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Threats of the Wastes

Page history last edited by harrissdg@... 7 months ago

People

Guards
Hired guns protecting communities or caravans, guards are tough individuals in a dangerous line of work. Most are honest (enough) and fair, but paranoia is a survival trait for these folks.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Fighting d6, Intimidation d8, Notice d8, Persuasion d6, Shooting d6, Streetwise d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Hindrances: Code of Honor (Keep the contract), Stubborn
Edges: Combat Reflexes, Soldier
Gear: over-under Double Barrel Shotgun (12/24/48, 1-3d6, RoF 1, 2 Shots, +2 shooting), Leather armor chest and arms (+2), knife (Str+d4).

Settlers
Everyday folks, trying to survive in the Wasteland, settlers are the majority of any community. Most have a hand weapon and a gun, but have only used it against critters; they're reluctant to kill people, but will if they get to psyche themselves up.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Common Knowledge d4, Fighting d4, Notice d4, Shooting d4, one of: Academics, Electronics, Healing, Persuasion, Repair, Science, or Survival at d8.
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Gear: Settlers vary wildly in gear, but usually have some kind of hand weapon (Str+d4) and a firearm (often pipe gun or single shot shotgun).


Raiders

Scum of the Wasteland, raiders prey upon other survivors. They are loosely organized into small bands, generally led by the strongest and most ruthless individuals. Most will attack small groups of strangers on sight. Most are poorly equipped, using scavenged melee weapons and reliable, common firearms. Some groups are large and organized enough to be well equipped and very dangerous; many of these groups call themselves mercenaries and will do anything for enough pay.
 

Typical Raider

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Shooting d6, Stealth d4, one of: Intimidation, Persuasion, or Taunt d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Hindrances: Bloodthirsty, Mean
Edges: Menacing
Gear: Varies wildly. Typically Leather armor chest (+2), 10mm Pistol (12/24/48, 2d6, RoF 1, 12 shots, AP 1, SA), machete (Str+d6).

 

Experienced Raider

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d4, one of: Persuasion or Taunt d6
Pace: 6; Parry: 5; Toughness: 9 (3)
Hindrances: Bloodthirsty, Mean
Edges: Combat Reflexes, Menacing, No Mercy
Gear: Varies wildly. Typically Raider armor chest (+3), Hunting Rifle (24/48/96, 2d8, RoF 1, AP 2, Shots 10), 10mm Pistol (12/24/48, 2d6, RoF 1, AP 1, Shots 12), machete (Str+d6).

 

Veteran Raider

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Shooting d8, Stealth d6, Taunt d6
Pace: 6; Parry: 6; Toughness: 10 (4)
Hindrances: Bloodthirsty, Mean
Edges: Charismatic, Combat Reflexes, Menacing, No Mercy

Gear: Varies wildly. Typically Combat armor chest (+4), Laser Rifle (30/60/120, 3d6, RoF 1, AP 3, Shots 100, Laser), 10mm Pistol (12/24/48, 2d6, RoF 1, AP 1, Shots 12), machete (Str+d6).

 

Brotherhood of Steel

 Despite the name, these are some equal-opportunity badasses, just as likely to be Sisters of Steel.


Initiate

 The greenest soldiers of the Brotherhood, Initiates are trained members but have not yet specialized along the paths of the Scribe or Knight. If the specialize in combat then they become Squires.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Electronics d6, Fighting d6, Notice d6, Repair d6, Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 9 (4)
Hindrances: Loyal, Vow (Brotherhood of Steel)
Edges: Combat Reflexes, Soldier
Gear: Combat armor set (+4), Laser Pistol (15/30/60, 2d6, RoF 1, 50 shots, AP 2, Cauterize, Overload, No Recoil) with 3 energy cells, machete (Str+d6), rations.


Knight

 The bulwark of the Brotherhood of Steel, knights are dangerous combatants and small unit leaders.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Battle d4, Common Knowledge d4, Electronics d6, Fighting d8, Notice d6, Repair d8, Shooting d8, Stealth d4
Pace: 8; Parry: 6; Toughness: 16 (10)
Hindrances: Loyal, Vow (Brotherhood of Steel)
Edges: Combat Reflexes, Command, Soldier
Gear: Power Armor (T-45), Laser Rifle (30/60/120, 3d6, RoF 1, 100 shots, AP 2, Cauterize, Overload, No Recoil) with 3 energy cells, ripper (Str+2d6, AP 2), rations.


Paladin (WC)

 The elite field officers of the Brotherhood, paladins are highly experienced and skilled warriors, with lots of command experience and some of the scariest combat gear in the wastes.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d8, Battle d8, Common Knowledge d4, Electronics d6, Fighting d8, Notice d8, Repair d8, Shooting d10, Stealth d4
Pace: 8; Parry: 6; Toughness: 20 (14)
Hindrances: Loyal, Vow (Brotherhood of Steel)
Edges: Combat Reflexes, Command, Hold the Line, Improved Nerves of Steel, Soldier

Gear: Power Armor (T-51), Gatling Laser (50/100/200, 3d6+4, RoF 4, 800 shots, AP 2, HW, Cauterize, Overload) with 2 energy cells, super sledge (Str+d10+d6), rations. 

 

The Enclave

One of several claimed successors to the old US government, the Enclave is notable for possessing (and possibly developing) some of the most advance technology in the world. Like the Brotherhood of Steel, they collect and train with technology but their ends and methods are significantly less thoughtful or moral. Their combat forces have the most advanced power armor in the world, seem to have access to armor manufacturing facilities, and prioritize the powerful and deadly plasma weapons.

 

Enclave Trooper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Electronics d6, Fighting d6, Notice d6, Repair d6, Shooting d8
Pace: 6; Parry: 5; Toughness: 24 (18)
Hindrances: Loyal, Vow (Enclave)
Edges: No Mercy, Soldier
Gear: Power Armor (Advanced), Plasma Caster (24/48/96, 3d10, RoF 1, 12 shots, AP 2, HW, least armored location) with 3 energy cells, rations.


Enclave Officer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Battle d6, Electronics d6, Fighting d8, Notice d8, Persuasion d6, Repair d6, Shooting d10
Pace: 6; Parry: 6; Toughness: 24 (18)
Hindrances: Loyal, Vow (Enclave)
Edges: Command, No Mercy, Soldier
Gear: Power Armor (Advanced), Gatling Laser (50/100/200, 3d6+4, RoF 4, 800 shots, AP 2, HW, no recoil) with 2 energy cells, rations.

 

Critters

Feral Ghouls
A tactical note, feral ghouls (ferals) will often rest in an area, easily mistaken for corpses, until they detect intruders. When attacking, they move fast and strike with little sense of self preservation. Ferals rely upon Gang-Up and Wild Attack bonuses to hit hard and tear their victims apart.
Attributes: Agility d6, Smarts d6 (A), Spirit d4, Strength d6-1, Vigor d8
Skills: Athletics d4, Fighting d6, Intimidation d6, Notice d6, Stealth d6
Pace: 4; Parry: 5; Toughness: 6
Special Abilities
Claws: Str+1d4.
Focused: Ferals get +2 to resist Fear and Intimidation, and +2 to recover from Shaken.
Immunity: Radiation.
Regeneration: As long as it is near a radiation source, a ghoul can make natural healing rolls each day.
Steady Hands: Reduce the Running penalty to -1. Charging ferals are an unpleasant surprise.

Super Mutant
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d6, Shooting d8, Survival d4
Pace: 7; Parry: 6; Toughness: 16 (7)
Gear: varies (minigun, missile launcher, pipe SMG, or super sledge), Spiked club (Str+d8), Junk armor chest (+3).
Special Abilities
Armor +4: Resilient hide.

Dumb Dumb: -2 to all Smarts rolls.
Immunity: Disease and Radiation.
Regeneration: Mutants may attempt a natural healing roll every day, if still alive.
Size +2 (Normal): Mutants are massively muscled and average over 9' tall.

Super Mutant Master
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+4, Vigor d12+1
Skills: Athletics d8, Common Knowledge d4, Battle d6, Fighting d10, Intimidation d10, Notice d6, Shooting d10, Survival d6
Pace: 7; Parry: 7; Toughness: 18 (8)
Gear: Minigun (24/48/96, 2d8+1, RoF 5, AP 3, HW), Missile Launcher (50/100/200, 4d8+2, RoF 1, AP 10, HW, SBT, Snapfire), or Super Sledge (Str+d10+d6, HW), Metal armor set (+4).
Special Abilities
Armor +4: Resilient hide.
Immunity: Disease and Radiation.
Regeneration: Mutants may attempt a natural healing roll every day, if still alive.
Size +2 (Normal): Mutants are massively muscled and average over 9' tall.

Veteran Leader: Combat Reflexes, Command, Frenzy, and Sweep edges.


Big Insects (ants, flies, hornets, mosquitoes, roaches)
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d8
Pace: 8; Parry: 6; Toughness: 5
Special Abilities
Bite/Sting: Str+d4; maybe Poison.
Poison (–2): A deadly toxin, usually either Paralysis or Venomous. Delivered either by bite or projectile but not both.
Flight/Burrowing/Wall Walker: Can fly/move through soil/walk on vertical surfaces at Pace 8.
Projectile: Has some form of ranged attack (Range 5/10/20, Damage 2d6; maybe Poison) using Athletics skill.

Radscorpion
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d10, Intimidation d10, Notice d8, Stealth d6
Pace: 8; Parry: 7; Toughness: 11 (4)
Special Abilities
Armor +4: Strong chitin.
Burrowing: Can move through soil at Pace 8.
Claws/Sting: Str+d8.
Poison (–4): A deadly toxin, Venomous. Delivered by the stinger.
Size +1 (Normal): Radscorpions are about the size of a pony or small cow.
Two Fisted: Radscorps can ignore two points of Multi Action Penalty when attacking with claws and stinger.


Deathclaws
Attributes: Agility d6, Smarts d8 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Athletics d10, Fighting d12+1, Intimidation d10, Notice d8, Stealth d8
Pace: 10; Parry: 8; Toughness: 15 (4)
Special Abilities
Armor +4: Scaly Hide
Claws: Str+d10, AP 2, Heavy Weapon

Edges: Dodge, Fleet Footed (Run d10), Frenzy, Improved Sweep, Two Fisted
Fear (-1): Deathclaws are a disturbing sight, one that can make strong survivors quiver.
Hardy: Deathclaws are not Wounded by a second Shaken result.
Reach +1: Long arms.
Size +3 (Normal): Deathclaws are over 10' tall, with dense musculature.

Yao Guai
Named by Chinese-speaking survivors, yao guai ("monster") are a mutated species of black bear. Powerful, quick, dangerous, and virtually fearless, yao guai will attack almost any other creature.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Athletics d10, Climbing d6, Fighting d8, Notice d8, Swimming d6
Pace: 8; Parry: 7; Toughness: 11
Special Abilities

Claws: Str+d6, AP 2, Heavy Weapon

Edges: Block, Brave, Frenzy
Size +3 (Normal): These creatures can stand up to 9’ tall and weigh nearly a ton.

 

Robots

Fallout Robots generally have two weak points. The combat inhibitor on the back, which prevents them from engaging allies, and the power core. Power cores are usually housed inside armored units, but may be exposed due to damage or heat management procedures. Called Shots to the combat inhibitor (-4, before cover) cause the robot to make a Smarts check or become frenzied, attacking the nearest creatures until destroyed or repaired. Called shots to the power core (-6, before cover) deal +4 damage, and may cause an explosion.

Additionally, the use of standardized RobCo operating systems makes robots vulnerable to hacking. If a foe can establish a wired connection between the robot and a computer system (such as a Pip-Boy), the attacker can make an opposed roll of Hacking, resisted by the robot's Smarts, to Incapacitate the robot with an hour long maintenance cycle. With a Knowledge (Computers) at -2, opposed by Smarts, the hacker can attempt to puppet the robot for up to three rounds.

Robot technology benefits from improvements in armor plating design. Each Mod of Armor provides +3 Armor.

 

Eyebot (utility robot; $15,250; Remaining mods: 0)

A modular RobCo design, the small floating spherical eyebot is a utility and transmission robot that can be easily modified for specific purposes, including reconnaissance, surveillance, and guard duty. Their small size, high mobility, and general utility are deemed to compensate for their relative fragility.

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6

Skills: Academics d6, Electronics d6, Fighting d4, Hacking d6, Notice d6, Repair d6, Shooting d6, Taunt d6

Pace: 0; Parry: 4; Toughness: 7 (3)

Special Abilities:

Armor +3: armor plating
Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
Flight: hovers on a small plasma jet, Pace 6", Climb 0.

Sensor Suite: +2 to Notice (one of: living creatures, robots, radiation) up to 500 yards, ignoring line of sight.
Size -2 (Small): significantly smaller than human; about the size of a basketball with some extras attached.
Utility Mount (Laser Pistol): Range 15/30/60, Damage 2d6, AP 2, RoF 1, Shots 50, Cauterize, Overcharge, No Recoil.


Mr. Handy (utility robot; $19,800; Remaining mods: 0)
The General Atomics International Mr. Handy utility robot was one of the first successful production robots. Billed as a domestic servant, and household guardian, it is capable of numerous household chores, including residential construction. A reliable and well-tested design, a small group of Mr. Handy robots can keep each other in good repair almost indefinitely. Most Mr. Handy units sound like a stereo-typical English butler.
The Mr. Orderly/Ms. Nanny variants were medical models. Replace the Knowledge and Repair skills with Knowledge (Medicine) and Healing, respectively.
Attributes: Agility d4, Smarts d8, Spirit d4, Strength d6, Vigor d8
Skills: Electronics d4, Fighting d6, Repair d10, Notice d8, Shooting d4
Pace: 0; Parry: 5; Toughness: 8 (3)
Special Abilities
Armor +3: armor plating
Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
Flight: hovers on a small plasma jet, Pace 6", Climb 0.
Size -1 (Normal): significantly smaller than human; about the size of a medium dog.
Tool Mount (Buzzsaw): Str+d6, AP 2.
Tool Mount (Blowtorch): Range Cone, Damage 2d10, fire.

Mr. Gutsy (combat robot; $46,100; Remaining mods: 0)
The U.S. military commissioned a combat version of the Mr. Handy, resulting in the Mr. Gutsy. Real weaponry, more combat-focused programming, an enlarged chassis, green paint, and a stereotypical drill sergeant voice are the primary changes.
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d8
Skills: Fighting d8,Intimidation d4, Repair d4, Notice d8, Shooting d8
Pace: 0; Parry: 6; Toughness: 12 (6)
Special Abilities
Armor +6: armor plating
Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
Flight: hovers on a small plasma jet, Pace 6", Climb 0.

Targeting System: Ignore two points of Shooting penalties.
Weapon Mount (Plasma Pistol): Range 12/24/48, Damage 3d6+2, AP 2, HW.
Weapon Mount (Flamer): Range Cone, Damage 3d6, HW, fire.

Protectron (security robot; $22,500; Remaining mods: 5)
Created by RobCo as a private security robot, the protectron model has a lot of unused programing capacity. A number of support variants exist (fire fighting, medical, police, subway steward, etc.) with appropriate changes to Traits and mods.
Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d6, Vigor d10
Skills: Fighting d4, Notice d6, Repair d4, Shooting d6
Pace: 4; Parry: 4; Toughness: 14 (6)
Special Abilities
Armor +6: Sturdy plating covers these lumbering private security robots.
Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
Size Increase +1 (Normal): Protectrons are a top-heavy eight feet tall.
Weapon Mount (Laser Pistol): Range 15/30/60, Damage 2d6, RoF 1, SA, AP 2, Laser.
Weapon Mount (Laser Pistol): Range 15/30/60, Damage 2d6, RoF 1, SA, AP 2, Laser.

Robobrain (security robot; $40,500; Remaining mods: 0)
Billed as the next step in combat robots, the General Atomics International Robobrain uses an actual organic brain (housed in a Bio Med Gel solution) as the central processor. This gives them unrivaled tactical flexibility, but leaves them prone to frequent behavior quirks. The brain must be a primate brain, and is supposed to be a chimpanzee brain. Ultimately, the production costs were too high and the military requested different designs, but not before many Robobrains left the factory.
Attributes: Agility d4, Smarts d12, Spirit d8, Strength d6, Vigor d10
Skills: Fighting d6, Knowledge (Computers) d8, Knowledge (Electronics) d8, Repair d8, Shooting d8
Pace: 4; Parry: 5; Toughness: 16 (9)
Gear: Laser SMG (15/30/60; 2d6; RoF 4; SA, AP 2, laser)
Special Abilities
Armor +9: Robobrains have hardened plating all around their cylindrical torsos.
Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
Sensor Suite: +4 Notice vs sound, motion,strong chemicals, radiation, or electrical fields up to 500 yards.
Tracked: Pace 4, ignore Difficult Terrain, cannot cross obstacles more than 2' tall.
Weakness (Brain): Robobrains use an organic brain, housed in a clear dome, as the CPU. Shots to the brain ("head") cause +2 damage (+6 total).

 

Assaultron (combat robot; $31,200; Remaining mods: 0)

Bipedal robots, vaguely feminine in shape, developed by RobCo as a frontal assault robot, assaultrons have vicious close combat weapons and a devastatingly powerful short range head mounted laser. There are rumors of stealth models, equipped with a reusable stealth boy.

Attributes: Agility d8, Smarts d6, Spirit d4, Strength d12, Vigor d10

Skills: Fighting d10, Notice d6, Shooting d8

Pace: 10; Parry: 7; Toughness: 14 (6)

Edges: Brawler

Special Abilities:

Armor +6: Assaultrons have sturdy, reinforced frames, plated in high-quality advanced armor.

Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
Swift: Pace 8, Running d10.

Weapon (Blade): Str+d8, AP 2.

Weapon (Claw): Str+d6.
Weapon (Laser): Range 15/30/60, Damage 4d6, Shots 100, AP2, 3RB, Laser.

Infiltrator: +$20,000; Stealth System: Those trying to detect or attack the robot subtract 4 from their rolls.

 

Sentry Bot (combat robot; $86,700; Remaining mods: 0)
Sentry bots are tripedal constructs designed to kill anything and everything in their path. Sentry bots (military serial numbers SB-XXXX) are combat robots with heavy armor plating, powerful integrated weapons, and high mobility wheels on three legs. They are the toughest and most individually dangerous legacy of civilization before the Great War.
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d6, Shooting d10
Pace: 12; Parry: 6; Toughness: 17 (6)
Special Abilities:
Armor +6: Heavy Armor. Sentry bots have sturdy, reinforced frames, plated in high-quality advanced armor.
Construct: +2 to recover from being Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
Sensor Suite: +4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 500 yards.
• Size +4 (Large): Sentry bots are 10’ tall and extremely bulky.
Targeting System: Negates up to 2 points of Shooting penalties.
Weapon Mount (Grenade Launcher): Range 24/48/96, Damage 3d6 (frag), RoF 1, Shots 20, HW, LBT.
Weapon Mount (Minigun): Range 30/60/120, Damage 2d8+1, RoF 5, Shots 1000, AP 3, HW.
Wheeled: Pace 12, cannot cross obstacles more than three feet tall.

 

Index Savage Fallout

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