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Fallout: Vaults & Deathclaws: Overseer'S Guide

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0% found this document useful (0 votes)
331 views

Fallout: Vaults & Deathclaws: Overseer'S Guide

RPG

Uploaded by

Mateus Saraiva
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 25

FALLOUT: VAULTS & DEATHCLAWS

PEN & PAPER SYSTEM

OVERSEER’S GUIDE

By: Osvel Cabrera

© Bethesda Softworks. All rights reserved.


Not affiliated with Bethesda Softworks®
Support us on our Discord Server for updates!

Table of Contents
Table of Contents 2

Thank You For Joining Vault-Tec 3


What Do You Need? 4
What To Do 4
What You Shouldn’t Do 5
Expectations 5
Pre-War and Post-War 6
Companions 8
Race Change 8
Progression Bar 9
Looting 10
Giving Bonuses 10
Environmental Objects 11
Exotic Equipment 12
Exotic Weapon List 15
Gambling Games 21
Encounter Tables 23
Thank You For Joining Vault-Tec
This document is primarily for Game Master’s, or Overseer’s in this case. These are tips for
beginners for roleplaying. These are only suggestions

The first and most important rule, read up on the lore of Fallout first. Understanding the setting
and all of its grit and wackiness. If the Overseer doesn’t know anything about Fallout lore, you
cannot run a Fallout game. It’s ok for players to not know anything about Fallout, but give them
a bit of an explanation as to how they make their character. Then decide when the campaign
will take place. This is important for character backstories and a couple of race choices.

Once you have decided on a timeline, then it’s time to pick a location. It’s important to do
research on the region and bring it to life. There are many tales and mysteries in Fallout that
are supernatural, industries, or they’re nuked to high hell.

In the first playtest, all the players started in Vault 35 in the state of Kentucky. Kentucky is a
state composed of small towns meaning population would be low, but after 200 years, people
would band together with their small numbers to make one large community. Instead of many
small towns, only a few were needed. I made the region large making it a massive world for
players to have many options for exploration. Because Kentucky has many mines, I’ve used this
feature for a few instances of underground bases and animal dens.

Study the region that you wish your game to take place and take what’s most important to
make it unique. Examples are New Vegas which is a post-apocalyptic Las Vegas run by families
that used to be tribes that are watched over by the grand overlord Robert House that leads an
army of Securitrons. See how grit and wacky that sounds? That’s Fallout.
What Do You Need?
You’ll need one of each dice: d4, d6, d8, d10, d12, d20, and percentile dice. I recommend
investing in an actual d100 dice and have a coin in hand in the case of a d2 roll. If you want to
speed things up either have an army of dice or use an app. I warn you now that combat will
take some getting used to.

Have a calculator in hand for damage to apply DT and DR.

If you’re playing a live-game, have some sort of token to know which character you are in
combat.

Have a notebook with you to take notes.

Of course, the most important thing you’ll need, a character sheet that you can find the link for
in the Links section. If you’re using roll20 you’re gonna have to wait a bit because we’re trying
to get the sheet tested and approved.

Overseers have a board, with the following section: Order of Combat, Fighting Stances, Timing,
Distance Combat Stances, Types of Attacks, Cover, AP Cost, Blindness, Fall Damage, and
Unconscious, and Critical Chance. Afterward, have everyone make a character. Overseers
prepare the world you wish for your players to explore, and have fun.

What To Do
The general process of role-playing is simple. The Overseer describes the situation and
environment to the best of their ability. Then the players react to the world and interest in it. At
times the Overseer will ask for a Skill or S.P.E.C.I.A.L. Check for a specific task to be completed.
The players roll based on their character’s stats. Then depending on the results, the Overseer
will describe the results. Do one player at a time and have an order in mind. Right to left, left to
right, up or down, etc. For combat refer to the Combat Section. Every time you have a game it’s
called a session. Sessions may last from 3 - 5 hours upon average. Several sessions add up to a
campaign that may last from a month to a year.

Here’s a scenario.

Overseer: “You enter a rundown old cloth store with the lights barely flickering on and off. The
smell of decay and feces floods the area but there are a few. Some of the clothes appear to be
tattered and destroyed. What do you do?”
Player 1: “I wish to look through some of the clothes and see if I can find anything wearable.”

Overseer: “Since this is looting you may roll Perception to search and Luck for quality.”

Player 1: The player rolls a 3 compared to an 8 in PE and a 4 compared to a 5 Luck.

Overseer: “Most of the clothes you find can be scraped up but they have too many holes to be
wearable until you find yourself in what appears to be a dressing room. You find a long red
dress with a blue rose sewed over the heart. You found the equivalent to a Tuxedo.

What You Shouldn’t Do


The objective of playing a tabletop is to have fun. Fun is subjective to the group. Some groups
prefer war campaigns, others prefer drama, there’s an endless amount of preferences. But the
bottom line is to make sure everyone is having fun. As the Overseer your job is to challenge
your players as they progress through their campaign, but also remind them of the
consequences of their actions, even the good ones.

As an Overseer, you should never punish a player for whatever reason by taking away XP or just
poofing away their “hard-earned” equipment just because you got mad at them. Keep a level
head and get everyone involved in the campaign.

Following the rules of a campaign is fine, but rules are guidelines that help streamline the
process. But some rules are necessary, such as crafting to maintain balance in the world.
Overseers, you don’t have to be 100% realistic. 90% is a good standpoint. The 10% is the
bullshit your players will pull because they passed your impossible penalties.

Expectations
As the Overseer, you have a responsibility of setting the standard and rules for the campaign.
Once you have an understanding of the rules, you should take into account what your players
are wanting to do. Do they want to do a military campaign, quest and loot, treasure hunting?
There are a wide variety of choices to make. Once the expectations, or a mutual social contract
is agreed upon, then you may play the campaign. It’s recommended for first time players to be
eased into the game slowly for the first few sessions.
Pre-War and Post-War
Because of the apocalypse, you’re not going to find an abundance of people wandering about
like in pre-war times. You’re often going to find settlements with no more than ten people.
However, there are those iconic cities like the HUB, New Vegas, Rivet City, and Diamond City,
where civilization is slowly rebuilding itself.

Settlements have a plethora of Non-Playable Characters, or NPCs, that interact with the players
and the world. The world doesn't revolve around the players. The world continues even if Little
Timmy has been stuck in a well for a few days and the party forgot to save him. Settlements
often have a reputation status based on the people that travel there. Often a merchant with
decent merchandise and fair prices is well respected, while maybe the grungy old man that lives
on the street takes Jet every day and attempts to scare the Brahmin away while naked is
treated like garbage.

The players have to understand that depending on their actions will depend if the town will give
them discounts in their shops, offer them the keys and deed to an old home, make them the
sheriff, etc. Settlements are the main center of interaction. Major settlements tend to be the
main center of information and campaigns due to their abundance of people. Anything can
happen in the big city. Below is a chart of the population in relation to settlements in the
apocalypse.

Population Settlement Type

5 - 10 Village

15 - 30 Town

50+ City

An apocalyptic world isn’t complete without ancient ruins from the world before. Aside from
the common ruins of houses, apartment buildings, restaurants, etc., the main focus is RobCo,
Vault-Tec, Military Forts, General Atomics, the big names of the Fallout world. These big names
constantly revolve around Fallout and bring in new elements such as Mr. House and his army of
Securitron MK II, Liberty Prime, the Institute, the possibilities are endless. A few ideas is
perhaps an artificial robot that watches over the remains of a RobCo factory and still thinks it’s
2076, a community of tribal people who live in the remains of a Vault-Tec building and call
themselves the Vault Clan, etc.
Below are a few names to consider in your campaigns.
ArcJet Systems Heckler & Koch Poseidon Energy Vault-Tec Industries
Bysshe Company Mass Fusion Red Rocket Versicorps
General Atomics Med-Tek RobCo Industries Wattz Electronics
HalluciGen Inc. Nuka Cola Thicket Excavations West Tek
Companions
Companions are either funny or heartbreaking in their back story. This section isn’t about how
companions work, but how they’ll function mechanics-wise. The Overseer will control the
companion unless a player has a creature that listens to them like a dog, or a cat. The player
does not need to use AP to tell someone what to do. 15 words or less. If it takes longer than 15
words then AP is applied. Be generous and don’t take 5 AP if they go above 5 words.

For the stats of an animal, refer to the bestiary and use them as the base. For humanoid
companions such as humans, synths, super mutants, etc. Assume the same stats as a playable
character. If the character is something special like an Eastern Super Mutant Overlord, then use
the stats on the bestiary and the perks. A companion based on the bestiary takes the level in
accordance with their Defcon Tier. The Overseer decides on which level in that tier the
companion will start as and they’ll level up normally. Companions can also train just like players
and can train others if the companion wants to. Typically one companion is allowed but
creatures such as a dog can be exempt from this rule. For perks, discuss with your Overseer
what perks an animal can get and what skills they’re allowed to level up. Creatures can use the
skills that they start within the bestiary. Refer to the Bestiary for more information about the
starting level for NPC companions recruited.

Race Change
A very difficult subject and completely up to the Overseer. Changing races can completely
change a character or provide a bonus. These are merely suggestions be it each Overseer may
handle this differently. Humans, Mutants, and Ghouls can have their brains taken out and put
into a robot. They will only retain their IN and Level, but every other stat depends on their
Robot Parts. They even lose all of their perks.
Synths and Robots cannot change their race. A Ghoul cannot become a Super Mutant, but it's
possible for them to become a Half Mutant. Humans can become Ghouls, but their stats won’t
change except for their Resistances and their minimum rad being 100. Humans that become
Super Mutants will gain all the abilities and resistances of a Super Mutants. No Minimum and
Maximum S.P.E.C.I.A.L. stats change. All perks will be retained, even the race specific perks.
Progression Bar
The progression bar is a way to track a player’s progress in learning a new Unarmed Technique,
forging a new type of weapon, etc. The progression bar doesn’t need to be applied to
everything such as adding an already built scope to a gun. If something already states the time
it takes to craft, ignore this section. The Progression Bar would be used if the player wishes to
create something custom and not covered in the PnP.

How Progression Bars work is simple. Let’s say a player wants to learn a new Unarmed
Technique like the Maxson Grapple by a Brotherhood of Steel Paladin. The Overseer will put up
a bar of 0/10. The player would have to train for a minimum of one hour and roll the skill
pertained to the Progression Bar. In this case it’s the Unarmed Skill. Let’s say the player rolled a
45 compared to Unarmed 175. The Overseer’s Penalty is -50. Apply the standard Skill Check
rules and the players pass. The player then adds 1 to their progress making it 1/10. Once the
progression bar is complete the player will complete their task and learn the Maxson Grapple.
It’s up to the Overseer’s discretion how long the Progression Bar is.

Factors such as supplies, the actual skills are taken into consideration and it’s up to the
Overseer’s discretion to determine an appropriate Progression Bar. Don’t forget that crafting
requires materials and the players need to remove it from their inventory once rolled.

Below is a chart explaining some examples.

Difficulty Progression Bar Examples


Very Easy 10 Learning a new Melee Weapon Technique.

Easy 25 Build a simple generator

Normal 50 Building a small wooden 10 ft by 10 ft by 10 ft shack.

Hard 100 Building a two-story metal house.

Very Hard 200 Building a supercomputer.


Looting
Looting in the wasteland is the most common way to survive. Looting is meant to be for general
searching and not specified like finding a secret armory underneath someone's staircase.
Something like that requires Investigation or Survival to find. For looting you can have players
roll PE to look around, then LK for the condition of the loot. The condition of loot refers to its
condition marks. Items that don’t have condition marks could either be found fully functional
upon a good roll, or in terrible condition upon a bad roll. Be fair and just on the loot your
players find. Having a high LK doesn’t mean they’ll find a fatman hidden in a tool shed in the
middle of nowhere.

Giving Bonuses
During roleplay, there are times when players will use words to interact with NPCs, but what
happens when a character with low Animalism, Barter, Charm, Deception, and Intimidation
attempts this. Often a check is rolled with a penalty in mind by the Overseer and they fail, but
sometimes the word choice of the character may give permission for a bonus to be applied. For
example, if a player knows that a merchant has been in black market activity and they have
proof. They can use the proof as leverage to get cheap prices, gain information, etc. But it all
determines on what they roll and whatever bonus is given. Something like this would constitute
for a +50 Intimidation, or a +25 to Charm or Deception. Or someone could attempt to tame a
Mole Rat by using a pound of meat and it could constitute a +25 to Animalism. This is upon the
Overseer’s discretion.
Environmental Objects
Throughout the world you’ll find several objects that seem sturdy like doors, wooden walls, etc.
Below are a few examples of the health of those objects.

Environment Object HP AC DT DR

Wooden Door 10 5 0 0%

Metal Door 50 10 2 10%

Metal Barrel 20 15 3 10%

Bunker Door 300 20 10 50%

Vault Door 99999 100 50 90%

5 ft by 1 ft by 0.5 ft Wooden Wall 30 10 2 0%

5 ft by 1 ft by 0.5 ft Metal Wall 100 20 5 20%

5 ft by 1 ft by 5 ft Concrete Wall 500 40 10 60%


Exotic Equipment
Exotic equipment adds more interesting and fun items to use on your enemies and friends.
Exotic equipment can be crafted to have a unique ability but you must consult with the
Overseer. Below is a chart with various abilities for weapons and armor. Or just choose what
you’d like. Note that the ability only works with the weapon and/or armor is equipped. Any
equipment with an Exotic ability is considered Epic for rarity and its price is double the original
item price. Exotic Abilities only work with the specific equipment equipped and used. Abilities
that state they last a day reset after 11:59 PM.

Exotic Weapon Ability Chart


Weapon Type Name Effects

All Armor Shatterer DT -4 DR -20%

All Assassin Increase damage by 50% in a sneak attack.

Melee Weapon, Unarmed Berserker Deal 1d6 True Damage upon hit.

Melee Weapon, Unarmed Bloodied When your health is below 50%, increase damage by 20%.

Melee Weapon, Unarmed Cavalier When wielding a shield, reduce damage by 15% upon hit before DT and DR are
applied.

All Crippling Ignore Limb Resistance roll 1d4 times a day. You must state when you’re using
this effect before the Attack Roll.

Ranged Weapons Defiant The final shot of the magazine deals twice the normal damage.

All Disarmed Increase Damage Modifier by 0.2 for Targeted Attacks to the Arms.

Big Guns, Small Guns Explosive Deal Explosive damage instead of Normal damage.

All Exterminator Against mirelurks and insects, increase Damage Modifier by 0.1.

All Furious Increase Damage Modifier by 0.05 for each consecutive hit on the same target
in a single round.

All Ghoul Slayer Against ghouls, increase Damage Modifier by 0.1.

All Hitman Against humans, increase Damage Modifier by 0.1.

All Hunter Against animals, increase Damage Modifier by 0.1.

All Irradiated Deals 2d10+5 Radiation upon hit.

All It Just Works Automatically critically succeed in one attack 1d2 times a day.
All Kneecapper Increase Damage Modifier by 0.2 for Targeted Attacks to the Legs.

Melee Weapon, Unarmed Lifesteal Whenever you strike a creature that’s alive, gain 1d10 health.

All Lucky Son Critical Chance +5.

All Mutant Slayer Against mutants, increase Damage Modifier by 0.1.

Ranged Weapons Nimble 1d4 Free movement while in combat.

Ranged Weapons Penetrator Ignore barricades 1d4 times a day. Overseer's Discretion. You must state when
you’re using this effect before the Attack Roll.

All Powerful Increase Damage Modifier by 0.2.

Ranged Weapons Quick Draw Equipping this weapon is a free action.

All Resolute Double your AP for one turn 1d2 times a day.

Ranged Weapons Steadfast When crouched or prone, retain AC of stand stance.

All Troubleshooter Against robots, increase Damage Modifier by 0.1.

Exotic Helmet, Under Armor, Armor, and Power Armor Ability Chart
Name Effects

Acrobat Reduce fall damage by 50%.

Auto Stim When below 25% your max hp, for free, you can equip a healing item.

Cavalier When running or sprinting, ignore attacks of opportunity 1d4 times a day.

Chameleon When attempting to sneak, get a bonus 25.

Dead Eye Can do a Targeted Attack during Overwatch with the cost being 2 AP instead of 1 AP.

Debonair Get a +25 bonus to Charm and a +1 to Charisma and Intelligence Checks.

Duelist When attempting to disarm, get a reroll 1d4 times a day.

Extra Flak Reduce Explosive damage by 20% after the damage is calculated.

Extra Kevlar Reduce Normal damage by 20% after the damage is calculated.

Extra Metal Reduce Laser damage by 20% after the damage is calculated.

Extra Plate Reduce Plasma damage by 20% after the damage is calculated.

Extra Silicate Reduce Fire damage by 20% after the damage is calculated.

Grognak Loincloth Get a +1 to ST and EN checks.


Grounded Increase Electricity Resistance by 25%.

Quickster 1d8 Free Movement while in combat.

Sentinel If an ally in an adjacent space is hit, you can take the damage instead. This can be done 1d4 times a
day.
Exotic Weapon List

Below is a list of Exotic Weapons based off the unique variants in the Fallout Franchise. For a
price reference, understand this, they look like normal weapons., somewhat. But for a price
reference, look at the weapon’s base rarity and double it. The weapon base refers to what can
be used to repair it crafting wise. Whatever it takes to craft the weapon base is what you can
use to fix or if you're lucky enough, craft, the exotic weapon. In the description, words that are
italicized are the special ability of the weapon. I warn you that these are powerful weapons so
be careful when using them.

Name W Min. ST Damage Range AP Cost Description Weapon Base

A Light Shining 2 3 +20 300 S: 4 Magazine Size: 6 Colt M1911


In Darkness T: 5 Ammo: .45 and .45 AP
B: 5 One-Handed.
Can fire up to a six-round
burst.

Paladin Toaster 7 5 4d4+20+MD 5 S: 3 It can only be used on your Displacer


T: 4 hands. Glove
B: - Normal Damage.
-50% ER to stun for one
turn. Requires an EC to
function. EC lasts for 10
attacks. Reload costs 2 AP.
Requires 4 lbs of Scrap
Electronics to craft.

Two-Step 6 5 2d8+20+MD 5 S: 3 Normal Damage. Ballistic Fist


Goodbye (+Ammo) T: 4 It can only be used on your
B: - hands.
2 40mm Frag/Plasmas in the
chamber. Reload is 2 AP.
Super Mutants can’t use
this. You don’t take damage
from the explosive.

Board of 4 3 1d8+15+MD 5 S: 4 Critical Chance +5 2x4


Education T: 5 One-Handed.
B: - Normal Damage.

Butch’s 1 2 1d8+8+MD 5 S: 2 SM: Tunnel Snakes Rule- Switchblade


Toothpick T: 3 Ignore DT and DR when
B: - aiming for the Neck.
One-Handed.
Normal Damage.
Name W Min. ST Damage Range AP Cost Description Weapon Base

Cleansing Flame 25 7 +40 - S: - Magazine Size: 5 Flamer


T: - Ammo: Flamer Fire Pack
B: 6 Fire in a 25 ft wide cone at
the end of the range.
Anyone hit by this takes 20
Fire Damage at the
beginning of their turn till
put out. If anyone walks
through or ends their turn
in the fire, you take the
damage as well. Range
cannot be increased for this
weapon.
Ignore DT
Two-Handed.

Electro- 4 4 4d6+20+MD 5 S: 3 Non-Robots hit have to roll Cattle Prod


Suppressor T: 4 EN -2. If they fail, they’re
B: - knocked unconscious. Hit or
miss it uses a charge. 20
charges of Energy Cells.
One-Handed.
Normal Damage.
Requires 1 lb of Scrap
Electronics to craft.

Highwayman’s 2 4 2d8+8+MD 5 S: 2 One-Handed. Tire Iron


Friend T: 3 Normal Damage.
B: -

Jack 5 3 2d10+12+MD 5 S: 3 One-Handed. Ripper


T: 4 Normal Damage.
B: - Crippling

Jingwei’s 4 4 3d4+8+MD 5 S: 3 One-Handed. Chinese


Shocksword T: 4 Plasma Damage. Straight Sword
B: -

Man Opener 20 5 4d8+20+MD 5 S: 4 Ignore DT Auto Axe


T: 5 Requires gasoline. A gallon
B: - can last you 20 attacks.
Two-Handed.
Normal Damage.

Repellent Stick 4 3 2d6+4+MD 5 S: 3 Deals True Damage to Mole 2x4


T: 4 Rats and it causes them to
B: - explode upon death by the
Repellent Stick.
One-Handed.
Normal Damage.

Name W Min. ST Damage Range AP Cost Description Weapon Base

The Mauler 20 5 6d8+20+MD 5 S: 4 Requires gasoline. A gallon Auto Axe


T: 5 can last you 20 attacks.
B: - Two-Handed.
Normal Damage.
Resolute

The Tenderizer 12 5 3d8+20+MD 10 S: 4 Two-Handed. Sledgehammer


T: 5 Normal Damage.
B: - Powerful

Toy Knife 1 1 1d2+MD 5 S: 2 One-Handed. Knife


T: 3 Normal Damage.
B: - Lifesteal

Vampire’s Edge 4 4 2d6+10+MD 5 S: 3 One-Handed. Scimitar


T: 4 Normal Damage.
B: - Upon hitting a target, half
the damage you deal,
rounded up, is how much
you heal.

Fisto 15 7 4d6+30+MD 5 S: 3 It can only be used on your Mega Power


T: 4 hands. Fist
B: - You cannot do any grab
action while wearing it.
Cannot execute Hold, Choke
Hold, or Disarm.
Normal Damage.
Double damage to all Sneak
Attacks.

Plunkett’s Valid 1 2 1d6+4+MD 5 S: 2 Normal Damage. Spiked


Points T: 3 It can only be used on your Knuckles
B: - hands.
Super Mutants can’t use
this.
Lucky Son

Backwater Rifle 5 4 +25 150 S: 4 Magazine Size: 10 Lever-Action


T: 5 Ammo: 10mm and 10mm Rifle
B: - AP
Two-Handed.
Powerful and Lucky Son

Steel Knuckles 2 3 2d4+4+MD 5 S: 2 Normal Damage. Brass Knuckles


T: 3 Super Mutants can’t use
B: - this.
It can only be used on your
hands.

Name W Min. ST Damage Range AP Cost Description Weapon Base

Blackhawk 5 5 +15 75 S: 4 Magazine Size: 6 .44 Revolver


T: 5 Ammo: .44 and .44 AP
B: 5 One-Handed.
Ignore Targeted Attack
Penalties.

Callahan’s 5 5 +25 75 S: 4 Magazine Size: 6 .44 Revolver


Magnum T: 5 Ammo: .44 and .44 AP
B: 5 One-Handed.
Powerful and It Just Works

Lincoln 5 5 +20 150 S: 4 Magazine Size: 10 Lever-Action


Repeater T: 5 Ammo: .44 and .44 AP Rifle
B: - Two-Handed.
Powerful and It Just Works

Perforator 5 5 +10 125 S: 4 Magazine Size: 24 MP5


T: 5 Ammo: 5.56 and 5.56 AP
B: 5 Two-Handed.
Built-In Silencer.
Powerful

The Kneecapper 5 4 +20 35 S: 4 Magazine Size: 2 Sawed-Off


T: 5 Ammo: 12 Gauge Buckshot, Shotgun
B: 5 12 Gauge Slug, 12 Gauge
AP, and 12 Gauge Pulse
Can fire up to a 2 Round
Burst.
AC -20
One-Handed.
Kneecapper

The Terrible 10 5 +35 50 S: 4 Magazine Size: 12 Combat


Shotgun T: 5 Ammo: 12 Gauge Buckshot, Shotgun
B: 5 12 Gauge Slug, 12 Gauge
AP, and 12 Gauge Pulse
It can only do up to a three-
round burst.
Uses a clip.
Two-Handed.
Powerful

Victory Rifle 8 5 +15 250 S: 4 Magazine Size: 3 DKS-501


T: 5 Ammo: .308 and .308 AP
B: - Two-Handed.
Every Time you get a Critical
Hit, the target is Knock
Down.
Name W Min. ST Damage Range AP Cost Description Weapon Base

Wild Bill’s 4 3 +10 50 S: 4 Magazine Size: 6 Police Revolver


Sidearm T: 5 Ammo: .32
B: 5 One-Handed.
Can do up to a six round
burst.

Eugene 28 7 +20 175 S: - Magazine Size: 120 Rockwell CZ53


T: - Ammo: 5.56, 5.56 AP, .223
B: 5 FMJ, and .223 AP
When set up, your range
increases to 350 ft.
Two-Handed.

Burnmaster 8 6 +30 - S: 6 Magazine Size: 5 Flamer


T: - Ammo: Flamer Fire Pack
B: - Fire in a 15 ft wide cone at
the end of the range.
Anyone hit by this takes 10
Fire Damage at the
beginning of their turn till
put out. If anyone walks
through or ends their turn
in the fire, you take the
damage as well. Range
cannot be increased for this
weapon.
Two-Handed.
Gain the Pyromaniac Perk
Rank 3 with this weapon
only.

Metal Blaster 12 6 8d6+30 225 S: 5 Magazine Size: 10 Laser Rifle


T: 6 Ammo: MFC
B: - Two-Handed.

Wazer Wifle 13 6 10d6+40 275 S: 5 Magazine Size: 30 Advanced


T: 6 Ammo: MFC Laser Rifle
B: - Two-Handed.

Mysterious 5 5 +25 75 S: 4 Magazine Size: 6 .44 Revolver


Magnum T: 5 Ammo: .44 and .44 AP
B: 5 One-Handed.
Gain the V.A.T.S. Perk with
this weapon only.

Maria 3 3 +8 100 S: 2 Magazine Size: 12 9mm Pistol


T: 3 Ammo: 9mm, 9mm AP, and
B: 3 9mm Ball
One-Handed.
Name W Min. ST Damage Range AP Cost Description Weapon Base

Esther 30 6 +75 250 S: 6 Magazine Size: 1 Fatman


T: - Ammo: Mini Nuke
B: - Two-Handed
AC +50 to your Total AC
when wielding this weapon.

Old Glory 10 3 3d8+5+MD 10 S: 3 Two-Handed. Spear


T: 4 Normal Damage.
B: - Can use ST, CH, or AG as the
Melee Damage.

Fist of the North 15 7 8d4+30+MD 5 S: 3 It can only be used on your Mega Power
Rawr T: 4 hands. Fist
B: - You cannot do any grab
action while wearing it.
Cannot execute Hold, Choke
Hold, or Disarm.
Normal Damage.
Gain the Omae Wa Mou
Shindeiru with this weapon
only.

Toshiro Kago’s 5 3 4d6+6+MD 5 S: 3 One-Handed. Katana


Katana T: 4 Normal Damage.
B: - Powerful and Furious

Stabhappy 1 2 1d10+3+MD 5 S: 2 One-Handed. Combat Knife


T: 3 Normal Damage.
B: - Break A Leg and
Kneecapper

The Break 3 2 2d6+3+MD 10 S: 2 Two-Handed. Pool Cue


T: 3 Normal Damage.
B: -

The 6 5 2d8+6+MD 5 S: 3 Two-Handed. Fire Axe


Dismemberer T: 4 Normal Damage.
B: - Bloodied

Blade of the 18 8 6d8+20+MD 10 S: 4 Two-Handed. Bumper Sword


East T: 5 Normal Damage.
B: - Powerful, Berserk, and
Armor Shatterer
Gambling Games
These games can be found in casinos and sometimes the occasional caravan might be able to
play. If you're playing in a casino, 20% of the winning pot goes to the house. Sleight of Hand can
be used to reroll but if you're caught you're out of the game and you don't get a single cap.

Triple D
The player is given a d10. They're to keep their roll hidden. They must then either check, raise
the bet, or fold. The process is repeated two more times. Once the three turns are over, the
players must add up their dice. The highest wins and takes the pot.

21
You first put your bet and roll a 2d12. Keep the first roll secret and the second one is shown to
everyone. If you want another dice, you need to raise the bet. If you raise, roll d12 and show it
to everyone. If you hit 21 you win. Above 21, you lose, unless everyone folds. If you get high but
it’s not 21, you win.

Rolls Card

1-9 Normal Numbers

10 Jack, Queen, King

11 Ace (Can be a 1 or 11)

12 Reroll

Texas Hold’em - 2 Card


Each player rolls a 2d10. Each dice represents a card. After the starting bid, the dealer rolls
3d10. From there the players can use the dice they rolled secretly to see if they have a Pair,
Straight, etc. After placing bets, the dealer rolls another d10. The same occurs for the last d10.
The objective is to make the other players fold or have the highest set of numbers. Everytime
you roll, you roll a 1d4 to determine the type of card it is. Refer to the table below.

Players throughout the game can either raise the bet, call the bet (or match whatever was
betted) , check to stop betting, or fold. If someone raises and someone doesn’t call, they must
fold. If at any time one person is left standing, they get the pot.From lowest to highest the list is
below.
Highest Number
Pair
Two Pairs
Three of a Kind
Straight
Flush (Same Card Type)
Full House
Four of a Kind
Straight Flush (1 - 5 w/ Same Card Type)
Royal Flush (6 - 10 w/Same Card Type)

Rolls Card Type

1 Clover

2 Spade

3 Diamond

4 Heart

Poker - 5 Card
Similar to Texas Hold’em except you roll 5d10. You follow the same chart as Texas Hold’em and
you place bets going around the table until everyone has checks. You reveal your hand, or dice
and whoever rolls the best and the highest, wins. Refer to the list in Texas Hold’em. Players
throughout the game can either raise the bet, call the bet (or match whatever was betted) ,
check to stop betting, or fold. If someone raises and someone doesn’t call, they must fold. If at
any time one person is left standing, they get the pot.
Encounter Tables
These are a few examples of Encounter Tables you can use. For encounters tables be
reasonable for what players will face. Assume a party of four for the Encounter Tables. A level 5
party shouldn’t be going up against anything in Defcon 2. Refer to the Bestiary for more
information.

Numbe Defcon Tier 5 Encounters Defcon Tier 4 Encounter


r

1 Trader Trader
2 Trader Friendly NPC
3 Friendly NPC Friendly NPC
4 Friendly NPC Friendly NPC
5 Nothing Nothing
6 Nothing Nothing
7 Nothing Nothing
8 Nothing Nothing
9 Bandit 1d4 Raider 1d6+2 Raider Veteran 1d2
10 Bloatfly/Bloodbug 1d4+3 Cave Cricket 1d4 Cave Cricket Hunter 1d2
11 Radroach 2d4+2 Young Mercenary 1d4+2 Mercenary 1d2+1
12 Bighorner 1d4+2 Brahmin 1d2 Hover Robot 1d4+2
13 Mole Rat 1d6+4 Broodmother Mole Rat 1d2 Mr. Gutsy 1d4+2
14 Dog 1d4+4 Assaultron 1d4
15 Thug 1d4+3 Raider Waster 1d2 Young Gulper 1d4 Gulper 1d2
16 Raider Scum 1d6+2 Raider Hound 1d2 Wolf 1d4+4
17 Feral Ghoul 1d6+3 Glowing Ones 1d2 Eastern Super Mutants 1d4+2
18 Protectron/Eyebot 1d4+2 Feral Ghoul 1d6+2 Feral Ghoul Reavers 1d4
19 Giant Ant 2d4+2 Mirelurk 1d4+3
20 Young Deathclaw 1d2 Young Deathclaw 1d4+1
Numbe Defcon Tier 3 Encounters Defcon Tier 2 Encounter
r

1 Trader Trader
2 Friendly NPC Friendly NPC
3 Friendly NPC Friendly NPC
4 Nothing Friendly NPC
5 Nothing Nothing
6 Nothing Nothing
7 Nothing Nothing
8 Nothing Nothing
9 Mercenary 1d4+2 Veteran Mercenary 1d4 BOS Paladin 1d4+2 BOS Star Paladin 1d2
10 Veteran Mercenary 1d4 Elite Mercenary 1d4 Enclave Sergeant 1d4+2 Enclave Lt. 1d2
11 Eastern Super Brute 1d4+2 Master 1d2 Cazador 1d4+2
12 Assaultron 1d6+3 Super Mutant Overlord 1d4 Primus 1d2
13 Robobrain 1d4+2 Mirelurk 1d4+2 Hunter 1d4 King 1d4
14 Sentry Bot 1d2 Angler 1d4+4
15 Enclave Private 1d4+2 Enclave Sergeant 1d2 Raider 1d20+10 Veteran 1d10+5
16 BOS Knight 1d4+2 Paladin 1d2 Radscorpion 1d4+2 Giant Radscorpion 1d4+2
17 Gulper 1d4+2 Deathclaw 1d4+1 Alpha Deathclaw 1d2
18 Mirelurk 1d4+2 Mirelurk Hunter 1d4+1 Super Mutant Behemoth 1
19 Yao Guai 1d4+1 Mirelurk Queen 1 King 1d4+2
20 Young Deathclaw 1d4 Deathclaw 1d2 Scorchbeast (No Mercy)

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