TEXT: 2d20 Beta Edition
  A Post-Nuclear Tabletop Roleplaying Game
  
  FALLOUT 2d20
  Beta Edition
  System Design
  Sam Webb
  Creative Lead
  Sam Webb
  Line Development
  Virginia Page
  Writing
  Sam Webb 
  Virginia Page 
  Jim Johnson 
  Ryan Schoon
  Editing and Proofreading
  Virginia Page
  Layout
  Virginia Page
  Artwork
  Bethesda Softworks
  Publishing Director
  Chris Birch
  Operations Manager
  Rita Birch
  Head of Development
  Rob Harris
  Head of RPGs
  Sam Webb
  Managing Director
  Cameron Dicks 
  Production Management
  Steve Daldry  
  Peter Grochulski
  Sales Manager
  Rhys Knight
  Assistant Sales Manager
  Cole Leadon
  Marketing Executive
  Panayiotis Lines
  Community Support
  Lloyd Gyan
  Shaun Hocking
  With Thanks To
  Bethesda Softworks 
  Mike Kochis
  © 2020 Bethesda Softworks LLC, a ZeniMax Media company. Bethesda, Bethesda Softworks, 
  Bethesda Game Studios, ZeniMax, Pip-Boy, Vault-Tec and related logos are registered trademarks 
  or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. Fallout, Vault Boy and 
  related logos are trademarks or registered trademarks of Bethesda Softworks LLC in the U.S. and/
  or other countries. All Rights Reserved.
  The 2d20 system and Modiphius Logos are copyright Modiphius
  Entertainment Ltd 2020. All 2d20 system text is copyright Modiphius
  Entertainment Ltd. Any unauthorised use of copyrighted material is illegal.
  
  Fallout 2d20 Beta Edition
  CONTENTS
  Introduction  
   
   
   
  5
  What is Fallout? 
   
   
   
  5
  What you Need 
   
   
   
  5
   
  Chapter One: Core Rules 1
  Tabletop roleplaying  
   
   
  1
  Tests  
   
   
   
   
  1
  Rolling the dice 
   
   
   
  2
  Target number 
   
   
   
  2
  Successes and difficulty 
   
   
  3
  Dice pool 
   
   
   
   
  3
  Difficulty zero tests  
   
   
  3
  Opposed tests 
   
   
   
  3
  Assistance 
   
   
   
   
  4
  Action points  
   
   
   
  4
  Saving action points  
   
   
  5
  The gamemasters action point pool 
  5
  Complications 
   
   
   
  5
  Complication range  
   
   
  5
  Chapter Two: Combat 
   
   
  7
  Combat encounters  
   
   
  7
  Sequence of play 
   
   
   
  7
  Initiative 
   
   
   
   
  7
  Actions 
   
   
   
   
  7
  Minor actions  
   
   
   
  8
  Major actions 
   
   
   
  8
  Making an attack 
   
   
   
  9
  Hit locations  
   
   
   
  10
  Combat dice  
   
   
   
  11
  Damage types 
   
   
   
  11
  Damage effects 
   
   
   
  12
  Damage and healing 
   
   
  12
  Injuries 
   
   
   
   
  12
  Dying  
   
   
   
   
  13
  Stabilizing the dying  
   
   
  13
  Healing 
   
   
   
   
  13
  Healing major actions 
   
   
  13
  Recovering health points 
   
   
  14
  Recovering from injuries 
   
   
  14
  The environment 
   
   
   
  15
  Distance and rangers 
   
   
  15
  Environmental conditions 
   
   
  15
  Cover  
   
   
   
   
  15
  Difficult terrain 
  16
  Environmental conditions 
  16
  Hazards 
  17
  Damaging objects 
  17
   
  Chapter Three: Characters 
  18
  S.P.E.C.I.A.L. attributes  
  18
  Skills 
  20
  Derived statistics 
  23
  Carry weight 
  23
  Initiative 
  23
  Health points 
  23
  Defense 
  24
  Physical damage resistance 
  24
  Energy damage resistance 
  24
  Poison damage resistance 
  24
  Radiation resistance 
  24
  Melee damage 
  24
  Perks 
  24
  Advancement 
  25
  Experience points 
  25
  Milestone progression 
  25
  Creating a character 
  26
  Step 1: Origin 
  26
  Step 2: S.P.E.C.I.A.L. attributes 
  32
  Step 3: Tag Skills 
  32
  Step 4: Choose first perk 
  33
  Perk list 
  33
  Step 5: Derived statistics 
  40
  Step 6: Purchase equipment 
  40
  Chapter Four: Equipment 41
  Weapons 
  41
  Weapon type 
  41
  Damage types 
  41
  Damage rating 
  41
  Damage effects 
  41
  Qualities 
  42
  Big guns 
  43
  Energy weapons 
  43
  Explosives 
  43
  Melee weapons 
  44
  Small guns 
  44
  Throwing weapons 
  45
  
  Fallout 2d20 Beta Edition
  CONTENTS
  Ammunition 
  45
  Detecting and disarming mines 
  45
  Damaging weapons and items 
  46
  Miscellaneous items 
  46
  Apparel 
  47
  Outfits 
  48
  Armor 
  48
  Headgear 
  48
  Power armor 
  49
  Aid 
  49
  Chems 
  49
  Modifying weapons and armor 
  51
  Barrel mods 
  52
  Grip mods 
  52
  Magazine mods 
  52
  Muzzle mods 
  52
  Reciever mods 
  53
  Sight mods 
  54
  Energy weapon mods 
  54
  Grip mods 
  54
  Capacitor mods 
  55
  Barrel mods 
  55
  Muzzle mods 
  56
  Sight mods 
  56
  Melee weapon mods 
  56
  Blade 
  56
  Weapon recipes 
  57
  Repairing and crafting 
  57
  Weapon slot recipes 
  57
  Materials 
  58
  Robot armor 
  59
  Armor and plating 
  60
  Weapon mounts 
  61
  Modules 
  61
  Chapter Five: Creatures and NPCs 
  63
  Types of NPC 
  63
  Creatures 
  63
  Initiative Base Values 
  64
  Combat in Groups 
  64
  Character NPCs 
  65
  Level and Type 
  65
  S.P.E.C.I.A.L. Attributes 
  65
  Skills 
  65
  Derived Statistics 
  65
  Attacks 
  65
  Special Abilities 
  65
  Inventory 
  65
  NPC special abilities  
  65
  Chapter Six : Parzival and The 
  Wasteland Knights Adventure  
    67
  Chapter Seven: Stats 
  93
  Mr. Parzival  
  93
  Wastelander 
  93
  Merchant 
  94
  Settler 
  94
  Raider 
  95
  Raider Psycho 
  95
  Veteran Raider 
  96
  Minuite Man 
  96
  Brotherhood of Steel Paladin 
  97
  Brotherhood of Steel Scribe  
  97
  Radroach  
  98
  Mutant Hound  
  98
  Feral Ghoul 
  99
  Radstage 
  99
  Stingwing 
  100
  Super Mutant 
  100
  Super Mutant Brute 
  101
  Yawen 
  101
  Deathclaw 
  102
  Yao Guai 
  102
  Glowing One 
  103
  Mr. Gutsy 
  103
  Protectron 
  104
  Mr. Handy/ Miss Nanny 
  104
  
   Fallout 2d20 Beta -Introduction
  Fallout 2d20 Beta Edition
  INTRODUCTION
  WHAT IS FALLOUT?
  War. War never changes. The United States of 
  America is no more. It was destroyed when the 
  world’s nuclear warheads were launched. The 
  ensuing apocalypse brought an end to both the 
  Great War and the civilized world. In its place 
  exists the Wasteland, an irradiated, barren, desert 
  landscape pockmarked by ruined cities and 
  decaying civilizations. It is inhabited by a variety 
  of mutated creatures, horrific beasts, and undying 
  ghouls. The radiation from the detonations spread 
  quickly. Everything that wasn’t killed immediately 
  was infected and most of the country’s diverse 
  plant and animal life was wiped out. 
  Survivors work to reclaim what little they can and 
  salvage what they cannot rebuild. Civilization 
  is starting to take root again and certain areas 
  of the country have reached a level of stability 
  that might even be called comfortable, at least 
  for the rich and powerful. The coasts have been 
  the easiest to reclaim and many of the cities on 
  the eastern seaboard have been re-inhabited. 
  Among these are the Capital Wasteland and 
  the Commonwealth, which exist in the ruins of 
  Washington D.C. and Boston, respectively.  
  Life in the Wasteland is harsh. The sun beats down 
  hard and the radiation is intense. Clean water 
  and food are a rarity. Most survivors have been 
  forced to adapt to dirty water and irradiated food. 
  Surviving alone in the Wasteland is difficult at 
  best, but living in a community comes with its own 
  struggles.  
  WHAT YOU NEED
  In order to play this Beta version of Fallout 
  2d20, you’ll need the following:
  • Character Sheets: These can be found at the 
  end of this booklet. 
  • Dice: 5 d20s (twenty-sided dice) and 10 d6 
  (six-sided dice) is best, but you can use fewer 
  and share. 
  • Paper and Pencils: These are for writing on 
  your character sheet and taking any additional 
  notes on.
  • Tokens, Beads or Chips: This is to represent 
  your action points. Twenty to Thirty is best. 
  Optionally, you can write down your action 
  points instead, but its easier to track with 
  physical counters.
  • Players: At least 3 people to play (5-6 is 
  reccomended) with one person playing as the 
  gamemaster.
  Welcome Vault Dwellers to the Fallout 2d20 Roleplaying Game, Beta Editon. Your vault has been 
  randomly selected to try out this beta version of the post-nuclear roleplaying game. Instead of having to 
  deal with the harsh realities of the Wasteland for real, you can keep yourself entertained and prepare 
  yourselves with this handly Vault-Tec approved game! Fight deadly creatures and discover the post-
  nucelar America right from the comfor of your Vault!
  
  1 Core Rules - Fallout 2d20 Beta
  CHAPTER 1
  CORE RULES
  TABLETOP ROLEPLAYING
  When you play a tabletop roleplaying game, your 
  gamemaster (GM) and fellow players are asking 
  you to share an imagined experience of exploring 
  the post-nuclear wasteland, where mutated monsters 
  lie in wait around every corner and fellow survivors 
  harbor a deep suspicion of others. As a group, 
  you will travel ruined highways and ramshackle 
  towns, completing quests, and building settlements 
  by describing what your character does like an 
  improvised story. When you want to accomplish 
  something in this story, you’ll use the game rules to 
  resolve whether you succeed or fail at your task.
  In any situation where your character’s success is in 
  doubt, their failure is interesting, or where they are 
  at risk, you need to make a test. A test is a moment 
  in the game where the rules come to the forefront 
  for a moment, but once that’s figured out, the 
  gamemaster continues narrating the scene based on 
  your actions and may take actions with their non-
  player characters and creatures in response.
  This mode of play is freeform, where each player 
  can act freely in no particular order, and fictional 
  time passes as it makes sense to the actions you 
  and your group attempt. When you begin fighting, 
  entering a combat encounter, play is divided up 
  into rounds and turns, with each player taking a 
  turn, and each round representing a period of time 
  in which every character present gets to act.
  TESTS
  A test is a method of resolving an action you want 
  your character to attempt. You roll some dice and 
  the results tell you whether you succeeded, failed, 
  or complicated the situation.
  When the gamemaster asks you for a test, they’re 
  asking you to check your character’s attributes, 
  roll a pool of 2–5 twenty-sided dice (also called 
  d20s, presented as Xd20 where X is the number 
  of d20s you roll), and get more successes than the 
  gamemaster needs for you to pass the test.
  THE GAMEMASTER
  The gamemaster is another player at the 
  table with different responsibilities than 
  everyone else. They run the game, playing 
  non-player characters and creatures, 
  adjudicating tests, interpreting their results, 
  and describing the fictional world you 
  play in.
  It’s their job to introduce the story, 
  and respond to how your character’s 
  actions change the story, and how non-
  player characters respond to the player 
  characters.
  This chapter will take you through the core rules for the Fallout 2d20 Roleplaying Game Beta 
  Edition. Take note of these rules Vault Dwellers, you’ll need them to survive in the Wasteland!
  
  Fallout 2d20 Beta - Core Rules 2
  Rolling the Dice
  1. Choose Attribute + Skill: The gamemaster 
  chooses which attribute and skill from your 
  character sheet are appropriate for your test. 
  Add together the attribute and the skill chosen: 
  this is your target number for each d20. You 
  can suggest which attribute + skill might 
  apply, but the GM has the final say.       
  A. Your target number is the number 
  each d20 must roll equal or under to 
  generate 1 success.
  2. Set the Difficulty: The gamemaster sets the 
  difficulty for the test, normally between 1 and 
  5. The difficulty is the number of successes 
  you must generate with your d20s to pass.
  3. Roll the Dice Pool: Assemble your dice pool. 
  You start with 2d20s, but you can buy up to 3 
  more d20s with Action Points (see p.4). After 
  you’ve added any extra dice from spending 
  Action Points, roll the entire d20 dice pool.
  4. Check For Successes: Each d20 that rolls 
  equal to or less than your attribute + skill 
  target number scores 1 success. 
  A. Each d20 that rolls equal or less than 
  your skill rating scores 2 successes.
  B. Each d20 that rolls a 20 generates one 
  complication, (see p.5)
  5. Check Successes Against the Difficulty: If 
  the number of successes scored equals or beats 
  the difficulty of the test, then you have passed. 
  If the number of successes scored is less than 
  the difficulty, you have failed.
  A. Each success above the difficulty 
  becomes an Action Point, (see p.4).
  6. Get the Result: The gamemaster describes the 
  outcome, and if the test was successful you can 
  spend Action Points to improve the result further. 
  After this, the GM introduces any complications.
  Example: Nate needs to find out if Codsworth is 
  okay, as he’s been on his own for 200 years. His 
  test is difficulty 1, and he must use CHA + Speech 
  (7 + 2 = 9). Nate’s player rolls 2d20, checking 
  the results separately, and rolls a 5 and a 19—
  because the 3 is equal or below Nate’s target 
  number, he scores 1 success, and passes the test. 
  Codsworth describes how hard it’s been to try 
  and keep the house clean for two centuries…
  Target Number
  When your gamemaster asks for a test, you agree 
  to an attribute + skill combination from your 
  character sheet that best applies to the action 
  you’re trying to achieve. That target number, made 
  by adding your chosen attribute and skill, gives 
  you the value each dice must roll equal to, or 
  under—if it does then you generate 1 success.
  DEFAULT ATTRIBUTE + SKILL
  The skill list on your character sheet lists 
  a default attribute associated with each 
  skill. Some tests may prescribe a default 
  attribute + skill combination to work 
  out your target number, but at the GM’s 
  discretion you can suggest a different 
  combination.
  For example, you might use Intelligence 
  + Small Guns to identify the make of a 
  weapon, or Strength + Medicine to pop 
  a rib back into place. You can always 
  suggest alternative attribute + skill 
  combinations for your target number, but 
  your GM has the final say.
  
  3 Core Rules - Fallout 2d20 Beta
  SUCCESSES AND DIFFICULTY
  The number of successes you need to generate 
  with your d20s to pass a test is called the 
  difficulty. Only needing 1 success describes a 
  routine task, while needing 5 successes reflects 
  a difficult task that can only be completing with 
  talent, effort, and teamwork.
  Each d20 that rolls under the target number 
  generates 1 success. However, a d20 can 
  generate 2 successes by rolling equal or under the 
  rating for the skill used on the test. For example, 
  if you had a target number of 10 (made up of 
  attribute 8 + skill 2), each d20 that rolled a 3–10 
  would generate 1 success, while any d20s that 
  rolled 1–2 would generate 2 successes.
  Total up the number of successes and compare 
  them against the difficulty—if you equal or beat 
  the difficulty you pass the test. Any extra successes 
  over and above the difficulty, become Action 
  Points (see p.4) that allow you to improve the test’s 
  outcome, or buy more d20s for future tests.
  Difficulty Examples Table
  Dice Pool
  By default, you roll two d20s together and check 
  their results individually against your target 
  number and count up the number of successes you 
  generate, but you can buy more! If you have any 
  saved Action Points, you can buy up to 3 more 
  d20s to roll on a test. This means you can roll a 
  total pool of 5d20 at any one time.
  Example: Cait is facing a difficulty 3 test 
  to steal some bottlecaps from right under her 
  captors’ noses, and with 3 Action Points in the 
  group pool, she opts to purchase two more d20s 
  using all 3 AP in the pool. Her player will now 
  roll 4d20, improving the odds of generating the 
  3 successes she needs.
  Difficulty Zero Tests
  Some tests may be difficulty 0, or your character’s 
  perks may reduce tests to difficulty 0. If a test 
  is difficulty 0, you don’t have to roll any—your 
  action is automatically successful with no risk of 
  complications. However, because no roll is made, 
  you don’t generate any Action Points.
  At the GM’s discretion, you can still choose to 
  roll the dice against a difficulty of 0 and can 
  generate AP as normal (because zero successes 
  are required, every success is an Action Point), but 
  you can still generate complications as well. This 
  sort of difficulty 0 test is useful if it’s important to 
  see how successful your character is when there’s 
  no chance of failure.
  OPPOSED TESTS
  Instead of rolling your dice against a static difficulty 
  provided by the GM, sometimes you and the GM 
  will both roll a dice pool and compare results. 
  When another character opposes you in a test, 
  their player rolls their d20 dice pool, after buying 
  any extra d20s, and the number of successes they 
  generate becomes the difficulty of your test. Then, 
  you attempt your skill test with your opponent’s 
  number of successes as your difficulty. If you equal 
  or beat your opponent’s number of successes, you 
  pass the test, and any extra successes become 
  Action Points. If you do not generate enough 
  successes to meet the difficulty, you fail.
  Test 
  Difficulty
  Example
  0
  Gathering rumors around a 
  settlement
  1
  Shooting a close target, picking 
  a simple lock
  2
  Breaking down a reinforced 
  door, treating a crippling injury
  3
  Identifying an unknown poison, 
  deactivating a robot from behind
  4
  Hacking a complex computer, 
  disarming a land mine
  5
  Convincing an enemy to stand 
  down, wrestling a deathclaw
  
  Fallout 2d20 Beta - Core Rules 4
  Example: Paladin Danse is grappling a 
  deathclaw, holding it back from advancing on his 
  squad. The GM decides this is an opposed test, 
  and rolls a test for the deathclaw. Rolling 2d20, 
  the GM scores 3 successes, meaning Danse’s test 
  will be difficulty 3. Danse has a target number of 
  8, so his player decides to buy two more d20s 
  with the Action Points in the pool, to ensure he 
  gets the successes he needs and rolls the pool 
  of 4d20s. They roll a 1, 5, 6, and 18, which 
  generates 4 successes! Danse is holds his ground 
  and, banks 1 AP for the extra success.
  ASSISTANCE
  Difficult tasks are often only completed through 
  teamwork. When someone else is attempting a 
  test, you may assist another player character, if 
  your GM allows it. Describe how you are helping, 
  and decide with the GM which attribute + skill 
  combination applies. Roll 1d20 and add any 
  successes you generate to theirs, providing they 
  score at least 1 success of their own.
  You can’t buy additional d20s if you are 
  assisting—you can only roll 1d20—but your d20 
  doesn’t count towards the limit of 5 that the player 
  attempting the test can roll in their dice pool.
  Example: Dogmeat is assisting the Sole Survivor 
  in finding some medicine. Dogmeat will roll 
  1d20 and add any successes he gets to the Sole 
  Survivors’—provided the Sole Survivor gets at 
  least success 1. Dogmeat has a target number 
  of 13. Rolling 1d20, his controlling player rolls 
  a 5, generating 1 success, adding it to the Sole 
  Survivor’s 1 success, for a total of 2 successes.
  ACTION POINTS
  When you check your successes against the 
  difficulty established by the gamemaster, each 
  success you rolled above the difficulty becomes 
  an Action Point (AP). Action Points can be used 
  to take additional actions, improve the outcome of 
  a test, reduce the time it takes, learn more about a 
  situation, or buy more d20s in future tests. You can 
  spend Action Points to do the following:
  • Buy d20s (1–6 AP): Buy bonus d20s for a test, 
  before the dice pool is rolled, but after the GM 
  sets the difficulty. The cost increases for each die 
  purchased: the first die costs 1 AP, the second 
  costs 2, and the third costs 3. No more than 
  three bonus d20s may be rolled for a single test, 
  including any d20s from perks or traits.
  • Obtain Information (1 AP): Ask the 
  gamemaster a single question about the current 
  situation, based on your test. The answer bust 
  be truthful but does not need to be complete.
  • Reduce Time (1 AP): AP from a successful test 
  can allow the test take less time to complete, 
  when time is important. Spending 1 AP halves 
  the amount of time a test takes to attempt.
  • Narrative Detail (1 AP): Introduce a new 
  fact about the scene, based on the success of 
  your test. Spending 1 AP either establishes a 
  minor detail about the scene, or changes a 
  detail about the scene based on the actions of 
  your character.
  • Take Additional Minor Action (1 AP): Take 
  1 additional minor action in your turn. You can 
  only take a total of 2 minor actions in your turn 
  in a single round.
  • Take Additional Major Action (2 AP): Take 
  one additional major action on your turn. You 
  can only take a total of two major actions on 
  your turn in a single round.
  • Add Extra Damage (AP up to Fire Rate): 
  On a successful attack you can spend AP upto 
  to your weapon’s fire rate (if it has one) to add 
  1
   per AP spent. Each extra 
   also expends 
  1 additional round or unit of ammo.
  ACTION POINTS IN OPPOSED TESTS
  As they roll, reactive characters spends AP 
  first and then roll. Then active characters 
  spend AP to add any dice to their pool 
  and then roll. If two player characters are 
  making an opposed test, the active player 
  spends AP from the group pool, and the 
  reactive player must generate AP for the 
  GM in order to buy additional d20s.
  
  5 Core Rules - Fallout 2d20 Beta
  You spend Action Points either before or after you 
  roll dice, and each option describes when you can 
  spend Action Points to take advantage of its effect. 
  You buy extra d20s for a test before you roll, 
  while you spend Action Points after a test to obtain 
  information, reduce the time, improve the quality 
  of the success, or take an additional action.
  Saving Action Points
  If you don’t want to spend the Action Points you 
  generate immediately, you can save them in pool 
  for the group to use later. You can save a total 
  of 6 AP as a group, and anyone can use the 
  Action Points in the group pool.
  The Gamemasters Action Point Pool
  Just like you, the GM has a pool of their own 
  Action Points to spend on their NPC’s actions. 
  They start each quest with 1 AP per player. 
  There is no maximum to how many Action Points 
  the GM can have in their pool.
  If you don’t have any Action Points to buy d20s, 
  you may instead generate AP for the gamemaster. 
  For each AP you want to spend in this way, the 
  GM adds 1 AP to their pool, which they can use 
  later on their NPC’s actions and tests.You may 
  only buy d20s by giving the GM action 
  ponts, you cannot do this for any other AP 
  spends.
  COMPLICATIONS
  When attempting a test, each d20 that rolls a 20 
  causes a complication, which comes into effect 
  once the test has been resolved. Complications 
  do not prevent a character from succeeding, but 
  they do introduce something new to the story that 
  makes things more difficult.
  If you and the gamemaster can’t come up with a 
  complication for you, in the scene you’re in, the 
  GM can instead gain 1 Action Point to use for 
  their non-player characters and creatures later.
  Example: MacCready has a mysterious 
  disease, and his player has rolled a 
  complication on his Medicine test to try and 
  recover a little to keep moving north. The GM 
  can’t think of a complication and asks the group, 
  “Do you have any ideas?” MacCready’s player 
  suggests, “he could get a fever,” and the GM 
  takes the suggestion and uses it. “Your head 
  pounds— any INT test difficulties are increased 
  by 1 until you get it healed.”
  Complication Range
  Normally, any d20 that rolls a 20 generates 
  one complication, however some actions can be 
  riskier than others instead of just more difficult. 
  When tests are riskier, the GM can increase the 
  complication range of the test meaning you could 
  generate complications on more results than just a 
  20! For each increase in the complication range, a 
  complication is generated on the listed d20 results 
  in the complication range table.
  Complication Range Table
  Complication 
  Range
  Generates a  
  Complication on...
  1
  20
  2
  19–20
  3
  18–20
  4
  17–20
  5
  16–20
  
  Fallout 2d20 Beta - Core Rules 6
  LUCK
  You can spend points of Luck from your character’s 
  Luck attribute to do one of the following, during 
  freeform play or on your turn in combat:
  • Re-roll: Spend a Luck point to reroll any 
  number of d20s or d6s in your dice pool. You 
  can only re-roll a dice pool once, but may select 
  any number of dice from the pool to re-roll.
  • Automatic Successes: You can set a d20 to a 
  1 instead of rolling it, generating 2 successes 
  before rolling the dice pool. You must do this 
  before rolling the dice pool, and you must roll 
  any remaining d20s, even if you’ve generated 
  enough successes to pass the test.
  You can never spend more than 1 point of 
  Luck on a single roll. 
  When you start your quest, you have a number 
  of available Luck points equal to your Luck 
  S.P.E.C.I.A.L attribute. Once you’ve spent a point, 
  they can’t be used again until the gamemaster 
  refreshes them when you reach a milestone in your 
  game. When they are refreshed, you get all your 
  Luck points back, no matter how many you’ve 
  spent. You can’t have any more Luck points than 
  your Luck S.P.E.C.I.A.L attribute.
  Example: Nick Valentine is hacking a computer, 
  and hasn’t generated enough successes to pass 
  his test. He needs 2 successes, and has rolled a 
  9 and a 19, generating only 1 success. Nick’s 
  player decides to spend a point of his Luck, and 
  re-roll the d20 that rolled a 19. Rolling it again, 
  Nick’s player gets a 6, generating the second 
  success he needs to pass his test.
  
  7 Combat - Fallout 2d20 Beta
  CHAPTER 2
  COMBAT
  This chapter will explain how to resolve combat, as well as damage, injury and recovery, to make sure 
  you know how to fight and survive in the Wasteland.
  COMBAT ENCOUNTERS
  Combat encounters involve characters attacking 
  their opponents and defending themselves and their 
  allies, and are played in a more structured way than 
  freeform play. Instead of freely taking actions, you 
  instead have a single turn in a round of combat.
  You can attempt one minor action and one 
  major action in each turn—a minor action 
  represents something quick or supportive of your 
  major action, like aiming or drawing a weapon; 
  a major action represents something that involves 
  more concentration or effort, like attacking 
  an opponent, defending yourself, hacking a 
  computer, or picking a lock.
  SEQUENCE OF PLAY
  Each character takes a single turn in each round 
  of a combat encounter. A round represents a 
  short amount of time that allows all the characters 
  present to complete their actions, and there are as 
  many rounds in a combat encounter as needed to 
  resolve the conflict.
  Initiative
  When combat begins, the character who 
  initates combat gets to take one turn before the 
  gamemaster then ranks the combatants in order 
  of their initiative statistic, from highest to lowest. 
  The character with the highest initiative goes first, 
  and then each character takes a turn in order of 
  highest to lowest. If there is a tie, the GM decides 
  which character or creature goes first. Once the 
  last character has completed their turn, the round 
  ends, and the character with the highest initiative 
  takes the first turn of the next round. Repeat this 
  sequence until the conflict ends.
  A player character’s initative is equal to their 
  Perception x 2 plus any bonuses from equipment 
  or perks. 
  A Creature NPC’s initative is equal to their 
  initative stat + their level. A Character 
  NPC’s initative is calculated the same as player 
  characters.
  ACTIONS
  You can attempt one minor action and one major 
  action on your turn in combat. You can take one 
  extra minor action by spending 1 Action Point, and 
  one extra major action by spending 2 Action Points. 
  You cannot take more than two minor and two major 
  actions on your turn, but you may substitute taking a 
  major action to take a minor action in your turn.  
  SEQUENCE OF PLAY
  • Initiate Combat: The character who 
  initiates combat takes one turn before 
  initiative is calculated.
  • Initiative: Rank all the characters 
  using their initiative statistic from 
  highest to lowest.
  • Take Turns: Each character, in order 
  from highest to lowest, takes their turn.
  • Begin New Round: Once every 
  character has taken a turn, begin a 
  new round and repeat taking turns until 
  the round ends, beginning a new round 
  if the conflict has not been resolved.
  
  Fallout 2d20 Beta - Combat 8
  Minor Actions
  • Aim: Re-roll a single d20 during your next 
  attack.
  • Draw Item: Pick up an object within your 
  reach, or draw an item carried on your person.
  • Interact: Take a short action that doesn’t need 
  a test, like opening a window,pressing a button 
  or shouting to another character.
  • Move: Move to any position within your 
  Medium range, or stand up from being prone.
  • Take Chem: You take a dose of a chem 
  that you are holding. If the chem is in your 
  inventory then you need to draw it as a 
  separate minor action.
  Major Actions
  • Assist: Assist a character with their next test. 
  When they take their turn and attempt a test, 
  you may roll 1d20 using your own attribute 
  + skill target number, and add any successes 
  to theirs, so long as they generate at least 1 
  success themselves.
  • Attack: Make a melee or ranged attack, as 
  described in Making an Attack (p.9).
  • Command an NPC: If you have an allied 
  NPC under your command (such as from the 
  Dogmeat perk) you may spend your major 
  action to issue a command to the NPC allowing 
  them to take a major action. 
  • Defend: Make an AGI + Athletics test. Add 
  the number of successes you generate to your 
  defense. This number becomes your defence 
  untill the beginning of your next turn. 
  • First Aid: You may set broken bones, bind 
  wounds, and staunch the bleeding of wounded 
  and crippled body parts. Passing a INT + 
  Medicine test with a difficulty of 1 allows 
  your patient to ignore the complication range 
  increase or effects of one of their injured body 
  parts until they receive another injury to that 
  body part. Each body part can only receive 
  first aid once per day.
  • Pass: Give up your turn.
  • Ready: Describe an event that will trigger an 
  action, and resolve that action when the trigger 
  occurs. When you do, so long as the trigger 
  occurs before the beginning of your next turn, 
  you interrupt that character’s turn to complete 
  your action, and then the triggering character 
  continues with their turn. If the trigger doesn’t 
  occur before the beginning of your next turn, 
  your readied action is lost.
  • Stabilize: Stabilize a dying character, 
  stopping them from dying. The difficulty of 
  the test is equal to the number of injured hit 
  locations the patient has. If you succeed, they 
  no longer need to make END + Survival tests 
  in order to stay alive.They remain unconsious 
  with 0 HP.  You may be able to spend Action 
  Points to improve the success of the test, 
  bringing the patient back from unconsciousness  
  with 1 HP (1 AP), or additionally healing an 
  injury (2 AP).
  • Test: Make a test, at the discretion of the 
  gamemaster, using the relevant attribute + 
  skill target number and difficulty.
  
  9 Combat - Fallout 2d20 Beta
  MAKING AN ATTACK
  1. Choose a Target: You can select any target 
  within your weapon’s range. If you’re using a 
  melee weapon, choose a target within your 
  reach. If you’re using a ranged weapon, 
  choose a target you can see.
  A. Choose Hit Location: You can 
  choose to target a specific body part, 
  increasing the difficulty of the test by 1.
  2. Attempt a Test: The test is determined by the 
  type of attack. Increase the difficulty of the test 
  if you target a specific hit location.
  A. Melee: STR + Melee Weapons test, 
  with a difficulty equal to your target’s 
  defense.
  B. Ranged: AGI + Small Guns, Big 
  Guns, or Energy Weapons test based 
  on the type of weapon you’re using, 
  with a difficulty equal to your target’s 
  defense, modified by range (see p.10).
  C. Thrown: PER + Explosives or AGI + 
  Throwing test with a difficulty equal to 
  your target’s defense, modified by range.
  D. Unarmed: STR + Unarmed test with a 
  difficulty equal to your target’s defense.
  3. Determine Hit Location: On a hit, roll 1d20 
  or a hit location dice to determine the body 
  part you hit. If you targeted a specific body 
  part in step 2, hit that location instead.
  4. Inflict Damage: On a hit, the number of 
  Combat Dice (
  ) listed by the weapon’s 
  damage rating, plus any bonus 
   from derived 
  statistics, and total the result. Unarmed attacks 
  have a base damage of 2 
  , modified by the 
  character’s melee damage statistic.
  A. Resistances: The target reduces 
  the total damage by their damage 
  resistance rating, based on the 
  weapon’s type.
  B. Reduce Health Points: The target 
  reduces their health points by the 
  remaining damage.
  5.   Reduce Ammunition: If your weapon uses 
  ammunition, remember to reduce your ammo buy 
  the ammount spent on the attack, see p.45.
  ACTION POINTS IN COMBAT
  During combat, you can use the normal 
  Action Point options which are repeated 
  here for ease of referencing.
  • Buy d20s (1–6 AP): Buy bonus d20s 
  for a test, before the dice pool is rolled, 
  but after the GM sets the difficulty. The 
  first die costs 1 AP, the second costs 
  2, and the third costs 3. No more than 
  three bonus d20s may be rolled for a 
  single test, including any bonus d20s 
  from perks or traits.
  • Obtain Information (1 AP): Ask the 
  gamemaster a single question about 
  the current situation, based on your 
  test. The answer bust be truthful but 
  does not need to be complete.
  • Reduce Time (1 AP): AP from a 
  successful test allows a character to 
  make the test take less time to complete 
  where time is important. Spending 1 AP 
  halves the amount of time a test takes 
  to attempt.
  • Narrative Detail (1 AP): Introduce 
  a new fact about the scene, based on 
  the success of your test. Spending 1 
  AP establishes a minor detail about the 
  scene, or changes a detail about the 
  scene based on your actions
  • Take Additional Minor Action (1 
  AP): Take 1 additional minor action in 
  your turn. You can only take a total of 
  2 minor actions in a single round.
  • Take Additional Major Action (2 
  AP): Take one additional major action 
  on your turn. You can only take a total 
  of two major actions in a single round.
  • Add Extra Damage (AP up to Fire 
  Rate): On a successful attack you can 
  spend AP upto to your weapon’s fire 
  rate to add 1
   per AP spent. This only 
  applies to ranged weapons.
  
  Fallout 2d20 Beta - Combat 10
  HIT LOCATIONS
  There are 6 body parts that you can target as hit 
  locations: head, torso, left arm, right arm, left 
  leg, and right leg. When you successfully hit an 
  opponent with an attack, you either randomly 
  determine which body part you hit, or hit the body 
  part you chose before you made the test. Use the 
  Hit Location table for reference
  Creatures With Other Hit Locations
  Some creatures in the wasteland may have other 
  body parts—wings, claws, and tails—that do not 
  appear on the hit location table. These locations 
  will be listed in the creature’s statistics, replacing 
  this hit location table with their own.
  Hit Location Table
  RANGE
  A weapons’ range is directly related to the relative 
  position of the attacker and target, based on 
  the zones of the combat encounter area (see 
  Distances and Ranges, p.15). 
  Ranged weapons have an optimal range in their 
  qualities, and will be one of the following:
  • Close range: The weapon is effective against 
  targets within the same zone, but not within 
  Reach.
  • Medium range: The weapon is effective 
  against targets one zone away.
  • Long range: The weapon is effective against 
  targets two zones away.
  • Extreme range: The weapon is effective 
  against targets three zones away.
  The difficulty of an attack increases by one for each 
  range band outside of the weapon’s range, whether 
  that’s closer or further away. For example, a ranged 
  weapon with a Medium range will suffer from a +1 
  difficulty increase at Close range and Long range, 
  and suffer a +2 increase at Extreme range.
  Weapon Range Difficulty Table
  d20 Result
  Hit Location
  1–2
  Head
  3–8
  Torso
  9–11
  Right arm
  12–14
  Left arm
  15–17
  Right Leg
  18–20
  Left Leg
  Weapon Range
  Range 
  to 
  Target
  Close
  Medium
  Long
  Extreme
  Close
  0
  +1
  +2
  +3
  Medium
  +1
  0
  +1
  +2
  Long
  +2
  +1
  0
  +1
  Extreme
  +3
  +2
  +1
  0
  
  11 Combat - Fallout 2d20 Beta
  COMBAT DICE
  When your attack hits its target, you inflict an 
  amount of damage, determined by the weapon’s 
  damage rating. That damage rating is described 
  as a number of Combat Dice, abbreviated to    
  the 
   symbol throughout this rulebook.
  Combat Dice are specially designed six-sided dice, 
  with four different results as shown in the Combat 
  Dice Results table. If you don’t have any custom 
  Combat Dice, you can use normal six-sided dice 
  (d6) and compare the result to the table.
  When you hit, roll all your 
   together as a pool of 
  dice, and total up the result. The result is the amount 
  of damage you inflict on your opponent, and any 
  effects rolled (the 
   face) will be triggered based 
  on the damage effects listed for the weapon.
  Combat Dice Table
  DAMAGE TYPES
  There are four damage types in Fallout: physical, 
  energy, radiation, and poison damage. Each 
  weapon will list what each type of damage it inflicts.
  • Physical: Unarmed attacks, blunt force, 
  slashing and stabbing, ballistics.
  • Energy: Laser, plasma, gauss weapons.
  • Radiation: Exposure to RADs, or nuclear 
  weaponry.
  • Poison: Toxins, chemicals, and creatures’ 
  stings and barbs.
  Physical damage is inflicted by melee weapons 
  and ballistic ranged weaponry, applied through 
  the kinetic force of projectiles and blunt force. 
  Energy damage relies on lasers, radio-waves, 
  and plasma to inflict wounds on its targets, 
  burning them and melting armor and flesh. 
  Radiation damage is caused by exposure to 
  RADs and radioactive material, and nuclear-
  fission based ammunition like a mini-nuke. 
  Poison damage is caused by toxins, making 
  contact with or being injected into the body.
  Each damage type affects the body differently, 
  and so is separated out as its four types. Each 
  target has a damage resistance for each of these 
  types, based on their clothing, armor, or naturally 
  tough hides or chitin. While most forms of protection 
  provide physical damage resistance, energy 
  damage resistance is rarer, while radiation or 
  poison damage protection can be particularly rare.
  SNEAK ATTACKS
  If the enemy is unaware of your attack, the 
  difficulty to attack them is reduced by 1 
  to a minimum of 0, and your attack gains 
  the Vicious damage effect. If the difficulty 
  to hit your opponent is 0, you do not need 
  to make the test, but you may still decide 
  to do so, generating Action Points and 
  complications as normal.
  d6 Result
  Combat 
  Dice Result
  Damage and 
  Effects
  1
  1 damage
  2
  2 damage
  3
  Blank
  Nothing
  4
  Blank
  Nothing
  5
  1 damage + damage 
  effects trigger
  6
  1 damage + damage 
  effects trigger
  
  Fallout 2d20 Beta - Combat 12
  DAMAGE EFFECTS
  Damage effects augment how the damage you 
  inflict to a target is applied. When one or more 
   
  symbols appear in your Combat Dice pool result, 
  all your weapon’s damage effects are triggered. 
  Some damage effects are also based on the 
  number of 
   symbols appear in your result, as 
  described in each entry.
  Each weapon lists its damage effects immediately 
  after its damage rating.
  • Area: Attack hits 1 additional target within 
  close range per Effect rolled.
  • Breaking: For each Effect the damage 
  reduces 1 DR from a piece of armor, 
  based on its damage type. The reduction is 
  permanent until repaired.
  • Crippling: The attack has an especially potent 
  effect. If one or more effects are rolled, and the 
  attack would wound a body part, the attack 
  cripples that body part instead.
  • Persistent: The attack lingers, dealing 1
   
  damage for each effect rolled, at the beginning 
  of your next turn.
  • Piercing: Ignore 1 point of damage reduction 
  for each effect rolled.
  • Vicious: Inflict +1 damage per effect rolled.
  DAMAGE AND HEALING
  Once a character’s health points (HP) have been 
  reduced to 0, they are defeated and are dying. 
  They are also afflicted with a critical hit to the hit 
  location of the attack that dropped them to 0 HP, 
  as well as any critial hits from taking 5 or more 
  damage. Characters cannot have less than 0 HP.
  INJURIES
  If your target suffers 5 or more damage, after 
  resistance, you have scored a critical hit and 
  the body part has suffered an injury, and either 
  becomes wounded or crippled. A healthy body 
  part will first become wounded, and if it receives a 
  second critical injury it becomes crippled. 
  Wounds and crippling injuries have the following 
  effects, which stack with each other:
  • Arm:
  • Wounded: STR and AGI tests with the 
  arm increase in complication range by 1.
  • Crippled: The arm cannot be used to 
  make tests, and you drop whatever is in 
  your hand.
  • Leg: 
  • Wounded: AGI tests increase in 
  complication range by 1.
  • Crippled: The character can only move 
  up to close range during their turn. If 
  both legs are crippled, the character is 
  prone and can only crawl.
  • Torso:
  • Wounded: STR and END tests increase 
  in complication range by 1.
  • Crippled: The character is bleeding, 
  and takes 2
   of damage at the end 
  of each of their turns, ignoring any 
  damage resistance from armor or 
  clothing, until this injury is healed.
  • Head: 
  • Wounded: PER and INT tests increase 
  in complication range by 1.
  • Crippled: The character cannot see, 
  increasing the difficulty of all tests that 
  rely on vision by 2, and other tests by 1.
  RADIATION DAMAGE
  Radiation damage is applied differently 
  than the other damage types. Radiation 
  damage reduces a character’s maximum 
  health points, rather than their current 
  health points. If a character’s health point 
  maximum is reduced below their current 
  health point total, their current health 
  points are also reduced accordingly.
  Example: Piper is attacked by a glowing 
  feral ghoul, taking 3 
   radiation damage. 
  The GM rolls their 
   and totals 4 damage 
  with an effect, reducing Piper’s HP 
  maximum by 4. Piper had already suffered 
  2 damage from a previous attack, so she 
  also reduces her current HP by 2 so it 
  matches her current HP maximum.
  
  13 Combat - Fallout 2d20 Beta
  DYING
  When you have 0 HP, you fall prone and are 
  dying. At the beginning of each of your turns, 
  you must make an END + Survival test, with 
  a difficulty of 1 and a complication range of 
  19-20, in order to stay alive. Any complications 
  generated from these tests increases subsequent 
  tests by 1. You cannot take any actions, and 
  you must continue to make this test until you are 
  stabilized. You die if you fail any of these tests.
  You can spend Luck and Action Points to improve 
  the chances of these tests succeeding, like buying 
  more d20s before you roll, or automatically 
  generating a critical success on one d20.
  If a dying character takes any more damage from 
  an attack, the test’s difficulty increases by 1. They 
  can still gain critical injuries if the attack would 
  inflict 5 or more damage, while stabilized.
  Stabilizing the Dying
  As a major action you can stabilize a dying 
  character, with a difficulty 2 INT + Medicine test. 
  Success stabilizes the dying character, and they 
  no longer need to make END + Survival tests, but 
  remain unconscious with 0 HP. 
  You may be able to spend Action Points to improve 
  the success of the test, bringing the patient 
  back from unconsciousness with 1 HP (1 AP), or 
  additionally healing an injury (2 AP).
  If a stabilized character takes any more damage 
  from an attack, they must begin to make END + 
  Survival tests again, with a difficulty equal to 
  their last END + Survival test. They can still gain 
  critical injuries if the attack would inflict 5 or more 
  damage, while stabilized.
  HEALING
  You can use the Medicine skill to provide first aid to 
  injured and dying companions. To do so, you must 
  have some medical supplies from either a doctor’s 
  bag, or chems. These tests are based on INT + 
  Medicine, with a difficulty equal to the number of 
  injuries the patient has. Your gamemaster may ask 
  you to use a different S.P.E.C.I.A.L. attribute, or skill, 
  depending on your methods. 
  Healing Major Actions
  • Stabilize: Stabilize a dying character, 
  stopping them from dying. The difficulty of 
  the test is equal to the number of injured hit 
  locations the patient has. If you succeed, they 
  no longer need to make END + Survival tests 
  in order to stay alive.
  • First Aid: You may set broken bones, bind 
  wounds, and staunch the bleeding of wounded 
  and crippled body parts. Passing an INT + 
  Medicine test allows your patient to ignore the 
  complication range increase or effects of one 
  of their wounded or crippled body parts until 
  they receive another injury to that body part. 
  Each body part can only receive first aid once 
  per day. The test is difficulty 1 for wounded hit 
  locations, and difficutly 2 for crippled ones.
  STIMPAKS
  If you use a stimpak, you can either heal 
  1 injury by one degree, or heal 3 HP, and 
  an additional 2 HP per Action Point you 
  spend. If you are dying, you recover 3 HP 
  and are no longer dying.
  REPAIRING ROBOTS
  Robots cannot recover from injuries 
  normally, and need maintenance from 
  someone else. Injuries you receive must 
  be  repaired by someone else attempting a 
  difficulty of 2 INT + Repair test. If sucessful, 
  crippled locations recover to wounded and 
  wounded body parts recover fully.
  Radiation damage still affects your 
  circuitry, corrupting and corroding it, just 
  like radiation poisoning. Corruption from 
  radiation damage can be repaired by 
  someone attempting a INT + Repair test 
  with a difficulty of 1. Success heals 1 HP 
  of radiation damage, with +1 HP healed 
  per Action Point spent.
  
  Fallout 2d20 Beta - Combat 14
  Recovering Health Points
  When you rest for at least 1 hour you regain your 
  health points to their maximum value, reduced by 
  radiation damage if appropriate. Due to radiation 
  damage reducing your maximum health points—
  instead of reducing your hit points as normal—
  those hit points do not recover until you have the 
  radiation healed by some RAD-Away.
  Recovering from Injuries
  At the end of every day, make an END + Survival 
  test, with a base difficulty of 2, to recover from 
  one injury. You decide which injury to recover 
  from. Crippled body parts recover to wounded 
  and wounded body parts recover fully. You can 
  spend 2 Action Points on a successful test to heal 
  an additional degree of injury.
  You can use your Medicine skill to assist another 
  person in recovering from their injuries. When they 
  make their END + Survival test, assist the patient 
  by rolling 1d20 and using your INT + Medicine 
  target number. You add any successes you generate 
  to your patient’s test, providing they generated at 
  least 1 success. (See Assistance, p.4).
  The difficulty of either of these tests are increased 
  based on the patient’s activity that day.
  FIRST AID
  When you apply first aid to an injured 
  body part, you don’t remove the wound or 
  crippling injury, you just allow the patient 
  to ignore its effects.
  If they receive another critical injury 
  from an attack, and the body part was 
  wounded then they receive a crippling 
  injury, and regain the effects of the injury 
  on related tests—undoing the first aid. If 
  the body part was already crippled and 
  it receives another critical injury after first 
  aid has been applied, it goes back to 
  crippled with all its effects.
  Activity
  Test Difficulty
  Rest
  1
  Travelling
  2
  Combat
  3
  
  15 Combat - Fallout 2d20 Beta
  THE ENVIRONMENT
  In combat, knowing where everyone is positioned 
  is vital. Rather than tracking everything in precise 
  distances, the environment in Fallout 2d20 is 
  represented in zones.
  Each combat encounter happens in a single 
  location. This may be a ruined building, a city 
  street, an area of wilderness, or the floor of a 
  vault. The location is divided into several zones 
  based on the terrain features or natural divisions 
  present in the area. For example, a vault may 
  treat individual rooms and portions of corridor 
  as separate zones, using the internal walls and 
  doorways as dividing lines, while a city street may 
  focus zones around features like parked vehicles, 
  the fronts of buildings, alleyways, etc.
  MAPPING YOUR ENVIRONMENT
  Zones aren’t fixed in size. Instead, they are smaller 
  or larger depending on the terrain, and they can 
  be varied to accommodate the spaces in the 
  encounter’s environment. For example, combat 
  in a forest may be divided into many small zones 
  amongst the trees, and a couple of larger zones 
  representing clearings—larger zones for the 
  clearings helps convey quicker movement and 
  easier target acquisition in open areas, while the 
  smaller zones convey cramped conditions and 
  short lines of sight.
  Under most circumstances zones are easy to 
  describe—a few seconds to narrate the spaces and 
  their relative positions, or to sketch out a rough map 
  with counters representing characters. Of course, 
  this doesn’t prevent your GM from coming up with 
  elaborate environments if they want to spend more 
  time mapping out their encounters.
  DISTANCE AND RANGES
  Movement and ranged attacks need some sense of 
  distance to make them meaningful. In combat, the 
  relative placement of zones determines this distance. 
  To keep things simple, range is measured in the 
  following five categories. 
  • Reach is when an object or character is within 
  arm’s length of your character. You can interact 
  with objects and make melee attacks within your 
  reach. Being in reach of an enemy is disruptive 
  to ranged attacks and tests, adding +2 to the 
  difficulty of any test that isn’t a melee attack.
  • Close range represents any distance within the 
  zone you’re in—a distance of 0 zones.
  • Medium range is any distance to something 
  in the zone adjacent to your current zone. 
  Medium range is a distance of 1 zone.
  • Long range represents objects two zones 
  away from your current zone. Long range is a 
  distance of 2 zones.
  • Extreme range represents any objects beyond 
  long range. Extreme range is a distance of 3 or 
  more zones.
  When you move into a zone as part of the Move 
  minor action, you can move your character within 
  reach of any object within that zone.
  ENVIRONMENTAL CONDITIONS
  Individual zones can have environmental conditions, 
  like cover, difficult terrain, and hazards. Similarly, 
  the environment as a whole may have some 
  conditions that affect combat, like darkness or fog.
  Cover
  Cover provides additional damage resistance 
  against physical and energy-based attacks. 
  Objects in the environment will provide a certain 
  amount of damage resistance, expressed in 
  combat dice, depending on what they’re made 
  from and how resilient they are.
  
  Fallout 2d20 Beta - Combat 16
  When you are attacked while behind cover roll the 
  combat dice (
  ) listed in the Cover Values table, 
  and add that value to your damage resistance for 
  that attack.
  To benefit from cover, it needs to obscure enough 
  of your character’s body to reasonably protect 
  them from an attack, whether that’s from a melee or 
  ranged attack. You can’t be targeted by an attack if 
  the cover obscures your character’s entire body.
  Cover Values Table
  Difficult Terrain
  Difficult terrain represents ground that is harder to 
  move across, either slowing you down or requiring 
  a test to move through the area, at the discretion of 
  the GM. If difficult terrain slows you down, it takes 
  2 minor actions to move instead of 1. If moving 
  through the difficult terrain requires a test, the GM 
  will ask you to make a test—failure may mean you 
  don’t move, or can move but suffer a complication.
  Difficult Terrain Examples
  Environmental Conditions
  Environmental conditions that affect a whole scene 
  affect everyone in the scene in the same way. The 
  most common conditions are the lighting/darkness 
  of an encounter, or weather conditions.
  Environmental Condition Examples
  Type of Cover
  Resistance Combat 
  Dice
  Foliage or Wood
  1
  Rubble, Ruined Brick 
  Walls, Metal Fencing
  2
  Concrete Walls, Steel 
  Barricades
  3
  Difficult Terrain
  Base Difficulty
  Thick Mud, Deep Snow
  1
  Swamp
  2
  Mountainside
  3
  Enviromental 
  Condition
  Effect
  Darkness
  PER tests that rely on sight 
  are increased in difficulty by 
  1, 2, or 3 depending on the 
  available light.
  Rain
  Energy Weapon and Survival 
  tests that rely on good weather 
  are increased in difficulty by 1 
  or 2 depending on the strength 
  of the rain.
  Radstorm
  Perception tests that rely on 
  sight increase in difficulty 
  by 1. Unless under sufficent 
  cover or wearing RAD proof 
  clothing with an indepent air 
  supply, you take 4
   piercing 
  radiation damage each round.
  
  17 Combat - Fallout 2d20 Beta
  Hazards
  Hazards inflict damage to characters that get 
  caught up in their effects. Physical damage can 
  come from collapsing structures, dangerous 
  chemicals, traps, and other environmental 
  conditions. Energy damage can come from things 
  like fire or energy-based traps. Radiation damage 
  comes from sources of radiation, like pools of 
  waste, unshielded isotopes, or airborne particles.
  A hazard might be an object in the environment, 
  like a trap triggered by a pressure plate, or it may 
  be present in several zones, like a fire spreading 
  across the floor. It could also be a hazard that 
  affects the entire environment, like airborne 
  radiation in rad storms.
  Hazards that are present in whole zones or the 
  entire environment automatically inflict damage to 
  anyone who passes through them in their turn.
  Hazard Examples
  Damaging Objects
  Objects that cause damage are triggered by player 
  action, like your character touching the object or 
  triggering its activation, and your GM may give you 
  the opportunity to make a test to avoid the damage.
   
  Damaging Object Examples
  Object 
  Trigger
  Test
  Damage
  Flammable 
  Gas
  A spark 
  or energy 
  weapon 
  beam
  AGI + 
  Athletics 
  difficulty 2
  5
   
  Persistent 
  energy 
  damage
  Grenade 
  Bouquet
  Tripwire
  AGI + 
  Athletics 
  difficulty 3
  6
   Area 
  physical 
  damage
  Shotgun 
  Trap
  Pressure 
  plate
  AGI + 
  Athletics 
  difficulty 2
  6
   Vicious 
  physical 
  damage
  Hazard
  Damage
  Fire
  3
   energy damage
  Irradiated water
  2
   radiation damage
  Irradiated air particles
  2
   Piercing radiation 
  damage
  Direct isotope exposure
  5
   radiation damage
  
  Fallout 2d20 Beta - Characters 18
  CHAPTER 3
  CHARACTERS
  This chapter will guide you through character creation so you can get on with exploring the Wasteland, as 
  well as how to level up to make sure you can handle anything the post-nuclear world might throw at you!
  S.P.E.C.I.A.L. ATTRIBUTES
  Each character in Fallout is defined by seven 
  attributes. They embody the character’s physical 
  and mental abilities, compared to others, and 
  define the ways your character prefers to 
  approach problems.
  These attributes are Strength, Perception, 
  Endurance, Charisma, Intelligence, Agility 
  and Luck. Each attribute has a rating, with higher 
  numbers reflecting a greater ability. S.P.E.C.I.A.L. 
  attributes can’t go below 4 and can’t be increased 
  beyond 10, except Luck which can’t be increased 
  beyond 6. Some creatures may have attributes 
  higher or lower than this, or perks that increase 
  their S.P.E.C.I.A.L. attributes above 10.
  Whenever you try to complete a test where you 
  might fail, your S.P.E.C.I.A.L. attributes form one 
  part of your target number when you roll d20s to 
  see if you succeed.
  STRENGTH 
  ‘S is for Strength, and that means I 
  am strong! I can carry lots of toys 
  and swing stuff all day long!’
  Strength measures your character’s physical 
  prowess. It is used to make melee attacks, 
  increases melee damage, influences how much 
  stuff you can carry, and lets you use heavy 
  weapons. Choose a high Strength attribute if you 
  want to be a strong character and solve your 
  problems with force.
  PERCEPTION
  "P is for Perception, a long funny 
  word! It means what I tasted, smell, 
  saw and heard!" 
  Your perceptiveness influences how easily you 
  notice danger, how aware you are of your 
  environment, affects your turn in the initiative order 
  in combat, and increases your ranged damage. 
  Choose a high Perception attribute if you want to 
  be a perceptive person and solve your problems 
  by studying your surroundings.
  
  19 Characters - Fallout 2d20 Beta
  ENDURANCE
  "E is for Endurance, and that's how 
  long I can play! I'm always really 
  healthy, and have energy all day!" 
  Your natural toughness and resilience influences 
  how many health points you have, and how easy 
  you find it to shrug off the physical dangers of the 
  wasteland. Choose a high Endurance attribute if 
  you want to be hardy and resilient, and solve your 
  problems by pushing through them.
  CHARISMA
  "C is for Charisma, it's why people think 
  I'm great! I make my friends all laugh 
  and smile, and never want to hate!" 
  Your natural charisma influences how effectively 
  you can convince people of your opinions, change 
  their minds, barter with people, and find safety 
  among others. Choose a high Charisma attribute 
  if you want to be persuasive and solve your 
  problems by talking your way out them.
  INTELLIGENCE
  "I is for Intelligence, it means I'm 
  really smart! I use my brain for lots of 
  stuff, like science, math and art!"
  Your intelligence measures your smarts, how able 
  you are to apply your mind to an obstacle, and 
  how much you remember and know from studying 
  the world around you. Choose a high Intelligence 
  attribute if you want to be cunning and clever, 
  and solve your problems by thinking of the most 
  effective solution.
  AGILITY
  "A is for Agility, that's how I get 
  around! I move real fast and easy, 
  and I never make a sound!"
  Your agility measures how fit and agile you are, 
  your balance, athletic suppleness, and how 
  precisely you can control your body. It is used 
  to make ranged attacks. Choose a high Agility 
  attribute if you want to be nimble, and solve your 
  problems with accuracy and skill. 
  LUCK
  "L is for Luck, and it's simple, you 
  see! It means that good things 
  always happen to me!"
  Luck describes just how much fortune smiles down 
  on you, turning fickle forces in your favor, and 
  generally coming out on top when you should be 
  at the bottom. Luck gives you points to spend to 
  generate automatic successes when you make skill 
  tests, and re-roll dice.
  
  Fallout 2d20 Beta - Characters 20
  SKILLS
  You are trained in several skills, which encompass 
  the various activities and proficiencies that you’ve 
  picked up surviving in the post-apocalyptic 
  wasteland. Each skill is ranked from 0 to 6, with 
  each rating representing a differing degree of 
  training. You start with a srank of at least 1 in each 
  skill, depending on your S.P.E.C.I.A.L. attributes.
   
  You add your S.P.E.C.I.A.L. attribute and skill 
  together when you make a test to get your target 
  number—the number you have to roll equal or 
  under to generate successes.
  Skills can’t go below a rank of 1 and can’t be 
  increased beyond 5.
  ATHLETICS
  Athletics describes your ability to 
  apply your physical strength and 
  agility, know your limits, but also how 
  to focus during physical exertion. 
  Its default S.P.E.C.I.A.L. attribute pairing is 
  Strength but it can also be used with Agility or 
  Endurance when facing physical adversity. You 
  might use Athletics when trying to push, pull, or lift 
  objects, jump, climb, swim, or run.
  BARTER
  Barter describes your skill with 
  money—how savvy you are with your 
  wealth, how easily you can make 
  deals, or how easily you can negotiate 
  someone down on price. 
  Its default S.P.E.C.I.A.L. attribute pairing is 
  Charisma but could also be used with Perception 
  to see how willing someone might be to change 
  their demands, or Intelligence to know the true caps 
  value of something. You might use Barter trying to 
  buy or sell items, or negotiate the cost of a service.
  BIG GUNS
  Big Guns is the skill that describes 
  the training to use large weapons, 
  from Fat Mans to Gatling Lasers, and 
  everything in between. 
  Its default S.P.E.C.I.A.L. pairing is Endurance but 
  could also be used with Strength when you need to 
  brace a weapon, or Agility when precision matters. 
  You use Big Guns with weapons like miniguns, 
  rocket launchers, Fat Mans, and Gatling lasers.
  ENERGY WEAPONS
  Energy Weapons is the skill to use any 
  time you use energy-based firearms, 
  including laser guns, plasma guns, 
  gauss weaponry, and any other small 
  arm that fire a bolt of energy. 
  Its default S.P.E.C.I.A.L. pairing is Perception but 
  could be used with Intelligence if you were trying 
  to modify and repair an energy weapon, or Agility 
  when you are trying to disarm a trap that uses an 
  energy weapon. You use Energy Weapons with 
  weapons like laser pistols, plasma rifles, the gauss 
  rifle, the microwave emitter, or a laser musket.
  EXPLOSIVES
  Whether you throw them, place them 
  as a trap, or remotely detonate them, 
  you use the Explosives skill with any 
  kind of explosive device. 
  Its default S.P.E.C.I.A.L. pairing is Perception but 
  you can also use Strength to throw a grenade as 
  far as you can, or Agility to try and get close to a 
  mine without setting it off. You use Explosives with 
  frag grenades and mines, Molotov cocktails, Nuka-
  grenades, Plasma grenades, pulse grenades and 
  mines, and dynamite.
  
  21 Characters - Fallout 2d20 Beta
  LOCKPICK
  The Lockpick skill reflects your 
  knowledge of manipulating physical 
  locks, opening them without a key. 
  Its default S.P.E.C.I.A.L. pairing is Perception but 
  could be used with Agility, or Strength if you’re 
  trying to force a door open without breaking the 
  lock. You might use Lockpick to break into a safe, 
  or open a locked door. 
  MEDICINE
  Medicine is the skill that covers all 
  medical application and knowledge, 
  from first aid to pharmacology, surgery, 
  and healing radiation poisoning.
   Its default S.P.E.C.I.A.L. pairing is Intelligence, 
  but you might use Agility to perform surgery, 
  or Charisma to council a companion. You use 
  Medicine to stabilize your companions in combat, 
  and help heal their injuries.
  MELEE WEAPONS
  The Melee Weapon skill describes how able you 
  are to inflict damage and deflect blows 
  with one-handed and two-handed 
  melee weapons. 
  Its default S.P.E.C.I.A.L. pairing is Strength but 
  you might use Agility to parry a melee attack, or 
  Charisma to threaten someone. You use Melee 
  Weapons to make melee attacks in combat.
  PILOT
  The Pilot skill covers your ability to 
  operate vehicles, from buggies and 
  motorcycles, to Vertibirds and tanks. 
  Its default S.P.E.C.I.A.L. pairing is Perception 
  but you might use Strength to pull a buggy out 
  of a skid, or Agility to land a Vertibird on a tight 
  landing zone. You use Pilot to drive any ground 
  vehicles, or pilot any flying vehicles.
  REPAIR
  Building and repairing items, from guns 
  to buildings, simple traps to complex 
  mechanisms, fall under the Repair skill.
   Its default S.P.E.C.I.A.L. pairing is Intelligence 
  but you might use Strength to get some heavy 
  machinery operating again, or Perception to 
  investigate a problem with an engine. You use 
  Repair to fix and modify weapons, create items 
  from scratch, or build defenses.
  SCIENCE
  The Science skill covers academic 
  and practical knowledge, but is 
  practically applied in the wasteland 
  through computer coding, robotic 
  programming, and brewing chems.
  Its default S.P.E.C.I.A.L. pairing is Intelligence 
  but you might use it with Perception to observe a 
  test subject, or Charisma to convince people of 
  something using your scientific knowledge. You 
  use science to hack computers, brew chems, and 
  solve problems with science!
  
  Fallout 2d20 Beta - Characters 22
  SMALL GUNS
  The Small Guns skill describes your 
  accuracy and working knowledge 
  of single-shot and automatic pistols, 
  rifles, and shotguns. 
  Its default S.P.E.C.I.A.L. pairing is Agility but 
  you might use it with Charisma to hold someone 
  at gunpoint or Endurance to remain trained on a 
  target. You use Small Guns to make ranged attacks 
  in combat with pistols, rifles, and shotguns.
  SNEAK
  The Sneak skill covers stealthy 
  movement and any physical actions you 
  take when you don’t want to be noticed.
   
  Its default S.P.E.C.I.A.L. pairing is Agility but you 
  might use it with Perception to find enemies hiding 
  in ambush, or Intelligence to case a building. You 
  might use Sneak to move silently or stay hidden.
  SPEECH
  The Speech skill describes the 
  techniques you’ve learned to 
  communicate with other people, 
  convincing them with strong arguments, 
  or lying to them and not getting caught. 
  Its default S.P.E.C.I.A.L. pairing is Charisma but 
  you might use it with Intelligence to formulate a 
  speech, or Perception to figure out how susceptible 
  your mark might be to your lie. You use speech to 
  convince people of your arguments, inspire others, 
  or convincingly deceive them.
  SURVIVAL
  The Survival skill covers all manner 
  of practical bush craft, like hunting, 
  foraging, fishing, building makeshift 
  shelters, and lighting fires. 
  Its default S.P.E.C.I.A.L. pairing is Endurance but 
  you might also use it with Perception to figure out 
  how long you have until nightfall, or Charisma to 
  charm animals. You might use Survival to build 
  a base camp, or test your resilience against 
  malnourishment or dehydration.
  THROWING
  The Throwing skill describes your 
  ability to effectively make attacks with 
  thrown weapons like javelins, knives, 
  and improvised weapons. 
  Its default S.P.E.C.I.A.L. pairing is Agility but 
  you might also use Strength with heavy objects or 
  Perception to judge distance. You use Throwing to 
  make thrown attacks with specific weapons.
  UNARMED
  The Unarmed skill covers your ability 
  to fight with your fists. 
  Its default S.P.E.C.I.A.L. pairing is Strength but 
  you might also use Agility, or Charisma when 
  threatening or intimidating someone. You use the 
  Unarmed skill to make unarmed attacks in combat.
  
  23 Characters - Fallout 2d20 Beta
  DERIVED STATISTICS
  As well as your S.P.E.C.I.A.L. attributes, and skills 
  you also have a number of derived statistics. These 
  derived statistics are passive elements of your 
  character, telling you how much weight you can 
  carry, how difficult you are for an opponent to hit, 
  how quickly you act in combat, and how resistant 
  you are to being hurt.
  CARRY WEIGHT
  Your carry weight measures how much gear you 
  can carry. You can carry a base of 150 pounds 
  of equipment, plus your Strength attribute 
  multiplied by 10. You can carry more by using 
  Perks and increasing your Strength attribute.
  INITIATIVE
  Your initiative describes how quickly you act 
  in combat. It is equal to PER x 2 (minus any 
  effects from being over encumbered). This is a 
  static number that determines your turn order in 
  combat—it isn’t a test, and is only modified by 
  perks and any encumbrance effects. For example, 
  if your Perception is 6, you will always act with 
  an initiative value of 12. In combat, characters 
  are ordered from highest initiative to lowest, so it 
  depends on other characters’ initiatives to whether 
  you act sooner or later in the turn order.
  HEALTH POINTS
  Health points tell you how much damage you 
  can sustain. You reduce your health points by 
  the damage you take in combat. Once you are 
  reduced to 0 health points, you suffer an injury 
  and are dying. Your maximum health points are 
  reduced by radiation damage, and cannot be 
  healed until the radiation poisoning is removed. 
  Your maximum health points at level one are equal 
  to your Endurance + Luck attributes, and as you 
  advance you gain HP equal to your Endurance.
  Over Encumbered
  If you carry more gear than your weight 
  capacity allows, the difficulty of your 
  skill tests increase, and your movement is 
  impeded.
  • If you carry any extra weight over 
  your carry capacity, all Strength and 
  Agility tests increase in difficulty by 1, 
  and your initiative statistic decreases 
  by 1. If you carry 50 lbs. more than 
  your carry weight, those tests increase 
  in difficulty by another +1, and your 
  initiative decreases by another 1. Each 
  additional 50 lbs. you carry applies 
  the same penalty.
  • If you are carrying double your carry 
  capacity in pounds (lbs.), you can’t 
  move and any Strength or Agility tests 
  are impossible, and you are last in any 
  initiative order.
  
  Fallout 2d20 Beta - Characters 24
  DEFENSE
  Your defense statistic describes the base difficulty 
  of an opponent’s attack to hit you. It’s based on 
  your Agility attribute:
  • 1–8 Agility = attacks targeting you are 
  difficulty 1
  • 9+ Agility = attacks targeting you are 
  difficulty 2
  Physical Damage Resistance
  Physical resistance is how much physical damage 
  each hit location can shrug off from an attack. 
  Clothing and armor normally provide some 
  damage resistance, depending on how it’s made, 
  but mutations can also provide some natural 
  resistance to incoming attacks. You subtract your 
  damage resistance from the attack’s physical 
  damage before reducing your HP.
  Energy Damage Resistance
  Energy resistance is how much energy damage 
  each hit location shrug off from an attack. Some 
  types of clothing and armor can provide some 
  energy resistance, depending on its materials. You 
  subtract your energy resistance from the attack’s 
  energy damage before reducing your HP.
  Poison Damage Resistance
  Poison resistance is how much poison damage 
  your whole body ignores from an attack. Perks 
  and mutations can provide you with some poison 
  resistance. You subtract your poison resistance 
  from a poison’s damage before reducing your HP.
  Radiation Resistance
  Radiation resistance is how much RAD damage 
  each hit location can absorb from an attack. Perks 
  and mutations can provide you with some RAD 
  resistance, and creatures like super mutants or 
  ghouls can be immune. You subtract your radiation 
  resistance from any RAD damage you suffer 
  before reducing your maximum health point value.
  MELEE DAMAGE
  Your melee damage statistic lists any bonus 
  damage you do in close combat, due to your 
  Strength attribute, including unarmed attacks.
  • Strength 7–8 = +1
  • Strength 9–10 = +2
  • Strength 11+ = +3
  PERKS
  Perks are special bonuses that you can obtain 
  to boost your character’s S.P.E.C.I.A.L or their 
  skills, give them a unique edge, or even a brand 
  new ability. Perks are often tied to S.P.E.C.I.A.L. 
  attributes or skills, enhancing them, or providing 
  you with a totally new ability in a specific 
  circumstance.
  Some perks can be chosen more than once—the 
  number of ranks each perk has determines how 
  many times you can take it. Each rank increases the 
  effect of the perk, whether that’s providing the same 
  bonus again, or increasing the effect of the ability 
  the perk gives you. You start with 1 perk, and 
  can pick a new perk for your character every 3 
  levels (starting at level 3). Perks are listed on p.33.
  
  25 Characters - Fallout 2d20 Beta
  ADVANCEMENT
  As you scavenge and survive in the Wasteland 
  your character gains experience points (XP), 
  which then increases their level at the thresholds 
  in the Level and Experience table. Your character 
  starts at level 1 by default, unless your group 
  agrees to begin at a higher level. Each level grants 
  the character a skill increase and, depending on 
  the level, a possible perk choice.
  Skill Rank
  Each time you gain a level, you gain 1 skill rank 
  to add to any one skill. You cannot increase a skill 
  rank beyond 5.
  Health Points
  When your new level gives you an increase to your 
  maximum health points, you increase it by your 
  Endurance rating. 
  Perks
  Each perk has some requirements that your 
  character must meet in order for you to obtain the 
  perk, such as level, a S.P.E.C.I.A.L. attributes or 
  skill rank, or other element of your character.
   EXPERIENCE POINTS
  Experience points (XP) are awarded for completing 
  milestones in play, or defeated enemies. Your GM 
  may give you experience for your group completing 
  a goal, accomplishing a difficult task, reaching a 
  destination, or another story beat that makes sense. 
  XP is also awarded for defeating creatures and 
  NPCs in combat. Each creature or NPC has the XP 
  your GM should award each of you if you defeat 
  them, or overcome any challenge they present, listed 
  on their profile—but awarding the XP is entirely at 
  the discretion of your GM.
  MILESTONE PROGRESSION
  Your GM may decide to award you an increase 
  in level instead of XP, known as milestone 
  progression. During milestone progression, you 
  don’t gain XP—your GM will tell you when you gain 
  a level, depending your acomplishments. While this 
  method is less transparent, it is easier to manage 
  and led by the story rather than the gameplay.
  Level
  XP
  Advancement
  1
  0
  2
  100
  +1 skill rank, +HP
  3
  300
  +1 skill rank, perk
  4
  600
  +1 skill rank
  5
  1,000
  +1 skill rank, +HP
  6
  1,500
  +1 skill rank, perk
  8
  2,100
  +1 skill rank
  8
  2,800
  +1 skill rank, +HP
  9
  3,600
  +1 skill rank, perk
  10
  4,500
  +1 skill rank
  11
  5,500
  +1 skill rank, +HP
  12
  6,600
  +1 skill rank, perk
  13
  7,800
  +1 skill rank
  14
  9,100
  +1 skill rank, +HP
  15
  10,500
  +1 skill rank, perk
  16
  12,000
  +1 skill rank
  17
  13,600
  +1 skill rank, +HP
  18
  15,300
  +1 skill rank, perk
  19
  17,100
  +1 skill rank
  20
  19,000
  +1 skill rank, +HP
  21
  21,000
  +1 skill rank, perk
  
  Fallout 2d20 Beta - Characters 26
  CREATING A CHARACTER
  When you create your character, you’ll be asked 
  to make a number of choices on their origin, 
  S.P.E.C.I.A.L. attributes, skills, perks, and then 
  determine their derived statistics.
  1. Choose Origin: Decide the origin of your 
  character. This determines their trait, as well as 
  any mutations they have, or if they’re a robot.
  2. Assign S.P.E.C.I.A.L. Attributes: Each 
  attribute starts with a rank of 4. Spend 12 
  points across your 7 attributes to increase them 
  to a maximum of 10 each (or 6 for Luck).
  3. Tag Skills: Choose 3 tag skills, increasing 
  them by 3, 2, and 1 respectively. Then allocate 
  your 15 skill points to increase your skill rank.
  4. Choose First Perk: Choose your first perk 
  from the perks list.
  5. Calculate Derived Statistics: Determine 
  your derived statistics, like carry weight, and 
  defense.
  6. Purchase Equipment: Select buy starting 
  equipment with your starting caps.
  STEP 1: ORIGIN
  Choose an origin from the following options. Your 
  origin describes your character’s background—
  their birth, upbringing, community, and way of 
  life. Each origin defines limits on your character’s 
  S.P.E.C.I.A.L. attributes and skills, and gives them a 
  unique bonus to surviving in the wasteland.
  Brotherhood 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 word—
  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 the future of 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 Californian Republic over reclamation of 
  technology and the NCR’s expansion efforts, the 
  East Coast Brotherhood chapter was effectively 
  isolated when it prioritized charity over the 
  exchange of technology and 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.
  
  27 Characters - Fallout 2d20 Beta
  Trait: The Chain that Binds
  Increase your Energy Weapons skill by 1 rank and 
  increase either Science or Repair by 1 rank. In 
  addition, you are issued with a set of Brotherhood 
  fatigues, a laser rifle and 20 fusion cells, and a set 
  of dog tags. This laser rifle is uniquely coded, and 
  traceable to you, and you are not allowed to lend 
  it out or trade it with anyone. You do not start with 
  any caps.
  As a member of Brotherhood of Steel, you are 
  bound by the chain of command—The Chain 
  that Binds. You must carry out the orders of an 
  immediate superior, and are responsible for your 
  subordinate siblings. If you do not carry out your 
  duty, you are expelled from the Brotherhood and 
  your technology will be reclaimed, one way or 
  another.
  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.
  Trait: Necrotic Post-human
  You are immune to radiation damage. In addition, 
  whenever you rest around a radiation source 
  above the normal background levels, you may 
  re-roll 1d20 during your skill test to recover from 
  injuries. (See Recovering from Injuries, p.14). 
  You also age at a staggeringly decreased rate, 
  meaning you are much older than many of your 
  unmutated companions—often a survivor of the 
  Great War in 2077. You may face discrimination 
  from “smoothskins” (humans who do not suffer 
  from ghoulification) making Charisma tests more 
  difficult depending on your opponent’s beliefs. 
  You also own a trinket from the old world or your 
  old life before ghoulificaton.
  Mister Handy
  The General Atomics 
  International robot “Mister 
  Handy” exploded onto the 
  robotic market as a reliable 
  construction robot, known 
  for its durability and low-
  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, 
  able to provide a 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 intellectual aptitude is what has 
  enabled your survival beyond the Great War—
  where other robots may have broken down, you 
  
  Fallout 2d20 Beta - Characters 28
  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 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.
  Trait: Robot
  You have 360° vision, and improved sensory 
  systems that can detect smells, chemicals, and 
  radiation. You are also are immune to raditation 
  and poison damage, and you cannot use chems. 
  You move through jet propulsion, hovering above 
  the ground, unaffected by difficult terrain. Your 
  carry weight is 150lbs, and cannot be increased by 
  perks but may be increased by armor. You cannot 
  recover from your own injuries or heal HP without 
  using a robot repair kit, instead someone else must 
  attempt a INT + Repair test with a difficulty of 2 in 
  order to repair you (see Repairing Robots, p.13). 
  You are built with factory plating for your Mr. 
  Handy type (see p.59 and 60) and must modify this 
  with armor to improve any damage resistances. In 
  your inventory you have 1 robot repair kit and 100 
  caps.
  You cannot manipulate the physical world like 
  humans do, instead you have any three of the 
  arm attachments in the Arm Attachments table. 
  If you select an arm which features a weapon, 
  you recieve 20 rounds of ammo for that weapon. 
  When ammo runs out you must purchase ammo, 
  can be found in Chapter Four: Equipment.
  Hit Locations
  As a Mr. Handy some hit locations are different to 
  humanoids. Your eyes are treated as ‘head’, your 
  body is ‘torso’, your thruster is ‘left leg’, and your 
  pincers are treated as ‘right leg’, ‘right arm’ and 
  ‘left arm’ and should be assigned at creation.
  Arm Attachments Table
  No Pincer?
  You can choose not to have a pincer 
  attachment as a Mister Handy, but in 
  doing so, you will be unable to make 
  unarmed attacks, manipulte objects, 
  and you cannot make tests that use the 
  Lockpicking, Repair or Throwing skills. 
  Arm
  Abilities
  Pincer
  You can pick up objects that 
  weigh no more than 40 lbs., 
  and manipulate objects in your 
  environment. You may also make 
  unarmed attacks with the pincer. 
  Buzz Saw
  You can cut objects and make 
  melee attacks with a circular saw. 
  The buzz-saw inflicts 3
   Piercing 
  physical damage.
  Flamer
  You can set objects alight, cook 
  food, or make ranged attacks with 
  a short-range flamethrower. The 
  flamer inflicts 5
   Persistent energy 
  damage.
  Laser 
  Emitter
  You can cut objects or make ranged 
  attacks using a laser. The laser 
  emitter inflicts 4
   piercing energy 
  damage.
  !0mm auto 
  pistol
  You can make ranged attacks using 
  a 10mm auto pistol. The 10mm auto 
  pistol inflicts 5
   Area physical 
  damage.
  
  29 Characters - Fallout 2d20 Beta
  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.
  Trait: Forced Evolution
  Your maximum Strength and Endurance are 
  increased to 12, but your maximum Intelligence 
  and Charisma are both reduced to 8. You are also 
  immune to radiation damage and poison damage. 
  You standover 7ft. tall and muscular. Your skin 
  has changed color to green, yellow, or gray. Even 
  though your cells regenerate at a rate that makes 
  you virtually immortal, you are sterile, unable 
  to procreate. You start with 100 caps and also 
  have a trinket in your posession from your pre-
  supermutant life. You can use the Trinkets Table on 
  p.30 for inspiration. 
  Survivor
  You are the living legacy of 
  the people that 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 travelling groups that sparsely 
  populate the wasteland from West Coast to East 
  Coast. You could be from the New Californian 
  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.
  Traits
  You can choose any two of the following traits, 
  listed in the True Survivor Traits table. Each trait 
  has a benefit and a penalty. Additionally, you 
  have 120 caps to purchase equipment with at the 
  end of character creation.
  
  Fallout 2d20 Beta - Characters 30
  True Survivor Traits
  Trinkets Table
  If your character begins with a trinket you can roll 
  on this table for inspiration or create one yourself. 
  At the gamemasters discreation, all characters may 
  gain a trinket item if they wish.
  d20 Roll
  Trinket
  d20 Roll
  Trinket
  1
  A gold pocket watch
  11
  Loaded casino dice
  2
  A garbled holodisk
  12
  Id card
  3
  A brightly coloured bandana 
  13
  Cosmetics case
  4
  A silver locket
  14
  Musical Instrument
  5
  Medal
  15
  Broken eyeglasses
  6
  Potted plant
  16
  Necklace made of junk
  7
  Tickets to a pre-war event 
  17
  Pages of an unfinished story
  8
  Wedding ring
  18
  Overdue library book
  9
  Pre-war party invitation
  19
  A postcard with an address 
  10
  An engraved flip lighter
  20
  A pre-war necktie
  Trait
  Benefit
  Penalty
  Chem Resistant
  Reduce the difficulty of addiction tests by 
  1, to a minimum of 0.
  Chems last half as long, at the 
  discretion of the GM.
  Fast 
  Metabolism
  When you take a stimpak to heal health 
  points, you heal 5 health points instead 
  of 3, and when you spend AP to heal 
  additional health points, you heal an 
  additional 3 health points per AP spent 
  (instead of 2).
  You reduce your radiation damage 
  resistance and poison damage 
  resistance by 1, to a minimum of 0.
  Fast Shot
  If you take a second major action in 
  combat, and use it to make a ranged 
  attack, you reduce the cost by 1 AP.
  You cannot take the Aim minor action.
  Gifted
  You can increase any 2 S.P.E.C.I.A.L. 
  attributes by 2 during character creation.
  You do not gain a skill point at levels 3, 
  6, 9, 12, 15, 18, or 21.
  Heavy Handed
  You gain +1
   to your melee damage 
  derived statistic.
  Your melee and unarmed attacks only 
  inflict an injury on 6 or more damage, 
  after resistance.
  Skilled
  You gain +1 to every skill rank.
  Your melee and unarmed attacks only 
  inflict an injury on 6 or more damage, 
  after resistance.
  Small Frame
  The difficulty of Agility tests that rely on 
  balance and contortion are decreased by 1.
  You carry weight is calculated as 150 + 
  (STR x 5).
  
  31 Characters - Fallout 2d20 Beta
  Ghoul Survivors and Vault Dwellers
  With your gamemasters permission you 
  can choose to have your vault dweller or 
  survivor be a ghoul. 
  Survior and Vault Dweller origin 
  characters gain the Necrotic Post-Human 
  trait from the Ghoul origin, but loose the 
  following benifits from their orign trait:
  • Survivor characters only gain one trait 
  from the True Survivors table instead of 
  two and begin with 100 caps instead 
  of 120. 
  • Vault Dweller characters do not gain 
  the difficulty decrease to Endurance 
  tests to resist disease or sickness and 
  begin with 80 caps instead of 100.
  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 for the 
  machinations of the Enclave.
  You are a pure-bred human, 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 
  gang of the Jackals, Vipers, and Khans when their 
  vault opened.
  Trait: Vault Kid
  Your Endurance tests to resist the effects of 
  sickness or disease are permanently decreased by 
  1. In addition, you start play with a vault jumpsuit, 
  a vault canteen, and a Pip-Boy which, amongst 
  other things, allows you to use V.A.T.S. to target a 
  specific hit location without suffering an increase 
  in difficulty. For a full description of the vault 
  jumpsuit and Pip-Boy, see Equipment p.41. You 
  also begin with 80 caps. 
  With the gamemsters approval, you may also 
  work with them to establish an experiment that 
  took place in your vault. Once per milestone of 
  play, your GM can introduce a complication, 
  for free, due to the nature of experiment that you 
  unwittingly took part in. For more information on 
  complications, see p.5. 
  
  Fallout 2d20 Beta - Characters 32
  STEP 2: S.P.E.C.I.A.L. ATTRIBUTES
  At the beginning of character creation, every 
  S.P.E.C.I.A.L. attribute starts at 4. You have 
  12 points to spend to increase your attributes, 
  increasing each by 1 for each point you spend.
  • No S.P.E.C.I.A.L. attribute may be increased 
  above 10, unless your Origin allows you to.
  • Your Luck attribute cannot be increased above 6.
  • You can decrease your Luck to a minimum of 
  2, to gain up to 2 points to spend on any other 
  attributes.
  Your S.P.E.C.I.A.L. attributes provide part of your 
  target number for skill tests, with your skill rank 
  added to it.
  STEP 3: TAG SKILLS
  You can choose 3 tag skills, increasing them by the 
  amount listed below. 
  • First Tag Skill: Increase the skill by 1.
  • Second Tag Skill: Increase the skill by 2.
  • Third Tag Skill: Increase the skill by 3.
  A skill’s default attribute pairing is listed in the 
  Default Attribute table for reference. These are the 
  attribute paird most often with a skill for tests.
  Default Attributes
  Increase Skill Ranks
  Once you have selected your tag skills, you now 
  have 15 points to spend freely to increase the skill 
  rank of any of your skills, including the ones you 
  have tagged if you wish. You cannot increase 
  any skill above 6.
  S.P.E.C.I.A.L. ATTRIBUTE ARRAYS
  Some players favor balance over 
  specializing too much, while others prefer 
  to focus their characters in a singular 
  purpose, maximizing their attributes 
  and skills in one task at the expense of 
  versatility. You can use the pre-created 
  arrays below to assign values to your 
  S.P.E.C.I.A.L. attributes, in any order. 
  These vaules already include the starting 4 
  points. Remember you cannot assign Luck 
  above 6.
  • Balanced: 7, 7, 6, 6, 5, 5, 4 
  • Focused: 9, 8, 6, 5, 5, 4, 3
  • Specialized: 10, 9, 7, 4, 4, 4, 2
  Skill
  Default Attribute
  Athletics
  Strength
  Barter
  Charisma
  Big Guns
  Endurance
  Energy Weapons
  Perception
  Explosives
  Perception 
  Lockpick
  Perception 
  Medicine
  Intelligence
  Melee Weapons
  Strength
  Pilot
  Perception
  Repair
  Intelligence
  Science
  Intelligence
  Small Guns
  Agility
  Sneak
  Agility
  Speech
  Charisma
  Survival
  Endurance
  Throwing
  Strength
  Unarmed
  Strength
  
  33 Characters - Fallout 2d20 Beta
  STEP 4: CHOOSE FIRST PERK
  A character is more than the sum of their parts, 
  and a character’s S.P.E.C.I.A.L. attributes and skills 
  alone do not give a full picture of what they are 
  truly capable of. Player characters have an edge, 
  called perks. Perks are specific advantages of 
  your personal approach to challenges. They take 
  the form of a mechanical bonus—re-rolls, bonus 
  Action Points, or skill substitutions—that apply 
  within a specific circumstance.
  Many perks have one or more specific 
  requirements. These conditions must be fulfilled 
  before you can select the perk for your character, 
  such as having a S.P.E.C.I.A.L. attribute at a 
  minimum rating.
  Each perk has a condition and a benefit. The 
  condition is the circumstances under which the 
  perk can be used, and the benefit is what the 
  character gains from meeting that condition.
  You can choose a single perk from the perks list, 
  that you meet the requirements for.
  PERKS
  Action Boy/Girl
  Ranks: 2
  At rank 1, you can take one additional minor 
  action in combat, for a total of 3 minor actions per 
  turn. At rank 2 you can also take an additional 
  major action per turn, for a total of 3 major 
  actions per turn. The Action Point costs of these 
  actions is still the same, 1 AP for a minor action, 
  and 2 AP for a major action.
  Adamantium Skeleton
  Ranks: 1
  Your arms and legs cannot be crippled by critical 
  hits—they can only ever be wounded.
  Adrenalin Rush
  Ranks: 1
  Requirements: Strength below 8
  Your Strength attribute counts as having a value 
  of 10 for the purposes of tests while your health 
  points are below half their maximum value. 
  Animal Friend
  Ranks: 2
  Requirements: CHA 6
  At rank 1, hostile creatures are much less likely to 
  target you when they make an attack in combat. At 
  rank 2, you can make a CHA + Survival test, with 
  a difficulty of 2, to charm them to come to your 
  aid in combat.
  Armorer 
  Ranks: 4
  Requirements: INT 5, STR 6
  You can modify armor with rank 1 armor mods. 
  At rank 2 you gain access to rank 2 mods, and at 
  rank 3 you gain access to rank 3 mods, at rank 4 
  you gain access to rank 4 mods. 
  Awareness
  Ranks: 1
  You can make a PER + Survival test with a 
  difficulty of 2 to examining a target within close 
  range, revealing their weaknesses so that you can 
  attack more efficiently. If you succeed, your attack 
  gains the Piercing or Vicious quality (your choice).
  Basher
  Ranks: 1
  Your attacks using the butt of a rifle gain the 
  Vicious damage effect.
  Better Criticals
  Ranks: 1
  Requirements: LUC 6
  When you cause a wound to a body part, you 
  may spend a point of Luck to automatically cripple 
  that body part.
  Big Leagues
  Ranks: 1
  Requirements: STR 6
  Your attacks using two-handed melee weapons 
  gain the Vicious damage effect.
  Bloody Mess
  Ranks: 1
  When you deal a critical hit, roll 1
  . If you roll 
  an Effect, you inflict one additional injury to a 
  connected body part, chosen by the gamemaster 
  or randomized at their discretion.
  
  Fallout 2d20 Beta - Characters 34
  Cautious Nature
  Ranks: 1
  Requirements: Perception 6
  Whenever you spend Action Points to buy d20s 
  during a test, you may re-roll one of the d20s in 
  your dice pool during the test.
  Center of Mass
  Requirements: Small Guns 3
  When you target the torso hit location, you ignore 
  the difficulty increase, and in addition you may 
  re-roll 1d20 when attempting the test to make 
  your ranged attack.
  Chem Resistant
  Ranks: 1
  Requirements: END 6, Medicine 3
  Reduce the difficulty of addiction tests by 1, to 
  a minimum of 0. At rank 2, you have complete 
  immunity to chem addiction.
  Chemist
  Ranks: 1
  Requirements: Medicine 3
  Chems you brew last twice as long.
  Comprehension
  Ranks: 1
  You gain one additional skill point for reading 
  books and magazines.
  Commando
  Ranks: 1
  Requirements: AGI 6
  Your attacks using automatic rifles gain the 
  Piercing damage effect.
  Concentrated Fire
  Ranks: 1
  Requirements: Energy Weapons 3 or Small Guns 3
  When you make a second ranged attack against 
  the same target in the same turn, you decrease the 
  difficulty of the attack by 1.
  Demolition Expert
  Ranks: 1
  Requirements: Explosives 4
  Your attacks using explosives gain the Vicious 
  damage effect.
  Dodger
  Ranks: 1
  Requirement: PER 8
  Increase your Defense statistic by +1.
  Dogmeat
  Ranks: 1
  Requirements: CHA 5
  You aren’t alone in the wilderness. You have a pet 
  dog that serves as a friend and ally in dangerous 
  times. The dog has the profile shown below and 
  is treated as an allied NPC creature under your 
  command (see p.66). If you need to forage for 
  food and water, your dog looks after themselves.
   
  Attacks
  • BITE: Melee (10), 3
   physical 
  damage
  Special Abilities
  • Fetch: When you are searching for 
  items, your dog may assist you with its 
  Perception, rolling 1d20 with a target 
  number of 9.
  DOG
  Rank 5 
  Creature, Normal
  Physical DR
  1
  Head, Body, Legs
  Energy DR
  0
  Radiation DR
  0
  Melee
  3
  Guns
  0
  PER
  2
  HP
  14
  Def.
  2
  Init. Base
  5
  
  35 Characters - Fallout 2d20 Beta
  Earlier Initiative
  Ranks: 3
  Increase your Initiative value by +1.
  Educated
  Ranks: 3
  +3 skill points to spend immediately.
  Entomologist
  Ranks: 1
  Requirements: INT 6
  Your attacks against mutated insects gain the 
  Vicious damage effect.
  Faster Healing
  Ranks: 1
  Requirements: END 6 and not a robot
  When you make an END + Survival test to 
  recover from injuries, you can may roll an 
  additional 1d20 without spending Action Points.
  Fast Metabolism
  Ranks: 1
  When you use a stimpak to heal health points, you 
  heal 5 health points instead of 3, and when you 
  spend AP to heal additional health points, you 
  heal an additional 3 health points per AP spent 
  (instead of 2).
  Finesse
  Ranks: 1
  Requirements: AGI 8
  The first time you use Luck to re-roll your weapon’s 
   pool in a combat encounter, the cost is 0.
  Fortune Finder
  Ranks: 3
  Requirements: LUC 5
  At rank 1, you find +3
   extra caps, whenever you 
  find money. At rank 2, you find +6
   extra caps, 
  whenever you find money. At rank 3, you find +10
   extra caps, whenever you find money.
  Ghost
  Ranks: 1
  Difficulty to Sneak tests in shadows and darkness 
  is decreased by 1.
  Gunslinger
  Ranks: 1
  You may re-roll the hit location die when making a 
  Small Guns attack with pistols.
  Gun Nut
  Ranks: 3
  Requirements: INT 5, Small Guns 2 or 
  Big Guns 2
  Take full advantage of advanced technology. You 
  can modify small guns and big guns with rank 1 
  mods. At rank 2 you gain access to rank 2 mods, 
  and at rank 3 you gain access to rank 3 mods.
  Hacker
  Ranks: 1
  Requirements: INT 7, Science 4
  The difficulty of tests you attempt to hack 
  computers is permanently decreased by 1.
  Healer
  Ranks: 1
  Requirements: Medicine 3
  You can re-roll 1d20 in your dice pool when using 
  the Medicine skill.
  Heave Ho!
  Ranks: 1
  The range of thrown weapons you throw are 
  increased by 1 range category.
  Here and Now
  Ranks: 1
  Requirements: Minimum level 2
  You immediately gain an extra level.
  
  Fallout 2d20 Beta - Characters 36
  Hunter
  Ranks: 1
  Your attacks against mutated animals gain the 
  Vicious damage effect.
  Infiltrator
  Ranks: 1
  Requirements: Perception 8
  You can re-roll 1d20 when you attempt Lockpick 
  tests to unlock a door or container.
  Intense Training
  Ranks: 10
  Gain +1 point to any S.P.E.C.I.A.L attribute. As 
  usual, your S.P.E.C.I.A.L attributes cannot be 
  increased beyond 10 using this method.
  Iron Fist
  Ranks: 2
  Requirements: STR 7
  Your unarmed attacks gain the Vicious damage 
  effect. At rank 2, your unarmed attacks deal +1
   
  physical damage.
  Junktown Jerky Vendor
  Ranks: 1
  Requirements: CHA 8
  Gain +2 skill ranks to Barter and Speech
  Jury Rigging
  Ranks: 1
  You can repair an item without having to expend 
  any components, but the next complication you 
  generate while using the item breaks it again. The 
  complication range of all tests to use a jury-rigged 
  item is increased by 1.
  Laser Commander
  Ranks: 1
  Your attacks using the Energy Weapons skill gain 
  the Vicious  damage effect.
  Lead Belly
  Ranks: 3
  Requirements: END 5
  At rank 1, you have 1 Radiation resistance from 
  radiation damage casued by ingesting irradiated 
  food and drink. At rank 2, that resistance increases 
  by 1. At rank 3 you are immune from radiation 
  damage caused by irradiated food and drink.
  Life Giver
  Ranks: 3
  Gain +3 HP
  Light Step
  Ranks: 1
  You can ignore the first complication you generate 
  that would set off a trap. In addition, if your 
  actions set off a pressure-triggered trap, you may 
  make an AGI + Athletics test, with a difficulty 
  determined by the GM, to avoid the damage.
  Master Thief
  Ranks: 1
  Requirements: AGI 8
  The difficulty of Lockpick and pickpocketing tests 
  using Stealth is permanently decreased by 1.
  Master Trader
  Ranks: 1
  Requirements: Barter 5
  The difficulty of Barter tests is permanently 
  decreased by 1.
  Medic
  Ranks: 3
  Requirements: Medicine 3
  Stimpaks and robot repair kits restore +1 more 
  health points, per rank.
  
  37 Characters - Fallout 2d20 Beta
  Meltdown
  Ranks: 1
  Requirements: Energy Weapons 5
  Your attacks using the Energy Weapons skill gain 
  the Area damage effect.
  Mister Sandman
  Ranks: 1
  Requirements: Sneak 4
  When you make an attack with a Suppressed 
  weapon, the difficulty to detect your attack is 
  increased by 4.
  Mr. Fixit
  Ranks: 1
  Gain +1 skill point to Repair and Science.
  Mysterious Stranger
  Ranks: 1
  Requirements: LUC 6
  If you spend 1 Luck point, the Mysterious Stranger 
  makes a ranged attack against your target, out of 
  sight. You cannot spend Action Points to improve 
  the chances of their attack, but range does not 
  modify the difficulty of their attack. If they hit, they 
  deal 4
   Piercing physical damage.
  Negotiator
  Ranks: 1
  Gain +1 skill point to Barter and Speech.
  Nerd Rage!
  Ranks: 1
  Requirements: INT 8, Science 4
  You gain +2 physical damage resistance, and +2 
  energy damage resistance while you have less 
  than ¼ of your maximum hit points, in combat.
  Night Person
  Ranks: 1
  Requirements: PER 6
  Reduce the difficulty to perceive people and 
  objects in darkness by 1.
  MYSTERIOUS STRANGER-
  Human ?, Rank ? 
  Physical DR
  ?
  ?
  Energy DR
  ?
  ?
  Radiation DR
  ?
  ?
  Attacks
  • .44: Guns (16), Close, 5
   physical 
  damage, Vicious, Close Quarters
  Special Abilities
  • Mysterious Stranger: After the 
  Mysterious Stranger makes his attack, 
  he dissapears from the battlefield 
  without a trace.
  Inventory
  ?
  HP
  ?
  INIT. BASE
  ?
  DEF.
  ?
  MELEE BONUS
  ?
  Carry Weight
  ?
  Small Guns
  6
  Skills
  S
  ?
  P
  ?
  E
  ?
  C
  ?
  I
  ?
  A
  10
  L
  ?
  
  Fallout 2d20 Beta - Characters 38
  Nuclear Physicist
  Ranks: 1
  Requirements: INT 9
  Your radiation damage attacks inflict +1 radiation 
  damage for each effect rolled.
  Pathfinder
  Ranks: 1
  Requirements: Survival 2
  Reduce your travel time after a successful Survival 
  test, without spending Action Points.
  Paralyzing Palm
  Ranks: 1
  Requirements: Unarmed 3
  When you score a critical hit on an opponent 
  using an unarmed attack, instead of causing an 
  injury you can temporarily paralyze them—they 
  cannot take any minor or major actions in their 
  next turn without spending Action Points.
  Pain Train
  Ranks: 2,
  Requirements: Wearing power armor
  You can take a new major action, to sprint within 
  Reach of a target while in power armor to knock 
  them prone. Make a STR + Athletics test with 
  a difficulty of 2—if successful, you move up to 
  medium range into reach with one other person 
  or creature and knock them prone. If you fail, you 
  move to the target, but do not knock them prone.
  At rank 2, you also inflict your unarmed 
   
  damage to the target.
  Penetrator
  Ranks: 1
  Requirements: Perception 9
  When you make a ranged attack and target a 
  specific hit location, your attack gains the Piercing 
  damage effect.
  Pickpocket
  Ranks: 2
  Requirements: AGI 8, Sneak 4
  At rank 1, you can ignore the first complication 
  when you make an AGI + Sneak test to steal an 
  object on someone else’s person. At rank 2, you 
  can re-roll 1d20 in your test dice pool.
  Piercing Strike
  Ranks: 1
  Requirements: Melee Weapons 4
  Your attacks using bladed melee weapons gain the 
  Piercing damage effect.
  Pyromaniac
  Ranks: 3
  Requirements: Explosives 2
  +2 damage with fire-based weapons.
  Quick Draw
  Ranks: 1
  Requirements: AGI 6
  You may draw weapons and items carried on your 
  person without having to take a minor action.
  Rad Resistance
  Ranks: 3
  Requirements: END 6
  At rank 1, you have +1 radiation damage 
  resistance to all hit locations. At rank 2, you have 
  +2 radiation damage resistance, and a rank 3 you 
  have +3 radiation damage resistance.
  Refractor
  Ranks: 2
  Requirements: PER 6, Luck 4
  At rank 1 you have +1 energy damage resistance 
  to all hit locations. At rank 2, you have +2 energy 
  damage resistance to all hit locations.
  Rifleman
  Ranks: 1
  Requirements: AGI 6
  Your attacks using non-automatic rifles gain the 
  Piercing damage effect.
  Robotics Expert
  Ranks: 3
  Requirements: Repair 2, Science 2
  At rank 1, the difficulty of skill tests you attempt 
  to construct and modify robots, as well as repair 
  them normally, is permanently reduced by 1. In 
  addition, you can reprogram robots to fulfil a 
  different function or alter their behavior at the 
  discretion of the GM. You also gain access to rank 
  1 robot armor mods. At rank 2 you gain access to 
  rank 2 robot armor mods, and at rank 3 you gain 
  access to rank 3 robot armor perks.
  
  39 Characters - Fallout 2d20 Beta
  Science!
  Ranks: 3
  Requirements: Energy Weapons 2
  You can modify energy weapons with rank 1 
  energy weapon mods. At rank 2 you gain access 
  to rank 2 mods, and at rank 3 you gain access to 
  rank 3 mods.
  Scrapper
  Ranks: 2
  Requirements: Repair 2
  You can salvage uncommon components like 
  screws, aluminum, and copper when scrapping 
  weapons and armor.
  Scoundrel
  Ranks: 1
  Requirements: CHA 8
  The difficulty of Speech tests are permanently 
  decreased by 1.
  Shadow
  Ranks: 1
  Requirements: Melee weapons 4, Sneak 4
  When your opponent is unaware of your melee 
  attack and you are using a bladed weapon, you 
  may re-roll blank 
   results in your Combat Dice 
  pool. You must take the second result.
  Shotgun Surgeon
  Ranks: 1
  Requirements: Small Guns 3
  Your attacks using shotguns gain the Piercing 
  damage effect.
  Size Matters
  Ranks: 3
  Requirements: END 6
  You gain +1 skill rank to Big Guns.
  Slayer
  Ranks: 1
  Requirements: Unarmed 4
  Your Unarmed attacks gain the Debilitating 
  quality.
  Smooth Talker
  Ranks: 3
  Requirements: INT 4
  You ignore the increase of complication range for 
  Barter and Speech tests by 1 per rank.
  Snake Eater
  Ranks: 1
  Requirements: END 6
  Gain +2 poison damage resistance.
  Sniper
  Ranks: 1
  Requirements: PER 6, Agility 6
  When you make a ranged attack using a rifle with 
  a scope, you can specify a hit location to target 
  and ignore the increase in difficulty to the test.
  Solar Powered
  Ranks: 1
  While you in direct sunlight, at the beginning of 
  each scene you heal 1
   health points.
  Steady Aim
  Ranks: 1
  Requirements: AGI 6, Perception 7
  When you take the aim action, you can re-roll 
  your whole d20 dice pool, not just 1d20.
  Strong Back
  Ranks: 1
  Carry an additional 50 lb. of equipment.
  Tag!
  Ranks: 1
  Gain +2 skill ranks to any one skill.
  Thief
  Ranks: 1
  Requirements: AGI 6, Perception 5
  +1 skill point to Lockpick and Sneak
  Toughness
  Ranks: 2
  Requirements: END 6, Luck 4
  At rank 1 you have +1 physical damage resistance 
  to all hit locations. At rank 2, you have +2 
  physical damage resistance to all hit locations.
  
  Fallout 2d20 Beta - Characters 40
  STEP 5: DERIVED STATISTICS
  Once the first three steps are complete, you can 
  calculate your derived statistics. These are passive 
  results that are used when you are the target of 
  an attack, the subject of a skill test, and determine 
  how much you can carry.
  Carry Weight
  Your carry weight measures how much gear you 
  can carry. To calculate your carry weight, multiply 
  your Strength attribute by 10, and add that to a 
  base of 150 lbs., and then add any bonuses from 
  perks. The result is the amount of stuff you can 
  carry without any problems, in pounds. Mr. Handy 
  robots do not calculate their carry weight this way, 
  they start with the full maximum 150lbs.
  Robots have a different carry weight to other 
  characters, and a Mister Handy’s carry weight is 
  40 lbs.
  Defense
  Your defense statistic describes the base difficulty 
  of an opponent’s attack to hit you. It’s based on 
  your Agility attribute:
  • If your Agility is 7 or less, attacks targeting you 
  are Difficulty 1
  • If your Agility is 8–10, attacks targeting you 
  are Difficulty 2
  Initiative
  Your initiative describes how quickly you act in 
  combat. It is your Perception attribute x2.
  Health Points
  Health points tell you how much damage you can 
  sustain. Your maximum health point total at first 
  level is equal to your Endurance + Luck.
  Physical Damage Resistance
  Physical damage resistance is how much physical 
  damage you shrug off from an attack. Your starting 
  physical damage resistance is 0 but remember 
  to note any resistance you get from traits, perks, 
  clothing, and armor.
  Energy Damage Resistance
  Energy resistance is how much energy damage 
  you shrug off from an attack. Your starting energy 
  damage resistance is 0 but remember to note any 
  resistance you get from traits, perks, clothing, and 
  armor.
  Poison Damage Resistance
  Poison resistance is how much poison damage 
  you ignore from an attack. Your starting poison 
  damage resistance is 0, but perks and mutations 
  can provide you with some poison resistance.
  Radiation Damage Resistance
  Radiation resistance is how much RAD damage 
  you can absorb from an attack. Your starting 
  radiation damage resistance is 0 but remember 
  to note any resistance you get from traits, perks, 
  clothing, and armor.
  Melee Damage
  Your melee damage statistic lists any bonus damage 
  you do in close combat, due to your Strength 
  attribute, including unarmed attacks. If you have 
  Strength less than 7, you gain no bonus.
  • 
  Strength 7–8 = +1
  • 
  Strength 9–10 = +2
  • 
  Strength 11+ = +3
  STEP 6: PURCHASE EQUIPMENT
  When you create your character, you can buy 
  equipment from Chapter 4: Equipment up to the 
  value of caps you have, if any, in addition to any 
  equipment you were granted as part of your trait. 
  If any equipment you choose would modify your 
  derived statistics, make sure you note down the 
  new values.
  
  41 Equipment - Fallout 2d20 Beta
  CHAPTER 4
  EQUIPMENT
  This chapter will take you through all the equipment avalible to your character, from weapons and chems, 
  to armor and junk, dont get caught without the essentials of Wasteland survival!
  WEAPONS
  Each weapon you wield has a weapon type, 
  damage type, damage rating, and for guns 
  and some explosive weapons, a fire rate. Some 
  weapons also have additional damage effects and 
  qualities.  
  WEAPON TYPE
  Weapons are listed by the skill that you use to 
  attack with them:
  • Big Guns
  • Energy Weapons
  • Explosives 
  • Melee Weapons
  • Small Guns
  • Throwing
  DAMAGE TYPE
  • Physical: Unarmed attacks, blunt force, 
  slashing and stabbing, ballistics.
  • Energy: Laser, plasma, gauss weapons.
  • Radiation: Exposure to RADs.
  • Poison: Creature attacks, poisoned weapons.
  DAMAGE RATING
  Damage rating is the number of six-sided Combat 
  Dice to roll—the result is the amount of damage you 
  inflict to your target. Combat Dice also have two 
  sides that provide damage effects. Combat Dice 
  are abbreviated to the 
   symbol throughout this 
  rulebook.
  FIRE RATE
  All guns and some explosive weapons have a fire 
  rate. This describes the maximum number of 
   
  that you can buy with the Add Extra Damage AP 
  spend. 
  Each extra 
   that you purcahse with AP also 
  expends one additional round or unit of ammuni-
  tion. 
  Some mods can also increase a weapons fire rate. 
  If a mod would decrease a weapon’s fire 
  rate, it does so to a minimum of 1 and if it 
  increases a weapon’s fire rate, it does so to 
  a maximum of 6. 
  
  Fallout 2d20 Beta - Equipment 42
  DAMAGE EFFECTS
  • Area: Attack hits 1 additional target within 
  close range per Effect rolled.
  • Breaking: For each Effect the damage 
  reduces 1 DR from a piece of armor, based on 
  its damage type. The reduction is permanent 
  until repaired.
  • Crippling: The attack has an especially potent 
  effect. If one or more Effects are rolled, and the 
  attack would wound a body part, the attack 
  cripples that body part instead.
  • Persistent: The attack lingers, dealing 1
  damage for each effect rolled, at the beginning 
  of your next turn.
  • Piercing: Ignore 1 point of damage reduction 
  for each Effect rolled.
  • Vicious: +1 damage per Effect rolled.
  QUALITIES
  A weapon’s qualities describe how it operates 
  compared to other weapons.
  • Ammo Type: Describes the type of 
  ammunition a weapon uses.
  • Accurate: If you take the Aim minor action 
  before attacking with this weapon, the weapon 
  gains the Crippling damage effect.
  • Close Quarters: The weapon suffers no 
  penalty for being used when an enemy is 
  within Reach.
  • Debilitating: The difficulty of any skill test 
  made to treat injuries caused by this weapon is 
  increased by +1.
  • Inaccurate: You gain no benefit from the Aim 
  minor action when making an attack with this 
  weapon.
  • Mine: This explosive is placed and primed 
  onto a surface, and automatically deals 
  damage if anyone comes into Reach of it, 
  inflicting damage on any targets in Reach 
  and additional characters depending on its 
  damage effects.
  • Night Vision: Ignore the increase in difficulty 
  when you attack someone in darkness.
  • Range: Measured in range bands from Close, 
  to Medium, Long, and Extreme. If the weapon 
  doesn’t have a range listed, it can only target 
  enemies within Reach. When a mod increases a 
  weapon’s range, it is increased by the number of 
  range bands indicated, to a minimum of Close.
  • Reliable: You can ignore the first complication 
  you generate in each combat encounter due to 
  using this weapon.
  • Suppressed: Tests to hear the weapon’s use 
  increase in Difficulty by +2.
  • Thrown: The weapon can be thrown, with its 
  optimal range listed. You must make a PER 
  + Explosives or AGI + Throwing or test to 
  make attacks with this weapon. When you 
  throw this weapon, you lose the item from your 
  inventory, but it may be recovered if it is not an 
  explosive (at the discretion of the GM).
  • Two Handed: This weapon requires the 
  stability of two hands to make an attack.
  • Weight: Each weapon has a weight, listed in 
  pounds (lbs.).
  • Unreliable: The weapon is flawed. Increase 
  the complication range of any attacks with the 
  weapon by 1.
  
  43 Equipment - Fallout 2d20 Beta
  BIG GUNS
  ENERGY WEAPONS
  EXPLOSIVES
  Weapon
  Damage 
  Type
  Damage 
  Rating
  Damage 
  Effects
  Ammo 
  Type
  Range
  Fire 
  Rate
  Qualities 
  Caps 
  Cost
  Weight 
  in lbs.
  Gatling 
  Laser
  Energy
  7
  Area
  Fusion
  Medium
  5
  Inaccurate, 
  Two Handed
  804
  19.3
  Fat Man
  Radiation
  8
  Piercing, 
  Vicious
  Mini 
  nuke
  Long
  1
  Inaccurate, 
  Two 
  Handed, 
  Unreliable
  512
  30.7
  Flamer
  Energy
  5
  Persistent
  Flamer 
  fuel
  Close
  4
  Inaccurate, 
  Two Handed
  100
  16.1
  Minigun
  Physical
  6
  Area
  5mm
  Medium
  5
  Inaccurate, 
  Two Handed
  382
  27.4
  Weapon
  Damage 
  Type
  Damage 
  Rating
  Damage 
  Effects
  Ammo 
  Type
  Range
  Fire 
  Rate
  Qualities 
  Caps 
  Cost
  Weight 
  in lbs.
  Bottle Cap 
  Mine
  Physical
  Special
  Area
  Caps
  -
  -
  Mine
  150
  0.5
  Fragmentation 
  Grenade
  Physical
  6
  Area
  -
  Medium
  1
  Thrown
  50
  0.5
  Fragmentation 
  Mine
  Physical
  6
  Area
  -
  -
  -
  Mine
  50
  0.5
  Molotov 
  Cocktail
  Energy
  5
  Persistent
  -
  Medium
  -
  Thrown
  20
  0.5
  Plasma 
  Grenade
  Energy
  6
  Vicious 
  -
  Medium
  -
  Debilitating, 
  Thrown
  135
  0.5
  Plasma Mine
  Energy
  6
  Area, 
  Vicious 
  -
  -
  -
  Mine
  100
  0.5
  Pulse 
  Grenade
  Energy
  6
  Persistent
  -
  Medium
  -
  Thrown
  100
  0.5
  Pulse Mine
  Energy
  6
  Persistent
  -
  -
  -
  Mine
  100
  0.5
   
  Bottlecap Mine
  For every 10 caps you add to the construction of the bottlecap mine, it inflicts 1
   physical damage on 
  detonation. When detonated the caps scatter across a Medium range area but are salvageable.
  Weapon
  Damage 
  Type
  Damage 
  Rating
  Damage 
  Effects
  Ammo 
  Type
  Range
  Fire 
  Rate
  Qualities 
  Caps 
  Cost
  Weight 
  in lbs.
  Laser 
  Gun 
  (Pistol)
  Energy
  4
  Piercing
  Fusion
  Close
  3
  -
  69
  3.5
  Plasma 
  Gun 
  (Pistol)
  Energy
  5
  Vicious
  Plasma
  Close
  3
  -
  123
  3.9
  
  Fallout 2d20 Beta - Equipment 44
  MELEE WEAPONS
  SMALL GUNS
  Weapon
  Damage 
  Type
  Damage 
  Rating
  Damage 
  Effects
  Ammo 
  Type
  Range
  Fire 
  Rate
  Qualities 
  Caps 
  Cost
  Weight 
  in lbs.
  .44
  Physical
  5
  Vicious 
  .44
  Close
  1
  Close 
  Quartes
  99
  4.2
  10mm
  Physical
  4
  -
  10mm
  Close
  2
  Close 
  Quarters
  50
  3.5
  10mm auto 
  pistol
  Physical
  4
  Area
  10mm
  Close
  3
  Close 
  Quarters, 
  Inaccurate
  50
  3.5
  Assault Rifle
  Physical
  5
  Area
  5.56mm Medium
  4
  Two 
  Handed
  144
  13.1
  Combat 
  Rifle
  Physical
  5
  Vicious 
  .45
  Medium
  3
  Two 
  Handed
  117
  11.1
  Combat 
  shotgun
  Physical
  6
  -
  Shotgun 
  shell
  Close
  2
  Debilitating, 
  Inaccurate, 
  Two 
  Handed
  87
  11.1
  Double-
  barrel 
  shotgun
  Physical
  6
  Vicious
  Shotgun 
  shell
  Close
  2
  Debilitating, 
  Inaccurate, 
  Two 
  Handed
  39
  9
  Hunting rifle
  Physical
  5
  Piercing
  .308
  Long
  1
  Two 
  Handed
  55
  9.6
  Pipe gun
  Physical
  3
  -
  .38
  Close
  1
  Unreliable
  20
  2.3
  Submachine 
  Gun
  Physical
  5
  Area
  .45
  Medium
  4
  Two 
  Handed
  109
  12.7
  Weapon
  Damage 
  Type
  Damage 
  Rating
  Damage 
  Effects
  Qualities
  Caps 
  Cost
  Weight 
  in lbs.
  Baseball Bat
  Physical
  3
  Vicious
  Two Handed
  25
  3
  Baton
  Physical
  3
  -
  -
  15
  2
  Bayonet
  Physical
  3
  Piercing
  -
  50
  1
  Deathclaw 
  Gauntlet
  Physical
  3
  Piercing
  Debilitating
  75
  10
  Knife
  Physical
  2
  Piercing
  -
  25
  1
  Knuckles
  Physical
  3
  -
  -
  10
  0.5
  Machete
  Physical
  3
  Piercing
  -
  25
  2
  Pistol whip/ Rifle 
  butt
  Physical
  3
  -
  -
  -
  -
  Power Fist
  Physical
  3
  Vicious
  100
  4
  Sledgehammer
  Physical
  4
  -
  Two Handed
  40
  12
  Unarmed Strike
  Physical
  2
  -
  -
  -
  -
  
  45 Equipment - Fallout 2d20 Beta
  THROWING WEAPONS
  AMMUNITION
  When you make a ranged attack in Fallout you 
  expend ammo. Each attack you make expends 1 
  round or unit of ammo. You can buy additional 
   
  of damage upto your fire rate with the Add Extra 
  Damage AP spend. Each 
   bought this way also 
  expends an additional round or unit.  
  You are assumed to load or reload your weapon 
  in between attacks, as you need to, but once you 
  have run out of one type of ammo you can no 
  longer make attacks with weapons that use that 
  ammo type.
  Ballistic ammunition comes in 10 types: 5.56mm, 
  5mm, 10mm, .308 caliber, .45 caliber, .44 
  magnum, .38 caliber, .50 caliber, shotgun shells, 
  and missiles.
  Energy ammunition comes in 3 types: fusion cell, 
  plasma cartridge, and flamer fuel.
  DETECTING AND DISARMING MINES
  Mines planted around the wasteland may be 
  hidden from view, or disguised within their 
  environment. Mines automatically detonate and 
  cause damage to any character or creature within 
  Reach, and may affect others if the mine has the 
  Area condition.
  To detect mines, you’ll need to pass a PER + 
  Explosives test with a difficulty determined by the 
  GM, based on how hidden the mine is.
  To disarm mines, you’ll need to pass a AGI + 
  Explosives test with a difficulty of 4, and a 
  complication range of 18-20. Generating a 
  complication by rolling a 18, 19, or 20 on any of 
  your d20s will cause the mine to detonate.
  Big Gun Ammunition
  Energy Weapons
  Small Gun Ammunition 
  Weapon
  Damage 
  Type
  Damage 
  Rating
  Damage 
  Effects
  Range
  Qualities
  Caps 
  Cost
  Weight 
  in lb.
  Javelin
  Physical
  3
  Vicious 
  Medium
  Thrown
  20
  3
  Throwing 
  Knife
  Physical
  2
  Piercing
  Close
  Thrown
  20
  1
  Ammo Type
  Caps
  .308 round
  3
  .38 round
  1
  .44 round
  3
  .45 round
  2
  .50 round
  4
  10mm round
  2
  5.56 round
  2
  Shotgun shell
  3
  Ammo Type
  Caps
  Fusion cell
  3
  Plasma cartridge
  5
  Ammo Type
  Caps
  5mm round
  1
  Flamer fuel
  1
  Mini nuke
  100
  Missile
  25
  
  Fallout 2d20 Beta - Equipment 46
  DAMAGING WEAPONS AND ITEMS
  Sustaining damage over time will wear items 
  down, decreasing their overall condition. When 
  you attack a weapon or item held by someone 
  else, make an attack as normal, with a +2 
  difficulty increase to directly target a weapon. 
  Roll your combat dice pool to inflict damage, and 
  if you score 5 or more damage, you reduce the 
  condition of the item, and otherwise ignore the 
  amount of damage you scored.
  Your GM may decide that attacking a weapon or 
  item that isn’t being held, or is static, automatically 
  hits—in which case, just roll your Combat Dice (
  ) 
  based on the weapon you are using.
  If you are damaging a larger object in order 
  to destroy it, your GM may give it health 
  points and damage resistance, in which case 
  you’ll inflict damage, reduce its Hp, and 
  worsen its condition like you would attacking 
  a person or creature.
  Example Object Health Points
  Example Resistances
  MISCELLANEOUS
  There are a number of other items that can be 
  found in the wasteland that can help you survive, 
  some of these are listed here.
  Bobby Pins
  Caps Cost: 1 per pin
  Bobby pins reduce the difficulty of Lockpick tests 
  by 1. Complications generated while using bobby 
  pins breaks them.
  Bottlecaps
  Bottlecaps are used as currency throughout the 
  wasteland, rivaling the New Californian Dollar. 
  Fusion Core
  Caps Cost: 200 
  Used to provide power to power armor and can 
  often be found in pre-war generators or bought 
  from merchants. A single fusion core will last 
  for 24 hours of light to average travel, with that 
  time halved if combat or strenuous activity is 
  undertaken. A gamemaster my rule that a Fusion 
  Core is depleted if complications are rolled on 
  tests.
  Robot Repair Kits
  Caps Cost: 48
  These act the same as a stimpack, but can only be 
  used on robotic characters. They have no effect 
  on non-robot characters or creatures and have no 
  addiction side effects.  
  If you use a robot repair kit, you can either heal 
  1 injury (from crippled to wounded, or remove a 
  wound), or heal 3 HP, and an additional 2 HP per 
  Action Point you spend. If you are dying, you gain 
  3 HP and are no longer dying.
  Bottle Cap
  NCR Dollar Equlivant
  1
  $3.50
  2
  $5.00
  4
  $10.00
  8
  $20.00
  40
  $100.00
  Object
  HP
  Window
  4
  Door
  6
  Nuka Cola fridge
  8
  Computer server
  10
  Vault Door
  22
  Material
  Physical 
  Res.
  Energy 
  Res.
  Radiation 
  Res.
  Glass
  1
  2
  Immune
  Wood
  2
  0
  Immune
  Metal
  4
  6
  Immune
  Concrete
  6
  4
  4
  
  47 Equipment - Fallout 2d20 Beta
  APPAREL
  Apparel covers all outfits, from clothing, hats, and 
  jumpsuits, to armor and helmets. Each piece of 
  apparel provides some damage resistances that 
  apply to the body parts it covers. You can wear 
  clothing underneath armor, so long as it makes 
  sense—your game master may say that the combi-
  nation you want doesn’t work, or they may provide 
  a restriction on you like being over encumbered or 
  increase the difficulty of Strength or Agility tests 
  based on how you layer your apparel.
  Outfits
  Outfits are worn as an entire peice —from head 
  to toe. You cannot wear an an outfit as well as 
  armor, you must choose one or the other.
  Armor Pieces
  Each armor piece covers one body part, excluding 
  the head (see Helmets). Each piece of armor 
  covers either the torso, an arm, or a leg on 
  humanoids (for robots see Robot Armor p.59). 
  The resistances for each type of armor are listed 
  below, but when you find or craft armor it will be 
  for a specific body part: torso, arms, or legs. You 
  can wear an arm or leg piece of armor on either 
  left or right sides of your body.
  Headgear
  Each piece of headgear provides some damage 
  resistance to your head body part, and may 
  also provide additional protection based on its 
  description.
  Power Armor
  To wear power armor you must be in possession of 
  a power armor frame to mount and utilize pieces 
  of power armor. Each piece of power armor is 
  designed for a specific body part, and is listed in 
  the Power Armor table.
  You cannot wear a power armor frame while you 
  wear any other armor pieces.
  A power armor frame doesn’t provide any 
  damage resistances, but it does increase your 
  carry weight to 250 lbs., and reduces the difficulty 
  of all Strength tests by 1 (but not attacks). Power 
  armor frames must be powered by a fusion core—
  if you generate a complication during a test, the 
  GM could drain the power of your suit. Without a 
  fusion core, you cannot move inside your power 
  armor frame.
  Pip-Boys
  The Pip-Boy is a multi-functional device made 
  by RobCo Industries and in many cases were 
  distrubuted to residents of Vault-Tec vaults, often 
  acting as an interface to open Vault doors, keep 
  inventory, play radio signalsm and warn of 
  radiation through its inbuilt Geiger counter. Some 
  models also allow the playing of holotapes, both 
  for recorded music or memos and games. 
  Wearing a working Pip-Boy allows you to ignore 
  any difficulty increases for targeting a spesific hit 
  location in combat. In addition, you may use the 
  Pip-Boy’s Geiger counter to measure the radiation 
  in the area. You may ask the gamemaster about 
  the radiation levels of the zone you are in without 
  needing to spend AP, and they must tell you the 
  level of radiation as described by the number of 
  Combat Dice of damage it inflicts. 
  Super Mutants, Robots, and Armor
  Super mutants and robots can’t wear 
  armor normally. Instead, super mutants 
  make their own specially-sized armor 
  with wraps, harnesses, metal gauntlets 
  and helmets, attaching chains and blades 
  to make any melee combat even more 
  deadly. Robots have their own damage 
  resistance, based on their hull materials. 
  Robot armor can be upgraded, and is 
  explained on p.59.
  
  Fallout 2d20 Beta - Equipment 48
  OUTFITS
  ARMOR
  HEADGEAR
  Item
  Physical 
  Resistance
  Energy 
  Resistance
  Radiation 
  Resistance
  Caps Cost
  Weight in lbs.
  Army Helmet
  2
  0
  0
  20
  3
  Aviator Cap
  1
  0
  0
  10
  3
  Combat Armor
  2
  2
  0
  25
  4
  Flight Helmet
  1
  1
  0
  25
  2
  Gas Mask
  1
  0
  15
  10
  3
  Super Mutant 
  Helmet
  1
  0
  0
  8
  1
  Item
  Physical 
  Resistance
  Energy 
  Resistance
  Radiation 
  Resistance
  Caps Cost
  Weight in lbs.
  Combat Armor
  3
  3
  0
   25 (Arm/Leg)
  60 (Chest)
  4  (Arm/Leg)
  8 (Chest)
  Leather Armor
  1
  2
  0
  10 (Arm/Leg)
  25(Chest)
  2 (Arm/Leg)
  5 (Chest)
  Metal Armor
  2
  1
  0
  15 (Arm/Leg)
  40 (Chest)
  3 (Arm/Leg)
  6 (Chest)
  Raider Armor
  1
  1
  0
  8 (Arm/Leg)
  18 (Chest
  3 (Arm/Leg)
  7 (Chest)
  Super Mutant 
  Armor
  1
  1
  0
  8 (Arm/Leg)
  25 (Chest)
  5 (Arm/Leg)
  10 (Chest)
  Item
  Physical 
  Resistance
  Energy 
  Resistance
  Radiation 
  Resistance
  Caps 
  Cost
  Areas 
  Covered
  Weight 
  in lbs.
  Brotherhood 
  Fatigues
  1
  2
  2
  20
  Chest, Arms, 
  Legs
  4 
  Brotherhood of 
  Steel Uniform
  0
  1
  1
  15
  Chest, Arms, 
  Legs
  2 
  Hazmat Suit
  0
  0
  Immunity
  85
  Head, Chest, 
  Arms, Legs
  5 
  Road Leathers
  1
  0
  0
  5
  Chest, Arms, 
  Legs
  1 
  Vault Jumpsuit
  0
  1
  2
  20
  Chest, Arms, 
  Legs
  1
  Armored Vault 
  Jumpsuit
  1
  1
  2
  20
  Chest, Arms, 
  Legs
  1
  Utility 
  Coveralls
  2
  0
  0
  13
  Chest, Arms, 
  Legs
  2
  
  49 Equipment - Fallout 2d20 Beta
  POWER ARMOR
  AID
  Aid covers everything from food and drink, to 
  medicine and chems. Each aid item you consume 
  is expended, having a single use. Each aid item 
  provides a unique, but usually temporary benefit
  CHEMS
  Chems are the drugs and medicines available 
  throughout the wasteland, with their origination 
  in pre-war narcotics and pharmaceuticals. 
  Nowadays, many settlements home brew their 
  medicines, and raider gangs take chems as a 
  performance enhancer. Taking a chem is a minor 
  action, and once you take a chem, it is expended 
  and removed from your inventory.
  ADDICTION
  If you take more than 1 chem (except stimpaks) 
  within the same encounter, or in a short space of 
  time at the discretion of the GM, you must make 
  an addiction test. This test is based on END + 
  Medicine, with a difficulty of 1. You may improve 
  the odds of success as normal, buying extra d20s to 
  roll, or re-rolling with Luck, but you do not generate 
  any Action Points as a result of this test. 
  If you pass the test, you are not addicted. If you 
  fail, you are addicted to the last chem you took and 
  the difficutly of tests using the attributes listed in 
  the chems addition of that chem. Some chems also 
  list additional effects when addicted. The GM may 
  increase the difficulty by 1 for each chem you took 
  after the second, in the same short space of time, 
  or increase it based on other factors as normal.
  TYPES OF CHEM
  Addictall
  Addiction: None (non-addictive)
  Cure all additions you have.
  Buffout
  Addiction: STR and END
  The difficulty of STR tests are reduced by 1 until the 
  end of the encounter.
  Jet
  Addiction: AGI
  Take another action immediately, in addition to 
  any actions you have already taken and spending 
  Action Points (AP).
  Item
  Physical 
  Resistance
  Energy 
  Resistance
  Radiation 
  Resistance
  Caps Cost
  Weight in lbs.
  Power Armor 
  Frame
  0
  0
  0
  4500
  0
  T-45 Helmet
  5
  3
  8
  60
  12
  T-45 Left Arm
  4
  3
  8
  100
  15
  T-45 Right Arm
  4
  3
  8
  100
  15
  T-45 Left Leg
  4
  3
  8
  100
  15
  T-45 Right Leg
  4
  3
  8
  100
  15
  T-45 Torso
  5
  3
  8
  140
  20
  T-60 Helmet
  6
  4
  8
  120
  12
  T-60 Left Arm
  5
  4
  10
  160
  15
  T-60 Right Arm
  5
  4
  10
  160
  15
  T-60 Left Leg
  5
  4
  10
  160
  15
  T-60 Right Leg
  5
  4
  10
  160
  15
  T-60 Torso
  6
  4
  10
  200
  20
  
  Fallout 2d20 Beta - Equipment 50
  Med-X
  Addiction: AGI, and Defense -1
  You temporarily gain +2 physical damage 
  resistance, and +1 energy damage resistance, until 
  the end of your next turn.
  Mentats
  Addiction: CHA
  The difficulty of INT tests are reduced by 1, until 
  the end of the encounter.
  Psycho
  Addiction: STR, and Defense -1
  Your attacks gain +2
   until the end of your next 
  turn.
  RadAway
  Addiction: None (non-addictive)
  If you take RadAway, you heal 3 radiation 
  damage, and an additional 2 radiation damage 
  per Action Point you spend.
  Rad-X
  Addiction: None (non-addictive)
  You temporarily gain +5 radiation damage 
  resistance, until the end of your next turn.
  Stimpak 
  Addiction: None (non-addictive)
  If you take a stimpak, you can either heal 1 injury 
  (from crippled to wounded, or remove a wound), 
  or heal 3 HP, and an additional 2 HP per Action 
  Point you spend. If you are dying, you gain 3 HP 
  and are no longer dying.
  Stealth Boy
  Addiction: None (non-addictive)
  When you activate a Stealth Boy, Stealth tests you 
  make are reduced in difficulty by 2, and PER tests 
  attempted in order to see you are increased by 2. 
  This effect lasts until the end of combat, or the end 
  of the current scene. Any complications generated 
  while you are wearing an activated Stealth Boy 
  may prematurely stop its effect.
  Chem
  Effect
  Caps Cost
  Weight in lbs.
  Addictall
  Cures all current 
  addictions
  125
  0.1
  Buffout
  The difficulty of STR tests 
  is reduced by 1
  45
  0.1
  Jet
  Take another action
  50
  0.1
  Med-X
  +2 physical damage 
  resistance, +1 energy 
  resistance
  50
  0.1
  Mentats
  The difficulty of INT 
  tests is reduced by 1
  50
  0.1
  Psycho
  Deal +2
   damage
  50
  0.1
  RadAway
  Heal 3 radiation 
  damage (+2 for each 
  AP spent)
  80
  0.1
  Rad-X
  +5 radiation damage 
  resistance
  40
  0.1
  Stimpak
  Heal 1 injury, or 3 
  health points (+2 per AP 
  spent)
  48
  0.1
  Stealth Boy
  Stealth tests reduced in 
  difficulty by 2. PER tests 
  to see you are increased 
  by 2. 
  100
  1
  
  51 Equipment - Fallout 2d20 Beta
  MODIFYING WEAPONS AND 
  ARMOR
  You can apply modifications or mods to 
  weapons, armor, and some clothing. Adding a 
  mod to a weapon modifies its damage rating, 
  damage effects, and qualities (see Weapons 
  p.41), depending on the mod you install. Armor 
  mods can increase their resistance and in some 
  instances, your carry weight as well. 
  Where one of the weapon or armors properties 
  is increased or decreased, it will be clearly 
  indicated by “increased” or “decreased” or with 
  a + or – symbol. If a mod has a simple entry for 
  the property rating (it does not list an increase or 
  decrease, or a + or –), the new rating replaces 
  weapon or armors standard rating.
  To install a ballistic or melee weapon mod, you’ll 
  need the relevant perk, access to a workbench or 
  similar set up, and some time to apply the mod. 
  To install an energy weapon mod, you’ll need a 
  Science skill of at least 1, at least a rank of 1 in 
  the weapon category the item belongs to, access 
  to a workbench or similar set up, and some time to 
  apply the mod.
  To modify armor, you need an armor workbench 
  and in the case of robot armor, a robot 
  workbench.
  Workbenches can be found in most settlements 
  around the wasteland, but you may need to 
  negotiate its use with its owner (like paying them!) 
  or providing a service for them.
  Applying a mod takes at least an hour of work, 
  providing you know what you’re doing. Your 
  gamemaster could rule that your skill and facilities 
  make the mod harder to complete, and therefore 
  take more time.
  You cannot stack mods of the same type on a 
  single weapon or armor piece. For example, if 
  your gun already has a barrel mod and you wish 
  to add a new barrel mod, you must remove the first 
  barrel mod before replacing it with the new one.
  CANCELING OUT QUALITIES
  Some qualities may directly contradict each other 
  once mods are applied to a weapon.
  If you install a mod with either the accurate or 
  inaccurate quality, and add its opposite quality 
  using a mod, they cancel each other out and the 
  weapon has neither the accurate nor inaccurate 
  quality.
  Qualities can’t be added if they already apply—
  so if your weapon already had the Accurate 
  quality, and it gains it again from a mod, it doesn’t 
  become any more accurate. However, if a weapon 
  is Inaccurate, and you apply two mods that both 
  add the Accurate quality, the weapon becomes 
  Accurate.
  Working Together
  When modifying or crafting weapons and armor, 
  you can work together with other characters to 
  do so. This means that if you dont posess all the 
  relevant perks to mod something, and another 
  character has the perk you are missing, you can 
  work together to create the item. 
  
  Fallout 2d20 Beta - Equipment 52
  Barrel Mods
  Grip Mods
  Magazine Mods
  Muzzle Mods
  Mod
  Damage 
  Rating
  Damage 
  Effects Added
  Fire 
  Rate
  Qualities Added
  Req. Rank
  Stub barrel
  -
  -
  -
  Close Quarters, Inaccurate
  Gun Nut 1
  Short barrel
  -
  -
  -
  -
  None
  Long barrel
  -
  -
  -
  Increases the Range by 1
  Gun Nut 1
  Ported barrel
  -
  -
  -
  Accurate
  Gun Nut 2
  Vented barrel
  -
  -
  -
  Reliable
  Gun Nut 2
  Mod
  Damage 
  Rating
  Damage 
  Effects Added
  Fire 
  Rate
  Qualities Added
   Req. 
  Rank
  Comfort grip
  -
  -
  -
  Accurate
  Gun Nut 1
  Sharpshooter’s 
  grip
  +1
  -
  -1
  -
  Gun Nut 2
  Short stock
  -
  -
  -
  Close Quarters
  Gun Nut 1
  Full stock
  -
  -
  -
  Range: Medium, Two handed
  Gun Nut 1
  Marksman’s 
  stock
  -
  Piercing
  -
  Range: Medium, Two handed
  Gun Nut 2
  Recoil 
  Compensating 
  Stock
  -
  -
  -
  Accurate, Two handed
  Gun Nut 2
  Mod
  Damage 
  Rating
  Damage 
  Effects Added
  Fire 
  Rate
  Qualities Added
  Req. 
  Rank
  Large 
  Magazine
  +2
  -
  +2
  -
  Gun Nut 3
  Drum 
  Magazine
  -
  Area
  +1
  -
  Gun Nut 2
  Mod
  Damage 
  Rating
  Damage 
  Effects Added
  Fire 
  Rate
  Qualities Added
  Req. 
  Rank
  Bayonet
  3
  -
  -
  Make melee attacks without 
  changing weapons. Piercing
  None
  Compensator
  -
  -
  -
  Reliable
  Gun Nut 1
  Muzzle break
  -1
  -
  -
  Accurate, Reliable
  Gun Nut 1
  Suppressor
  -
  -
  -
  Range reduced by 1, Suppressed
  Gun Nut 2
  
  53 Equipment - Fallout 2d20 Beta
  Reciever Mods
  Mod
  Damage 
  Rating
  Damage 
  Effects Added
  Fire 
  Rate
  Qualities Added
  Req. 
  Rank
  Light frame 
  receiver
  -1
  -
  -
  Reliable, Weight halved
  Gun Nut 1
  Heavy frame 
  receiver
  +1
  -
  -
  Weight doubled
  Gun Nut 1
  Calibrated 
  receiver
  -
  Crippling
  -
  -
  Gun Nut 2
  Hardened 
  receiver
  -
  Vicious
  -
  -
  Gun Nut 2
  Automatic 
  receiver
  -
  Area
  +1
  -
  Gun Nut 1
  Armor piercing 
  automatic 
  receiver
  -1
  Area, Piercing
  +2
  -
  Gun Nut 3
  Hair trigger 
  receiver
  -
  -
  +2
  -
  Gun Nut 2
  Powerful 
  receiver
  +1
  Vicious
  -
  -
  Gun Nut 1
  Hardened 
  automatic 
  receiver
  -
  Area, Vicious
  +1
  -
  Gun Nut 1
  Rapid 
  automatic 
  receiver
  +1
  Area
  +2
  -
  Gun Nut 2
  Calibrated 
  powerful 
  receiver
  +1
  Crippling, 
  Vicious
  -
  -
  Gun Nut 3
  Hardened 
  piercing 
  receiver
  -
  Vicious, Piercing
  -
  -
  Gun Nut 2
  Advanced 
  receiver
  +2
  -
  -1
  -
  Gun Nut 2
  Powerful 
  automatic 
  receiver
  +1
  Area, Vicious
  +2
  -
  Gun Nut 3
  Tuned receiver
  -
  -1
   Reliable
  Gun Nut 2
  .45 receiver
  5
  -
  -
  Ammo Type becomes .45
  Gun Nut 2
  .38 receiver
  3
  -
  -
  Ammo Type becomes .38
  Gun Nut 2
  .308 receiver 
  5
  -
  -
  Ammo Type becomes .308
  Gun Nut 2
  .50 receiver
  6
  -
  -
  Ammo Type becomes .50
  Gun Nut 2
  
  Fallout 2d20 Beta - Equipment 54
  Sight Mods
  ENERGY WEAPONS
  Weapon mods can be applied to all energy 
  weapons using the following slots. Energy weapon 
  mods are different from ballistic mods and cannot 
  be applied to any other weapon types.
  Grip Mods
  Mod
  Damage 
  Rating
  Damage 
  Effects Added
  Fire 
  Rate
  Qualities Added
  Req. 
  Rank
  Glow Sights
  -
  -
  -
  Accurate
  Gun Nut 1
  Reflex Sight
  -
  -
  -
  Accurate, Changes Range to 
  Close
  Gun Nut 2
  Short Scope
  -
  Piercing
  -
  Changes Range to Medium
  Gun Nut 2
  Medium Scope
  -
  Piercing
  -
  Changes Range to Long
  Gun Nut 2
  Long Scope
  -
  Piercing
  -
  Changes Range to Extreme
  Gun Nut 3
  Short night 
  vision scope
  -
  Piercing
  -
  Night Vision, Changes Range to 
  Medium
  Gun Nut 3
  Medium night 
  vision scope
  -
  Piercing
  -
  Night Vision, Changes Range to 
  Long
  Gun Nut 3
  Long night 
  vision scope
  -
  Piercing
  -
  Night Vision, Changes Range to 
  Extreme
  Gun Nut 3
  Recon Scope
  -
  Piercing
  -
  Accurate, Reliable
  Gun Nut 3
  Mod
  Damage 
  Rating
  Damage 
  Effects Added
  Fire 
  Rate
  Qualities Added
  Req. Rank
  Comfort grip
  -
  -
  -
  Accurate
  None
  Sharpshooter’s 
  grip
  +1
  -
  -1
  -
  Science! 1
  Short stock
  -
  -
  -
  Close Quarters, reduces Range 
  by 1
  None
  Full stock
  -
  -
  -
  Accurate, Two handed
  Science! 1
  Marksman’s 
  stock
  -
  Piercing
  -
  Increases Range by 1, Two 
  handed
  Science! 2
  Recoil 
  Compensating 
  Stock
  -
  -
  -
  Accurate, Two handed
  Science! 2
  
  55 Equipment - Fallout 2d20 Beta
  Capacitor Mods
  Barrel Mods
  Mod
  Damage 
  Rating
  Damage 
  Effects 
  Added
  Fire 
  Rate
  Qualities Added
  Req. Rank
  Photon exciter
  -
  Vicious
  -
  Accurate
  None
  Beta wave 
  tuner
  -
  Persistent
  -
  -
  None
  Boosted 
  capacitor
  +2
  -
  +1
  -
  None
  Photon agitator
  -
  Vicious
  -1
  Accurate
  Science! 2
  Gamma wave 
  emitter
  +1
  Persistent
  -2
  -
  Science! 2
  Maximized 
  capacitor
  +1
  Vicious
  -
  Science! 2
  Boosted photon 
  agitator
  +2
  Vicious
  -
  Accurate
  Science! 3
  Boosted 
  gamma wave 
  emitter
  +2
  Persistent
  -
  Science! 3
  Overcharged 
  capacitor
  +3
  -
  +1
  Unreliable
  Science! 3
  Mod
  Damage 
  Rating
  Damage 
  Effects 
  Added
  Fire 
  Rate
  Qualities Added
  Req. Rank
  Short barrel
  -
  -
  -
  -
  None
  Long barrel
  -
  -
  -
  Range increased by 1
  None
  Automatic 
  barrel
  -
  Area
  +2
  -
  Science! 1
  Sniper barrel
  -
  -
  +1
  Range increased by 1
  Science! 1
  Improved short 
  barrel
  +1
  -
  -
  -
  Science! 1
  Improved long 
  barrel
  +1
  -
  -
  Range increased by 1
  Science! 2
  Improved 
  automatic 
  barrel
  +1
  Area
  +2
  Science! 3
  Improved 
  sniper barrel
  +1
  -
  +2
  Range increased by 1
  Science! 3
  
  Fallout 2d20 Beta - Equipment 56
  Muzzle Mods
  Sight Mods
  MELEE WEAPONS
  Blade
  Mod
  Damage 
  Rating
  Damage 
  Effects 
  Added
  Fire 
  Rate
  Qualities Added
  Req. Rank
  Beam splitter
  +1
  -
  +1
  Inaccurate, Range reduced by 1
  Science! 1
  Beam focuser
  -
  -
  -
  Accurate
  Science! 1
  Gyro 
  compensating 
  lens
  -
  -
  -
  Accurate, Reliable
  Science! 1
  Improved beam 
  splitter
  +2
  -
  Fire Rate increased by 2, 
  Inaccurate, Range reduced by 1
  Mod
  Damage 
  Rating
  Damage 
  Effects 
  Added
  Fire 
  Rate
  Qualities Added
  Req. Rank
  Glow Sights
  -
  -
  -
  Accurate
  Science! 1
  Reflex Sight
  -
  -
  -
  Accurate, Changes Range to Close
  Science! 1
  Short Scope
  -
  Piercing
  -
  Changes Range to Medium
  None
  Medium Scope
  -
  Piercing
  -
  Changes Range to Long
  Science! 2
  Long Scope
  -
  Piercing
  -
  Changes Range to Extreme
  Science! 2
  Short night 
  vision scope
  -
  Piercing
  -
  Night Vision, Changes Range to 
  Medium
  Science! 3
  Medium night 
  vision scope
  -
  Piercing
  -
  Night Vision, Changes Range to 
  Long
  Science! 3
  Long night 
  vision scope
  -
  Piercing
  -
  Night Vision, Changes Range to 
  Extreme
  Science! 3
  Recon Scope
  -
  Piercing
  Accurate, Reliable
  Mod
  Damage 
  Rating
  Damage 
  Effects 
  Added
  Qualities Added
  Req. Rank
  Barbed wire
  +1
  -
  -
  None
  Nails
  -
  Piercing
  -
  None
  Razors
  -
  Persistent
  -
  None
  Chains
  -
  Breaking
  -
  Blacksmith 1
  Saw blades
  +2
  -
  Two handed
  Blacksmith 1
  Serrated
  -
  Vicious
  -
  
  57 Equipment - Fallout 2d20 Beta
  REPAIRING AND CRAFTING
  It’s been necessary for the survivors of the 
  Great War to scavenge and repurpose pre-
  war technology and materials in order to build 
  settlements, protect themselves, and provide basic 
  amenities.
  While you are out in the wasteland, most of 
  your time will be spent scavenging the ruins of 
  the Commonwealth of America. From these junk 
  materials, you can craft new items to survive and 
  thrive in the post-nuclear world.
  REPAIRING AN ITEM
  During your adventuring out in the wasteland, 
  your equipment may become damaged or broken. 
  If you generate any complications while using 
  your equipment in a test, the gamemaster may tell 
  you it means that a slot of your piece of equipment 
  is broken. For example, if you rolled a 20 on one 
  of your d20s during a test to shoot someone with 
  your 10mm pistol, the gamemaster could say that 
  its standard receiver has broken and jammed.
  To repair guns, melee weapons, and armor you’ll 
  need to attempt an INT + Repair test for. To 
  repair energy weapons, computers, and other 
  gadgets you’ll need to attempt an INT + Science 
  test. Repairing an item is usually a difficulty 0 test 
  with the right tools, a workbench, and the right 
  part—you pass automatically provided you have 
  the time to make the repairs, and don’t need to 
  roll for the test. Without the proper facilities, like 
  a workbench, tools, or the right part, the difficulty 
  will increase.
  If you don’t have access to a workbench to make 
  the repairs, the difficulty increases by 1. If you 
  don’t have the right tools, the difficulty increases 
  by 1, and if you don’t have the part the difficulty 
  also increases by 1. These conditions also stack, 
  for example, if you don’t have the right part or a 
  workbench the difficulty is increased by 2. If you 
  attempt the repair and fail, you can’t try again 
  until you’ve improved the circumstances, like 
  finding a workbench, tools, or the right part.
  Alternatively, you could hire someone to repair the 
  item but their cost will include parts and labor.
  CRAFTING SKILLS
  Whenever you want to craft something—make 
  something out of junk—you need access to a 
  workbench or similar set up, and some free time 
  in order to craft the item. Depending on the item, 
  you’ll need a Repair or Science skill of at least 1. 
  Crafting takes at least an hour of work, providing 
  you know what you’re doing. Your gamemaster 
  could rule that your skill and facilities make the 
  item harder to make, but you don’t need to make a 
  test to craft and item, it just takes more time.
  WEAPON SLOT RECIPES
  With the following recipes, you can make weapon 
  parts and mods. Once you have crafted all the 
  slots required, you can combine these slots to 
  create a weapon.
  Item
  Skill 
  Requirement
  Components
  Standard 
  receiver
  Repair 1
  Gears, oil, 
  screws, spring
  Standard 
  grip
  Repair 1
  Steel, screws
  Short barrel
  Repair 1
  Adhesive, screws, 
  steel
  Standard 
  magazine
  Repair 1
  Spring, steel
  Standard 
  sights
  Repair 1
  Adhesive, steel
  Standard 
  stock
  Repair 1
  Screws, 
  adhesive, plastic
  Standard 
  capacitor
  Science 1
  Screws, plastic, 
  circuitry, steel
  WEAPON RECIPES
  Item
  Skill 
  Requirement
  Components
  Laser gun
  Science 
  1, Energy 
  Weapons 1
  Capacitor, 
  barrel, grip, 
  sights, muzzle 
  (optional)
  Junk Jet
  Repair 2, Big 
  Guns 1
  Short barrel, 
  stock, sights
  
  Fallout 2d20 Beta - Equipment 58
  MATERIALS
  In order to craft an item, you need the base 
  components that will make up that item. You’ll 
  need one of each base component in order to 
  craft your desired item. All scrap items weight 0.1 
  lbs and have a rarity attached to them reflecting 
  their abundance or rarity in the wasteland and an 
  example of where you might find the material 
  Component
  Caps
  Rarity
  Acid
  2
  Rare
  Adhesive
  8
  Uncommon
  Aluminium
  3
  Uncommon
  Antiseptic
  3
  Rare
  Asbestos
  6
  Rare
  Ballistic fiber
  5
  Rare
  Bone
  1
  Common
  Ceramic
  1
  Common
  Circuitry
  5
  Rare
  Cloth
  1
  Common
  Concrete
  1
  Common
  Copper
  4
  Uncommon
  Cork
  1
  Uncommon
  Crystal
  4
  Rare
  Fertilizer
  1
  Uncommon
  Fiber-optics
  6
  Uncommon
  Fiberglass
  5
  Uncommon
  Gear
  3
  Uncommon
  Glass
  2
  Uncommon
  Gold
  9
  Rare
  Lead
  1
  Uncommon
  Leather
  2
  Common
  Nuclear 
  Mateial
  10
  Rare
  Oil
  4
  Uncommon
  Plastic
  1
  Common
  Rubber
  2
  Common
  Screws
  2
  Uncommon
  Silver
  6
  Uncommon
  Spring
  3
  Uncommon
  Steel
  1
  Common
  Wood
  1
  Common
  JUNK JET
  The junk jet is a jury-riggers dream 
  weapon—a launcher that doesn’t need 
  ammo, you can just pick up any old junk of 
  the floor, stick it into the hopper, and blast 
  your enemies with bits of the wasteland!
  The junk jet is classed as a Big Gun but 
  does not use conventional ammo. When 
  you make an attack, you must discard one 
  piece of junk you have in your inventory—
  it has been fired at the enemy. For each 
  piece of junk launched in this way, roll 1
  . If the result is an effect, you can salvage 
  the piece of junk.
  Damage 
  Type
  Damage 
  Rating
  Damage 
  Effects
  Ammo 
  Type
  Physical
  4
  -
  Special
  Range
  Fire 
  Rate
  Qualities
  Caps 
  Cost
  Medium
  1
  Inaccurate, 
  Two Handed
  Special
  
  59 Equipment - Fallout 2d20 Beta
  ROBOT ARMOR
  Armor for robots works differently to armor for 
  humanoid characters. Although it is avalible to buy 
  from some vendors in the wasteland, it is rare to 
  come across. This means that in most cases, you 
  must modify your armor in order to upgrade it. 
  Mr. Handy characters begin play with the factory 
  armor listed for their Mr. Handy type in the 
  Factory Armor table. If you wish to upgrade 
  your Mr. Handy characters armor, it is treated 
  like crafting and modifying an item unless your 
  gamemaster allows you to purchase it. You must 
  collect the materials listed, have access to a robot 
  work bench and meet any requirements before 
  making your test to modify your armor. Armor can 
  only be stacked ontop of factory plate, two armor 
  types cannot be stacked on top of eachother.  
  Your gamemaster may decide that you can 
  purchase these upgrades instead from NPC 
  vendors or merchants, and can use the caps cost 
  included as a baseline for these prices.
  TYPES OF PLATING AND ARMOR
  Robots have a number of differnt types of armor to 
  choose from, based on the ammount of resistance 
  to physical and energy damage, as well as 
  features which inflict more damage on attackers or 
  even aid in increasing their carry weight.
  Factory Plating
  This what all standard Mr. Handy types are made 
  with when they leaves the factory. Mr. Handy, Miss 
  Nanny and other domestic robots are resistant to 
  Physical damage, while military robots, such as Mr. 
  Gutsys are resistant to Energy damage. 
  Primal Armor
  This armor is thicker and heavier than the 
  standard factory armor, and provides better 
  resistance to Physical damage. It does however 
  reduce the carry weight due to its heft. 
  Warmonger Armor
  Warmonger armor is tough and often rough 
  and jagged at the edges, providing good 
  physical resistance and an extra punch to a 
  robots attacks. 
  Actuated
  Actuated armor can sometimes increase a robots 
  carry weight. This armor also offers resistance to 
  both physical and energy damage.
  Noxious
  This armor has pockets of poisionous gas.It offers 
  good physical resistance so you can get close to 
  your enemies before inflicting posion upon them.
  Hydraulic Armor
  Hydraulic armor combines heavy armor with 
  good engineering, allowing excelent resistance to 
  physical and energy damage as well as increasing 
  the carry weight of a robot. Its more difficult to 
  make, requiring an expert hand or two.
  Voltaic
  This armor is rugged. It discharges an electrical 
  current across the armors surface and while it 
  causes no damage to the robot itself, enemies in 
  melee can often suffer nastly wounds.
  Storage Armor
  Storage armor is usually a variant of another kind 
  of armor which has been outfitted with storage 
  compartments to aid in the carrying of all the 
  equipment a robot wastelander might need. 
  ARMOR LOCATIONS
  Robots have hit locations just like humanoid 
  characters. See the Robot Hit Location table for 
  the conversion of humanoid hit locations to the 
  robot equlaivant. Robot armor is listed for use in 
  each location. Not all armor types offer armor for 
  all hit locations, and all 3 eyes are treated as a 
  single location. You assign which of your arms are 
  arm 1, 2 and 3 at character creation.
  Robot Hit Location Table
  Human Hit Location
  Robot Hit Location 
  Head
  Eyes
  Chest
  Torso
  Left Leg
  Thruster
  Right Leg
  Arm 1
  Left Arm
  Arm 2
  Right Arm
  Arm 3
  
  Fallout 2d20 Beta - Equipment 60
  ARMOR AND PLATING
  Armor 
  Type
  Resistance
  Damage 
  Effects
  Special
  Caps Cost
  Recipes
  Perk 
  Req.
  Mr. Handy 
  Factory Plate
  1 Physical
  -
  -
  -
  -
  -
  Mr. Gutsy 
  Factory Plate
  1 Energy
  -
  -
  -
  -
  -
  Primal Armor
  +1 Physical 
  (Eyes, Arms, 
  Torso, Thruster)
  -
  -10lbs carry 
  weight  
  (torso only)
  40 (Torso/
  Thruster) 
  15 (Arm, Eyes)
  Copper x4 
  Screw x2 
  Steel x6
  -
  Warmonger 
  Armor
  +2 Physical 
  -
  +1
   to melee 
  attacks 
  (Torso/arms 
  only)
  80 (Torso/
  Thruster) 
  45 (Arm/Eyes)
  Adhesive x4 
  Aluminum x5 
  Copper x2 
  Screw x2
  Armorer 3
  Actuated 
  Armor
  +1 Physical 
  +1 Energy 
  (Eyes, Arms 
  Torso, Thruster)
  -
  +10lbs carry 
  weight 
  (Torso/Thruster 
  only)
  40 (Eyes) 
  35 (Arms) 
  60 (Torso/ 
  Thruster)
  Adhesive x1 
  Ceramicx2 
  Rubber x2 
  Steelx2
  Armorer 3
  Noxious  
  Armor 
  (Torso only)
  +1 physical
  Melee 
  attacks 
  gain the 
  Poison 
  damage 
  effect
  -10lbs carry 
  weight
  60 (Torso)
  Copper x2 
  Rubber x2 
  Screw x1 
  Steel x2
  Armorer 2
  Hydraulic 
  Armor
  +2 Physical 
  +2 Energy 
  Eyes, Arms, 
  Torso Thruster)
  -
  +10lbs carry 
  weight 
  (Torso only)
  25(Eyes) 
  45 (Arms) 
  80 (Torso/ 
  Thrusters)
  Adhesive x4 
  Ceramic x8 
  Rubber x8 
  Steel x8
  Armorer 3 
  Robotics 
  Expert 1
  Voltaic 
  Armor
  +2 Physical 
  +2 Energy 
  Arms, Torso 
  Thruster
  -
  Attacks with the 
  Energy damage 
  effect increase 
  by 1
   (Torso/
  Arms) 
   
  +20lbs carry 
  weight 
  (Thrusters)
  40 (Arms/
  Torso) 
   
  90 (Thruster)
  Adhesive x2 
  Ceramic x4 
  Rubber x4 
  Steel x4 
  (per peice)
  Armorer 4 
  Robotics 
  Expert 1 
  Science! 1
  Storage 
  Armor (Torso 
  only) 
  -
  -
  +20lbs carry 
  weight
  25
  Adhesive x2 
  Ceramic x2 
  Cloth x3 
  Ruber x3 
  Steel x4
  Armorer 1
  Storage  
  Primal Armor  
  (Torso only)
  +1 Physical 
  -
  +20lbs carry 
  weight
  50
  Cloth x3 
  Copper x4 
  Screw x2 
  Steel x6
  Armorer 1
  Storage 
  Warmonger 
  Armor 
  (Torso only)
  +2 Physical 
  -
  +1
   to melee 
  attacks 
  (Torso)
  90
  Adhesive x4 
  Aluminum x5 
  Copper x2 
  Screw x2
  Armorer 4
  
  61 Equipment - Fallout 2d20 Beta
  WEAPON MOUNTS
  Weapon mounts can be used to attach weapons 
  that you would ordinarily be unable to use, such 
  as energy weapons other than your in-built flamer 
  or laser emitter, or 10mm pistol. Each mount 
  can be placed on one of your arms, replacing 
  whatever attachment you previously had. 
  MODULES
  Modules are installable programs or hardware 
  that you can use to give your Mr. Handy character 
  an extra edge over their opponents. You can only 
  ever have two modules installed at any one time.
  Mount Type
  Special
  Caps 
  cost
  Recipe
  Req. Rank
  Big Gun Mount
  Allows you to mount guns 
  from the Big Guns catagory
  40
  Adhesive x8 
  Gears x16 
  Oil x8 
  Screw x10 
  Spring x10 
  Steel x13
  Robotics Expert 1 
  Gun Nut 1
  Energy Weapon 
  Mount
  Allows you to mount guns 
  from the Energy Weapons 
  catagory
  40
  Adhesive x6 
  Alumunum x8 
  Circuitry x8 
  Crystal x6 
  Gold x2 
  Nuclear material x1 
  Screw x4
  Robotics Expert 1 
  Gun Nut 1
  Module
  Special
  Caps 
  cost
  Recipe
  Req. Rank
  Hacking
  Gain 1 additional d20 when making 
  hacking tests
  50
  Adhesive x4 
  Aluminum x2 
  Ceramic x1 
  Circuitry x4 
  Rubber x3
  Robotics Expert 1
  Lockpick
  Gain 1 additional d20 when making 
  lockpick tests
  50
  Adhesive x4 
  Aluminum x2 
  Ceramic x1 
  Circuitry x2 
  Rubber x3
  Robotics Expert 1
  Sensor Array
  Gain 1 additional d20 when making PER 
  tests to spot areas if high radiation
  70
  Adhesive x2 
  Aluminum x2 
  Circuitry x4 
  Rubber x2
  Robotics Expert 2
  Recon
  Gain 1 additional d20 to tests to recall 
  the route, layout or points of interest of 
  areas you have been to before
  70
  Adhesive x4 
  Aluminum x2 
  Circuitry x4 
  Fibre Optics x1 
  Rubber x3
  Robotics Expert 2
  
  Fallout 2d20 Beta - Equipment 62
  Module
  Special
  Caps 
  cost
  Recipe
  Req. Rank
  Rad Coils
  Melee attacks gain the radiation damage 
  effect
  80
  Adhesive x4 
  Aluminum x2 
  Circuitry x2  
  Nuclear 
  Material x4 
  Rubber x3
  Robotics Expert 2 
  Science! 1
  Tesla Coils
  Melee attacks gain the Energy damage 
  effect
  80
  Adhesive x4 
  Aluminum x2 
  Ceramic x1 
  Circuitry x1 
  Copper x4
  Robotics Expert 2 
  Science! 1
  Resistance 
  Field
  You may spend 2 AP to activate the 
  resistance field. Untill the start of your 
  next turn, you and anyone within reach 
  of you gains +1 resistance to Energy 
  damage.
  100
  Adhesive x4 
  Circuitry x4 
  Crystal x2 
  Rubber x3
  Robotics Expert 3 
  Science! 2
  Regeneration 
  Field
  You may spend 2 AP to activate the 
  regeneration field. Untill the start of your 
  next turn, you and anyone within reach 
  of you who has not yet taken a turn this 
  round gains +2 HP.
  100
  Adhesive x4 
  Circuitry x5 
  Crystal x3 
  Rubber x3
  Robotics Expert 3 
  Science! 2
  
  63 Creatures and NPCs - Fallout 2d20 Beta
  CHAPTER 5
  CREATURES AND NPCS
  This chapter has all the rules for using non-player charactes. Make sure you know how to use these deadly 
  creatures and helpful (or dangerous) non-player characters to bring the Wasteland to life!
  TYPES OF NPCS
  A non-player character (abbreviated to NPC) is 
  controlled and portrayed by you, the gamemaster. 
  You decide their motivations, actions, and 
  characteristics. There are two categories of NPC: 
  creatures and characters.
  A creature is a simpler kind of NPC you 
  control, that represent the mutants animals, 
  feral humanoids and deadly predators of the 
  wasteland. Everything from rats and radroaches, 
  to deathclaws and feral ghouls are creatures.
  Creatures use a simplified set of statistics, as they 
  are primarily hostile, and play a less-important 
  role in the overall quests that you undertake.
  Character NPCs use the full set of attributes and 
  derived statistics, and are comparable to player 
  characters in their aptitude and importance in your 
  game.
  CREATURES
  Creatures use the following statistics.
  Level and Type
  Each creature has rank, indicative of their 
  challenge. Ranks range from 4-12. Creatures are 
  also classed into types, depending on their rarity 
  and the danger they pose: normal, brute, and 
  legendary. Their type effects their initiative and XP 
  reward. 
  A creature’s rank is also used as their primary 
  attribute and is added to a test, just like 
  S.P.E.C.I.A.L. attributes, to make the target number.
  Creatures cannot spend or use Luck.
  Abilities
  A creature’s 4 abilities define the other part of 
  their target number for a test, like skills for player 
  characters, and describe:
  • Melee: Used to make all unarmed and melee 
  attacks.
  • Guns: Used to attack with firearms, including 
  energy weapons, explosives, and thrown 
  weapons, if any.
  • Perception: Used to search and perceive 
  their surroundings, as well as any other related 
  tests like lockpicking or disarming traps. It also 
  describes the difficulty of tests to avoid the 
  creature’s senses.
  • Defense: The difficulty of melee attacks 
  against the creature.
  • Initiative: The base value used to determine 
  when they act in combat. You calculate a 
  creature’s initiative by adding its rank to its 
  base initiaitve value. 
  
  Fallout 2d20 Beta - Creatures and NPCs 64
  Health Points
  A creature’s health points are based on its rank, 
  modified for the type of creature it is.
  • Normal: Health points equal to double its rank.
  • Brute: Health points 3 times its rank.
  • Legendary: Health points 4 times its rank.
  Damage Resistances
  Each creature has an innate damage resistance, 
  regardless of the armor it wears. Just like player 
  characters, a creature’s damage resistances 
  absorb damage before it’s health points are 
  reduced.
  • Physical: Protects from physical damage, like 
  bullets, explosions, blunt force, blades, and fists.
  • Energy: Protects from laser and plasma-based 
  weapons.
  • Radiation: Protects the creature from 
  exposure to RADs.
  • Poison: Protects the creature from any toxins.
  Attacks
  A creature’s attacks describe its method of 
  assaulting foes. Each attack lists the test’s target 
  number, damage, effects, and qualities. You don’t 
  need to track ammunition for ranged attacks.
  Inventory
  Any equipment the creature needs to complete its 
  actions will be listed in its inventory.
  Initiative Base Values
  All creatures have a base initiative value based 
  on their type, Normal, Brute or Legendary, that is 
  added to their rank to calculate their initiative in 
  combat. 
  • Normal creatures: 5
  • Brute creatures: 7
  • Legendary creatures: 9
  USING GROUPS OF CREATURES
  Creatures can act in groups if you find it 
  easier to manage at the tabletop. A group 
  consists of up to five identical creatures 
  taking a single combined turn during a 
  conflict or attempting a single test together. 
  When a group attempts a test, a single 
  NPC within the group attempts the test. 
  Each other NPC in the group then assists 
  that test (see Chapter 1: Core Rules, p.4). 
  The dice gained as part of operating as 
  a group, as a form of assistance, do not 
  count towards the normal limits on buying 
  bonus d20s with Action Points.
  Combat in Groups
  • Making an Attack: When you attack 
  with a group, inflicts +1
   damage for 
  each NPC in the group beyond the first.
  • Being Targeted: When they are 
  attacked, NPCs within the group are 
  targeted and take damage and injuries 
  separately.
  • Defeat: When a creature in the group 
  has been reduced to 0 health, they are 
  killed (or defeated appropriately), but 
  any remaining damage from the attack 
  is lost—not carried over to any other 
  creatures in the group.
  
  65 Creatures and NPCs - Fallout 2d20 Beta
  CHARACTER NPCS
  Character NPCs are the GM’s equivalent of a 
  player character. A lot more thought and creativity 
  is put into a character NPC, each with their own 
  names, backgrounds, and attributes comparable 
  to the player characters at the table.
  They have S.P.E.C.I.A.L. attributes, skills, and 
  all other derived statistics the same as a player 
  character, as well as any special abilities (like 
  perks) that affect their tests and actions.
  There are two types of character NPC: notable, 
  and major. Notable character NPCs are a cut 
  above the soldiers and scavengers around the 
  wasteland and are normally local personalities or 
  lieutenants for a leadership figure. Major NPCs 
  have strong wills and personality, as well as the 
  skills and aptitude to back it up—they are leaders, 
  or renowned in the wasteland in some way.
  Level and Type
  Character NPCs each have a rank, which is the 
  equlivaent of a player characters level. They also 
  have a type just like creature NPCs that is used to 
  calculate their XP reward.
  S.P.E.C.I.A.L. Attributes
  Character NPCs have S.P.E.C.I.A.L. attributes 
  ranging from 4 to 10, totaling 40. Major NPCs 
  have S.P.E.C.I.A.L. attributes ranging from 4-10, 
  totaling 54.
  Skills
  Character NPCs have a number of points to 
  increase their skill rank equal to 15 + their rank.
  Derived Statistics
  You calculate derived statistics just like player 
  characters, taking into account any special abilities 
  the NPC has that may affect their statistics.
  Attacks
  An NPC’s attacks describe the way they defend 
  themselves. Each attack lists the test’s target 
  number, damage, effects, and qualities. You don’t 
  need to track ammunition for NPC’s ranged attacks.
  Special Abilities
  NPC stats will list any special abilities that affect 
  their actions. These can be derived from traits or 
  perks, like those a player character has.
  Inventory
  Finally, any equipment they possess will be listed 
  in their inventory. If the character NPC has a 
  weapon, you do not need to track ammo for them. 
  Complications can determine them to have run out, 
  and ammo left to loot can be deicded using the 
  instructions in the Loot sidebar, p.66
  NPC SPECIAL ABILITIES 
  NPC special abilities can be chosen from the perks 
  in Chapter 3: Characters or created using the list 
  below. When a special ability calls for a “specific 
  test” or “acting in a certain way”, it is asking for a 
  limiting factor to the rule.
  • Proficient: When using a specific S.P.E.C.I.A.L 
  attribute or skill, in a certain way, their first 
  extra d20 is free.
  • Threatening: When using a specific attribute 
  or skill, or acting in a certain way, and buying 
  additional d20s, you may reroll a single d20. 
  • Guiding: Whenever they assist an ally in a 
  certain way, you may re-roll your d20. 
  • Substitute: Whenever you perform a specific 
  test, you may use a different S.P.E.C.I.A.L 
  attribute or skill instead of the one required.
  • Familiar: Whenever they attempt a specific 
  test, you may reduce the difficulty by 1.
  • Additional Threat Option: You can gain a 
  specific or unique benefit by spending 1 or 
  more AP.
  EXPERIENCE POINT REWARDS
  When you kill an NPC you are awarded if you 
  took part in the combat and made at least one 
  successful attack.Each player character recieves 
  XP equal to that listed in the stat block. XP is not 
  divided between the players, each player recieves 
  the full ammount listed. 
  
  Fallout 2d20 Beta - Creatures and NPCs 66
  The XP you recieve from a creature or character 
  NPC depends on their type. 
  • Normal-type NPCs show the baseline for XP 
  of that creature, it is the minimum ammount you 
  can recieve. 
  • Brute type NPCs have double the XP of their 
  normal counterparts
  • Ledgendary-type NPCs have three times the 
  XP of their Normal counterparts. 
  For Example: If a normal-type dealthclaw 
  has an XP reward of 35XP then a brute-type 
  deathclaw will have double this, so has a 
  reward of 70XP. A ledgendary-type deathclaw 
  has three times the XP reward of a normal-type, 
  so has a reward of 105XP. 
  Player Commanded NPCs
  If you have allied NPCs in a player character 
  party, such as from the Dogmeat perk, you can 
  command them during combat. NPCs under a 
  player characters command only have a limited 
  number of actions and they follow a few basic 
  rules.
  • They do not receive their own initative, instead 
  they act as part of your turn. 
  • They will automatically perform any minor 
  actions needed to keep up with the player 
  character in command of them or to follow 
  an order already issued. Action Points do not 
  need to be spent for the NPC to perform these 
  minor actions.
  • To take a Major action, the commanding 
  player character must expend one of their own 
  major actions to command the NPC. You can 
  spend AP for the Take Additional Major Action 
  spend and use this to command an NPC, or to 
  command them a second time on your turn. 
  LOOT
  When creatures and NPCs die, their 
  killers often take their belongings for 
  themselves—whether that’s raiders or the 
  player characters themselves. Anything 
  in your dead NPC’s inventory is up for 
  grabs, but they may also have a few extras 
  depending on their equipment.
  Ammo and Caps
  If they were using any ranged weapons, 
  roll 2d20 and add the total result in the 
  ammunition type they were using into their 
  inventory. If you like, you can add 1-5d20 
  worth of caps, depending on the wealth of 
  the NPC.
  Chems
  If the NPC didn’t use their chem dose, it is 
  still in their inventory.
  Junk
  Depending on the NPC, they could have 
  some scavenged junk in their inventory, at 
  your discretion.
  
  67 Campaign - Fallout 2d20 Beta
  CHAPTER 6
  PARZIVAL AND THE 
  WASTELAND KNIGHTS
  Parzival and the Wasteland Knights is a three-part campaign for the Fallout RPG. It was written for a 
  gamemaster and a group of 4-6 Players, though it can be adjusted to be used for larger or smaller groups, as 
  appropriate. As written, it is set within the Fallout 4 era, though gamemasters familiar with the setting and lore 
  should have no problem adjusting the contents to fit whatever era in which they wish to set the campaign.
  ADVENTURE SUMMARY
  ACT 1: MISTER PARZIVAL
  In the first part of this campaign, a group of player 
  characters get involved in a raider attack on a 
  caravan navigating the wastelands outside what 
  remains of the city of Boston. After the skirmish, 
  the player characters meet one of the survivors 
  of the attack, a garishly-painted old-generation 
  Mr. Handy robot calling itself Mister Parzival. 
  Mister Parzival reveals that he is on a quest to find 
  something called Kameloth. The player characters 
  investigate Mister Parzival’s story and his eroding 
  memory banks, and gather data through research 
  and social interactions while in Diamond City. By 
  the end of Act One , the player characters will 
  have gathered sufficient data about Kameloth 
  that they are ready to embark on Mister Parzival’s 
  quest if they so choose.
  ACT 2: THE QUEST
  In the second part of this campaign, the player 
  characters leave Diamond City and enter the 
  wasteland, using the information they gathered 
  in Act 1 to track down clues to the location and 
  contents of Mister Parzival’s Kameloth. During 
  their quest, the player characters encounter 
  a number of wasteland challenges, and cross 
  paths with Yawen, a super mutant behemoth 
  who leads a force of super mutants. Yawen, a 
  former connection of Mister Parzival, also seeks 
  Kameloth, though for entirely different reasons. 
  The player characters will have the opportunity to 
  engage Yawen in a battle of wits, and failing that, 
  a battle of arms.
  Part Three: Kameloth
  In the third and final part of this campaign, the 
  story comes to a dramatic conclusion as the player 
  characters and Mister Parzival race to get to 
  Kameloth before Yawen and his minions. The player 
  characters will endure combat challenges and 
  social challenges from various wasteland dwellers 
  and creatures. After a climatic pitched battle with 
  Yawen and his force of super mutants, the surviving 
  player characters enter Kameloth and discover the 
  secrets contained within its glittering walls.
  
  Fallout 2d20 Beta - Campaign 68
  Part One: Mister Parzival
  Synopsis
  While roaming the wasteland for supplies, the 
  player characters hear a pitched battle nearby 
  and move in to investigate. A caravan traveling 
  to Diamond City is ambushed by raiders, and the 
  player characters get involved as they see fit. 
  When picking up the pieces after the remaining 
  raiders retreat, the player characters encounter 
  an old, badly-damaged Mr. Handy robot that 
  introduces itself as Mister Parzival. The robot is 
  eccentric, but intriguing. The player characters 
  escort the remains of the caravan through the 
  wasteland and to Diamond City. Along the way, 
  Mister Parzival reveals that he is on a quest for 
  something special, and takes the player characters 
  into his confidence.
  Mister Parzival reveals that he has been following 
  clues gathered from an ancient book he refers to 
  as “Malory Morte,” which he has stored on an old 
  Pip-Boy integrated into his hardware. The Pip-Boy 
  is old and damaged, and the text contained within 
  it looks to be corrupted and in places nonsensical. 
  With effort, player characters can tease out some 
  clues from the text, which suggest a location 
  somewhere in the wasteland. Mister Parzival insists 
  the location is the legendary Kameloth and that 
  there are treasures contained within its confines.
  Over the course of Act One, the players will have 
  the opportunity to:
  • Get involved in a raider attack on a caravan, 
  and interact with any survivors, including 
  Mister Parzival
  • Escort the survivors through the wasteland to 
  the relative safety of Diamond City
  • Learn about the quest for Kameloth from Mister 
  Parzival
  • Gather additional information about Kameloth
  • Learn more about Mister Parzival and his 
  history
  Scene 1
  Open this adventure by reading or paraphrasing 
  the following text:
  Another day navigating the wasteland, 
  and another day closer to Diamond City, 
  one of the few beacons of light in the 
  devastated landscape all around you. 
  You’re looking forward to entering the 
  city and finding time and space for a 
  drink, a half-way decent meal, maybe 
  some companionship—any break from 
  staring at devastation and debris all 
  day long. Steady rainfall has been your 
  constant companion the last two days. As 
  you work your way through the blistered 
  ruins of a small town, its name long 
  lost through time and war, pattering of 
  raindrops changes in tone to the staccato 
  beats of a frenzied firefight somewhere 
  nearby. What do you do?
  The player characters have two options: avoid the 
  battle or investigate further.
  • Attempt to avoid the battle: If they want 
  to try and avoid the battle, they must make an 
  AGI + Sneak test with a difficulty of 2. The 
  terrain and heavy rain obscure the landscape 
  making it easier to move through the ruins. 
  If the group is successful,  they can carefully 
  sidestep the battle among the ruins and then 
  they’ll be able to make their way toward 
  Diamond City unmolested. Proceed to Scene 2, 
  and adjust how the player characters meet with 
  Mister Parzival (e.g., he’s slowly making his 
  way toward Diamond City alone, he’s slouched 
  down along the path toward the city, he’s 
  evading a radscorpion, etc.).
  A player character failing the tests to avoid 
  being detected will result in a raider rushing 
  out of a nearby building, seeing the group, and 
  calling out and opening fire. The players are 
  now engaged in the battle and the raiders will 
  take the first turn!
  
  69 Campaign - Fallout 2d20 Beta
  • Investigate the battle: If they want to try 
  and investigate further, they may each attempt 
  a PER + Survival test with a difficulty of 1 
  observe the battle. Success at the test means 
  the player characters find a good position 
  within the ruins and see that a caravan of 
  settlers and survivors are fighting a pitched 
  battle with a band of raiders. Depending 
  on their allegiance and desires, the player 
  characters have the option to either join in the 
  fight to aid the caravan, or sit back and watch 
  and wait it out.
  Failing this test results in the player characters 
  being detected by either the settlers or the 
  raiders at the gamemasters choice. If the 
  settlers detect the player characters first, they’ll 
  call for help. If the Raiders detect the player 
  characters first, they’ll warn them off from what 
  is ‘theirs’.
  If the player characters enter the combat without 
  being spotted, the gamemaster may want to 
  declare that the player characters have the first 
  turn when they enter the combat since they have 
  not been detected by anyone as yet.
  By the time the player characters are in position 
  to join the battle, there are as many active non-
  player characters from the caravan as there are 
  player characters, and as many raiders as there are 
  opponents (i.e., if there are four player characters, 
  there are four caravan fighters and eight raiders 
  in the combat. Use the stats for Settlers, 
  Wastelanders and Merchants for the caravan 
  group and Raiders, Raider Psychos and no more 
  than one Veteran Raider for the band of raiders 
  from p.94-96). Gamemasters who want an easier 
  challenge or a harder challenge for their group of 
  players may choose to increase or decrease the 
  number of non-player characters as needed.
  The steady downpour increases tests to attack 
  using ranged weapons by 1. This is an urban 
  battle, ranging from ruined building to ruined 
  building. The gamemaster should encourage the 
  player characters to make use of cover where 
  possible, and should make sure the non-player 
  characters do likewise.
  The caravan fighters have nothing left to lose and 
  will fight to the death. The raiders are somewhat 
  more cowardly and will retreat once they have 
  lost half their numbers. The player characters 
  are free to chase down any survivors and deal 
  with them as they see fit. If they let any of the 
  raiders go, the raiders will disappear into the 
  ruins and the wasteland and could be used as 
  part of an encounter later in this campaign, if the 
  gamemaster so desires.
  Scene 2
  After the battle, the player characters may engage 
  the caravan survivors and gather information, 
  scavenge any gear off the fallen raiders (and/or 
  the fallen caravan fighters—though this may spark 
  some outrage from any other survivors).
  The player characters also encounter an old-
  generation Mr. Handy robot, which is painted in 
  a garish blue and orange checkerboard pattern 
  superimposed by faded images of unidentifiable 
  creatures. One of its three eyes hangs limply 
  against its body and one of its three appendages 
  drags in the dirt, encrusted with debris and the 
  wear and tear of time. 
  Read or paraphrase the following:
  The Mr. Handy robot swivels its two 
  working eyes toward you as you 
  approach. From somewhere within its 
  metal casing, you hear something that 
  sounds like someone clearing their 
  throat, and then in a gravelly voice 
  it says, “Good day, fellow travellers. 
  We seem to have hit a spot of trouble 
  and woe betimes. Thank you for your 
  assistance. My name is Mister Parzival.”
  Player characters may attempt a test using INT 
  + Science with a difficulty of 3 to glean any 
  memory about the name. Success at the test 
  indicates that the name sounds familiar, though 
  hard to place—most likely from a history book or 
  an old story about knights. Failing the test means 
  that the player characters don’t note anything in 
  particular about the name, other than it being an 
  odd name for a Mr. Handy to assume.
  Examining the robot with a INT + Science or 
  
  Fallout 2d20 Beta - Campaign 70
  INT + Repair test with a difficulty of 1 reveals 
  that it was shot during the recent battle, though 
  the damage appears to be minor, at least in 
  comparison to the wear and tear Mister Parzival 
  has endured over what is likely decades of 
  service. He will graciously accept any player 
  character’s offer of assistance if there is someone 
  mechanically-inclined in the group. If a player 
  character does attempt to repair Mister Parzival’s 
  recent damage they can do so with a INT + 
  Repair with a difficulty of 1. They’ll also note 
  that there is an old-style Pip-Boy hard-wired into 
  Mister Parzival’s chassis, largely hidden from view 
  save for close inspection. Mister Parzival will 
  avoid discussing it if the player character brings it 
  up, and will rapidly attempt to change the subject.
  If asked, Mister Parzival will note that he has 
  travelled the wasteland for years, and just a week 
  ago had joined this particular caravan on their 
  journey toward Diamond City. He seems like he 
  wants to say more, but any prodding from curious 
  player characters will have him demur and mutter, 
  “Not yet…cannot trust others; not just yet.”
  Some of the other caravan survivors are available 
  to speak with as well, depending on how friendly 
  or chatty the player characters decide to be. Use 
  previously mentioned stats noted above for the 
  combat encounter, and pick from the following 
  list of names to use as needed. Gender of the 
  character is at the gamemaster’s discretion, and 
  the gamemaster is encouraged to assign each 
  character a unique personality. 
  Caravan survivor names: Brogan, Delilah, 
  Edwin, Gary, Jericho, Ophelia, Shytei, Zappie
  The survivors note that the caravan originated in a 
  demolished town outside the ruins of Washington, 
  D.C. called Hagerstown, and at its height 
  numbered almost a hundred people and animals. 
  The long trip overland from Hagerstown toward 
  Diamond City was brutal, and the caravan now 
  numbers less than a dozen survivors, including 
  Mister Parzival and any of the named survivors 
  above. They’re grateful for any help the player 
  characters may choose to provide, and accept any 
  offer of assistance traveling the remaining distance 
  toward Diamond City (a week at a steady pace). 
  Of course, if the player characters have acted 
  aggressively toward the caravan survivors, this 
  interaction may play out very differently.
  Assuming the player characters choose to travel 
  to Diamond City with the survivors of the caravan, 
  the group will depart the ruins once their dead 
  are sorted out and any dead are relieved of their 
  useful supplies and weapons. The caravan then 
  resumes travel into the wasteland and toward 
  Diamond City. Mister Parzival asks the player 
  characters to travel with him if it seems like they 
  need encouragement to travel with the caravan.
  Scene 3
  The journey from the site of the battle to Diamond 
  City will take approximately a week on foot, 
  though the player characters may choose to push 
  the pace and either head for the city in advance of 
  the caravan, or push the members of the caravan 
  at a faster pace. The gamemaster should feel free 
  to add +1 difficulty to all tests attempted during 
  the trek to Diamond City if the player characters 
  are pushing the pace to represent the additional 
  level of exertion used to move more quickly.
  The terrain between the battle site and Diamond 
  City is generally easy to navigate, though there 
  are occasional stretches of challenging terrain 
  where the player characters and the caravan 
  survivors will need to carefully step through debris 
  fields, impact craters, wrecked buildings, and the 
  like. The rain is steady for two more days, then 
  transitions to drizzle and intermittent sunlight by 
  the time the player characters reach Diamond City.
  Over the course of the journey, Mister Parzival 
  will spent much of the time chatting with the 
  player characters, paying particular attention to 
  any character that is mechanically gifted or who 
  shows interest in what Mister Parzival has to say. 
  He regales the player character(s) with tales of 
  heroism and bravery, chatting about some of 
  his long-lost companions, such as Bors, Ector, 
  Galahad, and Pellinore. If a player character 
  engages Mister Parzival in conversation, the robot 
  might slip mention of a place called Kameloth, 
  though he will quickly cover it up with a string of 
  high-pitched whines suggesting something wrong 
  with his speaker system or voice software.
  
  71 Campaign - Fallout 2d20 Beta
  A player character may attempt a CHA + Speech 
  test with a difficulty of 2 to glean more information 
  about Kameloth out of Mister Parzival. Failing 
  the test means that Mister Parzival changes the 
  subject and avoids chatting about Kameloth any 
  further. If a player character succeeds at the 
  test, Mister Parzival will note that Kameloth was 
  “his home, a shining beacon of light and joy in 
  the wasteland, home to treasures uncounted and 
  unmatched in all the world.” Then Mister Parzival 
  coughs electronically and shrugs as best he can, 
  and adds, “Or at least I think it was. It’s hard to 
  remember these days.”
  Mister Parzival and his Quest
  This sidebar contains key information 
  about Mister Parzival, his backstory, and 
  his quest. Feel free to use these contents 
  as you see fit, and sprinkle them into the 
  discussions Mister Parzival has with the 
  player characters as you see fit. A player 
  character that befriends Mister Parzival 
  may be able to glean some of the following 
  information as well, either through 
  conversations with Mister Parzival, or in 
  attempts to repair or upgrade the robot.
  Mister Parzival is one of several Mr. 
  Handy robots once assigned to staff 
  the greenhouse called Graygarden. At 
  some point in his years of service there, 
  he was damaged in an accident and 
  wandered off the property and into the 
  wasteland. He bore the wear and tear of 
  his journeys, and somewhere along the 
  way, a possibly-insane Ghoul calling itself 
  Maerlyn fitted this particular Mr. Handy 
  with an old Pip-Boy that was loaded with 
  a significantly corrupted text edition of 
  Sir Thomas Malory’s Le Morte D’Arthur, a 
  classic edition of the Arthurian legend from 
  ancient Great Britain.
  Maerlyn eventually died or disappeared, 
  and left Mr. Handy, alone in the wasteland. 
  As he continued to roam the devastated 
  countryside, he delved into the ancient text 
  and read it over and over until the contents 
  were seared into its memory banks. Various 
  glitches and damage sustained over the 
  years further scrambled the poor robot’s 
  circuits, to the extent that he now believes 
  that his name is Mister Parzival, and various 
  individuals from his past are characters 
  from the tale, including Guinevere, Arthur, 
  Lancelot, Galahad, and so on. 
  Elements of his original programming still 
  exist, though they are buried deep within 
  his memory core and circuitry. He has a 
  yearning to return home to Graygarden, 
  though he cannot recall the name and has 
  conflated the quest for the Grail with the 
  founding of Kameloth and believes he is 
  seeking out Kameloth and the green garden 
  he was meant to tend to and to grow. In 
  essence, he is a machine with a burning 
  desire to find something green and alive out 
  there in the wasteland, and wants to find 
  good people, to join him on his quest.
  He speaks in standard English with the 
  occasional archaic word dropped in here 
  and there. He is unaware of any language 
  lapses and will act confused if anyone 
  points out his verbal quirk. When pressed, 
  he will grow frustrated at feeling like he 
  knows something but that his damaged 
  memory core circuits have rendered the 
  information unrecoverable.
  If forced, he will defend himself, but his 
  need to complete his quest will compel 
  him to retreat and run more than anything 
  else. If a player character should befriend 
  him and help repair some of the damage 
  to his chassis, particularly repairing 
  his damaged eye and broken third 
  appendage, he will be more grateful than 
  a robot perhaps should feel, and will ally 
  himself with that player character.
  
  Fallout 2d20 Beta - Campaign 72
  Optional Encounters
  The gamemaster is encouraged to narrate the 
  journey to Diamond City to move the story along, 
  but feel free to add one or more of the encounters 
  presented below to add more action and 
  excitement to the adventure and the campaign. 
  The following encounters may be presented to the 
  players in any order, and may be omitted desired.
  Use the following encounters. if you want to 
  leave it to chance, roll a Combat Die and use the 
  following results:
  • If the result is a 1 or a 2, use Encounter A.
  • If the result is blank, use Encounter B.
  • If the result is an effect, use Encounter C.
  Encounter A: Radroaches!
  During the trek toward Diamond City, the player 
  characters notice a strange heap of debris in 
  a crater field. The craters are partly filled with 
  rainwater from the recent storms. Upon closer 
  inspection of the heap of debris, the player 
  characters discover that it is a Vertibird that 
  crashed at some point in the past. The wreckage 
  is mangled and barely recognizable, but the open 
  hatch and the faded insignia on the hull confirm its 
  origin. There are strange chittering sounds within 
  the rusting hulk. Upon investigation, a swarm of 
  radroaches attacks the player characters (use stats 
  on p.99). There are three swarms, each containing 
  3 radroaches, though the gamemaster is welcome 
  to add more to the battle if they want more of a 
  challenge for their group of player characters.
  The radroaches, defending their home, fight to 
  the death. If the player characters search the 
  makeshift nest inside the crashed Vertibird, they 
  find a 12 bottle caps, a flashlight that still works, 
  and a pair of eyeglasses with one shattered lens. 
  A player character may attempt attest using PER + 
  Survival with a difficulty of 1; success at the test 
  enables them to scavenge various parts and wiring 
  worth 50 caps (see Materials p.58).
  Encounter B: Radscorpion Nest
  As the player characters and the caravan 
  survivors work their way through an old parking 
  lot pockmarked with craters, part of the cracked 
  asphalt beneath their feet gives way. Each player 
  character  must make a test using either STR or 
  AGI + Athletics with a difficulty of 2 to avoid 
  falling into the hollowed section beneath the 
  asphalt. Any character who succeeds at the test 
  step away from the crumbling edge of the hollow. 
  Any character that fails the test falls in and is 
  considered prone when the encounter begins. 
  Within the hollow are several intact radscorpion 
  eggs, a couple more eggs that were crushed by 
  any character who fell in, and a pair of immature 
  radscorpions! The small radscorpions emit 
  fearsome little chitters of alarm before they attack 
  the player characters (use stats on p.100).
  Two rounds after the encounter begins, an adult 
  radscorpion some distance away cries out a 
  challenge and rushes toward the hollow. It will 
  defend its offspring to the death and will fight in 
  a frenzy (+2 to all results) if it discovers any of its 
  offspring have been injured or killed.
  Player characters who search the hollow after 
  the battle will find the three intact radscorpion 
  eggs worth 10 caps each, and a battered but 
  still functional army helmet painted in a blue 
  camouflage pattern.
  Encounter C: Madrighoul 
  One evening during the journey toward Diamond 
  City, the player characters and the caravan find 
  shelter in an abandoned barn that has somehow 
  withstood the ravages of war and time. Most of 
  the roof is intact, and the barn is empty save for a 
  couple broken stall doors and one defiant black 
  rat. The farmhouse near the barn did not fare so 
  well—it has been knocked over and flattened and 
  is little more than debris.
  The player characters may search the barn, 
  though they find nothing of interest. They will find 
  nothing of interest. That evening, while the player 
  characters are talking with Mister Parzival or any 
  of the caravan survivors, they hear the faintest 
  
  73 Campaign - Fallout 2d20 Beta
  sound of mechanical gears turning and then can 
  hear someone singing loudly and off-key from 
  some distance away.
  If the player characters investigate, Mister Parzival 
  will join them. Together, they discover that part 
  of the barn flooring has shifted aside to reveal a 
  narrow ladder leading down 10 feet to a tunnel. 
  The tunnel, lined with a long string of flickering 
  holiday lights, some bulbs long since burned out, 
  leads straight toward the ruined farmhouse. The 
  tunnel opens into one large chamber and then 
  narrows into a tunnel again the closer it gets to the 
  farmhouse. The far end of the tunnel is choked with 
  rubble and debris from the crushed farmhouse and 
  the exit there is inaccessible.
  In the large chamber is a cozy-looking futon with 
  tacky green upholstery, a small stove, a narrow 
  bookshelf with two books on it, and a few other 
  knick-knacks arranged here and there. A ghoul 
  is seated on the futon, with an old red book in 
  his hands, the cover and spine cracked with age 
  and hard use, and dozens of pages missing or 
  mouldering. He’s wearing a faded set of blue 
  overalls and a paisley shirt underneath. His wrinkled 
  and aged feet are bare, and he has a moth-eaten 
  gray wool beret perched on his bald head.
  He continues to sing off-key as the player 
  characters approach, and then stops and closes 
  his book. “I hoped you would join me. My name is 
  Palam and I welcome you into my home.”
  Mister Parzival reacts to the ghoul’s name. When 
  asked, Palam looks mystified and studies Mister 
  Parzival closely. After a long pause, he shrugs. “I 
  don’t recall ever knowing a Mr. Handy, much less 
  one adorned as you.”
  Mister Parzival replies, “Your name is familiar, 
  though I’m unable to place it.” He rotates his eyes 
  toward the player characters (especially if he’s 
  taken one or more of them into his confidence) 
  and then turns back to Palam. “Do you know of 
  Kameloth?”
  Palam looks confused and asks Mister Parzival 
  to clarify. Mister Parzival says, “Kameloth. 
  A…a wondrous realm, a center of peace in the 
  wasteland.”
  Palam’s blank face and lack of reaction suggests 
  that he does not know of Kameloth, which he soon 
  confirms by putting voice to the statement. He’ll 
  apologies and then invite the player characters to 
  join him for dinner—he’s more than happy to share 
  his cram casserole. “Best not to think too closely 
  on what it contains,” he warns.
  If asked why he opened the secret door in the barn 
  that led to his quarters, Palam shrugs. “I observed 
  you all moving toward the barn and I was fairly 
  confident you meant no harm. I expect given your 
  numbers that you’re heading toward Diamond 
  City. Consider me a pause in the journey, a haven 
  in the wasteland.”
  He’ll pause, then add, “But not for long. Too many 
  raiders moving around of late. This barn won’t 
  stand for long.” If the player characters have been 
  polite and have treated him well, he’ll add, “I 
  expect to leave soon, and when I do, I’ll lock up 
  this tunnel and demolish the barn. No sense letting 
  some malcontents come in and ruin it.”
  If the player characters have gotten along well 
  with him, he’ll finish dinner and accept any help 
  to clean up. He’ll produce a half-filled bottle of 
  rum that he shares with anyone who wants it, and 
  then in the post-dinner conversation will slide a 
  key card across the table and toward the player 
  characters (and one character in particular if 
  anyone has stepped up during this scene). “I’ll 
  lock it up tight before I go. If you ever find yourself 
  coming this way again and could use a safe space 
  for a little while, feel free to use this. You’re clever 
  enough to find the key slot, in time.”
  After the bottle is empty, Palam will say his 
  goodnights and encourage the player characters 
  and Mister Parzival to sleep in the barn. The secret 
  door closes and locks behind him. The player 
  characters enjoy a quiet night in the barn before 
  venturing back into the wasteland in the morning.
  
  Fallout 2d20 Beta - Campaign 74
  Attacking Palam
  If the Players decide to attack Palam or 
  otherwise commit mayhem, he won’t put 
  up much of a fight, being unarmed. If they 
  kill him before he has a chance to interact 
  with them and share the information 
  presented above, they can find a leather-
  bound journal tucked under the futon that 
  contains Palam’s diary. You can summarize 
  the contents and fold in the above 
  discussion into it. The key card is tucked 
  into the journal.
  Once you have completed all the optional 
  encounters you wish run and the player characters 
  are ready to approach Diamond City, read or 
  paraphrase the following:
  The rainstorm that has been a constant, 
  unwelcome companion these last 
  several days tapers off as you approach 
  Diamond City’s border. Beyond a 
  Commonwealth Minutemen checkpoint 
  lies the rubble of buildings that once 
  stood around Diamond City, and, just 
  beyond, Diamond City itself. Mister 
  Parzival stares at the massive fortified 
  city, largely painted in shades of green, 
  and says, “A fine fair realm, this. May 
  we find rest and resources here to guide 
  us on our way to Kameloth.”
  Scene 4
  The player characters, Mister Parzival, and 
  the remaining caravan survivors are stopped 
  at a checkpoint by a patrol of Commonwealth 
  Minutemen, who listen to the group’s story, check 
  their things, and then allow them to pass into 
  Diamond City. The Minutemen are well-armed and 
  ready for a fight—they specifically ask the player 
  characters if they’ve run into any raider bands 
  recently. Clearly there has been an uptick of Raider 
  activity lately and most are on edge about it.
  Read or paraphrase the following:
  Diamond City, better known to residents 
  and locals as the Great Green Jewel, is 
  a fortified city, well-protected against 
  external threats. It is built on an old 
  baseball stadium, with the lower levels 
  being reserved for the lower tiers of 
  society and the upper levels for high 
  society. The city contains shops, pubs, 
  hotels, hostels, and people of all shapes 
  and sizes. A wide variety of gear, 
  supplies, and distractions can be had for 
  the right price or the right trade.
  Once in Diamond City, the caravan survivors thank 
  the player characters for helping them get to the 
  city, and then make their way into the city and on 
  with their lives. If any of the non-player characters 
  have interacted well with one or more of the 
  player characters, the gamemaster is encouraged 
  to make them companions to the player character 
  Attacking the Minutemen
  If the players decide they want to 
  attack the Minutemen, by all means 
  prepare a combat encounter and use 
  an overwhelming force of Minutemen 
  along with reinforcements arriving every 
  couple of rounds. It would be a foolish 
  endeavor to attack these troops near their 
  stronghold, but sometimes Players do make 
  unexpected choices. Allow the players 
  a chance to escape, regroup and find 
  another way into the city.
  
  75 Campaign - Fallout 2d20 Beta
  group and keep them around for the course of the 
  campaign. Barring that, any of the named non-
  player characters from the caravan could pop up 
  while the player characters explore the city in the 
  following selection of optional encounters.
  The gamemaster should encourage thepPlayers 
  to spend some time exploring the city in search 
  of supplies or clues to Mister Parzival and 
  his Kameloth. Use any or all of the following 
  encounters, which are presented in no particular 
  order and may be run in whatever order best fits 
  the needs of your group and campaign.
  Diamond City Locations
  This list details some of the locations within 
  Diamond City that player characters may 
  choose to visit during their stay.
  • All Faiths Chapel: A non-d 
  nominational religious building within 
  the city, open to all faiths.
  • Chem-I-Care: A store specializing in 
  first aid gear.
  • Colonial Taphouse: A bar serving 
  food and drinks.
  • Commonwealth Weaponry: A store 
  specializing in weaponry and armor.
  • Diamond City Surplus: A store 
  selling and trading assorted basic 
  goods and supplies.
  • Dugout Inn: A bar and hotel with 
  modestly-priced rooms and food.
  • Kathy & John’s Super Salon: Beauty 
  salon and barbershop.
  • Power Noodles: The city’s power 
  reactor and best noodle dishes around.
  • Science! Center: A well-appointed 
  workshop and chemlab rolled into one.
  Encounter A: Hitting the Books
  Some of the player characters may decide to seek 
  out a terminal likely to have access to information 
  related to Kameloth and Mister Parzival. There 
  is a schoolhouse, an old library, and various 
  government buildings in Diamond City, though 
  the access to some of them are at higher society 
  levels than the player characters are likely to be 
  able to reach. They can access terminals at the 
  schoolhouse or at the old library without issue, 
  but clever or socially-focused player characters 
  might be able to sweet-talk their way to a terminal 
  situated at a higher class building.
  Once at a terminal, a player character may 
  attempt INT + Science using Computers to hack 
  into the terminal and dig for any information 
  on Kameloth or Mister Parzival. Hacking into 
  a secured terminal has a difficulty of 3, while 
  hacking into a public one is difficulty 1. Failing 
  to hack into the terminal alerts the Diamond City 
  police (use Wastelander stats), who will arrive in 
  3 rounds to investigate who tried to hack into the 
  terminal.
  If the player character successfully hacks in, they’ll 
  need to attempt a INT or PER test at difficulty 1 
  to run a search for the keywords or data they’re 
  interested in. Failure at this test means that the 
  player character spent an hour or more searching 
  through the city’s databases, but turned up nothing 
  useful.
  If the player character succeeds at the test to 
  search for information, they find the following 
  pieces of information:
  • Snippet from a Commonwealth Minuteman 
  field report dated 15 years ago: “…prisoner 
  revealed a location some distance to the north 
  or northwest of Diamond City, referred to 
  alternately as Camelot (Kameloth?) or Cibola. 
  Prisoner was wounded and not lucid and was 
  then neutralized.”
  • A brief biography from a children’s book, the 
  title of which is lost: “Sir Parzival, one of many 
  knights of King Arthur’s Round Table, quested 
  for the Holy Grail for many years before 
  eventually finding it, and love.”
  
  Fallout 2d20 Beta - Campaign 76
  Once the player character closes down the 
  terminal and heads back to meet their allies, 
  ask one of them to make a PER + Survival test, 
  opposed by a AGI + Sneak test (target number 
  of 13). Failure means they get to their allies 
  unmolested, and never notice the hooded form 
  observing them from the alleyways. A player 
  character succeeding at the test notes someone 
  following them from wherever they accessed the 
  terminal. The hooded form waves them over (or 
  nudges into them in the street, and says, “You are 
  not the only ones seeking the Grail. Be wary.”)
  The hooded form attempts to slip away, and the 
  player character may attempt an opposed test to 
  catch up to them. Allow the play to describe how 
  they are trying to keep up and make a test with 
  the appropriate attribute and skill combination 
  and use the target number for the previous test 
  for the NPC. Failing the test means that the player 
  character loses the hooded form in the crowds and 
  alleyways.
  Success at the test means that the player character 
  can grab hold of the hooded form, which is 
  revealed to be a sad-eyed ghoul, something of 
  a rare sight in Diamond City (ghouls are banned 
  from entering). The ghoul refuses to name herself, 
  and, when pressed, looks fearful and says, “The 
  Lord Yawen, of the Super Mutants, hunts for the 
  Grail for himself. I…I am old and weary, but I 
  would see someone else find it first. Know that you 
  are not the only ones seeking it.” She then pulls 
  away from the player character and escapes into 
  the crowds and alleyways of the city.
  Encounter B: Parts for Mister Parzival
  Mister Parzival wants to take advantage of the 
  time in Diamond City to secure parts and repairs. 
  If he has befriended a player character up to 
  this point, he will ask them to accompany him 
  to the market to barter or buy items. If he has 
  yet to befriend anyone in the group, this is an 
  opportunity to do so. He’ll approach the group 
  and ask if anyone is available to accompany him 
  to the market.
  Mister Parzival has 50 caps in a storage tray 
  built into his chassis, which he will use to barter 
  for or buy parts and materials for his upkeep. 
  He’ll be chatty with the player character who 
  accompanies him. The gamemaster should make 
  use of this opportunity to add in any detail from 
  the Mister Parzival sidebar presented on page 67, 
  as needed.
  Mister Parzival will come across as a gentle soul 
  (at least for a robot) and it should be made clear 
  that his yearning for finding Kameloth is strong. At 
  one point in the trip to the market or at the market, 
  Mister Parzival will nudge the player character 
  to observe a couple buying food together and 
  holding hands. Mister Parzival sighs and says, 
  “Oh, were I ever to win knightly fame, may I 
  be worthy to ask someone for love.” The player 
  character is free to react as appropriate.
  Encounter C: The Supplier
  If the player characters treated the caravan 
  survivors poorly or arrived at Diamond City 
  without the caravan for whatever reason, do not 
  use this encounter.
  If the player characters treated the caravan 
  survivors kindly and helped them to Diamond 
  City, one of the caravan survivors (reference 
  the names on page 66) will seek out the player 
  characters and indicate that they are the second 
  cousin of one of the employees of Diamond City 
  Surplus. They’ll also tell the player characters that 
  for their kindness and for escorting the caravan 
  to Diamond City, the survivor worked with their 
  second cousin to arrange a 20% discount that the 
  player characters can use at the surplus store to 
  buy reasonable supplies and equipment.
  The survivor accompanies the player characters to 
  Diamond City Surplus, where they introduce the 
  player characters to Filora, an employee of the 
  store. She welcomes the player characters and 
  thanks them for helping her cousin get to Diamond 
  City, and encourages them to shop and ask for 
  whatever they may need.
  
  77 Campaign - Fallout 2d20 Beta
  A player character may attempt a CHA + Speech 
  test to gain favor with Filora. Failure at the test 
  results in lousy customer service. Success at the 
  test means that Filora takes a liking to the player 
  character and notes that she can probably 
  persuade one of her friends, an employee at 
  Commonwealth Weaponry, to give the player 
  characters a similar discount there.
  Scene 5
  The player characters return to their temporary 
  housing to discuss their findings from the 
  slate of encounters above. Allow the player 
  characters time to share what they found, and 
  use Mister Parzival and any other companion 
  the player characters have allied with to move 
  the conversation along as needed. The player 
  characters have two leads for things to search for 
  within the wasteland, namely Kameloth itself and 
  the super mutant Yawen, and may have an idea or 
  two as to who in Diamond City can supply them 
  for their quest.
  In addition, Mister Parzival may have been 
  repaired or upgraded during their time in Diamond 
  City, especially if there is a technically-inclined 
  player character among the group. This particular 
  character may be given special treatment by 
  Mister Parzival, and may even be looked upon 
  as something of a friend or close ally, depending 
  on how the player character has approached 
  interacting with Mister Parzival. If so, the player 
  character may have learned some of the content 
  contained within the Mister Parzival sidebar on 
  page 67.
  Mister Parzival will be an eager participant in the 
  information-sharing and discussion, and will do all 
  he can to encourage his companions to embark on 
  the quest with him. He promises no payment other 
  than sharing the riches he is confident Kameloth 
  contains once they reach their destination.
  However, if the player characters encountered the 
  mysterious ghoul in Encounter A, Mister Parzival 
  will be evasive when asked about the super mutant 
  Yawen. The player characters may attempt an 
  opposed test using CHA and an appropriate skill 
  of their choice to talk or threaten Mister Parzival 
  into revealing what he knows. Failure at the test 
  means that Mister Parzival remains tight-lipped, 
  other than to say that he ran into Yawen years ago 
  and that he’s confident the super mutant will have 
  forgotten all about him and his silly quest.
  Success at the test means that Mister Parzival 
  will reveal that during his wanderings in the 
  wasteland, he was once badly damaged by a 
  chance encounter with a mirelurk. He was ‘saved’ 
  by Yawen and his company of soldiers, who took 
  Mister Parzival in and repaired him enough to 
  scour his memory banks for any useful data. They 
  were less than gentle with him and soon discarded 
  him among the other debris within the wasteland, 
  and left him alone rather than dismantle him or 
  destroy him thanks to Mister Parzival’s entertaining 
  way of telling ridiculous stories.
  Mister Parzival notes that it’s entirely possible 
  he told Yawen more about Kameloth than he 
  remembers, since he has endured much hardship 
  in the years since Yawen captured him and 
  then abandoned him. It’s possible that tracking 
  down Yawen and questioning him might be more 
  effective than wandering the wasteland to the 
  north and west of Diamond City, hoping to stumble 
  upon Kameloth.
  Conclusion
  At this point, the player characters should have 
  gathered enough information that they could leave 
  Diamond City and begin the quest for Kameloth 
  or to track down Yawen. The gamemaster 
  should either proceed directly to Act Two of this 
  campaign, though feel free to allow the characters 
  to explore Diamond City more first.
  
  Fallout 2d20 Beta - Campaign 78
  Act Two: The Quest
  Synopsis
  The player characters have met Mister Parzival, 
  learned of his quest for a location he calls 
  Kameloth, and learned that at least one other 
  individual, a super mutant behemoth named 
  Yawen, may also be seeking Kameloth and its 
  secrets. Mister Parzival encourages the player 
  characters to take up the quest and is eager to join 
  them as they head out into the wasteland.
  Over the course of Act Two, the Players will have 
  the opportunity to:
  • Head out into the wasteland in search of clues 
  as to what Kameloth is and where it might be 
  found
  • Encounter various wasteland dwellers, 
  creatures, and hazards
  • Find the trail of the super mutant Yawen and 
  track him down
  • Encounter Yawen and his company
  Two Paths
  The player characters have two likely paths to 
  pursue in Act Two: either search for Kameloth itself 
  by traveling north and west from Diamond City 
  (Path One), or seek out clues to the whereabouts 
  of the super mutant Yawen and his company (Path 
  Two). No matter which path they take, the story 
  will eventually lead them to Scene 4 p.70, and the 
  rest of this part of the campaign, which proceeds 
  as written no matter which path the players choose 
  to take.
  Path One is slightly more focused on social 
  encounters and roleplaying, though there are 
  some combat encounters. Path Two is slightly more 
  focused on combat, though there are some social 
  encounters and opportunities for roleplaying 
  scenes. The encounters presented are unique to 
  each path, which means that a group of players 
  playing through this campaign more than once 
  may experience different events over the course of 
  the campaign.
  Introduction
  Encourage the player characters to open this 
  part of the campaign with a role-playing scene 
  amongst themselves and any companions they’ve 
  gathered along the way, including Mister Parzival, 
  to determine which path they want to pursue. 
  Once the players have made a decision, proceed 
  to either Path One: Scene 1 or Path Two: Scene 1, 
  as appropriate. 
  If the players come up with an option outside the 
  scope of either Path One or Path Two, adjust the 
  material of this campaign accordingly and have 
  fun!
  Path One: Scene 1
  This path assumes that the player characters have 
  decided to travel north and west from Diamond 
  City in an effort to locate Kameloth itself. Give 
  the player characters the opportunity to gather 
  any remaining gear or contacts they wish to make 
  while in Diamond City, and then encourage them 
  to leave the city and head out into the wasteland.
  It takes a couple hours for the player characters 
  to reach the northern outskirts of Diamond 
  City’s borders, and the area in which they travel 
  to get there is well-patrolled by alert units of 
  Commonwealth Minutemen. The player characters 
  are essentially free to discuss matters amongst 
  themselves. This is an opportunity for the gamemaster 
  to have Mister Parzival add more commentary about 
  his life and experiences, based on the content found 
  in the sidebar on page 67. It’s also an opportunity 
  for roleplaying with any companions the player 
  characters may have accumulated over the course of 
  the campaign to date.
  During the travels to the northern border, the 
  player characters occasionally encounter 
  travellers heading toward Diamond City singly, 
  in pairs, or in small groups. These various and 
  sundry stragglers pause long enough to share a 
  little of their story, and their story is a consistent 
  one—these are settlers, scavengers, and the like 
  who have been pushed out of their enclaves and 
  homes and regular routines due to the heightened 
  Raider activity all around Diamond City. None 
  of them have answers for why the raiders are on 
  the warpath. Each of these encounters should 
  
  79 Campaign - Fallout 2d20 Beta
  leave the player characters with the feeling 
  that something strange may be occurring in the 
  wasteland to get the raiders so amped up for 
  attacks.
  Path One: Scene 2
  The player characters reach the border checkpoint 
  and the squad of Minuteman on watch there see 
  them on their way with the encouragement to keep 
  a sharp eye out for bands of raiders. If the player 
  characters pause to question or interact with the 
  Minutemen, they may attempt CHA + Speech 
  test with a difficulty of 1. Success at the test 
  means that one of the Minutemen tells the player 
  characters that most of the stragglers coming into 
  Diamond City’s protection have been coming 
  from the northwest, so they should be prepared 
  if they’re heading in that direction. Failure at 
  the test provides nothing of value other than the 
  Minutemen offering the group a half-hearted 
  ‘Good luck’.
  Once past the Minuteman checkpoint, the player 
  characters enter the wasteland and begin their 
  search for Kameloth. Granted, they don’t have a 
  lot of information to go on, other than knowing 
  it may lie to the north or northwest of Diamond 
  City. Player characters who wish to question 
  Mister Parzival further may make test with the 
  appropriate attribute and skill combinations to 
  learn more. Failure at the test reveals no new 
  information. Success at the test and spending 2 AP 
  means that Mister Parzival will study the blasted 
  landscape all around them, and soon focuses on 
  the remains of a nearby major highway. Most 
  of the concrete supports still stand, though there 
  are piles of asphalt and concrete rubble, twisted 
  guardrails, and the like.
  Mister Parzival stares at the ruined highway, then 
  makes an excited sound. “Perhaps, yes! Kameloth 
  was located near one of the main thoroughfares 
  of its day. Perhaps by following the road, we may 
  come across it, or more guidance to get us there.”
  Once the player characters decide which direction 
  to travel, provide narration as appropriate as they 
  head out into the wasteland under an overcast sky. 
  Use as many of the optional encounters that follow 
  as desired to fill out the travel time for the player 
  characters before proceeding to Scene 3.
  Encounter B: The Brotherhood
  One afternoon during their travels, the player 
  characters cross paths with a pair of Brotherhood 
  soldiers: a Field Scribe named Margo and a 
  Paladin named Merchad wearing power armor. 
  The two soldiers are initially wary of the player 
  characters, especially if there are any mutants 
  among the group, but tests involving CHA should 
  keep them friendly enough. 
  Mister Parzival acts very excited upon hearing 
  their names, and noting the Paladin’s armor, asks if 
  they are also on the quest for Kameloth. Merchad 
  is stone-faced, though Margo acts quite curious 
  and will ask questions of the player characters 
  and Mister Parzival about what Kameloth is. Once 
  it’s made clear that Kameloth is a place, Margo 
  will shrug and note that many of the overpasses 
  along the highway have ruined buildings in and 
  near them. 
  Raider Player Characters
  Should one or more of the player 
  characters be a member (or ex-member) 
  of a raiders faction, you have a couple of 
  options. You could assume that the raiders 
  are a non-united collection of disparate 
  clans, bands, and companies, and that 
  one band of raiders doesn’t necessarily 
  owe any allegiance or friendship with 
  another. This could be used to explain why 
  some raiders are attacking settlers and 
  scavengers and threatening Diamond City, 
  while others, such as the raiders amongst 
  the player characters, are not (at least, not 
  yet).
  Alternatively, if you don’t want to deal with 
  the whole raiders-in-different-groups issue, 
  simply replace any raider encounter in 
  this campaign with that of another faction. 
  Perhaps the Brotherhood of Steel has sent 
  out squads to cleanse or pacify the area.
  
  Fallout 2d20 Beta - Campaign 80
  If asked what their mission is out in the wasteland, 
  the two soldiers will act cagey, though with some 
  encouragement, Margo will note that they were 
  sent out to survey the wasteland ruins in search 
  of a likely site for a new Brotherhood base of 
  operations. He’ll also note that they’ve seen a 
  few raider bands roaming around, as well as 
  a number of settlers and survivors scrambling 
  toward Diamond City over the last two weeks. 
  This is an opportunity for the player characters 
  to share information and roleplay with a pair of 
  potential allies. If the player characters happen 
  to mention they might encounter super mutants, 
  this will pique their curiosity. The two will have a 
  private conversation loud enough for the player 
  characters to hear, along the lines of wanting to 
  join the player character but being duty-bound to 
  follow their orders.
  If any of the player characters are members of the 
  Brotherhood of Steel, or if the player characters 
  appear to be in clear need of medical assistance, 
  or somehow endear themselves to the two soldiers 
  with effective roleplaying, Merchad will wish them 
  the best on their journey and offers the group 
  a pair of stimpaks and a signal grenade, in the 
  off-chance that the player characters run into any 
  mutants or other trouble they can’t handle and 
  have need of the Brotherhood to come to their 
  rescue.
  The two will make their farewells and head off into 
  the wasteland, heading southwest.
  Encounter C: Mole Rats
  One cloudy evening, the group is attacked by a 
  ravenous horde of mole rats desperate for a meal! 
  No loot is associated with this encounter save for 
  the irradiated meat from the corpses of the mole 
  rats once the player characters are done with 
  them.
  Encounter D: Happy Freeze
  During their travels through the wasteland, the 
  player characters hear strange electronic music 
  echoing through the wind. Upon investigation, they 
  discover a large square robot wandering around, 
  its white and blue finish pockmarked with rust and 
  grime. There are faded images of ice cream cones 
  and sweets on the long sides of the robot, and 
  tinny, tinkling music coming out of small hidden 
  speakers, sounding like a music box that has run 
  down but is stuck on repeat. There are dispenser 
  slots on the two long sides of the robot.
  The nest of eyes set into the front of the robot focus 
  on the player characters, and then the robot turns 
  toward them. In a metallic voice it says, “Happy 
  Freeze is he-he-here! Treats for the l-l-little ones! 
  Treats for them all! Cold and fresh and del-del-
  delicious!”
  As the robot approaches, the player characters 
  may attempt a PER + Survival or Per + 
  Explosives. Success at the test reveals that there 
  are strange wires hooked into the dispenser slots, 
  and what looks like explosives tucked inside! If 
  they succeed, the player characters can dive for 
  cover or otherwise prepare themselves before the 
  robot explodes, causing 4
   of damage with the 
  Area damage effect. If the player characters failed 
  the test, they take the full brunt of the damage 
  without having had a chance to prepare or duck.
  Alternatively, the player characters may decide to 
  shoot the robot before it gets too close, in which 
  case it will explode and inflict 2
   of damage with 
  the Area damage effect.
  The explosion somehow does not affect the 
  machinery attached to the speakers, which 
  continues to bleat out the tinny music. The scrap 
  from the explosion, if gathered up, is worth 
  approximately 25 caps.
  
  81 Campaign - Fallout 2d20 Beta
  Path Two: Scene 1
  This path assumes that the player characters 
  have decided to head into the wasteland and 
  hunt down the Yawen and his company. Give the 
  player characters the opportunity to gather any 
  remaining gear or contacts they wish to make 
  while in Diamond City, and then encourage them 
  to leave the city and head out into the wasteland.
  If the player characters made any friends with 
  the settlers in Act One, one or more of them 
  may approach the player characters and ask to 
  accompany them on their hunt for Yawen, in the 
  spirit of wanting payback for the harms the super 
  mutants did to them and their dead friends. The 
  player characters are welcome to accept their 
  company, or not, depending on how they want to 
  play it out.
  It takes a couple hours for the player characters 
  to reach the outskirts of Diamond City’s borders, 
  whichever direction they decided to travel, 
  and the area in which they travel to get there is 
  well-patrolled by alert units of Commonwealth 
  Minutemen. The player characters are essentially 
  free to discuss matters amongst themselves. This is 
  an opportunity for the gamemaster to have Mister 
  Parzival add more commentary about his life and 
  experiences, based on the content found in the 
  sidebar on page 67.
  During the travels toward the border, the player 
  characters occasionally encounter travellers 
  heading toward Diamond City singly, in pairs, or 
  in small groups. These various stragglers pause 
  long enough to share a little of their story, and 
  their story is a consistent one—these are settlers, 
  scavengers, and the like who have been pushed 
  out of their enclaves and homes and regular 
  routines due to the heightened Raider activity all 
  around Diamond City.
  Provide the Players with the opportunity to attempt 
  to encourage the travellers to provide more detail. 
  A successful test means that one of the travellers 
  will reveal that their village was attacked by 
  super mutants and their mutant hounds, and that 
  they managed to escape only because they ran 
  faster than their slower friends. These encounters 
  should leave the player characters with the sense 
  that the super mutants activities in the wasteland 
  are having an effect on the raider clans and 
  encouraging the raiders to strike out at settlers 
  and scavengers. If the players spend AP on a 
  successful test, they can discover the following:
   
  • They were told by other survivors that the 
  super mutants weren’t just killing people, but 
  capturing them. 
  • At least several survivors describe seeing a 
  super mutant much larger than the rest, who 
  seemed to be in charge.
  Path Two: Scene 2
  The player characters reach the border checkpoint 
  and the squad of Minuteman on watch there see 
  them on their way with the encouragement to keep 
  a sharp eye out for bands of raiders. If the player 
  characters pause to question or interact with the 
  Minutemen, they may attempt CHA + Speech 
  test with a difficulty of 1. Success at the test 
  means that one of the Minutemen tells the player 
  characters that most of the stragglers coming into 
  Diamond City’s protection have been coming 
  from the northwest, so they should be prepared 
  if they’re heading in that direction. Failure at 
  the test provides nothing of value other than the 
  Minutemen offering the group a half-hearted 
  ‘Good luck’.
  Once past the Minuteman checkpoint, the player 
  characters enter the wasteland and begin their 
  search for Kameloth. Granted, they don’t have a 
  lot of information to go on, other than knowing 
  it may lie to the north or northwest of Diamond 
  City. Player characters who wish to question 
  Mister Parzival further may make test with the 
  appropriate attribute and skill combinations to 
  learn more. Failure at the test reveals no new 
  information. Success at the test and spending 2 AP 
  means that Mister Parzival will study the blasted 
  landscape all around them, and soon focuses on 
  the remains of a nearby major highway. Most 
  of the concrete supports still stand, though there 
  are piles of asphalt and concrete rubble, twisted 
  guardrails, and the like.
  Mister Parzival stares at the ruined highway, then 
  makes an excited sound. “Perhaps, yes! Kameloth 
  
  Fallout 2d20 Beta - Campaign 82
  was located near one of the main thoroughfares 
  of its day. Perhaps by following the road, we may 
  come across it, or more guidance to get us there.”
  Once the player characters decide which direction 
  to travel, provide narration as appropriate as they 
  head out into the wasteland under an overcast sky. 
  Use as many of the optional encounters that follow 
  as desired to fill out the travel time for the player 
  characters before proceeding to Scene 3.
  Encounter A: Minutemen Ambush
  Early on after leaving the borders of Diamond City 
  behind, the player characters accidentally stumble 
  into the path of a squad of six Commonwealth 
  Minutemen advancing on a ramshackle shack built 
  up against a twisted overpass. The Minutemen 
  encourage the player characters to either step 
  back out of the line of fire or join in their battle 
  against a trio of Raiders they’ve chased for the 
  last few hours.
  If the player characters choose to join in with the 
  Minutemen, they may join the battle, which could 
  be simply narrated since the Minutemen plus the 
  player characters present overwhelming odds 
  for the battle. Alternatively, you may choose to 
  conduct the battle as normal. The Minutemen want 
  at least one prisoner left alive for questioning, so 
  they encourage the player characters to be careful 
  when shooting.
  Any surviving Raiders from the battle are 
  disarmed, apprehended, and bound. The 
  Minutemen squad’s leader, Corporal Gates, 
  takes the lead questioning them, though a player 
  character is welcome to step up and join in by 
  attempting a CHA + Speech or other appropriate 
  test to charm, coerce or threaten the raider into 
  talking. If the player character or Corporal Gates 
  is successful at the test, the raider prisoner(s) 
  reveal that they had been attacking farms and 
  settlements, because they had been pushed out 
  of their own fortifications by super mutants. If the 
  players spend AP, the raider(s) also reveal that 
  the super mutants stripped the raider camp for 
  supplies and ammunition, so it wasn’t a territory 
  grab as much as it was a stockpiling of resources. 
  They have no idea why the super mutants would 
  attack many raider outposts.
  The Raiders reveal nothing if the player character 
  or Corporal Gates fail the test and refuse to 
  cooperate. More dire threats or tests to intimidate 
  the raider may be attempted with a difficulty of 
  4. Failure at this test means that the raiders will 
  simply not give up any more information, and will 
  go to their fates tight-lipped.
  Encounter B: Crazed Raider
  One afternoon while the player characters are 
  travelling the wasteland, they stumble upon a 
  critically-wounded raider slumped inside the 
  rusted-out shell of a car. There is an empty medical 
  kit nearby along with the partly-eaten carcass of 
  a mole rat. When he sees the player characters 
  approach, he raises one hand weakly as if to ward 
  them off, but then drops his hand back to his lap 
  and lets his head loll back with a chilling giggle. 
  A player character may attempt a INT or PER + 
  Medicine with a difficulty of 1 to determine the 
  health of the raider. Success at the test reveals that 
  the raider is mortally wounded and that there is 
  nothing that can be done for him in the field other 
  than to keep him comfortable.
  The player characters may question the Raider by 
  attempting a CHA + Speech with a difficulty of 
  2, the raider is doped up on strong medication 
  and from being badly wounded. If the player 
  character succeeds at the test, the raider reveals 
  that he was part of a war band, but that his group 
  was ambushed by super mutants a couple days 
  ago and was wiped out. He gestures toward 
  the northwest and says that the fight took place 
  somewhere in that direction. The player characters 
  may choose to stay with him until he passes on, 
  help him to his final rest, simply leave, or whatever 
  other action is most appropriate.
  If the player characters choose to attack the 
  raider, he will not put up a fight. He has no gear 
  on him save for his blood-stained clothes, a pistol 
  with no ammunition, and a small silver half-heart 
  charm on a broken chain tucked into his left boot, 
  worth 20 bottlecaps.
  
  83 Campaign - Fallout 2d20 Beta
  Encounter C: Freaky Farmers
  During one of their day’s travels, the player 
  characters discover a small farmstead carved out 
  of the wasteland. There are a pair of emaciated 
  brahmin hooked to a plow working in a field. 
  It’s unclear what crop has been planted, if any. 
  A pair of ghoul farmers, wearing dingy clothing 
  and wielding shotguns, encourage the brahmin to 
  their work. Upon seeing the player characters, the 
  farmers loudly demand that they get away from 
  the farm and off their property.
  If the player characters linger, the ghoul farmers will 
  shoot with the intent to drive them off the farm or 
  simply kill them all. If the player characters move on 
  without engaging the farmers, the farmer will hurl a 
  few insults their way and then go back to their work.
  The player characters may also be able to talk 
  with the ghouls, though attempting to do so without 
  being shot will require the player characters 
  to attempt a test using CHA + Speech with a 
  difficulty of 3 due to the inherent suspiciousness 
  of the ghoul brothers. If the player characters 
  succeed at the test, the ghoul brothers introduce 
  themselves as Ede and Nud. They offer the player 
  characters to share their meal. If the player 
  characters also spend AP to improve the results of 
  their test, the brothers will allow them to sleep in 
  the barn with their brahmin overnight if that’ll help 
  them with their journey. They expect the player 
  characters to be on their way in the morning, 
  however.
  If the player characters fail the test, the ghoul 
  brothers simply open fire and defend their farm.
  Should the player characters battle and defeat the 
  ghoul farmers, they may choose to access the modest 
  farmhouse on the property. An egg casserole is 
  cooking in the oven, there is fresh bread and cold 
  water, and assorted other gear stored in the house, 
  a medkit, shotgun ammunition, two bottles of Nuka-
  Cola, and a sealed bottle of vodka.
  The farmers explain their hostility was due to having 
  a number of wastelanders approach the farm in 
  recent days, many attempting to steal food, caps 
  and even the brahmin. They didn’t bother to ask 
  why however, and simply chased them away.
  Encounter D: Rabid Radstag
  One evening during their travels, a rabid radstag 
  brays out a challenge and rushes the player 
  characters’ camp, attracted by the sounds of 
  people in its territory. Upon killing the radstag, the 
  player characters will discover six bottlecaps in 
  its stomach should they choose to clean and dress 
  the beast. If the gamemaster wishes to make this a 
  harder encounter, feel free to make it a small herd 
  charging into the camp by adding one or more 
  radstags.
  Scene 3
  After a few days of travelling and enduring some 
  or all of the encounters presented above in their 
  chosen path, during one brisk afternoon the player 
  characters hear gunshots from a high-powered 
  weapon somewhere ahead of them. Anyone 
  wishing to investigate should attempt an AGI + 
  Sneak test with a difficulty of 2 to sneak up to 
  a nearby pile of debris overlooking a valley. 
  Success at the test gets them there without issue 
  and without being detected. Failure at the test 
  means that they have been spotted by lookouts, 
  though they will not know this until later in the 
  scene.
  Read the following aloud:
  Looking down into the valley reveals 
  a gruesome sight. A large reinforced 
  wagon, built out of scavenged Vertibird 
  parts, sheet metal, and other elements 
  stands in the valley, a team of four 
  brahmin hooked up to it. Inside the 
  wagon are several humans, all of 
  whom appear to be wounded and 
  bound. About a dozen well-armed 
  super mutants stand near the wagon, 
  one of whom is a behemoth in size 
  and is clearly the leader of the band. 
  There are several temporary shelters 
  built up around the wagon; the overall 
  look of the encampment is that this is a 
  temporary, travelling company. There 
  is also a second wagon built out of 
  scrap metal and chitin, though this one 
  is uncovered and packed with various 
  supplies, weapons, and scrap, all of 
  which look like scavenged materials and 
  
  Fallout 2d20 Beta - Campaign 84
  may well be the product of the raids the 
  super mutants have conducted on raider 
  enclaves and settlers.
  A pair of makeshift poles have been 
  planted into the ground a dozen feet 
  away from the wagon, and there is a 
  body hanging from each pole. One body 
  is missing most of its limbs, including its 
  head. The other person is still alive, and 
  frantically wiggling in its bonds to try and 
  escape. The behemoth bellows an order, 
  and one of the super mutants, holding a 
  rifle, takes aim and shoots at the bound 
  prisoner, hitting her arm. The prisoner 
  cries out in pain while the super mutants 
  laugh. It seems clear that the super 
  mutants are having some sport with the 
  prisoners, and it looks likely that they’ll 
  continue until they’re all dead.
  The player characters may decide to attack the 
  camp outright, or move in to speak with the group, 
  or whatever other option the players may choose 
  to come up with. There is no one right path here; 
  it will depend entirely on the morals of your 
  particular group of player characters and how 
  they want to approach interacting with Yawen and 
  his company. Mister Parzival, upon seeing the 
  situation and the number of opponents, will note 
  that, “The odds are not in our favor. I suggest we 
  move toward the camp slowly and parlay.”
  If the player characters decide to shoot it out, 
  proceed with the battle. The super mutants will 
  attempt to wound the player characters so that 
  they can take them captive and torture them for 
  information or for fun. Their larger numbers and 
  tactical advantages should prove to defeat the 
  player characters, though this is by no means a 
  sure fight. Any player characters wounded or 
  incapacitated during the battle are bound and 
  thrown into the prison wagon. The more player 
  characters that are wounded, the more likely it 
  will be for Yawen to demand the other player 
  characters surrender. 
  If the player characters decide to walk toward the 
  encampment, they should do so without weapons 
  in their hands and be clear about their peaceful 
  intentions. A pair of wary super mutants will move 
  toward them with weapons at the ready and escort 
  them into the camp. If the player characters were 
  spotted at the beginning of the scene then they 
  are apprehended before they even make it to the 
  camp and the difficulty of tests to interact with 
  Yawen are increased by 1.
  Whether the player characters are all taken 
  captive or are escorted into the camp, proceed to 
  Scene 4.
  Scene 4
  Adjust the opening of this scene accordingly 
  depending on whether the player characters enter 
  the camp under their own power but are escorted 
  by guards, or are visited by Yawen while they sit in 
  the prison wagon.
  The player characters are escorted through the 
  camp and toward the super mutant behemoth. 
  Yawen looms over the player characters, his 
  massive bulk and presence dwarfing most other 
  beings. In a deep, gravelly voice, he says, “Who 
  dares enter my domain?”
  The player characters may speak up, but if none 
  do after a few moments, Mister Parzival will. 
  The robot says, “Yawen! I remember you! Dost 
  remember me? I am Parzival, knight and seeker of 
  Kameloth!”
  Yawen stares at Mister Parzival while another, 
  smaller super mutant, wearing a satchel over one 
  shoulder and an old Pip-Boy in the other hand, 
  whispers into Yawen’s ear. Yawen listens, then 
  shrugs him away. “Away from me, scribe.”
  The player characters may attempt a PER + 
  Survival. If they succeed at the test, they note 
  that the Pip-Boy in the scribe’s hand is displaying 
  a map, though it’s not legible enough at distance 
  to make out details.
  Yawen focuses on Mister Parzival. “I do not 
  remember you, scrap metal. But I do know the 
  name Kameloth. What do you know of that 
  place?”
  The player characters may attempt a PER + 
  
  85 Campaign - Fallout 2d20 Beta
  Survival. If they succeed at the test, they note 
  that the Pip-Boy in the scribe’s hand is displaying 
  a map, though it’s not legible enough at distance 
  to make out details.
  Yawen focuses on Mister Parzival. “I do not 
  remember you, scrap metal. But I do know the 
  name Kameloth. What do you know of that 
  place?”
  The player characters may attempt tests to 
  converse with Yawen with whatever attribute 
  and skills are appropriate. The tests have a base 
  difficulty of 2, increased by 1 if the players were 
  seen and brought in by force or tried to attack. He 
  is belligerent and knows he has the advantage, 
  and is content to speak from a position of power. 
  He knows the likely location of Kameloth, and 
  has more soldiers and weapons than the player 
  characters.
  During the conversation, find a good place to 
  drop in the following statement from Yawen. “We 
  will take Kameloth, strip it of its treasures, and then 
  raze it to the ground. Or…I may use it as my new 
  stronghold. None can oppose me.”
  Yawen seeks any additional information about 
  Kameloth and its surrounding environment. The 
  player characters may attempt to bluff their 
  way through the conversation or choose to be 
  honest. In either case, Yawen will soon realize 
  they have nothing to offer him and his company. 
  Mister Parzival is not much help, as much of his 
  original memory and programming were wiped. 
  He’ll go on about wanting to find the place and 
  how important it is to return there, but can’t offer 
  specifics on where to find it or what to expect 
  when they get there.
  If the player characters were escorted into the 
  camp under their own power and conducted 
  themselves appropriately Yawen will allow them 
  to leave the camp as long as they leave and never 
  return to this area of the wasteland. If the player 
  characters were wounded and thrown into the 
  prison wagon at the start of this scene, Yawen is 
  likely to keep them as prisoners, though player 
  characters may attempt any appropriate tests to 
  escape, such as AGI + Lockpicking, at difficulty 4.
  If the player characters decide to try and fight 
  their way out of the camp, they are welcome to 
  do so, though it will be a very hard fight against 
  overwhelming odds. The player characters might 
  attempt to grab the Pip-Boy from Yawen’s scribe 
  as they make their escape. The gamemaster should 
  feel free to either let the dice fall as they may 
  and wipe out the player character group here, 
  or give them opportunities to split the party—
  perhaps some are able to escape while others 
  are wounded and captured and dragged back to 
  the prison wagon. Keep the action moving and 
  reiterate the brutality of life in the wasteland. 
  The Pip-Boy contains the location of Kameloth, 
  and can also contain information on other areas 
  of interest if you wish to have other locations of 
  interest for your players to explore after the end of 
  this campaign.
  Scene 5
  Unless the player characters willingly left the camp 
  and stuck out on their own, some or all of them, 
  and Mister Parzival, have been wounded and/
  or beaten into submission. They are stripped of 
  their gear, placed into chains, and stuffed into the 
  makeshift mobile prison wagon made from scrap 
  metal, mirelurk shell parts, and weathered rope. 
  When asked why Yawen just doesn’t kill them 
  outright, the guards or perhaps Yawen himself 
  will note that it is a five-day journey to what he 
  believes is Kameloth and that the company’s 
  brahmin will need to eat something along the 
  journey.
  
  Fallout 2d20 Beta - Campaign 86
  The prison wagon is guarded by a trio of well-
  armed super mutants and a pair of mutant hounds. 
  Their orders are to wound, not kill, but will not pull 
  their punches if the player characters are clearly 
  earnest about trying to escape or do them harm. 
  “Dead taste as good as the living.” If the player 
  characters engage their guards, use the stats 
  presented on p..
  Faced with imprisonment and the likelihood 
  of being a pack animal’s brunch, the player 
  characters in the prison are left to ponder their 
  fate. Mister Parzival, resting heaving upon the 
  rough flooring of the makeshift prison, rotates his 
  eyes from companion to companion. He says, “The 
  questing knights faced many challenges in their 
  quest…we will face this one as well, together as 
  friends.” Whether this cheers up any of the player 
  characters remains to be seen.
  If any player characters evaded capture 
  and escaped Yawen’s compound, give them 
  the opportunity for a roleplaying scene and 
  emphasize the bleakness of their situation. Their 
  party is split up, some imprisoned, some wounded 
  or perhaps dead, and there is little hope of 
  any allies or support to come to them from any 
  direction. 
  Conclusion
  This should be presented as the low point of the 
  campaign. The player characters have met or 
  engaged all the key non-player characters and 
  know the location of Kameloth. They also know 
  that Yawen is ready to lead his company to take 
  Kameloth for himself. However, they are largely 
  powerless to do anything about it because some 
  or all of them have been imprisoned by Yawen. 
  The gamemaster should proceed directly to Act 
  Three of this campaign, but should feel free to run 
  other adventures between Act Two and Act Three 
  as desired.
  Adjusting the Scene
  Adjust the opening of this scene 
  accordingly depending on the results 
  of the conversation with Yawen in the 
  previous scene. Player characters may 
  have left the camp empty-handed but 
  wait outside the valley to discuss options, 
  may have fought their way out but left 
  some wounded allies behind, or may all 
  be prisoners of Yawen. The intent of this 
  campaign is that the player characters 
  are either all prisoners of Yawen by this 
  point, or that some of them have been 
  taken captive while others managed to 
  escape and are outside the camp area, 
  determining their next steps.
  
  87 Campaign - Fallout 2d20 Beta
  Part Three: Kameloth
  Synopsis
  Armed with sufficient intelligence, the player 
  characters travel through the wasteland in search 
  of Kameloth, racing against Yawen and other 
  characters, and the encouragement of Mister 
  Parzival. As they approach what they believe 
  is Kameloth, Yawen and his allies attack the 
  player characters and there is a desperate battle 
  for survival. The player characters come to the 
  location of Kameloth, a battered but operative 
  seedfarm revealed to them as Graygarden.
  Over the course of Act Three, the players will have 
  the opportunity to:
  • Race toward Kameloth against Yawen and his 
  company and any other non-player characters 
  that have been caught up in the quest
  •  Battle wasteland creatures and the super 
  mutant company led by Yawen
  • Discover Kameloth and its secrets
  Scene 1
  Coming out of Part Two, the player characters 
  are most likely either all imprisoned by Yawen 
  and his company, or are partially imprisoned 
  with a few player characters on the outside of 
  the encampment looking in and left to determine 
  what to do. Give the player characters some role-
  playing opportunities to note their situation and to 
  brainstorm ideas on what to do next.
  If all of the player characters were captured and 
  imprisoned at the end of Act Two, then a jailbreak 
  would seem to be the most likely path out of their 
  situation. The guards are alert but complacent, and 
  clever player characters may be able to talk their 
  way out of the prison wagon or otherwise manage 
  an escape from the wagon. They should then figure 
  out how to get their gear and the Pip-Boy from the 
  scribe, and get out of the camp without attracting 
  additional attention. Running this scene in this 
  manner may give the gamemaster the opportunity 
  to focus on stealth skills and subterfuge rather than 
  direct physical combat, or perhaps even some 
  tests to persuade or intimidate guards into helping 
  the player characters.
  If some of the player characters were captured 
  and others are outside the camp thinking of 
  breaking their allies out of prison, the gamemaster 
  is encouraged to switch from one group to the 
  other in a dynamic fashion, keeping things moving. 
  Perhaps the group of imprisoned player characters 
  can attempt to sneak their way out of the prison 
  wagon while the player characters outside the 
  camp attempt a rescue or otherwise attempt to 
  help their allies stuck in the prison wagon.
  If the player characters have not yet attempted 
  to steal the Pip-Boy containing the map from 
  Yawen’s scribe, they have a golden opportunity 
  to do so if they manage to escape the prison 
  wagon or attempt to sneak around the camp. 
  Player characters may attempt a PER + Survival 
  test with a difficulty of 1 to single out the scribe 
  and identify which tent he ducks into at night. 
  The player characters may attempt AGI + Sneak 
  tests with a difficulty of 2 to slip into the scribe’s 
  tent unnoticed. Success at the test means that they 
  successfully enter the tent without anyone noticing, 
  and may attempt further AGI + Sneak with a 
  difficulty of 3 to take the Pip-Boy off the scribe’s 
  arm (either by stealthily killing the scribe first, 
  or by taking it off without waking or otherwise 
  notifying the scribe.
  Failure at the test to get into the tent means that 
  one or more super mutant guards or a super 
  mutant hound detect the player character(s) 
  attempting to sneak into the tent, and raise the 
  alarm. The player characters have one round to 
  take an action before the camp erupts in angry 
  super mutants and a general melee.
  If the player characters end up in a general 
  melee with the bulk of the super mutants, it will 
  be a very hard fight against overwhelming odds. 
  The gamemaster should feel free to either let the 
  dice fall as they may and potentially wipe out the 
  player characters, or give them opportunities to 
  escape. It’s possible some of the player characters 
  might get wounded and captured again, or they 
  all may be able to get away, either with or without 
  the Pip-Boy containing the map to Kameloth. The 
  
  Fallout 2d20 Beta - Campaign 88
  gamemaster is encouraged to keep the action 
  moving and reiterate the brutality of life in the 
  wasteland.
  Scene 2
  Once the player characters escape from Yawen’s 
  camp, the gamemaster may narrate a chase across 
  the wasteland toward Kameloth, interspersing 
  moments of narration with combat encounters 
  either with the super mutants as they attempt to 
  catch up, or with any of the encounters provided 
  below. The intent is to keep up the action as the 
  player characters work their way through the 
  wasteland toward Kameloth, pursued by Yawen 
  and his company and any other adversaries 
  they’ve managed to generate over the course of 
  the campaign.
  This scene also presents the opportunity for any 
  non-player characters encountered over the 
  course of the campaign to show up and provide 
  assistance to the player characters, depending 
  on how the gamemaster wants to present events 
  and how well or poorly the player characters 
  interacted with non-player characters during 
  the course of the campaign. Some options for 
  potential assistance include:
  • If the player characters encountered the 
  Brotherhood of Steel members Margo and 
  Merchad earlier in the campaign, the player 
  characters might be able to signal for their 
  help using the signal grenade given to them. 
  Margo and Merchad could arrive out of the 
  wasteland and lend assistance to the player 
  characters, and can even offer to call in for 
  additional support.
  • If the player characters did not encounter 
  Margo and Merchad earlier in the campaign, 
  now might be a good time to have the player 
  characters encounter them. The Brotherhood 
  of Steel soldiers are roaming the wasteland, 
  hunting down super mutants, and they have 
  tracked Yawen and his company for some 
  time. They’ll encounter the player characters 
  and offer to help them rescue their imprisoned 
  allies or to attack the super mutants. If the 
  player characters waffle on what they want to 
  do, Merchad and Margo will tell the player 
  characters that they’re going to attack, and will 
  leave the player characters behind to conduct 
  an attack on the super mutants.
  • If the player characters encountered Palam the 
  ghoul earlier in the campaign, he could show 
  up at some point and provide assistance. He’s 
  not much use with a weapon (use Wastelander 
  stats), but could provide medical assistance or 
  act as a runner if the player characters wanted 
  to send him ahead to Kameloth or back toward 
  Diamond City for assistance. Kameloth has no 
  aid to provide, and Diamond City is too far for 
  him to travel for any help to arrive in time.
  • If the player characters weren’t difficult during 
  their time in and around Diamond City, a patrol 
  of Commonwealth Minutemen might arrive to 
  lend their support. Their leader could note that 
  they chose to follow the player characters into 
  the wasteland, or perhaps they were tipped 
  off by any of the caravan survivors the player 
  characters escorted to Diamond City and 
  wanted to head out and assist if possible.
  Encounter 2B: Minefield
  During their rush toward Kameloth, either running 
  from Yawen and his company, or chasing after 
  them, the player characters stumble into a 
  wide swath of land peppered with active land 
  mines. Mister Parzival or any of the player 
  characters or their companions must attempt a 
  PER + Explosives test with a difficulty of 1. Any 
  character succeeding at the test notices a partly-
  uncovered fragmentation mine in the ground and is 
  able to warn their allies away from it. Any player 
  character failing the test triggers a mine and 
  suffers the effects accordingly.
  A player character may attempt a AGI + 
  Explosives test with a difficulty of 4, and a 
  complication range of 3 to  disable the mine. 
  Success at the test means the player character 
  successfully deactivates the mine and may remove 
  it from the ground and reuse it as desired. Failure 
  at the test means the player character triggers the 
  effects of the mine.
  
  89 Campaign - Fallout 2d20 Beta
  Encounter 2C: Raider Revenge
  The player characters encounter a rag-tag group 
  of raiders trailing the super mutants. The group 
  of raiders clearly looks to be a mix of individuals 
  from several different raider factions, suggesting 
  that they have banded together for a common 
  purpose. There are twice as many raiders as 
  there are player characters and companions. The 
  player characters may choose instead to carefully 
  approach the raiders, or the raiders themselves 
  may approach the player characters under a flag 
  of truce.
  The player characters may attempt a CHA + 
  Speech with a base difficulty of 1, but other 
  relevant skills can be used depending on how 
  they want to approach the social encounter with 
  the raiders. The raiders at this point aren’t looking 
  to attack anyone save for the super mutants. It 
  is clear through interacting with the Raiders that 
  they are tired of being beaten down by the super 
  mutants, and are desperate for revenge against 
  the super mutants that wiped out their bases of 
  operations and slaughtered their allies.
  Whether the player characters go along with this 
  shift in raider morality is up to the players—it’s 
  an example of how tides shift and change in 
  the wasteland, where one’s enemy can become 
  one’s ally depending on the circumstances. Mister 
  Parzival may join in the conversation, suggesting 
  something along the lines of “…the enemy of our 
  enemy could become our friend, for a time” if the 
  opportunity presents itself.
  With effective test rolling and role-playing, the 
  player characters may be invited to join the raider 
  faction in their attack against the super mutants, 
  or may be asked to take the lead in planning an 
  attack on the super mutants. The raiders are not 
  especially gifted at planning an attack, and might 
  be willing to let a player character take the lead if 
  one does well on the CHA test.
  Scene 3
  Through the player characters’ travels, once it’s 
  clear that Kameloth is less than a mile away, the 
  player characters hear a loud bellowing sound 
  from nearby. It’s the same war horn Yawen and 
  his company have used over the last several 
  days as part of their chase toward Kameloth. This 
  particular blast sounds close, and sure enough, a 
  quick look shows Yawen and his surviving allies 
  running atop a nearby hill and charging toward 
  the player characters.
  As the player characters and their allied 
  companions prepare to enter the final climatic 
  battle with Yawen and the super mutants, Mister 
  Parzival (if he is still with the company and able 
  to move and speak) makes a strange little gesture 
  over his chassis with his appendages and says, 
  “We shall now seek that which we shall not find.”
  After a moment of (perhaps confused) silence, 
  Mister Parzival glances at the player characters 
  and any companions, and makes a shrugging 
  gesture. Mister Parzival readies his built in 
  weapon and joins the player characters in the fight 
  against the advancing super mutants.
  Yawen and his company want blood and will not 
  leave the battlefield—they will fight to the death, 
  with nothing left to lose and Kameloth nearby. Any 
  companions traveling with the player characters 
  will fight with the player characters to the last, 
  unless the gamemaster feels that performing a 
  token effort and then cutting and running would 
  fit better with their personality and how the player 
  characters treated them over the course of the 
  campaign. The player characters may also have 
  additional allies who can help them during the 
  fight, depending on which encounters you used 
  earlier in Act Three and in the campaign.
  Running the Final Battle
  This is a large battle with a lot of 
  participants. Making a sketch on some 
  paper to keep track of zones or positions 
  can be useful.
  
  Fallout 2d20 Beta - Campaign 90
  Scene 4
  Should any of them survive the battle, the player 
  characters may pilfer the battlefield and any fallen 
  participants for equipment and supplies, and then 
  reconnect and finally move toward Kameloth.
  Read or paraphrase the following:
  Near a crumbled concrete and asphalt 
  overpass lies the realm of Kameloth, 
  its gleaming walls and roof panels 
  sparkling in a sudden sunbeam that 
  breaks through the overcast sky. A long 
  rectangular building with a peaked 
  roof dominates the scene, with smaller 
  outbuildings scattered around it. One 
  of the outbuildings appears to be a 
  toolshed while the other is a partially-
  collapsed two-story homestead. Several 
  Mr. Handy robots work here and there, 
  some in a large mutfruit field and others 
  in additional crop fields that appear to 
  be well-tended and maintained. There 
  are a couple ancient, rusted-out vehicles 
  parked haphazardly in the crop fields.
  The player characters see no opposition moving 
  toward them from Kameloth, and are free to move 
  forward. If he is still functional and able to move, 
  Mister Parzival will make a delighted electronic 
  squeal and move toward the large central building 
  at his best possible speed. The unnamed Mr. 
  Handy robots tending the fields will ignore the 
  player characters and may spare a glance at 
  Mister Parzival before resuming their work.
  Kameloth’s caretakers, a trio of Mr. Handy robots 
  that Mister Parzival refers to as Guinevere, 
  Arthur, and Galahad, soon emerge from the 
  central building or wherever they happened to 
  be working when the player characters show up. 
  They introduce themselves as Supervisors Greene, 
  White, and Brown, and welcome Mister Parzival 
  home, though they call him Supervisor Orange 
  (refer to the sidebar below for more information 
  on each of the three supervisors and the history 
  of the facility). Mister Parzival is mystified at their 
  name for him, the memory of his early days here 
  having been wiped from his circuits long ago.
  Mister Parzival exclaims how delighted he is to be 
  home at Kameloth, which confused the supervisors. 
  They will correct him and say that this facility is 
  actually called Graygarden. Mister Parzival shrug 
  off the name, convinced that the place is, in fact, 
  the Kameloth of the quest he has pursued for the 
  last many years.
  The Three Supervisors
  The three supervisors in charge of operations 
  at Graygarden are Mr. Handy model robots, 
  programmed to manage the facility to the 
  extent of their capabilities. They have worked at 
  Graygarden for more than two hundred years, 
  maintaining the facility and its crop fields. They 
  are each very proud of their personalities and 
  the fact that Doctor Gray programmed them to 
  be something different from the other Mr. Handy 
  robots working at Graygarden.
  • Supervisor Brown: Brown has a male voice 
  with a decidedly British tone of voice, is 
  painted in shades of brown, and sounds like 
  a soldier from ancient Great Britain. He keeps 
  If Mister Parzival met his end before the 
  player characters arrive at Kameloth / 
  Graygarden, the three supervisors will 
  have a similar reaction if they refer to 
  the place as Kameloth. They will correct 
  the player characters, calling the place 
  Graygarden. The player characters may 
  attempt an INT + Science test with a 
  difficulty of 2. If they player characters 
  succeed at the test, they’ll recall a rumor 
  they un-earthed during their earlier 
  research that an ancient scientist named 
  Doctor Edward Gray has built a self-
  sufficient hydroponics greenhouse out in 
  the wasteland. Graygarden or Kameloth 
  would appear to prove that particular 
  rumor.
  If they fail at the test, no additional 
  information is gleaned or recalled, and the 
  name ‘Graygarden’ means nothing to them 
  other than what is immediately apparent.
  
  91 Campaign - Fallout 2d20 Beta
  the unnamed Mr. Handy robots in good repair, 
  and orders them around the grounds with 
  military-like orders. In conversations with the 
  player characters, he’ll often drop in a “Jolly 
  good!” or “Cheerio!” or other such sayings 
  into his dialogue. 
  • Supervisor Greene: Greene has a male voice, 
  is painted in shades of green, and sounds like 
  every game show host ever conceived rolled 
  into one identity. He is friendly and gregarious, 
  and doesn’t hesitate to make deals with player 
  characters, offering them successively larger 
  sums of bottlecaps if they take greater risks at 
  challenges or even just in conversation. He’ll 
  often drop in something like “You can choose 
  from one of these fabulous prizes!” as a 
  conversation ender, though no such prizes are 
  to be found (save for perhaps a few bottlecaps 
  or fresh mutfruit).
  • Supervisor White: White has a female voice, is 
  painted bright white (something of a surprise 
  given the general dirtiness of the wasteland), 
  and sounds like ancient cinema ingénue, 
  sprinkling every comment with the player 
  characters with archaic language such as 
  ‘dreadful’ and ‘ghastly’. Whether she learns 
  any of the player characters’ names or not, she 
  refers to everyone as ‘darling’
  Scene 5
  Mister Parzival shrugs off the welcome from the 
  three supervisors and eagerly escorts the player 
  characters into the greenhouse. He shows them 
  the plants being tended to there, including corn, 
  carrots, gourds, mutfruit, and tatos. He breezes 
  past the crops to lead the player characters to 
  a large flower bed set against one of the long 
  walls and stops suddenly at the sight of a freshly-
  blooming yellow rose. Mister Parzival sighs in 
  almost human fashion and presents the treasure 
  to the player characters, and then makes his very 
  best attempt at shedding a tear.
  He says, “To have travelled so far, and to have 
  endured so much, that our quest should end here 
  is truly a sign of providence.” He glances at the 
  player characters. “Can you ken such joy?”
  The player characters are free to explore the 
  greenhouse and surrounding buildings so long as 
  they don’t damage anything or act aggressively 
  toward the Mr. Handy robots tending the fields. 
  The storage building contains some scrap metal 
  and old tools. The two-story homestead has a 
  partially-collapsed kitchen that is inaccessible, an 
  empty living area, and a locked door leading to a 
  basement. The lock can be opened with an AGI + 
  Lockpick or forced open with a STR + Athletics 
  test with a difficulty of 2. In the basement, the 
  players can find a random assortment of chems 
  and some crating materials worth 100 caps.
  Should any player characters ask the three 
  supervisors questions about the facility or their 
  history, the three supervisors will be happy 
  to answer questions or offer tidbits of lore. 
  Graygarden was built before the Great War 
  by a Doctor Edward Gray, who intended the 
  facility to be self-sufficient. The facility is indeed 
  self-sufficient, operated entirely by automation 
  under the guidance of the three supervisor Mr. 
  Handy robots. There is very little in the way of 
  construction materials in the area, but much 
  of the surrounding land is arable and can be 
  converted into additional crop fields should the 
  player characters or other characters deliver 
  crop samples to the Mr. Handy robots tending the 
  fields.
  If the player characters ask any of the supervisors 
  about Mister Parzival, they will be confused 
  but curious. They’ll note that Doctor Gray had 
  programmed just the three of them with advanced 
  cognition processors, giving them the ability to 
  conduct complex decision-making and reasoning. 
  That a Mr. Handy originally programmed to 
  work the greenhouse had somehow developed 
  a similar level of programming is a curiosity to 
  them, and perhaps also any player character 
  with a mechanical background or leaning. Where 
  and how Mister Parzival got his programming, 
  however, is a mystery for the ages.
  The supervisors note that, due to their isolated 
  location, and the fact that knowledge of the 
  location is poorly-known, Graygarden is rarely 
  visited and hasn’t been attacked by Raiders for a 
  very long time. For as long as word doesn’t get out 
  about Graygarden’s location, the facility and the 
  
  Fallout 2d20 Beta - Campaign 92
  player characters should be relatively safe, should 
  they have need of a base of operations or a stable 
  place to return to during their excursions into the 
  wasteland.
  Conclusion
  The gamemaster should provide time for the player 
  characters and any remaining companions to react 
  to the resolution of the quest. The three supervisors 
  and Mister Parzival are present to answer 
  questions and to give the player characters a tour 
  of the facility. 
  Mister Parzival will settle back into a working role 
  at Graygarden, though he’ll continue to refer to it 
  as Kameloth and will call his three robot friends 
  by his given name for them rather than their actual 
  names. He’ll be full of gratitude toward the player 
  characters for helping him complete the quest, and 
  the gratitude he presents is honest and heartfelt, 
  something of a rarity in the wasteland.
  The three supervisors make it clear that that player 
  characters and their companions are welcome 
  to stay at Graygarden for as long as they wish, 
  so long as they don’t abuse the invite and don’t 
  materially damage anything or get in the way. If 
  any player characters offer to help around the site, 
  the supervisors will put them to work on modest 
  tasks first, and then more involved jobs should the 
  player characters prove themselves capable.
  If any Brotherhood of Steel members are with the 
  player characters, they will remain with them at 
  Graygarden for a day or two before moving on, 
  noting that they’ll include Graygarden in their 
  report but will not encourage any of their brethren 
  to visit the site unless an emergency arises.
  Where to Go From Here? 
  The player characters have a number of directions 
  they could pursue following the events of this 
  campaign should they or the gamemaster choose 
  to continue the story with this particular group of 
  player characters. The gamemaster and players 
  should feel free to expand on these as desired.
  • The player characters could align themselves 
  with Mister Parzival and his allies at 
  Graygarden/Kameloth and use the site as a 
  base of operations to exploring the wasteland
   
  regions nearby or perhaps use it as a staging 
  area for mounting cleansing operations against 
  the Raider bands roaming the wasteland.
  • The player characters could offer to search 
  the wasteland for crop samples to return 
  to Graygarden in exchange for food or 
  bottlecaps, which would serve to provide them 
  with a sustainable source of food for export 
  to Diamond City, settlers, or perhaps Raider 
  factions willing to pay for food.
  • If the player characters have Brotherhood of 
  Steel companions, raider faction companions, 
  or any allies that might travel back to Diamond 
  City or another settlement, it’s possible that 
  word of Graygarden’s existence might spread 
  and eventually pose a threat. Is this something 
  the three supervisors or the player characters 
  want to have happen? Do the player 
  characters work with the non-player characters 
  to keep quiet about the location’s existence? 
  Do they quietly eliminate any characters who 
  might spread the word about the location? A 
  subsequent adventure or campaign could focus 
  on the player characters having to defend 
  Graygarden from any number of external 
  threats should news of the location get out into 
  the wasteland and beyond.
  End Game Expectations
  Players expecting a large payoff may 
  be disappointed that the end result 
  of the quest is Mister Parzival finding 
  and presenting the rose to the player 
  characters. Some players may find 
  appreciation in a robot seeking out love 
  and joy and finding it by the end of the 
  quest, while other players will be more 
  interested in what gear and supplies they 
  can loot. If your players are more slanted 
  toward the latter end of the spectrum than 
  the former, feel free to add some useful 
  supplies, bottlecaps, and the like to the 
  final battle with Yawen and his company. 
  This gives the player characters a large 
  reward at the end of the fight, before they 
  get to Scene 4 and the end of the quest.
  
  93 Stats - Fallout 2d20 Beta
  CHAPTER 7
  STATS
  Here you can find all the stats you need for the Parzival and the Wasteland Knights Campaign and some 
  additional stats if you want to try your own adventures.
  MR. PARZIVAL 
  Robot (Mr. Handy), Rank 4
  Major, Normal, 12 XP
  Physical DR
  1
  Eyes, Torso, 
  Thrusters, Arms
  Energy DR
  0
  Radiation DR
  Immune
  All
  Posion DR
  Immune
  All
  Attacks
  • PINCER: STR + Unarmed (6), 2
   physical 
  damage
  • BUZZ-SAW: STR + Melee Weapons (9), 
  3
   Persistent, Vicious physical damage 
  (Debilitating)
  • FLAMER: AGI + Energy Weapons (10),    
  5
   Persistent energy damage, Close range 
  (Inaccurate, fire rate 4
  HP
  17
  INIT.
  14
  DEF.
  1
  MELEE BONUS
  0
  Carry Weight
      150lbs
  Barter
  1
  Science
  3
  Energy Weapons 3
  Small Guns
  3
  Melee Weapons
  3
  Sneak
  2
  Repair
  1
  Survival
  2
  Skills
  WASTELANDER
  Human, Rank 2 
  Notable, Normal, 5 XP
  Physical DR
  1
  Chest, Arms Legs
  Energy DR
  0
  Radiation DR
  0
  Poison DR
  0
  Attacks
  • UNARMED STRIKE: STR + Unarmed (9),  
  2
   physical damage
  • MACHETE: STR + Melee Weapons (10),   
  3
   Piercing physical damage
  • DOUBLE-BARREL SHOTGUN: AGI + Small 
  Guns (12), 4
   Vicious physical damage, 
  Close range (Debilitating, Inaccurate, Two 
  Handed), fire rate 2
  Special Abilities
  • Ghoul: At your discretion, the wastelander 
  can be a ghoul, with an immunity to 
  radiation damage.
  Inventory
  Road leathers outfit (chest, arms, legs), double-
  barrel shotgun
  HP
  14
  INIT.
  14
  DEF.
  1
  MELEE BONUS
  0
  Carry Weight
     210lbs
  Melee 
  Weapons
  4
  Unarmed
  3
  Speech
  1
  Small 
  Guns
  4
  Survival
  3
  Atheltics
  1
  Skills
  S
  6
  P
  7
  E
  6
  C
  5
  I
  6
  A
  8
  L
  2
  S
  6
  P
  6
  E
  6
  C
  7
  I
  7
  A
  6
  L
  2
  
  Fallout 2d20 Beta - Stats 94
  MERCHANT
  Human, Rank 4 
  Notable, Normal, 10 XP
  Physical DR
  1
  Chest, Arms Legs
  Energy DR
  2
  Chest, Arms Legs
  Radiation DR
  0
  Poison DR
  0
  Attacks
  • UNARMED STRIKE: STR + Unarmed (8),  
  2
   physical damage
  • 10MM AUTO PISTOL: AGI + Small Guns 
  (8), 4
   Area physical damage, Close range 
  (Close Quarters, Inaccurate) fire rate 3
  Special Abilities
  • Master Trader: When a merchant is making 
  an opposed test with Barter, they generate 1 
  automatic success on top of any other regular 
  successes from their d20 roll.
  • Shop Keep: The merchant is accompanied 
  by a brahmin or is in a shop You decide 
  what goods are available and at what price, 
  based on the type of goods the merchant 
  focuses on.
  Inventory
  100-200 caps, 10mm auto pistol, leather armor 
  (torso, arms, legs)
  HP
  13
  INIT
  12
  DEF.
  1
  MELEE BONUS
  0
  Carry Weight
     200lbs
  Barter
  4
  Unarmed
  3
  Speech
  4
  Small Guns
  3
  Survival
  3
  Lockpick
  2
  Skills
  S
  5
  P
  6
  E
  6
  C
  9
  I
  8
  A
  5
  L
  1
  SETTLER
  Human, Rank 1 
  Notable, Normal, 5 XP
  Physical DR
  0
  Energy DR
  0
  Radiation DR
  0
  Posion DR
  0
  Attacks
  • UNARMED STRIKE: STR + Unarmed (10), 
  2
   physical damage
  • KNIFE: STR + Melee Weapons (8), 2
   
  Piercing physical damage
  • PIPE GUN: AGI + Small Guns (10), 4
   
  Area physical damage, Close range (Close 
  Quarters, Inaccurate), fire rate 1
  Inventory
  Knife, pipe rifle
  HP
  9
  INIT
  12
  DEF.
  1
  MELEE BONUS
  0
  Carry Weight
     210lbs
  Small 
  Guns
  3
  Melee 
  Weapons
  2
  Unarmed
  4
  Medicine
  2
  Survival
  3
  Speech
  2
  Skills
  S
  6
  P
  6
  E
  6
  C
  6
  I
  6
  A
  7
  L
  3
  
  95 Stats - Fallout 2d20 Beta
  RAIDER
  Human, Rank 4 
  Notable, Normal, 10 XP
  Physical DR
  1
  Chest/Arms
  Energy DR
  1
  Chest/Arms
  Radiation DR
  0
  Posion DR
  0
  Attacks
  • UNARMED STRIKE: Melee (11), 3
   
  physical damage
  • LEAD PIPE: STR + Melee (10), 4
   physical 
  damage
  • PIPE GUN: AGI + Small Guns (12), 3
   
  physical damage, Close range (Unreliable), 
  fire rate 1
  Inventory
  Raider armor (Chest/Arms), lead pipe, pipe gun
  HP
  14
  INIT
  12
  DEF.
  1
  MELEE BONUS
  1
  Carry Weight
            /210lbs
  Small 
  Guns
  4
  Melee 
  Weapons
  3
  Unarmed
  4
  Medicine
  2
  Survival
  3
  Speech
  2
  Skills
  S
  7
  P
  6
  E
  6
  C
  6
  I
  6
  A
  7
  L
  2
  RAIDER PSYCHO
  Human, Rank 5 
  Notable, Normal, 15 XP
  Physical DR
  1
  Chest/Arms/Legs
  Energy DR
  1
  Chest/Arms/Legs
  Radiation DR
  0
  Posion DR
  0
  Attacks
  • UNARMED STRIKE: STR + Unarmed (11), 
  3
   physical damage
  • LEAD PIPE: STR + Melee Weapons (11),  
  4
   physical damage
  • PIPE GUN: AGI + Small Guns (11), 3
   
  physical damage, Close range (Unreliable) 
  fire rate 1
  Special Abilities
  • Psycho: The raider veteran can take one 
  dose of psycho, to gain +2
   on their 
  attacks until the end of their next turn.
  Inventory
  Lead pipe, raider armor (torso, arms, legs), 
  pipe gun, 1x psycho
  HP
  20
  INIT.
  12
  DEF.
  1
  MELEE BONUS
  1
  Carry Weight
       210lbs
  Small 
  Guns
  4
  Melee 
  Weapons
  4
  Unarmed
  4
  Medicine
  3
  Survival
  3
  Speech
  1
  Skills
  S
  7
  P
  6
  E
  6
  C
  6
  I
  6
  A
  7
  L
  2
  
  Fallout 2d20 Beta - Stats 96
  VETERAN RAIDER
  Human, Rank 6 
  Notable, Brute, 32 XP
  Physical DR
  1
  Torso/Arms/ 
  Legs
  Energy DR
  1
  2
  Torso/ Arms
  Legs
  Radiation DR
  0
  Posion DR
  0
  Attacks
  • UNARMED STRIKE: STR + Unarmed (8),  
  3
   physical damage
  • ASSAULT RIFLE: AGI + Small Guns (11),   
  3
   physical, fire rate 4
  Special Abilities
  • Raider Leader: The vetereran can use 
  a major action to order another raider 
  character within close range to take an 
  immediate minor action. Alternatively, you 
  can spend 2AP to use a major action to 
  order another raider character to ta take an 
  immediate major action.
  Inventory
  Raider armor (torso, arms) leather armor (legs), 
  assault rifle, stimpack 
  HP
  22
  INIT.
  10
  DEF.
  1
  MELEE BONUS
  1
  Carry Weight
      210lbs
  Small 
  Guns
  4
  Melee 
  Weapons
  4
  Big Guns
  3
  Athletics
  3
  Unarmed
  1
  Speech
  2
  Medicine
  1
  Explosives
  2
  Skills
  S
  7
  P
  5
  E
  7
  C
  7
  I
  6
  A
  7
  L
  1
  MINUITE MAN
  Human, Rank 3 
  Notable, Normal, 10 XP
  Physical DR
  1
  Energy DR
  0
  Radiation DR
  0
  Poison DR
  0
  Attacks
  • UNARMED STRIKE: STR + Melee (9), 3
   
  physical damage
  • LASER PISTOL: AGI + Energy Weapons 
  (9), 4
   Energy damage, Piercing, Close, 
  Fire Rate 3
  Inventory
  Road Leathers (Arms, Torso, Legs), laster pistol.                   
  HP
  16
  INIT. 
  10
  DEF.
  1
  MELEE BONUS
  1
  Carry Weight
            /210lbs
  Energy 
  Weapons
  3
  Melee 
  Weapons
  2
  Unarmed
  2
  Medicine
  1
  Survival
  3
  Speech
  3
  Barter
  2
  Sneak
  1
  Skills
  S
  7
  P
  5
  E
  7
  C
  6
  I
  6
  A
  7
  L
  2
  
  97 Stats - Fallout 2d20 Beta
  BROTHERHOOD OF STEEL 
  PALADIN
  Human, Rank 10 
  Notable, Normal, 70 XP
  Physical DR
  6 
  5
  Head/ Torso
  Arms/ Legs
  Energy DR
  4
  All
  Radiation DR
  8 
  10
  Head
  Arms, Legs, Torso
  Poison DR
  0
  Attacks
  • UNARMED STRIKE: Melee (8), 3
   
  physical damage
  • LASER RIFLE: AGI + Energy Weapon (14), 
  5
  , Energy damage, piercing, long, fire rate 
  5
  Special Abilities
  • Power Armor: While wearing power 
  armor, STR tests are reduced by 1 in 
  difficulty.
  • The Chain that Binds: As a major action, 
  you can order a subordinate member of the 
  Brotherhood of Steel within ear shot to take 
  an immediate major action. The paladin 
  assists them with CHA + Speech
  Inventory
  Power armor frame, full set T-60 power armor, 
  laser rifle, dog tags
  HP
  33
  INIT. 
  12
  DEF.
  2
  MELEE BONUS
  1
  Carry Weight
            /210lbs
  Atheletics
  4
  Energy 
  Weapons
  5
  Science
  3
  Big Guns
  4
  Explosives
  2
  Pilot
  2
  Speech
  3
  Unarmed
  1
  Skills
  S
  7
  P
  6
  E
  8
  C
  4
  I
  5
  A
  9
  L
  1
  BROTHERHOOD OF STEEL 
  SCRIBE
  Human, Rank 8 
  Notable, Normal, 11 XP
  Physical DR
  1
  Chest. Arms Legs
  Energy DR
  2
  Chest. Arms Legs
  Radiation DR
  2
  Chest. Arms Legs
  Poison DR
  0
  Attacks
  • UNARMED STRIKE: STR + Melee (4), 2
   
  physical damage
  • LASER PISTOL: AGI + Energy Weapons 
  (10), 4
   Energy damage, Piercing, Close, 
  Fire Rate 5
  Special Abilities
  • The Chain that Binds: As a major action, 
  you can order a subordinate member of the 
  Brotherhood of Steel within ear shot to take 
  an immediate major action. The paladin 
  assists them with CHA + Speech
  Inventory
  Brotherhood fatigues outfit, laser pistol, dog 
  tags
  HP
  21
  INIT. 
  18
  DEF.
  1
  MELEE BONUS
  0
  Carry Weight
            /210lbs
  Energy 
  Weapons
  3
  Lockpick 
  3
  Medicine 3
  Science
  5
  Barter
  2
  Sneak
  2
  Speech
  3
  Pilot
  2
  Skills
  S
  4
  P
  9
  E
  5
  C
  6
  I
  10
  A
  5
  L
  1
  
  Fallout 2d20 Beta - Stats 98
  SUPER MUTANT
  Mutated Human, Rank 6 
  Creature, Normal, 20 XP
  Attacks
  • UNARMED STRIKE: Melee (7), 2
   
  physical damage
  • SLEDGEHAMMER: Melee (7), 4
   
  physical damage, two handed
  • PIPE GUN: Guns (7), 3
   physical 
  damage, piercing, Close range, two 
  handed, fire rate 1
  Inventory
  Super mutant armor (chest, arms, legs), 
  Sledgehammer, hunting rifle. 
  Physical DR
  1
  Chest/  Arms/ Legs
  Energy DR
  1
  Chest/  Arms/ Legs
  Radiation DR
  Immune
  Posion DR
  0
  Melee
  1
  Guns
  1
  PER
  1
  HP
  12
  Def.
  1
  Init
  11
  YAWEN
  Mutated Human, Rank 10 
  Notable, Legendary, 150 XP
  Physical DR
  1
  Chest
  Energy DR
  0
  Radiation DR
  Immune
  Poison DR
  0
  Attacks
  • UNARMED STRIKE: STR + Unarmed (15), 
  5
   physical damage
  • FIREHYDRANT BAT: STR + Melee 
  Weapons (17), 7
   physical damage
  Special Abilities
  • Rubble Throw: As a major action, you 
  may spend 2 AP to allow the super mutant 
  behemoth to pick up boulders or rubble 
  chunks to hurl at targets. Make an attack 
  using STR + Throwing test against the 
  targets defense. On a successful hit, the 
  rubble deals 3
   of damage to the target 
  and any other creatures in close range of the 
  target.
  Inventory
  Fire hydrant bat, 100 caps, 2 chems of the GMs 
  choice. 
  HP
  49
  INIT.
  14
  DEF.
  1
  MELEE BONUS
  3
  Carry Weight
            /210lbs
  Athletics
  4
  Melee 
  Weapons
  5
  Unarmed
  3
  Speech
  4
  Survival
  5
  Throwing 
  4
  Skills
  S
  12
  P
  7
  E
  12
  C
  7
  I
  9
  A
  6
  L
  1
  
  99 Stats - Fallout 2d20 Beta
  Attacks
  • ANTLER GORE: Melee (6), 2
   physical 
  damage
  Special Abilities
  • Radstag Meat and Hide: Scavengers 
  can butcher the radstage, for 2 portions of 
  radroach meat and 1 hide with a successful 
  END + Survival test, difficulty 1.
  RADSTAG
  Mutated Mamal, Rank 4 
  Creature, Normal, 15XP
  Physical DR
  0
  Energy DR
  0
  Radiation DR
  0
  Poison DR
  0
  Melee
  2
  Guns
  0
  PER
  1
  HP
  8
  Def.
  1
  Init.
  9
  MUTANT HOUND 
  Mutated Mammal Rank 4 
  Creature, Brute, 26XP
  Physical DR
  0
  Energy DR
  0
  Radiation DR
  Immune
  Poison DR
  0
  Melee
  2
  Guns
  0
  PER
  1
  HP
  12
  Def.
  1
  Init
  11
  Attacks
  • BITE: Melee (6), 2
   physical damage
  Attacks
  • BITE: Melee (5), 2
   physical damage
  Special Abilities
  • Flight: The radroach can fly short distances, 
  up to Medium range, before having to land 
  again.
  • Radroach meat: Scavengers can butcher 
  the radroach for 2 portions of meat with a 
  successful END + Survival test, difficulty 1.
  RADROACH 
  Mutated Insect, Rank 3 
  Creature, Normal, 5XP
  Physical DR
  0
  Energy DR
  0
  Radiation DR
  Immune
  Posion DR
  0
  Melee
  2
  Guns
  0
  PER
  1
  HP
  6
  Def.
  1
  Init
  8
  SUPER MUTANT BRUTE
  Mutated Human, Rank 6 
  Creature, Brute, 30 XP
  Attacks
  • UNARMED STRIKE: Melee (8), 2
   
  physical damage
  • SLEDGEHAMMER: Melee (8), 4
   physical 
  damage, two handed
  • HUNTING RIFLE: Guns (8), 5
   physical 
  damage, piercing, Long range, two handed, 
  fire rate 1
  Inventory
  Super mutant armor (chest, arms, legs), 
  Sledgehammer, hunting rifle. 
  Physical DR
  1
  Chest/ Arms/ Legs
  Energy DR
  1
  Chest/ Arms/ Legs
  Radiation DR
  Immune
  Poison DR
  0
  Melee
  2
  Guns
  2
  PER
  1
  HP
  18
  Def.
  2
  Init
  13
  
  Fallout 2d20 Beta - Stats 100
  Attacks
  • STINGER: Melee (7), 2
   poison damage
  Special Abilities
  • Flight: The stingwing flies and will not land 
  while attacking.  .
  • Stingwing meat: Scavengers can butcher 
  the stingwing for 2 portions of meat with a 
  successful END + Survival test, difficulty 1.
  • Stingwing barb: Scavengers can butcher 
  the stingwing for its poisonous barb with a 
  successful END + Survival test, difficulty 1.
  STINGWING
  Mutated Insect, Rank 5
  Creature, Normal, 15XP 
  Physical DR
  0
  Energy DR
  0
  Radiation DR
  Immune
  Poison DR
  1
  All hit locations
  Melee
  2
  Guns
  0
  PER
  1
  HP
  10
  Def.
  2
  Init.
  10
  Attacks
  • CLAW: Melee (10), 4
   Vicous physical 
  damage
  • STING: Melee (10), 4
   Piercing poison 
  damage
  Special Abilities
  • Poisoned Sting: The radscorpion’s sting 
  attack deals +1 additional poison damage 
  for each effect rolled.
  • Radscorpion Items: Scavengers can 
  butcher the radscorpion for meat, for 
  4 portions of radscorpion meat with a 
  successful END + Survival test, difficulty 1. 
  The radscorpion’s stinger can be extracted 
  with a successful END + Survival test, 
  difficulty 2.
  RADSCORPION
  Mutated Insect, Rank 8 
  Creature, Normal, 21XP
  Physical DR
  1
  All hit locations
  Energy DR
  1
  All hit locations
  Radiation DR
  Immune
  Poision DR
  Immune
  Melee
  2
  Guns
  0
  PER
  1
  HP
  16
  Def.
  1
  Init. Base
  12
  
  101 Stats - Fallout 2d20 Beta
  Attacks
  • UNARMED STRIKE:  (11), 2
   physical 
  damage
  Special Abilities
  • Ghoul: Immune to radiation damage
  • Feral: The feral ghoul cannot be reasoned 
  with or influenced by speech tests. difficulty 1.
  • Radiation Burst: The glowing one can use 
  a major action to expel a blast of radiation 
  which deals 2
   radiation damage to all 
  creatures within close range. 
  • Radiation Healing: The glowing one 
  emmits radiation which heals other ghouls in 
  the area by 2HP each round they are within 
  close range. 
  • Revivify: As a major action, you may spend 
  3 AP to revive a recently dead feral ghoul 
  that you are within reach of. The ghoul is 
  revived and enters the combat with half 
  its HP. The ghoul may not have been dead 
  longer than 24 hours and must still have it’s 
  head and torso. intact, otherwise this has no 
  effect. .
  GLOWING ONE
  Mutated Human, Rank 9 
  Creature, Brute, 30XP
  Physical DR
  0
  Energy DR
  0
  Radiation DR
  Immune
  Melee
  1
  Guns
  0
  PER
  1
  HP
  27
  Def.
  1
  Init
  16
  Attacks
  • BITE: Melee (7), 3
   physical damage
  YAO GUAI
  Mutated Mammal, Rank 5 
  Creature, Brute, 24XP
  Melee
  2
  Guns
  0
  PER
  1
  HP
  15
  Def.
  2
  Init. Base
  12
  Attacks
  • UNARMED STRIKE: Melee (8), 2
   
  physical damage
  Special Abilities
  • Ghoul: Immune to radiation damage
  • Feral: The feral ghoul cannot be reasoned 
  with or influenced by speech tests. 
  FERAL GHOUL
  Mutated Insect, Rank 6 
  Creature, Normal, 5XP
  Physical DR
  0
  Energy DR
  0
  Radiation DR
  Immune
  Poision DR
  0
  Melee
  2
  Guns
  0
  PER
  1
  HP
  12
  Def.
  1
  Init
  11
  Physical DR
  2
  All hit locations
  Energy DR
  0
  Radiation DR
  Immune
  Poision DR
  
  Fallout 2d20 Beta - Stats 102
  Attacks
  • BITE: Melee (7), 2
   physical damage
  • SWIPE:  Melee (7), 3
   physical damage
  Special Abilities.
  • Deathclaw Meat and hand: Scavengers can 
  butcher the radroach for meat, for 2 portions 
  of radroach meat with a successful END + 
  Survival test, difficulty 1.
  DEATHCLAW
  Mutated Lizard, Rank 10 
  Creature, Brute, 35XP
  Physical DR
  2
  All hit locations
  Energy DR
  0
  Radiation DR
  Immune
  Poision DR
  Melee
  2
  Guns
  0
  PER
  2
  HP
  30
  Def.
  2
  Init
  17
  Attacks
  • PINCER: Melee (8), 2
   physical damage
  • BUZZ-SAW: Melee Weapons (8),               
  3
   Persistent, Vicious physical damage 
  (Debilitating)
  • 10mm MACHINE GUN: Guns (8), 5
  physical damage, area, Medium range (fire 
  rate 4.
  MR GUTSY
  Robot, Rank 6 
  Creature, Brutel, 32XP
  Physical DR
  0
  Energy DR
  1
  All hit locations
  Radiation DR
  Immune
  Poision DR
  Immune
  Melee
  2
  Guns
  2
  PER
  2
  HP
  15
  Def.
  1
  Init.
  13
  Attacks
  • PINCER: STR + Unarmed (6), 2
   physical 
  damage
  • BUZZ-SAW: STR + Melee Weapons (9), 
  3
   Persistent, Vicious physical damage 
  (Debilitating)
  • FLAMER: AGI + Energy Weapons (10),       
  5
   Persistent energy damage, Close range 
  (Inaccurate, fire rate 9
  MR. HANDY / MISS NANNY
  Robot, Rank 5 
  Creature, Normal, 12XP
  Melee
  1
  Guns
  1
  PER
  1
  HP
  10
  Def.
  1
  Init. 
  10
  Physical DR
  1
  All hit locations
  Energy DR
  0
  Radiation DR
  Immune
  Poision DR
  Immune
  Attacks
  • LASER ARMS: Melee (8), 4
   Energy 
  damage, piercing, close range, fire rate 3.
  Special Abilities
  • Self-Destruct: Once the Protectron reaches 
  half its hit points, it will rush towards the 
  nearest combatant within close range and 
  explode, dealing 3
   of energy damage.
  PROTECTRON
  Robot, Rank 6 
  Creature, Normal, 24XP
  Physical DR
  1
  All hit locations
  Energy DR
  1
  All hit locations
  Radiation DR
  Immune
  Poision DR
  Immune
  Melee
  1
  Guns
  2
  PER
  1
  HP
  12
  Def.
  2
  Init.
  11
  
  103 Character Sheets - Fallout 2d20 Beta
  S
  P
  E
  C
  I
  A
  L
  INIT
  DEF.
  MELEE BONUS
  Name
  Origin
  Skill
  Rank
  Default Attribute
  Athletics
  Strength
  Barter
  Charisma
  Big Guns
  Endurance
  Energy Weapons
  Perception
  Explosives
  Perception 
  Lockpick
  Perception 
  Medicine
  Intelligence
  Melee Weapons
  Strength
  Pilot
  Perception
  Repair
  Intelligence
  Science
  Intelligence
  Small Guns
  Agility
  Sneak
  Agility
  Speech
  Charisma
  Survival
  Endurance
  Throwing
  Strength
  Unarmed
  Strength
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Notes
  
  Fallout 2d20 Beta - Character Sheets 104
  S
  P
  E
  C
  I
  A
  L
  INIT
  DEF.
  MELEE BONUS
  Name
  Origin
  Skill
  Rank
  Default Attribute
  Athletics
  Strength
  Barter
  Charisma
  Big Guns
  Endurance
  Energy Weapons
  Perception
  Explosives
  Perception 
  Lockpick
  Perception 
  Medicine
  Intelligence
  Melee Weapons
  Strength
  Pilot
  Perception
  Repair
  Intelligence
  Science
  Intelligence
  Small Guns
  Agility
  Sneak
  Agility
  Speech
  Charisma
  Survival
  Endurance
  Throwing
  Strength
  Unarmed
  Strength
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Physical DR
  Energy DR
  Radiation DR
  Posion DR
  Limb 
  Condition
  Armor
  Notes
  
  Fallout 2d20 Beta - Character Sheets 105
  Perks
  Item
  Notes
  Weight
  Item
  Notes
  Weight
  Total Weight
  Ammo 
  Type
  Quantity
  Ammo 
  Type
  Quantity
  Ammo 
  Type
  Quantity
  Ammo 
  Type
  Quantity
  Weapon
  Damage 
  Type
  Damage 
  Rating
  Damage 
  Effects
  Ammo 
  Type
  Range
  Fire 
  Rate
  Qualities 
  Caps 
  Cost
  Weight 
  in lbs.
  
SOURCE: textdata/thevault/Fallout/Fallout (2d20)/Fallout Beta 5.0 - Corebook - Beta Modiphius (2d20 System).pdf