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There are six playable origins in Fallout: The Roleplaying Game, three introduced in the Winter of Atom sourcebook, and four introduced in the Settler's Guide Book supplement, and four introduced in the Wanderer's Guide Book.

Each origin defines the background of a character and can also determine the race of the character. Origins defines limits SPECIAL attributes, skills, and a mandatory trait, with only the Survivor, New California Republic, and Tribal origins having a list of possible traits that they can use interchangeably.[1]

Brotherhood Initiate[]

2d20 BoS Initiate
Born from the terrible revelations of the Mariposa Rebellion, Roger Maxson formed the Brotherhood of Steel so that his people—and eventually the rest of the survivors in this new world—would have something to believe in. With its own mythology, creed, and hierarchy, the Brotherhood of Steel’s primary goal is the recovery and preservation of the technology of the pre-war world. With the Great War disrupting humanity’s access to technology, the Brotherhood’s knights and scribes do all they can to secure the technology of the past, for the needs of future generations.

You may be a descendant of a knight or paladin, born into the Brotherhood and a firm believer of their doctrine, or you may be a new recruit, pledging yourself to their cause and looking to rise through their ranks.

Although the Brotherhood share a common goal, their chapters across the wasteland can have different beliefs and protocols, and they aren’t as unified as they seem from the outside. While the West Coast Brotherhood of Steel warred with the New California Republic over reclamation of technology and the NCR’s expansion efforts, the East Coast chapter was effectively isolated when it prioritized charity over the exchange of technology and the preservation of pre-war equipment. Elder Lyons’ mission became humanitarian, and while that earned them isolation at first, Arthur Maxson led their expansion of influence from Washington, D.C. to the entire Eastern Seaboard, refocusing their efforts on technological recovery and development.
— Corebook, pg.51

Trait: The Chain That Binds[]

As a member of the Brotherhood of Steel, they are bound by the chain of command: The Chain That Binds. They must carry out the orders of their immediate superiors, and are responsible for their subordinate siblings. If they do not carry out their duty, they are expelled from the Brotherhood and their technology will be reclaimed—by any means necessary.[2]

Equipment packs[]

Brotherhood of Steel Initiate
You are a new recruit to the Brotherhood of Steel training to fight the Brotherhood’s battles. You aspire to become a Knight of the Brotherhood, to be entrusted with mighty Power Armor, weapons, and other advanced technology to preserve human knowledge and civilization.— Corebook, pg.76
  • Brotherhood fatigues and Brotherhood hood
  • Combat knife
  • Laser pistol and a fusion cell containing 10 +5 CD shots, or a 10mm pistol with 10+5 DC rounds of 10mm pistol ammunition
  • Brotherhood holotags containing identifying information
Brotherhood of Steel Scribe
One of the Brotherhood’s best and brightest, your life is dedicated to researching science and technology in order to preserve that knowledge, keeping records to ensure history is not forgotten, and to maintaining and improving the weapons, armor, and vehicles of the Brotherhood. While not as combat-ready as others in the Brotherhood, sometimes your duties require venturing into the field.— Corebook, pg.76
  • Brotherhood Field Scribe’s armor and Brotherhood Scribe’s hat
  • Combat knife
  • Laser pistol and a fusion cell containing 6 +3 CD shots or a 10mm pistol with 6+3 CD rounds of 10mm pistol ammunition.
  • Brotherhood holotags containing identifying information

Ghoul[]

2d20 Ghoul
Prolonged exposure to the effects of background gamma radiation—part of the fallout of the Great War—can spontaneously mutate humans. You are one of those mutants. Either slowly, or strangely spontaneously, your body changed into that of a rotting, living corpse. You no longer age the same way, and appear unaffected by radiation. Your skin peels from your flesh but seems to be sustained by your mutated metabolism.

You are a “ghoul”—a necrotic post-human—one of many rag-tag survivors who weren’t lucky enough to get into a Vault-Tec facility. You may have been born after the war, and over time developed the necrotic mutation. You may have come from Vault 12 in Bakersfield, California, whose vault door did not close, exposing the population to the radiation from outside. You may have taken refuge in a ghoul settlement, like Underworld in the Capital Wasteland, and have ventured out recently to explore, scavenge, and survive.

Civilized ghouls, such as yourself, also fear a possible degeneration into a frenzied, feral nature. Feral ghouls are necrotic mutants like yourself who have lost higher brain functions, and reverted to a primal, violent state. They attack non-ghouls indiscriminately to defend their territory or feed. Whether this loss of reason is due to acute levels of radiation or the inevitable outcome of the mutation, you’re not sure, and that makes it all the more terrifying.
— Corebook, pg.52

Trait: Necrotic Post-Human[]

  • Immune to radiation damage. In fact, ghouls are healed by it and regain 1 HP for every 3 points of radiation damage inflicted upon them.
  • Resting in an irradiated location, ghouls may re-roll your dice pool when checking if your injuries heal.
  • Survival becomes a Tag skill, increasing it by 2 ranks.
  • Ghouls age at a much-decreased rate, and are probably older than unmutated companions—ghouls may even have survived the Great War of 2077—but are sterile: “the first generation of ghouls is the last” as the saying goes.
  • Ghouls may face discrimination from “smoothskins” (humans who aren’t ghouls), increasing the difficulty or complication range of Charisma tests depending on your opponent’s beliefs.[3]

Ghouls and chems[]

Due to the regenerative properties of their bodies, Ghouls are not affected by most chems like other origins.

  • Ghouls receive the benefits of Stimpaks and other healing items normally.
  • Rad-X and RadAway have no obvious effect on Ghouls, due to their immunity to radiation.
  • Addictol and Antibiotics work normally, but Ghouls are less likely to get addicted, and are not affected by many diseases.
  • Any Ghoul attempting to use any other kind of chem must use two doses to get the effect.[4]

Equipment packs[]

Same as survivor origin.

Super mutant[]

2d20 Super Mutant
You are a brutal, mutated human, forced to evolve from thoughtless experiments by the twisted science of the pre- and post-war world. Infected with the Forced Evolutionary Virus (F.E.V.), your body has mutated into a tall, muscular killing machine, filled with a rage.

You could have originated from the Master’s army at the Mariposa military base, California, created as he experimented on unwilling human victims, splitting into one of the factions upon his death to attack or rebuild the wasteland with its survivors. Your origins could be rooted in the Evolutionary Experimentation Program of Vault 87, whose super mutant groups terrorize the Capital Wasteland. You could have been abducted from The Commonwealth and exposed to the F.E.V. by The Institute and disposed of back into the wasteland to fend for yourself in small bands of raiders. Or finally, you could have been a resident of Huntersville, Appalachia, whose water supply was contaminated with the virus and the mutations went unchecked.

Although these super mutants share the same qualities, the groups formed from the three strains haven’t mixed, and there is little evidence they have met one another. While some groups have migrated or moved in their lifetime, none have travelled far enough to encounter one another, so where your quests take place will likely dictate your origin.
— Corebook, pg.53

Trait: Forced Evolution[]

ST PE EN CH IN AG LU
Max 12 10 12 6 6 10 10
  • Initial Strength and Endurance attributes are increased by +2 each, and the maximum for Strength and Endurance are increased to 12.
  • Maximum Intelligence and Charisma are both reduced to 6. Super mutants may not have more than 4 ranks in any skill.
  • Super mutants are completely immune to radiation and poison damage.
  • Super mutants stand over seven feet tall, and their body is bulky and muscular. Their skin is green, yellow, or grey, regardless of what color it was when you were human. You do not seem to age, but you are sterile.
  • Super mutants can only wear armor which has been made to fit a super mutant.[5]

Equipment packs[]

Brute
You’re big, tough, and more than capable of surviving in the wasteland with little more than brute force and determination.— Corebook, pg.78
  • Raider armor torso, plus raider armor for one leg, or one arm
  • A pipe rifle, and 6 +3 CD rounds of .38 ammunition
  • A baseball bat or machete
  • A personal trinket
  • 5 caps
Skirmisher
You’re bigger and tougher than most of your fellow mutants, but only because you know the secret of getting better punchier gear.— Corebook, pg.78
  • Raider armor torso, plus raider armor for one leg, or one arm
  • Heavy bolt-action pipe rifle, and 8 +4 CD rounds of .308 ammunition
  • A board
  • A personal trinket
  • 5 caps

Mister Handy[]

2d20 Mister Handy
The General Atomics International robot “Mister Handy” exploded onto the robotic market as a reliable construction robot, known for its durability and ease of maintenance, but its real breakthrough came in a collaboration with RobCo to produce a domestic model.

You are one of these domestic automatons, produced some time between 2037 and 2077, seeking to provide every household in America with butler-like servitude. Equipped with state-of-the-art programming, you have initiative and can adapt your own coding to learn more from your environment. This capacity for self-determination is what has enabled your survival beyond the Great War; where other robots may have broken down, you have managed to shake loose from the shackles of your programming and find a life for yourself.

Many models exist, and you could come from any of the Mister Handy, Mister Gutsy, Miss Nanny, or Mister Orderly series. You are powered by a nuclear core, can replace your own fuel, and repair yourself or other Mister Handy units. Your model has three mechanical arms and three mechanical eyes on stalks, and your jet propulsion keeps you hovering above the ground, providing you have all the fuel you need. With this rugged design, you have survived so far.
— Corebook, pg.54

Trait: Mister Handy Robot[]

  • 360° vision and improved sensory systems that can detect smells, chemicals, and radiation, reducing the difficulty of Perception tests that rely on sight and smell by 1.
  • Immune to radiation and poison damage
    • Mister Handies cannot use chems, nor can they benefit from food, drink, or rest. They move by jet propulsion, hovering above the ground, unaffected by difficult terrain or obstacles.
  • Carry weight is 150 lbs.
    • Cannot be increased by Strength or perks, but it can be increased by modified armor.
  • Mister Handies cannot recover from injuries or heal health points without receiving repairs or using repair kits.
  • Mister Handies cannot manipulate the physical world like every other origin, instead they have three of the arm attachments in the Arm Attachments table, determined by your choice of equipment pack.[6]

Hit Locations[]

Roll range Hit location
1-2 Optics (Head injury)
3-8 Main body (Torso injury)
9-11 Arm 1
12-14 Arm 2
15-17 Arm 3
18-20 Thruster (Leg injury)

Arm attachments[]

Arm Function
10mm Auto Pistol You can make ranged attacks using a 10mm auto pistol
Buzz-Saw You can cut objects and make melee attacks with a circular saw. The buzz-saw inflicts 3[cd], Piercing 1, physical damage.
Flamer You can set objects alight, cook food, or make ranged attacks with a short-range flamethrower
Laser Emitter You can cut objects or make ranged attacks using a laser
Pincer You can pick up objects with an individual pincer that weighs no more than 40 lbs. and manipulate objects in your environment. You may also make unarmed attacks (2[cd] physical damage) with the pincer.

No Pincer?[]

A Mister Handy can choose not to have a pincer attachment, but in doing so, will be unable to make unarmed attacks, manipulate objects, and cannot make attempt tests that use the Lockpick, Repair, or Throwing skills.[6]

Equipment packs[]

As a manufactured and programmed machine, your origin was determined as much by others as by yourself, and you were initially built for a specific purpose. While you’ve probably expanded and altered your programming since, it’s not always easy to break free of what you were built to do. Each of the equipment packages here reflect a typical example of that kind of Mister Handy robot, but countless variations exist where programming, voice, synthetic personality, and so forth have all been altered or replaced.[7]

Miss Nanny
You were built and programmed to be a caretaker, performing domestic cleaning duties and taking care of kids. Your line was produced with a feminine voice and persona, as that was thought to be most acceptable to customers and most fitting for your role as maid and nanny.— Corebook, pg.77
  • One pincer arm attachment, one flamer arm attachment, and one arm attachment of your choice
  • Standard plating
  • Behavioral analysis mod
  • Hazard detection mod
  • 10 caps
Mister Farmhand
You were built and programmed to assist on a farm, tending to crop fields and herds of livestock. Your line was produced with a masculine (and stereotypically rural) voice and persona and outfitted to help with farm work such as harvesting crops and killing vermin.— Corebook, pg.77
  • One pincer arm attachment, one buzz-saw arm attachment, and one laser emitter arm attachment
  • Standard plating
  • One bag of fertilizer (1 uncommon material)
  • 2 mutfruits
  • 25 caps
Mister Gutsy
You were built and programmed as a military robot for a variety of combat roles. Your line was produced with a masculine voice and persona based on a stereotypical drill sergeant, and you’re more heavily armed and armored than most Mister Handy robots.— Corebook, pg.77
  • One 10mm auto pistol arm, one buzz-saw arm attachment, and one laser emitter arm attachment
  • Mister Gutsy plating
  • Recon sensors mod
  • 10 caps
Mister Handy
You’re one of the domestic models of Mister Handy robots, a robotic butler programmed to assist in maintaining a household. Your line was programmed with a masculine voice and persona based on the stereotype of a British butler.— Corebook, pg.77
  • One pincer arm attachment, one flamer arm attachment, and one buzz-saw arm attachment
  • Standard plating
  • Robot repair kit
  • Integral boiler mod
  • 10 caps
Nurse Handy
You’re one of the medical models of the Mister Handy line, intended to act as a medic, nurse, or orderly in a hospital, with some advanced models even serving as doctors (the Doctor Handy, MD., model). Your line was programmed with the same masculine voice and persona as the standard Mister Handy.— Corebook, pg.77
  • One pincer arm or buzz-saw arm attachment, one buzz saw arm attachment, and one attachment of your choice
  • Standard plating
  • Stimpak
  • Diagnosis mod
  • 10 caps

Survivor/Wastelander[]

2d20 Survivor
You are the living legacy of the people who prepared for Armageddon on their own. You are only alive in the post-nuclear apocalyptic landscape because your forebears dug in, survived, and found community enough to continue humanity’s existence.

You could be from any number of settlements, isolated shelters, or traveling groups that sparsely populate the wasteland from West Coast to East Coast. You could be from the New California Republic, carrying on the legacy of Vault 15 and Shady Sands. You could fight to protect others, calling a group of survivors like the Minutemen or the Regulators your home. You could also be a merciless raider or be born into one of these groups but escaped in order to rehabilitate and reform.

Wherever you are from, or wherever you travel, making connections and laying down roots can be hard. Survivors are naturally wary of others, and are always on the lookout for the next conman, raiding party, or thief that will take their hard-earned resources. Travelling vast distances is difficult too, and many travelling survivors—particularly trading caravans—move between large settlements within their area of the wasteland, rather than travelling from coast to coast.
— Corebook, pg.56[8]

Traits[]

Survivors may choose two traits, or one trait and one additional perk.

Trait Benefit Penalty
Educated You have one additional tag skill. When you fail a skill test using a skill other than a tag skill, the GM gains 1 AP.
Fast Shot If you take a second major action in combat, and use it to make a ranged attack, the additional major action only costs 1 AP, rather than 2. Cannot benefit from the Aim minor action—you’re too impatient.
Gifted Choose two S.P.E.C.I.A.L. attributes and increase them by +1 each. Your maximum number of Luck points is one fewer than your Luck attribute.
Heavy Handed Your Melee Damage bonus increases by +1 CD. Your melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20.
Small Frame You may re-roll 1d20 on all AGI tests which rely on balance or contortion. Your carry weight is 150 + (5 x STR) lbs., rather than 150 + (10 x STR) lbs.

Equipment packs[]

Mercenary
You travel the wasteland as a hired gun, fighting or defending who pays. Sometimes the job is honest, sometimes it’s messy, but when times are good you can afford to live by a code and only take the upstanding jobs. Times aren’t always good.— Corebook, pg.79
  • Tough clothing
  • A leather armor chest piece, or a leather armor arm and a leather armor leg (your choice as to which arm and leg)
  • One melee weapon from the following: machete, baseball bat, tire iron
  • One ranged weapon from the following: 10mm automatic pistol, .44 pistol, hunting rifle, bolt-action pipe gun
  • 10 +5 CD rounds of ammunition for the chosen ranged weapon
  • A note advertising a job in a nearby settlement that offers to pay 50 caps
  • 15 caps
Raider
Might makes right in the wasteland. You take what you need from others and defend yourself from anyone trying to do the same. Occasionally, you might band together with a few other like-minded folks to take something none of you could’ve raided on your own, but mostly it’s everyone for themselves.— Corebook, pg.79
  • Harness
  • Raider armor chest piece and raider armor for one of your arms (your choice)
  • One melee weapon from the following list: lead pipe, pool cue, tire iron
  • A pipe gun, with 10 +5 CD rounds of .38 caliber ammunition
  • 1 dose of Jet or RadAway
  • One Molotov cocktail or one stimpak
  • 15 caps
Settler
It’s not the easiest life in the wasteland, but given a bit of hard work, and help from a few neighbors, it’s possible to carve out something like home. Maybe you’re a fighter and others rely on you for defense, maybe you grow the food others rely on to survive, or maybe you’re good at fixing things, or have a knack for getting people to cooperate.— Corebook, pg.79
  • Tough clothing
  • One melee weapon from the following: switchblade, pipe wrench, rolling pin, knuckles
  • A pipe gun, with 6 +3 CD rounds of .38 caliber ammunition
  • 2 rolls on the random food table (see p.202)
  • One personal trinket
  • 45 caps
Trader
You travel from settlement to settlement, a caravan of brahmin laden with supplies seeking to trade with settlers and drifters alike. You’re ready for trouble—you can’t let yourself be too easy a target for raiders—and often hire folks to help protect you and your wares.— Corebook, pg.80
  • Tough clothing
  • A leather armor chest piece, or a leather armor arm and a leather armor leg (your choice as to which arm and leg)
  • A pipe gun, with 8 +4 CD rounds of .38 caliber ammunition
  • One personal trinket.
  • Wares: 3 rolls each on the ammunition, aid, and junk loot tables
  • A pack brahmin (see Brahmin, p.341)
  • 50 caps
Wanderer
You travel from settlement to settlement, scavenging from the ruins of the old world and either using what you find or selling it on for something more useful. You’ll take on odd jobs and day work where you need to, but you’re not one to settle down.— Corebook, pg.80
  • Drifter outfit
  • One melee weapon from the following: switchblade, pipe wrench, rolling pin, knuckles
  • A pipe gun, with 8 +4 CD rounds of .38 caliber ammunition
  • 1 dose of Jet or RadAway
  • One personal trinket
  • 30 caps

Vault Dweller[]

2d20 Vault Dweller
When the bombs were falling, you or your predecessors were lucky enough to be safely secured in one of the one hundred and twenty-two Vault-Tec facilities, deep underground protected by thick blast doors and layers of rock and concrete. Your family either had enough money to buy their space or were randomly selected to enter the vault to be saved from the nuclear devastation above—perhaps only to be condemned to immoral experiments run by Vault-Tec on unwitting participants.

You are free from mutation and disease. The Vault-Tec program has afforded you a safe home for some time, but not without some cost. The vault you came from used you as a human test subject, manipulating your understanding of the world and your behavior in order to study you. That’s left you with a profound psychological change, compared to the survivors on the surface you now know, and affects how you make your way through the wasteland.

Whether through design or poor planning, many of the vaults were not well stocked or prepared for the long wait until nuclear fallout had reached safe levels outside, and many fell into disrepair or out of supplies. Due to these shortcomings, many vault dwellers sought help from the surface, and many vaults opened in order to allow supplies to reach them. By opening their vault doors, the isolated societies inside opened themselves up to mixing with the survivors above, and established a permanent connection with the surface—the most notable example being the residents of Vault 15, who split up and went on to establish the settlement Shady Sands, as well as the raiding gangs of the Jackals, Vipers, and Khans when their vault opened.
— Corebook, pg.56

Trait: Vault Kid[]

  • With a healthier start to life at the hands of trained doctors and sophisticated auto-docs reduces the difficulty of all END tests to resist the effects of disease. In addition, a carefully-planned upbringing means one additional tag skill of choice.
  • Optionally work with the Gamemaster to determine what sort of experiment took place within their Vault.
    • Once per quest, the GM may introduce a complication which reflects the nature of the experiment the Vault Dweller unwittingly took part in, or introduce a complication related to the Vault Dweller's early life of isolation and confinement within the Vault.
    • If the GM does this, immediately regain one Luck Point.[9]

Ghoul Vault Dwellers[]

With GM permission, one may choose to have a vault dweller be a ghoul. Gain the Necrotic Post-Human trait instead of the Vault Kid trait. May choose one of the Vault Dweller equipment packs instead of one of the Wastelander ones.[9]

Equipment packs[]

Vault-Tec Resident
You—or one of your ancestors—chose to wait out the encroaching threat of atomic war in safety and comfort. And you did, surviving in a fortified underground bunker through the duration of the war. Of course, depending on the Vault you resided in, the experience may not have been so safe or comfortable…— Corebook, pg.78
  • Vault jumpsuit
  • Vault-Tec branded canteen containing 1 purified water
  • Pip-Boy
  • Switchblade
  • 10mm pistol with 6 +3 CD rounds of 10mm pistol ammunition
  • 2 stimpaks
  • 10 caps
Vault-Tec Security
You were a Vault-Tec employee, or a Vault Dweller entrusted by the Overseer with maintaining the Vault’s safety and security. Or you got into the weapons locker before you escaped the Vault you lived in.— Corebook, pg.78
  • Vault jumpsuit
  • Vault-Tec security armor, and Vault-Tec security helmet
  • Vault-Tec branded canteen containing 1 Purified Water
  • Pip-Boy
  • Baton
  • 10mm pistol with 8 +4 CD rounds of 10mm pistol ammunition
  • 1 stimpak

Additional Origins[]

Additional origins have been printed in source and supplemental books for Fallout: The Roleplaying Game. This section lists these origins and includes all the books the origins have been included in.

Assaultron (Wanderer's Guide Book)[]

2d20 Assaultron
Developed by RobCo Industries, the Assaultron is a top-of-the-line piece of military hardware. Built for grueling close combat at the height of the Sino-American War, the Assaultron is fast, durable and, above all, deadly. Armor-plated, actuated limbs end in vicious claws, which can be upgraded to any number of other tools to sow death or destruction. The Assaultron’s cranial unit houses a laser so potent that the sounds of its charging haunts the nightmares of those lucky enough to survive an encounter with it, for years to come. Put simply, few human creations have ever been so competent at the business of murder as the Assaultron.

Since the ‘end’ of the war and the dawn of Wasteland life, Assaultrons that survived the ravages of time find themselves uniquely equipped to thrive amidst the chaos. Roaming Assaultrons acting out centuries-old code can be found across the Wasteland, putting down anyone who threatens them or interrupts whatever tasks they find themselves eternally repeating, with extreme prejudice. Deactivated or damaged units are treated as premium salvage among those with the know-how to reprogram them into bodyguards, bouncers, or whatever else comes to mind. Whatever their role, most people will think twice, or even thrice, about starting a scrap with someone backed up by an Assaultron.

However, even clinically efficient killing machines can change. As a result of rogue programming, bugged code degraded over decades, and even prototype personality matrices, rare Assaultrons have developed something resembling sentience. They have grown to possess a facsimile of a personality, or even an ego, changing these machines of warfare into complex thinking beings. Some of these Assaultrons have come to revel in their origins, while others resent or even oppose them.
Wanderer's Guide Book supplement, pg. 10

Trait: Designed for the Frontline[]

You are a robot, immune to disease, Radiation damage and Poison damage, but are unable to use chems or benefit from food, drink, or rest. You cannot recover from your injuries or regain health points without receiving repairs (Healing Robots, p.34). Your carry weight is 150 lbs., and cannot be increased by your Strength or perks, but it can be increased by modified armor. You move by bipedal motion and can manipulate your environment using your actuated three-fingered claw-like hands.

You have chain-powered limbs, built for speed and deadly efficiency in close-quarters fighting, giving you +1 DC to unarmed attacks in addition to any bonus DC on melee attacks you receive from your Strength attribute. A powerful laser is integrated into your armored head, allowing you to target foes at range with a powerful energy weapon and you have the ability to critically overload your fusion core, initiating a devastating self-destructive explosion (see Assaultron Weapons).

Weapons Effect
Claws You make unarmed attacks with a pair of apposable chain-powered claws. The claws inflict 4 DC Physical damage and can benefit from your melee damage-derived statistic and perks for unarmed attacks (the damage bonus from your trait has already been calculated).
Head Laser You charge up the high-yield laser emitter in your head, dealing 5 DC Piercing 1 Energy damage, consuming 2 shots of fusion cell ammunition. You may reduce the number of shots consumed, reducing the damage by -1 DC for each shot consumed fewer than normal (for a minimum of 4 DC and 1 shot consumed). Capacitor mods can increase the damage and shots consumed (see Settler's Guide Book, p.92).
Self-Destruct You explode and are destroyed in the process. You cannot be repaired. When you make this attack, you make a ranged attack using END + Explosives, dealing 6 DC Energy damage, with the Blast effect, at Close range.

Equipment packs[]

U.S. Military Model

Once equipped for the front lines, you were built for nothing less than rapid close-range engagement. While time has degraded your gear somewhat, your military-grade outfitting has pulled you out of more than one bad fight.

You receive the following equipment:

  • One Laser Gun attachment integrated into one of your claws
  • An Actuated Frame Body, or an Actuated Frame Arm and an Actuated Frame Leg (your choice as to which arm and leg)
  • Standard Plating in all hit locations not equipped with an Actuated Frame
  • 8 + 7 CD Fusion Cells
  • Recon Sensors
  • 15 Caps
Assaultron Devil

Rebuilt and repurposed by the Rust Devils, a mechanically minded and bloodthirsty gang of raiders, every part of your form is designed with one purpose in mind: violence. All sharp edges and oozing malice, you’re as terrifying to look at as you are to fight. Thankfully, you’re no longer bound to the Rust Devils and may just be trying to find your place in the Wasteland.

You receive the following equipment:

  • Skull Mask
  • A Serrated Plate Body, or a Serrated Plate Arm and a Serrated Plate Leg (your choice as to which arm and leg)
  • Two Construction Claws
  • Hazard Detection Mod
  • 6 + 6 CD Fusion Cells
  • Robot Repair Kit
Robotic Caravan Guard

Many caravanners would give their right arm to have an Assaultron bodyguard, whether they had to pay that price or not, and here you are. You are reinforced with heavier armor and more cargo space, to not only protect your employer better, but to tuck away those items too valuable for sale.

You receive the following equipment:

  • One Laser Gun attachment integrated into one of your claws
  • Factory Storage Armor and Factory Armor Legs
  • 14 + 7 CD Fusion Cells
  • Wares: 3 rolls each from the Random Ammunition, Aid and Junk tables (Core Rulebook, p. 200)
  • Behavioral Analysis Module
  • 10 + 5 CD Caps

Brotherhood Outcast (Wanderer's Guide Book)[]

2d20 Outcast
For all their heroic imagery, all their pomp and circumstance, the Brotherhood of Steel are not the good guys. They appear from the sky in Vertibirds, clad in gleaming armor and carrying weapons that send blazes of light whipping across the battlefield to burn evil from the Wasteland—or so they would like you to believe. Whilst the Brotherhood are considered humanitarians in some parts of the Wasteland; in others, they are viewed as technology-hoarding brutes, more concerned with getting their hands on old-world tech and wiping out the local super mutant population than helping anyone who may need it.

Many aspirants stood for the defined mission of discovering and acquiring lost pre-War technology when local leadership veers off course, whatever the reason. These individuals take all the knowledge they gathered, ready to apply it however they see fit. Some even continue the Brotherhood's mission by themselves. Many become something akin to a traveling engineer, using their intricate understanding of old-world technology to help repair old systems or help wherever possible. Others take a more active role, using their new military acumen to defend others with all the might a laser rifle can bring to bear against uncontrollable technologies and those who seek to exploit them.

Though most have lost their Power Armor, many Brotherhood Outcasts travel from place to place, offering aid to those in need, dispensing justice where fitting, and possessing knowledge that most wastelanders can only dream of. However, the Brotherhood of Steel is a tight-knit family and rarely approves of the choices made by deserters, which can lead to the Outcasts bringing more poor fortune with them than they intend. It’s all too common for an Outcast to settle down, only to hear the sound of Vertibirds approaching overhead.
Wanderer's Guide Book supplement, pg. 12

Trait: The Chain that Breaks[]

You believe your superiors in the Brotherhood lack a vision beyond acquiring pre-War technology and that your strength as a member of this fraternity of military descendants gives you a duty to help others and pursue different goals than the dogma of the Brotherhood leadership dictates.

You gain one additional Tag skill, which must be one of Energy Weapons, Science, or Repair. You gain an additional 1d20 junk (see Fallout: The Roleplaying Game Core Rulebook, p.200) and can spend 1 AP up to 3 times for 1 Uncommon material per AP spent. You can make one additional roll on the loot table without having to spend AP.

Equipment packs[]

Ex-Knight

More military minded than some Outcasts, you took to the wasteland with as much firepower and protection as you could muster, ready to stand between those who need your help, and those who are looking for blood.

You receive the following equipment:

  • A Laser Rifle and 8 + 6 CD Fusion Cells
  • A tattered set of Brotherhood of Steel Fatigues
  • A military canteen filled with water
  • 2 rolls on the Outcast Equipment Table
  • 10 Caps
Ex-Scribe

You have a penchant for the mechanical over the military. When you left the Brotherhood, you did so with the most important possession you could bring, your knowledge, and combined with the few bits and pieces you managed to smuggle away, you’ve managed to equip yourself well enough to travel the roads up to now.

You receive the following equipment:

  • A Laser Pistol and 8 + 4 CD Fusion Cells
  • A tattered set of Brotherhood Scribe’s Armor
  • A Multitool
  • 3 rolls on the Outcast Equipment Table
  • 15 Caps

Outcast Equipment table[]

1d20 Equipment
1 Deluxe Toolkit
2 Flashlight
3 A copy of Fixin' Things
4 x1 Antibiotics
5 Bottlecap Mine
6 Radio
7 Combat Chest Piece
8 A map to an old world survivalist cache
9 x1 Stimpak
10 Combat Arm
11 Combat Leg
12 Sensor Array
13 Backpack, Small
14 Sword
15 Laser Musket
16 x1 RadAway
17 Combat Shotgun
18 Power Fist
19 Sturdy Combat Helmet
20 Pip-Boy

Child of Atom (Winter of Atom, Wanderer's Guide Book)[]

2d20 Winter of Atom Child of Atom
2d20 Wastelander Guide Child of Atom
Radiation is a gift from your atomic god, and you gladly share that gift with the Commonwealth. As a member of the Church of Atom, your body and mind are blessed by radiation. While many you meet are wary of you and see your blessing as a curse, you know you are chosen. The closer you get to Atom's embrace, the greater you find yourself thriving in the face of the wasteland's hardships. You understand that radiation is dangerous to those who have yet to embrace its divine truth, and do not look down on them for using RadAway and other treatments. You merely seek to help them achieve enlightenment.

Your religion believes that an entire universe exists within every atomic mass in all of creation. When a mass becomes split, the universe within divides and becomes two. Atom is revered as a benevolent god who uses Division to create new worlds. As such, the Great War is considered a holy and wonderful piece of history by the Children. They worship Atom by worshipping radiation—His Glow—and the newly created universes it represents. The Children make their homes in irradiated regions, building worship centers and settlements. While the Church is not often violent, they consider attempts to stop radiation from spreading as blasphemy. They oppose such efforts, though each member and sect's tactics vary. The Children do not hold strong attachments for possessions or their bodies and are sometimes very generous to others in need. They follow the loose hierarchy of their sect, centered around spiritual leaders known as mothers or confessors.

You may have been born into the Church or come from a completely different life before witnessing the atomic truth. You might have traveled from a faraway sect on a holy pilgrimage or hail from the Crater of Atom in the Glowing Sea. If you keep your faith, share the Glow with those you meet, and show your dedication to Atom, you may prove your worth and achieve a higher rank within your sect.
Winter of Atom sourcebook, pg. 24

Trait: Rad Sponge[]

Your unusual life experience grants you an extra perk at level one. Additionally, you were given a gift by Atom, unique even amongst other members of the Church. You can resist, store, and even channel radiation through your body. Though Atom has blessed you with his glow, you must be careful. Non-believers may not understand your gift and might be frightened when they witness it.

Your base radiation damage resistance is 1 and can be increased further by armor and perks. Once per scene, when someone in Close range to you would take Radiation damage, you can choose to take it instead. Whenever you take Radiation damage (minimum of 0), gain one Radiation Point up to a maximum of 5. When you hit with a melee attack, you may spend stored Radiation Points - for every point you spend, deal an additional 2d6 Radioactive Energy damage applied separately after inflicting the attack's other damage. When you sleep, you lose 1 Radiation Point.[10]

Commonwealth Minuteman (Settler's Guide Book)[]

2d20 Commonwealth Minuteman
"Protect the people at a minute's notice." A promise to live by, you belong to a unique brand of survivors in the Commonwealth who put others before themselves. With the threat of raiders, radioactive mutants, and morally corrupt factions that travel the wastes, another settlement always needs your help.

You could be a long-standing veteran of the Minutemen, rising to prominence in your defense of Diamond City against super mutant attackers. You could have signed on later, as the group's founders tried to organize a government and unite settlements around the Commonwealth (only to be thwarted by the assassination of all the representatives in attendance), taking up residence in the old Fort Independence. "The Castle" could have been your home shortly before it was lost to a sea monster emerging from the Boston shoreline. Whatever your participation, the Quincy Massacre was a pivotal moment in your personal history, with Clint's defection to the Gunners, Colonel Hollis's capture and subsequent execution, and the Gunners slaughtering all but a few survivors in Quincy.

Preston Garvey believed himself the only Minutemen survivor of the Quincy Massacre, but what if he was mistaken? What if you also survived, split off from your fellow militiamen, or went along with Clint's plans just to live, but never losing the spirit of the Minutemen's pledge to protect the citizens of the Commonwealth? Maybe you left the group before the events of Quincy, disenfranchised by the politics and infighting after the death of General Becker, but ready to dust off the hat and coat once more for someone who can reunite the militia and bring it back to its former glory.
Settler's Guide Book supplement, pg. 10-11

Trait: United We Stand[]

Trade caravan posts in your settlements attract traders every 5 days rather than 7. Settlements you establish, by any means, have a base Defense resource of 4. You gain either Energy Weapons or Small Guns as a bonus tag skill (your choice). Your Damage Resistance is increased by +1 while in cover, and you deal +1 DC damage while you and your companions are outnumbered.

Generation 3 Synth (Winter of Atom, Settler's Guide Book)[]

2d20 synth
You are a bio-synthetic humanoid nearly indistinguishable from Humans. Created by a secret scientific organization known as The Institute, you were designed to integrate into human society. Your labgrown body is made up of real human flesh, bones, and organs—with an undetectable cybernetic implant in your brain that contains your programming. Your bio-engineered upgrades make you hardier than humans, and you do not age or change weight. Your capacity to keep going for extended periods without needing rest is an excellent advantage in the harsh wasteland. Additionally, your body can survive synthetic implants and cybernetic modifications without complications. Gen 3 Synths are not homogenous. You may cross paths with other synths, but they might not automatically be friendly. You might have escaped the Institute to make a life on your own terms, been released into human society for a secret purpose, been programmed to genuinely believe you are human, have no idea who you are, or suffer from amnesia. Because many fear synths and the Institute, keeping your identity a secret is a key to survival. You may have more than one name you go by—your human identity and your synth identification. Your search for purpose and identity in a world that fears or misunderstands you is essential.Winter of Atom sourcebook, pg. 18

Generation 2 Synth (Winter of Atom, Settler's Guide Book)[]

If you want to play a prototype second generation synth, with a personality, you can do so easily by using the More Than Human trait, but noting that you are not bioengineered— you are constructed of complex machinery, and your appearance is much more android-like. It is immediately obvious you are not human, and so everyone you come across knows of your nature, and may be prejudiced against you if they distrust or hate synths.

All the other aspects of the trait remain true, except you should choose equipment from the Wastelander options for starting equipment (Fallout: The Roleplaying Game Core Rulebook, p.79).

Trait: More Than Human[]

Though you appear mentally and physically human, your bioengineering makes you something entirely new and, in many ways, improved. You gain one additional Tag skill. You cannot suffer from Starvation or Dehydration and do not need to sleep; you also do not gain any benefit from consuming food or beverage items. When you rest, instead of sleeping, you can engage in minor activities such as crafting, reading, or light scouting. Additionally, you are immune to Poison and Radiation damage and disease. You do not age, nor do you gain or lose weight.

When interacting with NPCs who know your are a synth - unless they are sympathetic towards synths - the difficulty of CHA test made by you or your allies increases by 2. When a complication is rolled, they either become hostile, or your faction reputation or settlement reputation decreases by 1 per complication generated due to their fear of The Institute.

The Institute has give you a unique Recall code - an unalterable verbal command that resets your personality and memories. When you hear the code spoken, you become incapacitated until you are retrieved and restored by the Institute.[11]

Equipment packs[]

Synth Infiltrator
You were created to infiltrate one of the Commonwealth's settlements to serve the interests of the Institute. Your task may have been information gathering, protecting an asset, or assassinating the Institute's numerous enemies.Settler's Guide Book, pg. 30
  • Tough clothing
  • Baseball bat or switchblade
  • Pipe gun with 10 + 5 CD rounds of .38 caliber ammunition or 10mm pistol with 8 + 4 CD rounds of 10mm ammunition
  • One personal trinket
  • Cover possessions: 2 rolls on the Random Chems, Random Food or Random Beverages tables
Synth Seeker
You were originally designed to travel the byways of the Commonwealth in search of resources, new settlements, and sometimes fugitives from the Institute. You can easily embed yourself with traders, scavengers, or mercenaries.Settler's Guide Book, pg. 30
  • Tough clothing
  • A leather armor chest piece or a leather armor arm and a leather armor leg (your choice as to which arm and leg)
  • Knuckles or lead pipe
  • One ranged weapon from the following: 10mm pistol, flare gun, or hunting rifle
  • 3 + 3 CD ammunition for the chosen ranged weapon above
  • 2 rolls on the Random Ammunition, Random Chems, or Random Food tables

New California Republic (Settler's Guide Book)[]

2d20 NCR Citizen
As a citizen of New California, you are the progeny of West Coast survivors of the nuclear apocalypse, a legacy of civilization rebuilding and expanding from the humble beginnings of Shady Sands. Formed from the political differences and exodus of Vault 15 in California, its founding members left the vault with a G.E.C.K., allowing them to grow food, build their first amenities, and establish Shady Sands. Soon, a thriving, self-sustaining community became the foundation stone of the New California Republic, or NCR. From its humble beginnings, the NCR expanded, promoting many old-world values: democracy, with its presidents and a Congress; liberty, by exalting personal freedoms; and the rule of law, by protecting its citizens and holding them accountable for immoral actions. Whether you live these values yourself is up to you, but if you come from New California, your life is marked by it in some way. Many citizens of the republic are just like survivors you'd find anywhere in the wastes: farmers, herders, mechanics, merchants, caravaneers, even mercenaries and soldiers. What sets you apart are the cultural touchstones other wastelanders don't have in their everyday lives. The NCR dollar, established at the turn of the 22nd century, dominates the New California economy and eclipses Nuka-Cola bottle caps as the default tender within NCR territory. You'll likely have seen much more built-up urban areas, like The Hub, Junktown, Vault City, and New Reno. These sprawling urban centers make the rest of the wasteland seem backward, deserted, and otherwise dangerous. The trade pouring in and out of these settlements provides food, medicine, and even civil liberties like the right to vote and to pursue justice for crimes committed. That being said, a strain on the agricultural and industrial output of the republic has driven an expansion east, into the Mojave Wasteland in particular, to find and develop more farmland. The ensuing annexations, wars, and expansion to the NCR's territory brought arguments of imperialism against its government, and its thinly-stretched military and prospecting frontiersmen lost the benefits of civilization for the benefit of everyone else.Settler's Guide Book supplement, pg. 11

Traits[]

New Californians may choose two of the following traits, two traits from the Survivor origin, or one trait from either list and one additional perk. Each trait has a benefit and may have an accompanying penalty.

Trait Benefit Penalty
Good Natured Tag two of either Speech, Medicine, Repair, Science, and Barter skills. The maximum rating for the other skills listed is reduced from 6 to 4.
Grunt +1 CD damage with submachine guns, combat rifles, assault rifles, frag grenades, and combat knives. The complication range of tests while making an attack with big guns or energy weapons is increased by 2.
Home on the Range Whenever you sleep by a campfire for at least 6 hours, the difficulty to recover from injuries through rest is decreased by 1. You cannot gain a well rested bonus, as described in Fallout: The Roleplaying Game Core Rulebook p.35.
Trigger Discipline When you make ranged attacks using small guns or energy weapons you may re-roll 1d20. While you wield small guns and energy weapons, reduce their fire rate by 1.
Brahmin baron Each Brahmin Feed Trough provides upkeep for 3 Brahmin in each of your settlements. When you perform the Tend Crops settlement action, you gain an additional +1 CD Brahmin milk per feed trough. Roll +1d20 for determining the risk of attack to your settlement if its Food resource exceeds the settlement's People. (see p.39).

Survivor Traits[]

The traits for New Californians provide rules that are tailored to the New California Republic origin, but they can be used by those with the Survivor background too. Survivor origin traits can also be used by characters with the New California Republic trait.

Equipment packs[]

Trooper
As a volunteer or conscript to the NCR Army, you are outfitted with a standard selection of equipment backed by the industrial weight of the republic. Sent on security and protection operations to attacks on the NCR's enemies or occupation of territory outside its borders, you are at the forefront of its military operations. You may even make Ranger one day.Settler's Guide Book, pg. 30
  • Military fatigues
  • Army helmet
  • Combat rifle with 8 + 4 CD rounds of .45 ammunition, or a combat shotgun with 6 + 3 CD shotgun shells
  • 10mm pistol with 8 + 4 CD rounds of 10mm pistol ammunition, or a combat knife
  • 1 roll on the Random Food table
  • 1 purified water
  • 5 + 5 CD NCR dollars
Marksman
Specializing as a sniper, you support your fellow soldiers in tactical operations against any of the NCR's enemies: raiders, super mutants, the Enclave, and Caesar's Legion. Seeing a lot more of the wasteland around the republic's territory, your equipment is narrower in scope, and you rely a lot more on the logistics of the army to support you.Settler's Guide Book, pg. 30
  • Military fatigues
  • Army helmet
  • Hardened Hunting rifle with a long scope and 6 + 3 CD shots of .308 ammunition.
  • 1 Calmex
  • 1 random U.S. Covert Operations Manual issue (Fallout: The Roleplaying Game Core Rulebook, p.179)
  • 1 roll on the Random Food table
Crimson Caravaneer
Striking out from one of New California's bustling settlements, stocked up with supplies from farms throughout the different states, there's a lot of money to be made driving a convoy of brahmin along routes less traveled.Settler's Guide Book, pg. 30

Tough clothing

  • A leather armor chest piece, or a leather armor arm and a leather armor leg (your choice of which arm and leg)
  • Double-barreled shotgun with 6 + 3 CD shotgun shells, or .44 pistol with 4 + 2 CD shots of .44 ammunition
  • A combat knife or a pair of knuckles
  • A pack brahmin
  • One personal trinket
  • 5 rolls on the Foraging table (3 of each result, see Fallout: The Roleplaying Game Core Rulebook, p.202)
  • 2 rolls on the Random Beverages table
  • A deck of cards
  • 2d20 NCR Dollars

NCR Dollar exchange rate[]

The NCR Dollar has always had a relationship to the more abundant bottle cap. Generally, a common exchange rate is around 2 dollars to a cap; and so where caps or dollars are listed in the starting equipment packs, if it makes more sense for your character to have the other currency, double the number of NCR dollars, or half the number of caps (rounding up or down at your discretion).

NCR dollars Bottlecaps
$2 in $1 coins or bills 1 cap
$5 bill 2 caps
$20 bill 10 caps
$100 bill 50 caps

If you would ever roll randomly for receiving or looting NCR dollars, and the entry is in caps, just double the static number and the number of combat dice (CD) you would roll.

Protectron (Winter of Atom, Settler's Guide Book)[]

Manufactured by RobCo Industries as an inexpensive work drone, your model was one of the company's most popular robots that put many Americans out of work before the Great War. Protectrons were built for various construction, security, and administrative tasks. Factory models were used for manual labor. Office models were programmed with integrated administrative software. Firefighter models used internal cryojets to suppress dangerous flames. Medic models featured built-in defibrillators. Police models contained stronger armor and enhanced tasers for crowd control. You might have come from one of these manufacturing lines or another entirely.

Your body is humanoid in shape and covered in light armor plating. Not initially designed for combat, the wasteland is full of resources you can use to protect yourself and others. Unless you have received software or hardware upgrades, you speak in a robotic monotone like other Protectrons. Most Protectrons do almost anything to defend those their programming determines to be allies.

A long time has passed since your creation. You may have been a worker drone, but now you are much more. Your original programming still drives your behavior and actions, though it might have decayed or become twisted. You could be one of the few Protectrons to achieve true self-awareness and resist your programming. In the wild wasteland, it is up to you to decide whether your ancient programming will define you—or whether you define who you are by your own directives.
Winter of Atom sourcebook, pg. 20

Trait: Protect or Destroy[]

You were built to survive in harsh environments. Once per scene, you may reroll a test to overcome an environmental hazard and use the new result. You are also immune to disease and Radiation and Poison damage, but you cannot use chems, nor can you benefit from food, drink, or rest. You cannot recover from injuries or heal heath points without receiving repairs.

Protectrons are designed for a specific purpose and contain additional mechanisms to support their programmed task. You cannot have more than two robot mods installed simultaneously. You may be a Fire Brigadier, Law Enforcer, Construction Worker, Medical Responder, or a model of your own invention. When making a test directly related to your model's purpose, the first d20 you buy using Action Points cost 0. Additionally, your carry weight is 225 lbs. and cannot be increased by your Strength or perks, but it can be increased by modified armor.[12]

Protectron weapons[]

Weapon Effect
Claws You make unarmed attacks with a pair of opposable claws. The claws inflict 3 CD Physical damage and can benefit from your melee damage derived statistic and perks for unarmed attacks.
Cryojet You can fire a jet of cryogenic spray, rapidly cooling targets. The cryojet uses cryo cells for ammunition, PER + Energy Weapons for attacks, causes 3 CD Energy damage with the Burst and Freeze damage effects. More information on the cryojet can be found on p 93.
Self-Destruct You explode and are destroyed in the process, and cannot be repaired. When you make this attack, you make a ranged attack using END + Explosives, dealing 6 CD Energy damage, with the Blast effect at Close range.
Shock Hand You make unarmed attacks with a pair of staticly-charged defibrillators. These hands inflict 4 CD Energy damage and can benefit from your melee damage derived statistic and perks for unarmed attacks. You cannot manipulate objects that require fine dexterity due to the lack of claws.

Equipment packs[]

Protectron
You were designed to be baseline security or a general-purpose laborer for a specific location. Thanks to some clever programming, you are now free to fulfill your function in the Commonwealth at large.Settler's Guide Book, pg. 30
  • Standard plating
  • Claws
  • Two laser guns integrated into your hands
  • A fusion cell containing 14 + 7 CD shots
  • Recon sensors
  • Hazard detection mod
  • Robot repair kit
  • 20 caps
Fire Brigadier
Your model line was created to suppress fires. More than a walking fire extinguisher, you identify fire hazards and notify humans in the vicinity so they can correct the problem. These days, you have to be more proactive in preventing blazes from getting out of control.Settler's Guide Book, pg. 30
  • Standard plating
  • A cryojet integrated into the left hand
  • A cryo cell containing 14 + 7 CD shots
  • An axe as a right hand
  • Hazard detection mod or sensor array
  • 1 stimpak
  • 10 caps
Medic
Medic Protectrons were designed to provide an emergency medical response. They come equipped with a unique built-in defibrillator to revive unconscious patients and subdue unruly charges in a pinch.Settler's Guide Book, pg. 30
  • Standard plating
  • Shock Hands
  • Diagnosis mod
  • 2 stimpaks
  • 1 RadAway
Utility
Utility Protectrons are meant for heavy-duty work. Reinforced armor helps you survive the hazards of factory work. Police departments purchased some utility models for riot suppression, modifying them with enhanced sensors to detect and neutralize hidden weapons.Settler's Guide Book, pg. 30
  • Factory armor (main body and arms)
  • Claw
  • One of the following weapons: sledgehammer, baton, or railway rifle with 6 + 3 CD railway spikes (ignoring the two-handed quality)
  • Hazard detection mod or sensor array
  • Robot repair kit
Nukatron
A custom Protectron model created in collaboration by RobCo and Nuka-Cola resulted in the novel Nukatron—part bottling plant worker, part soda machine, all party automaton. Charged with refreshing the consumers of fine Nuka-Cola products, you wander the Commonwealth, bringing drinks to the drinkless, righting parties most foul, and delivering justice against crimes of flat flavor.Settler's Guide Book, pg. 30
  • Standard plating
  • Claw
  • Behavioral analysis mod or integral boiler mod
  • 1 Perfectly Preserved Pie
  • 4 Nuka-Colas or 2 Nuka-Cherrys
Protectron X
Your unit was modified from standard factory lines. You might have been created as a prototype for an unrealized RobCo line, a specialty model designed to suit a wealthy purchase’s needs, or a hobby inventor’s experiment. Your unique appearance stands out from your silicon kindred.Settler's Guide Book, pg. 30
  • Standard plating
  • Claws
  • One of the following: factory armor (main body and arms), behavioral analysis mod, diagnosis mod, hacking module, or hazard detection mod.
  • One of the following: radiation coils, recon sensors, or sensor array
  • One of the following weapons: machete, aluminum baseball bat, or a syringer with 10 shots of Bleed-Out
  • One roll on the Oddities and Valuables loot table (Fallout: The Roleplaying Game Core Rulebook, Chapter 5: Survival, p.207–208) or 1 robot repair kit

Robobrain (Settler's Guide Book)[]

2d20 Robobrain
Born from the cybernetic amalgamation of the human brain and robotic body, robobrains were the result of secretive research that produced a short run of prototype automatrons across the pre-War United States. While most units lacked the personality of their life before being extracted from their human bodies, some robobrains exhibit strange personality traits, and even worse, some turn inexplicably violent.

Without any memory of your former life but having developed a sense of self, you are a robot built of the most elegant and advanced central processor ever known—the human brain. Is your brain another component, and you are the robot? Or are you still in there somewhere, trying to break out of the memory-repression inflicted on your consciousness through the CODE Conditioning Protocol? The wasteland may never know, but you can still travel the wastes and survive, defend yourself, and even form relationships with human survivors whose bodies might give you an eerie feeling of familiarity. Either way, you traverse the wastes on a pair of tracks, capable of getting through most terrains, and interact with the world using a pair of claws on the end of flexible extenders. These claws allow you to manipulate objects and equipment like a person would, but can equally be replaced by guns, emitters, weapons, or other accessories provided they can be mechanically incorporated. Your robust construction gives you incredible durability, and the biomedical gel inside the dome containing your brain can sustain its tissue potentially for centuries—who you will be by that point is unknown as you stray a little further from your programming every single day.

Regardless of your origins at a General Atomics or military laboratory, you can travel as far as your tracks and internal power plant can carry you. So robobrains can be found in all corners of the wasteland and many different circumstances. Who you call your friends, and what you consider your purpose, is up to you.
Settler's Guide Book, supplement pg. 14

Trait: Robobrain Robot[]

You are a robot with a human brain as a central processor. You have visual sensors that can detect the visual spectrum and infrared, ignoring any difficulty increase to Perception tests in darkness. You are also immune to radiation and poison damage, but you cannot use chems, nor can you benefit from food, drink, or rest. You cannot recover your own injuries or heal health points without receiving repairs (see Fallout: The Roleplaying Game Core Rulebook, p.34).

You move on two continuous tracks, and have two tube-like manipulators as arms with opposable claws you can use to control tools and objects designed for humans with precision and make unarmed melee attacks. Your head has a built-in mesmetron, which you can use to make ranged attacks. Your carry weight is 150 lbs., and it cannot be increased by your Strength or perks, but it can be increased by modified armor.

Equipment packs[]

Servomech
Salvaged or modified from a 'factory model', your armaments are a little more jury-rigged than standard. One claw has been replaced by a Tesla rifle, and any factory armor is missing, leaving your main chassis more exposed than designed for, but what you've managed to collect on your travels makes you a little more personable.Settler's Guide Book, pg. 29
  • Mesmetron (integrated into the head)
  • Tesla rifle
  • Smoke claw
  • A fusion cell containing 14 + 7 CD shots
  • 2 robot repair kits
  • Casual hat or formal hat
  • One personal trinket
U.S. Army Model
The standard model outfitted for military clients, you wield two standard claw attachments, the mesmetron, and your body is protected by factory plating. Thanks to your claws and targeting subroutines you're also able to use standard firearms and are often supplied with one upon delivery to the facility you guard.Settler's Guide Book, pg. 29
  • Mesmetron (integrated into the head)
  • 2 smoke claws
  • A fusion cell containing 14 + 7 CD shots
  • Combat rifle with 8 + 4 CD rounds of .45 ammunition
  • Factory armor on torso, left arm, and right arm
Errant Personality
Whatever you were intended for, you've been on enough of a journey through the wastes your body, armaments, and personality have been changed enough to be somewhat unrecognizable from your factory default form. With your own will and self-determination, you've collected an array of different weapons and equipment to match your personality.Settler's Guide Book, pg. 29
  • Mesmetron (integrated into the head)
  • Any 2 of the following weapons as arm attachments: smoke claw, Tesla rifle, flamer, laser gun, sledgehammer
  • A fusion cell containing 14 + 7 CD shots or flamer fuel for 12 + 6 CD shots
  • Two personal trinkets
  • 1 roll on the Random Oddities and Valuables table
  • 10 caps

Nightkin (Wanderer's Guide Book)[]

2d20 Nightkin
100 years ago, Nightkin were the epitome of the super mutant species, the peak of the Master’s work with Forced Evolutionary Virus (F.E.V.) and his chosen soldiers, answering only to their creator. What elevated them above their kin was their minds. Nightkin retained their intelligence following their ‘evolution’, holding onto their individuality and past experiences, and the ability to form and maintain complex relationships, all whilst employing the strength and durability common to super mutants. In addition, Nightkin were unusually receptive to their creator’s psychic influence, allowing them to not only receive his word across any distance, but breeding a fierce loyalty to the Master in the process.

However, this wouldn’t last. After a Vault Dweller killed the Master and devastated his works, the Nightkin were similarly disrupted, scattered, or hunted to extinction. Despite attempts to resettle after the defeat of the Master, the Nightkin found it difficult to find a place to call their own in the Wasteland. As time crept forward, a larger issue began to present itself—one of the greatest tools employed by the Nightkin, the Stealth Boy, had begun to adversely affect them. Through decades of use, the unique radiation emitted by the Stealth Boys had altered them on a molecular level, infusing their skin with a blue hue, and warping their brain chemistry.

The Nightkin are now a tragic shadow of their former selves. Schizophrenia, scopophobia, multiple personality disorders, and more have become commonplace among their species. Most Nightkin have become so reliant on the camouflage of Stealth Boys that the mere idea of being watched fills them with dread, forcing them to violently seek out new stashes of Stealth Boys and disappear again into a shimmering field of security. Nightkin are known to seek community and, either due to a desire for the leadership of their lost Master, or their innate psychic empathy, tend to flock towards strong personalities—finding a sense of familiarity from structure and organization.
Wanderer's Guide Book, supplement pg. 14

Trait: Stealth Boy Addict[]

ST PE EN CH IN AG LU
Max 12 10 12 8 8 10 10

Your initial Strength and Endurance attributes are increased by +2 each, and your maximum Strength and Endurance are increased to 12, but your maximum Intelligence and Charisma are both reduced to 8. You may not have more than 4 ranks in any skill. You are completely immune to Radiation and Poison damage.

You stand over seven feet tall; your body is bulky and muscular, and your skin is blue. You do not seem to age, but you are sterile. You can only wear armor that has been made to fit a super mutant.

You can become easily addicted to Stealth Boys, and its prolonged use has taken a huge toll on your psychology and mental health. Whenever you use a Stealth Boys, you roll 1 DC for each dose you’ve taken this session. If you roll any Effects, you gain the following symptoms:

  • Stealth Boy Addiction: A failed addiction roll renders you addicted to Stealth Boys. You increase the difficulty of Perception and Intelligence tests by +2, and Charisma tests by +1 until cured.

Equipment packs[]

Nightkin

By habit, choice or something more malicious, few things in the world bring you the sense of security that a Stealth Boy does. The security of silence is reassuring—guns don’t offer that—something quiet and sharp for when people might hurt you. Stealth, silence, safety.

You receive the following equipment:

  • A Laser Rifle and 8 + 6 CD Fusion Cells
  • A Bumper Sword
  • A Raider Chest Piece and Raider Armor for one arm and one leg
  • A Stealth Boy
  • 2 rolls on the Random Food Table (Core Rulebook, p.202)
  • 1 roll on the Random Beverages Table (Core Rulebook, p.203)

Tribal (Wanderer's Guide Book)[]

2d20 Tribal
Inhabiting broad communities, composed of families with no distinct cultural identity, Tribal wastelanders inhabit the wasteland outside some of the more formalized 'states' like the NCR. While the territory they inhabit is larger than other settlements, they have a

stronger sense of a community.

Tribal wastelanders may share a more spiritual philosophy with the wider wasteland, including a mythologized explanation of the world as it exists now compared to their more cynical neighbors. Additionally, they hold old technology in superstitious reverence.
Wanderer's Guide Book, supplement pg. 15

Traits[]

You may choose two of the following traits, two traits from the Survivor origin, or one trait from either this list, the Survivor list, or the New California Republic list, and one additional perk. Each trait has a benefit and may have an accompanying penalty.

Trait Benefit Penalty
Mother Wasteland Spend 1 Luck point to gain insight into the quest, situation, or scene as if you’d spent 3 AP to use Obtain Information 3 times. This information is often cryptic and mystical in nature. Complications make scenes involving pre-War artifacts harder to understand, limiting your use of them.
Nomad Re-roll 1d20 on Survival tests to travel, set up camp, and forage for food and water. In addition, ignore the first complication rolled when making these tests. Barter and Speech tests increase their difficulty and complication range by 1 when dealing with inhabitants of a static settlement. Science cannot be a Tag skill.
Rite of Passage The first time you spend Luck in a scene, roll 1 DC . If you roll an effect you have not spent that Luck point. You view everyone who hasn’t gone through your rite of passage as lesser. You cannot assist another PC without spending 1 AP first.
Tools of the Old World You may use Survival instead of Repair or Science to repair or make use of pre-War tech. The complication range of tests involving pre-War technology (not weapons) is increased by 2.
The Chosen One The first d20 you purchase is free on tests relating to your tribe’s quest, and you can always succeed at a cost. The GM adds 2 AP to their pool when your quest comes up.

Rites, Rituals, and Mysticism[]

Many of the traits outlined in the Tribal origin mention different rites and a way of viewing the post-nuclear world in a more mythical way. While the Church of the Children of Atom could well be described as a tribe, their behavior and zealousness strays more into cult—the tribes of survivors found across the Wasteland root their understanding of the world and their place in it in myth and spirituality.

When you choose this origin, and particularly one of its traits, you may want to flesh out with your gamemaster how the tribe views the world and what beliefs they hold as a community. What did your rite of passage entail and what triggered it? Did it include an initiation, coming of age, or some kind of sign? What quest have you been chosen to complete for your tribe and why do they need you to complete it? What happens to your tribe if you don’t accomplish your task?

Examples of tribes seen in the wastes include:

  • Boomers: Descendants of the inhabitants of Vault 34 that believe in the personal liberty to bear arms. Their doctrine leads to them gearing up with the most explosive and high-yield munitions they can find. When they left Vault 34, they established themselves in Nellis Airforce Base in the Mojave Wasteland. Boomers represent a tribal group that has embraced technology. Their disposition to protecting themselves with heavy weaponry has allowed them to prosper in isolation to the rest of the Wasteland.
  • Cult of the Mothman: The tribal followers of the cryptid “Mothman” in Appalachia have technically existed in various forms even before the Great War as cultists that worship the mythical Mothman that is said to inhabit the forest of Appalachia, West Virginia. Its followers tend to use weapons constructed of bone, wood, or metal scraps, and augment their scrappy clothing with skeletal ornaments. The followers more closely resemble cult-like devotees than a functional society.
  • Treeminders: The Treeminders occupy a small fertile area of the Capital Wasteland they call Oasis. At its center resides an FEV mutant named Harold, who they worship as a deity. Harold has had a long and varied life, but now has the misfortune of becoming the reluctant deity of the Treeminders following the emergence of a tree that has grown out from his head and now envelopes him, which he calls “Bob” and seems to have a relationship with. The Treeminders have seen how the area around Harold has flourished and become verdant once more, taking it as a sign of Harold’s divinity. The Treeminders have come to call Harold “The Great One”. They are an isolationist tribe, worried about outsiders exploiting Oasis’ rich flora.
  • Vipers: The Vipers trace their origins from Vault 15, which they left to explore the wastes. After a formative, quasi-religious encounter with a huge pit of viper snakes, their founder, Jonathan Faust, organized them into a tribe of merciless raiders. The tribe has a close mythological bond to the viper snake, preferring poisons and stealth to traditional strength. They employ rites and rituals utilizing venom to summon visions and perform initiations into their warrior caste. They are an aggressive tribe, with a deep religious undertone.

Equipment[]

Modernist

Unlike some tribes, you have readily embraced the modern aspects of life, taking up the ‘relics’ of the old world and bringing them into the new day. Repurposing of old equipment, and the practical application of it, is a formative aspect of your people.

You receive the following equipment:

  • Either a 9mm Pistol with 8 + 6 CD 9mm Rounds and a Combat knife, or a Pump-Action Shotgun with 12 + 6 DC Shotgun Shells
  • An Underarmor Suit
  • Either a Combat Chest Piece or a Combat Arm and Combat Leg
  • A Multitool
  • 1 roll on the Random Food Table (Core Rulebook, p.202)
  • 1 roll on the Random Beverages Table (Core Rulebook, p.203)
  • 3 CD Junk
Ritualist

There is a way to the world. That’s what you have been taught. Everything that happens is linked to an action, a ritual or something equally esoteric. You know the ways of your people, their customs and needs; what you carry is as much a part of those customs as you are.

You receive the following equipment:

  • Either a Hunting Rifle with 6 + 4 CD .308 Rounds, a Black Powder Blunderbuss with 6 + 4 DC .50 Balls, or a Pipe Gun and Pipe Revolver with 4 + 6 DC .38 and 4 + 6 DC .45 Rounds.
  • Sturdy Clothing
  • A Leather Chest Piece
  • A Personal Trinket
  • 2 rolls on the Oddities and Valuables Table (Core Rulebook, p.207)
Naturalist

The Wasteland provides the core tenant of your tribe that has yet to fail you: by living at one with the world around you, taking only what you need and giving back where you can, you know that a long life awaits you.

You receive the following equipment:

  • A Bow with 10 + 6 CD Arrows, a Machete and a Combat Knife
  • A Hunter's Pelt Outfit and Hunter's Hood
  • A Wood Armor Chest Piece and either a Wooden Arm or a Wooden Leg
  • 3 rolls on the Random Food Table (Core Rulebook, p.202)
  • 3 Rolls on the Random Beverages Table (Core Rulebook, p.203)

Securitron (Settler's Guide Book)[]

2d20 Securitron
Created by RobCo Industries and manufactured by H&H Tools in pre-War Nevada to protect the Strip in New Vegas, the PDQ-88b Securitron is a top-of-the line private security robot capable of varied combat operations given the appropriate upgrades. Unique to New Vegas, some units have been given personalities outside the police and military defaults, ranging from human personas to cartoon creations—every single one loyal to Mr. House in some way.

You are designed to keep the peace in and around the Strip, built of a large, strong unicycle chassis, thickplated main body, with extender-style arms that house concealed weapons and claws to manipulate your environment. By default, you know how to use the laser and submachine guns housed inside your arms, and the claws to attack and restrain people. Your singular wheel propels you across most terrain, designed for the urban and desert environments you patrol. The screen at the center of your torso can display still images, typically of a stylized face reflecting your personality. You can communicate verbally using a speaker within your body casing, and even print out memos or leaflets from a printer housed in your body should the need arise.

The only way to gain access to your upgraded operating system, increase your combat effectiveness, and gain access to your grenade and rocket launcher hardware is by chip—a platinum casino chip that contains the data for the Mk II systems for all Securitrons. The only two locations on earth where the chip can be inserted into a computer are in the Lucky 38 Casino (Mr. House's personal casino and residence) and a weather monitoring station occupied by Caesar's Legion. Once inserted and its data transmitted, all Securitrons on the network are upgraded and uploaded with the right drivers to use what are actually their primary weapons. The chip's existence may be unknown to you or something you're looking for as part of Mr. House's many plans to orchestrate the delivery of the data contained within, giving him tighter control over New Vegas and his rivals. Whatever your plans, Mr. House's aren't far behind.
Settler's Guide Book, supplement pg. 15

Hit Locations[]

Roll range Hit location
1-2 Head
3-11 Torso
12-14 Left arm
15-17 Right arm
18-20 Wheel (Leg injury)

Trait: Mark I Securitron[]

You are a robot, with the Mk I operating system designed by RobCo Industries. You have forward-facing visual sensors that can detect the visual spectrum. You are also immune to radiation and poison damage, but you cannot use chems, nor can you benefit from food, drink, or rest. You cannot recover your own injuries or heal health points without receiving repairs (see Fallout: The Roleplaying Game Core Rulebook, p.34).

You move on a single tire, increasing the difficulty of skill tests to balance or remain upright by 1. Your arms are fitted with opposable claws, with which you can manipulate your environment rudimentarily and make unarmed melee attacks. The palms of your claws are outfitted with integrated weapons, as outlined in Choose Equipment, p.95. Your shoulders house missile launchers and a grenade launcher is integrated into the left arm, but they are both inoperable unless you are fitted with the Mk II operating system mod. Your carry weight is 150 lbs. It cannot be increased by your Strength or perks, but by modified armor.

Equipment pack[]

You were built and programmed for one thing: security. While your programming may have been altered, your body has been outfitted for its original purpose.Settler's Guide Book, pg. 29
  • An automatic laser gun (a laser gun with an automatic barrel, integrated into the left arm) with a fusion cell containing 14 + 7 CD shots
  • A submachine gun (integrated into the right arm) with 8 + 4 CD rounds of .45 ammunition.
  • A missile launcher (inoperable, mounted into the shoulders)
  • A grenade launcher (inoperable, integrated into the left arm)
  • Factory armor for the torso, head, and arms
  • A printer (housed inside the torso) that can receive broadcasts and print leaflets in black ink

Trinkets[]

For origins that give a trinket, these trinkets hold particular sentimental value for that character, and once per quest, outside of combat, they can spend a few moments looking at the trinket, thinking about what it means to them. If done, they regain 1 Luck Point.

The trinkets can be personalized items or they can be randomized from the table. At the game master's discretion, all characters can start with a trinket.[13]

Trinket
A golden pocket watch
A garbled holodisk
A brightly colored bandana
A silver locket
Medal
Tickets to a pre-war event
Wedding ring
Pre-war party invitation
An engraved flip lighter
Loaded casino dice
ID card
Cosmetics case
Musical instrument
Broken eyeglasses
Necklace made of junk
Pages of an unfinished story
Overdue library book
A postcard with an address
A pre-war neck tie

References[]

  1. Settler's Guide Book, pg.12: "The traits for New Californians provide rules that are tailored to the New California Republic origin, but they can be used by those with the Survivor background too. Survivor origin traits can also be used by characters with the New California Republic trait."
  2. Fallout: The Roleplaying Game Core Rulebook, pg.51
  3. Fallout: The Roleplaying Game Core Rulebook, pg.52
  4. Fallout: The Roleplaying Game Core Rulebook, pg.167
  5. Fallout: The Roleplaying Game Core Rulebook, pg.53
  6. 6.0 6.1 Fallout: The Roleplaying Game Core Rulebook, pg.54-55
  7. Fallout: The Roleplaying Game Core Rulebook, pg.76
  8. Fallout: The Roleplaying Game Core Rulebook, pg.56
  9. 9.0 9.1 Fallout: The Roleplaying Game Core Rulebook, pg.57
  10. Winter of Atom sourcebook, pg. 25
  11. Winter of Atom sourcebook, pg. 19
  12. Winter of Atom sourcebook, pg. 21
  13. Fallout: The Roleplaying Game Core Rulebook, pg.80
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