clothing

1

-

3

1

50

6

Armored Vault Jumpsuit

1

-

2

1

300

8

Brahmin-Skin Outfit

1

-

3

-

125

4

Brotherhood of Steel Science Armor

-

1

2

-

250

8

Brotherhood of Steel Scribe Armor

-

1

3

1

250

8

Brotherhood of Steel Scribe Robe

1

1

3

2

600

8

Chinese Stealth Armor

2

-

5

2

1,000

10

Combat Armor, Heavy

3

1

5

3

880

9

Combat Armor, Light

1

1

3

1

185

5

Combat Armor, Medium

2

1

4

2

560

7

Heavy Clothing

-

1

1

-

50

-

Leather Armor

1

-

2

-

65

4

Leather Armor, Heavy

1

1

3

1

200

6

Metal Armor

2

-

5

2

375

5

Metal Armor, Heavy

2

1

6

3

650

7

NCR Ranger Armor

3

-

5

3

600

7

NCR Scout Armor

1

-

2

1

400

7

NCR Shock Trooper Armor

1

-

2

1

250

7

NCR Trooper Armor

2

-

3

1

400

7

Radiation Suit

-

-

4

1

400

5

Raider Armor

1

-

3

2

45

4

Raider Armor, Heavy

2

-

4

2

220

5

Recon Armor

1

-

4

2

450

5

Space Suit

1

-

4

-

500

5

Synth Armor, Heavy

2

1

4

2

655

9

Synth Armor, Light

1

-

2

-

225

7

Synth Armor, Medium

1

1

3

1

425

8

Tribal Armor

-

1

3

-

50

1

Vault-Tec Security Armor

1

1

4

2

200

7

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GENESYS

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ARMOR

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294

GENESYS

295

ARMOR

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GENESYS

TIMELINE

POWER ARMOR

 August 2065: The need for increased mobility among the units of the US Army Mechanized Cavalry Power armor is the peak of armored infantry leads the American government's defense technology, initially developed in the West Tek contractors to focus their research on the Research Facility laboratories. Now, only the most development of a man-based tank - the ultimate technologically advanced factions with ties to preresult is powered Infantry armor. War military or government, such as the Brotherhood  2065 - 2067: Research and development into of Steel or the Enclave, have access to them, and power armor intensifies among the different firms only the latter possesses the technology required to involved in the project and several prototypes are manufacture new power armor models, such as the developed, many of which prove to be unworkable advanced power armor Mk II. once they are deployed in the field. These prototypes The first version of power armor successfully pave the way for several major future advances in deployed in combat was the T-45 model, which materials science, robotics, and nuclear fusion originally ran on small energy cells, burning through technology in the decade before the outbreak of the them at an alarming rate. In response, later versions Great War. were manufactured with built-in microfusion packs.  Summer 2066: The first crude nuclear The effectiveness of the T-45 power armor was microfusion cell is unveiled, one of the civilian overwhelming. It served a huge role in pushing back technological spin-offs of the power armor project. Chinese forces, allowing individual soldiers to take The new technology is soon incorporated into a wide entire towns, protecting the wearers from everything variety of consumer goods, including robots and from conventional fire to head on missile impacts. automobiles. It begins to alleviate the terrible energy The most advanced pre-War model, T-51b power shortages plaguing the United States, but was armor is fitted with a back-mounted TX-28 unable to fully alleviate the world's energy problems microfusion pack which generates 60,000 Watts to before the outbreak of the Great War in 2077 made power the HiFlo hydraulic systems built into the the problem moot. Ironically, had the fusion frame of the suit. Made of the poly-laminate microcell technology had more time to disseminate composite, the T-51b shell is lightweight and across the globe from the United States, it capable of absorbing over 2500 Joules would have solved most of the world's of kinetic impact. The 10 micron silver energy problems, thus ending the ablative coating can reflect laser and need for the armed conflicts radiation emissions without damage to that ultimately lead to the the composite subsurface. downfall of human T-51b power armor and later civilization. models also include a complete  2067: The first suit of Twaste recycling system. 45d power armor is deployed The Hēi Guǐ (黑鬼) stealth for combat duty among armor kept the Chinese American infantrymen near the same level as the fighting the Chinese United States, but not by occupation of Alaska. While much. The armor's lacking the full mobility of translation is "Black Ghost". future versions of the armor, this early suit of power armor is incredibly effective against conventional Chinese tanks and infantry. Its ability Power armor is the latest development in personal to allow a single infantryman to carry heavy body armor. This armor must be custom-fitted to the ordnance becomes key in various localized conflicts during the Sino-American War, and it has the power user and is so heavy that it requires internal microto destroy entire towns without endangering the motors to allow movement. Hardening is a process that increases the protection of normal power armor. wearer from attacks by conventional firearms or even missile launchers. The Chinese People's Advanced power armor is a completely new, postLiberation Army rushes to create its own versions, War design of this Cadillac of the personal but the Chinese are many years behind the United protection world (tail fins optional). States' work on the project.  2074: Contrary to the United States' claim of waging a defensive war that seeks only to retake

BACKGROUND

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ARMOR

Fallout Alaska from the Chinese, entire mechanized infantry divisions outfitted with power armor are deployed in an American invasion of China, but they become bogged down during intense combat on the Chinese mainland, putting a further drain on American resources and supply lines in the Sino-American War.  September 2075: Under the command of General Brock testing begins at Fort Strong, Boston on an early batch of prototype T-51b power armor suits constructed by the US Army Corps of Engineers. During testing it was noticed that the test pilots were having difficulty jumping, in response to this future prototypes had a gyroscope fitted to correct the issue.  June 2076: The T-51b power armor prototype is finally completed, resulting in the development of the suit of power armor that the Vault Dweller finds in Fallout. This suit represents the pinnacle of power armor technology before the outbreak of the Great War ends all technological progress for many decades. Many of these units are sent by the American military to the front in China, and they begin to carve a swath through the Chinese forces defending their nation, ending the stalemate that had defined the Chinese front of the war in the two years since the start of the American invasion. Chinese resources are strained to the breaking point by the new American offensive using the T-51b armor, and the supply lines from the nations China has annexed in East and Southeast Asia begin to break down.  2077: The T-60 power armor is developed as a prototype, intended to replace the T-51 model. In the final days before the Great War, the suit sees limited deployment among military peacekeeping forces within the United States. Around this time, early models of the X-01 power armor were under development by the US government with one model being put up for display at the Galactic Zone at the Nuka-World Amusement Park to advertise the recently released Nuka-Cola Quantum.  January 22, 2077: Power armor is used for the first time for domestic purposes within the United States by U.S. Army units deployed within American cities for crowd and quarantine control duties related to the growing resource shortages and outbreaks of epidemic disease. Units originally serving in China and on the Anchorage Front Line find themselves fighting fellow Americans at home as disorder grows worse across the course of this year. Food riots increase, and many civilians are killed in fights with the military and police. A growing number of soldiers desert from the American military both in Canada and the United States. These

ARMOR

deserters are captured when possible by military policemen and are sent to various military prisons across the United States. Some of these prisoners are later used by American military scientists in illegal human experiments at the Mariposa Military Base in California where the Forced Evolutionary Virus is first tested.  2198: The Enclave's scientists develop various new technologies, including the first new viable power armor variations since the Great War. None of these suits are much of an improvement over the original versions of power armor developed before 2077, and some are actually worse.  2215: Under Presidential Order, the Enclave's scientists begin to work on an upgraded version of power armor that exceeds the performance of the T51b model. Many prototypes are developed and tested.  October 2220: Enclave scientists finally develop a reliable version of what they call advanced power armor. The prototype's capabilities (and the various accidents/explosions/deaths involved in its creation) are classified by order of the Enclave's President Dick Richardson for the sake of the Enclave's morale.  During 2242: After the destruction of the Oil Rig, the Enclave finished developing a Tesla power armor based on the standard advanced power armor, which was lower in standard compared to the advanced power armor Mk II but made the operation of energy weapons by the wearer easier. This power armor is rare and almost never appears in the West due to the complete destruction of Navarro, which was the only remaining large base in the West.

POWER ARMOR ENCUMBRANCE While powered, the power armor acts more like a vehicle than a suit of armor. The suit’s powerful servos negate any Encumbrance caused by the suit, and does not count towards the character’s current Encumbrance total. When a fusion core is not installed, the power armor suit has its full Encumbrance rating (see “Fusion Cores” below). Also carrying the armor means that the person carrying is recipient to the full Encumbrance value of the armor.

SOAK AND DEFENSE RATING The Soak Rating of the power armor suit is not additive to the Soak Rating of the wearer, it has its own value. It does not add to the character's base Soak, nor is it affected by other armor the character is wearing. When attacked, damage is reduced by the character’s Soak rating or the power armor’s

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GENESYS soak rating, whichever is higher. If the character’s has a personal Defense Rating, it is replaced by the Defense Rating of the power armor even if the power armor's is lower.

RAD RESISTANCE All power armor have an innate Rad rating equal to the armor's current Soak Rating.

ENHANCED STRENGTH While wearing power armor, the wearer’s Brawn characteristic is considered to be 2 higher (which may exceed the usual maximum of 5) when calculating damage from Brawl and Melee combat checks, Encumbrance Thresholds, and for the Cumbersome weapon quality. However, this does not count towards increasing dice for Brawnbased skill checks.

FALLING When determining falling damage, reduce the effective distance fallen by two range bands to a minimum of effectively falling no range band if the wearer succeeds at their Average (dd) Athletics or Coordination check (as detailed on page 112 in the GENESYS core rulebook), or by one range band if they failed their skill check.

FUSION CORES The power armor operates by drawing power from a disposable fusion core. Once drained, the core’s charge cannot be replenished; another fusion core with a charge must be installed to restore the power armor to operation. The more activities that are performed with the suit, the faster the core is drained. A y or tttt result on any skill check while wearing power armor may be spent to cause the suit's fusion core to run dry at the end of the encounter. A suit of power armor that has an empty (or no) fusion core is severely hindered. The unpowered suit has an Encumbrance equal to its current Soak Rating (to a minimum of 8). The person wearing the power

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armor cannot gain benefit from any attachments granted by the armor. The wearer may also only use one Maneuver on their turn to move.

CRITICAL INJURIES When a character suffers a Critical Injury, the resulting Critical Injury roll is reduced by an amount equal to 5 times the current Soak Rating for the armor to a minimum of 1. Additionally, the Soak Rating of the power armor is reduced by 1 when it suffers a Critical Injury hit, until it can be repaired.

TRIUMPHS If x is rolled during a combat check against a character wearing power armor, the x can be used to reduce the Soak Rating of the armor by 1. This occurs after the attack is completed and damage is calculated vs. the current Soak Rating. This Soak reduction lasts until the power armor can be repaired.

REPAIRS Restoring a power armor to its full Soak is a hard, manual labor. Repairing a power armor is considered to be a Hard (ddd) Mechanics check if the power armor is at half maximum Soak Rating or more. When it drops below half maximum Soak Rating the check becomes Daunting (dddd). It requires a tool kit and replacement parts; the GM determines if sufficient salvage is available to complete the repairs (usually such parts would have a Rarity equal to the armor itself). The difficulty of the check is upgraded twice if it is attempted without a power armor cradle or similar heavy equipment lift. A y rolled during the repair check may be spent to reduce the Soak Rating of the power armor by 1, permanently. Repairing reduced Soak costs 100 bottle caps per 1 point of Soak to be restored in spare parts and materials.

POWER ARMOR AND SNEAKING Attempts to sneak (using Stealth skill) to remain silent and unheard is impossible for anyone wearing a power armor.

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Fallout

TYPES OF POWER ARMOR

HELLFIRE POWER ARMOR

This armor is the result of a post-War research Following below is a selection of different types of project undertaken by the Enclave at Adams Air power armors known to exist in the Fallout setting. Force Base. It was one of several concurrent The GM is free to come up with his own unique research projects, including one on duraframe power armors, of course. eyebots and ended up being the only one to be fully completed; other projects, much to chagrin of researchers such as Whitley, were canceled in favor of the new model of power armor. The armor was created by the Enclave's skilled This heat-resistant type of power armor is used by team of engineers and scientists after the Great War, specialized Enclave Hellfire troopers as well as a few as a result of a research program initiated in 2198, regular Enclave soldiers. part of a larger project to develop various Wearing the Hellfire power armor provides the technologies. In 2215 the first actually superior suit wearer with an upgrade to all Resilience checks is manufactured, entering service in 2220. Various against heat and fire sources. Furthermore, the accidents/explosions/deaths involved in its creation Hellfire power armor automatically adds an are classified by order of President Dick Richardson automatic f to all flameand fire-based attacks for the sake of the morale of the Enclave's personnel. directed against the wearer. Further, any successful It is composed of lightweight metal alloys, attack with a flame- or fire-based weapon deal 2 reinforced with ceramic castings at key stress points. The motion-assist servo-motors used in the points less damage to the wearer, after the combat armor appear to be high-quality models as well. The check has been resolved. suit has an auto-gyro system to keep it upright and the knees can be locked in position, to prevent the wearer from falling over, if, for some reason, he loses This armor has been salvaged and restored to consciousness on duty (e.g. takes a nap). fighting shape by Raiders, long after the Great War. It Additionally, like the T-51b power armor, it includes a appears to incorporate elements of both the T-45 recycling system that can convert human waste into and T-51 models, although it has been rebuilt mostly drinkable water, enhancing survival and an air using scrap metal. Its jury-rigged nature means that conditioning system for comfort. it can't withstand as much punishment as most It was issued primarily to Enclave troopers other varieties of power armor. operating on the United States mainland, with the The armor appears to be just scrap metal over the Enclave insignia prominently displayed on the limbs of the power armor frame, most notably in the breastplate, while rank indicators were usually legs as they don't appear to be from any specific painted on the shoulders of the armor. suit. The torso appears to be from a T-45 chest Later, the advanced power armor Mk II was piece evident by the distinguishable shape, it has introduced, and by 2277 it had become the heavy reinforcement with simple scrap metal. The standard-issue Enclave power armor used by all of arms and shoulders may be from a heavily damaged that organization's military units. T-51 as the shoulders resemble the shoulder pieces The wearer of the advanced power armor adds of a T-51. The helmet is not from any suit and bb to all Resilience checks. appears to be homemade. The helmet does show some professional attachments such as what appears to be a transceiver on the back, The advanced power armor Mk II, also called black reinforcement on the face plate protecting the devil power armor or simply Enclave power armor, is wearer's eyes, a respirator on the front of the helmet and a security flashlight on the side of the helmet. a high-end model of power armor used exclusively When wearing a raider power armor, the character by the Enclave's Department of the Army and gains automatic x on Coercion checks and developed after the Great War and the destruction of automatic y on Charm checks. The GM may the Enclave Oil Rig in 2241. It is composed entirely of determine that this armor provides different benefits lightweight composites rather than the usual or detriments depending on the situation, such as combination of metal and composite plates found the wearer being mistaken for being a raider. on the previous designation of advanced power

ADVANCED POWER ARMOR

RAIDER POWER ARMOR

ADVANCED POWER ARMOR MK. II

armor, the MK I. Its design is substantially different from another, earlier model of the MK II.

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GENESYS

T-45 POWER ARMOR Originally developed and manufactured for the United States Army by American defense contractor West Tek, the T-45d power armor was the first version of power armor to be successfully deployed in battle. In 2067, the first suit of T-45d power armor was deployed in Alaska during the start of the Anchorage Reclamation in the midst of the SinoAmerican War. This power armor was incredibly effective against Chinese tanks and infantry. Its ability to allow a single infantryman to carry heavy ordnance that otherwise required a team of soldiers to transport and operate became key in various localized conflicts on the Alaskan front, and it allowed American soldiers wearing the armor to destroy entire towns occupied by Chinese troops without endangering themselves. In 2076, the more advanced T-51b power armor variant was introduced into combat duty. After the Great War, this model of power armor is still being used by factions such as the Brotherhood of Steel. While main forces of the Brotherhood in New California and the Mojave Brotherhood of Steel tend to use the newer T-51b, more remote chapters, such as the East Coast Brotherhood of Steel and the Brotherhood Outcasts, have to rely on these outdated suits. The T-45d lacks the mobility of later power armor models (such as the T-51b power armor) because of its less advanced servo design; as a result it limits the wearer's Agility. Anyone wearing a T-45d power armor has his or her Agility reduced by 1 point, and this can be to 0, where it effectively renders the wearer unable to operate the power armor. The first version of T-45d power armor deployed on the front lines against the Chinese was powered by small energy cells and it burned through them at an alarming rate. While the T-45d armor is similar in its overall shape to the newer T-51b power armor, it is significantly less advanced than its later counterpart, and uses riveted steel plates instead of plastic composite materials in its construction. Various electronic and mechanical subsystems of the armor are exposed on the outside of its casing rather than sealed within as in the T-51b, making it far more susceptible to damage. In addition, a specialized body suit is required to be worn underneath the T-45d's armored shell in order to facilitate linking the armor's servos to the wearer's own motions and to make the armor more bearable because of its heat dissipation problems. Developed before the Great War, the T-45 set was one of the first suits of power armor deployed widely by the United States Army, and as such, it remains

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relatively common more than 200 years later.

T-51 POWER ARMOR T-51b powered infantry armor, or power armor, represented the peak of armored infantry technology before the Great War, surpassed only by its successor, the T-60 power armor. Developed in the laboratories of the West Tek Research Facility, the T51b was deployed at the end of the Anchorage Reclamation, and by January 2077, the armor had become standard issue for American soldiers in the Army's Mechanized Cavalry Regiments. Now, only the most technologically advanced factions with ties to the pre-Great War American military or federal government, such as the Brotherhood of Steel or the Enclave, have access to this type of power armor. The armor is fitted with a back-mounted TX-28 MicroFusion Pack which generates an output power of 60,000 Watts to power the HiFlo hydraulic systems built into the frame of the suit. Made of a poly-laminate composite, the outer shell of the T51b is lightweight and capable of absorbing over 2500 Joules of kinetic impact. The 10-micron-thick silver ablative coating can reflect laser and other radiation emissions without damaging the composite subsurface, and the eyeslit for the helmet is made of bullet proof glass to protect the wearer from any projectiles. The Brotherhood of Steel does not possess the technology required to manufacture new suits of power armor and relies only on repaired and refurbished pre-Great War suits. Among the soldiers of the Enclave, this power armor is seen as obsolete, as it was replaced by the Enclave's advanced power armor and advanced power armor Mk II models, though it should be noted that it is still used by soldiers of the Enclave who have not been issued the newer armor, most likely due to slow production rates for a faction that is still quite small and possess only limited resources in the post-atomic world. As of 2287, the T-51b seems to still be in use in the West Coast Brotherhood of Steel, while over in the East Coast Brotherhood Division, it was entirely replaced by its more advanced successor model, The T-60 armor. Additionally, after the defeat of the Enclave, the Brotherhood has the ability to manufacture more power armor, according to Paladin Danse. The T-51b power armor provides a bb to all Resilience checks.

T-60 POWER ARMOR The T-60 series of power armor was the pinnacle

ARMOR

Fallout of powered armor technology in the pre-war U.S. military arsenal, far surpassing the previous two models, the T-45 and T-51 series. It was developed right after the liberation of Anchorage and was deployed domestically among U.S. Army units just prior to the Great War. U.S. forces stationed in the Commonwealth were one of the first few divisions to receive the T-60 power armor. The armor set is similar in appearance to the T-45 power armor, but boasts higher damage, energy and radiation resistance. Physically, the shoulders of the T-60 are composite, double layered, and shorter than the T-45d predecessor, while the opening valve on the T-60 set is lower on the suit, larger, and has a slot for a fusion core. The breastplate on the T-60 has two vertical handlebars, while the T-45d has a single horizontal handlebar. The latest known edition of the T-60 line is the T60f model.

X-01 POWER ARMOR An advanced suit of post-War power armor. Prototyped before the war, then specially engineered and fielded by remnants of the United States military after the bombs fell, it is superior to all pre-War models. Abandoned suits of X-01 can be found throughout the Wasteland with one variant in a preWar display at the Galactic Zone area of NukaWorld. A variant of the X-01 power armor was still in testing phases with the scientists at Nuka-World in 2077 as a part of a cooperative initiative between the U.S. military and Nuka-Cola Corporation when the bombs fell. This unique variant is known as the Quantum X-01 power armor, and can be found at Starport Nuka. It was later engineered by remnants of the U.S. military after the Great War. It improves upon older suits by offering superior protective abilities

POWER ARMOR NAME

SOAK DEFENSE ENCUMBRANCE HARD POINTS PRICE RARITY

Advanced Power Armor

9

-

9

3

2,000

10

Advanced Power Armor Mk. II

10

-

8

2

1,750

9

Hellfire Power Armor

10

-

8

2

1,650

8

Raider Power Armor

8

-

8

1

900

5

T-45 Power Armor

10

-

10

2

1,200

6

T-51 Power Armor

10

1

10

4

1,550

9

T-60 Power Armor

12

-

12

4

2,400

8

X-01 Power Armor

12

1

12

5

4,200

10

ARMOR

302

GENESYS

303

ARMOR

Fallout

ARMOR ATTACHMENTS

 Use With: This attachment can be applied to any armor that could logically have an air tank attached.  Modifiers: The armor provides enough oxygen for up to five hours of submersion or in an airless environment (although it does not protect against vacuum or radiation). In addition, the user removes b from physical checks due to underwater conditions.  Hard Points Required: 1.  Price: 250 bottle caps.

Armor, like personal weapons, has a number of customization Hard Points and can be just as easily modified as a slugthrower or energy weapon. By design, armor attachments are more defensive in nature, leaning toward special coatings or environmental sealants, as well as enhanced optics and built-in communications. As with weapons, a fair amount of common sense on the part of the players and GM is required when modifying armor. Most suits of armor can only hold one environmental system, such as cold or heat resistance, or one type Armor inserts are thin, flexible, steel and ballistic of optical enhancement in the helmet. gel plates that can be sewn into clothing to give the wearer concealed armor protection. They can be added to any garment that is suitably large and alternate, and they can be installed by any skilled For those sentients without the evolutionary tailor for a moderate fee. adaptation of gills, specialized equipment is necessary. With the addition of a sealed helmet and  Use With: This attachment can be applied to any armor (or clothing) with a Defense no greater than 0 oxygen supply, nearly any suit of armor can be and a Soak Rating of 1 or less. converted into an amphibious suit. Retractable  Modifiers: Turns any article of clothing into flippers provide sentients with improved mobility in Armored Clothing (see “Armor” section above). water and other liquids.

ARMOR INSERT

AMPHIBIOUS MODIFICATION

ARMOR

304

GENESYS Characters can notice the inclusion of armor inserts in clothing by making an Average (dd) Perception check. When applied to ordinary clothing, the article of clothing is considered to be armor.  Hard Points Required: 0.  Price: 225 bottle caps.

 Hard Points Required: 1.  Price: 200 bottle caps.

CUSTOM FIT

Although standard “off-the-shelf” armor can provide invaluable protection, it can also prove bulky or awkward, even after adjustments. For those who require their armor to feel like a second skin, personalized customization can make a drastic While armor serves a largely defensive role for its wearers. that needn't be the rule. With the addition of difference.  Use With: This attachment can be applied to any spikes, blades. and other protrusions on areas covering shoulders, knuckles, feet, knees, or elbows, armor. armor can be turned into a deadly weapon of last  Modifiers: Remove b from Athletics and Stealth resort. The majority of such modifications are checks while wearing the armor. scratch-built. Largely popular with raiders,  Hard Points Required: 1. mercenaries, and bounty hunters, armor spikes lend  Price: 200 bottle caps. an intimidating mien to anyone equipped with them.  Use With: This attachment can be applied to any armor that covers the arms or legs. This minute metallic wiring is designed to  Modifiers: Increase the armor's Encumbrance by 2. distribute electrical shocks across the armor while When the wearer suffers a hit from a Melee or Brawl grounding the user against the energy, reducing the combat check, after the attack is resolved, the potency of such attacks. It protects against character may spend ttt or y to automatically electricity as well as weapons Stun qualities, inflict one hit for 6 Wounds damage on the attacker. although it does not effectively disperse lasers.  Hard Points Required: 3.  Use With: This attachment can be installed on any  Price: 250 bottle caps. armor.  Modifiers: When using the wearer's Soak to reduce damage dealt to the wearer's Strain threshold, count the Soak Rating as 2 higher. By lining armor with asbestos plates or finely  Hard Points Required: 1. powdered asbestos, the armor becomes greatly  Price: 250 bottle caps. improved in its ability to resist the damage dealt by energy-based weapons. And by using asbestos, what side effects could there possibly be?  Use With: Asbestos lining can only be added to Heating systems are installed in armor to protect armor made from fabrics such as clothing and the wearer against dangerously low temperatures leather. This means metal and alloy armors cannot and frigid environments. Equipped with small, benefit from the attachment. efficient heating elements and double-insulated  Modifiers: Wearing an asbestos lined armor reduce against the cold, this attachment allows a wearer to the damage dealth by energy weapons. The wearer survive in places where the ambient temperature reduces the damage by 2 from all energy weapons, can be dozens of degrees below freezing. after the combat check has been resolved.  Use With: This attachment can be installed on any  Hard Points Required: 1. armor that covers the entire body and can be sealed.  Price: 100 bottle caps.  Modifiers: Reduces the difficulty of Resilience checks made to resist the effects of extreme cold by one. Removes up bb to added to checks due to By reinforcing the gauntlets of the power armor extreme cold. with extra plating, striking surfaces, or even rusty  Hard Points Required: 1. lengths of rebar welded on, the power armor is able  Price: 500 bottle caps. to increase the damage dealt when making Brawling attacks.  Use With: This attachment can be used only with The power armor can be made more resistant to power armor. energy weapon attacks by coating the armored  Modifiers: Increase damage by 2 when making surfaces with a variety of chemical coatings. Brawl combat checks.

ARMOR SPIKES

ENERGY DISPERSION SYSTEM

ASBESTOS LINING

HEATING SYSTEM

COMBAT BRACERS

IMPROVED SHIELDING

305

ARMOR

Fallout Surfaces treated with these chemicals become more resistant to energy attacks, allowing some of the energy to be absorbed or harmlessly dispersed around the armor.  Use With: This attachment can be added to any power armor.  Modifiers: Increase Soak Rating by +2 when taking damage from energy weapons.  Hard Points Required: 1.  Price: 1,000 bottle caps.

 Hard Points Required: 2.  Price: 150 bottle caps.

JETPACK

One of the most intimidating sights an enemy soldier could witness during the Great War was that of a platoon of flying power armor troopers sailing through the air. By channeling the energy of the suit’s fusion core through a series of reaction chambers and focus nozzles, the power armor can take limited flight to cross great distances. Coupled with the suit’s ability to reduce damage taken when Incorporating a grapnel launcher, line, clips, and falling from great heights, jet pack equipped power other climbing and rappelling equipment directly into armor can leave any unsuspecting opponent reeling a set of armor ensures that the user is always when they suddenly “drop in” from higher positions. prepared to ascend or descend sheer surfaces in a  Use With: This attachment can be installed in any hurry. Whether to escape from pursuers, follow a power armor. target, infiltrate a building, or exfiltrate from a  Modifiers: Increases Encumbrance by 4. Spend a dangerous situation, ascension gear can prove Maneuver to move to any point within Medium invaluable in a variety of situations. In addition, range, horizontal or vertical. Additionally, reduce the having the grapnel and line integrated directly into effective number of range bands when determining one's armor provides a high degree of safety and falling damage by one range band. security.  Hard Points Required: 2.  Use With: This attachment can be applied to any  Price: 2,500 bottle caps. armor.  Modifiers: As an Action, a character may take an Average (dd) Ranged [Light] check to secure the Adding lead plates and inlays to an armor, not only grappling hook to an object within medium range. makes the armor more heavy, but it also greatly On success, as an Action, he may reel in the cord, improves the armor's effectiveness against pulling himself to the object (or, if the object is Radiation sources. unsecured and lighter than he is, pulling it to him). A  Use With: Any armor. character may use the grappling hook to pull  Modifiers: Increases the armor's Encumbrance by another character aloft with him; if he does he must 2. Whenever the wearer is exposed to Radiation of make an Easy (d) Athletics check to avoid losing his any means, he is always treated as being exposed to grip on his partner. one Radiation rating lower than normal.  Hard Points Required: 2.  Hard Points Required: 1.  Price: 175 bottle caps.  Price: 200 bottle caps.

INTEGRATED ASCENSION GEAR

LEAD LINED

INTEGRATED HOLSTERS By mounting their holsters into the framework of their armor, combatants can ensure no one can catch them unarmed. Not only does the wearer have easy access to these weapons at all times, but powered servos and other systems can be set up to assist the wearer in drawing or stowing these weapons more rapidly. A character with a fully tooled set of integrated holsters has access to a hidden arsenal that can overwhelm most foes.  Use With: Any armor.  Modifiers: Increases Encumbrance by 2. The character may holster up to 2 weapons of Encumbrance 3 or lower in the armor. While holstered, these weapons do not count towards the character's Encumbrance value.

ARMOR

LIGHTER BUILD Exchanging the materials used to construct the normal armor with lighter alloys and materials, and rearranging protective parts, can increase the cumbersome burden of wearing usually heavy and weighty armors.  Use With: Any armor, except power armor.  Modifiers: This attachment decreases the armor's Encumbrance by 1, to a minimum of 1.  Hard Points Required: 1.  Price: 1,000 bottle caps.

LOW-FRICTION COATING Low-friction coatings work by lowering the coefficient of friction against solid armor plates.

306

GENESYS With the addition of such a coating, the surface of armor becomes almost impossible to grip or seize. In addition, glancing blows from melee weapons are often unable to find purchase, which diminishes the damage they cause as they slide off. The only downside to the coating is that it can make working on the armor more difficult, as tools must scramble for a grip on its slick surface.  Use With: This attachment can only be applied to armor with hard surfaces such as metal armor.  Modifiers: Increases the armor's Melee Defense by +1. Adds bb to Mechanics checks to modify or maintain the armor.  Hard Points Required: 1.  Price: 325 bottle caps.

MEDIC PUMP Through a series of on-board life support sensors and injection tools, the suit is able to detect when the wearer suffers great injury and administer stimpaks to keep the trooper in the fight. The medic pump can hold up to ten stimpaks, and will administer them as needed if the wearer suffers any significant injury.  Use With: This attachment can be installed in any power armor.  Modifiers: At the beginning of the wearer’s turn, if their Wounds are more than half of their Wound threshold, the medic pump administers a stimpak to the wearer. This happens automatically, requires no Maneuver and happens automatically.  Hard Points Required: 1.  Price: 1,200 bottle caps.

MOTION ASSIST SERVOS The power servos that help move the armor and its core frame have been enhanced, granting the wearer even more super-human strength.  Use With: This attachment can be installed in any power armor.  Modifiers: The wearer’s Brawn characteristic is now considered to be 3 higher (instead of 2) when calculating damage from Brawl or Melee checks, Encumbrance thresholds, and for the Cumbersome weapon quality.  Hard Points Required: 1.  Price: 750 bottle caps.

OPTICAL CAMOUFLAGE SYSTEM Optical camouflage systems are a wonder of modern stealth technology. Using a series of phased array optical projectors combined with sound baffling equipment and thermal and radiation shielding, this can render a wearer nearly invisible to

307

the nake eye. The PAO projectors allow the wearer to blend in with his surroundings by mimicking them, similar to a chameleon, and the different radiation shields hide the wearer's body heat as well as any electromagnetic radiation from other sensors or communications gear. For all of its utility, however, this system is incredibly fragile and is not recommended for combat.  Use With: This attachment can be equipped on any type of armor, but is useless on armor with an Encumbrance of 4 or more, which proves too bulky and loud to mask properly.  Modifiers: Upgrades the ability of all Stealth checks twice while wearing this armor.  Hard Points Required: 2.  Price: 2,750 bottle caps.

OPTIMIZED SERVOS By fine tuning the efficiency of the suit’s servo actuators, the suit is able to perform better and with less draw from the suit’s fusion core. This can greatly extend the battery life of the fusion core, and allow the suit to operate longer before needing a replacement.  Use With: This attachment can be applied to any type of power armor.  Modifiers: Once per session, ignore y spent to cause the suit’s fusion core to become drained at the end of the encounter.  Hard Points Required: 2.  Price: 1,000 bottle caps.

PADDED Adding layers of padded fabric, the wearer of a padded-treated armor is better protected against the forceful blasts of explosions.  Use With: This attachment can be applied to any armor.  Modifiers: Wearing a padded armor reduces the damage dealt by a weapon with Blast quality, after a resolved combat check, by 2 points of damage.  Hard Points Required: 1.  Price: 100 bottle caps.

POCKETED ARMOR This modification adds a series of pouches, bags and carrying loops to the armor in key areas. These additions makes it easier for the wearer to carry a greater amount of equipment.  Use With: Any armor.  Modifiers: Increase the Encumbrance threshold of the character by 2.  Hard Points Required: 1.  Price: 100 bottle caps.

ARMOR

Fallout of reactive armor is that it destroys itself as it protects the individual inside. It causes the armor to Armor, especially heavy armor, takes time to put on degrade far more rapidly than it otherwise would, and take off. Though putting armor on remains a which means that the wearer must repair it far more chore, taking it off – especially in an emergency often. situation – is expedited with the quick-shed  Use With: This attachment can only be applied to attachment. By installing several quick-release armor with a Soak of 2 or higher. latches at strategic locations, suits of armor can be  Modifiers: Increase the armors Encumbrance by 4. quickly removed by the wearer. The first time the wearer of this armor is hit by an  Use With: This attachment can only be applied to attack each encounter, reduce the damage he armor with an Encumbrance of 3 or higher. suffers by 10; the armor suffers minor damage and  Modifiers: As a Maneuver, the wearer may shed the loses this benefit until fully repaired. armor. Armor removed in this fashion must be  Hard Points Required: 2. reassembled before the wearer can don it again.  Price: 1,000 bottle caps.  Hard Points Required: 1.  Price: 325 bottle caps.

QUICK SHED

RECON SENSORS

RADIATION SHIELDING

The Heads-Up Display (HUD) in the suit's helmet can be tied into a more powerful scanning and detection system, granting the operator an increased chance of noticing hostile targets.  Use With: This attachment can be applied to any type of power armor.  Modifiers: Adds b to all Vigilance checks.  Hard Points Required: 1.  Price: 1,750 bottle caps.

By adding lead-lined strips and other radiation blocking materials a suit of armor can be made resistant to some forms of radiation. The addition of such material does weigh down the armor considerably.  Use With: Any amor with an Encumbrance of 3 or more.  Modifiers: Armor gains Rad 4 (or increases existing Rad rating by +2), increase armor's Encumbrance by 2.  Hard Points Required: 1. Reflec is an advanced polymer that possesses  Price: 600 bottle caps. adaptive light-warping and sensor-damping properties. When applied to armor, reflec acts as an optical camouflage even in fully illuminated areas.  Use With: This attachment can be applied to any A system incorporating a simple computer and armor. visual sensors, a range finder calculates the  Modifiers: Upgrade the ability of all Stealth checks distance to any spot in the user's field of vision, once while wearing reflec-coated armor feeding him precise information to a visor HUD. With  Hard Points Required: 2. this information, the wearer can push his weapon to  Price: 1,750 bottle caps. its limits, while knowing when to hold his fire on an impossible shot.  Use With: Any armor that includes a helmet.  Modifiers: Innate Talent (Sniper Shot). Some wanders in the fringes of the Wasteland live  Hard Points Required: 1. a life of near-constant battle. For such individuals, a  Price: 750 bottle caps. good suit of armor is vital. and keeping it in top condition is nearly as important. Some suits or armor include sophisticated self-repair suites, not dissimilar to the systems found in some robots. Reactive plating is a modification that attaches Smart malerials, laminate extruders, electromagnetic small explosive panels to the armor's exterior plates. assemblers, and other systems work to keep the When hit by an attack, the explosives are designed armor in one piece even under the greatest duress. to detonate outward, absorbing some of the attack's  Use With: This attachment can be applied to any kinetic energy with the counter-explosion. Employed armor with Melee or Ranged Defense 1 or higher. properly, reactive armor can even deflect or dampen  Modifiers: Once per encounter, as a Maneuver, the blows from weapons that would cleave through any wearer can have the armor attempt to repair itself or other defenses. Besides the considerable weight it provide assistance to a character on a check to adds to any set of armor, an unfortunate side effect repair it; it counts as having an Intellect of 2 and 2

REFLEC ADAPTIVE SKIN

RANGE FINDER

SELF-REPAIR SYSTEMS

REACTIVE PLATING

ARMOR

308

GENESYS ranks in the Mechanics skill for the check. In addition, there is no cost to repair the armor.  Hard Points Required: 2.  Price: 1,500 bottle caps.

SHADOW COATING Most suits of armor can be modified to enable the wearer to reduce the chance of being detected while sneaking. This is accomplished through painting the armor dark colors to blend in with shadows, and placing noise dampening materials in key areas of the armor to reduce friction and noise.  Use With: All armor.  Modifiers: Add b to all Stealth checks made while wearing the armor.  Hard Points Required: 1.  Price: 400 bottle caps.

STEALTH FIELD GENERATOR The stealth field generator use a combination of optical camouflage, low-output cloaking technology, active electromagnetic dampers, electronic acoustic bafflers, and thermal shielding to make a user virtually invisible to both the naked eye and most scanners. These systems are no perfect, however. Users still need to know how to move stealthily and how to use cover and shadows to their advantage.  Use With: This attachment can be applied to any armor.  Modifiers: Upgrades the difficulty of all opposed Perception checks to spot the wearer once. The stealth field generator does not work if the wearer spends more than a single Maneuver for movement in any given turn.  Hard Points Required: 2.  Price: 1,900 bottle caps.

STRENGTH ENHANCING SYSTEM Strength enhancing system easily converts a suit of full armor into a power-assisted suit. Composed of a matrix of electrically controlled myomer synthetic muscle fibers backed up with nanohydraulics, the MSES increases a wearer's raw physical strength, allowing him to lift more and carry more for longer periods of time.  Use With: This attachment can only be used with full-body hard armor suits that have an Encumbrance of 4 or more.  Modifiers: Increases wearer's Brawn by one point while wearing this armor. This does not increase Soak or Wound threshold. The increase may exceed the usual limit of 5.  Hard Points Required: 2.  Price: 2,750 bottle caps.

309

STUN MATRIX A stun matrix is an additional defensive option for armor. Instead of enhancing the wearer's defenses directly, it unleashes a punishing pulse of energy that weakens the attacker in the hope of preventing a second strike. Installing this attachment requires the addition of insulation to protect t he wearer from the effects of the stun matrix on top of the setup of the self-charging battery and of the stun matrix itself.  Use With: This attachment can be applied to any armor that have an Encumbrance of 4 or more.  Modifiers: Increase the armor's Encumbrance by 1. When the wearer suffers a hit from a Melee or Brawl combat check, after the attack is resolved, the character may spend tt or y to Disorient the attacker for 2 rounds.  Hard Points Required: 3.  Price: 875 bottle caps.

STURDY ARMOR Most armors can have their protective qualities increased by adding more plates or layers. This comes at a slight consequence of weight and flexibility.  Use With: This particular attachment can be used with any armor that has an Encumbrance of 3 or less and a maximum starting base Soak Rating of 2.  Modifiers: Increase the armor’s Soak Rating by +1 and the Encumbrance by +2.  Hard Points Required: 1.  Price: 500 bottle caps.

SUPERIOR ARMOR CUSTOMIZATION Any piece of armor can benefit from retooling at the hands of a superior craftsman. A skilled armorsmith can add improved protective plating to increase the protection a piece of armor offers, even as he decreases its weight and bulk. Of course, such delicate and exacting work can make the armor less customizable in other respects.  Use With: Any armor.  Modifiers: Grants the armor the Superior quality.  Hard Points Required: 1.  Price: 2,500 bottle caps.

TESLA COILS An unusual modification, giant conical coils are attached to the back and shoulders of the power armor. During combat, anyone engaged with the target stands a chance of suffering a potentially lethal shock from the coils. These coils can be turned on or off as needed, allowing the operator to

ARMOR

Fallout protect nearby allies from being electrocuted accidentally.  Use With: This attachment can only be applied to any power armor.  Modifiers: The Tesla coils may be turned on or off as an Incidental during the operator’s turn. While active, a result of ttt or y on any skill check made by any creature at Engaged range may be spent to deal 6 Strain damage to all creatures Engaged with the wearer of the power armor. This damage is considered to be from an energy weapon.  Hard Points Required: 2.  Price: 1,800 bottle caps.

incorporate small vibro-motors installed in the armor's gloves or gauntlets and wired to the helmet system, which subtly adjust the user's hands to enhance accuracy.  Use With: Any armor.  Modifiers: The user adds b to all combat checks.  Hard Points Required: 1.  Price: 1,500 bottle caps.

VAULT-TEC THREAT MONITOR

A threat monitor is a suit of motion detectors, electroreceptors, and photoreceptors that constantly monitors the armor wearer's vicinity and through directional auditory or electrical cues, warns the wearer of imminent threats and incoming attacks. Utilizing both active and passive cooling systems, While many find threat monitors somewhat along with an insulated body glove and special annoying to wear, they can provide a critical edge in coatings on the armor plates, this attachment allows life-or-death situations. a wearer to withstand dangerously high  Use With: This attachment can only be used on temperatures. This thermal shielding is proof armor and is typically integrated into the helmet, against open flames, molten rock and steel, intense visor, or another place where the user can easily see heat, and even some forms of radiation. it at all times.  Use With: This attachment can be installed on any  Modifiers: Adds automatic a to Initiative checks. armor that covers the entire body and can be sealed.  Hard Points Required: 1.  Modifiers: Reduces the difficulty of Resilience  Price: 375 bottle caps. checks made to resist the effects of fire and extreme heat by one. Removes up to bb added to checks due to extreme fire or heat. By modifying his armor to mount one or more  Hard Points Required: 1. weapons, a Wasteland wanderer can keep his hands  Price: 500 bottle caps. free for whatever unexpected needs might arise in combat-or just to carry more weapons. While few weapons are intended for such use, most can be Full body armor can be designed to be sealed modified to mount on a properly-equipped suit of against a vacuum, allowing the user to operate in armor. The difficult part is modifying the weapon so space. This modification protects against adverse that it can be aimed and fired hands-free. Methods atmospheric environments. range from voice-activation to a pressure-sensitive  Use With: Any armor. glove activated by certain hand movements. The  Modifications: Allows the user to ignore the effects most common location for the weapon mount is on of vacuum or poisonous atmospheric environments the shoulder, though other areas are possible. for up to 10 minutes. Once these 10 minutes have A weapon must also be modified in order to be passed, the attachment needs to be reset and its armor-mounted, requiring one hard point. This filters cleaned, effectively rendering the attachment attachment can mount any Ranged (Light) or non-functional until the end of the encounter. Ranged (Heavy) weapon with an Encumbrance of 4  Hard Points Required: 1. or less, subject to the GM's discretion.  Price: 500 bottle caps.  Use With: Any armor with an Encumbrance of 4 or more and a Soak Rating no less than 2.  Modifiers: Mounts a single weapon on the armor, allowing the wearer to aim and fire it without using Complex and sophisticated attachments, targeting his hands or arms. Operating the mounted weapon systems integrate an advanced targeting computer still requires an Action to fire, just like if using hands, and sensor suite, providing a constant stream of and aiming still requires a Maneuver. data to the user. Depending on the model, this  Hard Points Required: 2. information may be delivered by audior or on a visor  Price: 500 bottle caps. HUD. Some particularly advanced systems

THERMAL SHIELDING SYSTEM

WEAPON MOUNT

VACUUM SEALED

VAULT-TEC ASSISTED TARGETING SYSTEM

ARMOR

310

GENESYS ARMOR ATTACHMENTS NAME

ENCUM

HARD POINT COST

Amphibious Modification

-

1

250

4

Armor Insert

-

-

225

3

Armor Spikes

2

3

250

2

Asbestos Lining

-

1

100

5

Combat Bracers

-

1

200

3

Custom Fit

-

1

200

3

Energy Dispersion System

-

1

250

4

Heating System

-

1

500

3

Improved Shielding

-

1

1,000

8

Integrated Ascension Gear

-

2

175

3

Integrated Holsters

-

2

150

4

Jet Pack

4

2

2,500

9

Lead Lined

2

1

200

5

Lighter Build

-

1

1,000

7

Low-Friction Coating

2

1

325

5

Medic Pump

-

1

1,200

6

Motion Assist Servos

-

1

750

5

Optical Camouflage System

-

2

2,750

6

Optimized Servos

-

2

1,000

6

Padded

-

1

100

5

Pocketed Armor

-

1

100

3

Quick Shed

-

1

325

4

Radiation Shielding

2

1

600

4

Range Finder

-

1

750

6

Reactive Plating

4

3

1,000

6

Recon Sensors

-

1

1,750

7

Reflec Adaptive Skin

-

2

1,750

7

Self-Repair Systems

-

2

1,500

7

Shadow Coating

-

1

400

6

Stealth Field Generator

-

2

1,900

7

Strength Enhancing System

-

2

2,750

4

Stun Matrix

1

1

875

3

Sturdy Armor

2

1

500

5

Superior Armor Customization

-

1

2,500

6

Tesla Coils

2

2

1,800

8

Thermal Shielding System

-

1

500

3

311

PRICE RARITY

ARMOR

Fallout Vacuum Sealed

-

1

500

3

Vault-Tec Assisted Targeting System

-

1

1,500

7

Vault-Tec Threat Monitor

-

1

375

4

Weapon Mount

-

2

500

6

ARMOR

312

OUTFITS AND CLOTHING

Fallout

OUTFITS AND CLOTHING Outfits and clothing are wearable items which increase chances of survival or add special attributes. There are many types of outfits and clothing ranging from Vault jumpsuits to Nuka-Girl rocketsuits, simple dresses and tuxedos, to Western outfits, and everything in between. Most outfits and clothing can affect skills, to keep it within the spirit of the numerous Fallout games readily available for the computer and various consoles. Wearing an outfit or clothing of the type listed here means that the character usually benefits from a minor boon in form of a boost to skills or an ability. If the character opts to wear armor atop of such an outfit or clothing, the benefits granted from the outfit or clothing no longer applies for as long as the armor is worn, unless specified otherwise in the individual outfit or clothing description. While it makes little sense that an outfit might grant certain benefits to skills or abilities, then this has been included as it is a big part of the Fallout games. The GM may, at his or her discretion, rules that the Outfits and Clothing chapter is not part of the campaign, if it conflicts with the boundaries of what he or she is willing to impose upon the game mechanics.

ARMY FATIGUES A set of plain green army fatigues, comprised of pants and jacket. An American flag is usually sewn onto the chest pocket or on the upper region of one of the sleeves. Wearing army fatigues allows the wearer to add an automatic a to all Resilience checks made.

ATHLETIC OUTFIT The athletic outfit can be one of many types of sports and athletic practicioners outfits with boots and often comes with knee or elbow pads. Anyone wearing the athletic outfit gains an automatic a on all Athletics checks made.

OUTFITS AND CLOTHING

ATOM CATS JACKET AND JEANS The Atom Cats jacket and jeans appear as a Perfecto leather jacket with an Atom Cats patch on the back, worn over a faded T-shirt, along with jeans and worn white sneakers. Wearing this particular outfit grants the wearer an automatic a on all Coercion checks.

BASEBALL UNIFORM The uniform is a two colored outfit, where white is usually the base color, with a button up shirt, longsleeved red undershirt and white pants. The baseball uniform grants the wearer an automatic a to all Perception checks.

BROTHERHOOD OF STEEL FATIGUES The fatigues are comprised of a military sweater, pants, gloves, a large vest, and what appears to be military webbing. The entire uniform is saturated with pouches; some are included on a chest panel on the webbing, with more on the belt and vest, one on either pants thigh, one on each pants leg just above the boot (secured by straps), and one sewn on to the left shoulder of the sweater. Each vest has a segment of utility cord or rope over the shoulder of the vest, and another on the back of the belt. There are three variants of fatigues. The first has a black sweater, and is the standard variant used by most Brotherhood personnel. The second has a navy blue sweater and the final variant is a set of medical fatigues. Wearing Brotherhood of Steel fatigues grants the wearer an automatic a on all Survival checks.

BROTHERHOOD OF STEEL UNIFORM There are three different variants of this uniform. Orange and gray variant typically worn by Brotherhood power armor users and recon forces. Olive and black variant typically worn by Brotherhood ground troops, paladins or

314

Fallout knights with combat armor. Jet black officer variant. The Brotherhood of Steel uniform grants the wearer a b to all Vigilance checks.

it also provides an automatic t on all Social skill checks.

CLERGY OUTFIT

A clergy outfit consists of a single colored, mostly found in black, cassock with gold or white lining. A t-shirt featuring Bottle & Cappy and blue jeans. Some clergy outfits also comes with a white collar. The t-shirt comes in variations ranging from white to Wearing the clergy outfit grants the wearer an light variants of every color. automatic s on all Discipline and Leadership skill This outfit grants the wearer an automatic a that checks, but also an automatic f on all Deception can be added to any one skill check during the and Knowledge checks. session. The player must call that he is adding the a to the check before making the dice roll.

BOTTLE AND CAPPY SHIRT AND JEANS

COLONIAL DUSTER

BOWLING OUTFIT This particular outfit consists of a set of specially made indoor bowling shoes, pants and a twocolored bowling shirt. Wearing the bowling outfit provides the wearer with an automatic a on all Coordination checks.

CARAVANEER OUTFIT It is worn by caravaneers and travelers. The male version consists of a dark brown shirt with orange and mustard-yellow stripes with a white satchel over the shoulder. Around the neck is a red bandanna. The female version is a cream colored floral-print dress with a white apron and beige cardigan. A caravaneer outfit provides the wearer with an automatic a on all Negotiation skill checks.

CHILD OF ATOM ROBES These robes are worn by the devotees known as the Children of the Atom. The robes comes in brown and green color ranges. Anyone donning a Child of Atom robes is granted an automatic a on all Deception checks.

CHINESE JUMPSUIT The jumpsuit and ushanka are a military uniform worn by Chinese armed and special forces during the infiltration of the Columbia Commonwealth, as well as other conflicts with the United States, before the Great War. The uniform consists of collared green coveralls with four pockets on the torso, two Chinese flag patches, either a knee strap to keep it tight or a gaiter, and a brown leather shoulder strapped belt and brown leather shoes. A Chinese jumpsuit grants the wearer an automatic a on all Athletics skill checks. However,

OUTFITS AND CLOTHING

The colonial duster is a lightweight, loose fitting and lightly armored, militia-styled coat. There is a purple vest and heavy scarf underneath it. It has a leather bullet pouch around the shoulder, a small pouch on the belt but these do not increase the wearer's Encumbrance threshold. The colonial duster bestows an automatic a on all Streetwise checks made by the wearer.

COWHIDE WESTERN OUTFIT The cowhide western outfit is a type of old Wild Western-style outfit. It is made from a black and white cow skin. A cowhide western outfit grants the wearer an automatic a on all Cool checks.

DOO-WOP OUTFIT The doo-wop outfit is an outfit made for women. It comes in a six piece ensemble; containing a skirt with ladies appliqué, peasant blouse, belt, slip, scarf and socks. Wearing the doo-wop outfit provides a female wearer with an automatic s on all Charm checks, but provides an automatic f on all Coercion and Leadership checks.

ELF OUTFIT The elf outfit is green and red, with a green hat and green boots with the toes curled up. The outfit also has small tingling bells attached to it. An elf outfit provides its wearer with an automatic a on all Negotiation checks, but adds an automatic f on all Coercion checks.

ENGINEER'S OUTFIT This particular outfit consists of a grease monkey's jumpsuit and a worker's apron, capable of holding tools and equipment – though it does not

315

GENESYS technically improve the wearer's Encumbrance threshold. Wearing an engineer's outfit allows the wearer to add an automatic a on all Mechanics checks.

ENCLAVE OFFICER UNIFORM The Enclave officer uniform is composed of two garments: a jet-black uniform with a tan jacket and pants that are worn over it. The outer layer is made of a sturdy material designed to withstand the harsh conditions of the wasteland. The uniform comes with a pair of knee-high boots, black gloves, a utility belt and a small knife sheath on the right leg. The Enclave officer uniform provides an automatic a on all Leadership skill checks made.

EXPLORER OUTFIT The explorer outfit is made up of a ratty parka, fingerless gloves and brown pants. The explorer outfit bestows an automatic a on all Vigilance checks.

EXPOSED PROSTITUTE OUTFIT The male version has black cowboy boots, black ripped tights worn under gray boxers, chains covering the wearer's chest which are connected to a spiked choker necklace, and a wrestling singlet. The female version consists of a tight leather bra, a choker necklace, a pair of tight black short shorts worn under a torn black mini-skirt with a chain and hand cuffs used as a belt, a leather leg harness made of grunge belts, and another grunge belt worn around the wearer's abdominal region. This particular outfit allows the wearer to add an automatic s on all Charm checks, but also provides an automatic f on all Discipline and Leadership checks.

FANCY SUIT A fancy suit consists of a jacket and matching pants. They are made from a light fabric and comes in almost every imaginable color. Wearing a fancy suit adds an automatic a to any Negotiation checks the character makes.

FARMHAND CLOTHES The farmhand clothes is usually a button up shirt, tattered jeans and scarf with an unbelted trenchcoat and work gloves worn over them. The farmhand clothes grants the wearer an automatic a on all Coordination checks.

316

FLIGHTSUIT The flight suit is a grey one-piece outfit with pockets on the chest and thighs. Anyone wearing a flightsuit benefits from an automatic a on all Piloting skill checks.

FORMAL WEAR This is a set of regal wear, that comes readily available in both a distinguishable male and female variation. For men, this comes as a standard black tie suit, consisting of pants, a fancy jacket and a white shirt. While formal wear for women is a stylish and fancy cut and sewn dress. Formal wear allows the wearer to add an automatic a on Leadership checks.

GHOST COSTUME The ghost costume is an all white outfit with holes for the eyes and mouth. Wearing a ghost costume allows the wearer to add an automatic a to all Coercion checks, but also adds an automatic f to all Charm, Leadership and Negotiation checks.

GROGNAK COSTUME The costume worn by the comic book character Grognak the Barbarian. The outfit includes a loincloth of tanned brahmin hide dyed green, a leather belt, leather gloves and leather boots. The female variant also include a leather bikini top. The wearer of this costume adds an automatic a on all Coercion checks.

HORROR FAN OUTFIT A horror fan outfit comes with a dark colored, either black, dark green or dark blue jumpsuit, a worn brown overall jacket and a hockey mask. Wearing a horror fan outfit allows the wearer to add b to all Coercion checks.

HUNTER'S PELT OUTFIT A full-body suit typically worn by trappers. The outfit is made from leather and thick animal hides, adorned with a belt of pelts or even mirelurk shells. The hunter's pelt outfit grants the wearer a b on all Survival skill checks, but also imposes an automatic t on all Social skill checks.

INSTITUTE LAB COAT An Institute lab coat comes in five distinct variations according to what department the

OUTFITS AND CLOTHING

Fallout scientist wearing it is assigned to: black for Synth Retention Bureau, blue for Advanced Systems, green for BioScience, yellow in Engineering, and orange for Robotics and Synth workers. Anyone wearing the Institute lab coat adds an automatic a to all Knowledge skill checks.

LONGSHOREMAN OUTFIT

The longshoreman outfit seems to be a weathered yellow slicker, which was commonly worn by fishermen. The outfit is tattered and has some netting wrapped about the chest. The yellow slicker hat appears as a yellow rain hat with a fine net pattern over it. A longshoreman outfit provides an automatic a to The outfit consists of a colored or simple patterned Operating skill checks. button up dress, often with a rope belt worn over kid's pajamas. A kid's dress is not wearable by an adult, obviously. This tuxedo has a long tailed jacket that is lined A child wearing this dress benefits from an with fine colored silk. It comes complete with automatic s to all Charm checks. matching pants and a top hat. A magician's tuxedo grants the wearer a b to Deception checks. Kid's pajamas comes in different color variations, usually with light blue or light pink being the most common, for boys and girls respectively. The This one-piece jumpsuit comes in great a many pajamas is often dotted with teddy bears, color variations, with a zipper at the front. rocketships, and the like. A mechanic jumpsuit adds an automatic a on all Naturally, an adult cannot wear a kid's pajamas. Mechanic checks the wearer makes. Any child wearing the pajamas add an automatic a to all Coordination checks.

KID'S DRESS

MAGICIAN'S TUXEDO

KID'S PAJAMAS

MECHANIC JUMPSUIT

KID'S SHIRT AND JEANS A pair of weathered jeans and a simple shirt in either a single color or two-color stripes pattern. Needless to point out that a kid's shirt and jeans does not fit an adult. A child wearing this outfit benefits from an automatic a to all Discipline checks made.

LAB COAT A lab coat appears as a filthy lab coat with some kind of clock or sensor on the left breast and with a white undershirt and a black tie. It is similar in appearance to Vault-Tec lab coat which is a clean lab coat with a Vault-Tec Corporation logo on the left breast and with a white undershirt, a black tie, khaki slacks and brown shoes making up the rest of the outfit. A lab coat provides the wearer with an automatic a to all Medicine checks.

LETTERMAN'S JACKET AND JEANS This outfit consists of a plain, single colored tshirt, a two colored varsity jacket, a pair of jeans and a pair of trainers. The outfit looks quite worn. The Letterman's jacket and jeans outfit provides the wearer with an automatic a on Cool checks.

OUTFITS AND CLOTHING

MERC ADVENTURER OUTFIT

The appearance of the male variant is a large black vest with a red long sleeved undershirt and black trousers. The female variant is the same though it is short sleeved and exposes the midriff. Looking closely at the collar of the male variant, you can see three teeth on a string, being worn like a necklace. On the female variant, there is an 8-ball patch stitched on the left sleeve. It also has spurs on the boots. A merc adventurer outfit provides the wearer with an automatic a on all Coercion checks.

MERC CHARMER OUTFIT A blue and gray outfit, the male version resembling a three piece suit, heavily stitched and reinforced as well as having a small metal cup on the groin area, and the female version a ripped and torn blue business suit with ripped black fishnet tights. Wearing a merc charmer outfit provides its wearer with an automatic a on all Charm checks.

MERC CRUISER OUTFIT The merc cruiser outfit comprises a long leather coat with the arms removed, worn over a white tshirt (male) or a white muscle shirt (female). The lower part of the armor consists of a pair of stitched and reinforced pants with chains around the ankles and a pair of army boots. The pants look like they

317

GENESYS may have been sewn together by different pieces of fabric. Merc cruiser outfit allows the wearer to benefit from an automatic a to all Skulduggery checks.

MERC GRUNT OUTFIT The outfit consists of a dirty white T-shirt (white tanktop for female) and brown cargo pants, tucked into shin-high army boots. This particular outfit provides an automatic a on all Coordination checks.

MERC TROUBLEMAKER OUTFIT A bulky black and dark blue leather jacket tucked into black gloves with blue jeans and black knee-high boots. On the male version there are two bandoleers strapped diagonally around the torso. The female version does away with the belted ammunition and instead has several leather cartridge carrying belts around the waist. Wearing a merc troublemaker outfit provides the wearer with an automatic a on all Coercion skill checks.

MERC VETERAN OUTFIT Very similar to the merc cruiser outfit, but in faded/blued black and a dust mask is worn around the neck. The male version adds thick mesh around the wrists and shoulders and a scarf and face mask. This outfit provides the wearer with an automatic a on all Driving, Operating and Piloting checks.

MILITARY FATIGUES

the standard uniform for the Commonwealth Minutemen. The Minuteman hat is visually quite similar to the militia hat, and both are commonly seen being worn by minutemen throughout the Commonwealth. Anyone wearing a minuteman outfit benefits from adding an automatic a to all Perception skill checks.

MYSTERIOUS STRANGER OUTFIT The suit is a nod to the classic film noir style detective, i.e. Long overcoat with a shady hat pulled over his/her face. The wearer of the Mysterious Stranger outfit selects any one non-combat skill when acquiring the outfit. Wearing the outfit will grant the wearer an automatic a to that particular skill.

NEURAL INTERFACE SUIT In appearance, the suit is identical to recon armor, except with white and yellow for colors. Wearing a neural interface suit adds an automatic a to all Computer skill checks made by the wearer.

NUKA-GIRL ROCKETSUIT The Nuka-Girl rocketsuit costume was released to retailers in time for Halloween in 2062. The popularity of the costume was so high that stores had trouble keeping up with demand for it. A nuka-girl rocketsuit gives the wearer an automatic a on all Charm checks.

NUKA-WORLD GEYSER SHIRT AND JEANS A colored t-shirt with the Nuka-World logo in the shape of a geyser on the front. The pants are tight jeans. This outfit grants the wearer an automatic a to Discipline checks.

Much similar to army fatigues, the military fatigues consists of a set of camouflaged green jacket and pants, and often comes with a black beret included. The Nuka-World jumpsuit is orange and beige in Wearing military fatigues grants the wearer an color, sporting a long zipper at the front of the automatic a on all Leadership checks. jumpsuit. The Nuka-World jumpsuit bestows a an automatic a on all Operating skill checks. The Minuteman outfit is a colonial style field uniform worn by most minutemen, consisting of a baby blue button-up shirt with a tattered jacket with This outfit consists of a t-shirt or shirt of any color rolled sleeves worn over it with jeans and boots. It is emblazed with a Nuka-World logo, and a pair of

NUKA-WORLD JUMPSUIT

MINUTEMAN OUTFIT

NUKA-WORLD SHIRT AND JEANS

318

OUTFITS AND CLOTHING

Fallout jeans. Wearing this particular outfit grants the wearer an automatic a to Athletics checks.

PILGRIM OUTFIT The pilgrim outfit is black with a white collar, socks and cuffs. Male wearers have a black hat while female wearers have a white bonnet. A pilgrim outfit allows the wearer to add an automatic a on all Knowledge skill checks.

The pre-War relaxedwear provides its wearer with an automatic a to all Cool checks.

PRE-WAR SUBURBANITE The outfit consists of pants, a long-sleeve shirt and a sweater vest. Wearing this particular outfit grants the wearer an automatic a on all Streetwise checks.

PROSPECTOR OUTFIT

The male outfit consists of denim overalls and a tan long sleeve shirt underneath. The female outfit The postman uniform consists of blue pants and a consists of a tan button dress with a belt. It is not blue long-sleeved jacket worn over a button up white uncommon for either variation to come included and blue striped shirt with a black tie. It also with a brown satchel (though this does not includes black boots and a bag worn over the effectively increase the wearer's Encumbrance shoulder with U.S. Mail printed on it. threshold). A postman uniform provides the wearer with an A prospector outfit provides the wearer with a b to automatic a to all Driving skill checks. all Survival skill checks, but also with an automatic f on all Negotiation checks.

POSTMAN UNIFORM

PRE-WAR BUSINESSWEAR

Pre-War businesswear consists of a single colored or pinstriped suit with a tie, while the female outfit exists of a jacket and matching skirt that reaches to the knees. This outfit provides the wearer with an automatic a to all Negotiation checks.

PRE-WAR CASUALWEAR This outfit comes with a sweater-vest and a pair of trousers for a male, and a single-colored dress and heels for a female. Wearing the pre-War casualwear provides the wearer with an automatic a on all Cool skill checks.

PRE-WAR PARKSTROLLER OUTFIT A parkstroller outfit for men comes with a comfortable short-sleeved shirt and jeans. For women it comes with a colorful dress and heels. Anyone wearing a pre-War parkstroller outfit benefits from an automatic a on all Perception checks.

PRE-WAR RELAXEDWEAR Pre-War relaxed wear comes in two variations; one for men and one for women. The men's variation includes a long-sleeved shirt, a sweater-vest and simple trousers. The female variation comes with a stylish dress, a belt and a pair of heels.

OUTFITS AND CLOTHING

RANGER CASUAL OUTFIT It is an outfit with trousers and a long sleeve shirt which protects against the elements (mostly sandstorms). A ranger casual outfit grants the wearer an automatic a on all Discipline checks.

RED RACER JUMPSUIT The Red Racer jumpsuit is a basic yellow jumpsuit with a red Red Racer logo on its back. Wearing a Red Racer jumpsuit grants the wearer an automatic a on all Driving checks made.

RED ROCKET JUMPSUIT Much similar to the more ordinary mechanic jumpsuit, a Red Rocket jumpsuit is pale blue in color and has a Red Rocket logo emblazed on it. The Red Rocket jumpsuit gives the wearer a b to all Mechanics checks.

REPCONN JUMPSUIT This clothing item is a pale blue jumpsuit with a black "REPCONN" logo on the back. A REPCONN jumpsuit grants the wearer an automatic a on all Piloting skill checks.

319

GENESYS

REPUBLIC ROBES The republic robes consist of a white robe with a red patterned sash. The republic robes provides an automatic a on all Negotiation checks made by the wearer.

ROBCO JUMPSUIT The RobCo jumpsuit is a basic blue jumpsuit with the RobCo logo in silver-gray letters on the back. The RobCo jumpsuit provides the wearer with an automatic a on all Computers skill checks.

SANTA SUIT The Santa suit is a red suit with white trim, and includes a red hat with white trim. Anyone wearing the Santa suit adds an automatic s on all Charm checks, but also adds an automatic f on all Coercion and Deception checks.

SCAVENGER OUTFIT

The Silver Shroud costume provides the wearer a b to all Cool checks made.

SPACESUIT COSTUME A spacesuit is an autenthic-looking replica costume of an actual American spacesuit, complete with helmet. This is a non-functioning costume of course, providing absolutely no protection against the cold vacuum of outer space. A spacesuit provides an automatic a to Piloting skill checks.

SKELETON COSTUME The skeleton costume is a black bodysuit with white bones. Wearing a skeleton costume provides an automatic a on all Coercion checks made by the wearer.

SUBMARINER UNIFORM

The submariner uniform is a jumpsuit used by the A scavenger outfit appears as a long, tattered coat Chinese Navy before the Great War along with the with pants, boots and gaiters. Duct tape is wrapped combo cover. The outfit was meant for submarine around the wearer's hands like gloves. personnel, possibly just officers. The uniform The scavenger outfit provides its wearer with an underneath the coveralls looks similar to the automatic a on all Skulduggery skill checks. Chinese jumpsuit but has an officer's collar and has buttons, unlike the Army version. The jumpsuit consists of green coveralls with several cargo pockets on the arms and legs, a brown For males it is a plaid shirt with jean overalls. A leather belt, and a brown leather handgun chest-rig. handkerchief is often wrapped around the neck. For The submariner hat is a peaked cover of a Chinese females, it is an earth tone dress that comes down naval officer and a variant of the sea captain's hat. to the mid calves with a gray scarf wrapped around The cover features a green upper, brown leather the neck. visor, brown leather band, no chin strap (unlike the A settler outfit grants the wearer a b to all Survival US Navy), and the communist red star in a gold and Vigilance skill checks. But it also provides the diamond with a small gold skull pin below. wearer with an automatic f on all Coercion and A submariner uniform gives the wearer a b to all Leadership checks. Operating skill checks.

SETTLER OUTFIT

SEXY SLEEPWEAR Sexy sleepwear it is a set of pajamas with a zipper for males, and a revealing nightgown for females with both having bare feet. Wearing sexy sleepwear allows the wearer to add an automatic s to all Charm checks. But it also imposes an automatic f on all Coercion, Leadership and Negotiation checks.

SILVER SHROUD COSTUME The Silver Shroud costume is a dark trench coat featuring silvery-gray lapels and a light scarf which, along with its matching fedora with a silver sweatband (the Silver Shroud hat).

320

SYNTH UNIFORM A synth uniform is made of a pure white material, which resembles ordinary clothing, but it is actually a cloth-like polymer. This polymer is not strong enough to provide any protection. The design of the uniform is somewhat futuristic in style, with sharp cuts and lines. Wearing a synth uniform grants an automatic a to all Deception checks.

VAULT JUMPSUIT Vault jumpsuits are the regulation clothing carried by the vault dwellers of Vault-Tec vaults. They are

OUTFITS AND CLOTHING

Fallout made of leather, blue with a yellow zipper and the number of the vault is on the back of the suit and on the outside of the collar. The yellow stripe on the suit is actually a gold foil that aids in heat dissipation and works with the suit's integrated biometric scanners. In addition to comfort, the Vault jumpsuit is termally controlled and resistant to radiation, granting to b all Resilience checks. Vault jumpsuits can be worn under other suits of armor and still provide its bonus.

WASTELAND OUTFIT This is the most common of all outfits, easily found and seen throughout the entire Wasteland wherever there are settlers. Crudely made, they provide only the most basic of protection against the hardships of the Wasteland, and are easy to come by. A Wasteland outfit is made from tanned brahmin hide, and consists of a set of pants and a shirt of sorts. Wearing a Wasteland outfit grants the wearer an automatic a to all Survival skill checks made.

WASTELAND WANDERER OUTFIT The Wasteland wanderer outfit is a tan jacket with a hood and off-white pants tucked into riding boots. It is a unisex outfit; wth the male and female version being largely identical except for the male having an off-white undershirt, and the female version having a dark gray one, along with more significant signs of repair and patching. Anyone wearing a Wasteland wanderer outfit benefits from an automatic a on all Survival skill checks.

WESTERN OUTFIT A Western outfit comes with a plain shirt, a leather vest, jeans and leather gloves. Some Western outfits also comes with a pair of leather chaps. Wearing a Western outfit provides the wearer with an automatic a on all Streetwise checks.

WINTERIZED CHINESE JUMPSUIT The suit is nearly identical to the Chinese jumpsuit, yet sports a white skin for improved camouflage in the Alaskan environment. The winterized Chinese jumpsuit provides the wearer with a b to Resilience checks made to ward off the effects of extreme cold.

OUTFITS AND CLOTHING

OUTFITS AND CLOTHING NAME

PRICE RARITY

Army Fatigues

12

4

Athletic Outfit

5

4

Atom Cats Jacket and Jeans

20

6

Baseball Uniform

10

6

Brotherhood of Steel Fatigues

20

7

Brotherhood of Steel Uniform

20

7

Bottle and Cappy Shirt and Jeans

5

6

Bowling Outfit

100

8

Caravaneer Outfit

180

6

Child of Atom Robes

10

5

Chinese Jumpsuit

10

10

Clergy Outfit

100

7

Colonial Duster

13

6

Cowhide Western Outfit

13

7

Doo-Wop Outfit

100

8

Elf Outfit

100

9

Enclave Officer Uniform

9

8

Engineer's Outfit

15

5

Explorer Outfit

13

3

Exposed Prostitute Outfit

390

7

Fancy Suit

5

5

Farmhand Clothes

10

3

Flightsuit

10

7

Formal Wear

120

6

Ghost Costume

100

3

Grognak Costume

24

10

Horror Fan Outfit

100

5

Hunter's Pelt Outfit

45

2

Institute Lab Coat

65

7

Kid's Dress

5

2

Kid's Pajamas

5

4

Kid's Shirt and Jeans

15

2

Lab Coat

10

5

Letterman's Jacket and Jeans

20

6

Longshoreman Outfit

26

5

Magician's Tuxedo

200

8

321

GENESYS Mechanic Jumpsuit

6

2

Synth Uniform

10

8

Merc Adventurer Outfit

50

6

Vault Jumpsuit

20

6

Merc Charmer Outfit

50

6

Wasteland Outfit

6

1

Merc Cruiser Outfit

50

6

Wasteland Wanderer Outfit

6

2

Merc Grunt Outfit

50

6

Western Outfit

13

7

Merc Troublemaker Outfit

50

6

Winterized Chinese Jumpsuit

10

10

Merc Veteran Outfit

50

7

Military Fatigues

10

4

Minuteman Outfit

15

8

Mysterious Stranger Outfit

40

10

Neural Interface Suit

180

9

Nuka-Girl Rocketsuit

165

10

Nuka-World Geyser Shirt and Jeans

5

6

Nuka-World Jumpsuit

11

6

Nuka-World Shirt and Jeans

5

6

Pilgrim Outfit

100

7

Postman Uniform

28

7

Pre-War Businesswear

8

2

Pre-War Casualwear

8

2

Pre-War Parkstroller Outfit

8

2

Pre-War Relaxedwear

8

2

Pre-War Suburbanite

10

2

Prospector Outfit

180

7

Ranger Casual Outfit

6

5

Red Racer Jumpsuit

6

4

Red Rocket Jumpsuit

11

5

REPCONN Jumpsuit

6

6

Republic Robes

100

7

RobCo Jumpsuit

6

4

Santa Suit

100

8

Scavenger Outfit

13

3

Settler Outfit

180

2

6

7

Silver Shroud Costume

400

10

Skeleton Costume

100

8

Spacesuit Costume

100

8

Submariner Uniform

12

9

Sexy Sleepwear

322

OUTFITS AND CLOTHING

VEHICLES

GENESYS

VEHICLES Vehicles are devices that are designed or used to transport people or cargo from one point to another. Vehicles span a variety of categories, including cars, trucks, airplanes, and trains. They are generally run on electric engines drawing power from on-board batteries or nuclear powered with a small reactor to the rear of the vehicle, but vehicles running on petrol also exist. The super mutant army is also said to have used some steampowered trucks. There are numerous wrecked vehicles in the Fallout world, but functioning vehicles are now extremely rare. Also, some vehicles can explode in a small mushroom cloud and release radiation when shot at; this can make them dangerous to take cover behind unless the vehicle has already been destroyed or won't blow up. The rules for vehicles and vehicle combat are detailed at length on pages 220 through 231 in the GENESYS core rulebook.

HISTORY The Great War was fought mainly for resources. The last resources remaining were most likely depleted in the war itself. Without resources, vehicles could not be driven any longer. After the war, a lot of human knowledge was lost. People forgot how to tend to the high tech pre-War vehicles with their complicated electrical, oil or nuclear motors. Most books were damaged beyond all legibility by the war and many computers were destroyed due to years of neglect, and with them the documentation for these pre-War vehicles was lost. This combined with the lack of large scale primary and secondary industry meant most vehicle production/repair was largely impossible. Perhaps most significantly, few roads are in a fit state to drive on anyway. So most groups stick with pack brahmin for their transport needs. This does not mean that there are no old vehicles that have been kept functional or that someone out in the wastes could not have invented and adapted

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their own vehicles, but such instances are extremely rare outside of technologically advanced groups (i.e. groups that have overcome the struggle for basic survival and can put resources towards researching old/new technologies). Prime examples are the New California Republic, who, by 2281, have several United States military trucks repaired and in working order at Camp McCarran. At least one Vertibird VTOL aircraft is also in NCR hands, as well as several fixed-wing aircraft, although it is unknown if these craft are in any working order. Another example is the Enclave, who are seen to have a large fleet of Vertibirds in their possession.

DAMAGING VEHICLES Many seemingly inert vehicles that take sufficient damage will explode quite violently - similar in sound, appearance and effect to a mini nuke - doing considerable damage to anyone nearby. Vehicles may also catch fire after taking some damage, starting a process by which they will then detonate after the fire burns for a brief period; a telltale sound can be heard with a vehicle catches fire, and a warning vehicle symbol will be displayed if the character is nearby such a vehicle, indicating the danger of an imminent explosion. Vehicles that explode leave an irradiated area for a brief period of time afterwards, implying that vehicle explosions are at least partly nuclear. As per default, a vehicle will not explode simply by dealing enough Hull Trauma to it, eventhough Fallout is set in America. The GM or player, however, may indicate that an attack with a y or tttt result may cause a vehicle's core to be damaged and to explode within one turn. Each a on the check may be spent to prolong the explosion by one turn per spent a.

VEHICLES

GENESYS

TYPES OF VEHICLES Listed below is a selection of vehicles that are part of the Fallout game. It is important to establish that functional vehicles are indeed a rare commodity in the Wasteland and not a common sight – not taking into consideration the countless rusted and nonfunctioning husks of former vehicles scattered across the Wasteland. Stats for vehicles have been included to assist GMs that wish to incorporate functioning vehicles in their Fallout setting. But since functioning vehicles are extremely rare in this setting, all Rarities have been set for 10.

BUS Buses are vehicles found in multiple spots throughout the Wasteland. Their density increases the closer one gets to a pre-War larger city and on what's left of many highways, possibly hinting to a tight public transit network in pre-War times. School buses painted in a yellow school bus livery can be found at various schools. Most buses, as long as they aren't turned over, can be entered by a door in the middle. Inside, some will offer a place to sleep, which was presumably placed there by Wastelanders in search for shelter.

 Control Skill: Driving.  Complement: 1 driver.  Passenger Capacity: 40 (60 uncomfortably).  Consumables: None.  Encumbrance Capacity: 30.  Price/Rarity: 10,000 bottlecaps/10.  Weapons: None.

CHRYSLUS CHERRY BOMB The Cherry Bomb is a fancy sports car with a design optimized for aerodynamics, and was advertised on billboards as "The first car to break the sound barrier" in 2069. It has a low overall profile with wedged front and a tapered, boat-like nose, and can seat only one person under an all-glass bubble top. Rather than a typical steering wheel found in other pre-War vehicles, the Cherry Bomb appeared to have been controlled using a joystick, and the gauges replaced with a single large screen, the steering being representive of the Firebird 3, a concept car in 1959. It also slightly resembles the Firebird 3 with its low, lean design.

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 Control Skill: Driving.  Complement: 1 driver.  Passenger Capacity: None.  Consumables: None.  Encumbrance Capacity: 5.  Price/Rarity: 5,000 bottlecaps/10.  Weapons: None.

CHRYSLUS CORVEGA There were at least four models in this line produced by Chryslus Motors before the Great War. The exact year when the first Corvega was available is still unknown, but it was already available for purchase in 2056. In the 2060s, soon after Canada was annexed, an original Corvega cost "only" $199,999.99. This further corroborates speculation of steady and reasonable (4.55% average from 1960s Corvair) inflation in the decades leading up to the Great War, since these vehicles are known to be commonly found throughout California, Nevada, Utah, Pittsburgh, the Columbia Commonwealth, and Massachusetts. Other products, such as Giddyup Buttercup and the Vault-Tec vaults themselves, carried similarly hefty price tags.

 Control Skill: Driving.  Complement: 1 driver, 1 co-driver.  Passenger Capacity: 3 (5 uncomfortably).  Consumables: None.  Encumbrance Capacity: 20.  Price/Rarity: 4,000 bottlecaps/10.  Weapons: None.

CHRYSLUS COUPE The Corvega Coupe is a relatively common sight on the streets of the wasteland, indicating that it was quite popular in pre-War times. It is a rather small car, features two gull-wing doors and four seats. Another way to recognize it is its strongly slanted front, which would make it a particularly unpleasant vehicle to get hit by because the slanted front end would cause the person to get pulled under the car.

VEHICLES

Fallout recorder. The aircraft had at least two operating companies; Horizon Airlines and Skylanes Air.

 Control Skill: Driving.  Complement: 1 driver, 1 co-driver.  Passenger Capacity: 2 (4 uncomfortably).  Consumables: None.  Encumbrance Capacity: 20.  Price/Rarity: 2,000 bottlecaps/10.  Weapons: None.

FUSION FLEA The Fusion Flea Supreme is a small, threewheeled, one passenger nuclear vehicle made before the Great War. Entrance to the driver's seat was achieved through a lift-off roof/windshield. The Fusion Flea Supreme is a common sight throughout the Wasteland (on truck trailers like at Corvega factory, on display like at the car dealership, or on the road).

 Control Skill: Driving.  Complement: 1 driver.  Passenger Capacity: None.  Consumables: None.  Encumbrance Capacity: 5.  Price/Rarity: 1,500 bottlecaps/10.  Weapons: None.

JET LINER Jet airliners are large pre-War commercial aircraft that flew passengers all over the Commonwealths of the United States. By 2287 several wrecks can be found throughout, with no known surviving examples. The jet airliner was an all metal passenger plane in blended wing configuration. Passengers sat in the fuselage and in the wings. The wings had large viewing windows on the inboard leading edge, similar to an airship. Meanwhile, the fuselage maintained a standard 3-3 seating. It was powered by eight nuclear power turbo jets in clusters of 4 on each wing. In addition to engine inlets, the engine clusters also have a fifth intake possibly for air conditioning or turbo charging. The jetliner also had a vertical stabilizer on each wing. Passengers were stationed all down the fuselage. There were two lavatories at the very nose of the aircraft. Just aft of the lavatories was the cockpit access stairs. The cockpit was small with two pilot seats and a data

VEHICLES

 Control Skill: Piloting.  Complement: 1 pilot, 1 co-pilot.  Passenger Capacity: 50 (80 uncomfortably).  Consumables: 3 days.  Encumbrance Capacity: 150.  Price/Rarity: 100,000 bottlecaps/10.  Weapons: None.

LOCOMOTIVE These locomotives were used as haul trains cargo trains exclusively as one would conclude from the absence of passenger carriages - until the Great War. By a very long shot, these monstrous machines are the largest ground vehicles appearing in the game, being the height of about a two-story building. Their design is loosely based on a heavy steam engine, with a 6-8-4 ("oooOOOOoo") wheel arrangement. The locomotive has a massive cow catcher on the front made of two huge blades. This is a rather odd design as rather than push dead animals off the track, it would likely rip them to shreds. The engine is very tall in relation to its track gauge, perhaps even bigger than the Russian loading gauge. It is about 2 metres taller than the boxcars it hauls. Tunnels must have been rare on these railway lines. It has connecting rods linking the driving wheels, but no visible steam cylinders. It is driven by a jackshaft, suggesting steam turbine or electric transmission. It is quite likely intended to represent a nuclear powered locomotive, operating on similar principles to the nuclear powered cars of the era. This may involve using the heat from the reactor to generate steam, driving the wheels mechanically via a steam turbine. Hence the resemblance to a steam locomotive. In the state it is found in game, it is completely useless, because it lacks couplings at either front or rear to allow it to pull a train, and lacks a tender to provide fuel.

 Control Skill: Operating.  Complement: 1 driver, 1 co-driver.  Passenger Capacity: 50 (80 uncomfortably).  Consumables: None.  Encumbrance Capacity: 250.  Price/Rarity: 100,000 bottlecaps/10.

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GENESYS  Weapons: None.

 Price/Rarity: 6,500 bottlecaps/10.  Weapons: None.

MOTORCYCLE Motorcycles are a single-track two-wheeled vehicle used for personal transportation. Their overall design appears to be based on various cruiser motorcycles from the 1950s, albeit with a more retro-futuristic design.

 Control Skill: Driving.  Complement: 1 driver.  Passenger Capacity: None (1 uncomfortably).  Consumables: None.  Encumbrance Capacity: 3.  Price/Rarity: 2,000 bottlecaps/10.  Weapons: None.

PICK-R-UP It is a small truck with a flatbed compartment in the rear and low suspension. Interestingly, it has only one seat in the cabin while the overall width would allow two seats easily. Also, the cabin is so squished that someone bigger than Silhouette 1 would have trouble entering.

 Control Skill: Driving.  Complement: 1 driver.  Passenger Capacity: 2 (5 uncomfortably).  Consumables: None.  Encumbrance Capacity: 30.  Price/Rarity: 2,500 bottlecaps/10.  Weapons: None.

POLICE CAR The police car is a standard pre-War police cruiser, painted in the traditional black and white color scheme of pre-War law enforcement. It is a modified Chryslus Corvega.

 Control Skill: Driving.  Complement: 1 driver, 1 co-driver.  Passenger Capacity: 3 (5 uncomfortably).  Consumables: None.  Encumbrance Capacity: 20.

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STATION WAGON This four-door sedan was the most popular car model on streets before the war for personal and service use, and remains the one most commonly found in the wasteland. As of design, the Station Wagon offers seats for up to six or seven people, a canopy roof, and a streamlined rear with two trunks, one on each side of the fusion reactor.

 Control Skill: Driving.  Complement: 1 driver, 1 co-driver.  Passenger Capacity: 3 (5 uncomfortably).  Consumables: None.  Encumbrance Capacity: 35.  Price/Rarity: 2,000 bottlecaps/10.  Weapons: None.

SUBWAY TRAIN The subway train was a vehicle used for transportation under the busy streets of cities, used by the public as a more efficient way to travel around before the Great War. The subway train is an all metal streamlined train that is usually made up of four carriages. A locomotive/passenger carriage on the front and back, and two passenger carriages in the middle. the carriages are linked by an accordion joint making movement between carriages in transit possible. Each carriage has an exit on both sides, and the locomotive has an emergency exit in the cockpit located at the extreme nose. The cockpit has a simple control console and chair for the operator to sit. The subway also operated above ground with a track suspended under the Highway.

 Control Skill: Operating.  Complement: 1 driver, 1 co-driver.  Passenger Capacity: 40 (80 uncomfortably).  Consumables: None.  Encumbrance Capacity: 100.  Price/Rarity: 100,000 bottlecaps/10.  Weapons: None.

VEHICLES

Fallout

TANK The tank was a tracked fighting vehicle used by the US Army during many of its wars both on and off U.S. soil including the short lived Great War, equipped with a twin-linked main cannon both of which appear to be equipped with bore evacuators or counterweights on the muzzles of the cannon barrels, and its nuclear engine now long empty. It rides on double track mounts, sporting 4 separate tracks instead of 2. It has an entry hatch on the roof. It has no visible secondary armament. The vehicle bears some resemblance, in turret shape at least, to the M46 Patton which was used by the U.S. Army during the early years of the Korean War. Unusually, it appears that parts of the tank engine on the rear would interfere with the movement of the turret, preventing it from rotating a full 360 degrees.

 Control Skill: Driving.  Complement: 1 driver, 1 gunner.  Passenger Capacity: None (1 uncomfortably).  Consumables: None.  Encumbrance Capacity: 8.  Price/Rarity: 100,000/10.  Weapons: Cannon (Fire Arc All; Gunnery; Damage 2; Critical 2; Range [Extreme]; Blast 10, Breach 2, Limited Ammo 1, Prepare 1). Machine Gun Turret (Fire Arc All; Gunnery; Damage 1; Critical 3; Range [Long]; Auto-Fire, Pierce 2, Vicious 2).

TRUCK It is built in a cab-over-engine arrangement with two large headlights, a fuel-cell powered engine and three axles. It was produced as a standardized cutaway chassis, which was then, depending on the need of the buyer, modified. As such, two primary models exist - a semi-trailer truck (often found with the accompanying trailer) and flatbed truck. The US Army used a great deal of these trucks to transport soldiers and goods over long distances. As Army vehicles, they were painted olive drab and bore a serial number in addition to the Army's insignia. Private companies also employed this type of vehicle, though most used the truck and trailer model. Flatbeds were not unheard-of, but were

VEHICLES

notably less common.

 Control Skill: Driving.  Complement: 1 driver.  Passenger Capacity: 1 (3 uncomfortably).  Consumables: 1 day.  Encumbrance Capacity: 100.  Price/Rarity: 10,000 bottlecaps/10.  Weapons: None.

UNIDENTIFIED FLYING OBJECT A large disc-shaped flying craft of extraterrestrial origin. Reports of crashed flying vessels report of UFOs, but no proof has been substantiated about a flying and functioning UFO.

 Control Skill: Piloting.  Complement: 1 pilot, 1 co-pilot.  Passenger Capacity: 2.  Consumables: 1 month.  Encumbrance Capacity: 25.  Price/Rarity: Not Available.  Weapons: Laser Cannon (Fire Arc Forward; Gunnery; Damage 2; Critical 2; Range [Extreme]; Breach 2, Linked).

VAN Before the War, they were used for goods transport, with prominent users being Vault-Tec and Lobster Grill, as well as being used by medical facilities as ambulances.

 Control Skill: Driving.  Complement: 1 driver, 1 co-driver.  Passenger Capacity: None (5 uncomfortably).  Consumables: None.  Encumbrance Capacity: 40.  Price/Rarity: 3,500 bottlecaps/10.  Weapons: None.

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GENESYS

VERTIBIRD The VB-02 Vertical Take Off and Landing (VTOL) craft, alternatively called the XVB02, codenamed "Vertibird," is a U.S. military multipurpose tiltwing aircraft designed for the United States Armed Forces in the years leading up to the Great War of 2077. Despite never entering full-service, numerous models were disseminated into various federal and private applications, and saw use in armed conflicts across the globe. The Vertibird was still in the prototype phase when the Great War struck in 2077, preventing it from entering full military service which was scheduled for 2085. The Vertibird's VTOL flight mechanics allow it to approach landing zones with the speed of a fixed-wing aircraft and transition into a hovering mode of flight, by tilting its rotors vertically upwards 90 degrees. While the design of a Vertibird is convenient, its dual rotor-blades serve as a flight hazard, for if the aircraft were to suffer a single rotary malfunction at a substantial altitude, the VB-02's airframe and distribution of down-wash would cause the aircraft to fall on its side in a dramatic and likely fatal crash. The Vertibird has a heavily armored fuselage and can be outfitted with a variety of offensive weapons and defensive countermeasures, the most common being Gatling lasers, missile racks, and a mini nuke bay. It is unknown how a Vertibird is powered, however, dialogue with the Enclave remnants suggest that it runs on some kind of fuel. It has a winch that can haul several tons of equipment - or a large deathclaw cage.

 Control Skill: Piloting.  Complement: 1 pilot, 1 co-pilot.  Passenger Capacity: 2 (4 uncomfortably).  Consumables: 1 day.  Encumbrance Capacity: 20.  Price/Rarity: 300,000 bottlecaps/10.  Weapons: Two Rotary Cannons (Fire Arc All; Damage 2; Critical 5, Range [Long]; Auto-Fire).

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VEHICLES

Fallout

VEHICLES

330

GENESYS

331

VEHICLES

Fallout

VEHICLES

332

CRAFTING

GENESYS

CRAFTING HOW CRAFTING WORKS Technicians do more than just maintain and improve their equipment; such skilled artisans frequently build their own devices. Whether their creations are made from refined materials procured at great cost or thrown together in desperation from whatever scraps happen to be on hand at the time, the machines that technicians cobble together are often incredible works of ingenuity. The rules in this section provide GMs and players with options for crafting their own weapons, armor, robots and gadgets. When a player wishes to have a character craft an item, the player should consult with the GM, and then the two should collaborate to go through the steps listed below to create the device. As with all such matters, anything that the player wants to craft is subject to the GMs approval. It is important for the GM and player to keep in mind that just because the character has 1 or more ranks in Mechanics doesn't mean he can craft every single item available in the game. Don't let crafting take over the mechanics of purchasing ordinary equipment from the Gear and Equipment, Weapon and Amor chapters. Crafting follows three steps. In STEP 1: SELECT TEMPLATE, the player character chooses what kind of item to make. In STEP 2: ACQUIRE MATERIALS, the player character acquires the supplies to build that specific item. In STEP 3: CONSTRUCTION, the character actually crafts the item.

STEP 1: SELECT TEMPLATE When a craftsperson sets about crafting a piece of item, the character first chooses a template from the appropriate item table table. The template dictates the material required (Material Price/Rarity), the difficulty of building it (Check), an estimate of how long construction takes (Time), and the base mechanical statistics of the item should the character succeed on the check (Profile). Each template represents an incredibly vast number of specific models and designs of individual items that provide roughly equal protection or effect. Players and GMs should feel free to be creative in coming up with their own unique types of items that a given template can represent. Inspired GMs are even encouraged to create their own new templates – all a template needs is a Name, Material/Price,

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Check, Time and Profile, which GMs can furnish as they see fit. This step takes as much or little time as the character spends planning, drafting, and designing. After selecting a template, a character moves on to STEP 2: ACQUIRE MATERIALS.

ACQUIRING TEMPLATES From a narrative standpoint, there are literally countless ways that a character might come to know how to build a particular item. For many simple items, the knowledge needed to build them might be available in any technical manual, mechanic's shop, or simply by conversing with a local technician or mechanic. Many technicians and engineers might actually have simply memorized such information, thanks to years of practice, or can at least improvise if push comes to shove. For other items, especially more complicated and complex ones, common knowledge and common sense might not always be enough. A character might need to seek out an experienced mentor, do long hours of research, or find ancient repositories of knowledge edge to design an advanced model of drone or craft a device to perform an unprecedented task. One might actually resort to dusting up information in technology manuals from yesteryear. It is always up to the GM whether a given template is available to the PC. As a general rule of thumb, most templates should be available to the PCs a majority of the time – the difficulty of turning abstract knowledge into a practical device is reflected by the difficulty of the check to acquire materials and construct the device. But it is important for the GM to keep in mind that the higher the Rarity is of a similar item on the equipment lists, the more difficult it is to find someone who might have the necessary blueprints or information needed to craft such an item. Keep in mind that just because a character has one or more ranks in Mechanics doesn't mean he can construct every single item available in the game. However, if it makes for a more interesting story, the GM (or the player) can require the character to spend time on research or even go on a short adventure to complete STEP 1: SELECT TEMPLATE for a particular special item. Alternatively, a character's past successes (or failures) might open the door to crafting a brand new item.

CRAFTING

Fallout reduces this time by 2 hours (to the minimum of 1 hour). Other factors can also affect the time required To attempt to build an item based on a particular at the GM's discretion. template, the player character must acquire Alternatively, the GM could ask the player appropriate material for that template. These are interested in crafting to arrive early to the session listed under Material Price/Rarity on the respective (or stay a bit late) to take care of the mechanical tables, and for acquisition purposes count as a side of the crafting, so that everyone else at the table single item wit hthe listed price and rarity. As always, doesn't have to wait around while that player at the GMs discretion, certain supplies might not agonizes over which quality to add to an item. The always be available for the listed price at a given best option is the one that works best for the market. particular group in question. Because Material Price/Rarity for a template is defined only in terms of price in bottlecaps and abstracted rarity, the particular nature of the materials a character uses can vary wildly, and depends on the specifics of the item the character is crafting. At the GMs discretion, player characters can acquire materials for a template via means other than paying for them (such as salvaging them, stealing them, or being gifted with them). This step requires as much time as it takes for the player character to actually obtain the materials. This endeavor could be as short as a trip to a scrapyard or market, or as long as an epic quest to find a rare ore, depending on the situation. After successfully acquiring materials, a character moves on to STEP 3: CONSTRUCTION.

STEP 2: ACQUIRE MATERIALS

STEP 3: CONSTRUCTION After acquiring the materials to make the specific item, the character must make the associated check listed under Check on the respective tables to actually build the item in question. If the character succeeds, the item is fully functional and has the profile listed in its template. If the character fails on the check, the product that comes out of the attempt is unusable, and the materials are lost. There is a table linked to each individual type of crafting for suggestions on how to integrate other results into construction. First, crafters can use a and x results to make improvements to the item. Then the GM can spend t and y to add flaws. The amount of time STEP 3: CONSTRUCTION takes is determined by the estimate of working hours listed in the template under Time. Every s the character scores on the check beyond the first

CRAFTING

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GENESYS

ARMOR CRAFTING Crafting a new set of armor can be a meaningful endeavor for a character, signifying an advancement in knowledge, a renewed resolve to protect oneself or others, or even just crafting because one is capable. Many wanderers choose to purchase or acquire armors via other means, but for a craftsperson, there is no substitute for creating one's own armor. Armor covers a great many variations, from simple tanned and carved gecko hides beaten into leather, cumbersome metal plate put together to form a torso protective plate with greaves and a helmet, to intricate armor put together for maximum modification option to actually crafting a power armor – a weaker version than the ones purchased, but a power armor nonetheless.

ARMOR TEMPLATES NAME

COST RARITY CHECK

TIME

SOAK DEF ENC HP

Tribal Armor

20

1

Easy (d) Mechanics or Survival Check

4 hours

0

1

1

0

Reinforced Clothing

25

1

Average (dd) Mechanics check

6 hours

1

0

1

0

Light Armor

250

2

Average (dd) Mechanics check

12 hours

2

0

2

0

Customizable Armor

500

4

Average (dd) Mechanics check

16 hours

2

0

4

4

Deflective Armor

500

5

Hard (ddd) Mechanics check

24 hours

1

1

2

1

Combat Armor

625

4

Daunting (dddd) Mechanics check

48 hours

2

0

4

3

Segmented Armor

1,250

6

Formidable (ddddd) Mechanics check

72 hours

2

1

6

2

Power Armor

2,250

8

Formidable (ddddd) Mechanics check

120 hours

4

0

8

2

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CRAFTING

Fallout SPENDING a, x, t, AND y WHEN CRAFTING ARMOR SYMBOLS

EFFECT

a or x

Practice Makes Perfect: The character learns something valuable, and gains b on the next check he makes with the same skill before the end of the session. Lightweight: Reduce the armor's Encumbrance by 1 (to a minimum of 1). Sealable: The armor covers the entire body, and is eligible to have the Vacuum Sealed attachment applied to it (can only be selected once).

aa or x

Lessons Learned: Reduce the difficulty of the character's next crafting check by 1. Extra Melee Defense: Add +1 Melee Defense to the armor (can only be selected once). Special Embellishment: The wearer of this armor adds automatic a to checks for one of the following skills: Charm, Coercion, Leadership, Negotiation, Resilience or Stealth (can only be selected once).

aaa or x

Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process, the character retains supplies worth 50% of the Cost needed to craft the item (can only be selected once). Extra Ranged Defense: Add +1 Ranged Defense to the armor (can only be selected once). Extra Hard Point: Add 1 Hard Point to the armor (to a maximum of 2 additional hard points).

aaaa or x

Extra Soak: Add +1 Soak to the armor (can only be selected once). Duplicate: Create one additional, identical set of armor (with all of the qualities, improvements, and flaws that the first possesses) at no extra cost. Armor Schematic: Create a schematic that permanently reduces the difficulty to create armors of this template by 1, to a minimum of Simple (-) (can only be selected once).

xx

Integral Attachment: Add +1 Hard Point to the armor, then install one applicable armor attachment that requires 1 hard point. No check is required to obtain this attachment, and it costs 0 bottlecaps.

t or y

Exhausting Effort: Upon completing STEP 3: CONSTRUCTION, the character suffers 3 strain. Heavy: Increase the armor's Encumbrance by +1. Poor Fit: Donning and removing this armor requires 1 additional action (can only be selected once).

tt or y

Complex: The armor is difficult to maintain. Increase the difficulty of checks to repair this item by 1. Difficult to Customize: Increase the difficulty of checks to install attachments on this armor by 1. Restrictive: The wearer of this armor adds automatic t to checks for one of the following skills: Athletics, Coordination, Perception, Skulduggery or Vigilance (can only be selected once).

ttt or y

Wear and Tear: The tools the character was using to craft the armor are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major). Fragile: The armor has a substantial vulnerability that can be exploited; whenever the armor becomes damaged, the damage always counts as moderate damage unless it would be worse).

tttt or y

Expensive: The armor has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaged, the cost to repair the armor is doubled. Supply Shortage: The character runs out of equipment midway through constructing the armor. The crafter cannot finish it until he has a chance to acquire more supplies and spends bottlecaps equal to 25% of the Cost on these additional supplies (can only be selected once).

yy

Unexpected Flaw: The armor has a serious problem the crafter does not detect. At some point in the future, the GM may spend a Story Point to cause the armor to fail. When he does so, the armor counts as suffering major damage, and thus becomes unusable. Once the armor has been repaired, this flaw is removed and cannot be exploited this way against (can only be selected once).

CRAFTING

337

GENESYS

BRAWL AND MELEE CRAFTING Melee weapons might not be the battlefield mainstay that they once were in ancient days, but many still carry them to war as symbols, as secondary weapons, or for the sheer menace they exude. Smiths have been crafting fine melee weapons since time immemorial, and many traditionalists still work the craft of the weaponsmiths of old with incredible finesse and artistry. Other melee weapons are modern in design, developed based on innovations in martial sciences and machinecraft. Some powered weapons even use heat, tightly focused bursts of energy, or crackling fields of electricity as their primary means of inflicting harm. Brawl and melee weapons are far from obsolete in the Fallout setting as they are easily acquired and require less maintenance in comparison to most ranged weapons. And the only thing more fearsome than a super mutant with a super sledge is a super mutant with a super sledge he crafted himself. Brawl and melee weapon crafting follows the normal steps for crafting, as detailed earlier in this chapter.

BRAWL AND MELEE WEAPON TEMPLATES NAME

COST RARITY CHECK

TIME

EXAMPLES

Fist Weapon

10

1

Average (dd) Mechanics check

4 hours Knuckles

Blunt Weapon

10

2

Easy (d) Mechanics check

6 hours Baton, Sledgehammer

Bladed Weapon

20

4

Average (dd) Mechanics check

16 hours

Axe, knife, sword

Powered Melee Weapon

400

6

Daunting (dddd) Mechanics check

48 hours

Super Sledge

BRAWL AND MELEE WEAPON TEMPLATE PROFILES NAME

SKILL

Fist Weapon

Brawl

+0

5

Engaged

1

0

One-Handed

Disorient 3

Blunt Weapon

Melee

+1

4

Engaged

3

1

One-Handed

Disorient 2

Bladed Weapon

Melee

+1

4

Engaged

2

1

One-Handed

Powered Melee Weapon

Melee

+2

4

Engaged

3

3

One-Handed

338

DAM CRIT RANGE

ENCUM HP HANDS REQUIRED SPECIAL

Stun 3

CRAFTING

Fallout SPENDING a, x, t, AND y WHEN CRAFTING BRAWL AND MELEE WEAPONS SYMBOLS

EFFECT

a or x

Practice Makes Perfect: The character learns something valuable, and gains b on the next check he makes with the same skill before the end of the session. Two-Handed: Increase the weapon's damage by 1 and encumbrance by 2; it becomes a weapon that requires two hands to wield (can only be selected once). Lightweight: Reduce the weapon's encumbrance by 1 (to a minimum of 1). Knockdown Quality: The weapon gains the Knockdown quality (can only be selected once).

aa or x

Lessons Learned: Reduce the difficulty of the character's next crafting check by 1. Defensive Quality: The weapon gains the Defensive 1 quality (or increase its Defensive quality by 1, to a maximum of 3). Customizable: Increase the weapon's Hard Points by 1 (can only be selected once). Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1). Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5). Stun Quality: This weapon gains the Stun 1 quality (or increase the value of its Stunquality by 1).

aaa or x

Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process; the character retains supplies worth 50% of the Cost needed to craft the item (can be selected once). Ensnare Quality: The weapon gains Ensnare 1 quality (or increase its Ensnare quality by 1). Deflection Quality: The weapon gains the Deflection 1 quality (or increase its Deflection quality by 1, to a maximum of 5). Destructive: Increase the weapon's damage by 1 (can only be selected once).

aaaa or x

Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1, to a maximum of 5). Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (can only be selected once). Sunder Quality: The weapon gains the Sunder quality (can only be selected once). Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple [-]).

xx

Concussive Quality: The weapon gains the Concussive 1 quality (can only be selected once). Integral Attachment: Add +1 Hard Point to the weapon, then install one applicable weapon attachment that require 1 or fewere hard points. No check is required to obtain this attachment, and it costs 0 caps.

t or y

Exhausting Effort: Upon completing STEP 3: CONSTRUCTION, the character suffers 3 strain. Heavy: Increase the weapon's Encumbrance by 1.

tt or y

Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its Cumbersome quality by 1). Hard to Modify: Increase the difficulty of checks to install attachments to this weapon by 1.

ttt or y

Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed, and are damaged one step (minor damage, from minor to moderate, or moderate to major). Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1. Inaccurate Quality: The weapons gains the Inaccurate 1 quality (or increase its Inaccurate quality by 1).

tttt or y

Brittle: On a result of y from a combat check using the weapon, it becomes damaged one level (minor damage, from minor to moderate, or moderate to major).

yy

Hidden Flaw: At some point in the future, the GM may flip a Story Point to have the weapon fracture or break. Once repaired, this flaw is removed and cannot be used again.

CRAFTING

339

GENESYS

GADGET CRAFTING Crafting one's own tools takes a special level of dedication, even for skilled machinists. After all, any time spent creating the perfect tool is time not spent tinkering with more complex and volatile devices. Still, there are those technicians who set out to build everything from the scratch. Further, many technicians find that they need devices that they cannot simply purchase – and indeed, often devices that do not exist – and thus delve into the world of inventing new gadgets for their own use. Gadget crafting follows the normal steps for crafting, as detailed earlier in this chapter.

GADGET TEMPLATES NAME

COST RARITY ENC CHECK

TIME

EFFECT

EXAMPLES

Simple Tool

50

1

4

Easy (d) Mechanics check

Specialist Tool

200

4

8

Average (dd) Mechanics check

10 hours

Choose a General First Aid Kit, skill. Add automatic Welding Gear s to checks with that skill.

Precision Instrument

150

5

5

Hard (ddd) Mechanics check

16 hours

Choose a General Surgeon's Kit, Binoculars skill. Remove bb from checks with that skill.

340

2 hours Choose a General Climbing Gear, skill, the tool allows Tool Kit the character to make checks with the skill. At the GM's discretion this tool counts as the right tool for the job.

CRAFTING

Fallout SPENDING a, x, t, AND y WHEN CRAFTING GADGETS SYMBOLS

EFFECT

a or x

Lightweight: Reduce the encumbrance of the gadget by 1 (to a minimum of 1). Practice Makes Perfect: The character learns something valuable, and gains b on the next check he makes with the same skill before the end of the session.

aa or x

Compact: If the gadget is of encumbrance 3 or smaller, add b to checks other characters make to find it on the wearer's person (to a maximum of bbb). Lessons Learned: Reduce the difficulty of the character's next crafting check by 1.

aaa or x

Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process, the character retains supplies worth 50% of the Cost needed to craft the item (can only be selected once). Safety Features: Add automatic a to checks with the General skill chosen for this tool (can only be selected once).

aaaa or x

Inbuilt Weapon: Choose a weapon of encumbrance 2 or lower that the character possesses to build into the gadget, add b to checks to determine that the gadget contains a weapon (can be selected only once).

xx

Supreme Craftsmanship: Upgrade checks with the skill that the gadet made for with this tool once.

t or y

Exhausting Effort: Upon completing STEP 3: CONSTRUCTION, the character suffers 3 strain. Heavy: Increase the Encumbrance of the gadget by 1.

tt or y

Difficult to Repair: Increase the difficulty of checks to repair this gadget by 1. Delicate: The GM may spend tt or y from any check to have it become damaged one step (undamaged to minor, minor to moderate, moderate to major, etc.) (can be selected only once).

ttt or y

Unpresentable: Decrease the base price others are willing to pay for this item by 50% (can be selected only once).

tttt or y

Fragile: Whenever this item would be damaged one step, it is damaged two steps instead (can be selected only once).

yy

Faulty: Whenever a character uses this tool for a skill check, upgrade the difficulty of the check once.

CRAFTING

341

GENESYS

RANGED WEAPON CRAFTING Most citizens of the Wasteland know the value of a good firearm and a steady hand. Tradesmen and individual gunsmiths alike turn a profit crafting and selling firearms and other ranged armaments. Firearms is the most commonly used of all armaments throughout the Wasteland, be it Pre-War pipeguns or high-tech energy weapons; the latter being the most predominant in this instance. Firearms, however, are less easy to maintain in comparison to melee and brawl weapons, though they offer the safety of being able to take out hostiles from afar. Ranged weapon crafting follows the normal steps for crafting as detailed earlier at the very beginning of this particular chapter. Any weapon with the Limited Ammo quality is crafted with a number of rounds equal to its Limited Ammo quality (so, a weapon with Limited Ammo 1 could only be fired once before the wielder would need to go about either crafting or acquiring reloads for the weapon). So be prepared for additional time at the crafting station for weapons with Limited Ammo quality.

RANGED WEAPON TEMPLATES NAME

COST RARITY CHECK

TIME

EXAMPLES

Simple Projectile Weapon

10

1

Average (dd) Mechanics or Survival check

4 hours Bow, Sling, Spear

Solid Projectile Pistol

50

2

Average (dd) Mechanics check

8 hours Pistol

Solid Projectile Rifle

125

3

Hard (ddd) Mechanics check

8 hours Rifle, Shotgun, Rail Gun

Solid Repeating Rifle

400

6

Daunting (dddd) Mechanics check

16 hours Light Machine Gun

Energy Pistol

200

5

Hard (ddd) Mechanics check

12 hours Laser Pistol, Plasma Pistol

Energy Rifle

450

6

Hard (ddd) Mechanics check

16 hours Laser Rifle, Plasma Rifle

Missile Launcher

400

7

Daunting (dddd) Mechanics check

16 hours Missile Launcher

Missile

100

5

Hard (ddd) Mechanics check

4 hours Missile

Thrown Explosive Device

35

3

Hard (ddd) Mechanics check

2 hours Fragmentation Grenade

Planted Explosive Device

75

4

Hard (ddd) Mechanics check

4 hours Fragmentation Mine

342

CRAFTING

Fallout RANGED WEAPON TEMPLATE PROFILES NAME

SKILL

Simple Projectile Weapon

Ranged [Light]

4

5

Short

1

0

Solid Projectile Pistol

Ranged [Light]

4

5

Short

1

1

Solid Projectile Rifle

Ranged [Heavy]

6

5

Medium

4

1

Cumbersome 2

Solid Repeating Rifle

Ranged [Heavy]

10

4

Long

7

3

Auto-Fire, Cumbersome 2

Energy Pistol

Ranged [Light]

5

4

Medium

1

1

Energy Rifle

Ranged [Heavy]

7

4

Long

4

2

Cumbersome 2

Gunnery

-

-

-

7

2

Cumbersome 3, Limited Ammo 1

N/A

15

3

Extreme

1

0

Thrown Explosive Device

Ranged [Light]

7

5

Short

1

0

Blast 5, Limited Ammo 1

Planted Explosive Device

Mechanics

11

-

Engaged

3

0

Blast 3, Limited Ammo 1

Missile Launcher Missile

DAM CRIT RANGE

ENCUM HP SPECIAL

SPENDING a, x, t, AND y WHEN CRAFTING RANGED WEAPONS SYMBOLS

EFFECT

a or x

Practice Makes Perfect: The character learns something valuable, and gains b on the next check he makes with the same skill before the end of the session. Pulse Quality: The weapon gains the Pulse quality (can only be selected once). Lightweight: Reduce the weapon's encumbrance by 1 (to a minimum of 1). Disorient Quality: The weapon gains the Disorient quality (or increase its Disorient quality by 1). Expanded Magazine: If the weapon has the Limited Ammo quality, increase its Limited Ammo quality by 1.

aa or x

Lessons Learned: Reduce the difficulty of the character's next crafting check by 1. Customizable: Increase the weapon's Hard Points by one (can only be selected once). Increased Range: Increase the weapon's range by 1 range band, to a maximum of Extreme (can only be selected once). Knockdown Quality: The weapon gains the Knockdown quality (can only be selected once). Vicious Quality: The weapon gains the Vicious 1 quality (or increase its Vicious quality by 1, to a maximum of 5). Stun Setting: This weapon gains the Stun setting quality (can only be selected once).

aaa or x

Efficient Construction: A sizeable portion of the material is unused or can be reclaimed from the process, the character retains supplies worth 50% of the Cost needed to craft the item (can only be selected once). Destructive: Increase the weapon's damage by 1 (can only be selected once). Ensnare Quality: The weapon gains the Ensnare 1 quality (or increase its Ensnare quality by 1). Stun Quality: This weapon gains the Stun 3 quality (or increase its Stun quality by 1). Pierce Quality: The weapon gains the Pierce 1 quality (or increase its Pierce quality by 1).

aaaa or x

Auto-Fire Quality: The weapon gains the Auto-Fire quality (can only be selected once). Burn Quality: The weapon gains the Burn 1 quality (or increase its Burn quality by 1). Lethal: Reduce the weapon's critical rating by 1, to a minimum of 1 (can only be selected once). Accurate Quality: The weapon gains the Accurate 1 quality (or increase its Accurate quality by 1, to a maximum of 3). Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple [-]).

CRAFTING

343

GENESYS xx

Blast Quality: The weapon gains the Blast 5 quality (or increase its Blast quality by 2). Concussive Quality: The weapon gains the Concussive 1 quality (can only be selected once). Integral Attachment: Add +1 Hard Point to the weapon, then install one applicable weapon attachment that requires 1 or fewer hard points. No check is required to obtain this attachment, and it costs 0 caps.

t or y

Exhausting Effort: Upon completing STEP 3: CONSTRUCTION, the character suffers 3 strain. Heavy: Increase the weapon's Encumbrance by 1. Cumbersome Quality: The weapon gains the Cumbersome 1 quality (or increase its Cumbersome quality by 1).

tt or y

Expensive: The weapon has intricate mechanisms that can only be replaced at substantial cost. Whenever it becomes damaged, the cost to repair the weapon is doubled (can only be selected once). Hard to Modify: Increase the difficulty of checks to install attachments to this weapon by 1. Difficult to Repair: Increase the difficulty of checks to repair this weapon by 1.

ttt or y

Wear and Tear: The tools the character was using to craft the weapon are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major). Prepare Quality: The weapon gains the Prepare 1 quality (or increase its Prepare quality by 1), Ammunition-Inefficient: During combat, the GM may make this weapon run out of ammunition by spending tt, this is in addition to the standard spending of y (can only be selected once). Inaccurate Quality: The weapon gains the Inaccurate 1 quality (or increase its Inaccurate quality by 1).

tttt or y

Limited Ammo Quality: This weapon gains the Limited Ammo 3 quality (or decrease its Limited Ammo quality by 1, to a minimum of 1). Slow-Firing Quality: The weapon gains the Slow-Firing 1 quality (or increase its SlowFiring quality by 1).

yy

Dangerously Volatile: The GM may spend y from any combat check made with this weapon to have it explode. The weapon is destroyed, and the character holding it and each Engaged character suffers 10 damage (can only be selected once).

344

CRAFTING

Fallout

ROBOT CRAFTING Robots display an incredible variety of chassis, personalitiesm and functions. Some robots even construct other robots, leading these mechanical beings to evolve in fascinating and unprecedented ways. Building a sentient mechanical being is somewhat more involved a task than simply creating a pistol. To get a functional robot, a technician needs to invest a substantial quantity of time and bottlecaps not just into building the body, but also into shaping the robot's mind. Because each of these tasks is significant, the crafter must perform an extra step. STEP 4: PROGRAM DIRECTIVES before the robot is fully operational. When building a robot, the crafter first performs Steps 1-3 as normal, choosing a robot chassis template, acquiring the materials, and performing the listed check over the amount of time specified. Once the crafter completes STEP 3: CONSTRUCTION successfully (by spending the requisite hours and succeeding on the listed check, as usual), the character finishes the robot's chassis, but it is just a lifeless shell until it is imbued with an animating spark of intelligence. At this point, the mechanic can go on to perform STEP 4: PROGRAM DIRECTIVES, by choosing one of the robot directive templates and making the listed check over the amount of time required. If the character fails, the only thing lost is the crafter's time. The character can attempt STEP 4: PROGRAM DIRECTIVES at the next available opportunity. If the character succeeds, the robot is brought online after the number of working hours listed in the

template under “Time”. Every s the character scores on the check beyond the first reduces this time by 2 hours (to a minimum of 1 hour). Other factors can also affect the time required at the GM's discretion. Once online, the robot is an NPC that possesses the characteristics and other attributes determined in STEP 3: CONSTRUCTION and the skills, talents, and other abilities determined in STEP 4: PROGRAM DIRECTIVES.

CHASSIS OPTIONS In the manner described for all crafting STEP 1: SELECT TEMPLATE (on page 334), the crafter may choose from the chassis options listed above when attempting to build a robot. The characteristics and abilities of robots of these chassis types are listed in the section below. While a chassis determines the characteristics of the crafted robot, they do not determine the appearance of the robot. That is entirely up to the crafter. While a robot can be made to hover, it does follow the normal rules for movement as a legged individual would – it cannot be made to fly. The individual Silhouettes of the different chassis types is also listed below. A crafter can opt for a smaller Silhouette, but not a larger one.

ROBOT CHASSIS TEMPLATES NAME Monotask Chassis

COST

RARITY CHECK

TIME

300

4

Average (dd) Mechanics check

24 hours

Labor Chassis

1,750

5

Average (dd) Mechanics check

48 hours

Combat Chassis

1,625

6

Hard (ddd) Mechanics check

48 hours

Specialist Chassis

2,250

5

Daunting (dddd) Mechanics check

56 hours

Advanced Combat Chassis

16,250

9

Daunting (dddd) Mechanics check

240 hours

CRAFTING

345

GENESYS

MONOTASK CHASSIS [MINION]

 Abilities: Metal Body (robots increase their Soak value by 1), Robot (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons or toxins), Silhouette 0.

ADVANCED COMBAT CHASSIS [NEMESIS]

 Abilities: Defensive 1 (increase the Defense Rating of the robot by 1), Metal Body 3 (robots increase their Soak value by 3), Robot (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons or toxins), Silhouette 1.

LABOR CHASSIS [MINION]

 Abilities: Metal Body (robots increase their Soak value by 1), Robot (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons or toxins), Silhouette 1.

COMBAT CHASSIS [MINION]

 Abilities: Metal Body (robots increase their Soak value by 2), Robot (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons or toxins), Silhouette 1.

SPECIALIST CHASSIS [RIVAL]

 Abilities: Metal Body 2 (robots increase their Soak value by 2), Robot (does not need to breathe, eat, or drink, and can survive in vacuum or underwater; immune to poisons or toxins), Silhouette 1.

346

CRAFTING

Fallout SPENDING a, x, t, AND y WHEN CRAFTING ROBOTS SYMBOLS

EFFECT

a or x

Practice Makes Perfect: The character learns something valuable, and gains on the next check he makes with the same skill before the end of the session. Reinforced Chassis: Increase the robot's Wound threshold by 1. Unobtrusive: The robot gains 1 rank of the Indistinguishable talent (can only be selected once).

aa or x

Lessons Learned: Reduce the difficulty of the character's next crafting check by 1. Deflective Carapace: Increase the robot's Melee Defense by 1 (to a maximum of 2). Narrow Profile: Increase the robot's Ranged Defense by 1 (to a maximum of 2).

aaa or x

Armor Plating: Increase the robot's Soak by 1 (can only be selected once). Unusual Size: Increase or decrease the robot's Silhouette by 1, to a minimum of 0 (can only be selected once). Modular Hardware: Choose one robotic attachment with a Hard Point cost of 1 or less. The robot is already installed with this at no additional cost (can only be selected once).

aaaa or x

Chassis Schematic: Create a schematic that permanently reduces the difficulty of creating robot chassis of this template by 1 (to a minimum of Simple [-]). Superior Hardware: Increase any 1 of the robot's characteristics by 1 (to a maximum of 5).

xx

Doppelganger: Build 1 additional fully identical robot as part of the construction process.

t or y

Exhausting Effort: Upon completing STEP 3: CONSTRUCTION, the character suffers 3 strain. Specialized Hardware: The robot suffers b on skill checks for which it has no ranks in the applicable skill.

tt or y

Difficult to Customize: Increase the difficulty of checks to install robotic attachments in this robot by 1.

ttt or y

Wear and Tear: The tools the character was using to craft the robot are worn down or destroyed, and are damaged one step (minor damage if undamaged, from minor to moderate, or moderate to major).

tttt or y

Delicate Mechanisms: Increase the difficulty of checks to repair this robot by 1. Erratic Power Core: Once per session, the GM may spend y from any check the robot makes to have it shut down until the end of the encounter (can only be selected once).

yy

Volatile Power Core: Whenever this robot suffers a Critical Injury, add +50 to the result. If the Critical Injury kills the robot, it explodes, and each Engaged character suffers 10 damage (can only be selected once).

DIRECTIVE OPTIONS In the manner described in STEP 1: SELECT TEMPLATE, once the crafter has a finished robot chassis, a character can attempt to program one of the following directive sets to dictate the robot's expertise.

COMBAT DIRECTIVES Many technicians construct robots for security purposes, to fend off raiders or other Wasteland marauders.  Skills: 1 rank in three different Combat skills. If the robot is a minion, add these skills to its group skills instead.  Talents: Body Guard 1 (once per round, may perform the Body Guard Maneuver: suffer 1 Strain to

CRAFTING

upgrade the difficulty of all combat checks against one engaged ally once until the start of the robot's next turn).

ELIMINATION DIRECTIVES Unlike most battlerobots, which rely on weight of numbers, assassin robots are precision instruments, as capable at their brutal art as any organic creature.  Nemesis: If its chassis does not already make it a nemesis NPC, a robot programmed with elimination directives becomes a nemesis; it gains a Strain threshold equal to its Wound threshold.  Skills: 4 ranks in each of three different Combat skills, Cool 2, Knowledge 1, Mechanics 2, Stealth 2.  Talents: Adversary 2 (upgrade difficulty of all combat checks against this target twice), Lethal

347

GENESYS Blows 3 (+30 to any Critical Injury rolls made against time). opponents).

HEALING DIRECTIVES State-of-the-art medical robots are ubiquitous in the Wasteland, performing surgeries with preternatural skill. However, more and more homebuilt versions are starting to be seen.  Skills: Knowledge 1, Medicine 2. If the robot is a minion, add these skills to its group skills instead.  Talents: Painkiller Specialization 1 (patients under the robot's supervision heal one additional Wound each time they heal a Wound), Surgeon 1 (when healing Wounds with a Medicine check, heal 1 additional Wound).

LABOR DIRECTIVES Many robots are programmed to perform a single task, with just enough interaction protocols to get by in other circumstances. Such robots tend to be poor conversationalists, as they are typically obsessed with their single area of expertise.  Skills: 2 ranks in one General skill. If the robot is a minion, add this skill to its group skills instead.

REPAIR DIRECTIVES Having a robot that can repair machines is a luxury that many Wasteland settlers cannot afford. Such a robot is a boon to any garage, handling tasks with precision and patience most organic beings lack.  Skills: Computers 1, Mechanics 2. If the robot is a minion, add these skills to its group skills instead. Talents: Gearhead 1 (remove b from Mechanics checks), Solid Repairs 1 (when repairing Hull Trauma with a Mechanics check, repair 1 additional Hull Trauma).

TRANSLATION DIRECTIVES Robot translators were once very valuable.  Skills: 1 rank in Knowledge. If the robot is a minion, add this skill to its group skills instead.  Talents: Convincing Demeanor 1 (remove b from Deception and Skulduggery checks), Kill with Kindness 1 (remove b from Charm and Leadership checks).

NAVIGATION DIRECTIONS Navigation can be dangerous and tedious to many, and the risks of failure are often staggering. Many pilots or drivers prefer to hand over the reins to a trusty machine.  Skills: Driving 1, Computers 1, Piloting 1. If the robot is a minion, add these skills to its group skills instead.  Talents: Technical Aptitude 1 (computer-related tasks take 25% less

ROBOT DIRECTIVE TEMPLATES NAME

CHECK

TIME

Combat Directives

Average (dd) Computers check

16 hours

Elimination Directives

Formidable (ddddd) Computers check

168 hours

Healing Directives

Daunting (dddd) Computers check

72 hours

Labor Directives

Easy (d) Computers check

8 hours

Navigation Directives

Hard (ddd) Computers check

24 hours

Repair Directives

Hard (ddd) Computers check

24 hours

Translation Directives

Hard (ddd) Computers check

24 hours

348

CRAFTING

Fallout SPENDING a, x, t, AND y WHEN PROGRAMMING ROBOTS SYMBOLS

EFFECT

a or x

Random Positive Quirk: Add one positive personality trait randomly selected from the table below to the robot (can only be selected once). Archival Functions: Add 1 rank to Knowledge skill. If the robot already has 1 rank, add b to all checks it makes with the skill. If the robot is a minion, add this skill to its group skills instead (can only be selected once).

aa or x

Adaptive Programming: Add 1 rank to any skill the robot possesses. This cannot be applied to minion robots. Broad Utility: Add one new General skill to the robot's list of skills at rank 1; if the robot is a minion, add this skill to its group skills instead (can only be selected once). Positive Quirk: Add one positive personality trait of the crafter's invention or choice to the robot (can only be selected once).

aaa or x

Defense Programming: Add one new Combat skill to the robot's list of skills at rank 1; if the robot is a minion, add the skill to its group skills instead (can only be selected once). Behavioral Optimization: Add 1 rank to any ranked talent the robot possesses (can only be selected once).

xx

Program Pattern: Create a program that permanently reduces the difficulty of programming robots with this directive by 1 (to a minimum of Simple [-]).

t or y

“Eccentric”: Add one negative personality trait randomly selected from the table below to the robot (can only be selected once).

tt or y

Poor Listening Skills: Add bb to checks to give this robot orders (can only be selected once).

ttt or y

Negative Quirk: Add one negative personality trait of the GM's invention or choice from the table below for the robot (can only be selected once). Limited Programming: The robot upgrades the difficulty of all skill checks for which it has no ranks in the skill once.

yy

Unknown Flaw: Add one secret negative personality trait of the GM's invention or choice from the list below to the robot. The GM is responsible for how – if ever – this secret personality trait comes into play.

CRAFTING

349

GENESYS ROBOT POSITIVE PERSONALITY TRAITS d100 ROLL POSITIVE TRAIT 01-10

Loyal: The robot puts its creator's needs above its own and always looks for ways to help – whether asked or not.

11-20

Resourceful: Some robots can adapt to problems quickly, and do not get trapped in their own overly narrow programming.

21-30

Patient: Unlike organic beings, robots are theoretically immortal as long as they receive proper maintenance. Thus, a robot can have a capacity for patience that even the most long-lived organic beings lack.

31-40

Enthusiastic: This robot has a boundless capacity to see opportunities, and it frequently points them out.

ROBOT NEGATIVE PERSONALITY TRAITS d100 ROLL NEGATIVE TRAIT 01-10

Cowardly: This robot sets survival as a top priority, and shies away from any potential danger.

11-20

Overly Literal: Many robots (and some organic sentients) fail to grasp the nuances of language beyond its direct meaning. This is one of those robots.

21-30

Arrogant: Whether it believes itself to have been built better than other robots or it believes that robots are intrinsically superior to more temporary life forms, this robot has a high opinion of its own abilities.

31-40

Impulsive: This robot has a boundless capacity to see opportunities, and it usually acts on them without warning.

41-50

Ruthless: It might be spiteful, or it might just see emotion as inefficient, but this robot destroys anything that gets in its way.

51-60

Lazy: Robots are built to fulfill certain purposes, but this robot isn't particularly interested in doing so if it can avoid it.

41-50

Compassionate: Some robots are very caring, and seek to nurture the best in those around them.

51-60

Efficient: The robot abhors waste, and does everything in the most timely and precise manner it can muster.

61-70

Well-Mannered: This robot always maintains perfect etiquette, even when dealing with individuals it does not particularly like.

61-70

Abrasive: Dealing with this robot is extraordinarily frustrating. Whether it answers with sarcasm or not at all, its words and actions are always barbed.

71-80

Cheerful: A good attitude is the first step to success (for so says this robot, anyway).

71-80

81-90

Reliable: This robot always comes through for its creator or friends.

Pessimistic: Apparant doom lurks around every corner for this robot, and it expresses this belief at every opportunity.

81-90

91-95

The GM invents or chooses one positive personality trait.

Unhinged: The only certainty with this robot is that its decisions can't be predicted.

96-00

The player invents or chooses one positive personality trait and then rolls again on this table.

91-95

The player invents or chooses one negative personality trait.

96-00

The GM invents or chooses one negative personality trait and then rolls again on this table.

350

CRAFTING

CONFLICT AND COMBAT

GENESYS

CONFLICT AND COMBAT the character must make a Resilience check to attempt to mitigate this increase. The difficulty of In addition to the environmental effects detailed on the check is determined by the severity of the source pages 110 to 112 of the GENESYS core rulebook, the of radiation. If successful, the character reduces the Radiation Level increase by 1, and reduces it by a Fallout setting includes, most importantly of all, a further 1 per additional s, to a minimum of zero. heavy dose of radiation. The rules for radiation and fff or y on the roll can result in the character its effects are detailed below. suffering from Radiation Poisoning; they add b to every skill check until their Radiation Level is reduced to zero. This effect is cumulative, so failing Radiation is a constant threat in the postthree Radiation checks results in bbb on all apocalyptic wasteland. With the widespread checks until the Radiation Level is reduced to zero. proliferation of atomic power, just about every Certain attacks made by radioactive creatures or community and every vehicle imaginable were weapons can also increase a character’s radiation powered by nuclear energy. With all those reactors rating. This is denoted by the Rad item quality. came the nasty by-product of radioactive waste, which had to be stored somewhere (and not always where appropriate or safe location). Over the All characters and creatures in Fallout have an centuries, many of those storage facilities failed, additional quality; Radiation Level. This represents leaking radiation into the surrounding area and how much radiation a creature has absorbed and is compounding an already existing problem. suffering effects from. A character decreases their Additionally, some creatures that survive in the wound and strain threshold by an amount equal to Wasteland exude radiation, poisoning and their Radiation Level, to a minimum of 1. weakening any other living thing that gets close to them. Radiation damage can also be caused by certain attacks by radioactive creatures or weapons. In RadAway is a sure way of recoving these cases, the character increases their Radiation accumulated radioactive levels from Level by the Radiation Rating listed for that attack; a character, and it requires no no Resilience check is made. checks. However, it is possible to Upon being exposed to radiation, attempt a Hard (ddd) Medicine the character increases their check once a week, each s heals Radiation Level by an amount one Radiation Level. equal to the radiation rating. However,

ENVIRONMENTAL EFFECTS

RADIATION

RADIATION LEVEL

HEALING RADIATION

RADIATION RATING RESILIENCE DIFFICULTY EXAMPLES 1-2

Average (dd)

An open barrel of radioactive waste, a cracked reactor in a car or motorcycle, irradiated plantlife, immersion in most large bodies of natural water, consuming lightly irradiated food or water.

3-5

Hard (ddd)

Area near detonation of a small reactor (Silhouette 1-2), multiple open barrels of radioactive waste, consuming heavily irradiated food.

6-9

Daunting (dddd)

A vast toxic spill covering a wide area, the area near a recent detonation of a large reactor (Silhouette 3-4).

10+

Formidable (ddddd) Area after a nuclear detonation (atomic weapon or Silhouette 5+ reactor), being in a nuclear reactor, being immersed in radioactive waste.

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CONFLICT AND COMBAT

ADVERSARIES

GENESYS

ADVERSARIES The Wasteland is a vast, unbelievably varied place. There are a wide variety of hazards and dangers to be found out in the wastelands. Mutated creatures, robot constructs, things that were once human, and even aliens from other worlds. Sometimes the most dangerous opponent one can face in the Wasteland are the desperate fellow humans who prey on the weak or are merely trying to survive. There are three different levels of opponents and allies that characters will readily encounter in the Wasteland, with different levels of threat posed to the average group of wanderers. Although some variation is to be expected, the broad categories are minions, rivals, and nemeses.

MINIONS Minions are the most common NPCs encountered in the Fallout world. These are nameless individuals who provide the muscle to flesh out encounters. Their only real threat is in numbers, and a minion is not expected to stand toe-totoe with a Player Character. Minions are typically not real threats when encountered alone. Unfortunately, they are almost never encountered alone, as they tend to operate in small groups to increase their effectiveness. Minions will rarely be more than a minor obstacle to most parties of Player Characters, a delaying tactic that can stand in the way of achieving a goal that a more powerful enemy wishes to see prevented. Minions also tend to have lower wound thresholds than other NPCs, making it very likely that they'll drop in one or two hits. GMs can use minions as adversaries, either as individuals or in groups. However, unless the minion has relevant characteristics of 3 or higher, individual minions are more likely to fail than succeed on all but the simplest combat checks. GMs should only use minions in this fashion if they wish to pit the PCs against an easy combat challenge. The more typical way to use minions involves deploying them in groups, as described on page 132 in the GENESYS core rulebook.

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RIVALS Rivals are more dangerous than minions but still inferior to most Player Characters. Rivals are very similar to Player Characters in many respects, being generally more innately gifted and better trained than minions. They possess skills and operate individually rather than in groups. They are generally less skilled than the PCs, and seldom possess more than 2 ranks in any one skill. The rules for rivals are detailed in depth on page 132 in the GENESYS core rulebook.

NEMESES The nemesis is the opposite number of the Player Character. They are identical to PCs in virtually every respect, and may, in fact, be more powerful; this is necessary to ensure that they are able to pose a threat to an entire party. Nemeses frequently possess a number of talents, have high characteristics and skills, and wield equipment that rivals the gear of even the most wellsupplied of parties. Nemeses suffer Strain and Wounds normally and do not have any special rules governing their operations.

CUSTOMIZING ENCOUNTERS The creatures and adversaries that roam the Wasteland are constructed with the use of the adversary building rules detailed on pages 202 to 203 in the GENESYS core rulebook. The adversaries listed in this chapter are open to interpretation by the GM and the GM should feel free to modify and adjust the stats and abilities of these creatures as warranted by his campaign and individual combat situations. Remember, the adversaries presented here are intended as a basis for encounters at the fingertips of the GM – ready for tweaking and customizing. Provided that you make changes to adversaries of the same type from time to time ensures that the player's will be kept on the edge of their seats and not running the encounter on autopilot as they know the type of opponent from a former encounter.

ADVERSARIES

GENESYS

TEMPLATES

levels that are unhealthy to living things.

Certain creatures are created by adding a template to an existing creature. A templated creature can represent a freak of nature, the individual creation of a single experimenter, or the first generation of offspring from parents of different species. A template’s description provides a set of instructions for altering an existing creature, known as the base creature. The changes that a template might cause to each line of a creature ’s statistics block are discussed below. For clarity, the entry for a statistic or attribute that is not changed is sometimes given as “Same as the base creature.”

 TYPE: If the creature is a minion it becomes a rival; if it is a rival, it becomes a nemesis.  SIZE: Same as base creature.  WOUND THRESHOLD: Increase Wound threshold by 10 (if becoming nemesis, add Strain threshold equal to the creature's Wound threshold prior to the 10 points Wound increase).  CHARACTERISTICS: +1 Brawn.  SKILLS: Increase one combat skill by 1 rank.  TALENTS: Gain Adversary 1 talent (or increase existing Adversary talent by 1).  ABILITIES: Gains Rad Immunity.  EQUIPMENT: Increase damage of natural attacks by 1. Natural attacks gain Rad 2 quality (or increase existing Rad quality by 2).

 TYPE: Templates may change the creature’s type from minion to rival, or from rival to nemesis.  SIZE: A template may have a change to the creature's Silhuette. If so, it is listed here.  WOUND THRESHOLD: A templates may change the Wound (and Strain) threshold a creature has.  CHARACTERISTICS: If a template changes one or more characteristics, these changes are noted here.  SKILLS: Some templates provide a creature with new and additional skills, these changes are listed here. If the creature already posses the skill prior to having the template added, increase the existing skill by 1 rank.  TALENTS: Some templates grant one or more bonus talents to the creature. Such talents are listed here. If the talent is ranked and the creature already have the talent before adding the template, simply increase its rank by the listed number once the template is inherited.  ABILITIES: Certain templates grant unique abilities to the creature once the template is added. These abilities are listed here.  EQUIPMENT: A template can bring changes to the attacks that the creature utilizes. If so, these are listed here.

GLOWING Some creatures have been exposed to prolonged radiation that their bodies have absorbed the radiation and physically changed their bodies. The levels of radiation are so extreme that the creature has become flourescent and glows an unhealthy ghostly hue in darkness. Its body has also undergone strange mutations, often leaving the creature to resemble a husk of its former self. The radiation leaves this creature extreme dangerous to its immediate area as its body gives off radiation

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IRRADIATED Irradiated creatures have been exposed to an unhealthy amount of radiation, but pales in comparison to a glowing creature. An irradiated creature looks unhealthy and has a pale sheen to it and often appear to have distorted features.  TYPE: Same as base creature.  SIZE: Same as base creature.  WOUND THRESHOLD: Increase Wound threshold by 4.  CHARACTERISTICS: No changes.  SKILLS: Increase one combat skill by 1 rank. Increase one general skill by 1 rank.  TALENTS: Gain the Durable 1 talent (or increase existing Durable talent by 1).  ABILITIES: Same as base creature.  EQUIPMENT: The creature's natural attack gain Rad 1 quality (or increase existing Rad quality by 1).

LEGENDARY A legendary creature is exactly that – legendary. It is a specimen of its kind that is truly unique in every aspect, where evolution has combined the best and finest of each aspect that is attritubted to the creature and then boosted them beyond normal ranges. Thus, legendary creatures are stronger, faster and smarter than their ordinary brethren. Legendary creatures are always bigger in size compared to a normal variant of the same species. It is essential to keep in mind that the legendary template should not be used without putting serious consideration into it. This template makes

ADVERSARIES

Fallout for unique creatures that should not be seen running around the Wasteland in great numbers. So use this template scarcely for truly unique adversaries to roam the Wasteland.  TYPE: A legendary template makes a creature become a nemesis.  SIZE: Legendary increases the creatures Silhouette by one.  WOUND THRESHOLD: Increase Wound threshold by 20. Add Strain threshold equal to the creature's Wound threshold prior to the 20 points Wound increase).  CHARACTERISTICS: Increase each of the six characteristics by 1 point, though no characteristic may be increased beyond 5. However, the Brawn characteristic, however, is increased by 2 points.  SKILLS: Add 2 ranks to two combat skills and 2 ranks of Resilience. Increase 3 general skills by 1 rank each.  TALENTS: Gain the Adversary 3 talent (or increase existing Adversary talent by 3), Durable 3 talent (or increase existing Durable talent by 3), Enduring 3 talent (or increase existing Enduring talent by 3), Feral Strength 4 (or increase existing Feral Strength talent by 4).  ABILITIES: Regeneration (a legendary creature makes a Simple (-) Resilience check at the start of each turn to recover Wounds. One Wound is recovered for every s on the check).  EQUIPMENT: Add Pierce 2 and Vicious 2 to all natural attacks (or increase existing Pierce and Vicious qualities by 2).

ADVERSARY LIST The following is a list of adversaries the Game Master can use in his or her Fallout adventures. These individual adversaries are listed in this chapter by alphabetical order. The entries do not advocate any particular affiliation to a group or gang, but the GM is encouraged to be inventive here for making individual raider gangs or even small groups of super mutants. Each adversary's profile is also broken down into several sections, as follows:  NAME: The adversary's name or type, plus whether it is a minion, rival, or nemesis.  DESCRIPTION: A section describing the adversary.  CHARACTERISTICS: The rating of the adversary's

ADVERSARIES

six basic characteristics.  SOAK/DEFENSE AND THRESHOLDS: These are the adversary's Soak, its Defense (listed in both Melee and Ranged values), and its Wound and Strain thresholds. Only adversaries of the nemesis type have listed Strain thresholds. In case of a GM wishing to give a rival a Strain threshold, it should have the same value as the listed Wound threshold.  SKILLS: Skills possessed by the adversary. If the adversary is a minion, these skills only apply in a group.  TALENTS: Talents possessed by the adversary.  ABILITIES: These are special abilities that are not skills or talents.  SILHOUETTE: This indicates the given Silhouette of the individual adversary.  EQUIPMENT: This is the adversary's worn and carried gear, as well as its natural equipment – which means tooth and nail, essentially. The entry would only lists important equipment such as weapons, armor, and vital pieces of gear. However, GMs are encouraged to add items to adversaries (where it makes sense of course, a lakelurk would not be carrying armor or weaponry, for example), to make for diverse encounters, hence raiders and mutants, for example have no predetrmined gear listed. The reason for not including predetermined gear on entries such as raiders and super mutants is to not have every encounter be a copy of the previous, given the fact that the adversary entry comes with a single set of default gear. Items such as clothing, spare change, stimpaks, and so forth are not listed but are still present if it makes sense (and at the GM's discretion). Any bonuses from equipment would already have been added to the profile. It is important to note that adversaries do not always follow the same rules that Player Characters do. These profiles are generated for simplicity and ease of use, so non-essential information can be omitted. For example, some characters in this chapter have equipment exceeding their Encumbrance threshold. However, they do not suffer from being over-Encumbered. The equipment they are listed with is to allow them to be diverse enough to be used in many different situations.

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GENESYS

ALIEN Aliens, known as Zetans by pre-War conspiracy theorists, are an extraterrestrial yellowish-green skinned humanoid race from an unknown planet. The only thing known about them is that they use their ability to travel space to probe other planets and species for information. It is not known from what system or what planet they come from. They have orbited and observed the Earth with two known motherships (Zeta and an unnamed one) at least since the 1600s in Earth's solar system, but humans had little real awareness of them and less evidence of their existence. Before the 1960s, only "crackpot" groups such as Quaere Verum believed in them, thinking that aliens existed but that evidence of their existence was covered up by a government conspiracy. However, after the mysterious disappearances (abducted by aliens in Zeta in fact) of the United States Space Agency space capsule Clarabella 7 and the pilot, astronaut Colonel Hartigan, during the 1960s Space Race, the aliens became recognized by national leaders. It is said that alien technology was the basis of many of the Enclave's more exotic and impressive weaponry and robotics. Toy manufacturers such as Wilson Automatoys weren't immune to these suspicions. The pre-War United States government was said to keep its alien specimens and technology mainly in Area 51 (such as a flying saucer that was later re-captured by aliens, but crashed in California probably during a flight sometime after the Great War, instantly killing the two alien pilots). It is also possible that the Zetans may have had some influence on the Great War. Some aliens appears as humanoid creatures roughly the height of an average human. It possesses 4 limbs: two arms which end in 3 fingered hands with opposable (or at least prehensile) thumbs and two legs whose digits can not yet be discerned. Possibly the most notable feature is the alien's relatively large head which features two apparently pitch-black eyes, pointed ears, a flat nose with two nostrils and a mouth with 9 pointed teeth. The alien's skin is a pale yellowish-green hue with dark splotches scattered about. The aliens resemble Greys, beings commonly described in alien abduction accounts. These aliens

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have been commonly reported since the 1950s. Later, the Greys became more mainstream when science fiction began depicting them. These kinds of aliens have come to represent the "stereotypical" alien. The name Zetan may refer to the star system Zeta Reticuli, a real-world star system seen in a number of science fiction stories. It was also rumored to be the origin of the aliens who allegedly abducted Barney and Betty Hill in 1961, which was the first widely publicized report of an alien abduction.

ABOMINATION [RIVAL] Abominations are the result of terrible and unthinkable alien experiments performed on abducted humans. From what can be confirmed through various alien captive recorded logs, abominations are captured human test subjects whose bodies have been hybridized with alien DNA with the intention of creating biological weapons. The transformation process turns the subjects into feral, menacing creatures - hostile to anything that is not one of them, including their alien creators - and removes all discernible sexual characteristics, leaving them with an androgynous appearance. Despite this, it is evident that these creatures retain some degree of their humanity and self awareness. Their known creation history and asexual appearance seems very similar to super mutants, while their hostility and lack of self-preservation are reminiscent of feral ghouls. Super mutants and feral ghouls both “evolved” from humans, and specimens of both species can be found in the alien cryo labs. After spotting a target, an abomination will point at it and wail loudly, and then attack with its long arms (in a manner that is very similar to feral ghouls), making them difficult to engage with unarmed or melee weapons. While abominations are capable of wielding weaponry and armor, chance are non-existing that they will be allowed to do so while within the vicinity of the aliens masters that created them, from a fear of mutiny, if the alien is using them as servitors.

 SKILLS: Brawl 2, Computers 1, Deception 2,

ADVERSARIES

Fallout Skulduggery 2, Stealth 2, Vigilance 1. with them for evening out the playing field to their  TALENTS: Durable 1 (reduce the result of all Critical advantage. Injuries against this target by -10, to a minimum of 1), Stonewall (all Melee and Brawl attacks against this target has a b, and the abomination cannot be knocked prone by such an attack).  ABILITIES: None.  SKILLS: Cool 3, Gunnery 3, Knowledge 3,  SILHOUETTE: 1. Leadership 2, Ranged [Light] 3, Piloting 4,  EQUIPMENT: Slam (Brawl; Damage 5; Resilience 1, Skulduggery 2, Vigilance 2. Critical 4; Range [Engaged]).  TALENTS: Adversary 1 (upgrade difficulty of all combat checks against this target once), Master Pilot 2 (once per Turn, suffer two Strain to reduce The alien is an “common” version of the difficulty of Piloting by 2, to a minimum of Easy presentation above. Common is used (d)), Skilled Jockey 2 (remove bb from all loosely here as they are aliens, after Piloting checks). all.  ABILITIES: None. Aliens are diminutive,  SILHOUETTE: 1. hairless, yellowish-green EQUIPMENT: Alien Blaster (Ranged skinned humanoids with [Light]; Damage 5; Critical 4; short, wiry limbs and Range [Short]; Stun), Space Suit green blood. Their (+1 Soak). heads are disproportionately large, with round, heavy-lidded, solid black eyeballs with no discernible iris or pupil; a thin, toothless mouth with green tongue, and two Anglers are mutated amphibian creatures. They pairs of small holes where ears and nostrils are usually found living in swamps or rivers where would be. Aliens have no opposable lure weed is present, sometimes hiding under the thumbs, each hand instead having three surface to ambush prey. The fleshy bioluminescent long, tentacle-like fingers with large growth atop its head (called illicium) acts as a suction cups at each fingertip that allow camouflage for the predator, effectively disguising them to manipulate objects. They it as the surrounding lure weed to fool its prey. breathe a similar atmosphere to humans, and They are most likely mutated anglerfish. subsist mainly on a diet of strange, alien worms and Mostly they are found hiding among lure weed, squid. sometimes with other anglers. Where their antennae They view other species as laboratory animals, stick up, looking like a strand of lure weed. worthy of preservation and storage at best and vivisection and experimentation at worst. They speak in their own language of high-pitched screeches and wails. As such, communication The angler is an aggressive creature with the between humans and aliens is supposedly ability to absorb the fog and spit it out like a fireball, impossible. inflicting incendiary damage to any target it is able They are incredibly advanced in their various to hit. In combat, they often rely on these long technological fields, capable of spaceflight and ranged attacks, but have been observed to charge at technological feats equal to, and often beyond, that their prey and use their claws, though often they will of even the most advanced human pre-War halt mid charge to use their preferred method. technology. They also possess technologies such as Scientists speculate about the origin of the angler, long-term cryostasis, powerful rayguns, genetic many believing that it is an angler fish that has manipulation, teleportation and holograms. mutated from the radiation, though none have been However, they are totally dependent on technology. able to procure a theory on how it grew arms and Aliens typically wear spacesuits, the color of the legs. suit apparently indicating rank, and soldiers generally carry alien blasters, but may also carry shock batons, disintegrators and atomizers (see Equipment chapter). They prefer to attack their foes in large numbers, and tend to have advanced robots

ALIEN [NEMESIS]

ANGLER

ANGLER [RIVAL]

ADVERSARIES

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GENESYS  SKILLS: Athletics 2, Brawl 2, Perception 1, Stealth 3, Survival 2, Vigilance 1.  TALENTS: Knack For It (remove bb from all Stealth and Vigilance skill checks), Refractor 3 (energy attacks made against the mirelurk suffers a bbb penalty).  ABILITIES: Amphibious (anglers may breathe underwater without penalty and never suffer movement penalties for traveling through water), Poison Immunity (the angler is immune to all types of poison, toxin and venom), Rad Immunity (the angler is fully immune to Radiation damage).  SILHOUETTE: 1.  EQUIPMENT: Claw (Brawl; Damage 5; Critical 4; Ranged [Engaged]; Vicious 1), Fireball (Damage 6; Critical 4; Range [Long]; Blast 6, Burn 2, Slow-Firing 1).

ANT, GIANT Giant ants are large mutated arthropod insects of the Formicidae family, genus Camponotus, most likely black carpenter ants. Some scientists theorize this mutation comes from the effects of extended exposure to radiation. These large insects are protected by a yellowbrown or blackish carapace. They have large mandibles which are used to both hunt and protect themselves. Their long antennae sprouting out of the head act like sensors, allowing them to take in more information about their immediate environment.

pose a threat to the colony's heart. These soldier ants never venture out from the colony, as their sole purpose is protecting the queen.

 SKILLS: Athletics 1, Resilience 3, Survival 2.  TALENTS: Adversary 1 (upgrade difficulty of all combat checks against this target once), Durable 2 (reduce the result of all Critical Injuries by -20, to a minimum of 1), Enduring 2 (increase Soak Rating by 2).  ABILITIES: Flyer (giant ant queens can fly (see page 100 of the GENESYS core rulebook)).  SILHOUETTE: 3.  EQUIPMENT: Mandibles (Brawl; Damage 7; Critical 4; Ranged [Engaged]; Piece 1, Vicious 1), Acidic Spit (Ranged [Light]; Damage 6; Ranged [Short]; Blast 4, Burn 1).

GIANT ANT SOLDIER [RIVAL] These are the colony's main defense against intruders. They are plentiful, although not a plentiful as the giant worker ant numbers in the colony, and can often overwhelm an enemy by either running it off or killing it on the spot; usually the latter. The giant soldier ant can often be found accompanying the somewhat smaller giant worker ants as they forage for the entire nest, where the giant soldier ant protects the workers from potential threats and predators.

GIANT ANT QUEEN [NEMESIS] The giant ant queen is roughly the size of a truck and is the only winged version of the giant ants. The mother of the ant brood, this variant is roughly four to five times larger than the average giant ant. When threatened, she buzzes her wings and will hiss at the enemy. She will then proceed to spit an acidic saliva at the enemy in an attempt to ward them off. She cannot move much, so avoidance is easy, especially in smaller spaces. The giant ant queen is always protected by a host of giant soldier ants, that remain vigilant within close proximity, ready to scurry to their queen's assistance if anything should

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 SKILLS: Athletics 2, Resilience 3.  TALENTS: Durable 1 (reduce all Critical Injuries against this target by -10, to a minimum of 1), Enduring 2 (increase Soak Rating by 2).  ABILITIES: None.  SILHOUETTE: 2.  EQUIPMENT: Mandibles (Brawl; Damage 6; Critical 4; Ranged [Engaged]; Piece 1).

GIANT ANT WORKER [MINION] Giant worker ants make up the majority of the ant colony, swarming in large numbers. What they lack in individual fortitude, they make up for with relentless attacks and swarm tactics. Giant

ADVERSARIES

Fallout worker ants will attack when threatened, but mostly rely on the giant soldier ants to fullfill their tasks in keeping the colony and the hive members safe. However, a giant worker ant's exoskeleton isn't particularly hard compared to radscorpions. Their mandibles can cut through most leather and plastic with ease, even snapping bone on a lucky bite.

combat checks against this target once), Durable 2 (reduce the result of all Critical Injuries by -20, to a minimum of 1), Enduring 2 (increase Soak Rating by 2).  ABILITIES: Flyer (giant fire ant queens can fly (see page 100 of the GENESYS core rulebook)), Suited to the Heat (fire ant queens are immune to the effects of fire, heat and hot environments).  SILHOUETTE: 3.  EQUIPMENT: Mandibles (Brawl; Damage 7; Critical 4; Ranged [Engaged], Piece 1, Vicious 1), Fire Breath (Ranged [Light]; Damage 8; Ranged [Short]; Blast 6, Burn 2).

FIRE ANT SOLDIER [RIVAL]  SKILLS (GROUP ONLY): Athletics 1, Resilience 1.  TALENTS: Enduring 1 (increase Soak Rating by 1).  ABILITIES: None.  EQUIPMENT: Mandibles (Brawl; Damage 5; Critical 4; Ranged [Engaged]).

Fire ant soldiers, or soldier fire ants, are the larger and stronger of the two fire ant variants. This ant often accompanies the workers in foraging. They are very aggressive and will attack humans, as well as other creatures on sight.

ANT, FIRE It is not known exactly how fire ants came to be in the Wasteland, but they are likely mutated red imported fire ants. It is possible that their ability to breathe fire has developed in a way similar to the fire gecko's ability. Fire ants are large insects, covered in a reddish-brown carapace. They have large mandibles used for defending themselves as well as for hunting. They also have the unusual ability of breathing fire.

FIRE ANT QUEEN [NEMESIS] Easily matching the size of a Nuka-Cola truck, a fire any queen is a very formidable adversary indeed, luckily only having the intellect of an insect. Despite the fact that the rest of the colony has gained the ability to spit fire, the queen lacks this trait, it uses a ranged acid spitting attack instead.

 SKILLS: Athletics 2, Perception 1, Resilience 3.  TALENTS: Durable 1 (reduce the result of all Critical Injuries by -10, to a minimum of 1), Enduring 2 (increase Soak Rating by 2).  ABILITIES: Suited to the Heat (fire ant soldiers are immune to the effects of fire, heat and hot environments).  SILHOUETTE: 2.  EQUIPMENT: Mandibles (Brawl; Damage 6; Critical 4; Ranged [Engaged], Pierce 1), Fire Breath (Ranged [Light], Damage 6; Critical 3; Ranged [Short]; Blast 4, Burn 1).

FIRE ANT WORKER [MINION] Fire ant workers are the smaller and weaker of the fire ant variants. They are responsible for gathering food and taking care of the young of the colony. Fire ant workers are the backbone for the fire ant community's infrastructure. However, they will attack intruders if they are threatened.

 SKILLS: Athletics 1, Perception 1, Resilience 3, Survival 2  TALENTS: Adversary 1 (upgrade difficulty of all

ADVERSARIES

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GENESYS  SKILLS (GROUP ONLY): Athletics 1, Resilience 1.  TALENTS: Enduring 1 (increase Soak Rating by 1).  ABILITIES: Suited to the Heat (fire ant workers are immune to the effects of fire, heat and hot environments).  SILHOUETTE: 1.  EQUIPMENT: Mandibles (Brawl; Damage 5; Critical 4; Ranged [Engaged]), Fire Breath (Ranged [Light], Damage 5; Critical 3; Ranged [Short]; Blast 4, Burn 1).

BIGHORNER Bighorners are mutated bighorn sheep that live in areas with high mountains, cliffs and woodlands. While settlers use them for their horns, meat, and hides, it has been observed that they can usually be found in close proximity to a banana yucca fruit. They are generally "laid-back" herbivore beasts with surprisingly docile dispositions, in spite of being quite capable of being extremely dangerous when provoked. The bighorners are a communal species, when one member of the herd is affected by a loss, as a collective the herd will react. When domesticated, the lose the ability to take care of themselves. In combat situations, bighorners are unique in that they are rarely outright hostile unlike most other creatures. They will not attack unless something comes within four to five feet of them or their young. If this barrier is trespassed, they will rear their heads up and bellow, at which point they will charge and ram into their foe.

BIGHORNER [MINION] A regular bighorner with all the attributes mentioned above. Bighorners are not hostile unless provoked. Bighorners cannot take a huge amount of abuse, but their head-butting attacks are devastating, capable of sending enemies flying backwards or knocking them down. Bighorners can also run very fast.

 SKILLS (GROUP ONLY): Resilience 1.

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 TALENTS: None.  ABILITIES: Trained Mount 1 (add b to a rider's Survival checks made to ride and control the bighorner while mounted).  SILHOUETTE: 2.  EQUIPMENT: Ram (Brawl; Damage 5; Ranged [Engaged]; Disorient 1, Knockdown).

BIGHORNER BULL [RIVAL] Bighorner bulls are stronger, larger versions of bighorners, and are likely to be found in any herd of bighorners in the wild.

 SKILLS: Brawl 1, Perception 1, Resilience 2.  TALENTS: Enduring 1 (increase Soak Rating by 1).  ABILITIES: Powerful Charge (if the bighorner bull spends a Maneuver on movement and an Action on attacking, it can make a powerful charge against its prey. This grants the bighorner bull an automatic s on its ram combat check, and it increases the damage dealt by 4 points on a successful attack), Trained Mount 1 (add b to a rider's Survival checks made to ride and control the bighorner while mounted).  SILHOUETTE: 2.  EQUIPMENT: Ram (Brawl; Damage 6; Ranged [Engaged]; Disorient 2, Knockdown).

BLOATFLY The radioactive fallout resulting from the Great War mutated the tiny blowfly into the larger Bloatfly menace that is potentially lethal at a substantial range. They can be found all over the Wasteland. The standard bloatfly is covered in a green and brown carapace. It prefers to attack at long range, using its own larva (each of which sports a wicked dart-like spine) launched from the abdomen. An individual fly's supply of larvae is seemingly inexhaustible, and unless evaded or eliminated, the creature will pursue a target relentlessly. Bloatflies typically live in small groups of two to four individuals, but can be encountered on their own. Despite the increased size, they have no difficulty staying airborne. Bloatflies in the Wasteland will crawl on surfaces

ADVERSARIES

Fallout and display more aggression than their counterparts in other Wastelands. Although they generally prefer a longer range to attack from, they will often fly very close to their target, which usually results in them doing more damage. They are almost always found in groups, and can become an annoyance due to their evasive movements when aiming at them. They tend to stay near bodies of water and swamp land, often accompanied by bloodbugs or stingwings.

BLOATFLY [MINION]

combat checks against this target once), Defensive 1 (increase the Defense Rating by 1), Dodge 1 (suffer 1 Strain to upgrade the difficulty of all combat checks against this target once).  ABILITIES: Flyer (glowing bloatflies can fly (see page 100 of the GENESYS core rulebook), Rad Immunity (glowing bloatflies are immune to radiation damage), Radioactive Deathroes (upon death, the glowing bloatfly will explode in a radioactive explosion (Damage None; Critical None; Range [Engaged]; Blast 6, Rad 4))  SILHOUETTE: 0.  EQUIPMENT: Mandibles (Brawl; Damage 5; Critical 4; Ranged [Engaged]; Rad 2).

BLOODBUG

The bloodbug appears to be a monstrously enlarged mutated form of mosquito. Likely a These are one of the most common types of byproduct of mutation caused by nuclear fallout; insect one will encounter while traversing they have grown in size over the time period since throughout the endless reaches of the Wasteland. the Great War in a manner similar to radroaches and They are usually found in groups of 2 or 3 and will bloatflies. only prove a real challenge to the already weakened Bloodbugs appear to be roughly two feet in length or those at an environmental disadvantage. from the head to the tip of the abdomen. Bloodbugs possess muddy brown coloration which allows them to camouflage effectively into the environment of the Commonwealth. Like their pre-War ancestors, bloodbugs possess six long double-jointed limbs, one pair of finely-veined wings and a long, pointed  SKILLS (GROUP ONLY): Brawl 1. proboscis that extends from between two compound  TALENTS: None.  ABILITIES: Flyer (all bloatflies are capable of flying eyes. The proboscis is the bloodbug's primary means of assault, sinking it into prey almost like a (see page 100 of the GENESYS core rulebook), Rad syringe and inflicting minor-to-intermediate Immunity (bloatflies are immune to Radiation radiation poisoning on the victim, as well as sucking damage). blood from its victim.  SILHOUETTE: 0. They can be found in numerous locations  EQUIPMENT: Mandibles (Brawl; Damage 4; Critical throughout the Wasteland, though most commonly 4; Ranged [Engaged]). found in swamps, marshes, bogs and wetlands. Here they breed in great numbers and lay a myriad of eggs with each breeding cycle. Glowing bloatflies are a hardier variant whose body Bloodbugs, like bloatflies and radscorpions, have a emits a green glow caused by massive radiation propensity for swarming tactics. Once they are exposure. Upon death a glowing Bloatfly will explode alerted to their victim's presence, they will spread with irradiated matter causing radiation damage to out, surround their prey and attack from multiple nearby life forms and may even damage and directions. This, coupled with their erratic evasive irradiate nearby crops giving them a radioactive movement while under fire, their good camouflage glow. and their slender silhouette, makes it difficult to keep track of and kill them all before at least some of them get into melee range. However, should the majority of the swarm be destroyed before it reaches its prey, the survivors will often retreat. Usually they will regroup and attack again, but sometimes they  SKILLS: Brawl 1, Perception 1, Survival 1. will flee for good without returning.  TALENTS: Adversary 1 (upgrade the difficulty of all

GLOWING BLOATFLY [RIVAL]

ADVERSARIES

362

GENESYS Bloodbugs are capable of clinging to trees and structures, as well as walls or the ceiling while indoors and unaware of an enemy's presence. This can result in a nasty surprise when wanderers enters a seemingly empty room or subway station and suddenly finds themselves in the middle of an entire bloodbug swarm.

BLOODBUG [MINION] The most common variant of the bloodbug; the typical mature form.

 SKILLS (GROUP ONLY): Brawl 1, Coordination 2, Resilience 1.  TALENTS: Defensive 1 (increase the Defense Rating by 1).  ABILITIES: Flyer (bloodbugs can fly (see page 100 of the GENESYS core rulebook), Parasite (bloodbugs can make an Average (dd) Coordination check, as an Incidental, to latch onto any opponent they are Engaged with. Creatures latched with a bloodbug suffers an automatic 3 Strain damage per turn in addition to an ordinary attack), Rad Immunity (glowing bloodbugs are immune to Radiation damage).  SILHOUETTE: 0.  EQUIPMENT: Proboscis (Brawl; Damage 5; Critical 4; Ranged [Engaged], Pierce 1).

GLOWING BLOODBUG [RIVAL] A rare variant inundated with radiation to such an extent that it glows. It is stronger and more resilient than many of the other bloodbug variants.

 SKILLS: Brawl 2, Coordination 2, Resilience 1.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Defensive 1 (increase the Defense Rating by 1).  ABILITIES: Flyer (glowing bloodbugs can fly (see page 100 of the GENESYS core rulebook), Parasite (glowing bloodbugs can make an Average (dd) Coordination check, as an Incidental, to latch onto any opponent they are Engaged with. Creatures latched with a glowing bloodbug suffers an automatic 3 Strain damage per turn in addition to an

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ordinary attack), Rad Immunity (glowing bloodbugs are immune to Radiation damage).  SILHOUETTE: 0.  EQUIPMENT: Proboscis (Brawl; Damage 6; Critical 4; Ranged [Engaged]; Pierce 1, Rad 2).

HATCHLING BLOODBUG [MINION] A younger variant of the adult bloodbug, their exoskeleton has not had time to harden to the extent of more mature bloodbugs, thus they are paler and weaker.

 SKILLS (GROUP ONLY): Coordination 1.  TALENTS: None.  ABILITIES: Flyer (bloodbug hatchlings can fly (see page 100 of the GENESYS core rulebook), Parasite (hatchling bloodbugs can make an Average (dd) Coordination check, as an Incidental, to latch onto any opponent they are Engaged with. Creatures latched with a bloodbug hatchling suffers an automatic 1 Strain damage per turn in addition to an ordinary attack), Rad Immunity (bloodbug hatchlings are immune to radiation damage).  SILHOUETTE: 0.  EQUIPMENT: Proboscis (Brawl; Damage 4; Critical 5; Ranged [Engaged], Pierce 1).

BLOODWORM Bloodworms that have mutated since the Great War, they are now approximately the size of an adult human being and have spines on the outside of their body in addition to their four-pronged maw. These worms react to the presence of intruders in their territory and will charge the intruders by burrowing through the dirt at high speeds. Upon reaching their prey, they will lunge forth from the ground and attempt to bite their target. Bloodworm larvae will also inhabit the corpses of large prey, such as brahmin, and come out of the corpse to attack any new prey that wanders by. These brahmin can be spotted from a distance if watched, as they will twitch and bulge slowly. Shooting infested brahmin will leave the bloodworm larvae momentarily stunned as they right themselves before attacking. However, unlike other creatures which are able to burrow underground, bloodworms have the unique ability to conceal their movement with a dirt cloud

ADVERSARIES

Fallout they produce while they move on the surface, making them hard to spot when they are about to strike. It is possible to prevent them from bursting close to the wanderers after burrowing underground by standing on materials other than earth, like rock, metal or wood when engaging them. They are not usually dangerous, as most of the bloodworm species possess very low health, but if found in groups, and allowed to surround the wanderers, they might be a problem.

BLOODWORM [MINION] The most common variant of the bloodworm; this is the typical mature form of the creature.

 SKILLS (GROUP ONLY): Coordination 1, Perception 1, Vigilance 1.  TALENTS: Stealthy 2 (add bb to all opposed Perception checks made to spot a hidden bloodworm).  ABILITIES: Burrow (may take a Maneuver to burrow underground, gaining total cover and concealment from all attackers. While burrowed, the bloodworm may spend additional Maneuvers to move while underground. Burrow can be performed on any natural surface except solid rock, and on concrete. While burrowing, all Perception checks to spot a bloodworm is upgraded twice), Rad Immunity (bloodworms are immune to Radiation damage).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 4; Critical 4; Ranged [Engaged]).

BLOODWORM LARVA [MINION] This is the younger version of the adult bloodworm, somewhat smaller in size and less dangerous. The larva is more reddish than the pinkish adult bloodworm.

larva may spend additional Maneuvers to move while underground. Burrow can be performed on any natural surface except solid rock, and on concrete. While burrowing, all Perception checks to spot a bloodworm larva is upgraded twice), Rad Immunity (bloodworm larva are immune to Radiation damage).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 4; Critical 5; Ranged [Engaged]).

GLOWING BLOODWORM [RIVAL] Extremely rarely, luckily, the glowing bloodworm is highly radiated to the extent where it glows. It is stronger and more resilient than even the adult bloodworm.

 SKILLS: Brawl 1, Coordination 1, Perception 1.  TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against this target once), Enduring 1 (increase Soak Rating by 1), Expert Tracker 1 (remove b from tracking. Tracking take 50% less time).  ABILITIES: Burrow (may take a Maneuver to burrow underground, gaining total cover and concealment from all attackers. While burrowed, the glowing bloodworm may spend additional Maneuvers to move while underground. Burrow can be performed on any natural surface except solid rock, and on concrete. While burrowing, all Perception checks to spot a glowing bloodworm is upgraded twice), Rad Immunity (glowing bloodworms are immune to Radiation damage).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 5; Critical 4; Ranged [Engaged]; Rad 2).

BRAHMIN

Brahmin have the appearance of a pre-War cow, but are distinguished by their abnormally large udders and two grotesque heads. They also have eight stomachs, but otherwise do not differ significantly from their pre-War ancestors. Brahmin  SKILLS (GROUP ONLY): Coordination 1. bulls, although not seen in any game to date, are  TALENTS: None.  ABILITIES: Burrow (may take a Maneuver to burrow said to have four testicles. Much preferred beasts of burden that are utilized underground, gaining total cover and concealment by wastelanders all across post-War America, from all attackers. While burrowed, the bloodworm

ADVERSARIES

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GENESYS brahmin are typically used by caravans, independent traders and those simply looking to start a new life. Brahmin are also used as cattle and food such as their ancestor, the cow. They, as said above, are also used as transportation and to haul heavy loads that could not be otherwise carried. It is likely that brahmin developed from certain pre-War bovine species. Radiation from nuclear fallout has caused multiple genetic mutations, such as the growth of several disfigured horns, disfiguration of the skin, udders and most notably the growth of a second head. Brahmin are the mutated descendants of pre-War cattle. Through their mutation, they've attained a second head, abnormal growths, eight stomach compartments and two hearts; twice as many as normal cows. Brahmin bulls have four testicles, and the udders of female brahmin have increased in size. They are of a toasted brown/orange color, and attack by head-butting or trying to gore someone with their horns. Brahmin meat is delicious - if only when compared to other post-apocalyptic food. Brahmin are a source of milk. It has even been said that brahmin milk may help cure radiation sickness. Occasionally, a brahmin is born with a single head - essentially, a regular cow. Ironically, these singleheaded brahmin are considered to be "mutated". Brahmin also come in a non-domsticated variety. These wild brahmin are undomesticated creatures, who roam the large steppes of in large herds.

BRAHMIN [MINION] The brahmin is often found in company with a trader transporting goods and are very commonly seen in settlements. This is a standard, docile variant of the brahmin. There is also wild brahmin found throughout the Wasteland (which use the same statistics, essentially). Occassionally mad brahmin are encountered. These are infected with a disease that not only makes their meat dangerous to eat, but also drives the brahmin to go crazy and attack anything on sight, even creatures bigger than itself.

 SKILLS (GROUP ONLY): None.

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 TALENTS: Rad Resistant 2 (all brahmin gain bb to resist all types of external Radiation sources).  ABILITIES: Beast of Burden 12 (brahmin of any kind add 12 to their Encumbrance threshold).  SILHOUETTE: 2.  EQUIPMENT: Trample (Brawl; Damage 5; Critical 5; Range [Engaged]; Knockdown), Gore (Brawl; Damage 4; Critical 4; Range [Engaged]; Pierce 1).

CAT Before the Great War, domestic cats were one of the most popular household pets owned by humans. They were known for their companionship and for their ability to hunt vermin, such as rodents, snakes, scorpions, and other household pests. Cats survived the nuclear holocaust, but were hunted down by the post-War survivors for their meat and fur. This does not mean, however, that cats are extinct. Several specimens have been spotted around the wastelands, particularly in the Commonwealth. Like before the war, cats are usually found in human settlements or wherever people are living. Cats were experimented with by the scientists at Mariposa Military Base and Vault 87. The cats were thrown into the FEV vats with humans, dogs and other animals, creating centaurs. The Institute was also known to experiment with cats, as evidenced by the fact that many dead house cats can be found in their FEV labs at their headquarters.

CAT [MINION] Small, four-legged felines that meow and purr, and tend to chase after small rodents and birds. Cats have a tail, pointy ears and whiskers. There are many different breeds of cats found across the United States, some are docile and friendly towards humans, but most are feral, wild cats. Cats come in many different color variations, some even doesn't have fur.

 SKILLS (GROUP ONLY): Coordination 1, Peception 1, Stealth 1.  TALENTS: None.

ADVERSARIES

Fallout  ABILITIES: Keen Senses (ignore bb on Perception aggressive. checks), Night Vision (a cat does not suffer penalties for no light conditions).  SILHOUETTE: 0.  EQUIPMENT: Bite/Claw (Brawl; Damage 4; Critical 5; Range [Engaged]).  SKILLS: Athletics 3, Brawl 2, Perception 2, Stealth 1, Survival 1.  TALENTS: Defensive 1 (increase Defense Rating by 1), Cave crickets kept a relatively similar Enduring 1 (increase Soak Rating appearance to their pre-War ancestors, as by 1), Jump Up (stand up from they still show characteristics peculiar to seated or prone position as their family, such Incidental). as long posterior legs  ABILITIES: Rad Immunity and antennae, but as many (glowing cave crickets are immune other animal species, they to Radiation damage). still weren't left unaffected  SILHOUETTE: 0. by the nuclear  EQUIPMENT: Bite (Brawl; Damage 5; Critical 4; fallout that followed the Ranged [Engaged]; Pierce 1, Vicious 1). Great War. Cave crickets are now much larger and have overgrown sharp mandibles, but the main feature that distinguish them from their unmutated predecessors Extremely radioactive cave crickets. They is the huge, single, frontal horn they can now use to live in more polluted areas. They are the stab or even impale their prey. Cave crickets are strongest variant of cave cricket. usually seen wandering in groups of three to four individuals in the dry plains. Cave crickets are hostile upon seeing targets. They hop towards their enemy and use their strong jaws to attack. Cave crickets require both sets of legs intact in order to jump. Having even one set of legs  SKILLS: Athletics 2, Brawl 2, Stealth 1, Vigilance 1. crippled will drastically reduce their movement  TALENTS: Adversary 1 (upgrade all combat checks speed. against this target once), Defensive 1 (increase Defense Rating by 1), Enduring 2 (increase Soak Rating by 2), Iron Body 1 (remove b from Coordination and Resilience, reduce Critical Rating Ordinary kind of cave crickets. value on Brawl skill checks by 1), Jump Up (stand up from seated or prone position as incidental).  ABILITIES: Rad Immunity (glowing cave crickets are immune to Radiation damage).  SILHOUETTE: 0.  SKILLS (GROUP ONLY): Coordination 1, Perception  EQUIPMENT: Bite (Brawl; Damage 6; Critical 2; Ranged [Engaged]; Pierce 1, Rad 2). 2.

CAVE CRICKET

GLOWING CAVE CRICKET [RIVAL]

CAVE CRICKET [MINION]

 TALENTS: Defensive 1 (increase Defense Rating by 1), Enduring 1 (increase Soak Rating by 1).  ABILITIES: Rad Immunity (cave crickets are immune to Radiation damage).  SILHOUETTE: 0.  EQUIPMENT: Horn (Brawl; Damage 4; Critical 4; Ranged [Engaged]; Pierce 1).

CAZADOR

Cazadores are giant tarantula hawk spider wasps created by Doctor Borous in the Z-14 Pepsinae DNA splicing lab of the Big MT. They eventually escaped to the Mojave Wasteland and Zion Canyon sometime after the Great War. Cazadores have distinctive amber-orange wings, a blue-black carapace, and blood-red eyes. They have This variant has dark colors, ranging in deep brown a quick and rather erratic flight pattern, making them to jet black, and is faster, stronger and more difficult to hit without assistance. They are most

CAVE CRICKET HUNTER [RIVAL]

ADVERSARIES

366

GENESYS often encountered in swarms of four or more, with the occasional strays flying the outlying area. Their venomous attacks can lead to a quick death if they succeed in poisoning their target. The spikes on their back rise and fall, both when idle and when attacking. Cazadores are more common in mountainous regions of the Mojave Wasteland although some swarms can be found near lakes in lower areas. They chew wood fiber and mold it into a paper pulp in order to create large basket-shaped nests that are located in difficult to reach locations.

GIANT CAZADOR [NEMESIS] They are often found in groups of two or three, but it is not uncommon to see giant cazadores amongst groups of other sized cazadores. As their name implies, they are much larger than a normal cazador.

 SKILLS: Brawl 3, Cool 1, Perception 2, Vigilance 1.  TALENTS: Adversary 2 (upgrade all combat checks against this target twice), Defensive 1 (increase the Defense Rating by 1), Enduring 2 (increase Soak Rating by 2), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents), Quick Strike 3 (add bbb to any combat check against any target that has not yet acted in the current encounter). ABILITIES: Cazador Poison (upon a successful Cazadores are large with distinctive orange wings, combat check with aa, the giant cazador injects a blue-black carapace, blood-red eyes, a spiky upper its target with a poison. The victim is allowed a Daunting (dddd) Resilience check to avoid the abdomen, a fast flight speed and a rather erratic effects of the poison. If the Resilience check fails, flight pattern. Cazadores are common in mountainous regions in the Wasteland and often fly the victim suffers 6 ponts of unsoakable Strain in groups of two to five. damage, and also suffers an automatic t and f on all skill checks for the remainder of the encounter, the effects of the poison stack), Flyer (giant cazadores can fly (see page 100 of the GENESYS core rulebook).  SILHOUETTE: 3.  SKILLS: Brawl 2, Perception 1, Vigilance 1.  EQUIPMENT: Stinger (Brawl; Damage 10; Critical 4;  TALENTS: Adversary 1 (upgrade all combat checks Range [Engaged]; Disorient 2, Piece 2, Poison). against this target once), Defensive 1 (increase the Defense Rating by 1), Enduring 1 (increase Soak Rating by 1), Quick Strike 2 (add bb to any combat Young cazadores are often found near other check against any target that has not yet acted in cazadores in mountainous regions. Young the current encounter). cazadores are identical in appearance to regular  ABILITIES: Cazador Poison (upon a successful cazadores but are about three-quarters to half the combat check with aa, the cazador injects its size. Though their poison is weaker than that of target with a poison. The victim is allowed a Hard adults, their small size makes them more agile and (ddd) Resilience check to avoid the effects of the difficult to hit than mature cazadores. poison. If the Resilience check fails, the victim They can also prove to be quite a hassle due to suffers 3 points of unsoakable Strain damage, but their tendency to swarm. Entire groups will swarm also suffers an automatic f on all skill checks for their target in an attempt to overwhelm it via the remainder of the encounter, the effects of the numerical strength. poison stack), Flyer (cazadores can fly (see page 100 of the GENESYS core rulebook).  SILHOUETTE: 2.  EQUIPMENT: Stinger (Brawl, Damage 7, Critical 3; Range [Engaged]; Disorient 1, Pierce 1, Poison).

CAZADOR [RIVAL]

YOUNG CAZADOR [RIVAL]

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ADVERSARIES

Fallout  SKILLS: Brawl 1, Perception 1.  TALENTS: Defensive 2 (increase the Defense Rating by 2), Quick Strike 1 (add b to any combat check against any target that has not yet acted in the current encounter). ABILITIES: Cazador Poison (upon a successful combat check with aa, the young cazador injects its target with a poison. The victim is allowed a Average (dd) Resilience check to avoid the effects of the poison. If the Resilience check fails, the victim suffers automatic t on all skill checks for the remainder of the encounter, the effects of the poison stack), Flyer (young cazadores can fly (see page 100 of the GENESYS core rulebook).  SILHOUETTE: 1.  EQUIPMENT: Stinger (Brawl; Damage 5; Critical 4; Range [Engaged]; Pierce 1, Poison).

radiation damage. Individual centaurs only pose a minor threat, but as a rule of thumb, centaurs rarely travel alone and are usually found with other centaur variants or super mutants. All centaurs are hostile to the Wasteland's travelers, and when encountered will "spit" slow-moving projectiles at them in high arcs. Centaurs of all known varieties are not harmed by radiation, but seem drawn to it, as they are often found in heavily irradiated environments.

CENTAUR [RIVAL] The most common variant found in the Wasteland, the centaur on its own can prove very little threat due to its slow speed. However, being the more commonly found variant, it is not often encountered on its own.

CENTAUR In Greek mythology, centaurs were creatures that were typically half-human, half-horse. The human part would end at the bottom of the torso, where the hindquarters of a horse would begin. Centaurs encountered in New California and the Mojave Wasteland were created by the Master. The creation process involved tossing a varied mix of humans, dogs, cats and other types of animals into a Forced Evolutionary Virus (FEV) vat to be infected by the virus, and then seeing what mutant chimera emerged as the virus produced rapid and unpredictable mutations. The resulting centaurs can differ quite radically in physical appearance from one another. However, all known centaurs are somewhat humanoid in appearance. Centaurs encountered on the east coast, like their western counterparts, these centaurs were created by infection with the FEV along with the super mutants. Their birthplace, like the super mutants, is Vault 87. Unlike its two-headed cousins in New California, in the “ordinary” type of centaur only the human-like head and torso remain, and the spines on the back are replaced by 3 long, tentacle-like tongues. This variant of centaur also has a ranged attack: a higharcing, slow-moving saliva projectile that carries lethal doses of radiation. Strangely, it is also capable of igniting lingering gas vapors as well. In close quarters, it utilizes its tongue to whip at any intruders. Though it doesn't cause much physical damage, it inflicts a notable amount of

ADVERSARIES

 Skill: Brawl 1, Cool 1, Ranged [Light] 1, Survival 1.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Durable 1 (reduce the result of all Critical Injuries by -10, to a minimum of 1), Enduring 1 (increase Soak Rating by 1), Feral Strength 1 (adds +1 damage to one hit of all successful Brawl and Melee checks).  ABILITIES: Rad Immunity (centaurs are immune to Radiation damage).  SILHOUETTE: 1.  EQUIPMENT: Slam (Brawl; Damage 4; Critical 4; Range [Engaged]; Vicious 1), Radioactive Spit (Ranged [Light]; Damage None; Range [Short]; Disorient 1, Rad 2).

EVOLVED CENTAUR [NEMESIS] These centaurs are a bigger and stronger variant of centaur. Having been exposed to much more radiation than regular centaurs, they have significantly more muscle mass as well as thick clusters of tumors growing from their backs.

 Skill: Brawl 3, Cool 1, Ranged [Light] 3, Survival 1, Vigilance 1.  TALENTS: Adversary 2 (upgrade all combat checks against this target twice), Defensive 1 (increase

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GENESYS Defense Rating by 1), Durable 3 (reduce the result of all Critical Injuries by -30, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Feral Strength 3 (adds +3 damage to one hit of all successful Brawl and Melee checks), Iron Body 1 (remove b from Coordination and Resilience checks. The Critical Rating of the centaur's unarmed attacks is reduced by 1).  ABILITIES: Rad Immunity (evolved centaurs are immune to Radiation damage).  SILHOUETTE: 1.  EQUIPMENT: Slam (Brawl; Damage 5; Critical 3; Range [Engaged]; Vicious 2), Radioactive Spit (Ranged [Light]; Damage None; Range [Medium]; Disorient 2, Rad 4).

TWO-HEADED CENTAUR [NEMESIS] Physically, these centaurs are around the size of a bear, with a large, misshapen torso and six humanoid arms that serve as legs. A cluster of wriggling fleshy tentacles bloom out from their underside, scrabbling at the ground around them. Branching from their front halves are a pair of long, thick necks, with a canine head on the right and a humanoid one on the left. The canine head has a thick metal collar around its neck, adorned with spikes, not unlike an ordinary dog collar. The two heads are seemingly aware that they are separate creatures, as the dog head can be seen trying to gnaw on the humanoid head. So far, the two-headed centaurs have only been encountered on the West Coast, in New California.

 Skill: Brawl 2, Cool 1, Ranged [Light] 2, Survival 1, Vigilance 2.  TALENTS: Adversary 2 (upgrade all combat checks against this target twice), Durable 2 (reduce the result of all Critical Injuries by -20, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Feral Strength 2 (adds +2 damage to one hit of all successful Brawl and Melee checks), Iron Body 2 (remove bb from Coordination and Resilience checks. The Critical Rating of the centaur's unarmed attacks is reduced by 2).  ABILITIES: Rad Immunity (two-headed centaurs are immune to Radiation damage), Two Heads (a two-headed centaur can make one additional free Maneuver per turn, but no more than two Maneuvers total), Watchful (any effect that blinds, Disorients, knocks out, or Staggers a two-headed centaur only takes effect if both heads are affected, effectively

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having to effect two individual creatures simultaneously).  SILHOUETTE: 2.  EQUIPMENT: Slam (Brawl; Damage 6; Critical 2; Range [Engaged]; Defensive 1, Vicious 2), Radioactive Spit (Ranged [Light]; Damage None; Range [Short]; Disorient 2, Rad 3).

COYOTE Similar to dogs, coyotes do not appear to have been visibly altered after the Great War, possibly due to sheltering from radiation. Coyotes are usually found in packs of up to three or four in the more desolate areas of the Wasteland, especially in caves and caverns. They are slightly stronger than dogs. Coyotes almost always travel in packs like their wolf cousins. They have sharp teeth and will frequently knock a target over, in which they will then attack the head of their prey.

ALPHA MALE COYOTE [RIVAL] Coyote pack alphas watch over the pack and protect them from dangers that may come their way. They are the strongest and most durable variant of coyote.

 SKILLS: Athletics 2, Brawl 2, Perception 2, Vigilance 1.  TALENTS: Swift (the alpha male coyote does not suffer penalties for moving through difficult terrain (and may move through difficult terrain at normal speed without spending additional Maneuvers)).  ABILITIES: Keen Senses (ignore bb on Perception checks), Pack Tactics (when using the assist Maneuver, alpha male coyotes add bb instead of b).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 6; Critical 3; Range [Engaged]; Vicious 1).

COYOTE [MINION] Regular coyotes are the most common of the coyote family. They can be found in almost every corner of the Wasteland.

ADVERSARIES

Fallout  SKILLS (GROUP ONLY): Athletics 1, Brawl 1, Perception 1.  TALENTS: None.  ABILITIES: Keen Senses (ignore bb on Perception checks), Pack Tactics (when using the assist Maneuver, coyotes add bb instead of b).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 5; Critical 3; Range [Engaged]; Vicious 1).

 EQUIPMENT: Bite (Brawl; Damage 6; Critical 3; Range [Engaged]; Vicious 1).

DEATHCLAW

Originally created before the Great War by the government to replace human troops in battle, deathclaws were derived from mixed animal stock, primarily from the very common Jackson Chameleon. They were then refined by the Master, using genetic manipulation The offspring of a coyote. They are smaller and and the Forced weaker than normal coyotes, on par with radroaches Evolutionary Virus. The in terms of durability, and are rarely a hassle even resulting creature is for low-level characters, however, they generally incredibly fast and powerful. stay close to their den mother who is a much Around 2161, deathclaws were still larger threat. If the player character gets too considered mysterious and legendary close they will attack along with their parents. creatures to many. They could originally only be found in the Boneyard at the warehouse, living with their mother. Later, as the deathclaw population grew and began to spread across the continent, the deathclaws stopped being perceived as legendary beasts, and started to be seen just as another  SKILLS (GROUP ONLY): Athletics 1. dangerous creature.  TALENTS: None. Deathclaws have a hunchbacked, bipedal reptilian  ABILITIES: Keen Senses (ignore bb on Perception build with long humanoid arms. They stand roughly checks), Pack Tactics (when using the assist nine to ten feet tall, with a thick and resilient hide, Maneuver, coyotes add bb instead of b). powerful muscles, and twelve-inch-long, razor SILHOUETTE: 0. sharp claws that can kill almost any other creature  EQUIPMENT: Bite (Brawl; Damage 4; Critical 4; in only a few swipes; hence their name. They have Range [Engaged]). an excellent sense of smell and hearing, though their eyesight is poor. Their build gives them incredible speed, agility and strength in close combat, making Den mothers stay back to look after the pups while them an extreme threat. Though they were originally the others are off hunting. They are slightly stronger mutated chameleons, most have lost the ability to and more durable than normal coyotes. If any change color with their moods. danger comes, they will protect their pups with their Deathclaws are very aggressive, territorial, and lives. carnivorous. They typically live in small packs of around eight to twenty members led by an alpha male, who is the only one allowed to mate with the females. Deathclaws are oviparous, with the eggs typically laid in dark, sheltered locations and fiercely guarded by their mother. Young deathclaws reach  SKILLS: Athletics 2, Brawl 1, Perception 1, maturity under the care of their parents, following Vigilance 2. them closely until they are old enough to fend for  TALENTS: None. themselves.  ABILITIES: Keen Senses (ignore bb on Perception Although they do not have vocal cords, they can checks), Pack Tactics (when using the assist growl and shout, and some seem to be able to mimic Maneuver, coyote den mothers add bb instead of human speech much the same as a parrot does. b). However, normal deathclaws aren't intelligent  SILHOUETTE: 0. enough to be capable of real speech.

COYOTE PUP [MINION]

DEN MOTHER COYOTE [RIVAL]

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GENESYS Interestingly, deathclaws do not sharpen their claws on nearby objects, instead preferring their own nails to do the sharpening. Deathclaws will commonly attack with both claws, or a claw and bite attack. Use the standard rules for two-weapon fighting when doing so.

ALPHA MALE DEATHCLAW [NEMESIS] The deathclaw alpha male is similar to the standard deathclaw in appearance, but with darker skin. They are much faster and twice as strong as a regular deathclaw. They travel in packs with other deathclaws.

 SKILLS: Brawl 4, Perception 2, Resilience 3, Survival 1, Vigilance 2.  TALENTS: Adversary 3 (upgrade all combat checks against this target three times), Defensive 2 (increase Defense Rating by 2), Durable 3 (reduce the result of all Critical Injuries against this target by -30, to a minimum of 1), Enduring 3 (increase Soak Rating by 3), Frenzied Attack 1 (when making a Brawl combat check, the alpha male deathclaw may suffer 1 Strain, then upgrade the ability of its combat check once), Knockdown (may use x on combat checks to knock a target prone), Lethal Blows 2 (+20% to any Critical Injury rolls made against opponents), Sweep Attack (the alpha male deathclaw can spend x on a successful Brawl check to hit the target as well as anyone Engaged with the target), Terrifying (characters must make a Daunting (dddd) Discipline check upon first sight of an alpha male deathclaw or having to increase the difficulty of all skill checks once until the end of the encounter).  ABILITIES: Keen Senses (ignore bb on Perception checks), Rad Immunity (alpha male deathclaws are immune to Radiation damage), Terrifying (characters must make a Daunting (dddd) Discipline check upon first sight of a deathclaw or having to upgrade the difficulty of all skill checks once until the end of the encounter).  SILHOUETTE: 2.

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 EQUIPMENT: Claw (Brawl; Damage 12, Critical 3; Range [Engaged]; Disorient 1, Pierce 3, Vicious 3), Bite (Brawl; Damage 10; Critical 2; Range [Engaged]; Ensnare 1, Pierce 2, Vicious 2).

DEATHCLAW [NEMESIS] They are strong, agile predators that will attack a wanderer on sight. Their long, sharp claws are capable of inflicting great, oftentimes deadly amounts of damage (hence their name).

 SKILLS: Brawl 3, Perception 2, Resilience 2, Vigilance 2.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Enduring 2 (increase Soak Rating by 2), Knockdown (may use x on combat checks to knock a target prone), Durable 2 (reduce the result of Critical Injuries by the target by -20, to a minimum of 1), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents).  ABILITIES: Keen Senses (ignore bb on Perception checks), Rad Immunity (deathclaws are immune to Radiation damage), Sweep Attack (the alpha male deathclaw can spend x on a successful Brawl check to hit the target as well as anyone Engaged with the target), Terrifying (characters must make a Hard (ddd) Discipline check upon first sight of a deathclaw or having to increase the difficulty of all skill checks once until the end of the encounter).  SILHOUETTE: 2.  EQUIPMENT: Claw (Brawl; Damage 8, Critical 3; Range [Engaged]; Pierce 3, Vicious 2), Bite (Brawl; Damage 6; Critical 4; Range [Engaged]; Ensnare 1, Pierce 2, Vicious 1).

MOTHER DEATHCLAW [NEMESIS] Matriarchs of the deathclaw broods and mates to alpha males, deathclaw mothers are second only to the legendary deathclaw in ferocious might and can run faster than the alpha males, though they do slightly less damage and have slightly less health. Deathclaw mothers are taller and heavier-built than regular deathclaws, with greenish-blue skin, a thick dewlap, long backwards-sweeping horns, short back-spikes, and a long tail ending in six sharp

ADVERSARIES

Fallout spines similar to a stegosaurus. They lay their eggs in dark, secluded holes, and protect them fiercely. If anything attacks or even kills one of their babies, deathclaw mothers will go into a blind rage, killing everything in sight that isn't a deathclaw.

 SKILLS: Brawl 4, Perception 2, Resilience 3, Survival 1, Vigilance 2.  TALENTS: Adversary 3 (upgrade all combat checks against this target three times), Defensive 2 (increase Defense Rating by 2), Durable (reduce the result of all Critical Injuries against this target by -30, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Frenzied Attack 1 (when making a Brawl combat check, the mother deathclaw may suffer 1 Strain, then upgrade the ability of its combat check once), Knockdown (may use x on combat checks to knock a target prone), Lethal Blows 2 (+20% to any Critical Injury rolls made against opponents), Sweep Attack (the alpha male deathclaw can spend x on a successful Brawl check to hit the target as well as anyone Engaged with the target), Terrifying (characters must make a Daunting (dddd) Discipline check upon first sight of a mother deathclaw or having to increase the difficulty of all skill checks once until the end of the encounter).  ABILITIES: Keen Senses (ignore bb on Perception checks), Rad Immunity (mother deathclaws are immune to Radiation damage), Terrifying (characters must make a Daunting (dddd) Discipline check upon first sight of a deathclaw or having to upgrade the difficulty of all skill checks once until the end of the encounter).  SILHOUETTE: 2.  EQUIPMENT: Claw (Brawl; Damage 10, Critical 3; Range [Engaged]; Disorient 1, Pierce 3, Vicious 3), Bite (Brawl; Damage 8; Critical 2; Range [Engaged]; Ensnare 1, Pierce 2, Vicious 2).

YOUNG DEATHCLAW [NEMESIS]

 SKILLS: Brawl 1, Perception 1, Resilience 1, Vigilance 1.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Durable 1 (reduce the result of Critical Injuries against this target by -10, to a minimum of 1), Enduring 1 (increase Soak Rating by 1), Knockdown (may use x on combat checks to knock a target prone).  ABILITIES: Keen Senses (ignore bb on Perception checks), Rad Immunity (young deathclaws are immune to Radiation damage), Terrifying (characters must make a Average (dd) Discipline check upon first sight of a deathclaw or suffer b on all skill checks until the end of the encounter).  SILHOUETTE: 1.  EQUIPMENT: Claw (Brawl; Damage 6, Critical 3; Range [Engaged]; Pierce 3, Vicious 2), Bite (Brawl; Damage 4; Critical 4; Range [Engaged]; Ensnare 1, Pierce 2, Vicious 1).

DOG Some dogs have remained domesticated pets, but many more have turned feral and hunt the dusty wasteland in packs. The dogs that survived the Great War are a larger, and tougher, breed - now almost wolf-sized. Most commonly seen as feral beasts that plague the wastes and kill livestock, they are necessary for many struggling wastelanders. There is also the rare cases of domestic breeds that act as companions towards their human counterparts. Humans are the only species known to truly tame and domesticate these canines. Although other types of sub/meta-humans show an interest in doing the same, dogs of all types, including feral dogs, are well-known to attack or flee from them on sight. They are fiercely loyal to their owners. Before the war many of them had fur, but now many of them have lost it and have begun to look pink. Some mongrels will attack on sight but can be pacified. Through the 200 years since the Great War, dogs have remained relatively unaltered by radiation.

DOMESTICATED DOG [MINION]

These immature deathclaws are about the size of a human. Their horns are not fully grown and their Regular dogs with standard statistics and skin is much lighter than grown deathclaws. This characteristics but no special attributes. Large dogs makes them easy to pick out among regular don't differ much, aside from being stronger than the deathclaws. basic variety. The domesticated dogs found across the Wasteland come in a wide variety of different species, although they game mechanically share the same statistics as presented in this particular entry, for easy referencing.

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372

GENESYS

 SKILLS (GROUP ONLY): Athletics 1, Perception 1, Survival 1.  TALENTS: Expert Tracker 2 (domesticated dogs remove bb from checks to find or follow tracks. Survival checks made to track targets take 50% normal time).  ABILITIES: Pack Tactics (when using the assist Maneuver, domesticated dogs add bb instead of b).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 4; Critical 3; Range [Engaged]).

MONGREL [MINION] The appearance of mongrels is drastically different to that of other Commonwealth dogs and FEV-exposed hounds. The adverse effects of radiation has given mongrels a withered skeletal appearance and almost total hair loss. Their frequent location near places where dogs would have lived before the War suggests that at least some mongrels are actually pre-War canines that underwent ghoulification.

 SKILLS (GROUP ONLY): Athletics 1, Brawl 1, Perception 1, Survival 2.  TALENTS: Expert Tracker 2 (mongrels remove bb from checks to find or follow tracks. Survival checks made to track targets take 50% normal time)..  ABILITIES: Pack Tactics (when using the assist Maneuver, mongrels add bb instead of b).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 5; Critical 3; Range [Engaged]).

MUTANT HOUND [RIVAL] Mutant hounds or FEV hounds are creatures found in the Commonwealth. These are dogs that have undergone major mutation from being exposed to the Forced

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Evolutionary Virus. Usually they are accompanying super mutants. They may have been created in the FEV lab of the Institute, along with the rest of the super mutants that are seen throughout the Commonwealth. Mutant hounds are usually several times bigger than normal stray dogs and mongrels. The modification imposed on their bodies by the Forced Evolutionary Virus is similar to the one the super mutants went through: increase of muscle mass, depigmentation of the skin to a greenish color and complete loss of body hair. They are approximately 3 feet tall at the shoulder, and 5 feet long. Their intelligence seems to be affected too in the same way that a super mutant's is from the FEV. They appear not to be linked to the Master in any way, as he was evolving only humans for his army. Super mutants seem to understand mutant hounds like no other in the Commonwealth. Their vocal cords have evolved to create a very deep and low howl that they use to alert their nearby brethren.

 SKILLS: Athletics 1, Brawl 2, Perception 1, Resilience 2, Survival 1, Vigilance 1.  TALENTS: Enduring 1 (increase Soak Rating by 1), Expert Tracker 2 (mutant hounds remove bb from checks to find or follow tracks. Survival checks made to track targets take 50% normal time).  ABILITIES: Pack Tactics (when using the assist Maneuver, mutant hounds add bb instead of b), Rad Immunity (mutant hounds are immune to Radiation damage).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 7; Critical 3; Range [Engaged]; Rad 1, Vicious 1).

WILD DOG [MINION] Wild dogs and large wild dogs can be found throughout the Wasteland, living at safe distances from the “civilization” of settlements. They are rarely hostile at first sight and will only attack if anything gets too close, or if first provoked by

ADVERSARIES

Fallout attacking them or one of their pack.

 SKILLS (GROUP ONLY): Athletics 1, Brawl 1, Perception 1, Survival 1.  TALENTS: Expert Tracker 2 (wild dogs remove bb from checks to find or follow tracks. Survival checks made to track targets take 50% normal time)..  ABILITIES: Pack Tactics (when using the assist Maneuver, wild dogs add bb instead of b).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 5; Critical 3; Range [Engaged]).

FLOATER Floaters are mutant creatures that likely originated from the FEV-infected flatworms mentioned in the FEV experiment disk. Later, they were further enhanced by the Master's experiments. Floaters hover through the air by manufacturing and storing noxious gases in their flotation bladders. The gasses that allow them to float are also highly flammable, which makes them incredibly vulnerable to fire, but the insulative properties of the gas prevents electrical attacks from harming them. While they are not very intelligent, they move fast and can be difficult to kill, especially if a group of them manages to surround anyone unwary. Their body parts have unique names such as “anglions,” “ovipositors,” “fore mouths,” and “float sacs.”

FLOATER [RIVAL] Floaters are durable creatures, and move very quickly due to their unique ability to hover. They often travel in groups with super mutants and centaurs, and can pose a great threat to anyone unprepared for combat.

ADVERSARIES

 SKILLS: Athletics 1, Brawl 1, Coordination 1, Stealth 2, Vigilance 1.  TALENTS: Defensive 1 (increase Defense Rating by 1).  ABILITIES: Gas Bladder (the gas used for floating renders a floater susceptible to fire attacks. Any weapon with Burn quality inflict an additional 1 point of Wound damage to a floater per a spent on the combat check), Hover (a floater does not suffer pentalties for moving through difficult terrain (it moves through difficult terrains at normal speed without spending additional Maneuvers)), Resiliency (floaters are immune to Strain damage from all sources).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 6; Critical 2; Range [Engaged]; Pierce 1).

FOG CRAWLER Fog crawlers are predatory shrimp-like creatures which live at large bodies of water. Fog Crawlers are a highly mutated version of the Mantis Shrimp. The different types of tail 'fans' on different types of fog crawlers could determine their gender as crayfish carry eggs under the tails or as courtship during mating to avoid injury. The existence of the smaller legs (swimmerets) on the underside of the fog crawler are evidence that it is (or was) an aquatic crustacean. It should also be noted that the chelipeds eventually fused with the arms, creating two large dagger-like appendages (chelipeds are the crusher-claws of a shrimp, similar to a crab's pincer). It seems that at some point the creature's head had evolved to become separate from the main carapace, as well as morphed into a kind of arrowhead shape for unknown reasons, possibly to be used for attacking. They seem to have eight eyes, four in a straight line on each side of the head, with the third from the left being the largest. They also seem to lack any sort of visible mouth. These creatures are remarkably tough, fast, and quite agile considering their size. In terms of height, the average deathclaw stands just shy of a fog crawler.

FOG CRAWLER [RIVAL] Fog crawlers are still a force to be reckoned with and should not be approached without proper equipment. Their high resistances require powerful weaponry to overcome; shot guns or rifles with high damage output should be prioritized over rapid-fire armaments in order to have a better chance at

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GENESYS punching through the crawler's heavy armor.

 SKILLS: Brawl 2, Perception 1, Vigilance 1.  TALENTS: Defensive 1 (increase Defense Rating by 1), Dodge 1 (when targeted by a combat check, the fog crawler may suffer 1 Strain and upgrade the combat check once), Enduring 2 (increase Soak Rating by 2), Uncanny Senses 1 (add b to Perception checks).  ABILITIES: Amphibious (fog crawlers can breathe underwater and never suffers movement pentalties while moving through water), Poison Immunity (fog crawlers are immune to all types of poisons, toxins and venoms), Rad Immunity (fog crawlers are immune to Radiation damage).  SILHOUETTE: 2.  EQUIPMENT: Hook (Brawl; Damage 6; Critical 4; Range [Engaged]; Pierce 2, Sunder, Vicious 1).

water), Poison Immunity (glowing fog crawlers are immune to all types of poisons, toxins, and venoms), Rad Immunity (glowing fog crawlers are immune to Radiation damage).  SILHOUETTE: 2.  EQUIPMENT: Hook (Brawl; Damage 7; Critical 4; Range [Engaged]; Pierce 2, Rad 2, Sunder, Vicious 1).

GATORCLAW They were created using a combination of alligator and Jackson's chameleon genetic material, along with brain cells from a super mutant. The gatorclaw is close in name and appearance to the deathclaw. Identical in posture and general anatomy to a deathclaw, gatorclaws have minor external traits that reflect their alligator genetics. They have an elongated, sock-like head and no horns. Their back and tail are protected by heavy platelike scutes, lined on either side by dull spikes. Their claws are very short and more robust than their untampered counterparts. Their skin is a dull forest green, contrasting sharply with their pale greyish underbellies. They can sometimes be seen lying flat in the same manner that alligators do.

GATORCLAW [RIVAL] The most common and weakest variety of the gatorclaw. The gatorclaw shares strong resemblance to the deathclaw.

GLOWING FOG CRAWLER [NEMESIS] A step up from the basic variant, glowing fog crawlers boast increased resistances and hit harder, especially since their strikes deal additional Radiation damage.

 SKILLS: Brawl 3, Discipline 2, Perception 1, Vigilance 2.  TALENTS: Adversary 2 (upgrade the difficulty of all combat checks against this target twice), Dodge 2 (when targeted by a combat check, the glowing fog crawler may suffer 2 Strain and upgrade the combat check twice), Enduring 2 (increase Soak Rating by 2), Uncanny Senses 2 (add bb to Perception checks).  ABILITIES: Amphibious (glowing fog crawlers can breathe underwater and never suffers movement pentalties while moving through

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 SKILLS: Athletics 1, Brawl 2, Survival 1.  TALENTS: Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 2 (increase Soak Rating by 2).  ABILITIES: Rad Immunity (gatorclaws are immune to Radiation damage).  SILHOUETTE: 1.  EQUIPMENT: Bite/Claw (Brawl; Damage 7; Critical 3; Range [Engaged]; Vicious 2).

GECKO Geckos can be found living across the entire Mojave Wasteland, with many different species calling the local area their breeding

ADVERSARIES

Fallout grounds. They are said to have been stemmed from Fire Root Cavern. Geckos are reptilian in appearance and sport a pair of frills behind their head. Their eyes generally have an orange tint, and their body colors differ greatly based on the individual gecko type. All geckos have five fingers, five toes and have kept their pre-War ability to make chirping sounds in social interactions with each other. Gruff breathing, squeaking and cooing can be heard from time to time in gecko-inhabited areas. Like their pre-War cousins, Geckos lack eyelids and tear-ducts and can often be seen using their elongated tongues to lick at their eyes, clearing away dust and small debris. Most regular geckos are peaceful, unthreatening creatures, but if one gecko is attacked, the rest of the pack in the area will quickly converge on the attacker, charging quickly with their mouths open and rapidly attacking with bites and swipes from their clawed hands. Geckos seem to have no strictly hierarchical social structure, with no apparent leader and everyone seemingly being equal in the pack. Some seem to serve as hunters for the pack. Like deathclaws, they are oviparous, with the eggs typically covered by the father or the mother before the hatching and not laid into a place. Normal geckos and golden geckos have hides that can be turned into all sorts of useful and attractive clothing items. Dresses, jackets and even armor can be constructed from their durable pelts after they've been tanned.

FIRE GECKO [RIVAL] Fire geckos have mottled purple and red hides, and prominent spikes on their backs. In addition to their bite and claw attacks, they have the ability to breathe fire. They can mainly be found in and around mountainous areas and caves.

 SKILLS: Athletics 1, Brawl 1, Perception 1, Ranged [Light] 1, Stealth 2, Vigilance 1.  TALENTS: Durable 1 (reduce the results of all Critical Injuries against this target by -10, to a

ADVERSARIES

minimum of 1).  ABILITIES: Fire Immunity (a fire gecko is immune to the effects of fire and heat), Pounce (if a golden gecko uses a Maneuver for movement and an Action for attacking, it can pounce its opponent. The fire gecko gains an automatic s and a on its bite combat check), Fire Immunity (fire geckos are immune to fire damage).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 5; Critical 4; Range [Engaged]; Pierce 1), Fire Breath (Ranged [Light], Damage 6; Critical 3; Ranged [Short]; Blast 4, Burn 1).

GECKO [MINION] Geckos appear in small to large packs depending the location. They will charge at their prey with their mouths open, and attack by biting and with swipes from their claws.

 SKILLS (GROUP ONLY): Brawl 1, Stealth 1.  TALENTS: None.  ABILITIES: Pounce (if a gecko uses a Maneuver for movement and an Action for attacking, it can pounce its opponent. The gecko gains an automatic s and a on its bite combat check).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 4; Critical 3; Range [Engaged]; Pierce 1).

GOLDEN GECKO [RIVAL] A type of gecko with brilliant golden scales. They can be found around irradiated areas. Golden geckos have been affected by high levels of radiation, leading to their larger size and unique coloration. In addition, exposure to radiation has caused their attacks to inflict significant amounts of radiation damage.

 SKILLS: Athletics 2, Brawl 1, Cool 3, Coordination 2, Perception 2, Stealth 2, Vigilance 3.  TALENTS: Enduring 1 (increase Soak Rating by 1), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents).  ABILITIES: Pounce (if a golden gecko uses a

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GENESYS Maneuver for movement and an Action for attacking, it can pounce its opponent. The golden gecko gains an automatic s and a on its bite combat check), Rad Immunity (golden geckos are immune to Radiation damage).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 6; Critical 3; Range [Engaged]; Pierce 1, Rad 1, Vicious 2).

GREEN GECKO [RIVAL] Green geckos are easily recognized for their brightly green scales. When attacking from a distance, they can spit several far-reaching but slow-moving globs of poisonous saliva, somewhat resembling the radioactive spit attack that centaurs use. Once in contact with an enemy, they will attack like other types of gecko, by biting and clawing. Green geckos are almost always found in packs ranging from two to eight. Green geckos are often found near waterways and bridges.

 SKILLS: Brawl 1, Coordination 2, Perception 2, Ranged [Light] 2, Stealth 2, Vigilance 3.  TALENTS: None.  ABILITIES: Pounce (if a green gecko uses a Maneuver for movement and an Action for attacking, it can pounce its opponent. The green gecko gains an automatic s and a on its bite combat check).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 5; Critical 4; Range [Engaged]; Pierce 1), Radioactive Spit (Ranged [Light]; Damage 5; Range [Short]; Disorient 2, Rad 1).

GHOUL Ghouls or necrotic posthumans, are decrepit, rotting, zombie-like mutants. They are recipients of intense and prolonged radiation sickness which decays their skin, and in some cases their ligaments. Paradoxically, they also have greatly extended overall lifespans and are, allegedly, immune to and even regenerate health from the hazards of background radiation and/or nuclear fallout. It should be noted that regular

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ghouls are not covered in this section, as they fall under the character creation rules, as detailed on page 74.

FERAL GHOUL [MINION] Ghouls are former humans who have become horribly irradiated by the radioactive fallout covering the wasteland from the Great War. Many ghouls are pre-War humans who survived the initial nuclear bombardment during the Great War. Becoming permanently irradiated, they were horribly disfigured and their lifespans were increased virtually indefinitely. In most cases, exposure to radiation in the post-War Commonwealth wastes degenerated their brains, causing them to lose their higher cognitive functions, turning them into mindless, radiation-resistant cannibals. Due to exposure to high levels of radiation, they have lost the ability to reason and will become hostile towards everyone but their own kind. This has caused much discrimination towards sane ghouls.

 SKILLS (GROUP ONLY): Brawl 1, Perception 1.  TALENTS: None.  ABILITIES: Rad Immunity (feral ghouls are immune to radiation damage).  SILHOUETTE: 1.  EQUIPMENT: Claw/Bite (Brawl; Damage 5; Critical 4; Range [Engaged]).

GLOWING ONE [NEMESIS] A highly irradiated version of a feral ghoul, they glow with green light emitting from within, and just being near them causes radiation damage. They can perform an area of effect radiation attack indicated by the raising of their arms which releases radiation around them. This radiation also heals nearby feral ghouls, and glowing ones can even sometimes revive recently killed allies. They are potentially more dangerous than past iterations, especially against unprotected wanderers, due in part to

ADVERSARIES

Fallout their radiation-fueled healing, although their passive radiation radius is smaller and thus they are easier to dispatch without taking any radiation. People have seen on more than one occasion a feral glowing one fighting or being chased by "normal" feral ghouls. Although very rare, it is possible for a glowing one to retain their intelligence and cognitive functions. Sentient glowing ones (non-feral glowing ghouls) are a rare unique variety of sentient ghouls. Unlike their feral counterparts, they are able to keep some forms of consciousness.

 SKILLS: Brawl 2, Coercion 2, Perception 2, Vigilance 1.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Enduring 1 (increase Soak Rating by 1), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents).  ABILITIES: Healed By Radiation (heal a number of Wounds equal to the rating of the Radiation source), Rad Immunity (glowing ones are immune to the harmful effects (damage) of Radiation), Radiation Blast (as an Action a glowing one may expose all living creatures within Short distance to radiation equal to Rad 4. This attack has Slow-Firing 3 quality).  SILHOUETTE: 1.  EQUIPMENT: Claw/Bite (Brawl; Damage 7; Critical 4; Range [Engaged]; Pierce 1, Rad 2, Vicious 1).

GULPER Gulpers are mutated salamander-like creatures, which roam on the irradiated wetlands throughout the Wasteland. They can hang on trees, in order to take their victims by surprise, they can also slide through swamp-like areas, and hide underwater. Infant gulpers are commonly referred to as newts. These younger gulpers have lighter coloration. The lighter coloration makes the newts much easier to spot while hidden, as the light coloration usually clashes with their surroundings.

GLOWING GULPER [RIVAL] These gulpers have been severely mutated by concentrated fog, making them bioluminescent and deal radiation damage with every strike.

ADVERSARIES

 SKILLS: Athletics 2, Brawl 2, Perception 1, Stealth 2, Vigilance 1.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Defensive 1 (increase Defense Rating by 1), Enduring 1 (increase Soak Rating by 1), Swift (the glowing gulper does not suffer pentalties for moving through difficult terrain (it moves through difficult terrains at normal speed without spending additional Maneuvers)).  ABILITIES: Poison Immunity (the glowing gulper is fully immune to all manner of poisons, toxins and venoms), Rad Immunity (glowing gulpers are immune to the damage of Radiation).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 6; Critical 4; Range [Engaged]; Disorient 1, Rad 2, Vicious 1).

GULPER [RIVAL] These gulpers have a dark coloration and are much faster, healthier, and tougher than younger newts. Gulpers are ferociously territorial and protective of their young newts.

 SKILLS: Athletics 2, Brawl 1, Stealth 2.  TALENTS: Defensive 1 (increase Defense Rating by 1), Swift (the gulper does not suffer pentalties for moving through difficult terrain (it moves through difficult terrains at normal speed without spending additional Maneuvers)).  ABILITIES: Gulper Camouflage (in muddy environments the gulper adds bbb to Stealth checks), Poison Immunity (the gulper is fully immune to all manner of poisons, toxins and venoms), Rad Immunity (gulpers are immune to the damage of Radiation).  SILHOUETTE: 1.  EQUIPMENT: Bite (Brawl; Damage 5; Critical 4; Range [Engaged]; Disorient 1, Vicious 1).

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GENESYS

HUMAN, RAIDER Unlike other factions throughout the Wasteland, raiders are not an established organization, but rather a collective term for the countless groups of bandits, thieves, murderers, junkies, sociopaths and psychopaths who dwell in the Commonwealth and its ruins. They have no true "society," living simply by the philosophy that might makes right and killing anyone who gets in their way. Most raider gangs are small, consisting of up to a couple dozen members and make a living scavenging the ruins of Boston, as well as through robbery, extortion and the manufacture/selling of chems. Raiders are notoriously cruel and merciless, shooting any non-raider on sight. Although they are not nearly as powerful as other dangerous groups like the super mutants or Triggermen, they make up for it through scare tactics via their ruthless reputation and their intimidating mannerisms. The bases they build in the ruins are often decorated with graffiti and the mutilated bones and bodies of previous victims, and their outfits and weapons are equally crude and lowtech, built from scrap metal and other junk. Some gangs of raiders have a roughly-established hierarchy: lower-ranking members wear very basic armor and clothing and wield low-tech pipe weapons, while higher-ranking members wear more impressive armor and wield more powerful weapons, such as assault rifles and various heavy weapons, including the Fat Man. Some raider leaders even wear their own power armor. The equipment of the various raider gangs will vary depending on location. For example, the raiders at Dunwich Borers will all equip mining helmets, as opposed to raiders in more generic locations. As such, no standard gear has been included in the

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Equipment section. The GM should make up the individual gear carried to personalize the adversaries.

RAIDER [MINION] A common raider is the weakest of the cannon fodder. Even the greenest of Wasteland wanderers should have little trouble in dispatching several of them. Armed with pipe guns and little health, they tend to survive only a few hits, before succumbing. However, they usually travel with stronger variants and on occasion, a boss.

 SKILLS (GROUP ONLY): Brawl 1, Melee 1, Ranged [Light] 1.  TALENTS: None.  ABILITIES: None.  SILHOUETTE: 1.  EQUIPMENT: By weapon and armor type.

RAIDER BOSS [RIVAL] Raider bosses are unique, named raiders who lead a particular group of raiders and can be found at various specific locations. Some of them are also equipped with better-than-normal equipment, such as power armor.

 SKILLS: Brawl 1, Coercion 2, Leadership 2, Melee 2, Ranged [Light] 2, Streetwise 1, Vigilance 2.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Quick Draw (draw or holster weapon or item as an Incidental).  ABILITIES: Honor Among Raiders (may perform a Maneuver to cause all ranged attacks targeting the raider boss to instead hit one ally or helpless enemy he is Engaged with until the beginning of his next turn).  SILHOUETTE: 1.  EQUIPMENT: By weapon and armor type.

RAIDER PSYCHO [RIVAL] Psychos feared even amongst the other raiders themselves. Raider psychos are melee-dependant chem using raiders that ferociously and fearlessly charge at their enemies and may throw grenades with little regards to their surroundings.

ADVERSARIES

Fallout

 SKILLS: Brawl 1, Cool 1, Melee 2, Resilience 1.  TALENTS: Berserk (once per encounter, the raider psycho adds s and aa to all Melee combat checks. However, opponents add s to all combat checks against the raider psycho. While berserk, cannot make ranged combat checks. At the end of encouter, suffers 6 Strain), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents).  ABILITIES: None.  SILHOUETTE: 1.  EQUIPMENT: By weapon and armor type.

RAIDER SCUM [MINION] Raider scum are little more than raiders with slightly beefed up stats. They usually are armed with pipe weapons and crudely made welded armor, and also leather armor. The armor they equip may also have a few low level upgrades on them.

 SKILLS (GROUP ONLY): Brawl 1, Melee 1, Ranged [Light] 1, Resilience 1.  TALENTS: Quick Strike 1 (add b to any combat check made against any targets that have not yet taken their turn in the current encounter).  ABILITIES: None.  SILHOUETTE: 1.  EQUIPMENT: By weapon and armor type.

RAIDER VETERAN [RIVAL] Raider veterans are battle-hardened warriors. They are among the toughest raiders. These veterans are raiders who have managed to survive the perils of the wasteland for the longest amount of time. Given the dangers associated with the profession, it should come as no surprise that these enemies can pose quite a challenge. Armed with military grade weapons such as combat rifles, assault rifles, and on occasion laser weapons. These enemies are further bolstered by a high health pool and segments of combat armor.

 SKILLS: Brawl 2, Coercion 1, Cool 1, Melee 2, Ranged [Heavy] 2, Ranged [Light] 2, Streetwise 1, Vigilance 1.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Conditioned 1 (remove b from Athletics and Coordination checks. Reduces the Wounds and Strain suffered from falling by 1), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents), Quick Draw (draw or holster weapon or item as an Incidental).  ABILITIES: None.  SILHOUETTE: 1.  EQUIPMENT: By weapon and armor type.

LAKELURK Lakelurks are mutated snapping turtles that live around aquatic areas like Lake Mead. They attack by using shrieking sonic pulse waves to stun enemies, then rip them apart using their claws. They are fiercely territorial and extremely aggressive, attacking almost anything that comes near them or their nests. They are usually found in small groups of two to three, though can occasionally be found in larger groups comprised of around five to eight. They have a high Perception, which makes them very quick to find potential prey within their immediate area. Lakelurks have two sets of teeth; a set similar to human teeth and another set of teeth in front of those, similar to those of a piranha. Lakelurk bodies will not float when killed in water, rather they sink. Lakelurks lay eggs, which they are highly protective off. It is said that these eggs make for great omelets; the trick is to get to them first as one would have to fend off scores of lakelurks to get to them.

LAKELURK [RIVAL] The standard lakelurk with all

ADVERSARIES

380

GENESYS characteristics stated above.

Critical 4; Range [Short]; Disorient 2, Knockdown).

MANTIS, GIANT Giant mantises are mutated praying mantises created by the horticultural experiments that took  SKILLS: Brawl 2, Perception 2, Ranged [Light] 1, place in Vault 22. They have since escaped from the Stealth 2, Survival 1, Vigilance 1. vault and have spread into the Wasteland. Compared  TALENTS: Defensive 1 (increase Defense Rating by to other mutant creatures, they are genetically more 1), Knack For It (remove bb from all Perception and similar to the original specimen, albeit much larger. Stealth skill checks). Mantises are significantly smaller than humans, but  ABILITIES: Amphibious (a lakelurk may breathe have an incredibly powerful attack and almost underwater without penalty, and never suffers always attack in swarms. movement penalties for moving through water). If a mantis antenna becomes crippled, it will  SILHOUETTE: 1. become frenzied and the mantis will begin to attack  EQUIPMENT: Claw (Brawl; Damage 7; Critical 4; anything within reach. Range [Engaged]; Vicious 2), Sonic Pulse (Ranged [Light]; Damage 6; Critical 4; Range [Short]; Disorient 2). The giant mantis female is larger and more powerful than the normal giant mantis. The females produce the mantis eggs. The lakelurk king is a stronger variation of the standard lakelurk. While visually similar, the king has slightly glowing eyes, fins, claws, and other protrusions. Also of note is the apparent light coloration resembling "body paint" on its chest and back.  SKILLS: Athletics 3, Brawl 2, Coordination 2, Perception 3, Vigilance 2.  TALENTS: Conditioned 1 (remove b from Athletics and Coordination checks. Reduce Wounds and Strain suffered from falling by 1), Enduring 1 (increase Soak Rating by 1), Jump Up (the female  SKILLS: Brawl 3, Cool 1, Discipline 1, Perception 3, giant mantis may stand up from prone as an Ranged [Light] 2, Stealth 1, Survival 2, Incidental), Swift (the female giant mantis does not Vigilance 2. suffer penalties for moving through difficult terrain  TALENTS: Adversary 1 (upgrade all (it may move through difficult terrain at normal combat checks against this target once), speed without spending additional Maneuvers)). Defensive 1 (increase Defense Rating by  ABILITIES: Agile Jumper (female giant mantis can 1), Enduring 1 (increase Soak jump quite well and can move equivalent of having Rating by 1), Knack For It (remove used two Maneuvers of movement on a single jump), bb from all Perception Poison Immunity (the female giant mantis is fully and Stealth skill checks), immune to all manner of poisons, toxins Natural (once per and venoms). session reroll one  SILHOUETTE: 1. Brawl and one Stealth  EQUIPMENT: Piercing Leg check). (Brawl; Damage 5; Critical  ABILITIES: 3; Range [Engaged]; Amphibious (a lakelurk king may Pierce 2, Vicious 1). breathe underwater without penalty, and never suffers movement penalties for moving through water). This variant is the standard giant  EQUIPMENT: Claw (Brawl; Damage 7; Critical 4; mantis. They can be found in Range [Engaged]; Vicious 2), Savage Bite (Brawl; groups or scattered around these Damage 8; Critical 3; Range [Engaged]; Pierce 3, areas when encountered. This variant also Vicious 3); Sonic Pulse (Ranged [Light]; Damage 8;

FEMALE GIANT MANTIS [RIVAL]

LAKELURK KING [NEMESIS]

GIANT MANTIS [MINION]

381

ADVERSARIES

Fallout comprises the majority of mantises encountered in Vault 22.

 SKILLS (GROUP ONLY): Athletics 2, Brawl 1, Coordination 1, Perception 1, Vigilance 1.  TALENTS: Enduring 1 (increase Soak Rating by 1), Jump Up (the giant mantis may stand up from prone as an Incidental), Swift (the giant mantis does not suffer penalties for moving through difficult terrain (it may move through difficult terrain at normal speed without spending additional Maneuvers)).  ABILITIES: Agile Jumper (a giant mantis can jump quite well and can move equivalent of having used two Maneuvers of movement on a single jump), Poison Immunity (the giant mantis is immune to all manner of poisons, toxins and venoms).  SILHOUETTE: 1.  EQUIPMENT: Piercing Leg (Brawl; Damage 4; Critical 4; Range [Engaged]; Pierce 2).

MIRELURK Although the games do not specifically state the origins of mirelurks, it can be discerned from their appearances that they are the descendants of crustaceans which have been living and breeding in irradiated waters for over 200 years following the Great War. Given this level of diversity, it can be assumed that the term "mirelurk" is more than just the common name for one species, but rather a colloquial term for any of several typically-chitinous, marsh-dwelling creatures living together in symbiotic relationships. Before the war, the mutation was predicted by researchers at Nahant Oceanological Society, who theorized that the dumping of radioactive waste would lead to greater size and toxicity. Most adult mirelurk variants have shells and pincers resembling those of horseshoe crabs, while their offspring resemble mole crabs. The queen, on the other hand, has a shell that resembles that of a giant isopod or spider crab. The hunter variant appears to be a lobster. Finally, the mirelurk king is unique in that it bears no resemblance to any sort of crustacean, and may instead be a heavily

ADVERSARIES

mutated frog or fish. All mirelurks (excluding mirelurk kings) are protected by a thick shell which is difficult to penetrate, even with powerful ballistic weapons. The face is unarmored but a small target, and when charging a mirelurk will often lower its head to protect this area. However, the face will inevitably be exposed once the creature commences close combat. Extremities are also more vulnerable than the rest of the body, though not as much as the face. Some specimens in particular resemble mirelurk from the Capital Wasteland, but also differ in several aspects, such as is seen with their legs. Unique specimens also walks in a mixed crab/spider-like motion, which is atypical of mirelurk variants documented so far; in general they have more realistic qualities correlating to appearance.

MIRELURK [RIVAL] The most common type of mirelurk has a whitishgray shell, are about a head shorter than a normal human, and walk slightly slower than a human. Mirelurks fight with their claws and lack ranged attacks. Additionally, at close range they can charge forward in a brief burst of speed for a headbutt, which also makes it impossible to target their face. However, their face is most vulnerable in the seconds after a headbutt, when their 'head' is raised.

 SKILLS: Brawl 1, Perception 1, Stealth 2, Survival 1.  TALENTS: Knack For It (remove bb from all Perception and Stealth checks), Defensive 2 (increase the Defense Rating by 2), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 4 (increase Soak Rating by 4), Parry 2 (take 3 Strain to reduce Melee damage taken by 5, before applying Soak), Refractor 1 (energy attacks made against the mirelurk suffers a b penalty).  ABILITIES: Amphibious (a mirelurk can breathe underwater, and is capable of breathing out of water for 1 hour, and never suffers movement penalties for moving

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GENESYS through water), Rad Immunity (mirelurks are immune to Radiation damage), Tough Shell (an attacker may take the aim at specific part of the target Maneuver to target the face of the mirelurk; this will lower the mirelurk’s Soak by 2 for one hit of that combat check).  SILHOUETTE: 1.  EQUIPMENT: Pincer (Brawl; Damage 6; Critical 3; Range [Engaged]; Pierce 2).

MIRELURK HATCHLING [MINION] When nearing a mirelurk nest, typically about half of its eggs will shake briefly and then hatch, revealing these small, aggressive crab-like creatures. Their overall combat strength is practically identical to radroaches. While the mirelurk hatchling offers little opposition in combat, it should be stated that they are capable of fighting straight away as they break out of the egg protecting them.

 SKILLS (GROUP ONLY): Brawl 1, Perception 1.  TALENTS: Enduring 1 (increase Soak Rating by 1), Refractor 1 (energy attacks made against the mirelurk hatchling suffers a b penalty)..  ABILITIES: Amphibious (a mirelurk hatchling can breathe underwater, and is capable of breathing out of water for 1 hour, and never suffers movement penalties for moving through water), Durable 1 (reduce the result of all Critical Injuries against this target by -10, to a minimum of 1), Rad Immunity (mirelurk hatchlings are immune to Radiation damage).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl, Damage 4, Critical 3, Range [Engaged]).

attacks.

 SKILLS: Brawl 2, Perception 1, Ranged [Light] 2, Stealth 2, Survival 1, Vigilance 2.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Ambush (once per turn while benefiting from the cover, a mirelurk hunter may perform the Ambush Maneuver. Add 2 additional damage to one hit of the next successful combat check with a non-vehicle weapon against a target within short range before the end of its turn), Defensive 1 (increase the Defense Rating by 1), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 3 (increase Soak Rating by 3), Knack For It (remove bb from all Perception and Stealth checks), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents), Refractor 1 (energy attacks made against the mirelurk hunter suffers a b penalty).  ABILITIES: Amphibious (a mirelurk hunter can breathe underwater, and is capable of breathing out of water for 1 hour, and never suffers movement penalties for moving through water), Rad Immunity (mirelurk hunters are immune to Radiation damage), Tough Shell (an attacker may take the aim at specific part of the target Maneuver to target the face of the mirelurk hunter; this will lower the mirelurk hunter’s Soak by 2 for one hit of that combat check).  SILHOUETTE: 2.  EQUIPMENT: Pincer (Brawl; Damage 7; Critical 3; Range [Engaged]; Pierce 3), Acidic Spit (Ranged [Light]; Damage 6; Critical 4; Range [Short]; Burn 2).

MIRELURK KING [NEMESIS]

Mirelurk kings do not particularly resemble their crab-like "subjects," being more humanoid in appearance, instead appearing to be heavily mutated frogs based on sounds they make and the This type of mirelurk has mutated from the local webbing between their fingers and toes. They are lobster population. They are significantly more unable to float in water, and with heads not unlike resilient than regular mirelurks and gain the ability to those of snapping turtles; the only commonality spit acid at its enemies, as well as more powerful appears to be arms ending in pincers. They may be a

MIRELURK HUNTER [RIVAL]

383

ADVERSARIES

Fallout separate species, living in some sort of symbiosis with the thick-shelled mirelurks. Unlike the other mirelurks, they have a ranged sonic projectile attack that is particularly effective at rendering the opponent disoriented.

 SKILLS: Brawl 2, Perception 1, Ranged [Light] 3, Stealth 2, Vigilance 1.  TALENTS: Adversary 2 (upgrade all combat checks against this target twice), Defensive 1 (increase the Defense Rating by 1), Durable 1 (reduce the result of all Critical Injuries against this target by -10, to a minimum of 1), Enduring 1 (increase Soak Rating by 1), Knack For It (remove bb from Perception and Stealth checks), Refractor 2 (energy attacks made against the mirelurk king suffers a bb penalty).  ABILITIES: Amphibious (a mirelurk king can breathe underwater, and is capable of breathing out of water for 1 hour, and never suffers movement penalties for moving through water), Rad Immunity (mirelurk kings are immune to Radiation damage).  SILHOUETTE: 2.  EQUIPMENT: Claw/Bite (Brawl; Damage 6; Critical 3; Range [Engaged]; Vicious 2), Sonic Projectile (Ranged [Light]; Damage 8; Critical 4; Range [Short]; Disorient 3, Concussive 2).

MIRELURK QUEEN [NEMESIS] The mirelurk queen is a rarely seen mirelurk variant. The queen is considerably larger and more dangerous than her offspring and inflicts significantly more physical and radiation damage on the player character. Her acidic spittle rapidly damages anyone caught in it, but crippling her spouts will prevent her from using it. Once combat is initiated, the queen will

ADVERSARIES

occasionally eject a barrage of eggs that spawn a wave of hatchlings.

 SKILLS: Brawl 2, Discipline 1, Perception 1, Ranged [Light] 3, Stealth 1, Vigilance 3.  TALENTS: Adversary 2 (upgrade all combat checks against this target twice), Defensive 2 (increase the Defense Rating by 2), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Refractor 2 (energy attacks made against the mirelurk queen suffers a bb penalty),  ABILITIES: Amphibious (a mirelurk queen can breathe underwater, and is capable of breathing out of water for 1 hour, and never suffers movement penalties for moving through water), Rad Immunity (mirelurk queens are immune to Radiation damage), Spawn Hatchlings (a mirelurk queen can lay an egg with a single Maneuver, the egg will hatch in the following turn and produce a mirelurk hatchling), Tough Shell (an attacker may take the aim at specific part of the target Maneuver to target the face of the mirelurk queen; this will lower the mirelurk queen’s Soak by 2 for one hit of that combat check).  SILHOUETTE: 2.  EQUIPMENT: Pincer (Brawl; Damage 8; Critical 3; Range [Engaged]; Pierce 3, Vicious 2), Acidic Spit (Ranged [Light]; Damage 8; Critical 4; Range [Medium]; Blast 4, Burn 2).

NUKALURK [NEMESIS] A mirelurk variation indigenous to the Nuka-Cola plant. They are oddly colored, having a dark blue exoskeleton stippled with glowing blue features along certain regions of their bodies. This coloration is probably due to prolonged exposure and/or consumption of the radioactive strontium isotope that was used to color Nuka-Cola Quantum before the Great War. Nukalurks are otherwise similar to the ordinary variation of the mirelurk. Except that its attacks deal radiation damage in addition to any ordinary damage dealt by the pincer.

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GENESYS

 SKILLS: Brawl 2, Perception 1, Stealth 1, Survival 1, Vigilance 1.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Defensive 2 (increase the Defense Rating by 2), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 4 (increase Soak Rating by 4), Frenzied Attack 1 (suffer 1 Strain and upgrade Melee or Brawl attack once), Knack For It (remove bb from Perception and Stealth checks), Parry 2 (take 3 Strain to reduce Melee damage taken by 5, before applying Soak), Refractor 2 (energy attacks made against the nukalurk suffers a bb penalty).  ABILITIES: Amphibious (a nukalurk can breathe underwater, and is capable of breathing out of water for 1 hour, and never suffers movement penalties for moving through water), Rad Immunity (nukalurks are immune to Radiation damage), Tough Shell (an attacker may take the aim at specific part of the target Maneuver to target the face of the nukalurk; this will lower the nukalurk’s Soak by 2 for one hit of that combat check).  SILHOUETTE: 2.  EQUIPMENT: Pincer (Brawl; Damage 6; Critical 3; Range [Engaged]; Pierce 2, Rad 1).

them as pets. According to some report, naked mole rats most closely resemble a Heterocephalus glaber, also known as the sand puppy or desert mole rats. Their enlargement is due to heavy radiation exposure. While larger than their ancestors, the naked mole rats have similarly low brain function, possibly due to an exceedingly tiny brain organ. Their incisors show increased enamel and dentin growth, making them razor sharp. In addition, the naked mole rats have extremely low levels of Substance P which results in an incredible pain tolerance.

MOLE RAT [MINION] Mole rats have sharp claws and even sharper tusks that they use to tear great chunks of flesh from their prey. Mole rats are either huge rats or the result of genesplicing Kodiak bears with maladjusted lab rats. Fortunately, they seldom run in packs larger than a half dozen or so. Mole rats range in size depending on the type being fought. They range in size from a house cat up to a large dog and possibly bigger. They have a bald, pink appearance, with large front teeth and small eyes. They are highly territorial and will attack anything entering their territory. They are surprisingly fast and will attack with a jumping lunge.

 SKILLS (GROUP ONLY): Brawl 1, Perception 1, Survival 1.  TALENTS: None. Mole rats are mutated rodents that are much larger  ABILITIES: Burrow (may take a Maneuver to than their pre-War cousins. They have burrow underground, gaining total cover and survived as a species by burrowing concealment from all attackers. While underground where the soil protected burrowed, the mole rat may spend them from direct nuclear additional Maneuvers to move explosions. However, they still while underground. Burrow were greatly mutated by the can be performed on subsequent fallout, any natural surface increasing their size as except solid rock, well as their and on concrete), viciousness. A few Groundburst (may people in the wastes burst out from being have even been known burrowed underground to train them and keep as an Incidental, gaining b

MOLE RAT

385

ADVERSARIES

Fallout to combat checks against one opponent until the  EQUIPMENT: Bite (Brawl; Damage 5; Critical 4; end of the current turn), Rad Immunity (mole rats are Range [Engaged]; Pierce 1, Poison). immune to Radiation damage).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 6; Critical 4; In some night stalker nests, such as Morning Star Range [Engaged]; Pierce 2, Sunder). Cavern, the pack will be led by a den mother, a slightly larger female night stalker who looks after the young, and has a much stronger attack than standard night stalkers. If her young are harmed, she Night stalkers are the creations of Dr. Borous in the may go into a frenzy similar to that of the deathclaw Z-9 Crotalus DNA preservation lab of the Big MT, and mother. are genetic hybrids of rattlesnake and coyote DNA. They growl, howl, and whimper like regular coyotes, but hiss, rattle, and inject venom into their prey like snakes. Their bodies are mostly dog-like, covered in a combination of fur and scales. Their heads and tails, however, are more like that of a rattlesnake,  SKILLS: Brawl 1, Cool 1, Perception 1, Resilience 2, including fangs and a forked tongue. Night stalkers' Stealth 2, Vigilance 2. right eyes are blue with a round pupil, while their left  TALENTS: Lethal Blows 1 (+10% to any Critical eyes are yellow with an elliptical pupil, like a Injury rolls made against opponents), Stalker 1 (the rattlesnake's. They lay eggs, like a snake, which can night stalker adds b to all Coordination be used to prepare Mushroom and Stealth checks). Cloud. Their blood is also used ABILITIES: Night Stalker Poison as an ingredient in antivenom (on a successful bite attack and hydra. with aa, a nightstalker Night stalkers nest in caves injects poison across the Wasteland and with its bite. can be found Anyone bitten by a night stalker must make both inside the an Hard (ddd) Resilience check or suffer 4 cave or in the points of unsoakable Strain damage, and an nearby area. automatic f to all Brawn and Agility based checks until the end of the encounter. The effects of the poison stack Night stalkers are the size of coyotes with a canine cumulative), Night Vision (a night stalker suffers no Perception penalties in darkness), Protective of the body and the head and tail of a rattlesnake. Night Young (once an offspring is injured, the night stalker stalkers nest and hunt in packs and are found in or den mother adds an automatic s and aa to all near their cave nests. her Brawl checks, but opponents add s to any combat check made against the den mother. This effect lasts until the end of the encounter, or until the night stalker den mother is incapacitated).  SILHOUETTE: 0.  SKILLS: Brawl 1, Perception 1, Resilience 2, Stealth  EQUIPMENT: Bite (Brawl; Damage 6; Critical 3; 3, Vigilance 2. Range [Engaged]; Pierce 1, Poison).  TALENTS: Stalker 2 (the night stalker adds bb to all Coordination and Stealth checks).  ABILITIES: Night Stalker Poison (on a successful bite attack with aa, a nightstalker injects poison Once regular pesty rats before the war, the North with its bite. Anyone bitten by a night stalker must American rat population was tainted by the make an Average (dd) Resilience check or suffer radioactive fallout from the onslaught of atomic an automatic f to all Brawn and Agility based warfare. Rad-rats are much bigger than their prechecks until the end of the encounter. The effects of War cousins. They have large teeth and pearl-like the poison stack cumulative), Night Vision (a night eyes. Their bite and their scratch inflict Radiation stalker suffers no Perception penalties in darkness). damage.  SILHOUETTE: 0. Rad-rats, much like their pre-War counterparts, are

NIGHT STALKER DEN MOTHER [RIVAL]

NIGHTSTALKER

NIGHT STALKER [RIVAL]

RAD-RAT

ADVERSARIES

386

GENESYS small rodents, although slightly larger than their counterpart due to their extended contact with radiation. Their fur, like mongrels', has fallen off due to radiation and has left them with wrinkled, tight skin.

RAD-RAT [MINION] The average rad-rat with stats as listed above.

 SKILLS (GROUP ONLY): Brawl 1, Resilience 1, Survival 1.  TALENTS: None.  ABILITIES: Disease (if the giant rat spends aa or x on its bite combat check, it can transmit a disease to the prey. Anyone thus bitten must make an Average (dd) Resilience check. If this check fails, the creature is afflicted with a disease that reduces the creature's maximum Strain threshold by 2 until the disease is cured. Effects of this disease does not stack with multiple bites. Curing the disease is possible with an Easy (d) Medicine check), Night Vision (a rad-rat suffers no Perception penalties in darkness).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 4; Critical 4; Range [Engaged]; Disease, Rad 1).

RADROACH These mutated Great American cockroaches, colloquially called "radroaches" or simply "giant cockroaches," are enlarged versions of the pre-War species that have increased in size, presumably due to atomic fallout caused by the Great War. The radroach has evolved, for now it can use wings to leap off and attack its enemies. The radroach has also become much bigger than its traditional decendants. However, it is still weak to most physical attacks. They also have a limited ability to climb walls. Radroaches are usually found in underground areas and sewers across North America, which can

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cause them to be a pest in certain Vaults, where they can often be found in fairly large groups. Radroaches feed on dead organisms, but they will attack living creatures if isolated. Their numbers are their greatest advantage.

IRRADIATED RADROACH [RIVAL] The irradiated radroach appears the same as a "normal" radroach but with the radioactive aura of a feral ghoul reaver and the ability to heal itself from a radioactive source, similar to a glowing one.

 SKILLS: Brawl 1, Perception 1, Survival 4.  TALENTS: Enduring 1 (increase Soak Rating by 1).  ABILITIES: Healed By Radiation (heal a number of wounds equal to the rating of the Radiation source), Rad Immunity (irradiated radroaches are immune to the damage of Radiation).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 4; Critical 3; Range [Engaged]; Rad 1).

RADROACH [MINION] A normal radroach, with all the qualities mentioned above. Great American cockroaches, colloquially called radroaches, or giant cockroaches, are giant versions of the preWar species that have been mutated by radiation. They are generally little more than a nuisance to Wasteland survivors and are less than likely to pose a challenge. Radroaches are territorial and rather aggressive, but not very harmful. Anyone can kill them with their bare hands, and will only attack if you are very close.

 SKILLS (GROUP ONLY): Brawl 1, Perception 1, Survival 4.  TALENTS: None.  ABILITIES: Rad Immunity (radroaches are immune to Radiation damage).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl, Damage 4, Critical 3, Range [Engaged]).

ADVERSARIES

Fallout

RADSCORPION Radscorpions are large, mutated scorpions commonly found in and around abandoned structures. They originated from the North American Emperor scorpion, which were prolific in many pet stores at the time of the Great War. They have since mutated to become much larger, faster and more venomous than ever before. Radscorpions sport highly venomous stingers, the ability to burrow underground in seconds, powerful claws, and durable exoskeletons. Radscorpions have either migrated to the Commonwealth from the southwestern United States, or mutated independently from emperor scorpions kept as pets before the war in a similar manner to ones located in different areas of the continent.

ALBINO RADSCORPION [NEMESIS] Albino radscorpions have a noticeable white color, which makes them easier to see due to their distinctive body color. These enemies may prove to be quite dangerous as they are tough to bring down and have powerful melee attacks.

immune to all poisons, toxins and venoms), Rad Immunity (albino radscorpions are immune to Radiation damage), Venom (if the albino radscorpion spends aa or x on its stinger attack it injects venom into the prey. A creature struck my make a Hard (ddd) Resilience check, failure means they suffer 8 points of unsoakable Strain. ttt or y on the check may be spent to also suffer a Critical Injury).  SILHOUETTE: 2.  EQUIPMENT: Pincer (Brawl, Damage 8; Critical 4; Range [Engaged]; Knockdown, Pierce 1), Stinger (Brawl; Damage 8; Critical 2; Range [Engaged]; Pierce 3, Prepare 1, Venom).

BARK RADSCORPION [MINION] Bark scorpions are a genus of radscorpion native to the Mojave Wasteland, which, as their name implies, are mutated from North American Arizona bark scorpions. They are easily distinguishable from other species of radscorpion by their light, yellowbrown carapace and by their much smaller size compared to the common radscorpion. Despite being a type of radscorpion, they are not allied with their larger cousins and are frequently preyed upon by them. Bark scorpions differ from radscorpions not only in size and coloration, but in attack methodology. Where radscorpions typically engage a target the second they see it, bark scorpions tend to hang back and try to flank their prey if at all possible. In addition to this, is their tendency to jump short distances if they detect prey that has gotten too close in a hurry. They generally appear in groups of three or four, but can occasionally be found wandering alone. If encountered in numbers, they frequently try to surround their intended target. Bark scorpions are well camouflaged against much of the Mojave, making pinpointing their whereabouts quite difficult when at distance.

 SKILLS: Brawl 3, Perception 2, Resilience 1, Stealth 2, Vigilance 1.  TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against this target once), Defensive 1 (increase the Defense Rating by 1), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 3 (increase Soak Rating by 3), Pin (may take Pin Maneuver, make opposed Athletics check to Immobilize target until the end of the target's next turn. x on this check increase the duration by an additional turn), Knack For It (remove bb from Resilience and Stealth checks).  ABILITIES: Burrow (may take a Maneuver to burrow underground, gaining total cover and concealment from all attackers. While burrowed, the albino radscorpion may spend additional Maneuvers to  SKILLS (GROUP ONLY): Brawl 1, Perception 1, move while underground. Burrow can be performed Resilience 1, Stealth 2. on any natural surface (except solid rock) and on concrete), Poison Immunity (albino radscorpions are  TALENTS: Durable 1 (reduce the result of all Critical

ADVERSARIES

388

GENESYS Injuries against this target by -10, to a minimum of 1), Enduring 1 (increase Soak Rating by 1), Stalker 1 (add b to Coordination and Stealth checks).  ABILITIES: Burrow (may take a Maneuver to burrow underground, gaining total cover and concealment from all attackers. While burrowed, the bark radscorpion may spend additional Maneuvers to move while underground. Burrow can be performed on any natural surface (except solid rock) and on concrete), Poison Immunity (bark radscorpions are immune to all poisons, toxins and venoms), Rad Immunity (bark radscorpions are immune to Radiation damage), Venom (if the bark scorpion spends aa or x on its stinger attack, it injects venom into the prey. Creatures struck by a bark radscorpion's venomous stinger must make an Average (dd) Resilience check, failure means they suffer 3 points of unsoakable Strain and Wounds).  SILHOUETTE: 0.  EQUIPMENT: Pincer (Brawl, Damage 4; Critical 4; Range [Engaged]), Stinger (Brawl; Damage 5; Critical 3; Range [Engaged]; Pierce 2, Prepare 1, Venom).

DEATHSKULL RADSCORPION [NEMESIS]

additional turn).  ABILITIES: Burrow (may take a Maneuver to burrow underground, gaining total cover and concealment from all attackers. While burrowed, the deathskull scorpion may spend additional Maneuvers to move while underground. Burrow can be performed on any natural surface (except solid rock) and on concrete), Poison Immnity (deathskull radscorpions are immune to all poisons and toxics), Rad Immunity (deathskull radscorpions are immune to Radiation damage), Venom (if the deathskull radscorpion spends aa or x on its stinger combat check it injects its venom into the prey. Creatures struck by the deathskull radscorpion’s poison stinger must make an Daunting (dddd) Resilience check, failure means they suffer 5 points of unsoakable Strain and Wounds. Further, anyone failing on their Resilience check also adds an automatic f on all skill checks for the remainder of the encounter. ttt or y on the check may be spent to also suffer a Critical Injury).  SILHOUETTE: 2.  EQUIPMENT: Pincer (Brawl, Damage 8; Critical 3; Range [Engaged]; Knockdown, Pierce 3), Stinger (Brawl; Damage 8; Critical 2; Range [Engaged]; Pierce 3, Prepare 1, Venom).

GIANT RADSCORPION [RIVAL]

A rare but dangerous radscorpion, deathskull radscorpions have a noticeable reddish color. These enemies are extremely powerful as they are more resistant than a standard behemoth, and their attacks combined with the additional poison damage may result in them easily wounding or killing the unwary Wasteland wanderer.

A larger and much more dangerous variant of radscorpion that is faster, as well as rarer than the usual radscorpion. It does a lot more damage and has a higher damage threshold, making them particularly difficult to kill for ill-prepared or otherwise poorly equipped wanderers.

 SKILLS: Brawl 3, Perception 2, Resilience 2, Stealth 3, Vigilance 1.  TALENTS: Adversary 2 (upgrade all combat checks against this target twice), Defensive 1 (increase the Defense Rating by 1), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 4 (increase Soak Rating by 4), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents), Pin (may take Pin Maneuver, make opposed Athletics check to Immobilize target until the end of the target's next turn. x on this check increase the duration by an

 SKILLS: Brawl 3, Perception 2, Resilience 1, Stealth 2, Vigilance 1.  TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against this target once), Durable 3 (reduce the result of all Critical Injuries against this target by -30, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Pin (may take Pin Maneuver, make opposed Athletics check to Immobilize target until the end of the target's next turn. x on this check increase the duration by an additional turn).  ABILITIES: Burrow (may take a Maneuver to burrow

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ADVERSARIES

Fallout underground, gaining total cover and concealment from all attackers. While burrowed, the giant radscorpion may spend additional Maneuvers to move while underground. Burrow can be performed on any natural surface (except solid rock) and on concrete), Poison Immunity (giant radscorpions are immune to all poisons, toxins and venoms), Rad Immunity (giant radscorpions are immune to Radiation damage), Venom (by spending aa or x on its stinger combat check, the giant radscorpion injects venom into its prey. Creatures struck by the giant radscorpion’s poison stinger must make an Hard (ddd) Resilience check, failure means they suffer 4 points of unsoakable Strain and Wounds).  SILHOUETTE: 2.  EQUIPMENT: Pincer (Brawl, Damage 7; Critical 4; Range [Engaged]; Knockdown, Pierce 1), Stinger (Brawl; Damage 7; Critical 2; Range [Engaged]; Pierce 2, Prepare 1, Venom).

(radscorpions are immune to radiation damage), Venom (by spending aa on its stinger combat check, the radscorpion injects its venom into its prey. Anyone stung must make an Average (dd) Resilience check. A failed check results in 3 points of unsoakable Strain damage).  SILHOUETTE: 1.  EQUIPMENT: Pincer (Brawl, Damage 6; Critical 4; Range [Engaged]; Pierce 1), Stonger (Brawl; Damage 7; Critical 3; Range [Engaged]; Pierce 2, Prepare 1, Venom).

RADSCORPION QUEEN [NEMESIS] An exceedingly rare and special kind of radscorpion, the queen is the strongest and largest variant of radscorpion, not taking into consideration the albino and deathskull variants..

 SKILLS: Brawl 3, Perception 2, Resilience 2, Stealth 2, Vigilance 3.  TALENTS: Adversary 2 (upgrade all combat checks against this target twice), Defensive 1 (increase the Defense Rating by 1), Durable 3 (reduce the result of all Critical Injuries against this target by -30, to a minimum of 1), Enduring 3 (increase Soak Rating by These are the most common variety of 3), Pin (may take Pin Maneuver, make opposed radscorpion. These poisonous predators seem to Athletics check to Immobilize target until the end of possess different speeds, some taking their time and the target's next turn. x on this check increase the others bolting at top speed. Their size ranges from duration by an additional turn). that of a large dog to that of small livestock.  ABILITIES: Burrow (may take a Maneuver to burrow underground, gaining total cover and concealment from all attackers. While burrowed, the radscorpion queen may spend additional Maneuvers to move while underground. Burrow can be performed on any  SKILLS: Brawl 2, Perception 1, Resilience 1, Stealth natural surface (except solid rock) and on concrete), Poison Immunity (radscorpion queens are immune 2, Vigilance 1.  TALENTS: Durable 1 (reduce the effect of all Critical to all poisons, toxins and venoms), Rad Immunity (radscorpion queens are immune to Radiation Injuries against this target by -10, to a minimum of damage), Venom (if the radscorpion queen spends 1), Enduring 1 (increase Soak Rating by 1).  ABILITIES: Burrow (may take a Maneuver to burrow aa or x on its stinger combat check, it injects venom into the prey. Anyone stung must make a underground, gaining total cover and concealment Hard (ddd) Resilience check. On a failed check, from all attackers. While burrowed, the radscorpion the creature suffers 5 points of unsoakable Strain may spend additional Maneuvers to move while damage). underground. Burrow can be performed on any natural surface (except solid rock) and on concrete),  SILHOUETTE: 2.  EQUIPMENT: Pincer (Brawl, Damage 8; Critical 4; Poison Immunity (radscorpions are immune to all Range [Engaged]; Knockdown, Pierce 2), Stinger poisons, toxins and venoms), Rad Immunity

RADSCORPION [RIVAL]

ADVERSARIES

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GENESYS (Brawl; Damage 8; Critical 2; Range [Engaged]; Pierce 3, Prepare 1, Venom).

SMALL RADSCORPION [MINION] The smaller and less common variant of radscorpion, these creatures are likely juveniles or a smaller strain of radscorpion, as they are encountered both in the company of larger varieties as well as by themselves.

 SKILLS (GROUP ONLY): Brawl 1, Perception 1, Stealth 1, Resilience 1.  TALENTS: Durable 1 (reduce the result of all Critical Injuries against this target by -10, to a minimum of 1), Enduring 1 (increase Soak Rating by 2).  ABILITIES: Burrow (may take a Maneuver to burrow underground, gaining total cover and concealment from all attackers. While burrowed, the small radscorpion may spend additional Maneuvers to move while underground. Burrow can be performed on any natural surface (except solid rock) and on concrete), Poison Immunity (small radscorpions are immune to all poisons, toxins and venoms), Rad Immunity (small radscorpions are immune to Radiation damage), Venom (if the small radscorpion spends aa or x on a stinger combat check, it injects venom into the prey. Anyone thus stung must make an Average (dd) Resilience check. On a failure, the creature suffers 2 points of unsoakable Strain damage).  SILHOUETTE: 0.  EQUIPMENT: Pincer (Brawl, Damage 4; Critical 4; Range [Engaged]), Stinger (Brawl; Damage 5; Critical 3; Range [Engaged]; Pierce 1, Prepare 1, Venom).

ROBOT Robots and computers are artificial entities encountered in the Wasteland. A robot is a machine that is capable of autonomously completing tasks. Depending upon the robot, these tasks may be simple or complex, and may require little human intervention or complete oversight.

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Robots had been constructed by pre-War society to fill all niches and occupations. From generalpurpose utility droids to full-fledged military battle machines, robots could be found in almost any environment and function. At the time of the Great War, robots were just making their appearance in the average suburban household, but the military still had the largest number of active robots. The robots that are still running are found in isolated former military bases or ones that have been restored by settlements with the sophisticated technology needed to keep them running. Robots were a common sight in the pre-War America. They served as security, tour guides, in the military, and even in residential homes. Robots were created in a variety of styles and abilities; some walked, others flew around on hover jets powered by micro fusion fuel. Larger robots used multiple fusion cores as power; fusion batteries usually reserved for Power Armor operations. Whether they helped in hospitals, warfare, construction, or doing yardwork, these mechanical marvels where everywhere. After the War, some robots survived the devastation and still function. Others have been repaired by skilled salvagers and restored to their original purpose, or pressed into service in other areas. Most robots found wandering the Wastelands do so because of a programming error. Some are harmless, while others will attack anything they come across.

ASSAULTRON [NEMESIS] The assaultron robot was constructed by RobCo and sold to the US Military as a front-line wartime combatant. It is fast and deadly at close range, and employs a devastating laser at a distance. The dominator variant can enable stealth technology. The assaultron's body seems to be modeled after that of a female figure. They are highly aggressive, fast, and some will attack unrecognized personnel on sight. The assaultron's face will become surrounded with red electric energy when it is preparing its laser beam attack. Deadly especially for the unprepared, the assaultron is among the most fearsome

ADVERSARIES

Fallout robotic enemies in the game. While their usual unarmed attacks are already a challenge for some, the real danger from these enemies comes from their charged laser weapons. The laser cannon that doubles as its head can usually disintegrate victims on contact. Making matters worse, dodging the weapon can prove difficult, since the size of the laser engulfs anything in front of it. Luckily the charge up for this weapon is long and given away by an impressive light show coming off the assaultron's face.

 SKILLS: Brawl 2, Computers 1, Perception 1, Ranged [Heavy] 3, Ranged [Light] 3, Vigilance 2.  TALENTS: Adversary 2 (upgrade the difficulty of all combat checks against this target twice), Call 'Em (do not add bb to combat check when aiming for an item or specific part of an opponent), Enduring 2 (increase Soak Rating by 2), Heavy Hitter (once per session may spend x on Gunnery or Ranged [Heavy] check to add Breach 1 quality to its laser attack), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents), Moving Target 2 (if the assaultron already has acted this turn, increase its Ranged Defense by 2), True Aim 1 (may perform True Aim Maneuver, upgrade combat check once and adds b).  ABILITIES: Rad Immunity (assaultrons do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 1.  EQUIPMENT: Pincer Claw (Brawl; Damage 5; Critical 4; Range [Engaged]; Pierce 1); Laser (Ranged [Heavy]; Damage 10; Critical 3; Range [Long]; Accurate 1, Prepare 2, Vicious 2).

CYBERMECH TANKBOT [NEMESIS] The cybermech tankbot have two armmounted gatling lasers and has rusty yellow parts fitted on the outside, funtioning as further protection. A cybermech tankbot is cobbled together from a wide variety of components taken from five

ADVERSARIES

different robot models. Tankbots usually consist of a robobrain torso mounted on a sentry bot's threelegged chassis and come armed with various heavy weapons. Tankbots are based on the sentry bot frame and serve as the Mechanist's heaviest minions. True to their origins, they are among the most resilient automatrons, usually rely on devastating long-range firepower to destroy their targets from afar and erupt in a powerful nuclear detonation when destroyed

 SKILLS: Gunnery 3, Perception 2, Vigilance 2.  TALENTS: Adversary 2 (upgrade combat checks against this target twice), Durable 2 (reduce the results of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 4 (increase the Soak Rating by 4), Knack For it (remove bb from Perception and Vigilance), Rain of Death (do not increase the difficulty for using Auto-Fire), Suppressing Fire 3 (may spend one a on failed combat check to inflict 1 Strain to the target, to a maximum of 3 Strain at the cost of aaa).  ABILITIES: Explosive Death (when the cybermech tankbot’s Wound threshold is exceeded, it’s fusion cores destabilize and explodes at the end of the current turn. Anyone within Short range of the sentry bot at that time must make an Hard (ddd) Athletics check to dive for cover or escape the blast radius. Failure means they take 25 Wounds damage and 6 Radiation. This explosion has Breach 2), Rad Immunity (cybermech tankbots do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 2.  EQUIPMENT: Gatling Laser (Gunnery; Damage 12; Critical 3; Range [Extreme]; Auto-Fire only, Pierce 2, Prepare 1), Gatling Laser (Gunnery; Damage 12; Critical 3; Range [Extreme]; Auto-Fire only, Pierce 2, Prepare 1).

EYEBOT [MINION] Eyebots were originally designed by RobCo before the Great War to act as media

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GENESYS transmitters. Several models exist, but generally, they consist of a spherical body roughly half a meter in diameter, capable of hovering a few feet above the ground through an unseen method of propulsion. Though not as sturdy as other robots, Eyebots are quite modular and can be outfitted with tools, small armaments, radio transmitters and other devices. Eyebots are aerial spherical robots, slightly larger than the human head, with a loudspeaker and electrical zapper on the front and several long antennas protruding from its top and back.

 SKILLS (GROUP ONLY): Perception 2, Ranged [Light] 1, Vigilance 2.  TALENTS: Enduring 1 (increase the Soak Rating by 1), Knack For It (remove bb from Perception and Vigilance).  ABILITIES: Hover Jet (ignores difficult terrain), Rad Immunity (eyebots do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 0.  EQUIPMENT: Laser (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Accurate 1).

JUNKBOT [MINION] These automatrons are cobbled together from a wide variety of components and junk taken from multiple different robot models. Junkbots are perhaps the most consistent type in terms of component makeup - usually they are little more than a basic protectron without any exterior armor and therefore easy to destroy. Although these stripped down robots are relatively weak and simple, they are not as commonly seen as the protectron models. And that is even with taking into consideration that the junkbot requires much less maintenance and is much easier to construct. The junkbots are, oddly enough, quite useful for repairing other robots as the junkbots have parts from many different models of robots. The basic variant of the junkbot is the weakest of the junkbots and never have any melee or ballistic assorted weapons, but only uses its robot hands.

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 SKILLS (GROUP ONLY): Vigilance 1.  TALENTS: Enduring 1 (increase the Soak Rating by 1).  ABILITIES: Rad Immunity (junkbots do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 1.  EQUIPMENT: Slam (Brawl; Damage 4; Critical 4; Range [Engaged]).

MISTER GUTSY [RIVAL] Mister Gutsy is a line of military robot models created by General Atomics International. It is a militarized version of the Type-I Mister Handy, an earlier civilian model robot created by the same company for use in household duties. The Mister Gutsy, unlike the Mister Handy, is a dedicated combat robot and is easily distinguished from the Handy model by its military olive-drab paint job, WWII-era U.S. Army roundel insignia, improved weapons and the replacement of its British butler voice with that of an American drill sergeant. This model was commissioned by the U.S. Army just before the Great War in 2077. They have distinctive "soldierly" personalities, with an advanced AI somewhat similar to that of the Mister Handy model. More likely than not, due to the conflict with China that caused the Great War, Mister Gutsies often scream anti-communist phrases, similar to Liberty Prime. Mister Gutsies also have a more "gung-ho" patriotic personality compared to the other combat robots in the Wasteland. Mister Gutsies use pre-War era plasma projectors for long range combat and flame throwers for close range fighting. Furthermore, what appear to be hardened steel plates used in their construction make Mister Gutsy models tough to beat.

 SKILLS: Perception 1, Ranged [Heavy] 2, Ranged [Light] 2, Vigilance 1.  TALENTS: Adversary 1 (upgrade all combat checks

ADVERSARIES

Fallout against this target once), Enduring 1 (increase the Soak Rating by 1), Uncanny Senses 1 (add b to Perception and Vigilance checks).  ABILITIES: Hover Jet (ignores difficult terrain), Rad Immunity (Mister Gutsy do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 1.  EQUIPMENT: Pincer Claw (Brawl; Damage 5; Critical 4; Range [Engaged]; Pierce 1), Integral Flame Thrower (Ranged [Heavy]; Damage 6; Crit 2; Range [Short]; Burn 3, Blast 6), Plasma Projector (Ranged [Light]; Damage 8; Critical 2; Range [Medium]; Inaccurate 1, Vicious 2).

MISTER HANDY [RIVAL] The Mister Handy series of robots, named so because of the robot's large number of hands, was first brought to market in 2037 as a general construction and maintenance unit by General Atomics International. Primarily used in the United States and Mexico (where it was the leader in sales after the Mexico City earthquake of 2042), the Mister Handy was a reliable robot. An early bug that caused interference in the operation of the multiple arms was fixed with a hardware update in 2039, with no major problems since then. A key selling feature is the nuclear power unit (a model 238B, licensed from Calpower) and self-maintenance modes. Multiple Mister Handies are capable of keeping themselves in working condition (Self Diagnostics) and are also fully programmed to perform nuclear fuel replacements. Mister Handy robots are service and maintenance robots, with a powerful propulsion system enabling them to hover a few feet above ground. They have three primary appendages for manual labor, one which is fitted with a buzz saw and one fitted with a rudimentary flame thrower. They have three optical sensors fitted on top of their spherical chassis.

ADVERSARIES

 SKILLS: Charm 1, Knowledge 2, Negotiation 1, Melee 1.  TALENTS: Enduring 1 (increase the Soak Rating by 1), Uncanny Senses 1 (add b to Perception and Vigilance checks).  ABILITIES: Hover Jet (ignores difficult terrain), Rad Immunity (Mister Handy do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 1.  EQUIPMENT: Pincer Claw (Brawl; Damage 5; Critical 4; Range [Engaged]), Buzz-Saw (Melee; Damage 4; Critical 2; Range [Engaged]; Pierce 1, Vicious 1), Integral Flame Thrower (Ranged [Heavy]; Damage 6; Crit 2; Range [Short]; Burn 3, Blast 6).

NUKATRON [RIVAL] A unique type of protectron. This protectron type shoots weaponized Nuka Cherry/Cola Quantum blasts instead of lasers. Its head and torso are combined into one, with a small screen on the upper torso presumably serving as its primary interface. The screen will sometimes play the "Park Safety Rules" promotional Nuka-World trailer, complete with audio. Their voices are different than that of a regular protectron, and are much softer and slower. There are several different variants of the “common” Nukatron to be found in the Nuka World amusement park confines. These include Nukatron watchers, Nukatron guardians, Nukatron defenders and Nukatron sentinels.

 SKILLS: Charm 1, Cool 1, Negotiation 2, Ranged [Light] 2, Perception 1, Vigilance 1.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Enduring 1 (increase the Soak Rating by 1).

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GENESYS  ABILITIES: Rad Immunity (nukatrons do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 1.  EQUIPMENT: Pincer Claw (Brawl; Damage 5; Critical 4; Ranged [Engaged]), Nuka Cherry/Cola Quantum Blaster (Ranged [Light]; Damage None; Critical None; Range [Short]; Ensnare 2).

PROTECTRON [RIVAL] Created by RobCo, protectron robots were designed (as their name suggests) for protection, although they can also be seen being used in a manual labor role as well. Typically used in officetype settings, their secondary programming is modular, making them useful as greeters, ticket collectors, bartenders, celebrity or historical figure impersonators, even sexual partners. Typically used in office settings, a large variety of available synthetic personalities and programming options made them universally useful. RobCo offered personalities like the R04 V9 "office helper" with the ability to process and track office protocols and agendas in real time, RobCo RS3 V4.1.6 "utility helper" with automatic routine download and pest extermination mode, RobCo RX2 V1.16.4 "vault helper", loaded with Vault protocols. Other models of public service protectrons include medics which are outfitted with a defibrillator, firemen using an internal cryo gun, police officers with electric shock and melee capabilities, and even heavy-duty construction workers utilizing internal nail guns. In terms of combat, protectrons are usually weak and easy to defeat, because of their weak weapons and slow movement speed. In the Commonwealth, protectrons are usually found in charging pods attached to terminals that must sometimes be hacked to activate them. The terminal software allows for different "personalities" to be uploaded to the unit, which changes the unit's voice dialogue and weapons loadout. The choices are: Default, Subway Steward, Construction Worker, Medical Responder, Firefighter, and Law Enforcement. Many protectrons in various areas have been programmed differently. Other protectrons have even been supplied with sophisticated personalities. A protectron with the basic personality loaded on it can execute “sequences," lists of tasks to complete, such as patrolling an area for intruders. Some

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sequences may have been added by RobCo Industries, whereas others were written by robotics technicians at locations where they are used. When not in use, a protectron unit is stored in a base pod, which charges its battery. The protectron is connected to its base pod via radio uplink, and the pod is in turn connected to a control terminal or a computer system. Protectrons can be customized via software upgrades to perform specific functions, even outside their purpose. Protectrons are equipped with a series of three built-in laser emitters, mounted in their right and left “hands,” as well as the glowing dome atop their head.

 SKILLS: Brawl 1, Ranged [Light] 2, Perception 2, Vigilance 2.  TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against this target once), Enduring 2 (increase the Soak Rating by 2).  ABILITIES: Rad Immunity (protectrons do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison), Ponderous (cannot spend more than one Maneuver to move each turn).  SILHOUETTE: 1.  EQUIPMENT: Integral Laser (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Accurate 1), Pincer Claw (Brawl; Damage 5; Critical 4; Range [Engaged]; Pierce 1).

ROBOBRAIN [RIVAL] Robobrains were created before the Great War by General Atomics International both for the U.S. military and for the civilian sector. Official government records list only chimpanzee brains as being used in the robots, but at least some human brains were taken from the bodies of executed criminals. Many of these criminals were insane, so the resulting robobrains also tended to be unstable, despite complete reprogramming via the CODE technology. Some of these human-robobrains hybrids would try to kill themselves, apparently resenting being made into cyborgs. A robobrain moves on a tracked chassis (using dual 40 hydro-processor motors), either on a fixed or flexible mount. This is attached to a sizable

ADVERSARIES

Fallout cylindrical torso with a hardened glass dome on top, housing the central processing unit with the organic brain suspended inside. In addition, to use consoles, operate levers, or engage targets with weapons, they have two flexible manipulators, ending in three point claws, on the sides of their torsos. Robobrains were going to be the next generation of robotic soldier in the war against China, but their production costs made it difficult to implement their introduction into the American military. The robobrain's organic brain is suspended in pressurized bio med gel (which is the primary reason the brains can continue to function for several centuries). Any damage to the casing or the brain itself can disrupt the robot's brainwaves and damage its neural connection to the rest of the body, affecting the robot's performance. Feeding the organic brain information about its surroundings are special sensors (typically with software written in 2076 installed), called Sensors '76. Apart from providing a real-time high resolution feed of the robot's surroundings, they are also capable of switching to infrared mode, in case the main sensors, for one reason or another, become useless for operating in unlighted areas. The manipulators in some robobrain models are designed to operate regular human weaponry (such as AK-112 assault rifles), while some others have integrated laser guns (wattage equivalent to AEP7 laser pistols), supported by integrated mesmetrons. In addition, all robobrains have a built-in voice synthesizer.

 SKILLS: Brawl 2, Cool 2, Ranged [Light] 3, Vigilance 2.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Eagle Eyes (may increase weapons range band by one (to a maximum of Extreme), Enduring 3 (increase the Soak Rating by 3), Suppressing Fire 2 (may spend one a on failed combat check to inflict 1 Strain damage to the target, to a maximum of 2 Strain at the cost of aa).

ADVERSARIES

 ABILITIES: Rad Immunity (robobrains do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 2.  EQUIPMENT: Pincer Claw (Brawl; Damage 6; Critical 3; Range [Engaged]; Pierce 1), Laser (Ranged [Light]; Damage 6; Critical 3; Range [Medium); Accurate 1).

SECURITRON [NEMESIS] The PDQ-88b securitron (also named the RobCo security model 2060-B) is a private security robot created and mass-produced by House Industries with the help of RobCo Industries, and privately and on a much smaller scale by the Big MT research company, who were primarily attempting to improve the original. The PDQ-88b securitron is a large, monowheel robot with a titanium alloy housing, resistant to shrapnel and small arms fire. The PDQ-88b securitron is heavily-armed: its left arm contains a Glastinghouse X-25 Gatling laser for medium range engagements, while its right arm contains a 9mm machinegun for close-range suppression and crowd control. However, these are only secondary weapons; concealed compartments in its shoulders contain M-235 missile launchers for long range and surface-to-air engagements and a rapid-fire G-28 grenade launching system for close range engagements. The robots also have onboard autorepair systems to repair any damage sustained from combat. Thus armed, a securitron can handle nearly any combat situation. Berserk Series: The face of the berserk PDQ-88b securitron unit is a distorted face, similar to the "angry moon" featured in the film A Trip to the Moon. The berserk model has the ability to use the rocket launchers in its shoulders and the laser in its arm, but not the grenade launcher or machine gun.

 SKILLS: Brawl 2, Cool 1, Gunnery 2, Mechanics 2, Perception 2, Ranged [Heavy] 2, Vigilance 2.  TALENTS: Adversary 2 (upgrade all combat checks against this target twice), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 3 (increase the

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GENESYS Soak Rating by 3), Knack For It (remove bb from Perception and Vigilance checks), Nobody's Fool 1 (upgrade the difficulty of incoming Charm, Coercion, or Deception checks once).  ABILITIES: Rad Immunity (securitrons do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison), Self-Repair (the securitron makes a Mechanics check each turn to self-repair some of the damage it has suffered, the difficulty of the check is dependent on the amount of wounds suffered, as per Medical Check Difficulty table on page 116 in the GENESYS core rulebook).  SILHOUETTE: 1.  EQUIPMENT: Pincer Claw (Brawl; Damage 5; Critical 4; Range [Engaged]; Pierce 1), Submachine Gun (Ranged [Heavy]; Damage 5; Critical 3; Range [Medium]; Auto-Fire), Grenade Launcher (Ranged [Heavy]; Damage 8; Critical 4; Range [Short]; Blast 6), Gatling Laser (Gunnery; Damage 12; Critical 3; Range [Extreme]; Auto-Fire only, Pierce 2, Prepare 1), Missile Launcher (Gunnery; Damage 20, Critical 2; Range [Extreme]; Blast 10, Breach 1, Prepare 1, Limited Ammo 5).

SENTRY BOT [NEMESIS] Sentry bots (military serial numbers SB-XXXX) are security robots made before the Great War with the express purpose of participating in the heaviest of firefights during war. Where the Mister Gutsy is a hovering platform with modest armor plating, and the protectron was originally designed for protecting business premises, the sentry bot is a powerhouse, equipped with sturdy armor plating, powerful weapons integrated into its chassis and high mobility, thanks to mecanum wheels mounted on its three legs. On top of their already formidable ballistic and

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explosive weaponry, sentry bots now have powerful melee attacks and a self-destruct function with equivalent power to a mini nuke. Some variants appear to have four legs instead of three. Despite being extremely bulky their mobility if anything has actually improved; they are capable of moving stunningly fast and traversing extremely rough terrain. In addition; a sentry bot's entire torso is capable of rotating independently of its legs, functioning akin to a turret and allowing it to move in one direction while shooting in a different direction (potentially against targets directly behind it). Sentry bots have two arms that end with deadly weapons (a minigun or Gatling laser on the right arm, and a missile launcher on the left arm), and tripod legs with wheels. They also have armored heads. They are programmed with an authoritative, professional military personality, in contrast to the "gung-ho," patriotic personality of the Mister Gutsy models. Its successor (manufactured only in limited amounts) is the bipedal Mark II sentry bot.

 SKILLS: Gunnery 2, Perception 1, Resilience 1.  TALENTS: Adversary 2 (upgrade the difficulty of all combat checks against this target twice), Durable 3 (reduce the result of all Critical Injuries against this target by -30, to a minimum of 1), Enduring 4 (increase the Soak Rating by 4), Lethal Blows 2 (+20% to any Critical Injury rolls made against opponents), Swift (the sentry bot does not suffer the penalties for moving through difficult terrain (it moves through difficult terrain at normal speed without spending additional Maneuvers), True Aim 1 (may perform True Aim Maneuver, upgrade combat check once and adds b).  ABILITIES: Explosive Death

ADVERSARIES

Fallout (when the sentry bot’s Wound threshold is exceeded, it’s fusion cores destabilize and explodes at the end of the current turn. Anyone within Short range of the sentry bot at that time must make an Hard (ddd) Athletics check to dive for cover or escape the blast radius. Failure means they take 25 Wounds damage and 6 Radiation. This explosion has Breach 2), Inefficient Cooling (If the sentry bot rolls y on any check, it is Immobilized and Staggered until the end of its next turn. The fusion cores of the robot are exposed during this time and may be targeted, though this requires an opponent to spend a a on a check to notice), Rad Immunity (sentry bots do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 2.  EQUIPMENT: Minigun (Gunnery; Damage 13, Critical 2, Range [Extreme]; Auto-Fire only, Inaccurate 1, Linked), Auto Laser (Gunnery; Damage 8; Critical 3; Range [Long]; Auto-Fire), Bomblet Launcher (Gunnery; Damage 8; Critical 4; Range [Medium]; Blast 6, Limited Ammo 6).

 TALENTS: None.  ABILITIES: Rad Immunity (spider drones do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison). Self-Detonate (a spider drone can spend a Maneuver to self-detonate as a fragmentation mine once within Engaged range of a target).  SILHOUETTE: 0.  EQUIPMENT: Fragmentation Mine (Mechanics; Damage 12; Critical -; Range [Engaged]; Blast 4, Limited Ammo 1, Vicious 4).

SWARMBOT [MINION]

Swarmbots are built from the robobrain torso frame and is capable of hovering due to the Mister Handy thruster mounted below them. They are frequently encountered in groups, as their name implies. Largely armed with automatic weapons, they are quickly capable of tearing down an unaware player character. However, they are quite quick and will frequently move into melee range while enjoying ranged support from the automated forces they travel alongside. These automatrons are cobbled together from a wide variety of components taken from five different robot Spider drones are robots employed by the Chinese models. Swarmbots usually Army. Before the war, these robots served as mobile consist of a robobrain torso landmines for the Chinese army. Their method of attack is to approach enemy targets and simply self- and an assaultron head mounted on a Mr. Handy's hover-chassis. Their arms come as varied as their destruct; the explosion acting as a fragmentation armaments, which cover almost the entire spectrum mine would. A spider drone can be disarmed before it explodes, of what an automatron can carry for ranged combat. but it is a feat that requires not only speed but also finesse and talent. A character can move into Engaged range of a spider drone on his turn, and spend an Action to attempt a once upgraded Hard (cdd) Mechanics check with b to attempt to  SKILLS (GROUP ONLY): Ranged disarm it before it can self-detonate. A y or [Light] 1. tttt result means that the  TALENTS: Enduring 1 (increase spider drone detonates the Soak Rating by 1). prematurely.  ABILITIES: Hover Jet (ignores A spider drone's Blast 4 quality difficult terrain), Rad Immunity is automatically triggered upon (swarmbots do not take damage from detonation, whether it is Radiation), Robot (does not eat, sleep or accidental or self-detonation. breathe; immune to toxins and poison).  SILHOUETTE: 0.  EQUIPMENT: Submachine Gun (Ranged [Light]; Damage 5; Critical 3; Range [Medium]; Auto-Fire).

SPIDER DRONE [MINION]

 SKILLS (GROUP ONLY): None.

ADVERSARIES

398

GENESYS

TANKBOT [NEMESIS] Tankbots are based on the sentry bot frame and serve as heavy servitors. True to their origins, they are among the most resilient automatrons, usually rely on devastating long-range firepower to destroy their targets from afar and erupt in a powerful nuclear detonation when destroyed. These automatrons are cobbled together from a wide variety different robot models. Tankbots usually consist of a robobrain torso mounted on a sentry bot's three-legged chassis and come armed with various heavy weapons. Tankbots were originally meant to help the people of the Commonwealth as part of a fleet of robots that would defend settlements from various threats. However, a logic error made by her robobrain lieutenants led to these robots becoming hostile to everyone they encountered, unleashing havoc in the area.

 SKILLS: Gunnery 2, Perception 2, Vigilance 1.  TALENTS: Adversary 3 (upgrade combat checks against this target twice), Durable 4 (reduce the result of all Critical Injuries against this target by -40, to a minimum of 1), Enduring 5 (increase the Soak Rating by 5), Lethal Blows 2 (+20% to any Critical Injury rolls made against opponents), Rain of Death (do not increase the difficulty for using Auto-Fire), Suppressing Fire 2 (may spend one a on failed combat check to inflict 1 Strain damage to the target, to a maximum of 2 Strain at the cost of aa), True Aim 1 (may perform True Aim Maneuver, upgrade combat check once and adds b).  ABILITIES: Explosive Death (when the tankbot’s wound threshold is exceeded, it’s fusion cores destabilize and explodes at the end of the current turn. Anyone within Short range from the tankbot at that time must make an Hard (ddd) Athletics check to dive for cover or

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escape the blast radius. Failure means they take 25 Wound damage and 6 Radiation. This explosion has Breach 2), Rad Immunity (tankbots do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 2.  EQUIPMENT: Gatling Laser (Gunnery; Damage 12; Critical 3; Range [Extreme]; Auto-Fire only, Pierce 2, Prepare 1) or Missile Launcher (Gunnery; Damage 20, Critical 2; Range [Extreme]; Blast 10, Breach 1, Prepare 1, Limited Ammo 4).

THINK TANK [RIVAL] A think tank is a unique brain bot. It consists of a robotic sphere-shaped body housing a human brain with three monitors attached to the robot's chassis, allowing a person to continue living beyond the lifespan of their biological bodies. The "Think Tank Project" was a scientific project created in Big MT. The project's purpose was to preserve the six Big MT executives. A think tank uses the same principle as a robobrain: the brain is held inside a hardened glass container at the top of the robotic body, suspended in pressurized bio med gel (which can take many colors). However, unlike a robobrain, the brain within a think tank never had its memory wiped, retaining all memories and emotions it would have had prior to becoming a think tank. The robotic body has three monitors protruding from the robot's chassis. Two of these monitors depict eyes and the other depicts a mouth. In addition to allowing a person to continue living by using their brain as a power source, it provides a container and mobile platform so the operating human brain may observe and approach various items. Like eyebots, think tanks levitate by means of an unknown propulsion system. They are able to communicate verbally due to a voice module which is integrated into the robotic chassis and connected to the brain. If damaged, the think tank can continue to communicate but only through

ADVERSARIES

Fallout radio waves. Despite not being designed for fighting, they have "an arsenal of vivisectors, brainial beams, and a rather nasty ray that can make your atoms do a happy dance" for self-defense.

 SKILLS: Charm 2, Coercion 2, Deception 2, Leadership 2, Negotiation 2, Perception 2, Vigilance 2.  TALENTS: Congenial 1 (suffer 1 Strain to downgrade any Charm or Negotiations check once), Enduring 1 (increase the Soak Rating by 1), Knack For It (remove bb from Charm and Negotiation checks), Nobody's Fool 1 (upgrade the difficulty of incoming Charm, Coercion, or Deception checks once).  ABILITIES: Hover Jet (ignores difficult terrain), Rad Immunity (think tanks do not take damage from Radiation), Robot (does not eat, sleep or breathe; immune to toxins and poison).  SILHOUETTE: 1.  EQUIPMENT: Gamma Ray (Ranged [Light], Damage 4; Critical None; Range [Medium]; Rad 4), Sonic Ray (Ranged [Light]; Damage 5; Critical 4; Range [Short]; Disorient 4, Stun Damage).

SPORE CARRIER Spore carriers are humans who had been exposed to the entomopathogenic fungus Beauveria mordicana. Beauveria mordicana was developed before the Great War in the Big MT research facility X-22 botanical garden to colonize the bodies of common pests. It was delivered to Vault 22 as a part of the Vault Behavioral Project. A report in the medical wing of Vault 22 states that the host technically dies once the fungus has fully colonized the host body, but the fungal colonies continue to animate the body. In this manner the fungus moves amongst more of its prey, occasionally spraying spores in a radius around the host body and infecting all who come near it. The drawbacks of Beauveria mordicana include the long time required to kill prey, and the limited effectiveness against nonsocial pests. The inhabitants of Vault 22 were exposed to Beauveria mordicana, and those of them who left the

ADVERSARIES

vault have spread the fungus as far as Zion Canyon, where spore carriers pose a problem even in 2281. It seems that the spread of the green fungus happens over time, as the doctor who first performed an autopsy noticed nothing wrong externally with the first infected victim. Upon autopsy, it was discovered the fungus had manifested throughout the lungs, explaining the carrier's nasty coughs (noted both in the Vault 22 and the Zion terminal entries) before they succumbed to the fungus.

SPORE CARRIER [MINION] The most common of all spore carriers. They hide in vegetation and attack anyone tripping over them. If they are not killed quickly, they explode and deal large amounts of damage, and giving a large dose of radiation.

 SKILLS (GROUP ONLY): Brawl 1, Stealth 1.  TALENTS: Durable 1 (reduce the results of all Critical Injuries against this target by -10, to a minimum of 1), Knack For It (remove bb from Stealth and Survival).  ABILITIES: Spore Burst (upon the end of the spore carrier's second turn, if it is not killed by then, it will explode in a burst of dangerous spores. Anyone within Engaged range of the spore carrier is affected by this attack. (Spore Burst; Damage 5; Critical None; Blast 4, Rad 2). Furthermore, anyone in the blast must make an Average (dd) Resilience check or become infected with spores. A failed Resilience check indicates that the character loses 1 Wound threshold and 1 Strain threshold with each passing 24 hours. If either Wound threshold or Strain threshold reach 0, the character's body succumbs to the fungal infection and the character dies, and turns into a spore carrier. It is possible to alleviate this infection with a Hard (ddd) Medicine check).  SILHOUETTE: 1.  EQUIPMENT: Claw (Brawl; Damage 4; Critical 4; Range [Engaged]).

SPORE CARRIER BRUTE [RIVAL] Spore carrier brutes are found in the same areas

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GENESYS other spore carriers are found, and usually tend to act the same. However, brutes tend to be more aggressive, and are tougher and larger than regular spore carriers.

 SKILLS: Brawl 2, Stealth 2, Vigilance 1.  TALENTS: Durable 1 (reduce the results of all Critical Injuries against this target by -10, to a minimum of 1), Knack For It (remove bb from Stealth and Survival).  ABILITIES: Spore Burst (upon the end of the spore carrier brute's second turn, if it is not killed by then, it will explode in a burst of dangerous spores. Anyone within Engaged range of the spore carrier is affected by this attack. (Spore Burst; Damage 6; Critical None; Blast 4, Rad 2). Furthermore, anyone in the blast must make a Hard (ddd) Resilience check or become infected with spores. A failed Resilience check indicates that the character loses 1 Wound threshold and 1 Strain threshold with each passing 24 hours. If either Wound threshold or Strain threshold reach 0, the character's body succumbs to the fungal infection and the character dies, and turns into a spore carrier. It is possible to alleviate this infection with a Daunting (dddd) Medicine check).  SILHOUETTE: 1.  EQUIPMENT: Claw (Brawl; Damage 6; Critical 3; Range [Engaged]; Knockdown, Vicious 1).

SPORE CARRIER RUNT [MINION]

within Engaged range of the spore carrier is affected by this attack. (Spore Burst; Damage 4; Critical None; Blast 4, Rad 1). Furthermore, anyone in the blast must make an Easy (d) Resilience check or become infected with spores. A failed Resilience check indicates that the character loses 1 Wound threshold and 1 Strain threshold with each passing 24 hours. If either Wound threshold or Strain threshold reach 0, the character's body succumbs to the fungal infection and the character dies, and turns into a spore carrier. It is possible to alleviate this infection with an Average (dd) Medicine check).  SILHOUETTE: 0.  EQUIPMENT: Claw (Brawl; Damage 4; Critical 4; Range [Engaged]).

SPORE PLANT Spore plants are mutated Venus Flytrap. Before the Great War, they could be found in nitrogen and phosphorus-poor environments and having a trapping structure formed by the terminal portion of each of the plant's leaves prey triggered tiny hairs on their inner surfaces allowed them to feed. Semi-intelligent, spore plants are violent in nature and attack most anyone without provocation. They also have an immunity to poison and radiation. They have two methods of attacking. Because of its stationary nature, its most common attack is a spike projectile which it spits at its enemies. This projectile has a very long range and can potentially be very harmful if exposed to the attack for too long. If an enemy gets too close, the mutant plant will lunge at them and bite with its thorned maw.

GIANT SPORE PLANT [RIVAL]

Runts are the smallest and weakest of the spore carrier family. However, they are still quite fast and may overwhelm an unaware wanderer.

A giant and much tougher version of the regular spore plant.

 SKILLS (GROUP ONLY): Stealth 1.  TALENTS: None.  ABILITIES: Spore Burst (upon the end of the spore carrier runt's second turn, if it is not killed by then, it will explode in a burst of dangerous spores. Anyone

 SKILLS: Brawl 1, Ranged [Light] 1.  TALENTS: None.  ABILITIES: Poison Immunity (giant spore plants are immune to the effects of all poisons, toxins and venoms), Rad Immunity (giant spore plants do not take damage from Radiation).

401

ADVERSARIES

Fallout  SILHOUETTE: 2.  EQUIPMENT: Spike Projectile (Ranged [Light]; Damage 5, Critical 4; Range [Medium]; Pierce 1), Thorned Maw (Brawl; Damage 6; Critical 4; Range [Engaged]; Ensnare 1).

SPORE PLANT [MINION] Found frequently throughout Vault 22 but also in other places of the Wasteland, these creatures are weak and pose little to no threat, even to inexperienced wanderers.

 SKILLS (GROUP ONLY): None.  TALENTS: None.  ABILITIES: Poison Immunity (spore plants are immune to the effects of all poisons, toxins and venoms), Rad Immunity (spore plants do not take damage from Radiation).  SILHOUETTE: 1.  EQUIPMENT: Spike Projectile (Ranged [Light]; Damage 4, Critical 4; Range [Short]), Thorned Maw (Brawl; Damage 5; Critical 4; Range [Engaged]).

STINGWING Stingwings appear to be a large, mutated form of scorpion-fly, with extended mouth parts and a scorpion-like tail, ending in a bulbous and deadly sting. They can often be found in swarms, and their erratic flying coupled with a poisonous sting make them formidable opponents. Stingwings were created by radiation at some point between the start of the Great War and 2287. They are known to build large clusters of nests on the ground and walls, the nests themselves ooze a bright yellow sap akin to honey from their entrances. Wanderers must use caution when approaching these nests, as multiple stingwings will emerge to fiercely defend them from potential threat. Due to radiation, stingwings have developed a poisonous sting not found on their modern, unmutated counterparts. Also, unlike the modern day Mecoptera order of insects, stingwings appear to exhibit no sexual dimorphism, as only male

ADVERSARIES

scorpion-flies wield the appendage which grants them their name.

GLOWING STINGWING [RIVAL] These stingwings have absorbed an unhealthy amount of radiation, which has resulted in their bodies glowing with a very unnatural glow.

 SKILLS: Brawl 2, Coordination 1, Resilience 1.  TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against this target once), Defensive 1 (increase the Defense Rating by 1), Enduring 1 (increase the Soak Rating by 1), Side Step (suffer 1 Strain to upgrade difficulty of all ranged combat checks until the end of the glowing stingwing's next turn).  ABILITIES: Flyer (glowing stingwings can fly (see page 100 of the GENESYS core rulebook), Poison (a glowing stingwing can spend aa or x on its sting attack to inject poison. Anyone stung by the glowing stingwing's stinger must make a Hard (ddd) Resilience check or suffer an automatic f to all skill checks for the rest of the encounter. The effects of the poison stack cumulatively), Poison Immunity (glowing stingwings are immune to the effects of all poisons, toxins and venoms), Rad Immunity (glowing stingwings do not take damage from Radiation).  SILHOUETTE: 1.  EQUIPMENT: Stinger (Brawl; Damage 6; Critical 2; Range [Engaged]; Pierce 2, Poison, Rad 2).

STINGWING [MINION] The most common form of stingwing found throughout the Commonwealth. Most commonly found in groups. However a few can be found alone.

 SKILLS (GROUP ONLY): Resilience 1.  TALENTS: Defensive 1 (increase the Defense Rating by 1), Side Step (suffer 1 Strain to upgrade difficulty of all ranged combat checks until the end of the stingwing's next turn).

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GENESYS  ABILITIES: Flyer (stingwings can fly (see page 100 of the GENESYS core rulebook), Poison (by spending aa or x on its stinger combat check, the stingwing can inject poison into the prey. Anyone stung by the glowing stingwing's stinger must make an Average (dd) Resilience check or suffer an automatic t to all skill checks for the rest of the encounter. The effects of the poison stack cumulatively), Poison Immunity (stingwings are immune to the effects of all poisons, toxins and venoms), Rad Immunity (stingwings do not take damage from Radiation).  SILHOUETTE: 0.  EQUIPMENT: Stinger (Brawl; Damage 5; Critical 2; Range [Engaged]; Pierce 2, Poison).

STINGWING DARTER [RIVAL] A stingwing darter is essentially a faster and tougher variant of the ordinary stingwing. Its fast movement and erractic way of darting about has given its telltale name.

 SKILLS: Coordination 2, Brawl 1, Perception 1, Vigilance 1.  TALENTS: Defensive 2 (increase the Defense Rating by 2), Side Step (suffer 1 Strain to upgrade difficulty of all ranged combat checks until the end of the stingwing darter's next turn).  ABILITIES: Erratic Mover (the stingwing darter is allowed to take a second free Maneuver without suffering Strain), Flyer (stingwing darters can fly (see page 100 of the GENESYS core rulebook), Poison (provided that the stingwing darter spends aa or x on its sting combat check, it can inject its poison into its intended target. By doing so, anyone stung by the stingwing darter's stinger must make an Average (dd) Resilience check or suffer an automatic t to all skill checks for the rest of the encounter. The effects of the poison stack cumulatively), Poison Immunity (stingwing darters are immune to the effects of all poisons, toxins and venoms),

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Rad Immunity (stingwing darters do not take damage from Radiation).  SILHOUETTE: 0.  EQUIPMENT: Stinger (Brawl; Damage 6; Critical 2; Range [Engaged]; Pierce 3, Poison).

SUPER MUTANT Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are much taller, bulkier and muscular than pure strain humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells caused by FEV makes them virtually biologically immortal (but not immune to death from injury). There are three different known sources of super mutants in the post-War world - Mariposa Military Base in New California (on the West Coast), Vault 87 in the Capital Wasteland (on the East Coast) and the FEV labs of the Institute in the Commonwealth (East Coast). The three populations have separate histories and origins, and are yet to interact with each other. While originally the term was only used to refer to the Mariposa stock, the Brotherhood of Steel carried the term with them and applied it to those from Vault 87 upon encountering them.

BEHEMOTH [NEMESIS] Towering above over super mutants, at about 20 feet tall, the behemoths are the greatest threat to humanity found among the super mutants. These super mutants are the oldest and strongest of their kind. As well as being many times larger than any other humanoid creature, they are no longer capable of intelligent speech, due to brain degradation; they make monstrous roars instead. They are usually armed with an oversized bludgeoning weapons. Other than that, they also use their enormous fists in fight. Either way, both weapons are heavy-hitters, and will cause major damage against any enemy smaller than them.

ADVERSARIES

Fallout

 SKILLS: Athletics 1, Brawl 3, Coercion 4, Melee 3, Ranged (Light) 2, Resilience 4, Survival 2.  TALENTS: Adversary 3 (upgrade the difficulty of all combat checks against this target three times), Durable 5 (reduce the result of all Critical Injuries against this target by -50, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Feral Strength 5 (adds +5 damage to one hit of all successful Brawl and Melee checks), Lethal Blows 2 (+20% to any Critical Injury rolls made against opponents), Strong Arm (spend a Maneuver to increase the range of thrown objects by two range bands), Knockdown (can spend y during an opponent's combat check to knock a target prone).  ABILITIES: Forced Evolutionary Virus (reduce the Encumbrance and Cumbersome value of all wielded weapons by 1), Rad Immunity (behemoths do not take damage from Radiation), Terrifying (characters must make a Hard (ddd) Discipline check upon first sight of a Behemoth or having to increase the difficulty of all skill checks once until the end of the encounter), Sweep Attack (the behemoth can spend x on a successful Melee check to hit the target as well as anyone Engaged with the target),  SILHOUETTE: 3.  EQUIPMENT: By weapon and armor type.

NIGHTKIN [RIVAL]

The nightkin often use their equipped Stealth Boys to sneak-attack those who cross their path, remaining invisible until they come out and fight, sometimes even remaining invisible then. However, prolonged use of Stealth Boys has damaged their sanity, with them becoming incredibly aggressive, paranoid, and in some cases severely delusional. As Marcus explains, they "hate to be seen." The cause of their paranoia is schizophrenia developed from constant use of the Stealth Boys, because of this they can become angered when stared at for a long period of time.

 SKILLS: Brawl 1, Cool 2, Leadership 2, Melee 2, Ranged [Heavy] 2, Stealth 3, Vigilance 2.  TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against this target once), Defensive 1 (increase the Defense Rating by 1), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Feral Strength 2 (adds +2 damage to one hit of all successful Brawl and Melee checks), Knack For It (remove bb from all Stealth and Vigilance checks).  ABILITIES: Forced Evolutionary Virus (reduce the Encumbrance and Cumbersome value of all wielded weapons by 1), Rad Immunity (nightkin do not take damage from Radiation).  SILHOUETTE: 2.  EQUIPMENT: By weapon or armor type.

They are superior to their fellow super mutants in terms of both intellect and skill, as the FEV-II dipping has not damaged their intelligence. While in the Master's Army, they had access to superior weapons These are the youngest and weakest of the and armor, including the use of Stealth Boys. Wasteland super mutants. They are usually Prolonged use of these devices led to a permanent alteration of the pigment in their skin. Instead of the encountered in a small group of a couple of super mutants, led by a stronger super mutant. usual dull green, their skin is pale blue in color.

SUPER MUTANT [RIVAL]

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GENESYS

 SKILLS: Brawl 1, Coercion 2, Melee 2, Ranged [Heavy] 2, Resilience 1.  TALENTS: Durable 1 (reduce the result of all Critical Injuries against this target by -10 to a minimum of 1), Feral Strength 2 (adds +2 damage to one hit of all successful Brawl and Melee checks).  ABILITIES: Forced Evolutionary Virus (reduce the Encumbrance and Cumbersome value of all wielded weapons by 1), Rad Immunity (super mutants do not take damage from Radiation).  SILHOUETTE: 2.  EQUIPMENT: By weapon and armor type.

 SKILLS (GROUP ONLY): Athletics 1, Brawl 1, Stealth 1.  TALENTS: None.  ABILITIES: None.  SILHOUETTE: 1.  EQUIPMENT: Claw (Brawl; Damage 4; Critical 4; Range [Engaged]).

TUNNELER

The exact origins of the tunnelers is unknown. However, there are signs that they were created after the Great War, probably by mutation of an unknown species. Being underground predators, they build their nests deep into the earth and have lived Trog is a common name for humans that became undisturbed by surface-dwellers for centuries. infected with the Troglodyte Degeneration Contagion Tunnelers usually have no direct contact with the (or "TDC"), and slowly degenerated into scampering surface world. Tunnelers are very averse to loud troglodytes who fear the light. noises and bright lights. They try to keep beyond the As a direct result of their disease, reach of the sun by staying in tunnels and other lowtrogs are hairless, naked, primatelight areas.´ like creatures with long, gangly Tunnelers appear to be reptilian-humanoids with arms and legs. Their skin appears dark, scaly skin, large bio-luminescent eyes, a mouth raw and wrinkled, and their faces filled with sharp reptilian teeth and chitinous spikes are scrunched into permanent protruding from their shoulders and heads. scowls, with their teeth Tunnelers are found underground, as their name constantly bared. They have implies, and are noted for their fear of bright four fingers and four toes, and lights and loud noises. Every now and then they their feet appear to be in the will flee from combat and head back underground. process of turning into "hands", This can be seen easily by throwing a flash bang or adding to their primatefiring a flare gun at a tunneler. Their like appearance. enlarged eyes appear to be an They crawl on all adaptation to the conditions of their fours (somewhat preferred habitat and are sensitive to similar to frogs). They have light; a condition which would explain their no external genitalia, or extreme aversion to weapons like flash any other visual clues bangs and flare guns, and to the sun to their gender, itself. making sexual reproduction unlikely.

TROG

TUNNELER [MINION]

These are the most common type of tunneler. There are reports of hulking tunnelers and even Despite their savage appearance, trogs are capable tunneler queens. of hunting in packs like wolves. While some may simply charge at targets head-on, others will attempt to sneak up on the prey from behind or above. Their speed is almost on par with a yao guai, though they are able to leap even farther.  SKILLS (GROUP ONLY): Brawl 1, Coordination 1, Perception 1, Vigilance 1.

TROG [MINION]

405

ADVERSARIES

Fallout  TALENTS: Quick Strike 1 (add b to any combat check against any target that has not yet acted in the current encounter).  ABILITIES: Light Aversion (items that produce a strong light, such as flash bang grenades, flare guns, flamers, explosions, might startle a tunneler. Any weapon that is used within Short range of a tunneler, forces the tunneler to make a Hard (ddd) Cool check. A failed check will cause the tunneler to flee the scene for one turn per uncancelled t on the check, with a minimum of 1 turn), Night Vision (tunnelers suffer no Perception penalties from darkness).  SILHOUETTE: 1.  EQUIPMENT: Claw (Brawl; Damage 4; Critical 4; Range [Engaged]; Pierce 1).

WANAMINGO [RIVAL] Wanamingos are strange mutant animals that live mostly in underground colonies. They are often mistaken for extraterrestrial beings, due to their otherworldly anatomy. They can easily shrug off damage which would tear the flesh from the bone of a human, and are truly a force to be reckoned with.

 SKILLS: Brawl 2, Perception 2, Resilience 1, Stealth 1, Vigilance 1.  TALENTS: Adversary 1 (upgrade all combat checks against this target once), Defensive 1 (increase Defense Rating by 1), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 1 (increase Soak Rating by 1), Knack For It (remove bb from all Resilience and Stealth checks), Prey On the Weak 1 (+1 damage on combat checks against Disoriented targets), Refractor 2 (energy attacks made against the wanamingo suffers a bb penalty), Super Slam! (remove one a from the cost to trigger Knockdown on Brawl combat checks).  ABILITIES: Berserker (when a wanamingo suffers They are strange mutant animals that live mostly one or more Wounds, it deals +1 damage with all underground. Despite the rumors of their attacks. If Critically Injured, it deals +2 damage with extraterrestrial origin, they were actually created all attacks), Fearless (a wanamingo is immune to with FEV as weapons for waging war on other fear from any source), Rad Immunity (wanamingos countries and escaped into the wastes. In that do not take damage from Radiation). aspect, they are similar to deathclaws.  SILHOUETTE: 1. Morphologically, wanamingos are bipedal lifeforms  EQUIPMENT: Tentacle (Brawl; Damage 5; Critical 3; that bear almost no resemblance to any other form Range [Engaged]; Disorient 2, Linked 1, Rad 2, of terrestrial life. They possess a large central body Vicious 1), Savage Bite (Brawl; Damage 7; Critical 3; with a sizable mouth full of razor-sharp teeth, and a Ranged [Engaged]; Pierce 2, Rad 2, Vicious 2). pair of long, tentacle-like appendages that appear to be used for both grasping objects and to batter opponents in combat. The creature's large head The wanamingo queen is the matriarch of the lacks visible sensory organs, but it does not seem to wanamingos. She can lay eggs for the reproduction require eyesight in order to discern the location of prey. The creatures are devastating in close combat, of the wanamingos and can be found deep underground in her breeding room. chewing at foes and lashing at them with their tentacles. Through a process not entirely understood, these attacks also induce radiation poisoning. They hatch from eggs laid by a wanamingo queen — a large grey-colored wanamingo which others fearlessly protect. They aren't intelligent in the usual  SKILLS: Brawl 2, Perception 2, Resilience 3, Stealth 1, Vigilance 2. sense, but they do seem to have a hive-mind  TALENTS: Adversary 2 (upgrade all combat checks mentality. against this target twice), Defensive 2 (increase Defense Rating by 2), Durable 4 (reduce the result of

WANAMINGO

WANAMINGO QUEEN [NEMESIS]

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406

GENESYS all Critical Injuries against this target by -40, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Prey On the Weak 2 (+2 damage on combat checks against Disoriented targets), Refractor 3 (energy attacks made against the wanamingo queen suffers a bbb penalty), Super Slam! (remove one a from the cost to trigger Knockdown on Brawl combat checks).  ABILITIES: Berserker (when a wanamingo queen suffers one or more Wounds, it deals +2 damage with all attacks. If Critically Injured, it deals +3 damage with all attacks), Fearless (a wanamingo queen is immune to fear from any source), Rad Immunity (wanamingo queens do not take damage from Radiation).  SILHOUETTE: 2.  EQUIPMENT: Tentacle (Brawl; Damage 7; Critical 3; Range [Engaged]; Disorient 2, Linked 1, Rad 2, Vicious 1), Savage Bite (Brawl; Damage 9; Critical 3; Ranged [Engaged]; Pierce 3, Rad 2, Vicious 3).

WOLF Wolves are canines - much like their successors, the dogs - which prowl the wastelands much like they have done since times immemorial. Wolves have a long history with mankind, and they are still rightly feared across the wastes for preying on lone travelers and exposed livestock. Although it were far from common for wolves to attack human beings before the Great War - much due to mankind's hatred of wolves - the long lack of exposure to humans the post-apocalyptic world heralded has enabled them to move past their instinctive fear of human beings. Wolves are quadrupedal canines, much like dogs, and travel in large packs. They are substantially larger and stronger than the common dog, and are visually very similar to breeds such as German shepherds or many sled dogs. Individually they pose no major threat to experienced players, but due to their tendency to travel in large packs with their kin they can be quite dangerous.

407

Wolves are one of the very few creatures to have been left largely unaffected by radiation since the War. Although they were dying out in North America before the War, the commonplace encounters with them during the 22nd and 23rd century indicates that their species has had plenty of time to repopulate; this quite successfully.

WOLF [MINION] Wolves are dangerous creatures, and always travel in large packs of their kin. They easily outmanoeuver their enemies and surround them, and lunge at their prey with sharp claws and powerful jaws.

 SKILLS (GROUP ONLY): Athletics 1, Brawl 1, Perception 1.  TALENTS: None.  ABILITIES: Pack Tactics (when using the assist Maneuver, wolves add bb instead of b).  SILHOUETTE: 0.  EQUIPMENT: Bite (Brawl; Damage 5; Critical 3; Range [Engaged]; Vicious 1).

YAO GUAI Yao guai are a species of mutated bears that inhabit the Wasteland. The yao guai is a mutated bear of debatable origin species in the Wasteland. Possibly mutated from the black bears native to the region, these yao guai are generally larger than their unmutated predecessors and are more aggressive. The physical build of the Wasteland variant does not seem to drastically deviate from pre-War bears as much as the yao guai in the Capital Wasteland and Zion Canyon. Comparatively, they are overall less dog-like in their posture and movement, sport thicker patches of fur, and more body fat. Since their upper body, chest, and arms are not as massive, the Commonwealth yao guai have a more traditional

ADVERSARIES

Fallout bear-like posture and gait.

ALBINO YAO GUAI [NEMESIS] These yao guai are much lighter in coloration than a typical yao guai due to a genetic defect causing albinism.

 SKILLS: Athletics 1, Brawl 3, Resilience 2, Vigilance 1.  TALENTS: Adversary 2 (upgrade the difficulty of all combat checks against this target twice), Durable 3 (reduce the result of all Critical Injuries against this target by -30, to a minimum of 2), Enduring 2 (increase Soak Rating by 2), Lethal Blows 2 (+20% to any Critical Injury rolls made against opponents).  ABILITIES: Rad Immunity (albino yao guais do not take damage from Radiation).  SILHOUETTE: 2.  EQUIPMENT: Claw (Brawl; Damage 8; Critical 3; Range [Engaged]; Disorient), Bite (Brawl; Damage 9; Critical 3; Range [Engaged]; Pierce 2, Vicious 3).

IRRADIATED YAO GUAI [RIVAL] These yao guai are sickly green in color with hard, bony growths sprouting from their bodies, including near their eyes. Irradiated yao guai are more perceptive than their other yao guai, rendering them a capable enemy.

 SKILLS: Athletics 1, Brawl 2, Perception 1, Resilience 2, Vigilance 1.  TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against the target once), Durable 2 (reduce the result of all Critical Injuries against this target by -20, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents).  ABILITIES: Rad Immunity (irradiated yao guais do not take damage from Radiation).

ADVERSARIES

 SILHOUETTE: 2.  EQUIPMENT: Claw (Brawl; Damage 7; Critical 3; Range [Engaged]; Disorient, Rad 2), Bite (Brawl; Damage 8; Critical 3; Range [Engaged]; Pierce 1, Rad 2, Vicious 2).

RABID YAO GUAI [RIVAL] The rabid yao guai is a yao guai that has been infected with rabies. In appearance, it has red welts dominating its sides and face, giving it a diseased look. Despite its unhealthy appearance, it can prove to be a deadly adversary in combat

 SKILLS: Athletics 1, Brawl 2, Resilience 3.  TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against this target once), Durable 1 (reduce the result of all Critical Injuries against this target by -10, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents).  ABILITIES: Disease (when a rabid yao guai spends aa or x on its bite combat check, if can afflict a horrible rabies on its victim. Anyone bitten by the rabid yao guai must make a Hard (ddd) Resilience check or suffer f and t to all skill checks until the rabies is cured with a Hard (ddd) Medicine check), Rad Immunity (rabid yao guais do not take damage from Radiation).  SILHOUETTE: 2.  EQUIPMENT: Claw (Brawl; Damage 7; Critical 3; Range [Engaged]; Disorient), Bite (Brawl; Damage 8; Critical 3; Range [Engaged]; Disease, Pierce 1, Vicious 2).

YAO GUAI [RIVAL] The typical form of a yao guai, they are stronger than their stunted counterparts and can prove a difficult fight for Wasteland wanderers due to their considerable strength and aggressive nature.

408

GENESYS  SKILLS: Athletics 1, Brawl 2, Resilience 2.  TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against this target once), Durable 1 (reduce the effects of all Critical Injuries against this target by -10, to a minimum of 1), Enduring 2 (increase Soak Rating by 2), Lethal Blows 1 (+10% to any Critical Injury rolls made against opponents).  ABILITIES: Rad Immunity (yao guais do not take damage from Radiation).  SILHOUETTE: 2.  EQUIPMENT: Claw (Brawl; Damage 7; Critical 3; Range [Engaged]; Disorient), Bite (Brawl; Damage 8; Critical 3; Range [Engaged]; Pierce 1, Vicious 2).

409

ADVERSARIES

GENESYS

FTAGHN! Lovecraft's influence spreads wide and far, sometimes bluntly obvious and in your face, but mostly it is subliminal and vague hints towards the Mythos can be discerned if one knows what one is looking for. And there are even cultural references to Lovecraft within the officially publiced Fallout computer and console games; such as the Dunwich Building, the Dunwich Borers, Pickmans Gallery, Kingsport Lighthouse, the entire Far Harbor downloadable contents, the Children of the Atom, Blackhall in Point Lookout and The Astoundingly Awesome Tales magazines. It should be said that the Lovecraft mythology introduces a far more fantastic and supernatural element to the Fallout setting than previously established. Although aliens are already existing in the Fallout setting, and that alone would justify introducing elements of the Lovecraft mythology. Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn, Vault dwellers.

 Byakhee [Rival]  Cthonian [Nemesis]  Dark Young of Shub-Niggurath [Nemesis]  Deep One [Rival]  Dhole [Nemesis]  Dimensional Warper [Rival]  Elder Thing [Rival]  Flying Polyp [Nemesis]  Formless Spawn [Rival]  Fungi From Yuggoth / Mi-Go [Rival]  Great Race of Yith [Nemesis]  Gug [Nemesis]  Hound of Tindalos [Rival]  Moon-Beast [Nemesis]  Nightgaunt [Rival]  Servitor of the Outer Gods [Rival]  Shantak [Nemesis]  Shoggoth [Nemesis]  Spider of Leng [Rival]  Star-Spawn of Cthulhu [Nemesis]  Star Vampire [Rival]

BEYOND THE SPHERES No Lovecraft Mythos creatures have been included in this chapter; they have been opted deleted in the 2nd revised edition. “But why?” you might be asking or thinking. This was simply and solely for the reason that Mythos creatures should not be used as adversaries to throw against the players in the Fallout setting. The Mythos works best to let the fear and suspicion dwell and fester within the player's mind and thus also in the character's minds. The Mythos creatures that were present in the 1st edition of this Fallout sourcebook, and now gone beyond the spheres, were the following:

               

”The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.” - H.P. Lovecraft          -      

411

FTAGHN!

Fallout ast THE GENESYS™ EDITION dfh [ SECOND REVISED EDITION ]

WAR. WAR NEVER CHANGES. The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower. But war never changes. In the 21st century, war was still waged over resources that could be acquired. Only this time the spoils of war were also its weapons, petrolium and uranium. For these resources, China would invade Alaska, the United States would annex Canada and the European Commonwealth would be dissolved into quarreling bickering nationstates bent on controlling the last remaining resources on Earth. In 2077 the storm of world war had come again. In two brief hours most of the planet was reduced to cinders. From the ashes of nuclear devastation, civilization struggled to arise... The Fallout role-playing game is based on the Bethesda computer game series of the same name and is a clash of 1950's science fiction comics and dime novels with post-apocalyptic movies of the last four decades. This book covers the essentials of character creation in the Fallout setting. This book also hosts information on the Fallout setting specific races, careers, talents, gear, weapons, armor and, of course, adversaries. This entire book is based on the GENESYS core rules, and requires a copy of the GENESYS core rulebook in order to be played.

987654321 First Printing: 2018 ISBN: 978-1-01107-197-5