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100% found this document useful (17 votes)
13K views252 pages

Fallout Winter of Atom Digital-052023

Uploaded by

cole
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CONTENTS
 Introduction   Chapter One 
WELCOME TO THE NEW OPTIONS,
WASTELAND RULES, AND TOOLS
War. War Never Changes. . . . . . . . . . . . . . . . . 6 New Character Origins . . . . . . . . . . . . . . . . . 18
About This Book . . . . . . . . . . . . . . . . . . . . . . . 7 Winter Wasteland . . . . . . . . . . . . . . . . . . . . .27
Winter of Atom Overview . . . . . . . . . . . . . . . . 7 Traversing the Commonwealth . . . . . . . . . . .29
Running Winter of Atom . . . . . . . . . . . . . . . . 10 Building Campsites . . . . . . . . . . . . . . . . . . . . 35
Settlement Reputation . . . . . . . . . . . . . . . . . 38
Designing Combat Encounters . . . . . . . . . . . . 41

 Chapter Two   Chapter Three   Chapter Four 


WELCOME TO THE THE WINTER WAR THE DAY OF DIVISION
COMMONWEALTH Running this Chapter . . . . . . . . . . . . . . . . . 158
Staging the Gigapede Attacks . . . . . . . . . . . 160
Running This Chapter . . . . . . . . . . . . . . . . . 190
Main Quest: Into the Glowing Sea . . . . . . . . 197
Running this Chapter . . . . . . . . . . . . . . . . . . 52 Main Quest: A Thousand Feet of Terror . . . . 166 The Crater of Atom . . . . . . . . . . . . . . . . . . . 207
The Commonwealth at a Glance . . . . . . . . . .54 Main Quest: The Buried City . . . . . . . . . . . . 215
Main Quest: The Train Job. . . . . . . . . . . . . . . 56
Main Quest: Cleansing Fire . . . . . . . . . . . . . . 65
Main Quest: A New Eden . . . . . . . . . . . . . . . .80
Diamond City . . . . . . . . . . . . . . . . . . . . . . . 100
Goodneighbor . . . . . . . . . . . . . . . . . . . . . . 114
Mirage . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Big Top. . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Beatsville . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Mechminster Abbey . . . . . . . . . . . . . . . . . . 147

 Chapter Five 
APPENDICES
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
Character Sheets . . . . . . . . . . . . . . . . . . . . 242
Settlement Sheets. . . . . . . . . . . . . . . . . . . . 246
Introduction
WELCOME TO
THE WASTELAND
WAR. WAR NEVER CHANGES . . . . 6
ABOUT THIS BOOK . . . . 7
WINTER OF ATOM OVERVIEW . . . . 7
RUNNING WINTER OF ATOM . . . 10
Introduction

WELCOME TO
THE WASTELAND
WAR. WAR NEVER CHANGES
War. War never changes. The United States of America There are many stories of humanity’s attempt to cling
died generations ago when the Great War ended to life and build a new future amidst the ashes. This
civilization as we knew it. The atomic bombs fell. The book contains one such story, and the ending has yet
radioactive dust settled over sprawling ruins, and the to be recorded.
world fell quiet over the bones of all we lost.
In the ruins of old Boston, the Commonwealth settles
But life did not end there. America became the in for a long, deadly winter. As its hungry communi-
dominion of mutated beasts, terrifying monsters, ties do their best to find food and survive the cold,
weird and irradiated plants, wandering robots free a new sect of the Church of the Children of Atom
from their creators, and surprising new forms of arrives. Their flock grows as they spread their worship
humanity. And the people who survived the nuclear of nuclear division and radiation across the region.
apocalypse did what folks have done for thousands Led by an enigmatic prophet calling himself the Last
of years—they adapted and survived. They salvaged, Son of Atom, the Church’s army plans to ignite an all-
rebuilt, and reclaimed what they could of the old out winter war with the settlements that dare reject
world. Over the years, pockets of civilization began their Atomic God. A group of ragtag survivors must
to take hold in the wild wastelands across America, do whatever it takes to protect their communities
fighting with each other for control of what little they and keep the Commonwealth from becoming ground
had left. zero… again.

Return to The Commonwealth


Winter of Atom takes place in the Commonwealth, the and those events are not impacted by the
same setting as the Fallout 4 video game. By default, the choices you make in this book.
locations, characters, and aspects of the Commonwealth

in this book take place before the start of the video game,

6 FALLOUT  Winter of Atom


ABOUT THIS BOOK
Winter of Atom is an action-packed, non-linear sand- Major themes of Winter Atom include exploring fro-
box questline for Fallout: The Roleplaying Game that zen wastelands, harsh winter survival, building rela-
can take new level 1 characters to level 17 and higher. tionships with communities, explosive action against
This book details the Commonwealth as a setting, terrifying monsters, high-stakes warfare against a
focusing on a mix of several canonical locations from relentless foe, and weird and unexplainable supernat-
Fallout 4—and many brand-new settlements and ural horrors.
locations. It provides a variety of quests related to the
main story of Winter of Atom, with additional lore However, the most significant theme of Winter of
and information for locations and non-player charac- Atom is the narrative power of choice and conse-
ters (NPCs) so you can create new quests too. Fallout: quence. The player characters (PCs) become the
The Roleplaying Game Core Rule Book, Chapter 8: The protagonists of Winter of Atom. The outcomes of
Commonwealth offers additional resources, including their actions during many quests will have an incred-
other canonical locations and settlements. ible impact on the settlements and people of the
Commonwealth. As an open-ended sandbox story
built around a strong main quest, Winter of Atom
provides you with all the tools you need to understand
and play out a myriad of potential outcomes—and
empowers you to imagine your own.

WINTER OF ATOM OVERVIEW


This section provides you with an overview of the contents of each chapter of Winter of Atom. The back of this
book contains an index to help you quickly reference helpful information, including rules, settlements, quests, and
a large variety of new items and NPC or creature stat blocks.

INTRODUCTION ƒ Self-contained, narrative-driven rules for traveling


in the Commonwealth, including creating random
This chapter introduces you to the Winter of Atom encounters and scavenging locations
quest line. It summarizes the book’s story and offers
ƒ Rules for building dynamic campsites to survive
guidance on running the quests as written—or remix-
out in the wild wastes
ing elements to use in other settings and quests.
ƒ Rules to track PCs’ reputation with various settle-
NEW OPTIONS, RULES, AND TOOLS ments and partake in downtime tasks

This chapter presents new player options, rules, and ƒ Rules and advice for allowing PCs to survive defeat
advice on using this book at your gaming table. Tools or flee when they become overwhelmed
provided in the chapter include the following:
ƒ Guidance on designing balanced combat encoun-
ters appropriate for your party’s size and level,
ƒ New playable character origins for Generation 3
including new rules for quickly adjusting an
Synths, Protectrons, and Children of Atom
encounter’s difficulty and creating Minion NPCs
ƒ New winter wasteland rules for terrain, obstacles,
The rules and tools provided in this chapter can be
hazards, environmental conditions, and
used in any quest for Fallout: The Roleplaying Game.
cold exposure

Introduction  WELCOME TO THE WASTELAND 7


WELCOME TO THE COMMONWEALTH vessel settlement’s leader, Dr. Yarrow, has poisoned
the Minutemen and others who ate his ghastly flesh
This chapter introduces the characters to the fruit. The strange fruit’s effects cause all who eat it
Commonwealth setting and major settlements fea- to grow very sick from starvation and slowly mutate
tured in Winter of Atom. It provides details for each into something monstrous. In a race against time, the
settlement, its significant NPCs, and at least one side PCs must try to cure the sickness and possibly make
quest specific to that location. The chapter’s three the USS Germination’s massive food source safe for
main quests become accessible as the characters grow the settlements to eat. To succeed, they must survive
in level and renown, progressing the main story of a prolonged battle against the ship’s mutated mari-
Winter of Atom. ners—and the Last Son of Atom’s soldiers. As they
come to claim the freighter and turn it into a fortified
Welcome to the Commonwealth is the most open-ended stronghold for their growing army.
chapter, allowing PCs to explore freely, culminating
in a desperate battle for food supplies during an epic
mid-quest line finale.
THE WINTER WAR
QUEST SUMMARY This chapter introduces the most terrifying foe the
During the Main Quest: The Train Job, the PCs PCs have faced yet—the Gigapede—and details
arrive with a horde of refugees at the outer gates of an ongoing war that threatens the entirety of the
Diamond City, only to learn that the settlement is Commonwealth. It provides a sandbox-style toolset
overpopulated and running short on food supplies. for running a war as a series of battles that signifi-
To gain entrance, they take a job from the Mayor to cantly impact settlements. The chapter also offers
investigate a supply train that was robbed outside guidance on managing battles in each major settle-
the Boston ruins and try to recover its stolen food ment and then dealing with the many
and water. While tracking down the culprits, the PCs possible outcomes.
meet a Child of Atom who recently arrived in the
Commonwealth, searching for a beloved prophet call- The Winter War is mostly open-ended, allowing PCs
ing himself the Last Son of Atom. to travel freely between its three major battles. After
each battle, new side quests become available, giving
As the characters explore the Commonwealth, get the group a chance to secure new supplies or allies to
more involved with its people, and complete side turn the tide against the Last Son of Atom’s army and
quests, the coming winter grows crueler. During Main the Gigapede. It leads to a bloody battle in the snow
Quest: Cleansing Fire, an ally approaches them with that returns peace to the Commonwealth—possibly at
a lucrative mission—help them establish a safe trade great cost.
route through an underground sewer so they can help
deliver food to needy settlements. When the PCs QUEST SUMMARY
explore the sewer, they encounter two very different
Sometime after experiencing the horrors of the USS
sects of the Church of the Children of Atom and must
Germination, the group visits a settlement that comes
decide how to deal with them to secure a safe trade
under siege by the Gigapede, a giant and seemingly
route for the nearby communities.
invincible mutated centipede led by a small unit of
the Last Son of Atom’s soldiers. As Main Quest: A
While the Last Son of Atom’s followers grow increas-
Thousand Feet of Terror begins, PCs fight to defend
ingly influential and distrusted across the region, the
the settlement and capture one of the Atomite sol-
worst months of winter arrive. During Main Quest:
diers for questioning. They can learn the location of
A New Eden, the PCs share a campfire with a brave
the next settlement to be attacked by the Atomites,
band of Minutemen who might have secured a new
giving them time to travel and prepare for the upcom-
food source from a marooned shipping freighter,
ing battle.
the USS Germination. Soon it becomes clear that the

8 FALLOUT  Winter of Atom


During the second battle against the Gigapede, the QUEST SUMMARY
group faces a better-trained unit of cultists hellbent
As peace returns to the Commonwealth, the Last Son
on destroying the settlement in the name of their
of Atom continues to pursue his true goals beneath
atomic god. During the encounter, PCs learn that
Whately Research Facility in the Glowing Sea. He
the Gigapede’s handlers command the siege monster
successfully excavates an ancient, buried city that may
using American Sign Language. In the aftermath,
pre-date known human history. There, he locates the
the PCs have only a few days to decide how to pre-
strange relic that has plagued his dreams for years. He
pare for the coming full Atomite invasion. They may
calls the crystalline device Atom’s Glow and begins to
rally allies from settlements, scavenge for powerful
experiment with its mind-altering power—in hopes
weapons and armor, or learn enough American Sign
he can use it to usher in the self-prophesized Day of
Language that they might communicate with the
Division. As he gets closer to his goal of indoctrinating
Gigapede themselves.
the entire Commonwealth to his beliefs, his experi-
ments begin to drive his remaining followers and the
The chapter culminates with a third and final
beasts of the Glowing Sea mad.
battle against the Gigapede. The PCs rally their allies
to make a final stand against the Last Son of Atom’s
Meanwhile, after time passes from the previous
army in the settlement they care about the most.
chapter, the PCs come into contact with a devout
They become all that stands between the Atomites,
worshipper of Atom. Who has been searching the
the Gigapede, and their home. Should they fail, many
wastes in hopes of delivering a message to the group.
of their allies sacrifice their lives to drive back the
During the Main Quest: Into the Glowing Sea, they
Atomites. With the promise of a better spring to come,
receive the message sent by Mother Isolde. Isolde
the Commonwealth embraces a hopeful peace and
is the leader of a sect of the Children of Atom that
begins to rebuild.
opposes the Last Son. Isolde claims to know where the
cult leader’s hidden base of operations is and offers
to help the PCs if they travel to her settlement at the
THE DAY OF DIVISION Crater of Atom. After preparing for their most arduous
journey yet, they trek across the extremely irradiated
This chapter allows the PCs to explore a deadly new and monster-infested Glowing Sea. Before they arrive,
region—the Glowing Sea. It provides adjusted travel the PCs must survive a harrowing encounter with
rules and tables for navigating the most irradiated Sister Dawn—Isolde’s lost daughter, transformed into
wasteland in the area. The chapter also introduces a a gargantuan Glowing One ghoul by the Last Son’s
new settlement known as the Crater of Atom, wherein experiments.
the PCs meet a sect of the Church of the Children of
Atom who are vehemently opposed to the Last Son of After the PCs reach the Crater of Atom, they have
Atom and his cult. their last chance to rest in the relative safety of a set-
tlement and learn more about the Church and the Last
The Day of Division begins open-ended, but the story Son of Atom. It becomes apparent that the settlers are
narrows the closer the PCs get to the conclusion of peaceful and want nothing but to make things right in
Winter of Atom. Once the PCs enter the Glowing the Commonwealth. However, they fear confronting
Sea, they cross a point-of-no-return. When they the violent cult leader themselves. Armed with the
reach the Crater of Atom, a final selection of new side knowledge of the Last Son’s beliefs and location, the
quests become available. The quest culminates when PCs journey across the Glowing Sea in search of the
the group finally confronts the Last Son of Atom, Whately Research Facility.
far beneath the haunted ruins of Whately Research
Facility. The PCs’ final choices promise to forever During the Main Quest: The Buried City, the group
change themselves and the Commonwealth—for explores the ruins of a pre-war chemical weapon
better or worse. research facility. There, they encounter a legendary
deathskull radscorpion and the remaining followers

Introduction  WELCOME TO THE WASTELAND 9


of the Last Son, driven mad by his use of Atom’s Glow. to escape their mental prison must face the Last
As they explore the Whately Research Facility, they Son of Atom—and any companions who have fallen
encounter unexplainable supernatural phenomena. under his thrall. When the cult leader explains his
The PCs learn that the facility’s founder and the Last true motives and makes them an offer, the PCs must
Son’s ancestor, General Whately, was also a cult leader choose to accept his vision for the future, fight him,
who worshipped a cosmic god he believed to be sleep- or flee.
ing in an ancient city far beneath the earth.
The Epilogues section further explores outcomes
To confront the Last Son of Atom and end his plans and their impact on the Commonwealth. The Future
for the Commonwealth, the PCs descend to the Quests section presents plot hooks and guidance for
excavation site and the buried city. As they do, Atom’s developing new, high-level quests to continue the PCs’
Glow causes their minds to become trapped in cycling stories after the end of the atomic winter.
visions of utopias and nightmares. Those who manage

RUNNING WINTER OF ATOM


To run Winter of Atom, you need the Fallout: The UNDERSTANDING THE LAST SON OF
Roleplay Game to reference the full game rules,
player options, and items. You may also find the addi-
ATOM
tional tools from the Gamemaster’s Toolkit useful.
The Last Son of Atom is an enigmatic figure who
Where possible, Winter of Atom uses self-contained
serves as the central antagonist of Winter of Atom.
rules and tables for scavenging, travel, and random
The few people in the Commonwealth who have met
encounters to make running it more accessible.
him often describe feeling changed and spiritually
invigorated by the experience. The Last Son sends his
NPC stat blocks and new items are provided in the
most devout followers to grow his Church, advance his
narrative portions of the book when the PCs are most
plans, fight his battles, and spread the word of Atom.
likely to encounter them. This index in the back of
The mystery surrounding the Last Son only fuels his
the book offers quick references for page numbers to
growing myth as a true prophet of Atom.
look up specific stat blocks and items.

While the various sects of the Church of Atom follow


Winter of Atom is designed for groups of 4–5 players.
similar religious beliefs, they often act on them very
Some of its encounters might prove quite challenging,
differently. The Children living in the Crater of Atom
often encouraging groups to plan well or find alter-
are mostly non-violent and merely wish to worship
nate methods of achieving their goals beyond combat.
their god in peace. However, the Last Son’s flock is far
Adjust the number of enemies to suit your quest’s
more militant and dangerous than the others. Their
needs for smaller or larger groups. Consider reducing
most essential beliefs include the following:
the Health Points or damage dealt by Legendary or
Major enemies for smaller groups. You can also change
ƒ Within every atom exists an entire universe created
the difficulty of group tests in the same way. Refer to
by the god Atom. When an atom is split, the uni-
Designing Combat Encounters (see p.41) for guidance on
verse within divides, creating a new universe.
balancing and adjusting encounters. Remember that in
Fallout, survival is a success, and running away to fight ƒ Creating a new universe through nuclear fission is
another day should almost always be a holy act. Events like the Great War or the deto-
an option. nation of a nuclear device are revered for creating
numerous new universes.

10 FALLOUT  Winter of Atom


ƒ Radiation, or Atom’s Glow, transforms this world ƒ He attempted to create a flock once before, but
into something better and should be worshipped. his violent actions caused his followers to either
Irradiated areas are holy, and removing radiation is be killed or abandon the cause. He escaped after
a profane act. However, anti-radiation medicine is stealing massive wealth from a large settlement,
acceptable as it allows its users to live a longer life providing him with resources to grow his church
in Atom’s Glow. again.

ƒ Dying by natural causes or radiation is a fine death. ƒ Shortly before winter began, he and his current
Dying by nuclear explosion is a truly great death, flock reached the Crater of Atom and lived with
allowing the Child of Atom to achieve Division and the Atomite sect there for a time. When he learned
release all the countless worlds within them. the location of the Whately Research Facility in
the Glowing Sea, he moved to the underground
ƒ The Last Son is a great prophet created by Atom to
military base.
reward the Church for its devotion. His destiny
is to lead his flock to the Day of Division. On the ƒ He began to excavate deep tunnels far beneath
Day of Division, Atom’s faithful will be able to Whately Research Facility, where he believes he
travel to any of the countless universes and live in will find the ancient city from his visions. At first,
eternal happiness. War, violence, and other drastic he made trips to the Commonwealth settlements to
actions are justified if they bring more people into preach to its people and gain new followers. During
the flock in preparation for the Day of Division. some of his travels, he struck deals with the leaders
While the sect’s other beliefs are shared amongst of Mirage and the USS Germination. Now, he rarely
all groups of the church, this prophecy is unique. leaves the excavation site.
Other sects might see the Last Son’s teachings as
ƒ While he continues his holy work in the Glowing
complete heresy.
Sea, his followers continue to spread the cult’s
The Last Son spends most of Winter of Atom working influence throughout the Commonwealth. In some
beneath Whately Research Facility, a hidden under- communities, the sect uses its resources to help
ground pre-War military base in the Glowing Sea. needy settlers prepare for winter. In other loca-
He keeps the facility’s location a secret to all but his tions, the Atomites use coercion and more violent
most trusted followers. The PCs should not uncover means to gain power.
the facility or confront the Last Son until Chapter
The Atomites’ primary objective is to increase their
4: The Day of Division. If they encounter him in the
influence and the size of their flock. The Last Son’s
Commonwealth before their final confrontation, pres-
secret goal is to finish excavating the buried city
ent the Last Son as charming, helpful, and humble.
beneath Whately Research Facility and discover how
Should the PCs somehow defeat the Last Son before
to use the strange crystalline device he calls Atom’s
the final chapter of Winter of Atom, invent a new cult
Glow. Additionally, the Last Son is very interested in
leader to take his place and continue his schemes for
genetic engineering and has been experimenting with
the remainder of the quest line.
creating new and dangerous mutated creatures. He
plans to ignite a war in the Commonwealth and use
A summary follows, describing the Last Son of Atom’s
his creations as weapons to ensure his Church takes
general activities up to the start of the quest line:
control of the region.

ƒ A former genius geneticist, he joined the Church


of Atom while living in the Capital Wasteland. He
left his group and began to travel the country after
receiving painful nightly visions about a buried city
where he believes an object he calls Atom’s Glow
to be located. He is convinced the object will allow
him to bring about the Day of Division.

Introduction  WELCOME TO THE WASTELAND 11


QUEST STRUCTURE groups, and the current situation at the start of atomic
winter. Details on the Crater of Atom settlement can
This book’s three narrative chapters—Welcome to be found in Chapter 4: The Day of Division, while all
the Commonwealth, The Winter War, and The Day of other settlements are explored in-depth in Chapter 2:
Division—begin with several sections to help you pre- Welcome to the Commonwealth.
pare to run those quests. Common elements in these
chapters include: Each settlement also features several settlement
variables that change due to quest outcomes and PCs’
ƒ Running This Chapter sections give you an actions. Settlement variables include the following:
overview and specific guidelines to follow before
beginning a new chapter. ƒ Defenses (0-5): None, Very Weak, Somewhat Weak,
Moderate, Somewhat Strong, or Very Strong. A set-
ƒ Leveling Up sections provide detailed guidance
tlement’s defenses determine how well positioned
on the chapter’s difficulty levels and what bench-
it is to defend itself from outside threats, whether
marks to use when deciding when you allow PCs
by geography, armed defenders, or other means.
to level up. This book uses Milestone Progression
When a settlement’s defenses reach 0, its people
to reward players for completing quests and
are utterly helpless against threats.
achieving significant accomplishments. If you use
Experience Points to determine when PCs level up ƒ Food Supply (0-5): None, Scarce, Limited, Just
instead, you may need to adjust some encounters’ Enough, Stocked, or Very Strong. Due to winter
difficulty levels. scarcity, food shortages are the most immediate
threat to settlements in Winter of Atom. When a
Quests contain an introduction and plot hook to help
settlement’s food supplies reach 0, people disband
you get started. Other common elements in quest
to move elsewhere or starve.
structure include the following:
ƒ Denizen Outlook (0-5): Done, Very Grim,
ƒ Quest Objectives detail the key goals the group Somewhat Grim, Satisfied, Somewhat Happy, or Very
will likely need to accomplish to complete the Happy. Food and security do not always make for a
quest. happy settlement, and vice-versa. When a settle-
ment’s denizen outlook reaches 0, its people might
ƒ Content Warnings and Changing Scenes sidebars
mutiny or abandon the community en masse.
warn you about content that might be uncomforta-
ble for some people. Additionally, the sidebars sug- ƒ Settlement Reputation (0-5): Hostile, Cautious,
gest how to easily modify specific content without Neutral, Friendly, Trusting, or Allied. Unlike other
disrupting the overall arc of the quest line. variables, a settlement’s reputation rank relates
directly to the community’s overall trust and
ƒ Scenes break up main quests into smaller chunks
relationship with the PCs as a group. The better
with their own beginning, middle, and end. Most
their rank, the more support PCs receive from a
scenes can be completed in one or two sessions.
settlement. When their settlement reputation rank
ƒ The Fallout section at the end of every quest pre- reaches 0, the residents refuse to grant PCs entry
sents some of the most likely outcomes of a quest. or are outright hostile towards them.
The Fallout offers guidance on how the PCs’ actions
Keep track of settlement variables as the quests
might impact settlements, their relationships, and
progress. Their purpose is to help you describe and
future storylines. Since predicting the choices PCs
roleplay constantly changing communities to immerse
will make during a quest is not always possible, you
your players and help them enjoy their characters’
can also use these sections as a guide to creating
impact on the world around them. Settlement varia-
quest outcomes that make sense for your story.
bles sometimes change the difficulty of tests or allow
Settlements detail their community’s important for alternate options to advance the story.
people, significant locations, relationships with other

12 FALLOUT  Winter of Atom


SHOPS, LOOT, AND EQUIPMENT ƒ Armor and armor mods that provide Damage
Resistance 6-7 are appropriate for most level 10-12
UPGRADES Human characters.

A fun part of the Fallout experience is allowing your ƒ Avoid introducing incredibly powerful items like
players to save up caps and scavenge, so they can buy the Fat Man or Power Armor until characters reach
fun equipment or upgrade their weapons. Winter level 13 or even higher. They will fundamentally
of Atom does not present shops or merchants in its change the way PCs experience combat in the
settlements. You should allow PCs to purchase items game. Or give them everything and enjoy watching
and mods available in this book or Fallout: The the world burn!
Roleplaying Game Core Rulebook where you believe
it makes sense. Consider the scarcity of winter and the
resources of a given merchant or settlement to adjust
cost and the rarity of items available—PCs are more
likely to find good weapons and armor in Diamond
City or Mechminster Abbey, while Goodneighbor
The Golden Rule
Fallout: The Roleplaying Game and Winter of Atom
might offer them access to a variety of chems at a
present many rules for playing out long quests in the nuclear
reasonable price.
wasteland of your dreams. Some groups may love using
the system’s detailed rules for travel, scavenging, crafting,
If PCs are struggling with the difficulty of encounters,
survival, and modifying equipment to create awesome com-
consider creating a side quest or other means for them
binations of weapons and armor. Other groups may prefer
to gain more caps, improved armor, weapon, and mods
their Fallout game to be less mechanically crunchy or enjoy
before continuing the Winter of Atom’s main quests.
some of the rules and not others.
You are also encouraged to create short side quests,
scavenging locations, and bargains with NPCs to allow
Before running Fallout: The Roleplaying Game, review
characters to resupply on essential items like food,
the rules and talk to your players about what you are most
beverages, Stimpaks, and RadAway. Pursuing addi-
interested in as a group. The golden rule is simply this—use
tional settlement tasks and doing favors for NPCs not
the rules that are right for your group and your story.
covered in Winter of Atom might also provide PCs an
opportunity to make settlement reputation tests that
improve their standing with communities.

Being well equipped can make encounters much


easier. Weapons like the Fat Man or armor like Power
Armor can completely change the game’s balance. A
few general guidelines for appropriate gear include
the following:

ƒ Avoid introducing shotguns until characters reach


levels 3-5 and have upgraded their armor.

ƒ Armor and armor mods that provide Damage


Resistances of 2-3 are appropriate for most level 2-4
characters.

ƒ Armor and armor mods that provide Damage


Resistance 4-5 are appropriate for most level 5-9
Human characters.

Introduction  WELCOME TO THE WASTELAND 13


QUEST FLOWCHART BLOW THIS BOOK UP AND LOOT
While Winter of Atom is a non-linear sandbox quest
THE SCRAPS
line, this section provides a quick guideline on
Many gamemasters (GMs) prefer to run Fallout: The
the generally recommended flow of quests. If PCs
Roleplaying Game in settings they create themselves
undertake quests you design yourself, or accomplish
or even in their hometown. This book and its story
significant feats unaccounted for in this book, use the
were lovingly designed as an epic Commonwealth
advice in each chapter’s Leveling Up section as a guide
quest line, but none of it is sacred. You can break apart
to reward them appropriately.
the rules, settlements, NPCs, quests, and ideas that
Depending on the characters’ level or specialities,
are useful to you. The following sections provide some
some quests may be more or less challenging. You may
brief guidance and ideas for how to hack Winter
want to adjust the difficulty of encounters and tests to
of Atom.
make them appropriate for your players.

MAIN QUEST: THE TRAIN JOB (suggested level: 1) HACK THE RULES
ƒ SIDE QUEST: Diggin In and You can easily adjust the narrative-driven rules for
SIDE QUEST: We Got the Beat Traversing the Commonwealth (see p.29) for other set-
ƒ SIDE QUEST: The Illustrated Man and tings by changing its tables for Travel Complications,
SIDE QUEST: Forged in the Dark Random Encounters, Scavenging Tables, and AP
Spending. You can simplify or design additional rules
MAIN QUEST: CLEANSING FIRE (suggested level: 3+) to suit the level of gameplay you desire at your table.
ƒ SIDE QUEST: Midnight at the Oasis

SIDE QUEST: Beat It Likewise, you can easily reskin the rules for Winter
ƒ
Wasteland (see p.27) for other settings that deal
MAIN QUEST: A NEW EDEN (suggested level: 6+) with different but similar environmental obstacles.
None Radioactive blizzards can become irradiated sand-
storms, snowdrifts reimagined as desert dunes, and
MAIN QUEST: A THOUSAND FEET OF TERROR (suggested cold exposure tweaked to manage heat exhaustion.
level: 7+)

ƒ A THOUSAND FEET OF TERROR, SCENE ONE:


Additionally, you can easily repurpose any stat block
The Gigapede Rises
or item in this book. Remember to use the guidelines
ƒ SIDE QUEST: We Need Bigger Guns and to scale stat block levels to make them balanced for
SIDE QUEST: The Blow-Off your group.
ƒ A THOUSAND FEET OF TERROR, SCENE TWO:
Signs Coalescing
REMIX SETTLEMENTS AND QUESTS
ƒ SIDE QUEST: Higher Learning
Winter of Atom features canonical settlements like
ƒ A THOUSAND FEET OF TERROR, SCENE THREE: Diamond City, Goodneighbor, and the Crater of Atom.
Showdown By reskinning the NPCs, locations, and side quests,
you can take the ideas presented in the book and set
MAIN QUEST: INTO THE GLOWING SEA (suggested
level: 12+) them anywhere you can imagine. Likewise, brand
new settlements like Beatsville, Big Top, Mirage,
ƒ SIDE QUEST: In the Light of Day,
Mechminster Abbey—and locations like the USS
SIDE QUEST: One Last Memento, and
SIDE QUEST: A Dividing Detonation Germination or Whately Research Facility—are even
easier to transplant to another setting. Whenever you
MAIN QUEST: THE BURIED CITY (suggested level: 15+) reskin a settlement, consider what makes your setting
None unique. Use local geography, famous landmarks,
climate, regional history, the aftermath of the nuclear
apocalypse, and satirical 1940s–1960s pop culture to

14 FALLOUT  Winter of Atom


flavor how you reimagine borrowed locations from players. For ideas on how to format and design a
Winter of Atom. detailed location with traps, enemies, and atmosphere,
refer to Main Quest: The Buried City, Scene One Whately
You can use the same principles to borrow this book’s Research Facility on p.216.
main quest and side quests. Most of the quests in
Winter of Atom are easily simplified to remove them Staging Settlements for Battle. Refer to Chapter
from the main story and the Commonwealth. For 3: The Winter War, Staging the Gigapede Attacks on
quests that involve the Last Son of Atom or canonical p.160. You can use the format and ideas presented to
groups like the Minutemen, you can imagine other stage various battles in different locations. For ideas
factions and individuals specific to your story and on running big battles that involve numerous enemy
adjust their motives and actions appropriately. and ally groups with varied outcomes, refer to Main
Quest: A Thousand Feet of Terror, Scene Three: Showdown
You can also use this book’s format for side quests and on p.182.
main quests to design your own quests. Side quests
may only take a session or two to complete, while Surviving Extreme Radiation. Refer to Chapter 4:
main quests usually require multiple sessions to finish The Day of Division, Surviving Extreme Radiation on
and have more impactful outcomes. p.192. You can use these rules when PCs travel through
a highly-irradiated region for prolonged periods to
RIP OUT THESE TOOLSETS simplify tracking damage and manage compromised
protective gear.
Throughout the quest portions of Winter of Atom, you
will use new toolsets designed explicitly for this quest
Nightmares and Weird Visions. Refer to Main Quest:
line. These toolsets can be mercilessly ripped from the
The Buried City, Scene Two: Descent Into Madness on
spine of this book and used in any way you want. The
p.266. You can adjust the ideas presented to
most helpful toolsets and where to find them include
play out dreams with narrative and mechanical
the following:
consequences—or present PCs with strange visions
when they encounter supernatural locations like
Clearing Areas of Radiation Sources. Refer to Main
Dunwich Borers.
Quest: Cleansing Fire on p.65. You can use this system
to allow PCs to make locations safe from radiation or
Horde Encounters. Refer to Side Quest: Forged in
other ambient effects. You might also use its ideas for
the Dark, Frost Feral Ghoul Horde on p.150. The systems
Exploration Turns to help track time and activities
presented can be easily adapted to manage large
while exploring an area.
hordes of low-intelligence Minion creatures in
various ways.
Creating a Complex Disease. Refer to Main Quest:
A New Eden, Famished Fever on p.84. You can use the
Gambling. Refer to Chapter 2: Welcome to the
scaling duration effects and recovery as a skeleton to
Commonwealth, Playing the Slots on p.126 for rules on
create your own complex diseases.
using slot machines, Side Quest: Midnight at the Oasis
on p.126 for a way to play blackjack, or to Side Quest:
Hunting a Subject Across Settlements. Refer to Main
The Blow-Off, The Big Game on p.173 for a format to
Quest: A New Eden, Hunting the Flesh Fruit on p.86. You
play a bluffing card game like poker.
can use this system to let PCs hunt down elusive items
or characters that keep moving between settlements.

Exploring a Location or Vault Crawl. Refer to Main


Quest: A New Eden, Exploring Below Decks on p.88. You
can use this system for exploring large locations you
have not prepared in full detail or when you want to
share narrative storytelling responsibility with your

Introduction  WELCOME TO THE WASTELAND 15


Chapter One
NEW OPTIONS,
RULES, AND TOOLS
NEW CHARACTER ORIGINS. . . . 18
WINTER WASTELAND. . . . 27
TRAVERSING THE COMMONWEALTH. . . . 29
BUILDING CAMPSITES. . . . 35
SETTLEMENT REPUTATION. . . . 38
DESIGNING COMBAT ENCOUNTERS. . . . 41
Chapter One

NEW OPTIONS, RULES,


AND TOOLS
NEW CHARACTER ORIGINS
In addition to the character origins from the
Fallout: The Roleplaying Game Core Rulebook, players GENERATION 3 SYNTH
may choose from the following options. Their origin
describes their character’s background, defines their You are a bio-synthetic humanoid nearly indistin-
abilities, and gives them a unique trait to help them guishable from humans. Created by a secret scien-
survive in the wasteland. The new options presented tific organization known as the Institute, you were
provide additional plot hooks and ideas for playing designed to integrate into human society. Your lab-
the character in Winter of Atom. grown body is made up of real human flesh, bones,
and organs—with an undetectable cybernetic implant
in your brain that contains your programming. Your
bio-engineered upgrades make you hardier than
humans, and you do not age or change weight. Your
Atomic Winter capacity to keep going for extended periods without
Survival Pack needing rest is an excellent advantage in the harsh
wasteland. Additionally, your body can survive
Surviving the harsh realities of atomic winter is daunting,
synthetic implants and cybernetic modifications
and no one can make it out there on their wits alone.
without complications.
At your discretion, you can let players choose two items
from the following list to add to their starting equipment
Gen 3 Synths are not homogenous. You may cross
regardless of their character origin: beer, bourbon, gas
paths with other synths, but they might not automati-
mask, heavy coat, hood or cowl, molotov cocktail,
cally be friendly. You might have escaped the Institute
Pork ‘N’ Beans, RadAway, or Stimpak.
to make a life on your own terms, been released into
human society for a secret purpose, been programmed
to genuinely believe you are human, have no idea
who you are, or suffer from amnesia. Because many
fear synths and the Institute, keeping your identity
a secret is a key to survival. You may have more than
one name you go by—your human identity and your
synth identification. Your search for purpose and
identity in a world that fears or misunderstands you
is essential.

18 FALLOUT  Winter of Atom


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

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

The Institute has given you a unique recall code—an unalterable verbal command that resets your personality
and memories. When you hear the code spoken, you become incapacitated until you are retrieved and restored by the Institute.

Synths In Winter Of Atom


Wild rumors abound in Diamond City about synthetic
replicants kidnapping and replacing citizens, making it
a dangerous place for you. The underground movement
known as the Railroad works to help free synths from
Institute control. Depending on your loyalty to the Institute,
the Railroad could be a potential ally or enemy to you.
The Children of Atom have no strong feelings towards
synths and may even accept you openly into their fold,
so long as you embrace their radioactive ideology.

Recall Codes And


Player Consent
Discuss the nature of your synth character’s recall code with
your gamemaster if you are uncomfortable with the idea
of your character’s personality and consciousness suddenly
becoming erased. Determine collaboratively whether recall
codes might be used in your game and how they can affect
your character. An example of an alternative might be that
your synth’s recall code does not permanently erase their
synth’s personality but incapacitates them until a unique
restore code is spoken.

Chapter One  NEW OPTIONS, RULES, AND TOOLS 19


Characters who choose the Generation 3 Synth origin can choose one of the following equipment packs:

SYNTH INFILTRATOR SYNTH SEEKER


You were created initially to infiltrate one of the You were initially designed to travel the byways of the
Commonwealth’s settlements to serve the interests of Commonwealth in search of resources, new settle-
the Institute. Your task may have been information ments, and sometimes fugitives from the Institute.
gathering, protecting an asset, or assassinating the You can easily embed yourself with traders, scaven-
Institute’s numerous enemies. gers, or mercenaries.

You receive the following equipment: You receive the following equipment:

ƒ Tough clothing ƒ Tough clothing

ƒ Baseball bat or switchblade ƒ A leather armor chest piece or a leather armor arm
and a leather armor leg (your choice as to which
ƒ Pipe gun with 10 + 5 C
D rounds of .38 caliber
arm and leg)
ammunition or 10mm pistol with 8 + 4 C
D rounds
of 10mm ammunition ƒ Knuckles or lead pipe

ƒ One personal trinket ƒ One ranged weapon from the following: 10mm
pistol, flare gun, hunting rifle
ƒ 2 rolls on the Chems, Food, or Beverages loot
tables (Fallout: The Roleplaying Game Core ƒ 3 + 3C
D ammunition for the chosen ranged
Rulebook, Chapter 5: Survival, p.200) weapon

ƒ 2 rolls on the Ammunition, Chems, or Food loot


tables (Fallout: The Roleplaying Game Core
Rulebook, Chapter 5: Survival, p.200)

PROTECTRON
Manufactured by Robco Industries as an inexpensive monotone like other Protectrons. Most Protectrons
work drone, your model was one of the company’s do almost anything to defend those their program-
most popular robots that put many Americans out ming determines to be allies.
of work before the Great War. Protectrons were built
for various construction, security, and administrative A long time has passed since your creation. You may
tasks. Factory models were used for manual labor. have been a worker drone, but now you are much
Office models were programmed with integrated more. Your original programming still drives your
administrative software. Firefighter models used behavior and actions, though it might have decayed
internal cryojets to suppress dangerous flames. Medic or become twisted. You could be one of the few
models featured built-in defibrillators. Police mod- Protectrons to achieve true self-awareness and resist
els contained stronger armor and enhanced tasers your programming. In the wild wasteland, it is up to
for crowd control. You might have come from one of you to decide whether your ancient programming will
these manufacturing lines or another entirely. define you—or whether you define who you are by
your own directives.
Your body is humanoid in shape and covered in light
armor plating. Not initially designed for combat, the
wasteland is full of resources you can use to protect
yourself and others. Unless you have received soft-
ware or hardware upgrades, you speak in a robotic

20 FALLOUT  Winter of Atom


Protectros In Winter of Atom their atomic god who have forgotten their way. The church
collects wayward Protectrons and offers them upgrades
Protectrons are common in the Commonwealth and tend to
and a new purpose. Over time, they have secretly built a
cooperate well with groups aligned with their programming.
small army of radiation-immune robots programmed to be
Their robotic bodies and internal heating source make
faithful to the Church’s ideology. Your unit could be escaped
them better able to survive the winter than nearly anything
from one of their hidden reprogramming factories, a faithful
else that walks. With less personality than a Mister Handy,
member of the religion, or searching for a fellow model who
Protectrons are often treated with the same reverence one
the Children have reprogrammed.
would afford a toaster. However, the Children of Atom,
led by the Last Son of Atom, view Protectrons as angels of

Trait: Protect Or Destroy


You were built to survive in harsh environments. Once per
scene, you may reroll a test to overcome an environmental
hazard and use the new result. You are also immune to
disease and Radiation and Poison damage, but you cannot
use chems, nor can you benefit from food, drink, or rest.
You cannot recover from your injuries or heal health points
without receiving repairs (see Fallout: The Roleplaying
Game core rulebook, Chapter 2: Combat,
Healing Robots).

Protectrons are designed for a specific purpose and contain


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

Chapter One  NEW OPTIONS, RULES, AND TOOLS 21


Protectron Weapons
WEAPON EFFECT
You make unarmed attacks with a pair of opposable claws. The claws inflict 3 C
D Physical damage
Claws
and can benefit from your melee damage derived statistic and perks for unarmed attacks.
You can fire a jet of cryogenic spray, rapidly cooling targets. The cryojet uses cryo cells for
Cryojet ammunition, PER + Energy Weapons for attacks, and causes 3 C
D Energy damage. More
information on the cryojet can be found on p.23.

You explode and are destroyed in the process, and cannot be repaired. When you make this attack
Self-
you make a ranged attack using END + Explosives, dealing 6 C
D Energy damage, with the Blast
Destruct
effect, at Close range.

You make unarmed attacks with a pair of statically-charged defibrillators. These hands inflict 4 C
D
Shock
Energy damage and can benefit from your melee damage derived statistic and perks for unarmed
Hand
attacks. You cannot manipulate objects that require fine dexterity due to the lack of claws.

PROTECTRON EQUIPMENT
Characters who choose the Protectron origin can choose one of the following equipment packs:

PROTECTRON PROTECTRON FIRE BRIGADIER


You were designed to be baseline security or a gener- Your model line was created to suppress fires. More
al-purpose laborer for a specific location. Thanks to than a walking fire extinguisher, you identify fire
some clever programming, you are now free to fulfill hazards and notify humans in the vicinity so they
your function in the Commonwealth at large. can correct the problem. These days, you have to be
more proactive in preventing blazes from getting out
You receive the following equipment: of control.

ƒ Standard plating You receive the following equipment:

ƒ Claws
ƒ Standard plating
ƒ Two laser guns integrated into your claws
ƒ A cryojet integrated into the left hand
ƒ A fusion cell containing 14 + 7 C
D shots
ƒ A cryo cell containing 14 + 7 C
D shots
ƒ Recon sensors
ƒ An axe as a right hand
ƒ Hazard detection mod
ƒ Hazard detection mod or sensor array
ƒ Robot repair kit
ƒ 1 stimpak
ƒ 20 caps
ƒ 10 caps

22 FALLOUT  Winter of Atom


CRYOJET
Ammunition: Cyro cell

WEAPON DAMAGE DAMAGE DAMAGE FIRE


WEAPON NAME RANGE QUALITIES WEIGHT COST RARITY
TYPE RATING EFFECTS TYPE RATE

Cryojet Energy Stun, Debilitating,


3C
D Energy 4 C 6 156 4
Weapons Persistent Inaccurate

A cryojet can accept one each of the following mods, which are unique to cryojets and installed with the
repair skill:

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

FUEL MOD

Liquid Nitrogen Sub-Zero +1 C


D , Piercing +8 +80 Gun Nut 2

BARREL MOD

Compressed Tubing Calibrated Removes Inaccurate +1 +28 Gun Nut 1

TANK MODS

Large Tank High Capacity +1 Fire Rate +3 +28 Gun Nut 1

Huge Tank Max. Capacity +2 Fire Rate +6 +34 Gun Nut 2

NOZZLE MODS

Wide Diffusion Spray Gains Burst, Unreliable +2 +65 Gun Nut 1

Aerosolizer Vaporizing Gains Spread, Unreliable +2 +65 Gun Nut 1

Bladed Exhaust Battle +1 C


D , Gains Close Quarters +1 +65 Gun Nut 2

PROTECTRON MEDIC UTILITY PROTECTRON


Medic Protectrons were designed to provide an emer- Utility Protectrons are meant for heavy-duty work.
gency medical response. They come equipped with Reinforced armor helps you survive the hazards of
a unique built-in defibrillator to revive unconscious factory work. Police departments purchased some
patients and subdue unruly charges in a pinch. utility models for riot suppression, modifying them
with enhanced sensors to detect and neutralize hid-
You receive the following equipment: den weapons.

ƒ Standard plating You receive the following equipment:

ƒ Shock Hands
ƒ Factory armor (main body and arms)
ƒ Diagnosis mod
ƒ Claw
ƒ 2 stimpaks
ƒ One of the following weapons: sledgehammer,
ƒ 1 RadAway baton, or railway rifle with 6 + 3 D
C
  railway spikes
(ignoring the two-handed quality)

ƒ Hazard detection mod or sensor array

ƒ Robot repair kit

Chapter One  NEW OPTIONS, RULES, AND TOOLS 23


NUKATRON CHILD OF ATOM
A custom Protectron model created in collabora-
Radiation is a gift from your atomic god, and you
tion by RobCo and Nuka-Cola resulted in the novel
gladly share that gift with the Commonwealth. As a
Nukatron—part bottling plant worker, part soda
member of the Church of Atom, your body and mind
machine, all party automaton. Charged with refresh-
are blessed by radiation. While many you meet are
ing the consumers of fine Nuka-Cola products, you
wary of you and see your blessing as a curse, you know
wander the Commonwealth, bringing drinks to the
you are chosen. The closer you get to Atom’s embrace,
drinkless, righting parties most foul, and delivering
the greater you find yourself thriving in the face of the
justice against crimes of flat flavor.
wasteland’s hardships. You understand that radiation
is dangerous to those who have yet to embrace its
You receive the following equipment:
divine truth, and do not look down on them for using
RadAway and other treatments. You merely seek to
ƒ Standard plating
help them achieve enlightenment.
ƒ Claw
Your religion believes that an entire universe exists
ƒ Behavioral analysis mod or integral boiler mod
within every atomic mass in all of creation. When a
ƒ 1 Perfectly Preserved Pie mass becomes split, the universe within divides and
becomes two. Atom is revered as a benevolent god
ƒ 4 Nuka-Colas or 2 Nuka-Cherrys
who uses Division to create new worlds. As such, the
Great War is considered a holy and wonderful piece of
PROTECTRON X history by the Children. They worship Atom by wor-
Your unit was modified from standard factory lines. shipping radiation—His Glow—and the newly created
You might have been created as a prototype for an universes it represents. The Children make their
unrealized RobCo line, a specialty model designed to homes in irradiated regions, building worship centers
suit a wealthy purchaser’s needs, or a hobby inventor’s and settlements. While the Church is not often vio-
experiment. Your unique appearance stands out from lent, they consider attempts to stop radiation from
your silicon kindred. spreading as blasphemy. They oppose such efforts,
though each member and sect’s tactics vary. The
You receive the following equipment: Children do not hold strong attachments for posses-
sions or their bodies and are sometimes very generous
ƒ Standard plating to others in need. They follow the loose hierarchy of
their sect, centered around spiritual leaders known as
ƒ Claws
mothers or confessors.
ƒ One of the following: factory armor (main body
and arms), behavioral analysis mod, diagnosis mod, You may have been born into the Church or come
hacking module, or hazard detection mod. from a completely different life before witnessing the
atomic truth. You might have traveled from a faraway
ƒ One of the following: radiation coils, recon sen-
sect on a holy pilgrimage or hail from the Crater of
sors, or sensor array
Atom in the Glowing Sea. If you keep your faith, share
ƒ One of the following weapons: machete, alumi- the Glow with those you meet, and show your dedica-
num baseball bat, or a syringer with 10 shots of tion to Atom, you may prove your worth and achieve a
Bleed-Out higher rank within your sect.

ƒ One roll on the Oddities and Valuables loot


table (Fallout the Roleplaying Game core book,
Chapter 5: Survival, Loot Tables) or 1 robot repair kit

24 FALLOUT  Winter of Atom


Children Of Atom In Winter Of Atom
You do not follow The Last Son of Atom or his newly arrived followers. As tensions rise, you might find yourself
sect in the Commonwealth. However, their growing presence choosing sides or playing the part of mediator. Navigating
in the region affects your relationship. Some may look to the political storm while pursuing your holy journey will
you for aid or offer you shelter, while others might be hostile prove difficult.
or wary towards you. In particular, the Minutemen are
outraged about the increasing influence of the Children in If you use the optional faction reputation rules from the
the surrounding settlements. The Last Son of Atom, a prophet Gamemaster’s Toolkit, start with a faction reputation rank
to his people, might be an enigmatic figure that you wish of 2 for the Last Son of Atom’s sect of the Church of Atom.
to seek out and learn from—or you may have heard horror Though you do not follow their sect, they are likely to initially
stories about other sects of the Church that were torn apart be more open to you than outsiders to their religion.
by the prophet’s teachings and the actions of his zealous

Trait: Rad Sponge


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

Your base Radiation damage resistance is 1


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

Chapter One  NEW OPTIONS, RULES, AND TOOLS 25


CHILD OF ATOM EQUIPMENT
Characters who choose the Children of Atom origin can choose one of the following equipment packs:

MISSIONARY ZEALOT
You wander the wasteland, helping the needy, and Whether on a quest given to you by your sect’s elders
delivering the good word to them. In time, your good or Atom’s holy revelations, you left your community
deeds may help unbelievers recognize Atom’s Divine to seek out the Church’s enemies. Zealots bring Atom’s
Glow for themselves. wrath upon those who oppose his Great Division—be
they heretical competing sects of the Church or non
You receive the following equipment: believing settlers who oppress the Children of Atom.

ƒ Tough clothing You receive the following equipment:

ƒ Walking cane
ƒ Tough clothing or drifter outfit
ƒ Gamma gun with 4 + 2 D
C
  gamma rounds
ƒ Machete
ƒ 1 stimpak
ƒ Gamma gun with 4 + 2 D
C
  gamma rounds
ƒ 10 caps
ƒ Gas mask
ƒ 1 roll on the Random Food table (Fallout: The
ƒ 2 rolls on the Random Food table (Fallout: The
Roleplay Game Core Rulebook, p.202)
Roleplay Game Core Rulebook, p.202))

26 FALLOUT  Winter of Atom


WINTER WASTELAND
The icy winter brings additional challenges and dangers while exploring the Commonwealth. Aside from typical
dangers from the local inhabitants, roaming creatures, traps, and abandoned technology, the region suffers from
a long and harsh radioactive winter. Navigating the Bostonian ruins requires caution to survive irregular weather
patterns and terrain concealed by snow and ice.

ADJUSTING FOR TERRAIN AND OBSTACLES


New terrain types provide the Action Point cost players spend to move through the area, reflecting the costs
found in Fallout: The Roleplaying Game Core Rulebook, Chapter 2: Combat.

WINTER TERRAIN AP COST

Wet snow, soft snow, muddy snow 1

Collapsed building, potholes, snow-covered rubble 2

Snow-covered slope, ice spikes, sinkholes 3

WINTER OBSTACLE AP COST

Waist-height snow, snow flurry, frostbitten moose carcass 1

Frozen river or small lake, chest-height snow, fallen tree 2

Frozen ruin, collapsing bridge, snow covering a hidden powerline 3

WINTER ENVIRONMENT CONDITIONS


Winter conditions can impact a character’s Perception, gear, ranged attacks, and more. Conditions the
characters might encounter while exploring the Commonwealth in winter include the following:

CONDITION EFFECT

END tests increase in difficulty by +1, +2, or +3, depending on the length of time
Flash Freeze
exposed to the elements.

Tests to spot or avoid dangerous objects or hazards increase in difficulty by +1, +2, or
Snow-Covered
+3, depending on snow height.

When a creature takes the Sprint action, they must make an AGI + Athletics test with a
Icy Surfaces difficulty of 1-3, determined by the amount of ice. If the test fails, they cannot move, fall
prone, and become stunned until the start of their next turn.

PER tests that rely on vision and attacks made at Medium range or further increase in
Blizzards
difficulty by +1, +2, or +3, depending on the storm's severity.

At the start of a creature’s turn, if they are without shelter, they must make an
END + Survival test with a difficulty of 1-3, determined by the severity of the radioactive
Rad-izzard
ice storm. If the test fails, they gain 1 Fatigue and are inflicted with 2 C
D Vicious
Radiation damage.

Chapter One  NEW OPTIONS, RULES, AND TOOLS 27


EXPOSURE TO COLD WEATHER NEW HAZARDS
Rules regarding exposure to extreme temperatures can Due to frigid temperatures and the snowy terrain,
be found in Fallout: The Roleplaying Game Core creatures may suffer damage from prolonged exposure
Rulebook, Chapter 5: Survival. Finding shelter and to the elements. In addition, the snow can conceal
providing ample warmth is paramount for surviving other hazards and other threats.
the wasteland during the harsh winter. Even synthetic
beings may suffer malfunctions from the cold inter- HAZARDS EFFECT
fering with chemical and electrical reactions necessary
Falling icicles 3C
D Piercing Physical damage
to keep them functioning.
Irradiated snow 2C
D Vicious Radiation damage
Alternatively, you can use the following rules to
Snowslide 2C
D Stun Physical damage
manage cold exposure during camping and travel
with fewer calculations. At the end of a scene or leg Poisonous plants 2C
D Persistent Poison damage
of travel, you can choose to require PCs who became
exposed to cold weather to make an END + Survival
test with a difficulty of 1. You can adjust the difficulty
of the test (minimum of 1) at your discretion and may
use the following guidelines:

ƒ Increase the difficulty by 1 for every 12 hours they


were exposed. Green Snow
ƒ Increase the difficulty by 1 if they were not wearing Snow can be easily converted into water or just eaten for
warm clothing. immediate hydration. Unfortunately, some of the snow
might be irradiated or contaminated. If a character
ƒ Increase the difficulty by 1 if they encountered
consumes irradiated snow, they follow the same rules
particularly extreme cold.
for consuming irradiated food or drink, as shown in
ƒ Decrease the difficulty by 1 if they spent considera- Fallout: The Roleplaying Game Core Rulebook,
ble time around a significant heat source or inside a Chapter 4: Equipment.
warm shelter.

ƒ Decrease the difficulty by 1 if they consumed hot


food or beverages.

ƒ Decrease the difficulty by 1 if they engaged in phys-


ical activity such as heavy travel or combat.

If a PC fails their test, they gain 1 Fatigue for every


hour they were exposed to cold (up to a maximum
equal to half their current HP, rounded up). If they
roll a complication (20), they cannot remove Fatigue
gained this way until they rest for 24 hours in a warm
shelter. Otherwise, PCs can remove Fatigue gained
this way after they rest for 6 hours in a warm shelter.

28 FALLOUT  Winter of Atom


NEW DANGEROUS OBJECTS
Many potentially dangerous objects lie hidden underneath layers of ice and snow until an unsuspecting victim
comes across them and suffers a bad day.

OBJECT TRIGGERED BY TEST TO SPOT DAMAGE/EFFECT

Close proximity (action, PER + Survival


Rad beacon
entering a zone) difficulty 2
4 C
D Persistent Radiation damage
4 C
D Vicious Energy damage, or
Anti-Rad Close proximity (action, PER + Survival 6 C
D Vicious Energy damage to
dissembler entering a zone) difficulty 2 creatures suffering from Radiation
damage and irradiated creatures

Chemical Pressure plate (action, PER + Survival


dispersal unit entering a zone) difficulty 2
4 C
D Persistent Poison damage
False covering (action, AGI + Athletics
Spike pit
entering a zone) difficulty 2
4 C
D Vicious Physical damage

TRAVERSING THE COMMONWEALTH


Traversing the Commonwealth is inherently danger- Large portions of this adventure require traveling
ous. The constant below-freezing temperatures of the the wasteland and searching for people or places,
crushing winter mean that a painful death from expo- often with only minimal information to go on. This
sure is always knocking at the door. And that is before section provides rules for determining the outcome
dealing with the usual hazards of the wasteland—raid- of long journeys. Whenever the PCs set out into the
ers, mutants, radiation, and worse. Commonwealth with a destination in mind, they will
need to Navigate the Wasteland to decide whether or
While Diamond City, Goodneighbor, and the Crater not they find what they’re looking for—and how long
of Atom feature in the video game Fallout 4, many it takes.
settlements and locations in Winter of Atom are
entirely new. When referring to the map of the
Commonwealth during travel, allow PCs to stumble
onto these new settlements as they explore, wherever
it makes sense for your quests. It is essential that PCs
find most or all of the settlements during their quests.

Chapter One  NEW OPTIONS, RULES, AND TOOLS 29


Making Travel Interesting
Exploring the wasteland is an opportunity for you and the Some examples could be:
other players to highlight the parts of the world that are
important to you. As the group explores—before making ƒ What do you see at the side of the road that shows the
navigation tests—you should encourage them to roleplay the harshness of winter? What about what you see suggests
quiet, personal moments between characters as they talk on the winter will get worse before it gets better?
the road. Not everything has to be gunfire and fighting all
ƒ Which of you has walked this road before? What were
the time, and these smaller vignettes make the meat of the
you doing last time you were here?
adventure more meaningful.
ƒ What do you see on the horizon that makes you take
Giving your players some input on travel narration allows extra care on your journey?
you to share some of the work for worldbuilding and make
ƒ What relic of the old world do you pass on your journey?
the players more invested in the setting. As the group travels
between destinations, think of some interesting—and lead- Similarly, when the group returns to a settlement they are
ing—questions to engage the players in the world. familiar with, asking them to tell you what’s changed since
they were last there can be a powerfully immersive GM tool.

This procedure uses the rules in the Fallout: The Roleplaying Game Core Rulebook, Chapter 5: Survival. In par-
ticular, pay attention to the rules for Fatigue, Hunger, Thirst, and Cold Exposure as detailed in Exposure to Cold
Weather (p.28). Keep track of the state of each of these considerations while the PCs explore the wasteland.

Follow this simple procedure when PCs Navigate STEP 1: JOURNEY DIFFICULTY
the Wasteland: The base difficulty of a navigation test is 0. When
assessing the difficulty of a journey, consider the
1. Choose a destination and determine how arduous following questions. Increase the navigation test
the journey will be to set the base difficulty for difficulty by 1 for each ‘no’ answer, with a maximum
the test. difficulty of 5.

2. The PCs decide who will lead the expedition


ƒ Is the journey along established routes between
(the navigator).
settlements?
3. Navigator decides if the journey will be Cautious,
ƒ Are the PCs familiar with the area?
Normal, or Hurried.
ƒ Is the area under the control of a friendly faction?
4. The navigator and their allies assemble the test’s
dice pool. ƒ Has the group been given good directions, or
do they know of prominent landmarks to aid
5. The navigator rolls the dice, and you determine
navigation?
the result.
ƒ Are obstacles in the path (high mountains, suck-
ing swamps, irradiated wastes, hostile settle-
ments, terrible winter weather) easily avoided or
circumnavigated?

30 FALLOUT  Winter of Atom


STEP 4: PREPARE THE TEST
Long Journeys And By default, navigating requires an END + Survival
Winging It test with a difficulty set in step one and modified in
Most journeys to explore new locations should take between step three. The navigator can make a case for using an
12–24 hours, encouraging PCs to camp once or twice attribute other than Endurance for the test so long as
to avoid cold exposure before they hopefully reach their you agree.
destination (see Building Campsites, p.35). If you think
a journey should be longer, split it into multiple smaller legs The navigator cannot spend AP to roll more dice for
with distinct goals—or increase the navigation test difficulty the test, but they can spend AP to reduce the test’s dif-
by 1 for every additional 24 hours spent traveling. ficulty. You may allow groups to reduce the difficulty
of the navigation test by 1 per 2 AP spent if the PCs
If you are unsure or need to decide quickly to keep the story come up with clever plans to help them during their
moving, assume a default difficulty of 3. As a general rule, wintery trek.
journeys closer to the more settled areas of Boston will be
shorter since roads are better maintained, and the PCs are Additionally, the navigator’s allies can assist the test
more likely to be familiar with the region. per usual and should describe what their character
does to help during the journey. Assisting allies may
act as scouts keeping watch for raiders, scavengers
looking for supplies, or other roles to aid the group’s
success.
STEP 2: CHOOSE A NAVIGATOR
The players decide among them who will lead the STEP 5: THE NAVIGATION TEST
expedition. They may choose a consistent navigator The navigator makes their navigation test to resolve
or choose one based on the fiction. For instance, if a the final phase of their travel after camping, roleplay-
PC has been to the location before, it makes sense that ing the journey, and preparing the test’s dice pool.
they might lead the journey.
Navigation Success. For each complication rolled,
Because the navigation test uses the Survival skill, add 2 AP to the GM’s pool. Alternatively, you can roll
players may decide that the PC with the best Survival 1d20 on the following table and apply the result—or
will always be the navigator unless stated otherwise. create a more fitting complication of similar impact.

STEP 3: DECIDE JOURNEY SPEED The PCs arrive at their destination once they resolve
all complications. Adjust their Hunger, Thirst, and
The navigator decides on the speed of the journey,
Fatigue levels gained from cold exposure based on the
with the following results:
length of the trip and their preparations.

ƒ Cautious: Double the journey duration. Decrease


the navigation test difficulty by 2. PCs cannot roll
complications.

ƒ Normal: Do not change the journey duration.


Decrease the navigation test difficulty by 1 and set
the complication range to 2 (19-20).

ƒ Hurried: Half the journey duration. Set the com-


plication range to 4 (17-20).

Chapter One  NEW OPTIONS, RULES, AND TOOLS 31


JOURNEY COMPLICATIONS
1D20 ROLL COMPLICATION

The group reaches their destination particularly hungry. Each PC moves down the Hunger track
1-2
one step.

The group arrives in low spirits. Increase the difficulty of the PCs’ CHA tests involving social
3-4
interaction by 1 until they rest.

5-6 An essential piece of gear broke during the journey.

The group encounters an obstacle in their path—a fallen tree, a broken bridge, a rockslide, etc.
7-8 They must work together to clear the way by making a group STR + Athletics test with a difficulty of
3. If the test fails, the group removes the obstacle, but each PC suffers a point of Fatigue.

The group witnesses an ominous sighting, weird phenomenon, or ill-omen. Add 2 AP to the
9-10
GM’s pool.

11-12 All food and drink carried by the PCs become Irradiated.

13-14
The group passes through an irradiated area. Roll a number of C
D equal to the navigation test
difficulty; each PC suffers that much Radiation damage.

Roll on the Commonwealth Winter Random Encounters Table (p.33). PCs reach their destination
15-16
after resolving the encounter.

17-18 Choose and apply a Winter Environment Condition (p.28).

The journey takes a heavy toll on the group. Each PC must succeed on an END + Survival test with a
19
difficulty of 2 or suffer a point of Fatigue.

The wasteland’s cold proved particularly dangerous during the journey. Each PC must succeed on
20
an END + Survival test with a difficulty of 3 or increase their Cold Exposure state one step.

Navigation Failure. If the navigation test fails, the You are encouraged to prepare a few possible balanced
group becomes lost in the wasteland. Adjust their encounters before running a game session to keep play
Hunger, Thirst, and Fatigue levels gained from cold moving quickly at the table.
exposure based on the length of the trip and their
preparations. After resolving any encounters, the PCs can once
again attempt to travel onward to their destination
For each navigation complication, roll a random or choose a new destination. Decide how many hours
encounter using the Commonwealth Winter Random travel they are away from their destination based on
Encounter Table or add 2 AP to the GM’s pool. the story, then reduce the navigation test difficulty by
Alternatively, you can create your own random 2 for their next test.
encounter (see Fallout: The Roleplaying Game Core
Rulebook, Chapter 10: Denizens of the Wasteland)—and
determine the XP budget for the encounter’s difficulty
(see Balancing Encounters for Party Size and Level, p.42).

32 FALLOUT  Winter of Atom


COMMONWEALTH WINTER RANDOM ENCOUNTER TABLE
1D20 ROLL ENCOUNTER

A wandering merchant crosses the group’s path, willing to trade goods and share news from a
1-2
nearby settlement.

3-4 A roaming Protectron is lost and can’t get back to the site it’s programmed to protect.

The group stumbles across a ruined campsite showing clear signs of having been attacked by
5-6
Raiders recently.

7-8 A Deathclaw charges the group but doesn’t stop to fight; it’s fleeing from something even scarier.

9-10 A Minutemen patrol stops to question the group, wanting to know what they’re doing in the area.

11-12 A group of wastelanders approaches the group asking for help. They’re freezing and desperate.

13-14 Survivors claiming to be from a nearby Vault are conmen trying to lure the group into an ambush.

15-16 A pack of feral ghouls spot the party and make a beeline for their position.

17-18 A group of Super Mutants spot the group and charge them.

A Super Mutant riding a harnessed and muzzled deathclaw demands that the group hand over their
19
food and caps.

20 Followers of the Last Son of Atom wish to recruit the group to the cause.

Bookkeeping And Fun


Using navigation tests requires more tracking for the GM
and possible outcomes that players can’t directly influence.
Negative consequences for poor rolls can sometimes feel
punishing or unfair, especially if a few results go badly
in sequence.
Ultimately, nothing should stand in the way of your group
enjoying the game. Some groups may use fewer survival
rules like hunger, thirst, and temperature in their games—
and that’s okay. If you find parts of or all of this system
doesn’t work for you, feel free to disregard it or invent your
own story of what happens during travel. You may lose
some of the danger of exploring the Commonwealth
during nuclear winter, but Winter of Atom is still danger-
ous enough without it!

Chapter One  NEW OPTIONS, RULES, AND TOOLS 33


SPENDING ACTION POINTS DURING TRAVEL
Players may spend their Action Points at any time while traveling to find a point of interest, an opportunity to bet-
ter their situation, or a scavenging location. Allow the players to describe what they locate this way, though as GM,
you have the final say and can modify or add to their descriptions.

AP COST EFFECT BENEFIT

PCs find an ideal place to set up camp. Reduce the test difficulty to build a campsite
1+ Ideal Campsite
by 1 for every AP spent, to a minimum of 1.

2+ A Clever Plan Reduce the difficulty of the next navigation test by 1 for every 2 AP spent.

3 Lucky Break Safely avoid a random encounter that occurs as a result of a complication.

PCs come across a location they can scavenge (see Fallout: The Roleplaying Game
Core Rulebook, Chapter 5: Survival, Scavenging and Fallout: Gamemaster’s
Toolkit, Chapter 1: Gamemaster’s Options, Creating Scavenging Locations).
Treasure From
3 For a simpler alternative, you can describe the location PCs find and allow them
Trash
to make a group PER + Survival test with a difficulty you choose. If they succeed,
they find an item of your choice or roll once on the Winter Wasteland Scavenging
Table. For each additional success, they find another item.

WINTER WASTELAND SCAVENGING TABLE


2D20 2D20
2D20 ROLL 2D20 ROLL
ROLL ROLL

2 Heavy dog armor 22 5+5 C


D Common Materials
3 10mm pistol 23 Yum-Yum Deviled Eggs

4 Addictol 24 Lab Coat

5 Day Tripper 25 Iguana Bits

6 Machete 26 Potato Crisps

7 Sledgehammer 27 Flare (2+1 C


D)
8 Healing Salve 28 Syringer Ammo (2+2 C
D)
9 .45 rounds (9+4 C
D) 29 Pre-War Money worth 4d20 Caps

10 3+5 C
D Uncommon Materials 30 Toolkit

11 Pork ‘n’ Beans 31 First Aid Kit

12 1+2 C
D Signal Flares 32 Lantern

13 Holotape Player 33 Stimpak

14 2+1 C
D Tomahawks 34 RadAway

15 Pool Cue 35 Knuckle Dusters

16 Hard Hat 36 Tire Iron

17 Military Fatigues 37 Super Stimpak

18 Flapper Dress 38 Buffout

19 Well-Preserved Athletic Clothes 39 Jet

20 Wine 40 1+5 C
D Rare Materials
21 1+2 C
D glass bottles (junk, scavenge for
2 Common Materials each)

34 FALLOUT  Winter of Atom


BUILDING CAMPSITES
The wasteland is full of dangers, and characters will passing through might be starving and all too happy
need a safe place to rest to survive traveling across to wander into a camp full of meat popsicles. You
the radioactive landscape. Outside of settlements or can imagine their own camp visitors or roll on the
fortified buildings, building campsites is the next best following table to see if a site receives a visitor while
thing. Characters will find plenty of resources that the characters camp. Roll a d20 and consult the table
can be repurposed for a makeshift shelter during their below for campsite visitors.
journey. Campsites might even attract visitors, though
they may not always be friendly. A Super Mutant

Chapter One  NEW OPTIONS, RULES, AND TOOLS 35


CAMPSITE VISITORS
D20 ROLL VISITOR TYPE

1-10 It is just you and the frigid wind out here tonight. Stay warm and sleep tight.

Someone spots a hooded stranger nearby, wandering close to camp. They appear to be
11-12
searching for something—or someone.

A starving Super Mutant arrives and demands food. Whatever their meat preference might be,
13
they might be bargained with.

A trader approaches the campsite looking for a bit of shelter and safety. They carry a handful
14
of goods with them and may be willing to trade the party something they need.

A mysterious stranger—secretly a synth— from a nearby settlement comes seeking shelter. They
15
are cautious and withdrawn unless they identify another synth in the party.

A small band of raiders are fleeing an environmental hazard or monstrous threat. They
16
approach the campsite warily.

A small horde of ghouls roam close to camp but have not noticed the party. Yet. They may
17
move past the camp if their attention isn’t drawn to the party.

A family of refugees finds the campsite, bringing with them a bundle of supplies and caps.
18
They are lost, moving from their old home to a new location, and seek the party’s help.

Camp is quiet and uneventful until there resounds a loud bang and crash in the distance.
19-20
Afterward, the air is still and deadly silent. Something is out there.

SETTING UP A CAMPSITE
Campsites can be built inside closed structures or out Taking down a campsite takes one hour. Characters
in the wild, though building them inside a settlement gather their junk and decorations, then gain materi-
might earn characters strange looks from the locals. als equal to half the material cost of their campsite
Especially in the harsh winter, shelter and warmth are (rounded up).
paramount to survival. The best campsites use junk
items as flair to decorate.

Setting up a proper campsite takes one hour and


requires spending resources. Characters may also scav-
enge the surrounding area by making a group PER +
Survival test with a difficulty you choose and rolling
on an appropriate scavenging table. At your discretion,
scavenging might risk PCs coming across dangerous
foes or winter hazards (see p.28). The more resources
the characters use to build their campsite, the
warmer and safer they will be. Different tiers
of campsite will require varying amounts
of materials and determine which
bonuses a campsite provides.

36 FALLOUT  Winter of Atom


CAMPSITE TIERS ƒ Comfortable Bedding: Bedrolls or makeshift cots
provide better rest. Characters who sleep on them
Campsites can range from a simple fire and cooking
wake up well rested and gain +2 Maximum HP
pot huddled beneath the shadow of a hillside to a
until they sleep again.
small mobile settlement with makeshift defensible
walls and multiple shelters within. To build a camp- ƒ Cooking Station: Provides a temporary cooking
site, characters decide on the tier of site they want to station with an open flame and tools necessary to
build and spend materials, as noted in the following craft food and beverages.
table. After spending materials, characters make a
ƒ Alarmed Site: Anyone attempting to enter the
group INT test using appropriate skills to contribute
camp must make an AGI test with a difficulty equal
to building the site. On a failure, the characters may
to your campsite’s tier or set off an alarm that alerts
still build a campsite two tiers lower than the tier they
you to their presence.
attempted (minimum of tier 1).
ƒ Cleaned Site: The surrounding area has been
TIER DIFFICULTY MATERIALS REQUIRED cleared of any sources of disease or poison, and
1 0 2 Common Materials irradiated spots are marked so characters can easily
2 2 3 Common Materials avoid them.

4 Common Materials ƒ Concealed Site: The campsite has been disguised,


3 3
2 Uncommon Materials making it harder to spot. Survival checks to track
5 Common Materials characters to the site increase their difficulty by 2.
4 4
3 Uncommon Materials When the GM rolls on the Campsite Visitors table
6 Common Materials (p.36), they roll twice and use the lowest result.
5 5 4 Uncommon Materials
ƒ Defensible Site: The site has makeshift walls and
2 Rare Materials
other structures built to provide optimal cover
7 Common Materials from attacks. While making use of your defenses,
6 6 5 Uncommon Materials characters gain 2 C
D cover. This feature may be
3 Rare Materials
chosen multiple times, increasing cover by 1 C
D (to
a maximum of 4) for each instance after the first.

CAMPSITE FEATURES Campsites in easily accessible areas, which feature


Finished campsites have a number of features equal open flames or make a lot of noise, may encourage the
to their Tier, plus one extra for every 3 AP they GM to roll on the Campsite Visitors table (see p.36).
spend after resolving the test. When they finish In addition to the campsite features, characters may
building, the characters choose which features to use traps and other objects to fortify their campsite
include in their campsite. Features include the from outside threats. Attacks against a campsite might
following: damage their walls, shelter, or other features—possi-
bly exposing characters to deadly winter hazards.
ƒ Campfire: Provides warmth to help protect charac-
ters from cold exposure for short periods.

ƒ Shelter: Provides shelter to protect characters from


weather hazards. When combined with a campfire
or heat source, warm shelters allow characters to
sleep, rest, and recover from Fatigue gained from
cold exposure.

Chapter One  NEW OPTIONS, RULES, AND TOOLS 37


SETTLEMENT REPUTATION
During their travels, characters will encounter various will become. Some settlements may be hostile towards
settlements across the Wasteland. Each of these set- outsiders, while others welcome newcomers with
tlements has its views, preoccupations, and troubles. open arms. Settlement reputation may impact the cost
This section builds on the optional faction reputa- of items and can unlock new quests or safe places for
tion rules found in the Fallout Gamemaster’s Toolkit characters to rest.
by providing additional guidance on how characters’
actions may impact their standing within settle- For ease, GMs and players can choose to track
ments in the Commonwealth. Faction reputation and settlement reputation as a group rather than as
settlement reputation are different—a character may individual characters—the actions of one char-
have a Neutral reputation with the Minutemen, but a acter impact how settlements look at their close
Friendly reputation with the people of Diamond City, associates too. A character or group of characters
for instance. Settlements can be home to multiple maintains a settlement reputation rank for each
factions. settlement: Hostile (0), Cautious (1), Neutral (2),
Friendly (3), Trusting (4), Allied (5). When a character
The characters’ relationships with settlements will makes a test to interact with someone based on their
directly impact the events that take place during reputation in the settlement, they roll Charisma +
Winter of Atom. The more characters interact pos- reputation rank
itively within a settlement, the more welcome they

REPUTATION
INFLUENCE
RANK

A hostile settlement will not help you and may attack on sight. They try to block you from entering
0 Hostile and alert guards if they find you sneaking around. Do not expect them to treat you with kindness
or mercy.

The settlement is not sure if they can trust you. Citizens charge you very unfair prices for their
services and are wary of speaking openly to you. The guards are not immediately hostile towards
1 Cautious you but might keep you out of certain places and may not allow you to rest overnight in the
settlement. You might have luck getting something you need here if you really make it worth
someone’s while.

You are either not particularly interesting to the people of this settlement, or your previous actions
have given them conflicting feelings towards you. You will not get any special treatment but won’t
2 Neutral be treated with undue hostility. The people are far from considering you one of their own, but there
is still an opportunity to change their minds. You may be able to shelter or buy goods here if the
denizens have them to spare, but cannot expect special treatment.

You are seen as a friend to the folks in this settlement. People recognize you when you’re around
and frequently greet you when they see you. You may be able to find free or discounted shelter
3 Friendly
in the settlement, and its people are open to trading all manner of goods with you. Getting
information and work from the locals here is easy for you now.

You have made quite a name for yourself in the settlement. People trust you and your judgment.
They are willing to offer you a discount on goods—or even loan you caps or specific equipment
4 Trusting if they have them to spare, knowing you will pay them back. Some merchants even offer you rare
items they only sell to people they want to impress. Most importantly, if you are in danger, the
people of this settlement care about you enough to do what they can to keep you safe.

People here see you as their closest allies, almost family. They offer you gifts when you leave to
make your journey easier—a good home-cooked meal, an old tarp, a fire starter, or a tool that is
5 Allied
hard to find but could save your life out in the wasteland. If they hear you are in trouble elsewhere,
they may even put together a party of found family to cross the wastes and come to your aid.

38 FALLOUT  Winter of Atom


GAINING OR LOSING REPUTATION Settlement Reputation Tests
Characters can increase their settlement reputation To make a group or individual settlement repu-
in several ways, such as finishing quests that help a tation test, count the positive and negative influ-
settlement, completing settlement tasks, or saving ences relating to the settlement in question at the
a settlement from a threat like raiders or ghouls. end of a quest they are involved in or at a mean-
Moving into a settlement and spending time building ingful milestone in your story. Resolve this with a
relationships with its people could also improve the skill test in the following way:
characters’ reputation.
ƒ Target Number: Your target number for the test is your
Quests and their outcomes should positively or neg- CHA + your current settlement reputation rank. If you
atively impact characters’ reputations. It is entirely make the test as a group, use the highest CHA out of the
possible for a quest to positively impact their repu- PCs present to determine the target number.
tation with one settlement or faction but negatively
ƒ Set Difficulty: The difficulty of the test is equal to 1 + the
impact their reputation with others. Negative actions
number of negative influences you have.
the characters take in a settlement can also impact
their reputation directly. Repeatedly lying, cheating, ƒ Assemble Dice Pool: Roll a number of d20s equal to 2
and stealing will likely decrease their reputation by 1 + the number of positive influences you have. You cannot
if word gets around. Attacking civilians or committing spend AP to add more dice to the pool.
a more heinous act like cold-blooded murder could
ƒ Check for Successes: Each d20 that rolls equal or less
reduce their reputation by 2. The worse their reputa-
than your target number generates one success. Any d20
tion is, the less people trust them.
that rolls equal or less than your reputation rank gener-
ates two successes.
The GM should consider how impactful the charac-
ters’ actions are. Completing a main quest may directly ƒ Determine Outcome: If your test succeeds, increase
increase or decrease settlement reputation if the PCs’ your settlement reputation rank by 1. If your test fails and
actions make a significant impact, while finishing less you have more negative influences than positive influ-
consequential side quests may require PCs to make a ences, reduce your settlement reputation rank by 1.
settlement reputation test to determine whether or Each complication generates 2 AP for the GM’s pool.
not their reputation changes. The GM is the arbiter
of when reputation changes directly or should be
resolved with a settlement reputation test, though
Winter of Atom offers recommendations for specific
quests and outcomes.
Making Allies
Winter of Atom is, first and foremost, a story about com-
munities struggling to come together and survive a brutal
winter, dwindling food supplies, and the Last Son of Atom’s
megalomaniacal schemes. Encourage your players to make
allies with factions and settlements. Even unsavory groups
may have invaluable resources or connections that PCs can
use to further their goals. Remind your players—the fastest
way to die in nuclear winter is to face the cold alone.

Chapter One  NEW OPTIONS, RULES, AND TOOLS 39


SETTLEMENT TASKS
When characters reach a reputation rank of (3) A character may undertake one settlement task per
Friendly in a settlement, they gain access to down- day during downtime. Characters make a test with a
time activities called settlement tasks. Use settle- relevant skill to complete tasks. You choose an appro-
ment tasks to allow PCs to become more involved in priate difficulty for the test and may offer rewards for
settlers’ lives, gain access to resources they need to success—caps, trade opportunities, information, new
survive their adventures in the wasteland, and gener- allies, etc. If they fail their test, you might choose to
ate plot hooks for new quests. treat the result as a negative influence the next time
the PCs make a reputation test for the settlement.

SETTLEMENT TASK DESCRIPTION

Something is always breaking down in settlements, and construction never ends.


Construction Work
You lend a hand, whether repairing walls, fixing machines, or helping to build a
(Strength)
new structure.

Settlements are always on high alert to keep out dangers, whether by putting
Town Militia (Perception)
guards in watchtowers or organizing regular patrols.

You spend the day delivering packages, letters, information, and messages to
Courier (Endurance)
others in the settlement. Hopefully no one shoots the messenger.

Merchant You spend the day working as a shop assistant or aiding a merchant. Your work
Assistant (Charisma) may be managing the register, taking inventory, or serving customers.

Stimpaks, chems, and old-world technology are vital to survival in the wasteland.
Science Assistant
You spend the day assisting a local expert in replenishing their stock or working on
(Intelligence)
one of their totally safe experiments.

It is cold and dangerous, but someone must brave the winter wastes. You spend
Supply Runner (Agility) the day scavenging the surrounding region for much-needed supplies to help
the settlement.

Whether or not a settlement has a local casino, there are always those looking to
Gambler (Luck)
play games and hopefully win a few extra caps.

40 FALLOUT  Winter of Atom


DESIGNING
- COMBAT ENCOUNTERS
This section contains a toolkit to design a variety of Groups in Fallout: The Roleplaying Game Core
combat encounters to suit your game’s needs. You can Rulebook will range vastly from one table to the next
use it to determine a combat encounter’s difficulty regarding combat preparedness and capabilities. Use
and which NPCs to use, adjust NPCs to pose a bal- this toolkit for guidance, adjust combat encounters
anced challenge for the party, and incorporate other based on how well your group has handled previous
environmental factors into the scenario. encounters, and give PCs opportunities to escape and
fight another day when possible.

Chapter One  NEW OPTIONS, RULES, AND TOOLS 41


BALANCING ENCOUNTERS FOR PARTY SIZE AND LEVEL
Encounter level represents the estimated difficulty 2. Determine the XP budget by multiplying the num-
for a combat encounter. The easiest way to adjust the ber of characters in the party by the XP baseline.
difficulty is to reduce or increase the number of ene-
3. Create an encounter roster. Spend the XP budget
mies in an encounter. Use the following guidelines to
for each threat or NPC based on their XP rewards.
adjust the encounters presented in the quests to your
party’s size and level. When building your encounters: 4. Remember that certain enemies with high dam-
age resistance or health points may be unfun to
1. Choose the difficulty of the encounter. Encounters encounter for groups without the ability to mean-
are relative to the number of player characters in ingfully hurt them, regardless of the NPCs’ XP
the party and their average level (rounded up). values.

ƒ Simple encounters are one or two levels lower Example: A GM is building an average encounter for
than the party’s levels. five 7th-level PCs. They set the encounter level to 7
with an XP baseline of 80, which results in a total XP
ƒ Average encounters are at the same level as the
budget of 400.
PCs or one level higher.

ƒ Hard encounters are two to five levels higher


than the PCs.

ENCOUNTER LEVEL
XP BASELINE 3 PCS 4 PCS 5 PCS 6 PCS
(DETERMINED BY DIFFICULTY)

1 20 60 80 100 120

2 30 90 120 150 180

3 40 120 160 200 240

4 50 150 200 250 300

5 60 180 240 300 360

6 70 210 280 350 420

7 80 240 320 400 480

8 90 270 360 450 540

9 100 300 400 500 600

10 110 330 440 550 660

11 120 360 480 600 720

12 130 390 520 650 780

13 140 420 560 700 840

14 150 450 600 750 900

15 160 480 640 800 960

16 170 510 680 850 1020

17 180 540 720 900 1080

18 190 570 760 950 1140

19 200 600 800 1000 1200

20 210 630 840 1050 1260

+10 per level +30 per level +40 per level +50 per level +60 per level
21+
above 20 above 20 above 20 above 20 above 20

42 FALLOUT  Winter of Atom


in the major battles of Winter of Atom, a few ideas
Adjusting For for how to handle NPCs without tracking their
Allied NPCs health points or stat blocks include the following:

Allied NPCs can provide an advantage to PC groups that


ƒ Allow an allied NPC to generate 1–2 AP to the
impact the difficulty of an encounter. At your discretion, you
group’s pool at the end of a round, representing
can count some or all allied NPCs as PCs to determine your
their assistance.
XP Budget if you believe they might contribute significantly
to an encounter. ƒ Allow an allied NPC to treat PC’s injuries with a
limited number of Stimpaks or other consumables
at the end of a round or after combat.
MANAGING NPC ALLIES ƒ Allow a capable allied NPC to automatically defeat
Most of the time, you control the quest’s NPCs, 1C
D Normal or Minion NPC at the end of a round.
including the group’s enemies and allies. If an allied
ƒ Allow a capable allied NPC to add 1d20 when they
NPC with a stat block joins the party on their journey
assist a PC in making a test.
for a time, you can run them normally or allow one of
your players to control them as a secondary character. When abstracting allied NPCs during combat, briefly
narrate what they do at the end of each round.
Alternatively, you can manage NPCs more Remember to put them in danger when the situation
abstractly to keep the story moving quickly and warrants it! Abstracted allies can be wounded, taken
the focus on the PCs. The more NPCs are involved out of a fight, or even killed. Allow the PCs to come
in combat, the longer encounters take to resolve. to their rescue or leave them to fend for themselves,
While abstracting large groups of allies is explored which can help develop the relationship between
those characters.

Chapter One  NEW OPTIONS, RULES, AND TOOLS 43


CREATING YOUR ENCOUNTER ROSTER
Refer to the following table to quickly reference NPCs’ XP costs. Minions are a new type of NPC further described
in Scaling Encounters, p.46.

XP BY NPC LEVEL

NPC LEVEL XP (NORMAL) XP (MINION) XP (MIGHTY/NOTABLE) XP (LEGENDARY/MAJOR)

1 10 3 20 30

2 17 6 34 51

3 24 8 48 72

4 31 10 62 93

5 38 13 76 114

6 45 15 90 135

7 52 17 104 156

8 60 20 120 180

9 67 22 134 201

10 74 25 148 222

11 81 27 162 243

12 88 29 176 264

13 95 32 190 285

14 102 34 204 306

15 109 36 218 327

16 116 39 232 348

17 123 41 246 369

18 130 43 260 390

19 137 46 274 411

20 144 48 288 432

21+ +7 per level above 20 +3 per level above 20 +14 per level above 20 +21 per level above 20

You can now spend your XP budget on NPCs to approach the general range of the encounter difficulty you have
in mind. You can scale individual NPCs in various ways to adjust their XP and challenge levels (see the following
section Scaling Encounters, p.46).

Some general tips when creating encounter rosters:

ƒ For a quick encounter, set the number of enemies ƒ Adjust NPC levels or add Minion NPCs if there is
to be similar to the number of allies. In most unspent XP from the budget.
circumstances, PCs will have an easier time against
ƒ Group NPCs (p.46) belonging to a similar faction
single enemies or small groups, regardless of
or type, such as the Brotherhood of Steel, mutants,
XP value.
or radroaches. Going alone (even for NPCs) is dan-
ƒ Focus on selecting any Legendary, Major, Mighty, gerous in the wasteland.
and Notable NPCs first, followed by the Normal
NPCs, then Minion NPCs.

44 FALLOUT  Winter of Atom


Example: The XP budget for a 7th-level encounter for five ƒ Environmental Conditions, Hazards, and
player characters is 400. The GM decides that a band of Dangerous Objects: You can increase the XP value
raiders consists of a Raider Veteran (120 XP), a Raider of an encounter by introducing these additional
Psycho (52 XP), a Raider Scavver (52 XP), and seven level challenges (see Scaling Encounters, Quick Scaling
3 Raiders (24 XP each). The roster’s total XP is 392 out of Method, p.46). Keep the total number of these
the allotted 400. challenges lower than half the size of the party
(rounded up), and avoid using challenges with
similar effects.
PREPARING THE ENVIRONMENT
ƒ Triggering Hazards and Dangerous Objects:
Beyond mutated monsters and explosive gunfights,
Determine what triggers the environmental
the wasteland itself can provide additional chal-
challenges you have prepared—such as traps,
lenges to PCs that might increase the XP value of an
avalanches, or thin ice. If multiple challenges are
encounter. When determining the environment for
present in an area, consider whether triggering one
a combat encounter, consider the location, such as a
might set off another nearby.
ruined building, a desolate street, a wooded area, or
underground caverns. Individual zones can introduce
a variety of additional challenges, as detailed further RESKINNING NPCS
in Fallout: The Roleplaying Game Core Rulebook, When you cannot find the right stat block for your
Chapter 5: Combat, Environmental Conditions. encounter or want to create something original, you
might need to adapt an existing stat block for your
When preparing individual zones for a combat purposes. A few simple guidelines follow to help you
encounter, consider the following: quickly reskin existing stat blocks.

ƒ Zones: Consider the Zones and Ranges relative ƒ Convert NPCs that are already similar. For exam-
to the PCs to be used in your encounter (Close, ple, do not reskin a Character stat block to make
Medium, Long, and Extreme). Place characters a new Creature, or vice-versa. If you are creating a
and environmental challenges in each you use. unique Mutated Insect, look first at other Mutated
Determine what makes each zone a fun, unique set Insect stat blocks to find a base.
piece amongst the surrounding area.
ƒ Remix weapons, tag skills, and special abilities.
ƒ Terrain: When moving from one zone to another, You can borrow and exchange from multiple exist-
you can require a PC to spend between 1 and 3 AP ing stat blocks. Try to remove an equal or similar
to pass through difficult terrain—such as winter number for each of these elements you add to your
environments or obstacles. PCs can always use the NPC. For instance, if you reskin a Mercenary stat
Rally action or generate AP for the GM’s pool if block to serve as a combat-oriented Children of
they do not have enough AP to spend. Atom NPC, you might remove its Let Rip ability,
Small Guns tag skill, and molotov cocktail attack—
ƒ Cover: Determine environmental elements that
exchanging them for the Atom’s Glow ability,
can provide cover from attacks. A dense forest’s
Energy Weapons tag skill, and gamma gun attack.
trees may provide 1 C
D cover, while a concrete wall
might provide 3 C
D cover. ƒ Adjust Derived Statistics. If you change any
S.P.E.C.I.A.L. or Mind and Body attributes, adjust
any derived statistics such as target numbers,
health points, initiative, and skills .

Chapter One  NEW OPTIONS, RULES, AND TOOLS 45


GROUPING NPCS CREATING MINIONS
To simplify running combat encounters, GMs can Minions are a new type of NPC most often encoun-
group NPCs together and allow whole groups to act tered in groups (of 2–5) that you can add to an
simultaneously. A group consists of 2-5 identical encounter to increase its XP budget while still pro-
creatures. viding an exciting challenge to the PCs. Minions can
make large-scale combat scenes more manageable,
ƒ Making a Test: When a group makes a test, select reducing the information you track and dice you roll.
a single NPC to be the leader and use their stats
to determine the outcome. Their roll gains an Minions fight loud and die fast, usually no match for
additional d20 for each other NPC in their group, the prowess of PCs and more powerful characters.
which does not count towards the normal limits on Whether the PCs face a horde of ghouls, insectoid
buying bonus d20s with Action Points. swarms, or an army of raider grunts, Minions are most
dangerous in large groups and at the start of combat.
ƒ Attacking: When the group attacks, add +1 C
D
to the leader’s damage roll for each other NPC.
You can quickly use these guidelines to turn any
The GM can then spend 2 AP to allow the group
Normal NPC into a Minion to lower an encoun-
to make another attack, increasing the difficulty
ter’s XP budget. When creating Minions, follow
of their test by 1 for each previous attack made on
the same rules as Normal NPCs with the following
their turn.
exceptions:
ƒ Targeting a Grouped NPC: When attacked, the
NPCs within the group are targeted and take dam- Minion XP. Minions are worth one-third XP for their
age individually. Level (rounded up).

ƒ Defeating a Grouped NPC: When an NPC in


Minion Health Points. Minions only have one
the group is reduced to 0 health points, they are
HP but are immune to damage from non-attacks
defeated, but any remaining damage from the
like winter hazards and environmental conditions.
attack is lost—extra damage does not carry over to
Additionally, Minions take no damage from attacks
other NPCs in the group.
with the Blast effect. When a Minion should take
damage from a successful Blast attack test, instead roll
1C
D —on an Effect, they are defeated.
SCALING ENCOUNTERS
Minion Attacks and Damage. Minions’ attacks do
This section provides various approaches to scaling
not generate AP for the GM’s pool and do not roll
encounters to make them more appropriate for higher
damage. Their attacks deal base damage equal to half
or lower-level parties. It explores quickly adjusting
their Level (rounded up) and automatically trigger all
NPC difficulty by creating Minion NPCs and using
their attack’s Damage Effects once. For each addi-
the quick scaling method—or more thoroughly by
tional success above the target’s Defense, increase the
leveling up NPCs and making NPCs unique. Fallout:
damage by 1.
The Roleplaying Game Core Rulebook, Chapter 10:
Denizens of the Wasteland, provides the most detailed
Minion Groups. When a group comprised entirely of
rules for adjusting levels and types (Normal, Mighty,
Minions attacks, add +1 to the leader’s base damage for
Legendary, etc.).
each other Minion in the group.

Consider which of the following approaches


best suit you, your preparedness, and your style
of gamemastering.

46 FALLOUT  Winter of Atom


Example: A group of five Level 10 Mutated Mariner LEVELING UP NPCS
Minions rolls 6d20 to attack as a group with Starving
As a rule, most leveling benefits for NPCs are gained
Bite, resulting in 4 successes against a target with Defense
from increasing their level by two or reaching the
2. The attack deals a total of 11 Physical damage (5 base
next odd-number level. Adjust derived statistics such
damage + 4 additional grouped Minions + 2 additional
as target numbers for attack-related tests, health
successes) with the Piercing 1 effect.
points, and initiatives last. Keep in mind the following
changes when leveling:
Adding More Minions. For each AP you spend at
the start of a combat round, you can choose to
Both Characters and Creatures:
add 1+1 C
D more Minions to an encounter unless
noted otherwise.
ƒ Every Odd Level: Add +1 to one of the NPC’s
attributes for every odd-number level gained and
QUICK SCALING METHOD adjust any derived stats like damage, HP, and carry-
The shifting narrative within the wasteland often ing capacity accordingly.
leads to sudden, unexpected encounters that don’t
ƒ Every Level: Add +1 health point for each level
give you much time to manually adjust NPC levels and
gained. This is further adjusted if the NPC has the
types. Once you have determined the XP budget (your
Big or Little special abilities.
base encounter XP) and the enemy roster, you can
use the quick scaling method to adjust the encoun- For Creatures:
ter’s difficulty.
ƒ Every Two Levels: Add +1 C
D to the damage of one
Choose from the following options to add to your attack.
final encounter XP. Avoid choosing the same effects
ƒ Every Two Levels: Add +1 to one type of damage
more than once and note which options you applied.
resistance on all locations.

ƒ Add or Subtract 10% XP (from the base encoun- For characters:


ter XP) for each effect:
ƒ Every Level: Add +1 to one skill.
ƒ Increase or decrease all NPCs’ target number for
attacks by 1 (max 16). ƒ Every Two Levels: Replace one weapon with one of
a higher rarity. Alternatively, increase the weapon
ƒ Add or subtract 1 C
D to damage rolls for all
damage by 1 C
D or add a damage effect.
enemies.
ƒ Every Three Levels: Add +1 to their Wealth.
ƒ Add or subtract 1 to all damage resistances for all
enemies. Example: A GM wants to level up a Feral Ghoul from
Level 3 to Level 5, granting the mutated human a +1
ƒ Add or remove an environmental condition,
to Body for added sturdiness. The changes in the Body
hazard, or dangerous object.
attribute increase their health points to 13 and initia-
ƒ Add a strategic advantage to the enemies or tive to 11. The Feral Ghoul gains an additional D
C for
the PCs (e.g., drum barrels containing volatile damage with a target number of 9 on its attack, and the
substances, high defensive walls that must be GM decides to grant the ghoul a +1 to Physical damage
climbed, or lighting panels that make sneaking resistance for all locations.
difficult).
The steps presented in this section can be found
in greater detail in Fallout: The Roleplaying
Game Core Rulebook in Chapter 10: Denizens of the
Wasteland.

Chapter One  NEW OPTIONS, RULES, AND TOOLS 47


MAKING NPCS UNIQUE
Increasing an NPC’s Level is one way to fill the Legendary creatures or Notable/Major characters.
gaps in the XP budget, but even changing a normal When leveling up an NPC and changing their type,
NPC’s type can impose a greater challenge to a fully apply the benefits of the type change, then apply the
equipped, well-organized party. Like leveling up, NPCs level up benefits last.
gain additional benefits by changing into Mighty/

MIGHTY NOTABLE LEGENDARY MAJOR

ATTRIBUTES S.P.E.C.I.A.L = 42 +
+2 to Body and S.P.E.C.I.A.L = 49 + half
+2 to Body or Mind half level (rounded
Mind level (rounded up)
up)

SKILLS Three tag skills


Four tag skills rated at 2
rated at 2 plus skill
- - plus skill points equal to
points equal to
Intelligence + level
Intelligence + level

HEALTH POINTS
(APPLIED AFTER Double base health Triple base health
Add Luck Add twice Luck
ALL MODIFIERS, points points
INCLUDING LEVEL)
LUCK POINTS Equal to half Luck
- - Equal to Luck
(rounded up)

INITIATIVE Perception + Agility


Body + Mind Body + Mind Perception + Agility + 4
+2

XP REWARD (AT
Double Double Triple Triple
THEIR LEVEL)

Example: A GM upgrades a Mutant Hound to a Mighty Mutant Hound. The Mutant Hound’s XP reward is doubled to 62
XP. The GM decides to increase the creature’s Body attribute from 9 to 11, and its health points increase to 20.

SURVIVING DEFEAT
Fallout: The Roleplaying Game Core Rulebook empha- dying or becoming overwhelmed, you can encourage
sizes survival roleplay, and sometimes when things go the group to spend Luck points this way before it is
very wrong in combat, the PCs must flee from a dire too late. After a PC uses Luck of the Draw this way,
situation. While in combat, players may perform the pause the encounter to allow the group an attempt
following actions: to escape.

LUCK OF THE DRAW The challenge level of the encounter determines


the Luck point cost—2 for Simple encounters, 3
When players use Luck of the Draw, they can spend
for Average encounters, and 4 for Hard encounters.
additional Luck points to introduce a detail that
Multiple PCs can contribute Luck points. Once they
might help them escape the encounter—such as a
pay the cost, the PCs must make a group test—using
hidden escape route, a structure they can hide behind,
any attributes and skills that make sense for the
or allies arriving at the right moment to cover their
story—with a difficulty equal to the Luck points
retreat. As the GM, try not to veto their suggestion.
spent. If the test succeeds, encourage the group to
Instead, collaborate with them to introduce some-
narrate how they escape the situation. If the test fails,
thing that makes sense for the scenario. If you feel an
describe to the players how their escape attempt fails
encounter is likely to end with some or all of the PCs

48 FALLOUT  Winter of Atom


and continue with the encounter, starting with the
next character in the initiative after the PC who used When it rains, it pours
Luck of the Draw. PCs cannot use Luck of the Draw to When PCs flee or successfully hide, you can decide whether
try to escape again until the start of the next round. or not their foes continue to hunt them or give up the chase.
You might even have them escape one encounter only to end

EVERY PERSON FOR THEMSELF up in an even more dangerous situation in the wastelands—
out of the frying pan and into the fire. It is important to
If Luck points are scarce, characters can try to escape
read the room in these situations, especially when it may
individually without using Luck of the Draw. If a PC
be necessary to pause or manage players’ discomfort (see
ends the round further than Extreme range from
the Fallout: The Roleplaying Game Core Rulebook,
the nearest enemy, you can allow them to escape the
Chapter 9: Gamemastering, Safety and Consent).
encounter. Alternatively, PCs can spend a major action
to dash into cover (STR or AGI + Athletics) or hide
Make their escape tense, but unless you are running a
(AGI or PER + Sneak) until the threat passes. To do
game where PC death is common, it’s often best and most
so, they must succeed on a test with a difficulty equal
interesting to allow players to run away and survive to
to 5 minus the distance from the nearest enemy who
fight another day.
can see them—1 for Medium, 2 for Long, and 3
for Extreme.

NEED SUGGESTION

Chapter One  NEW OPTIONS, RULES, AND TOOLS 49


Chapter Two
WELCOME TO
THE COMMONWEALTH
RUNNING THIS CHAPTER . . . 52
THE COMMONWEALTH AT A GLANCE . . . 54
MAIN QUEST: THE TRAIN JOB . . . 56
MAIN QUEST: CLEANSING FIRE . . . 65
MAIN QUEST: A NEW EDEN . . . 80
DIAMOND CITY . . 100
GOODNEIGHBOR . . 114
MIRAGE . . 122
BIG TOP . . 132
BEATSVILLE . . 140
MECHMINSTER ABBEY . . 147
Chapter Two

WELCOME TO THE
COMMONWEALTH
Vast stretches of empty land and crumbling pre-war fade in the frost. Mutated creatures roam the wastes
highways lead to ruined skyscrapers and desolate alongside desperate Super Mutant patrols and raider
buildings. People make their homes in struggling gangs. A devastating nuclear winter threatens to
townships, fortified stadiums, rad-drenched craters, bring in more than a deadly chill. Welcome to the
coastal havens, and roaming settlements. Neon signs Commonwealth.
light up ruined business facades as busy markets

RUNNING THIS CHAPTER


As winter grips the Commonwealth, the player char- generate stories and obstacles when the PCs leave
acters (PCs) find themselves displaced and adrift in behind the relative safety of settlements to explore
the wasteland with no place to call home and nowhere the wasteland.
to seek shelter. When word of a missing supply train
reaches them, they set off to help recover its cargo and When the PCs discover a settlement, refer to that
return it to Diamond City in exchange for the chance settlement’s subchapter. Each settlement contains
of refuge. Their interference sets in motion a chain of an overview with details on its key locations, peo-
events that throws them deep into a growing conflict ple, and one side quest that influences Welcome to
between the Minutemen and the Children of Atom the Commonwealth’s main storyline. Fallout: The
that culminates in a bloody battle that promises to Roleplaying Game Core Rulebook, Chapter 8: The
ignite the fires of a greater war to come. Commonwealth, contains other ideas for locations
and side quests that you can use when running this
Welcome to the Commonwealth contains three chapter. Each quest presented offers a suggested trig-
connected main quests, detailed information about ger to guide you on when to introduce it to the PCs.
significant settlements and important peoples, and
additional quests for each settlement. Its main quests This chapter begins with a broad scope, requiring PCs
drive the narrative forward. After Main Quest: The to define their objectives and explore as they see fit. As
Train Job, this chapter allows free-form sandbox the chapter advances, the main quests narrow in focus
exploration that allows characters to build relation- to channel the PCs into the growing conflict within
ships with settlements and involve themselves in the the Commonwealth that leads them into Chapter 3:
wasteland’s factions. The Winter War. You can begin Winter of Atom with
exploration, slowly allowing the PCs to make their
Before starting Winter of Atom, it is recommended way towards Diamond City and the first part of the
you read this chapter at least once in its entirety. main quest, The Train Job (p.56). Alternatively, you can
Familiarize yourself with the procedures found in start Winter of Atom at the gates of Diamond City and
Traversing the Commonwealth, p.29. Use them to kick off your story with the main quest.

52 FALLOUT  Winter of Atom


LEVELING UP You can find advice for creating your own quests to
add to this quest line in Fallout: The Roleplaying
The PCs begin this chapter at level 1. They should Game Core Rulebook, Chapter 9: Gamemastering.
ideally reach level 3 or 4 before starting Main Every settlement in this chapter introduces additional
Quest: Cleansing Fire. Encourage PCs to explore, NPCs, locations, and local conflicts that can inspire
complete side quests, and build relationships with more side quests. To make the Commonwealth feel
Commonwealth settlements to achieve level 6 or 7 genuinely alive, make these quest ideas your own by
before introducing Main Quest: A New Eden. tying them to your PCs’ backstories or the settlements
they care about most. You can also use the side quest
PCs may level up using experience points, or you can suggestions in Fallout: The Roleplaying Game Core
decide when they advance. Suggestions for good mile- Rulebook, Chapter 8: The Commonwealth, or take inspi-
stones in this chapter for PCs to level up include: ration from the following list.

ƒ Whenever the PCs complete one of the chapter’s ƒ A new Vault has been discovered in the wasteland,
three main quests and the settlement’s leaders believe it holds valua-
ble supplies of food and medicine. But they aren’t
ƒ Each time the PCs complete two side quests
the only ones who have heard about it, and the race
ƒ If the PCs kill the Last Son of Atom’s acolytes or is on to get there first. Will the PCs put themselves
join them in killing the Minutemen guards during in harm’s way again to help their new friends and
Main Quest: Cleansing Fire, Scene Two bring back supplies that could help them survive
the bleak winter?
ƒ If the PCs manage to cull the entire hoard of frost
feral ghouls found during Side Quest: Forged in ƒ A dangerous radscorpion has moved into a small
the Dark pond near the settlement. Several travelers have
been seriously injured or killed by it. More will die
unless somebody takes care of the monster—and
fast.
HOME BASE
ƒ A nearby radio tower has begun broadcasting a
As the PCs explore the Commonwealth and build rela- signal making everybody feel sick. When the PCs’
tionships with various settlements, they may naturally radios tune into it, they hear endless whispering
find themselves drawn towards a specific settlement punctuated by occasional screams. The signal must
that they return to time and again—operating out of it be silenced and its source investigated before the
as their home base. Encourage this by introducing side weird sickness brings the settlement to its knees.
quests and complications that threaten the settlement.
ƒ Protectrons from a nearby military bunker have
Doing so will strengthen their connection to the
malfunctioned and keep launching assaults on the
world and their desire to help the settlement thrive.
settlement. Ammo inside the settlement is running
The more PCs care about settlements, the more real
low, and the walls can’t hold out for much longer.
and impactful the Last Son of Atom’s growing influ-
The PCs need to do something before it’s too late.
ence and threat will feel to your players.
If you create original side quests, reward the PCs with
Settlement Reputation or XP as you see fit. Use these
opportunities to give your players the kind of adven-
ture they seem most interested in—developing the
world around the events of the main quests to build a
truly memorable experience. If additional side quests
cause PCs to level up beyond the recommended range,
scale up the difficulty of encounters to match.

Chapter Two  WELCOME TO THE COMMONWEALTH 53


THE COMMONWEALTH AT A GLANCE
The Commonwealth was once the state of Minutemen and the Children of Atom try to aid peo-
Massachusetts, New England. Post-war, the area is ple where they can. Settlements like Diamond City
split up into seven regions. The Fallout Roleplaying and the fabled Mirage offer protection and supplies,
Game Core Rulebook explores these regions more while places like Goodneighbor and Big Top take in
in-depth. the people other settlements deem undesirable.

Several small cities, more than a dozen thriving settle-


ments, and small townships call the Commonwealth
home. The area has vital trade routes, and most of its
KEY FACTIONS
factions aid local communities, though a few groups
The Commonwealth is home to several well-estab-
serve themselves at the expense of others.
lished factions and numerous smaller groups, not
including its settlements and communities. Winter of
Except for the usual wasteland dangers—raiders,
Atom focuses heavily on the Church of the Children
Super Mutants, unsavory mercenary groups, and the
of Atom but also features the Minutemen at key
local fauna—the Commonwealth is full of potential
points in the story.
for anyone who chooses to make it their home. During
winter, high radiation and severe weather make
The Minutemen scramble to provide aid and security
the Commonwealth an icy hell for those who travel
for the people of the Commonwealth as the nuclear
through the region or live there.
winter worsens. The success of their efforts varies
between settlements, as they struggle to provide for
themselves and the people they protect. As heavy
NUCLEAR WINTER IN THE snowfall and freezing temperatures make travel
difficult, mobilizing the militia’s forces is slow and
COMMONWEALTH arduous. Across the Commonwealth, tensions rise
between the Minutemen and a newly arrived sect of
The wasteland is no stranger to harsh and unfor-
the Children of Atom. This conflict can reach a flash-
giving winters. This year’s winter, however, is the
point during Main Quest: A New Eden and in Chapter
worst the Commonwealth has ever seen. The con-
3: The Winter War.
stant below-freezing temperatures bring a frost that
does not seem to thaw, killing crops, herd animals,
The Church of the Children of Atom is familiar to
and anyone who fails to find a warm place to sleep
many wastelanders. Widely considered a cult, they
at night. Heavy snowfall for days at a time makes
worship radiation and nuclear annihilation—a gift
travel nearly impossible, cutting off trade routes and
from their creator god, Atom. While multiple sects
snowing people into their homes. Radiation levels
of the Church exist in the wastelands, this book
in the environment spike as snowfall blankets the
focuses mainly on a new group that serves as the quest
landscape and leeches deadly particles into everything
line’s primary antagonists. The sect claims to be on
it touches. This winter, other problems facing the
a great pilgrimage across the northern wastes, led by
Commonwealth include a severe supply scarcity,
a charismatic leader who calls himself the Last Son
collapsing settlements and infrastructure, homeless
of Atom. Stuck in the region until the spring thaws,
refugees seeking food and shelter, and desperate
the Children of Atom offer aid to struggling com-
opportunists willing to prey on the vulnerable.
munities while growing their flock and influence.
Secretly, the Last Son of Atom is working feverishly to
Though this promises to be a long, brutal winter,
excavate an ancient city far beneath the Glowing Sea
the outlook is not entirely bleak—the hope of the
that he believes holds the key to ushering in a new
Commonwealth lies in its communities and their
age of Atom. As a religious group, members should
ability to work together for the common good. The

54 FALLOUT  Winter of Atom


be depicted as walking a fine line between outwardly The Brotherhood of Steel continues their mission to
generous to those in need and whimsically overzeal- save humanity from itself, mutated humans, and dan-
ous, making them a divisive presence wherever they gerous technology. However, other than a rare scout-
go. The sect’s actions become increasingly sinister and ing group, they have yet to settle in the region and
violent as Winter of Atom progresses. have no organized presence in the Commonwealth
during Winter of Atom.
OTHER COMMONWEALTH FACTIONS
Raiders seek to survive at any cost, and the deadly
While the following factions do not take center stage
winter makes them even more desperate. Unwilling
in Winter of Atom, they are still active within the
to compromise their way of life to fit into the estab-
Commonwealth. They may take a larger role at your
lished settlements of the Commonwealth, they band
table, and this section describes how they cope with
together in greater numbers than ever to raid set-
winter and current events during the quests. You can
tlements and traveling groups. They clash with the
read more about the following factions in the Fallout
Minutemen frequently, but with the militia’s forces
Roleplaying Game Core Rulebook.
spread thin, the raiders certainly have the upper hand.
They could prove a threat to unprotected travelers and
The Institute is an ever-present threat resulting in
small caravans during the events of Winter of Atom.
wild rumors of people being replaced by synthetic
lifeforms that cause many locals to be suspicious of
The Gunners are better armed and coordinated than
other people—even loved ones and friends. Safe below
typical raiders. They have the firepower to wipe out
the ground in their self-sufficient habitat, winter is
settlements that will not hand over supplies, and
no threat to the Institute, its scientists, or its synth
even the Minutemen struggle to fight back against
agents. Information regarding the above-ground
their resources. Desperate individuals pay the mer-
situation still reaches them, though their synth
cenaries many caps to protect their goods while they
operatives find the winter season little more than an
travel across the wintery wasteland. The Children of
inconvenience. During Winter of Atom, the Institute
Atom have recently drawn their attention by arriving
is primarily concerned with their secret research and
in the area with enough resources to share with the
locating a group of escaped synths that are hiding in
local community. Ambitious Gunners whisper about
the Big Top settlement.
plans to take the Church’s stockpile for themselves.
The Gunners could make unlikely allies against the
The Railroad struggle in their fight to free synths
Children during Winter of Atom—for a cut of the
from the Institute’s grasp, but the winter hampers
loot. Of course, they are just as likely to betray their
their efforts. Supplies are scarce and their safehouses
allies and work with the Church, if the price is right.
disappear as settlements succumb to the freezing
climate. The Railroad take advantage of the aid from
the Children of Atom and the Minutemen as much as
they can without revealing themselves. During Winter
of Atom, they avoid getting directly involved in the
conflict between the Church and the Commonwealth,
though they may come to the aid of the Big Top
synths should the Institute locate the escapees.

Chapter Two  WELCOME TO THE COMMONWEALTH 55


MAIN QUEST: THE TRAIN JOB
This quest is available at the start of Winter of Atom. Add 2 Action Points per PC to the GM’s pool when the
quest begins.

As winter tightens its grip on the Commonwealth, to travel to the ambush site, recover supplies, and find
crops fail, and supply lines falter. Residents of the set- out who was behind the attack.
tlements that ring the outskirts of Boston flood into
the city—refugees seek the relative safety and security In this quest, PCs have the following objectives:
of Diamond City. But Diamond City is full to bursting,
and Mayor McDonough has decreed that the gates are ƒ Rescue the guard from the crowds outside
closed to newcomers until enough supplies arrive to Diamond City and obtain a meeting with Mayor
provide for everyone. McDonough.

ƒ Travel to the attacked caravan and return what-


When the PCs gather in the growing crowds outside
ever supplies they can to Diamond City before the
Diamond City, a wounded caravan guard appears in
crowds begin to riot.
the crowd begging for help. If the PCs aid him in
pushing through the scrum of people and making ƒ Discover who was behind the caravan attack.
his way to the gates, they are granted an audience
At the attack site, the PCs meet a Child of Atom and
with McDonough. They learn that the guard was the
hear the name the Last Son of Atom for the first time.
only survivor of a brutal attack on a supply caravan
This first encounter potentially sets the tone for their
bringing vital food and medicine to Diamond City.
relationship with the Children of Atom in the coming
McDonough enlists the group for help, asking them
months.

56 FALLOUT  Winter of Atom


SCENE ONE: A GROWING HUNGER After this short scene, invite the players to introduce
their characters and ask each of them the following
Begin this scene when the PCs approach Diamond questions:
City for the first time. Read or paraphrase the
following: ƒ Were you originally from the Commonwealth or
another region?
As the sun sets and the shadows lengthen around
ƒ Where was your original home? Why did you leave?
Diamond City, a row of heavily armed guards
descend the stairs and line up beneath the shutters, ƒ Did you know anybody else in the group before you
batons drawn and ready for action. came together in this crowd?

ƒ How is your character responding to what they wit-


“Step back!” a voice cries as the shutters begin to
ness at the gates?
grind downward. A large group of freezing refugees
surges forward to meet the shuttering gates. They Characters can spend AP to Obtain Information
scream and shout in a desperate attempt to reach the about the wounded woman. Some information PCs
relative safety and warmth of the settlement—but can learn:
a sharp crack from a guard’s baton sends a figure at
the front of the crowd reeling. The doors are closed ƒ She’s wearing the garb of a Diamond City caravan
for another night, it seems. guard.

ƒ She’s on the verge of collapsing from her wounds


Each of you stands in the middle of the refugee mob.
and exhaustion.
As the mass of bodies presses and writhes against
the gates, another pocket of commotion springs up ƒ Her eyes fix on the closing shutters of Diamond
further back in the crowd. City, and she seems desperate to get to them before
they close for the night.
Ask the characters to make a group PER + Survival
ƒ The panicked crowd looks like it might turn hostile
test with a difficulty of 0, allowing the PCs to store
soon if she keeps trying to force her way through
additional successes as AP in the group pool or spend-
them.
ing it to Obtain Information. The PCs notice that the
commotion centers around a lone figure being jostled The woman’s name is Evie, and she’s in danger of
by the crowd. Read or paraphrase the following: being overwhelmed by the crowd. If the PCs decide
to help her, they must do so immediately by making a
The woman is beaten and bruised, her thinly-padded CHA + Speech test with a difficulty of 3 to convince
armor torn in multiple places and her face covered in the crowd to stop bothering her. Alternatively, they
deep lacerations. She tries in vain to press forward can make a STR + Speech or Weapon Skill test with a
through the crowd, but people keep pushing her back, difficulty of 2 to intimidate the mob into backing away
sneering and laughing as she stumbles around. from her. If the test fails, two men in the group attack
Evie, and the PCs must fight them to save her (see
“Help!” she cries, her voice weakening with every Encounter-1A: The Desperate Wastelanders). If a PC fails
moment. “Please… Mayor McDonough! I need to a test to intimidate the crowd using a weapon, a third
warn him…” wastelander attacks the PC who attempted the test. If
the test succeeds, the crowd parts and allows the PCs
to lead Evie to the gates of Diamond City.

Chapter Two  WELCOME TO THE COMMONWEALTH 57


ENCOUNTER-1A: THE DESPERATE If the PCs do not intervene, the wastelanders beat
WASTELANDERS Evie until she is unconscious and leave her for dead.
Evie does her best to defend herself if a fight breaks Guards from Diamond City will eventually push their
out but soon falls to the ground under the beat- way through the crowd to recover her and take her to
ing administered by the wastelanders. If the PCs Mayor McDonough.
attack, the wastelanders leave Evie alone, draw their
machetes, and instead focus on the PCs. When a PC CONTINUING THE QUEST
defeats an enemy, ask if they use lethal force—if they
For Winter of Atom to begin properly, the PCs must
do, the remaining wastelanders try to run away.
go with Evie to see Mayor McDonough. If they help
her fight off her attackers, she asks them to escort
her to the city’s entrance. The gate guards allow the
whole group to enter, at which point you can pro-
Wastelander ceed to Scene Two: Mayor McDonough. If the PCs did
not intervene, the guards who come to recover Evie’s
Level 2, Human,
unconscious form identify the group as witnesses to
Normal Character (17 XP)
what happened and demand that they go into the
S P E C I A L city to give an account of events to the Mayor. If they
5 6 6 4 5 6 4 don’t come willingly, the guards will take them inside
by force. The PCs have a base Settlement Reputation
SKILLS Rank of 2 (Neutral) for Diamond City. If they didn’t
Barter 1 Sneak 1 help Evie, reduce their Settlement Reputation by 1.
Melee Weapons 2 Survival 3

Repair 3 Small Guns 1

HP INITIATIVE DEFENSE

8 12 1

CARRY WEIGHT MELEE BONUS LUCK POINTS

200 lbs. - -

PHYS. DR ENERGY DR RAD. DR POISON DR

1 (Arms, 1 (Arms,
0 0
Legs, Torso) Legs, Torso)

ATTACKS

ƒ MACHETE: STR + Melee Weapons (TN 9),


3 D
C
  Physical damage

ƒ TIRE IRON: STR + Melee Weapons (TN 7), 3 C


D
Piercing Physical damage

INVENTORY

Tough Clothing, Machete, Wealth 1

58 FALLOUT  Winter of Atom


SCENE TWO: MAYOR MCDONOUGH Evie can tell the group the following things:

PCs find Mayor McDonough in the press box at the ƒ The supply train was a literal train traveling along a
top of Diamond City (see Diamond City, Key Locations stretch of railroad kept in good repair by the com-
and People of Interest, p.103). The PCs are led there by bined efforts of a group of traders.
the guards after being allowed entrance to the city
ƒ They were attacked at the end of the line while
with Evie, corralled into an old window cleaner’s lift
transferring supplies from the train to wagons
that ascends to the box. They are then shuffled past
meant to carry the goods to Diamond City.
the mayor’s secretary and into his office without much
time to look around. ƒ The attack site is a 24-hour journey from Diamond
City, located near a large radio tower that leans at a
When the PCs meet the Mayor for the first time, read sharp angle—a good landmark for navigation.
or paraphrase the following:
ƒ A few days ago, the caravan picked up a traveler—a
strange man wearing priest robes who kept to him-
Mayor McDonough is older than most wastelanders,
self. Evie didn’t trust him.
with streaks of silver in his hair and a smooth bulge
over his waistband that speaks to the relative luxury ƒ She thinks the attackers were simple raiders, but
he lives in compared to most people in the city. As they were very well armed and knew precisely
the guards shuffle you in, he looks up from a pile of when and where to strike.
papers on his desk with a frown that quickly deepens
when he takes in Evie’s torn uniform and battered If the PCs stepped in and rescued Evie in the previ-
appearance. ous scene, her injuries aren’t terrible, and she offers
to accompany the PCs to the attack site—increase
“This doesn’t bode well,” he says, his voice crisp and the group’s AP pool to 6. Her knowledge of the area
clipped. “We were expecting you days ago. Where is reduces the difficulty of navigation tests by 1 (see
everyone else? What happened?” Traversing The Commonwealth on p.29).

“It was awful,” Evie says. “The caravan… We were The journey to the attack site is a frigid 24-hour trek
attacked. I fled. They’re all dead.” through the Commonwealth’s first snow of the season.
Locating the attack site requires a Navigation test as
A look of defeat sweeps across Mayor McDonough’s described in Traversing the Commonwealth on p.29.
face. Then his eyes turn to you, and you see a glim- Refer to Building Campsites on p.35 for the procedures
mer of hope. for camping overnight. When they get near the site,
proceed to Scene Three: The Derailed Train.
Mayor McDonough requests that the PCs travel to the
site where the supply train was attacked and recover
any supplies. He offers them citizenship in Diamond
City as a reward, meaning they gain access to the
city and a warm place to sleep at night. McDonough
provides the PCs with 10 Common Materials they can
use to build campsites during their travel since they
will be out in the wasteland for a few days. He is also
interested in discovering who was responsible for the
attack, though that is secondary to recovering the food
Diamond City needs to survive winter.

Chapter Two  WELCOME TO THE COMMONWEALTH 59


SCENE THREE: THE DERAILED in the ground where rails once ran. A thick column of
smoke rises from the wreckage, and small fires still
TRAIN smolder and burn among piles of ruined crates and
torn sacks.
A column of thick black smoke on the horizon gives
away the attack site’s location when the PCs get close.
The signs of a desperate battle are everywhere—bod-
As they approach, PCs can make a PER + Survival test
ies strewn on the icy ground, bullet holes in the sides
with a difficulty of 1 to scout ahead. If they succeed,
of the train, and smears of blood that still look fresh
they spot scavengers moving about the ruins of the
despite beginning to dry.
derailed train and can plan their approach. If they fail,
the scavengers surprise them when they approach
the train.
ENCOUNTER-2A: SCAVENGERS
As the PCs approach the train, read or paraphrase the Add 1 AP to the GM’s pool for each PC who didn’t
following: notice the scavengers before approaching the train.

Ahead of you lies a ruined two-car train. It’s been As the PCs approach, 4 scavengers pour out of the
derailed, blown off the track by a large explosion that train, waving weapons and screaming that this is their
tipped the cars onto their sides and left a small crater find. They are desperate and will defend the train’s
contents with their lives.

60 FALLOUT  Winter of Atom


Questioning the scavengers may yield the following
Scavenger answers:
Level 2, Human,
Normal Character (17 XP) ƒ The scavengers weren’t responsible for the initial
attack. The massacre was the work of a raider group
S P E C I A L
operating out of a nearby military bunker.
6 6 6 4 4 6 4
ƒ The raiders tied up a strange man inside the train.
SKILLS He gave the scavengers creepy vibes, so they left
Barter 1 Survival 3 him behind.

Melee Weapons 1 Small Guns 1 ƒ The early arrival of winter has everyone in the
Repair 3 wasteland scared. People outside the settlements
who aren’t willing to fight for their food won’t
HP INITIATIVE DEFENSE survive to see spring.
8 12 1
There are enough clean food supplies amongst the
CARRY WEIGHT MELEE BONUS LUCK POINTS wreckage for PCs to eat and regain any missing health
points. If the PCs show mercy and let the scavengers
210 lbs. - -
leave with some of the remaining supplies, you may
PHYS. DR ENERGY DR RAD. DR POISON DR decide they belong to a nearby settlement. Pick a set-
tlement and allow the PCs to increase their settlement
1 (Arms, 1 (Arms,
0 0 reputation rank there by 1, as the scavengers spread
Legs, Torso) Legs, Torso)
word of the group’s mercy back with them.
ATTACKS

PIPE GUN: AGI + Small Guns (TN 7), The PCs may decide to try and track the raiders back
ƒ
3 D
C
  Physical damage, Range C, Fire Rate 2, to their military bunker. If they do, proceed to Scene
Close Quarters, Unreliable Four: The Bunker. If they do not, proceed to The Fallout
section of this quest when they return to the Mayor
ƒ SERRATED COMBAT KNIFE: STR + Melee
Weapons (TN 7), 4 D with the train’s supplies.
C
  Persistent, Piercing
Physical damage
INSIDE THE TRAIN CAR
SPECIAL ABILITIES
If the PCs enter the train car, read or paraphrase the
ƒ MASTER SCAVENGER: The scavenger gains a
following:
bonus d20 when making a Survival or Repair
test.
The train lies on its side, and the floor is littered
with broken crates and long cargo straps that have
INVENTORY been torn loose. A thin man in long white robes
Tough Clothing, Pipe Gun, Serrated Combat Knife, sits at the back of the carriage through a haze of
10+5 C
D .38 Ammo, Wealth 1 lingering smoke. He’s chained to the inside of the
car, but he doesn’t seem overly concerned. He hums
gently, clutching a pendant hanging from a thin
chain around his neck. The pendant is adorned with
The scavengers attempt to surrender if two of them
an unfamiliar symbol—a long triangle with a thick
are defeated. After the confrontation, the PCs may
circle inside it, bisected by a vertical bar. The symbol
speak to the scavengers if any remain alive and pres-
emits a soft yellow glow that seems to be bringing the
ent. They can approach the interrogation calmly or
man some measure of peace.
threateningly by making a CHA or STR + Speech test
with a difficulty of 1. If a PC passes their test, they may
spend AP to Obtain Information.

Chapter Two  WELCOME TO THE COMMONWEALTH 61


The man is Brother Landon, an acolyte of the Last Son ƒ He joined the train for protection, but it took him
of Atom. Any character with a Geiger counter (like further away from his goal than he had planned.
a Pip-boy) notices that it begins to click as they get
close to him. Landon seems quite content to be left Brother Landon doesn’t linger at the crash site. The
alone, though he would prefer to be freed. His chains moment the PCs have left, and he senses that the
can be easily broken by cracking them with a blunt coast is clear, he begins the long trek to Diamond City.
instrument. He is close-lipped, but characters can
convince him to share some of his stories by succeed-
ing on a CHA + Speech test with difficulty 1. PCs who
succeed can spend AP to Obtain Information.
SCENE FOUR: THE BUNKER
The bunker that houses the raiders who attacked the
PCs can glean the following information from Brother
caravan is a small concrete structure a few hours
Landon:
travel from the train. A sentry turret connected to a
control terminal guards the large bunker door. The
ƒ As a long-time devotee of the creator god Atom, he
turret’s scanners alert them to the PCs’ presence if
believes in the divinity of radiation, and that every
they enter Close range of the bunker. PCs can notice
atomic mass contains an entire universe. When an
the turret before they trigger their sensors by making
atomic mass splits, such as during a nuclear explo-
a PER + Survival test with a difficulty of 1. The turret
sion, the act creates a new universe.
opens fire on anyone in Close range, targeting PCs
ƒ He heard the call of a prophet known as the Last nearest them.
Son of Atom on his radio and decided to join his
new Church. A PC can avoid the turret’s sensors and sneak close
by making an AGI + Sneak test with a difficulty of
ƒ He planned to travel from his previous home in
1. If they fail, they trip the turrets’ sensors, and the
the far north to the Glowing Sea, searching for the
machines open fire. If they succeed, they can enter
prophet.
the bunker or attempt to hack and reprogram the
ƒ He designed the symbol he wears around his neck. turrets by succeeding on an INT + Science test with a
He plans to present it to the Last Son of Atom and difficulty of 2.
hopes it will become adopted as the official symbol
of the new Church.

Machine Gun Turret MK I


Level 5, Robot,
Normal Creature (38 XP)

BODY MIND MELEE GUNS OTHER SPECIAL ABILITIES

6 5 — 3 — ƒ IMMUNITIES: The turret is a robot. They are


immune to Poison and Radiation damage
HP INITIATIVE DEFENSE and their effects. Also, they are immune to all
diseases.
11 11 1
INVENTORY
PHYS. DR ENERGY DR RAD. DR POISON DR
ƒ SALVAGE: Scavengers can salvage from a
1 1 Immune Immune destroyed turret by making a successful INT +
Science test with a difficulty of 1. A success yields
ATTACKS
3d20 5.56mm rounds and 2 C
D Uncommon
ƒ MACHINE GUN: Body + Guns (TN 9) 5 C
D Stun Materials.
Physical damage, Range M, Burst, Fire Rate 3

62 FALLOUT  Winter of Atom


If the PCs fail to reprogram or destroy the sentry
turrets before they open fire, the raiders inside the Raider
bunker are alerted to the presence of the PCs and Level 2, Human,
cannot be surprised by them. Normal Character (17 XP)

S P E C I A L
ENCOUNTER-4A: RAIDERS 6 5 6 4 5 6 4
There are 4 raiders inside the bunker. If the PCs
arrive unnoticed, the raiders are busy dividing their SKILLS
loot and arguing about who gets what—allowing the Medicine 1 Sneak 1
PCs to surprise them. Melee Weapons 3 Survival 1

Repair 1 Unarmed 1
The raiders are exiles from various settlements in
the Commonwealth who are trying to carve a living Small Guns 3
for themselves in the bunker. Their leader goes by
the name Silt; they were exiled from Diamond City HP INITIATIVE DEFENSE

by Mayor McDonough, and hold an intense grudge 8 11 1


against him.
CARRY WEIGHT MELEE BONUS LUCK POINTS

The bunker’s location is a secret, and the raiders 210 lbs. - -


intend to keep it that way. A PC can convince the
PHYS. DR ENERGY DR RAD. DR POISON DR
raiders to part peacefully by succeeding on a CHA +
Speech test with difficulty 2 so long as the PCs agree 1 (Arms, 1 (Arms,
0 0
to periodically bring them supplies to help them get Legs, Torso) Legs, Torso)
through the winter.
ATTACKS

If the PCs scavenge the bunker, you can refer to the ƒ PIPE GUN: AGI + Small Guns (TN 9),
3 D
C
  Physical damage, Range C, Fire Rate 2,
Winter Wasteland Scavenging Table on p.34.
Close Quarters, Unreliable

ƒ TIRE IRON: STR + Melee Weapons (TN 9), 4 D



Physical damage

SPECIAL ABILITIES

ƒ LET RIP: Once per combat, the Raider may ‘let


rip’ with a volley from their Pipe Gun, adding the
weapon’s Fire Rate of 2 to the weapon’s damage
for a single attack (for 5 C
D total).

INVENTORY

Road Leathers, Pipe Gun, Tire Iron, 10+5 C


D .38
Ammo, Wealth 1

Chapter Two  WELCOME TO THE COMMONWEALTH 63


THE FALLOUT ƒ Acted Selfishly. If the PCs keep Diamond City’s sto-
len supplies for themselves, they gain ten of each of
The PCs complete Main Quest: The Train Job when the following items: Melon, Corn, Tarberry, Melon
they return to Diamond City with the supplies they Juice, and Brahmin Milk. The PCs reduce their set-
recovered from the train (and potentially from the tlement reputation by 1, and Diamond City’s food
raider bunker). Mayor McDonough is very grateful for supply becomes limited. If they kept the supplies
their aid and believes that the PCs may help secure and also did not help Evie outside the city gates
the long-term stability of the settlement. The state of when she was attacked, they lose 1 more settlement
Diamond City and how well its people react to the PCs reputation—McDonough considers them no better
depends on their actions. than the raiders.

Possible next steps for the PCs include:


The PCs have a base Reputation Rank of 2 (Neutral)
for Diamond City. If their reputation rank becomes
ƒ Meeting locals and purchasing supplies in
0 (Hostile) at any point, Mayor McDonough banishes
Diamond City to survive winter
them from the settlement. The Diamond City Security
guards will not allow them entry until they find a way ƒ Exploring the Commonwealth and building alli-
to raise their settlement reputation—such as by deliv- ances with other settlements
ering a sizeable donation of supplies to the settlement.
ƒ Helping Yefim Bobrov with Side Quest: Digging In
to earn the settlers’ trust and learn more about the
Adjust their base reputation rank based on the follow-
Children of Atom
ing outcomes or make a group settlement reputation
test considering the following as positive or negative ƒ Joining Linda’s traveling merchant caravan during
influences: Side Quest: We Got the Beat to earn some caps and
make new allies
ƒ Recovered the Supplies. If the PCs chased off or
Before proceeding, review the section Diamond City on
defeated the scavengers and returned with supplies,
p.100 for more information about the settlement and
Mayor McDonough welcomes them back with open
its peoples, locations, conflicts, and side quests. After
arms. The PCs increase their settlement reputation
leaving Diamond City, Winter of Atom becomes an
rank by 1.
open-ended, sandbox story. The main quest line and
ƒ Dealt with the Raiders. If the PCs killed Silt’s central conflict continue with Main Quest: Cleansing
raiders at the bunker and bring back proof to Fire after the PCs have spent time traversing the
McDonough, he pays them an additional 150 cap Commonwealth and completing side quests. You can
bounty. If they did not kill the raiders but inform introduce the next main quest earlier or later than is
McDonough of the bunker’s location, he instead recommended if it better suits your needs.
pays them an additional 50 caps and sends out a
crew to deal with the raiders.

64 FALLOUT  Winter of Atom


MAIN QUEST: CLEANSING FIRE
This quest becomes available when the PCs have completed at least four Commonwealth settlement side quests.
Add 2 APs per PC to the GM’s pool when the quest begins.

Cleansing Fire marks an escalation of the activities find out the following information in any negotiation
of the Last Son of Atom. Until now, the PCs may be that takes place:
unaware of the growing influence of the Last Son of
Atom’s sect. During this quest, they face the cult and ƒ To avoid traveling through deadly winter storms,
learn more about its eccentricities. the Minutemen have proposed using the sewers
beneath Boston to run supply caravans between
Tasked with helping to clear out the sewers beneath settlements.
Boston to pave the way for a new supply route, the
ƒ The sewers are dangerous, filled with ghouls, radia-
PCs stumble upon a group of the Children of Atom
tion, and other hazards. Various groups around the
not allied with the Last Son of Atom. They have been
city are working on clearing out their own subter-
using the irradiated tunnels as a church. The PCs must
ranean sections.
either send the Children of Atom packing or find a
new path for the proposed supply route. ƒ The PCs may want to prepare by buying or borrow-
ing equipment to protect against radiation, like
In this quest, PCs have the following objectives: Hazmat Suits and RadAway.

ƒ The entrance to the section they would like the


ƒ Explore the sewers below Boston and make them
PCs to clear out is near a Red Rocket just south of
safe to use as a supply route.
Diamond City.
ƒ Drive the Children of Atom out of the tunnels—or
It should be clear to the group that their goal here is
make a deal with Brother Schumaker that allows
to eradicate any dangerous threats from the sewers,
his sect to remain.
remove all sources of deadly radiation, and ensure
ƒ Learn about the Last Son of Atom’s cult. that a route exists that can be fortified to serve as a
trade route. The PCs are offered 250 caps upfront and
To begin the quest, Mayor McDonough approaches
250 more caps as payment when the job is com-
the PCs directly or sends an envoy to invite them to
plete. Additionally, if no PC has access to a Pip-boy,
meet with him in his Diamond City office about an
McDonough gives them a Geiger Counter they can use
important job. If the PCs have a Hostile settlement
to pinpoint radiation sources to clear automatically.
reputation with Diamond City, substitute Mayor
McDonough with the leader of a different settlement
with which the group is on better terms. The PCs can

Chapter Two  WELCOME TO THE COMMONWEALTH 65


Sewer
1

Sewer Sewer
2 3

Sewer
5
Sewer
4

SCENE ONE: INTO THE SEWERS Ahead, a tunnel curves deeper into the darkness,
marked with a large arrow daubed on the floor in
Begin this scene when the PCs travel to the Red thick paint that glows green in the fading light. The
Rocket south of Diamond City. As they are within tunnel is blocked just beyond the arrow by heavy bars
Boston, you do not need to use the rules for Traversing surrounding a thick steel door.
the Commonwealth—but you may wish to roll for a
random encounter. A PC can open the door—with skill or force— by
making an AGI or PER + Lockpick test with a dif-
The sewer entrance lies amidst a collapsed section of ficulty of 2 or a STR + Athletics or Repair test with
the road near the Red Rocket. Four freezing, grum- a difficulty of 3. For each failed test, add 2 AP to the
bling Minutemen guard the entrance. The guards help GM’s pool as the attempt noisily echoes throughout
the PCs attach to climbing ropes to lower themselves the sewer. The tunnel stretches beyond the gate for a
into the darkness beneath the streets. few yards before turning hard to the right, where it
joins with S1. Sewer Stairs.
A slow, fat, freezing rain falls as you lower your-
selves beneath the broken concrete of Boston’s streets
EXPLORING THE SEWERS
and into the relative heat of the sewers. Chunks
Except where noted, the sewers are pitch black and
of masonry litter the ground between puddles of
require a light source to explore.
questionable liquid. The air is thick and surpris-
ingly humid, and the steady sound of dripping water
Time. Exploration of the sewer complex takes place
echoes around you.
in Exploration Turns. Each turn lasts roughly 10
minutes in-game time, and you can track them with

66 FALLOUT  Winter of Atom


simple tallies. You can judge when you believe a turn Scavenging. The Children of Atom haven’t paid much
elapses or use the following guide to determine what attention to the tunnels and are most interested in
encompasses a turn: Room S4. The Rad Church. Unless stated otherwise,
scavenging tests have a difficulty of 1 for each room,
ƒ First time entering a room and encountering what- with a complication range of 3 (18-20). Scavenging a
ever lies within room takes 10 minutes or one Exploration Turn. Each
room yields a minimum of 1 and a maximum
ƒ Attempting to make a room safe and remove its
of 6 items (one additional item per AP spent) from
radiation source
the Boston Sewers Scavenging Table. If players roll a
complication, introduce a pair of wandering Children
Radiation. Each room has a Rad Level that refers to
of Atom, an appropriate hazard, or add 2 AP to the
its ongoing hazard. Each room’s Rad Level dictates
GM’s pool.
how many C
D of Radiation damage PCs take while
in a location each time an Exploration Turn ends. For
When PCs encounter wandering Children of Atom,
example, S2. Recreation Room has a Rad Level of 4,
you can opt to use the following table to determine
so PCs take 4 C
D Radiation damage when they enter
the Atomites’ initial disposition. If PCs give the
the space and first encounter the Children of Atom.
Children reason to be wary, roll twice and take the
They take another 4 C
D Radiation damage when they
lower result. If the PCs give a persuasive reason for the
attempt to destroy the tanning beds and again if
Children to trust them, roll twice and take the higher
they try to scavenge before making the room safe
result. Choose the reaction that makes the most sense,
from radiation.
given the situation.

Make it Safe. Each room suggests a way the Rad Level


Boston Sewers Reaction Table
can be reduced to 0 to make the area safe for travel.
The entry also recommends a difficulty for the group 1D20 ROLL REACTION

test required to clear the room’s radiation. Solutions 1-4 Violent or Terrified
are not set in stone; allow groups to puzzle out how 5-9 Threatening or Demanding
to deal with the radiation and reward particularly
10-14 Cautious or Anxious
creative ideas by reducing the difficulty of their test.
15-17 Neutral or Uninterested
Group tests require an Exploration Turn, and groups
can use any attribute and skill combinations that 18-20 Friendly or Curious
make sense. If PCs fail their group test, they can
attempt a new test with a different approach during a
new Exploration Turn.

Chapter Two  WELCOME TO THE COMMONWEALTH 67


BOSTON SEWERS SCAVENGING TABLE
2D20 2D20
AMMO (QUANTITY) AMMO (QUANTITY)
ROLL ROLL

2-3 Utility Overalls 28-29 Flamer Fuel (12+6 C


D)
Church of Atom Propaganda Pamphlet (titled
4-5 Combat Shotgun and Shotgun Shells (6+3 C
D) 30
“When the River Glows Green”

A radio that only picks up one station (a man


6-7 Syringer Ammo (4+2 C
D) 31 reading from The New Testament of The Last
Son)

A handmade holy symbol of the Last Son. It


8-9 Sugar Bombs (irradiated) 32 matches the one Brother Landon wore from
Main Quest The Train Job.

Pristine white robes with a green sun


10-11 3+5 C
D Uncommon Materials 33
embroidered on the breast

12-13 Dirty Water 34 1+2 C


D Signal Flares
14-15 Key 35 2C
D Rad-Away
16-17 1C
D bottles of Nuka-Cola 36 Rad-X

Defaced Church of Atom Propaganda


18-19 Lead Pipe 37 Pamphlet (titled “Catch A Shining Star and Put
It In Your Pocket”)

20-21 5+5 C
D Common Materials 38 1+5 C
D Rare Materials
22-23 Geiger Counter 39 Fusion Cell (14+7 C
D
  )
24-25 Stimpak 40 Psycho

26-27 Berry Mentats

S1. SEWER STAIRS


The passage turns, and you find yourself at the top of
a sharp descent. Wide slabs of stone form deep stairs
plunging into the depths. Water flows steadily across
them, with ankle-high eddies and whirls gushing
into darkness.
Radiation
Here and there, trails of dust trickle down from the Rad Level: 2
ceiling. Water swirls around masonry chunks that Make It Safe (Difficulty 3): The water flowing down
jut up from its murky surface. From beyond the wall the stairs is irradiated. The PCs can render this area safe
to the left, the sound of metal striking metal is audi- by diverting the water or building a dam at the top of
ble, rhythmic, and dull. A bright white light cascades the stairs that stops the flow. Reduce the difficulty of the
through an archway at the bottom of the stairs. group test to 1 if the PCs spend 5 Common Materials and 1
Uncommon Material to build a structure to manipulate the
water flow.

68 FALLOUT  Winter of Atom


Hidden Hazards. The water hides flooring and
potholes that can easily turn or break an ankle. Radiation
Characters passing through this area or scavenging Rad Level: 3
must attempt a PER + Survival test with a difficulty Make It Safe (Difficulty 2): The four over-exposed
of 3. Failure inflicts 3 C
D Piercing Physical damage to tanning beds are responsible for the high level of radiation
one of their legs. Reduce the test’s difficulty by 2 if the here. They must all be destroyed or otherwise disabled to
PCs stopped the water’s flow. make the room safe. For each successful group test, reduce
the Rad Level by 1 to represent the PCs’ progress.
Secret Door. The sound from beyond the left wall
comes from S3. Battle Bots. A character investigat-
ing the wall notices the outline of a doorway in the
masonry. It is locked from the other side, but a PC Tanning Beds. Each tanning bed provides 2 C
D
who makes a PER + Survival test with a difficulty of of cover.
2 notices a small keyhole in the wall. A PC can force
the secret door open by making a STR + Athletics or Children of Atom. Three Children of Atom are deeply
Repair test with a difficulty of 3 or unlock it if they’ve engrossed in their card game and may not notice the
managed to scavenge a key. Alternatively, they can PCs if they are stealthy. The PCs can sneak past them
pick the concealed lock by making an AGI or by making a group AGI + Sneak test with a difficulty
PER + Lockpick test with a difficulty of 2. If they fail of 4 and a complication range of 3 (17-20) due to the
a test, the sound alerts the guards in S2. Recreation massive bright light beaming down onto the card
Room—they prepare a surprise attack against any players. If the test fails, the PCs make a lot of noise,
intruders. Opening the door creates a shortcut to S3. or if they kicked down the secret door in S1. Sewer
Battle Bots. Stairs, the Children see them. You can use the Boston
Sewers Reaction Table on p.68 to determine the initial
Exits. An archway at the bottom of the stairs opens response of the Children—or decide how they react
into S2. Recreation Room. The secret door accesses based on the PCs’ actions. They are devotees of the
S3. Battle Bots. Church who believe their cause is righteous and
that the Rad Church will be a new worship site in the
S2. RECREATION ROOM city’s heart.

This square chamber is a four-way junction for the


flowing waters of the sewers. Those sewer channels
have been boarded over with thick sheets of dry-
wall to form a makeshift floor. Three deeply tanned
guards bearing the clothes of the Children of Atom
sit around a small card table, engrossed in a hand
of poker. Large lamps—the top halves of tanning
beds—have been bolted to the walls, bathing the
room in hot white light. Another lamp sits on the
floor immediately beyond the archway, pumping
light into your faces. A smaller lamp mounted to the
ceiling illuminates the card table.

Chapter Two  WELCOME TO THE COMMONWEALTH 69


Children of Atom PHYS. DR

1 (Arms,
ENERGY DR

1 (Arms,
RAD. DR POISON DR

Level 6, Human, 2 (All) 0


Legs, Torso) Legs, Torso)
Normal Character (45 XP)

S P E C I A L ATTACKS

5 5 6 8 5 5 4 ƒ MACHETE: STR + Melee Weapons(TN 6),


4 D
C
  Piercing Physical damage
SKILLS TIRE IRON: PER + Energy Weapons (TN 8), 3 C
D
ƒ
Barter 1 Sneak 2 Piercing, Stun, Radiation damage, Fire Rate 1,
Range M, Blast, Inaccurate
Energy Weapons 3 Speech 3

Melee Weapons 1 Survival 4 SPECIAL ABILITIES


Repair 1 ƒ RAD RESISTANT: The Child of Atom can survive
moderate radioactivity for prolonged periods.
HP INITIATIVE DEFENSE They have Radiation DR 2.
12 10 1
INVENTORY
CARRY WEIGHT MELEE BONUS LUCK POINTS
Tough Clothing, Gamma Gun, Machete, 2d20
200 lbs. - - Gamma Rounds, Wealth 1

Exits. Slick stairs lead up to S1. Sewer Stairs. A S3. BATTLE BOTS
passage to the left leads to S3. Battle Bots. A corridor
to the right ends with a locked door leading to S5. Water gushes out of pipes set high in the walls of
The Vault. Another path to the south leads to S4. The this circular chamber, cascading down into a deep
Rad Church. pit ringed by a narrow walkway. The bottom of the
crater is littered with twisted shards of broken metal,
The locked door to S5. The Vault can be picked jutting spikes, and rusted chainsaws—the corpses of
with an AGI or PER + Lockpick test with a diffi- a hundred destroyed robots.
culty of 3 or opened with the key carried by Brother
Schumacher in B4. The Rad Church. If a PC makes In the middle of the pit, a large platform holds two
a PER + Scavenging test with a difficulty of 2, they hulking metal robots on tracks and wheels, each
notice the door is wired to a trap hidden in the heavily armored. One brings a vicious spinning
masonry beside it. Disarming the trap requires an INT saw blade down to cut through the plating on its
+ Explosives test with a difficulty of 3. If the disarm opponent—but with a lurch, the other bot rams it
test fails or PCs open the door without disarming it, backward and off into the pit! As the victorious bot
the trap detonates. The nearest character is hit with spins in circles, letting out gouts of flame from a
exploding caps and nails, taking 5 C
D Piercing Spread nozzle set high on its back, a triumphant cry comes
Physical damage. Successfully disarming the cap- up from the walkway on the other side of the pit.
and-nails trap rewards PCs with 5d20 caps and 3 C
D
Common Materials.

70 FALLOUT  Winter of Atom


ƒ The Last Son of Atom and his sect aren’t looked
Radiation on favorably by the other denominations of the
Rad Level: 1 Church. Many are wary of the Last Son’s zealotry
Make It Safe (Difficulty 4): A wrecked robot at the and profane beliefs. However, so far, relations have
bottom of the pit contains a cracked fusion core. Removing remained peaceful between sects.
and carefully disposing of the core cleans the room. Each
ƒ The Last Son’s disciples in the tunnels beyond
failure increases the Rad Level by 1, further exposing the
Brother Schumacher’s domain will not respond
damaged core.
well to the PCs’ attempt to secure a supply route.
The acolytes stalk the sewers with terrifying
mutants at their side.
The Platform. A ten-foot diameter circle of stone
If a fight breaks out, Eliza ducks behind some scrap
in the middle of the pit. Now just one robot remains
to gain 2 C
D cover. She uses the bot’s remote con-
atop the platform—Eliza’s Dragon. Jumping four feet
trol (see Eliza’s Dragon, Remote Controlled) to attack
from the walkway to the platform requires a STR or
the PCs. Meanwhile, Esther tries to escape to warn
AGI + Athletics test with a difficulty of 1. If a PC fails,
Brother Schumacher. If the PCs defeat Eliza, they
they fall into the rubble below and take 3 C
D Piercing
can obtain her remote control and gain command
Physical damage.
over Eliza’s Dragon. Because the bot is a potent ally in
the right hands, you might decide that it cannot be
The Children of Atom Tinkerers. Two women,
repaired to recover HP—or that it becomes destroyed
Esther and Eliza, control the battling robots. The pair
in a future dramatic moment.
are friends and occasional lovers with a deep interest
in robotics. They regularly build robots to fight against
one another, and the pit surrounding the platform is
littered with their cast-offs.

They are generally friendly, though Esther is slightly


sour at losing the most recent battle. PCs who suc-
ceed on a CHA + Speech test with a difficulty of 1 can
convince the pair that they are not hostile. Increase
the difficulty of the test by 2 if the PCs made a lot of
noise fighting Children of Atom guards elsewhere in
the tunnel. If they succeed, PCs can get Esther and
Eliza to open up about what the Children are doing in
the sewers by spending AP to Obtain Information. If
the test fails, Eliza and Esther become hostile.

Some information that might be revealed during the


conversation:

ƒ They serve Atom under the guidance of Brother


Schumacher, a priest of the Children of Atom. They
came to the area from the far northeast and had
nothing to do with the Last Son of Atom’s sect.

ƒ They are wardens of the Rad Church, a holy site


in the sewers. Their sect of the Church won’t look
kindly on anybody interfering with it.

Chapter Two  WELCOME TO THE COMMONWEALTH 71


Children of Atom Tinkerer ATTACKS

AGITATED RECOIL COMPENSATED PLASMA


Level 7, Human, ƒ
GUN: PER + Energy Weapons (TN 9),
Normal Character (52 XP)
7 D
C
  Vicious Energy/Physical damage, Fire Rate
S P E C I A L 2, Range C

4 6 6 5 8 6 4
SPECIAL ABILITIES

SKILLS ƒ RAD RESISTANT: The Child of Atom can survive


moderately high radioactivity for prolonged
Energy Weapons 3 Repair 3
periods. They have Radiation DR 4.
Explosives 4 Science 4
ƒ HACK ROBOT: The tinkerer can use an action
Pilot 4 Speech 4 to attempt to use a handheld device to take
temporary control of a Robot within Short range
HP INITIATIVE DEFENSE
by making an opposed INT + Science test against
13 12 1 it. On a success, the Robot obeys the tinkerer’s
commands until the device is destroyed or used
CARRY WEIGHT MELEE BONUS LUCK POINTS to hack a different robot. The tinkerer can only
190 lbs. - - control one Robot this way.

PHYS. DR ENERGY DR RAD. DR POISON DR


INVENTORY
2(Head) 2 (Head)
Tough Clothing, Welder’s Visor, Plasma Gun,
1(Arms, 1(Arms, 4 0
10+5D
C
  Plasma Cartridges, 4D
C
  Stimpaks, Junk
Legs, Torso) Legs, Torso)
(Weird Hacking Device), Wealth 2

72 FALLOUT  Winter of Atom


Eliza’s Dragon SPECIAL ABILITIES

JUGGERNAUT: The first time each round


Level 10, Robot, ƒ
that Eliza’s Dragon misses with an attack, it
Mighty Creature (148 XP)
immediately makes a different attack as a free
BODY MIND MELEE GUNS OTHER action without increasing the test’s difficulty.
Additionally, it only suffers a Critical Hit if
9 6 3 3 3
an attack inflicts 7+ damage (after damage
resistance) in a single hit, rather than the usual
HP INITIATIVE DEFENSE
5+.
38 15 1
ƒ UNLEASH THE DRAGON: Once per scene,
PHYS. DR ENERGY DR RAD. DR POISON DR Eliza’s Dragon can use a major action to attack
with its Dragon’s Flame, Buzzsaw Launcher,
4 2 Immune Immune
and Ramming Maw without spending AP or
increasing the difficulty of each attack test.
ATTACKS
ƒ IMMUNITIES: The turret is a robot. They are
ƒ DRAGON’S FLAME: Body + Guns (TN 12) 7 C
D immune to Poison and Radiation damage
Burst Energy damage, Fire Range C
and their effects. Also, they are immune to all
ƒ BUZZSAW LAUNCHER: Body + Guns(TN 12), diseases.
CD Piercing,Vicious Physical damage, Range M
6
INVENTORY
ƒ RAMMING MAW: Body + Melee (TN 12), 4D C 
Physical damage, and the target is knocked SALVAGE: Scavengers can salvage from a destroyed
prone. If this attack hits a prone target, add 4D
C  Eliza’s Dragon by making an INT + Science test
damage and the Vicious effect. with a difficulty of 2. A success yields 4d20 flamer
fuel, 4 C
D units of Uncommon material with +1 C
D
SPECIAL ABILITIES per AP spent, and each Effect yields 1 Uncommon

IMMUNITIES: The turret is a robot. They are Material.


ƒ
immune to Poison and Radiation damage and
their effects. Also, they are immune to
all diseases.

If Eliza and Esther remain friendly or are defeated, lies. If they remain, the Children of Atom return to
PCs can look around, scavenge, and even climb down tinkering with their bots. They are happy with their
into the junk pile below where the broken fusion core life in the sewers and their Church’s relative security.

Exits. The walkway beyond the platform turns into a passage leading back to S2. Recreation Room.

S4. THE RAD CHURCH


The long passageway slopes down, and the further lies a nuclear bomb the length of a bus—its tip bur-
it descends, the hotter it gets. Slowly the darkness ied in the concrete. A man in robes kneels beside it,
recedes. Beyond, a dull white glow infuses every- hands clasped and head bowed in prayer.
thing with a bright luminescence that clings to skin,
clothes, metal, and stone. Brother Schumacher. A softly spoken, devout priest
of the Children of Atom. He reveres the bomb as a
Faint murmurings echo from the end of the passage, holy offering from the heavens. He desires to build
a rhythmic muttering that sounds almost like prayer. a community here in the sewers, growing his
The corridor expands into a broad chamber. Among Church around this physical embodiment of their
the room’s fallen masonry and shattered brickwork Atomic God.

Chapter Two  WELCOME TO THE COMMONWEALTH 73


Brother Schumacher is startled if the PCs make If the encounter turns to violence, Brother
themselves known. A PC can convince him to speak to Schumacher summons any living guards from S2.
them by making a CHA + Speech test with a difficulty Recreation Room and S5. The Vault to fight off the
of 2. The test automatically fails if the PCs made a lot intruders. They defend his church and the bomb to
of noise fighting his followers elsewhere. On a success, the death.
Schumacher allows them to stay in his community so
long as they do not interfere with Atom’s will. If their
check fails, Schumacher orders them to leave his com-
munity and becomes hostile if they do not. Brother Schumaker
Level 6, Human,
Schumacher won’t allow the PCs to cleanse the Rad Notable Character (90 XP)
Church and will fight to protect its divinity if they try.
S P E C I A L
However, he is willing to tell them about an alter-
6 6 7 8 7 6 5
nate route through the sewers that circumvents his
fledgling community and still allows for a safe trade
SKILLS
route to be established. Unfortunately, the alternative
Barter 3 Science 1
tunnels are the domain of the Last Son of Atom’s aco-
lytes—they are unlikely to let the Commonwealth use Medicine 2 Speech 5

it for a trade route. Schumacher may also reveal the Melee Weapons 3 Survival 2
following information: Repair 3

ƒ Brother Schumaker merely wants to create a ref- HP INITIATIVE DEFENSE


uge for Children of Atom looking to worship in 18 14 1
solitude and peace. They are not pacifists, but they
mean no ill-will towards the Commonwealth. CARRY WEIGHT MELEE BONUS LUCK POINTS

210 lbs. - 3
ƒ The Last Son of Atom is a secretive man who
prefers to work through others. He spends a lot
PHYS. DR ENERGY DR RAD. DR POISON DR
of time in the Glowing Sea, and the radiation he
1(Arms, 1(Arms,
willingly ingests is warping his mind in strange 4 0
Legs, Torso) Legs, Torso)
ways. The Glowing Sea is the deadliest area in the
Commonwealth. ATTACKS

ƒ Some of the Last Son’s acolytes regularly visit ƒ SURGING STAFF OF ATOM: STR + Melee
Brother Schumacher’s church, trying to recruit him Weapons (TN 6), 8D
C
  Piercing Energy/Physical
to their sect. He refuses them and sends them away damage, Parry, Two-Handed
with food.
SPECIAL ABILITIES
ƒ The Last Son’s acolytes patrol the tunnels beyond
ƒ RAD RESISTANT: The Child of Atom can survive
the church with strange, burrowing monsters at moderately high radioactivity for prolonged
their side. Schumacher wishes they would go home periods. They have Radiation DR 4.
and not return.
ƒ NEGOTIATOR: When Brother Schumaker makes
If the PCs offer to rid Schumacher of the Last Son’s an opposed test with Speech, the first additional
acolytes, he opens a secret door in the back of the d20 he buys costs 0AP.

Church that leads deeper into the sewers; proceed to


Scene Two: The Acolytes when the group heads through INVENTORY
the secret door. Tough Clothing, Staff of Atom, Wealth 1

74 FALLOUT  Winter of Atom


Children of Atom PHYS. DR

1(Arms,
ENERGY DR

1(Arms,
RAD. DR POISON DR

Level 6, Human, 2 (All) 0


Legs, Torso) Legs, Torso)
Normal Character (45 XP)

S P E C I A L ATTACKS

5 5 6 8 5 5 4 ƒ MACHETE: STR + Melee Weapons (TN 6), 4D



Piercing Physical damage
SKILLS GAMMA GUN: PER + Energy Weapons (TN 8),
ƒ
Barter 1 Sneak 2 3D
C
  Piercing, Stun, Radiation damage, Fire Rate
1, Range M, Blast, Inaccurate
Energy Weapons 3 Speech 3

Melee Weapons 1 Survival 4 SPECIAL ABILITIES


Repair 1 RAD RESISTANT: The Child of Atom can survive
ƒ
moderately high radioactivity for prolonged
HP INITIATIVE DEFENSE
periods. They have Radiation DR 4.
12 10 1

INVENTORY
CARRY WEIGHT MELEE BONUS LUCK POINTS
Tough Clothing, Gamma Gun, Machete, 2d20
200 lbs. - -
Gamma Rounds, Wealth 1

STAFF OF ATOM
WEAPON DAMAGE DAMAGE DAMAGE
WEAPON NAME QUALITIES WEIGHT COST RARITY
TYPE RATING EFFECTS TYPE

Melee Parry, Two-


Staff of Atom 6D
C  Piercing 1 Physical 15 200 4
Weapon Handed

A Staff of Atom is a reinforced metallic staff averaging over 5 feet long with the symbol of Atom embedded on
a golden disc at its top. Kinetic storage devices are strapped along the anti-personnel weapon’s haft to unleash
increased impact force. Its length provides ample flexibility and maneuverability for any wielder, granting them
the ability to deflect incoming blows from most melee weapons.

A Staff of Atom can accept the following mod, which is installed with the Repair skill:

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

+2D
C
  , Inflicts both Physical Blacksmith 2,
Shocking Coils Surging - +100
and Energy damage Science 2

Chapter Two  WELCOME TO THE COMMONWEALTH 75


Exits. A long passageway to the north ascends to S2.
Radiation Recreation Room. A narrow tunnel to the right ends
Rad Level: 4 in another locked door leading to S5. The Vault. A
Make It Safe (Difficulty 4): Cleansing the Rad Church secret door in the south wall descends into the deeper
requires disabling the bomb at its center and finding a way sewers described in Scene Two: The Acolytes. A PC
to patch its leaking radiation without triggering a melt- who searches or scavenges in the Rad Church notices
down—a dangerous task that any remaining Children of the door without requiring a test—they can also
Atom will fight to the death to obstruct. Each failed group spot a pair of keys worn on a chain around Brother
test increases the stakes. Warn the PCs of what might be Schumacher’s neck. One key opens the Church’s secret
at risk if they continue to fail in their attempts to disarm the door, and the other key unlocks S5. The Vault’s doors
bomb. They can always retreat to a safer room to recover in both this room and S2. Recreation Room.
and plan before making another attempt.

S5. THE VAULT


ƒ 1st Failure. The bomb begins to emit a rhythmic beeping
sound, arming itself. If the PCs do not attempt another This small chamber is piled high with crates, sacks of
test to make the bomb safe, the alarm stops, and the food, bags of caps, and water bottles. Camp beds on
bomb deactivates after ten minutes. the ground betray the vault’s dual purpose as sleeping
quarters for the Children of Atom.
ƒ 2nd Failure. The bomb beeps faster, and a ten-minute
countdown clock begins ticking down on the side of the
device. The PCs must run for shelter before the bomb
detonates or risk their lives to make one more attempt to
disarm it.
Radiation
Rad Level: 1
ƒ 3rd Failure. The bomb detonates. Make It Safe (Difficulty 1): Much of the radiation
in the Vault comes from the irradiated food stored here.
Nuclear Explosion. After the countdown clock appears
The ambient radiation fades away if the tainted food can
on the device, any remaining Children of Atom embrace
be identified and removed.
the coming divinity of the bomb; they join hands and begin
to sing a song about embracing Atom’s Glow. The PCs can
immediately flee as far as they can and do their best to
find concrete shelter by making a group PER + Survival There are three Children of Atom Guards here at any
test with a difficulty of 3. If they succeed, they take 10 C
D given time. If the vault door trap explodes or the PCs
Vicious Physical damage from falling debris when the bomb make a lot of noise fighting elsewhere in the tunnels,
detonates. If they fail, they take 21 C
D Radioactive Energy the vault guards prepare a surprise attack for any PCs
damage. Main Quest: Cleansing Fire ends, and the PCs standing near the door when it opens.
do not gain a level or other rewards should they survive—
see The Fallout. Vault Spoils. The vault is stocked with supplies and
money. If the group spends an Exploration Turn
searching the Vault, they find 200 caps, and each PC
can roll twice on the Boston Sewers Scavenging Table. If
the group spends an additional Exploration Turn, each
searching PC can roll one more time on the table—at
which point they find everything of meaningful value.

Exits. A locked door in the left wall opens to S2.


Recreation Room. Beyond another locked door
waits a winding tunnel that wraps around to S4. The
Rad Church.

76 FALLOUT  Winter of Atom


SCENE TWO: THE DEEPER SEWERS ƒ The young gigapedes are divine creatures blessed by
Atom to smite their enemies and protect their holy
lands. The Last Son preaches that the gigapedes
The sewers wind on beneath the surface for several
are angels sent to them from another, more perfect
hours. As you move deeper, you reach older tun-
world.
nels—narrower, more cramped, the air humid and
thick with the smell of ancient decay. Water dripping ƒ The Fanatics are looking for a young woman named
and clanging pipes echo through the tunnels, making Minnie Mabee (see Beatsville, p.140), who fled the
it hard to tell whether you are truly alone. Last Son of Atom’s service and may be hiding in
the sewers. They freely offer a 100-cap reward to
After a seemingly endless trek, new sounds resonate anyone who gives them her location, regardless of
ahead of you: a loud splash, the drag of boots against whether or not the information is accurate.
sewer concrete, the rattling of chains. And then,
After chatting, the Children ask the PCs to accompany
something else. A clicking, hissing, spitting sound,
them to the sinkhole where they first entered the
unlike anything you have ever heard.
sewers, kill the four Minutemen Riflemen guards,
and block up the hole. In exchange, they generously
Something is coming.
offer the PCs 500 caps when the deed is done, plus
safe passage through the sewers whenever they desire.
A group of three Children of Atom Fanatics with two
If the PCs accept and help the Last Children, word of
young gigapedes produce the eerie sounds ahead. The
their aid will get back to the Last Son. If the PCs do
gigapedes are mutated centipedes the size of a horse
not intervene, the Children of Atom still defeat the
but three times as long—hatchlings of the fully grown
Minutemen, though not all survive.
gigapede the PCs will encounter during Chapter 3: The
Winter War. The Atomites pull them along on chains
while patrolling the sewers.

The Fanatics’ heavy leather robes are reinforced with


rags, metal plates, bars, and chains. The armor is
decorated with a holy symbol that matches Brother
Landon’s symbol from Main Quest: The Train Job. If
the PCs openly display that sign, the Fanatics con-
sider them allies and try to enlist their aid to stop
the expansion of trade routes into the sewers. A PC
can also convince the Fanatics they are friendly and
to speak to them by making a CHA + Speech test
with a difficulty of 2. If the test fails or the PCs make
it clear they mean to sanitize the sewer’s radiation,
the Fanatics unleash their gigapedes and attack. The
Fanatics might reveal the following information:

ƒ Because of the other Church sect’s unexploded


nuclear bomb, the sewers are heavily irradiated.
The Last Son’s sect intends to turn this area into
a pilgrimage site for his followers and draw more
followers to the Boston ruins.

Chapter Two  WELCOME TO THE COMMONWEALTH 77


Children of Atom Fanatic Young Gigapede
Level 9, Human, Level 12, Mutated Centipede,
Minion Character (22 XP) Normal Creature (88 XP)

S P E C I A L BODY MIND MELEE GUNS OTHER


7 6 6 5 5 7 4 9 5 3 - 3

SKILLS HP INITIATIVE DEFENSE


Athletics 2 Sneak 4 21 14 1
Melee Weapons 4 Speech 2
PHYS. DR ENERGY DR RAD. DR POISON DR
Small Guns 4 Survival 2
3(All) 1(All) Immune Immune
HP INITIATIVE DEFENSE
ATTACKS
1 13 1
ƒ PINCERS: Body + Melee (TN 12), 5D
C
  Vicious
CARRY WEIGHT MELEE BONUS LUCK POINTS Physical damage

220 lbs. +1D


C  3 ƒ CAUSTIC RADIO-SPITTLE: Body + Other (TN 12),
4D
C
  Radioactive, Burst Poison damage, Range M
PHYS. DR ENERGY DR RAD. DR POISON DR
SPECIAL ABILITIES
3(Head, 4(Head,
Arms, Legs, Arms, Legs, Immune 0 ƒ IMMUNITIES: The young gigapede is immune to
Torso) Torso) Radiation and Poison damage and their effects.

ƒ BURROW: The young gigapede can tunnel under


ATTACKS the ground to strike at attackers. Burrowing into
ƒ COMBAT SHOTGUN: AGI + Small Guns (TN the ground takes a major action, and while
11), 5 Physical damage, Spread 1, Range C, burrowing, the gigapede is not visible and cannot
Inaccurate, Two-Handed be targeted by attacks. It burrows two zones as a
major action, moving underneath existing zones.
ƒ HEATED SUPER SLEDGE: STR + Melee Weapons
Emerging from its burrow requires a minor
(TN 11), 5 Energy damage, Piercing 1, Two-
action; when it does so, the gigapede inflicts
Handed
+2D
C
  on all attacks until the end of its turn.
SPECIAL ABILITIES ƒ WEAK SPOT: If an attacker chooses to target
IMMUNITIES: The fanatic is immune to Radiation the young gigapede’s head, it ignores its
ƒ
damage and its effects. Physical DR.

ƒ MARTYR FOR THE CAUSE: If an attack targets an INVENTORY


ally within Close range, you can spend 1 AP to BUTCHERY: Butchering the young gigapede’s corpse
allow the fanatic to push them out of the way and requires an END + Survival test with a difficulty of
become the target instead. 1. A success yields 2D
C
  portions of gigapede meat
(comparable to radscorpion meat). If the test results
INVENTORY in at least one Effect, butchery also produces 2D

Rare Materials.
Cage Armor, Heated Super Sledge, Combat
Shotgun, 5D
C
  shotgun ammo

78 FALLOUT  Winter of Atom


Minuteman Rifleman
LLevel 8, Human,
Normal Character (60 XP)

S P E C I A L ATTACKS

6 7 6 6 5 5 4 ƒ RECON THREE-CRANK LASER MUSKET:


PER + Energy Weapons (TN 12), 6D
C
  Piercing
SKILLS Energy damage, Range M, Two-Handed,
Accurate, Recon
Athletics 1 Repair 2
ƒ SERRATED COMBAT KNIFE: STR + Melee
Energy Weapons 5 Sneak 1
Weapons (TN 8), 4D
C
  Piercing, Persistent
Medicine 1 Speech 1 Physical damage
Melee Weapons 2 Survival 4
SPECIAL ABILITIES
HP INITIATIVE DEFENSE CONCENTRATE FIRE: When the minuteman
ƒ
14 12 1 rifleman makes a ranged attack, they can re-roll
up to 2D
C
  of their damage roll.
CARRY WEIGHT MELEE BONUS LUCK POINTS

210 lbs. - - INVENTORY

Leather Chest Piece, Leather Leg x2, Leather Arm x2,


PHYS. DR ENERGY DR RAD. DR POISON DR
Recon Three-Crank Laser Musket, Serrated Combat
1(Arms, 2(Arms, Knife, 2d20 Fusion Cells, 2D
0 0 C
  Stimpaks, Wealth 2
Legs, Torso) Legs, Torso)

THE FALLOUT increase their settlement reputation rank by 1 for


Diamond City or whichever settlement offered
The PCs complete Main Quest: Cleansing Fire when
them this quest. Improve the denizen outlook and
they cleanse Brother Schumaker’s tunnels of radi-
food supply of all settlements the PCs have discov-
ation, clear the alternate route of the Last Son of
ered by one level.
Atom’s acolytes, or work with the acolytes to block the
tunnels and kill the Minutemen guards. If they were ƒ Fractured the Church. If the PCs struck a deal with
offered a reward for their services, payment awaits Brother Schumacher to deal with the Last Son’s
them once they prove their work is complete. acolytes, word filters back to the Last Son that
Brother Schumacher betrayed him and that the
If they made a deal with Brother Schumaker to find PCs were involved. The Last Son’s forces may seek
another trade way and cleared the deeper tunnels of revenge against the Rad Church and Schumaker if
acolytes, Schumaker’s Church becomes a new settle- they are not busy with other schemes.
ment struggling to survive; the PCs begin with a base
ƒ United the Children of Atom. If Brother
settlement reputation of 2 (Neutral) for the
Schumacher and his followers died at the hands
Rad Church.
of the PCs, other sects flock to the Last Son for
protection, and he continues to consolidate power.
This quest has the following outcomes:
Double the AP added to the GM’s pool when the
PCs begin Main Quest: A New Eden.
ƒ Secured a New Supply Route. If the PCs clear out
the Rad Church settlement of radioactivity—or the ƒ Accidentally Caused a Nuclear Explosion. If
alternate route of acolytes and miniature giga- the PCs caused the bomb in the underground
pedes—trade flows through the sewers. The PCs Rad Church to explode, they lose 2 settlement

Chapter Two  WELCOME TO THE COMMONWEALTH 79


reputation for any impacted settlements that learn ƒ Helping Diamond City or other settlements begin
of their involvement. You can decide other rami- to trade food and supplies through a cleansed
fications for the region after one of its sewer lines sewer route
becomes ground zero. You might increase radiation
ƒ Searching for Minnie Mabee—to either warn her
hazards during travel, force nearby settlements to
that the Atomites are hunting her or to turn her
move further away from the fallout, or invent your
over for a reward
own consequences.

After finishing this quest, more settlement side quests


Possible next steps for the PCs include:
become available. Encourage the PCs to continue to
travel, build relationships, and survive. Winter’s cold-
ƒ Deciding what, if anything, to do about the bomb
est months still lie ahead. When you feel the group
in the Rad Church
is ready to proceed with the main story of Winter of
Atom, proceed to Main Quest: A New Eden.

MAIN QUEST: A NEW EDEN


This quest becomes available once the PCs complete most of the chapter’s side quests, and you feel it is time to
progress the main story. Add 2 APs per PC to the GM’s pool when the quest begins.

A New Eden is the final main quest of this chapter, and In this quest, PCs have the following objectives:
you should review the quest in its entirety before run-
ning it. In the ruined harbor of old Boston, the USS ƒ Stop the spread of the flesh fruit through the
Germination becomes beached upon the frozen shore. Commonwealth.
Shortly after, a terrifying sickness turns the once
ƒ Storm the USS Germination and find a cure to the
plentiful settlement aboard the vessel into a place of
flesh fruit sickness.
utter horror.
ƒ Defend the USS Germination from invasion by the
When the PCs encounter a group of Minutemen, Last Son of Atom’s followers.
they learn of a beached vessel nearby whose resi-
dents have grown the largest source of food in the The PCs’ choices significantly impact the future of the
Commonwealth. The mysterious fruit grown aboard Commonwealth as the worst winter months arrive.
the ship could be a lifeline to starving communities They may uncover a valuable source of food the settle-
trying to survive the winter. Shortly after, the PCs dis- ments desperately need—or allow a ghoulish sick-
cover that anyone who eats the fruit becomes afflicted ness to spread across the region and the Last Son of
by a ghastly sickness. The mutated USS Germination Atom’s armed followers to make the USS Germination
mariners refuse to help or allow anyone on board, a stronghold. After this quest ends, when you proceed
forcing the PCs to storm the ship by force if they wish to Chapter 3: The Winter War, an all-out war ignites
to find a cure to the sickness. between the Last Son’s Church and any settlements
standing in his way.
Meanwhile, the Last Son of Atom prepares to betray
the residents of the vessel and sends a heavily armed
unit of soldiers to take the USS Germination by force.
If they succeed, the Last Son’s followers gain control
of the most significant food source in the region—and
the perfect stronghold from where they can strike at
their enemies during Chapter 3: The Winter War.

80 FALLOUT  Winter of Atom


CONTENT WARNINGS AND CHANGING THE STORY OF THE USS
SCENES
This quest involves elements of grotesque body horror and
GERMINATION
cannibalism. Gamemasters may wish to alter the quest in
The USS Germination is a waste freighter repur-
one or more of the following ways to better suit the needs of
posed to be a thriving and self-sustaining farm
their group:
populated by a few dozen settlers. The farm’s rich
compost fermented over decades at sea, making
ƒ Avoid giving the PCs the flesh fruit to eat when they first
the green space possible. Earlier in the winter, the
meet the Minutemen, so they do not become changed by
freighter washed inland and almost instantly froze
its effects.
in the ruined Boston harbor. Run aground, the once
ƒ Rather than offer vivid descriptions of those affected secure settlement lacked protection against loot-
by the fruit, downplay physical changes but emphasize ing Raiders, flesh-hungry Super Mutants, and other
how the sickness affects their actions, motives, and starving factions. In their time of need, the Last Son
personalities. of Atom visited the settlement’s leader, a brilliant
but ethically bankrupt geneticist named Dr. Yarrow.
ƒ Avoid vivid descriptions of cannibalization, focusing
The Last Son offered Yarrow a food source capable of
instead on the sick mariners’ other destructive and
replacing the freighter’s dying farm—a strange purple
unsettling behavior.
fungus that grows delicious fruit even in the coldest
climates when planted inside a frozen human corpse.
In exchange, Yarrow has helped the Last Son with his

Chapter Two  WELCOME TO THE COMMONWEALTH 81


genetic experiments, leading to the creation of highly Mechminster Abbey may offer them a 300-cap reward
mutated beings that serve the Church—like Radoid to look for the Minuteman Reese and his missing
Freaks and the Gigapede and its hatchlings. unit who were scouting for food supplies—or you can
create a compelling hook that fits with the story at
Yarrow and the settlers have recently been hunting your table.
stray scavengers near the harbor to provide corpse
fertilizer for their new garden. The results have been Begin this scene when the PCs finish 24 hours of
astounding, and the USS Germination’s food stores, travel and each the ruined harbor of old Boston. When
known as the Hoard, have become the largest in the they do, read or paraphrase the following:
Commonwealth during winter. The mariner settlers
who have eaten the fruit have become sick, their bod- The longer you travel, the colder it gets, herald-
ies twisting and mutating in strange and seemingly ing the arrival of the most merciless months of
impossible ways. The more they eat the flesh fruit, winter. At last, almost by chance, the views of the
the more they become increasingly aggressive and frozen harbor and icy ocean beyond give way to a
starving. When the PCs encounter them, the mutated small camp of other travelers shoved into an easily
mariners are entirely willing to turn to cannibalism to overlooked alleyway. The Minutemen campsite is
sate their monstrous hunger. little more than a collection of large tents secured to
ruined walls and makeshift cooking stoves around
Only a handful of the freighter’s residents, including one central campfire. The mouth of the alley gives an
Yarrow and a pair of identical twin children, have yet unimpeded view of a large, marooned freighter vessel.
to eat the fruit. The unafflicted barricaded themselves Along the ship’s outer hull, the freighter proudly
inside a storage closet to avoid being eaten by their displays its name—the USS Germination.
friends-turned-cannibals. Yarrow continues to feed
the mutated mariners more fruit to sustain them At the campsite, a dozen Minutemen huddle around
(and keep them from eating him) but has become the fires to roast large chunks of hairy purple fruit.
increasingly desperate. Yarrow works feverishly to Despite the cold, they count their supplies, eat, and
develop a cure for the sickness destroying the settle- share merry jokes and stories. The jolliest looking
ment, while cursing the day he accepted the Last Son of the Minutemen, a young person with round, rosy
of Atom’s help. cheeks, notices your group nearby and stands up to
wave at you.
Shortly before the start of this quest, a group of
Minutemen searching for food to give to nearby The first time the PCs arrive at the camp, a jolly
settlements stumbled upon the USS Germination Minuteman scout named Reese spots them. They
when it came under attack by a band of raiders. Led warn the PCs a blizzard is coming and offers them
by Minuteman Reese, they came to the mariners’ fresh food, a warm place to spend the night, and
defense. In exchange for their aid and to keep them good company. The twelve Minutemen at camp are a
from coming aboard, Yarrow gave them a large crate of found family, considering each other siblings. They
the flesh fruit. Yarrow knows it’s just a matter of time are friendly and generous with their blankets, fires,
before the Minutemen get sick and return with guns and beer. Some things the PCs can learn from the
to demand answers. Minutemen include the following:

ƒ The Minutemen guard the harbor shores, keeping


an eye out for any ships that get stranded or any
SCENE ONE: STRANGE FRUIT strange monsters that come out of the sea. They
recently killed a giant squid with thirty-six arms
To trigger the start of the main quest, provide the PCs
and four human legs. They burnt the body but still
motivation to explore the ruins of the harbor. Food
smell like ink.
stores are growing increasingly desperate everywhere.
A community leader like the Reverend Riveter from

82 FALLOUT  Winter of Atom


ƒ The Minutemen helped the USS Germination stave ƒ They have yet to find a better food source than the
off a raider attack earlier today. The people on the USS Germination’s fruit stores. They plan to stay
ship are a bit odd and never smile, but they are here and hope the settlements send traders so they
generous enough. The crew rewarded them with a can broker ongoing deals with the crew to help
batch of delicious fruit they grew on the ship. The ensure the Commonwealth survives the winter.
Minutemen think the ship settlement came from
In exchange for the PCs’ best travel or war stories,
overseas and got stranded when winter came.
the Minutemen offer them the best fruit in the
Commonwealth. Of course, the flesh fruit is far from
what the Minutemen or the PCs might expect.

FLESH FRUIT
HP
ITEM OTHER EFFECTS IRRADIATED? WEIGHT COST RARITY
HEALED

Flesh Fruit 10 HP Gain 2 AP, Special - 1 25 5

Flesh Fruit is a large, hairy purple fruit of unknown origin Special: The HP and AP gained from Flesh Fruit ignore the
that excels in cold weather climates. When cooked, it has effects of Fatigue. Upon consuming Flesh Fruit, the character
a rich, meaty taste, leaving consumers feeling well-fed and must succeed on an END + Survival test with a difficulty
craving more. Its ability to be grown in the cold makes of 2 or contract the Famished Fever disease. If they
it invaluable in harsh winter climates. However, until it is are already suffering from Famished Fever, increase the
treated with a cure, the fruit carries Famished Fever—a disease’s current Duration by 1.
horrifying disease.

FILLER NEEDED

Chapter Two  WELCOME TO THE COMMONWEALTH 83


Famished Fever The disease progresses rapidly in most cases, inflicting
additional effects at certain Duration levels:
Famished Fever causes an afflicted character’s thoughts to
become increasingly occupied by thoughts of starvation. The
ƒ Duration 3+. The character’s food cravings intensify,
disease begins showing symptoms after 12 to 24 hours and
and they can only regain HP by eating more Flesh Fruit.
causes rampantly increasing addiction and hyper-metab-
olism. Ultimately, it results in grotesque physical mutations ƒ Duration 5+. The flesh of living creatures gain the
and cravings for raw, living flesh. properties of flesh fruit for the afflicted character, allow-
ing them to eat it to gain HP and AP. Afflicted characters
Famished Fever begins with a Duration of 2. At the start become immediately aware of this effect without needing
of each scene, reset the afflicted character’s Fatigue to the to partake in eating living flesh.
disease’s current Duration—then apply the effects of Fatigue.
ƒ Duration 7+. Double the HP and AP gained from
Increase the difficulty of their PER, CHA, and INT tests
eating living flesh or flesh fruit. The afflicted character
by 1.
begins to mutate physically. Their skin turns purple,
revealing strange weeping sores and abnormal bone
Once per day, or when an afflicted character rests, they
growths.
must make an END + Survival test with a difficulty
equal to the current Duration (maximum 5). If the test ƒ Duration 10. The afflicted character’s brain becomes
fails, increase the Duration by 2 C
D . If the test succeeds, entirely consumed by the disease, making them unable
reduce the Duration by 1. If the Duration is reduced to 0, to communicate and fixated only on their next meal. A
an afflicted character recovers from the disease, and any PC that reaches this duration is placed under the GM’s
mutations or other effects fade away after 24 hours. control until they can be cured.

84 FALLOUT  Winter of Atom


After spending time at the camp, the PCs can travel RETURNING TO THE MINUTEMEN
onward to inform settlements of the potential new ENCAMPMENT
food source, inform the Minutemen that Reese’s unit
is well, or accomplish another goal. If they attempt When you return to the camp, everything is different.
to visit the USS Germination, the armed sailors on The smell is truly vile but difficult to discern—more
its top deck politely refuse entry but promise to take grotesque than the hot tang of rotting flesh. It is
any offers the PCs make to their leader, Dr. Yarrow. almost like the smell of overripe fruit rotting in the
The mariners look very well fed, if a bit skittish. They sun… but meatier.
encourage the PCs to return in a few days. Lacking
the climbing gear needed to board the beached vessel Reese and the other Minutemen are changed. Their
without being shot at by dozens of armed mariners, skin has begun to bloat and stretch, warping into
they have no easy means to sneak onto the ship. dark purple splotches like enormous bruises. Their
eyes weep yellow puss constantly, and their lips are
cracked and bleeding. In darkness or shadow, they
CONTINUING THE QUEST
glow softly with a pale purple aura that is sickening
After 12 to 24 hours of travel, before they reach a set-
to stare at for too long.
tlement or another major location, the PCs encounter
the horrifying side-effects of the flesh fruit for the
Something is horrifically wrong here.
first time. PCs who ate the fruit begin to experience
the effects of Famished Fever.
The Minutemen immediately notice any party mem-
bers who have consumed the flesh fruit and are feel-
The PCs stumble upon a terrified Minuteman named
ing the effects. Reese’s voice has changed too—it is
Susan Hailey, who tracked them down from Reese’s
raspier, almost monstrous. The Minutemen are eager
campsite. She tells them something terrible is hap-
for the PCs’ help but also starving and cannot help but
pening at the camp. Her friends are very sick, and she
look at the PCs with hungry longing, wondering what
doesn’t understand why. Susan begs for their help. If
they might taste like cooked.
they ask her about the fruit, Susan admits she only ate
it for the first time today—she prefers to eat meat.
Some things PCs may learn during the conversation
include the following:
Encourage the PCs to return to the campsite as soon
as they can. If they refuse to return in a reasonable
ƒ Everyone who ate the fruit became ill and began to
amount of time, this quest ends with foul conse-
change in strange, horrifying ways.
quences (see The Fallout).
ƒ The Minutemen traded some of the fruit to a
Commonwealth settlement (choose one that makes
sense for you, or the location where PCs have the
highest settlement reputation rank). It was too late
by the time they realized the flesh fruit was making
them sick.

ƒ Not long after the PCs had previously left, a small


child stumbled into the Minuteman camp. She was
starving and scared and told them stories about
being grabbed by a man in a grubby lab coat and
dragged aboard the ship. She claimed the USS
Germination is covered in thick foliage and that
the crew members have transformed into horrible
monsters who slather and drool.

Chapter Two  WELCOME TO THE COMMONWEALTH 85


ƒ When Dr. Yarrow gave them the fruit initially, he the USS Germination. When the PCs succeed on a test,
claimed he had not eaten it himself because of a they locate more of the flesh fruit and gain a new lead
food allergy. Yarrow mentioned he was working about where to look next. When the PCs fail a test,
on a cure to his allergy so he could enjoy the fruit they hit a dead-end in their investigations and must
like everyone else. Reese believes Yarrow holds the backtrack and try a different approach to find the
treatment to their sickness. trail again. Every lead the PCs follow brings them to
more NPCs affected by the sickness, as determined by
Reese tells the group that the Minutemen have been
you. Depending on the settlement and their standing
planning a raid on the USS Germination to discover
there, they may also need to barter, make promises, or
what is happening and find a cure, but their sickness
earn the trust of locals to get further information.
has left them weak and starving. They need help. The
PCs have a choice—track down any flesh fruit the
When the PCs succeed on three group tests, they
Minutemen traded to the settlement before the sick-
successfully track down all the flesh fruit in the
ness spreads or join forces with the Minutemen and
settlement. If the PCs fail three group tests before
storm the USS Germination.
they succeed on three group tests, a traveling mer-
chant purchases the flesh fruit and carries it to trade
Whether or not the PCs take time first to track down
to another settlement of your choice. The PCs must
the traded flesh fruit, when they storm the
again choose to continue to hunt it down or return to
USS Germination, proceed to Scene Two: Aboard the
the Minutemen camp.
Starving Ship.

Continuing the Hunt. If the PCs must continue


HUNTING THE FLESH FRUIT to hunt the fruit to a second settlement, they only
Time is against the PCs, and it proves difficult to track need to succeed on two group tests before they fail
down the flesh fruit the Minutemen traded to a local three group tests to find the remaining fruit before it
settlement. Reese or Susan can provide the name spreads again. If they fail to stop the fruit’s spread in
of the settler the Minutemen bartered with, giving the second settlement, it reaches a third settlement
the PCs their first lead—if possible, choose the name of your choice. If the PCs track the fruit to the third
of an NPC the characters already know and for whom settlement, they finally find the last of it—but too late
they have strong opinions. When the PCs arrive, the to stop more people who ate it from becoming sick.
settler is already changed like the Minutemen before
them. Before the PCs’ arrival, the NPC traded most Proceed to Scene Two: Aboard the Starving Ship when
of their fruit, and it has since exchanged hands the PCs return to the USS Germination.
several times.

Unless they found the cure, any PCs who ate the flesh
fruit continue to suffer its increasing effects as they
SCENE TWO: ABOARD THE
spend time traveling and investigating. The longer STARVING SHIP
the hunt continues, the more desperate the situation
becomes. Even if they find all the remaining fruit, The mutated and armed defenders of the USS
without a cure, anyone affected will continue to get Germination are entirely uninterested in allowing any-
sicker over time. one on board or talking. They are only interested in
following Dr. Yarrow’s orders, so he continues to pro-
Beginning the Hunt. Tracking down all the fruit vide them flesh fruit. However, in their current state,
before it spreads its sickness to more people and they would not mind trying regular human flesh and
settlements requires the PCs to make a series of three seeing how that tastes and feels. There are no lower
group tests with a difficulty of 5. The PCs can make entrances to the beached vessel or accessible boarding
any type of test to progress, so long as they make sense ramps. To get onto the USS Germination, the PCs must
in the story. Reduce the tests’ difficulty by 2 if the PCs storm the freighter and scale its outer hull.
chose to hunt for the fruit immediately before raiding

86 FALLOUT  Winter of Atom


STORMING THE USS GERMINATION
If the PCs leave immediately with Reese’s
Mutated Mariner
Level 10, Mutated Human,
Minutemen rather than track down the fruit in the
Minion Character (25 XP)
settlements, Reese provides them climbing gear and
proposes his unit climbs up first to assault the mar- BODY MIND MELEE GUNS OTHER
iners on the upper deck, so the PCs can sneak below 8 5 3 3 1
decks unnoticed. If the PCs chose not to go with the
Minutemen, Reese leads the unit to assault the ship HP INITIATIVE DEFENSE
but is viciously overwhelmed by its defenders. Reese, 1 13 1
Susan, and four other Minutemen escape into the wil-
derness (see The Fallout p.99) but leave their climbing PHYS. DR ENERGY DR RAD. DR POISON DR
gear behind at the icy base of the vessel. 1(Arms,
1(All) Legs, Torso), 1(All) Immune
Since the Minuteman first left the ship with the gift 0 (Head)
of flesh fruit, Dr. Yarrow has prepared for their inev-
itable attack. Ten mutated mariners constantly crew ATTACKS

Top Side under orders to immediately open fire on ƒ BOLT-ACTION PIPE RIFLE: Body + Guns (TN 11),
anybody attempting to board without permission. The 5 Physical damage, Piercing 1, Range M,
mariners have been driven to mad hunger by long- Two-Handed
term exposure to the fruit—they are just as likely to ƒ STARVING BITE: Body + Melee (TN 11), 5
eat invaders as to shoot them. Physical damage, and the target suffers 1 point
of Fatigue.
The PCs can attempt to use the climbing gear—har-
SPECIAL ABILITIES
nesses, ropes, rigging, and industrial suction cups— to
scale the ship’s icy outer hull quietly. They must make ƒ FLESH FRUIT METABOLISM: When a group of
a group STR or AGI + Sneak test with a difficulty of mutated mariners enters the scene, generate 2 AP
for the GM’s pool.
5. Reduce the test’s difficulty by 2 if they allow Reese’s
Minutemen to climb first and attack to provide a dis- ƒ BLOW A STEAM PIPE: While inside the USS
traction. If they fail, a group of five mutated mariners Germination, the mariner can spend an action to
make a surprise attack against them as soon as they crack a pipe, filling an area within Close range
with hot steam. Increase the difficulty of all PER
reach Top Side, all too eager to allow the PCs aboard
and AGI tests in the area by 1 until the start of
so the starving mutants can taste their fresh meat.
their next turn.

INVENTORY

ƒ Heavy Coat, Hood, Pipe Bolt-Action Rifle, 5D


C
  ,
.308 ammo

BATTLE FOR TOP SIDE


Dr. Yarrow’s flesh fruit orchard covers most of Top
Side. PCs can spend a minor action to pluck another
flesh fruit from the grotesquely purple vines. If the
PCs snuck aboard without being noticed, they can
take the stairs exit leading down to the Upper Hold
or make a surprise attack against the ten mutated
mariners.

Chapter Two  WELCOME TO THE COMMONWEALTH 87


If the PCs fight the ten mutated mariners—after EXPLORING BELOW DECKS
defeating eight of them—five more emerge from
Beyond the hold, the ship expands into a twisted
below decks. If Reese’s Minutemen are present to
maze of tight corridors, stairs descending into lower
assault the mariners, roll 3 C
D at the end of each
decks where await ruined crew cabins, engine rooms,
round to determine how many mariners they defeat.
gore-spattered waste disposal rooms, ransacked armo-
Should the PCs leave the Minutemen to fend for
ries, and kitchens overgrown with wild, pulsing flesh
themselves, the mariners overwhelm the unit: Reese,
fruit vines.
Susan, and five surviving Minutemen desperately flee
the vessel into the wilderness.
PCs can spend time exploring the ship room-by-room
by scavenging. To do so, they must spend 10 minutes
If the Minutemen fight alongside the PCs and do not
per room and make a group PER + Survival test with
flee, several become wounded during the battle. Reese
a difficulty of 2 and a complication range of 3 (18-
tells the PCs he and his unit will hold the top deck
20). If they succeed, they roll the minimum number
and secure their retreat, then encourages them to look
of times for each loot table on the USS Germination
for a cure before it’s too late.
Scavenging Table. For each AP they spend they can roll
an additional time on a loot table (up to the maxi-
THE UPPER HOLD mum.) For each scavenging complication rolled, 3 C
D
When PCs head below decks for the first time, read or mutated mariners find the PCs and attempt to kill
paraphrase the following: then eat them.

Descending below decks is like walking into a storm When PCs succeed on a scavenging test, allow them
of sensation, an all-out assault of smell, sound, and to opt to spend an additional 3 AP to uncover an
sight. The hold is caked in filth and viscera—its important location of your choice—either Dr.
oozing walls coated with blood, organ meat, and Yarrow’s Office or the Barricaded Storage Closet.
chunks of bone. An unidentifiable wet mass slowly Alternatively, you can add 3 AP to the GM’s pool and
drips down ruined surfaces with the pace of a melting describe how they find one of the two locations when
glacier. The air down here is heavy enough that one you want to progress the main quest.
could almost chew its rot and copper tang.
Collaborate with your players to describe the eerie
The noises emanating from around the hold are even rooms they wander into and what they see there. If
more overbearing. The walls echo sounds of bones the PCs try to fully rest while exploring below decks,
snapping, teeth slowly grinding, flesh tearing like interrupt their attempts with attacks by groups of five
wet paper, and long, slathering slurps. mutated mariners who manage to find them. Only
the Barricaded Storage Closet and Yarrow’s Office
The mutated, flesh-hungry crew are here. And it’s provide a safe place to rest inside the freighter.
supper time.
USS Germination Scavenging Table
The hold contains a group of five mutated mariners LOOT TABLES NUMBER OF ROLLS
feasting on bits of corpses of Yarrow’s captives and
Ammunition 1-2
other crew members who refused to eat the flesh fruit.
Sneaking past them to reach Yarrow’s office requires a Armor 0-2

successful group AGI + Stealth test with a difficulty of Clothing 1-2


3. If the test fails, all of the ravenous mariners turn on Weapons 0-2
the fresh meal and attack.
Oddities 0-2

88 FALLOUT  Winter of Atom


THE TWINS ƒ The Hoard. The storage area lies beyond a locked
door in the Dragon’s office on a lower deck of
While exploring, if a PC actively keeps watch for
the ship. The Hoard contains more food than the
threats, they can make a PER + Sneak or Survival test
Twins have ever seen. The Twins are small enough
with a difficulty of 2. Whenever they succeed, they
to sneak in, but if the PCs want to get inside, they
notice two pairs of eyes watching them from behind
must bypass the locked door.
a ventilation grill set high up in the wall. The Twins,
eight-year-olds Eric and Elana, observe the PCs from ƒ Other Survivors. A small group of the crew who
safety. They refuse to come out unless the immediate refused to eat Yarrow’s fruit barricaded themselves
area is safe. inside a storage closet on the other side of the
hold. The Twins sneak them safe food when they
Once an area is safe, a PC can convince the Twins can. A storage locker conceals the entrance, and a
to come out and speak to them by making a CHA group of monsters wanders the deck outside the
+ Speech test with a difficulty of 2. If the test fails, closet. The Twins politely plead with the PCs to kill
the Twins scurry away into the vents—the PCs can the monsters outside the closet—two of them used
try to earn their trust by making another test when to be their parents.
they spot them elsewhere on the ship. If the test
A PC who presses the Twins about how they avoid the
succeeds, the stick-thin, pale, stringy blonde-haired
monsters to reach the barricaded crew must make a
twins exit the vents and hold each other’s hands
CHA + Speech test with a difficulty of 4. If they fail,
tightly. The Twins do not mean to be creepy, but their
the Twins refuse to share their secrets. If they succeed,
traumatic experiences cause them to be skittish and
the Twins reluctantly lead the PCs on a cramped crawl
act strangely. They speak with high-pitched, hushed
through ventilation shafts. They emerge on the lower
voices and often finish each others’ sentences.
deck directly into the barricaded closet—bypassing
the mutated mariners roaming outside.
When PCs talk to the Twins, they can spend AP to
Obtain Information. When PCs stop spending AP,
In either case, the Twins can offer directions to the
the Twins grow scared of a nearby sound and escape
location of Dr. Yarrow’s Office or the Barricaded
back into the nearest ventilation shaft. Some of what
Storage Closet on the USS Germination’s lower decks
PCs may learn includes the following:
before they go back into hiding. PCs no longer need to
spend AP while exploring to find the locations.
ƒ Dr. Yarrow. They call him “The Dragon” and don’t
trust him. He’s a bad man who’s done very bad
things to their friends and family. He made people BARRICADED STORAGE CLOSET
eat the fruit and it turned them into monsters. It Six starving crew members are locked in the closet—a
used to be better, and everyone used to be nicer little smaller than a crew cabin. They barred the door
before the ship marooned in the ice. with thick metal scraps rigged with a heavy old-world
lock on the inside. The survivors are on the edge
ƒ The Fruit. They do not know from where the flesh
of death, kept alive by a combination of adrenaline
fruit came. Yarrow started to grow it and became
and the bits of food the Twins sometimes scavenge
increasingly cruel and scary after he began receiv-
for them. The closet is the only place survivors have
ing visits from his new friend. That’s when they
managed to hole up to keep their mutated mates at
started calling him the Dragon. The Twins only
bay. They are desperate to get off the USS Germination
know Yarrow’s friend by their nickname for him—
and don’t want to be eaten by the mutated mariners.
the Prophet. He gave them sweets once, but some-
The survivors can tell PCs about the history of the
thing about his big eyes really scared them.
USS Germination, The Hoard, and Dr. Yarrow (see the
introduction to Main Quest: A New Eden, p.85).

If the PCs defeat the ten mutated mariners wander-


ing the hold outside the closet, the crew survivors

Chapter Two  WELCOME TO THE COMMONWEALTH 89


run for Top Side and either join the Minutemen there the PCs defeat or draw away the mutated mariners,
or flee the ship. If the PCs snuck past the mariners the survivors let them inside the closet when they
on Top Side without defeating them, the mariners announce themselves at the door. Otherwise, the PCs
murder the fleeing survivors and begin to them before can enter the closet through the ventilation ducts if
they can escape. the Twins show them the way.

If the PCs barricade themselves in the closet, it is one Entering Through Ventilation. If the PCs enter
of the only places on the USS Germination where they the closet through the ventilation ducts and open
can fully rest without being attacked. the barricaded door, they can attack or distract the
ten mariners while the six starving survivors make a
Entering Through the Hold. If the PCs approach the mad dash for the stairs. At the start of each mutated
closet from the hold outside, they find ten mutated mariner’s turn, roll 1 C
D —if they roll an Effect, the
mariners roaming the halls. The open hold has been mariner spends their turn chasing down and feasting
stripped of its belongings, leaving nowhere for the PCs on a fleeing survivor.
to hide. The starving mariners attack immediately. If

Mutated Mariner
Level 10, Mutated Human, ATTACKS
Minion Character (25 XP) ƒ STARVING BITE: Body + Melee (TN 11), 5
Physical damage, and the target suffers 1 point
BODY MIND MELEE GUNS OTHER
of Fatigue.
8 5 3 3 1
SPECIAL ABILITIES
HP INITIATIVE DEFENSE
ƒ FLESH FRUIT METABOLISM: When a group of
1 13 1 mutated mariners enters the scene, generate 2 AP
for the GM’s pool.
PHYS. DR ENERGY DR RAD. DR POISON DR
ƒ BLOW A STEAM PIPE: While inside the USS
1(Arms, Germination, the mariner can spend an action to
1(All) Legs, Torso), 1(All) Immune crack a pipe, filling an area within Close range
0 (Head) with hot steam. Increase the difficulty of all PER
and AGI tests in the area by 1 until the start of
ATTACKS
their next turn.
ƒ BOLT-ACTION PIPE RIFLE: Body + Guns (TN 11),
5 Physical damage, Piercing 1, Range M, INVENTORY

Two-Handed Heavy Coat, Hood, Pipe Bolt-Action Rifle, 5D


C
  ,
.308 ammo

90 FALLOUT  Winter of Atom


DR. YARROW’S OFFICE Dr. Yarrow uses his desk for 2 C
D cover if he can and
The heavy metal door to the office is eerily unlocked. attacks with his Syringer, attempting to hinder the
The lights inside are off. When the PCs enter the PCs while his remaining mutated crewmates swarm
room, read or paraphrase the following: them from behind. Yarrow is not well armored but is
surprisingly spry and a crack shot with his weapon.
The office lights flicker on with a sickly fluorescent While he fights, he taunts the PCs for being short-
glow. The lab is spotlessly clean, a jarring change sighted and not seeing the bigger picture of his phe-
from the chaos of the rest of the ship. A large metal nomenal scientific discovery. He intends to capture
door on the opposite side of the room hums gently, a the PCs, lock them in the Hoard, and force them to
constant electrical current running through it. eat the flesh fruit or starve.

A balding, messy-bearded older man in a lab coat The alarm continues to sound during the fight. At
stands behind a desk strewn with papers and files. the start of each round, you can spend AP to bring
He grins too wide, and his eyes bulge. Doctor Yarrow in additional mutated mariners. For each AP spent,
levels a Syringer in your direction. He giggles a little, add 3 D
C
  mutated mariners to the encounter. The
then speaks in a squeaky voice. “I’m afraid that’s as remaining mutated crew swarm the PCs from the
far as you go. You should not have come, but now nearby halls outside Yarrow’s office, drawn by the
that you’re here…” alarm. PCs can find the switch for the alarm under
Yarrow’s desk by spending a major action and suc-
Suddenly, a blaring alarm begins sounding out across ceeding on a PER + Science or Survival test with a
the USS Germination. Doctor Yarrow shrugs and difficulty of 2. A PC can flip the switch to turn off the
laughs before he finishes his threat. “Well, you might alarm by spending a minor action. Once they do, no
as well be put to good use.” more mariners can join the encounter.

Chapter Two  WELCOME TO THE COMMONWEALTH 91


Dr. Yarrow
Level 8, Human, SPECIAL ABILITIES
Major Character (222 XP) ƒ YELLOW BELLOW: The target must use at least
one action each turn to move away from all
S P E C I A L
enemies by the most direct route. This lasts for a
5 10 6 7 10 9 6 number of rounds equal to the Effects rolled.

ƒ LAB COAT: Each scene, Dr. Yarrow can re-roll a


SKILLS
single d20 on an INT test.
Medicine 6 Sneak 3

Repair 2 Speech 1
INVENTORY
Science 6 Survival 4
Lab Coat, Recon Recoil Compensated Syringer,
Small Guns 4 8+4D
C
  Syringer Ammo (a mix of Endangerol, Lock
Joint, and Yellow Belly), Wealth 2
HP INITIATIVE DEFENSE

26 23 2

CARRY WEIGHT MELEE BONUS LUCK POINTS

200 lbs. - 6

PHYS. DR ENERGY DR RAD. DR POISON DR

0 0 0 0

ATTACKS

ƒ RECON RECOIL COMPENSATED SYRINGER: AGI


+ Small Guns (TN 13), 5D
C
  Physical damage,
Fire Rate 1, Two-Handed, Accurate, Recon,
Range M

SPECIAL ABILITIES

ƒ SYRINGER SURGEON: Dr. Yarrow deals an


additional 2D
C
  damage with his Syringer
(included). Once per combat, he may re-roll
any number of D
C
  after hitting a target with his
Syringer.

ƒ SYRINGE AMMO: When Dr. Yarrow attacks with


their Syringer, he may choose to use Berserk,
Endangerol, Lock Joint, or Yellow Belly ammo.
Yarrow can only use Berserk ammo once per
combat.

ƒ BERSERK: When an Effect is rolled, the target


frenzies, attacking the nearest living creature
(friend or foe) until the end of combat.

ƒ ENDANGEROL: When an Effect is rolled, the


target’s Physical DR is reduced by 2 until the end
of combat.

ƒ LOCK JOINT: When an Effect is rolled, add the


Stun Effect.

92 FALLOUT  Winter of Atom


Unknown to the PCs, Yarrow’s alarm also alerts a cadavers as fertilizer, he has given me nothing!
nearby unit of the Last Son of Atom’s soldiers to the No cure to the sickness his fungus inflicted on my
threat to the USS Germination. The Atomites mobilize crew and no weapons or soldiers to help defend
and approach the outside of the freighter, preparing a my Hoard. He takes, and he takes. I’ve had quite
snowbound siege. Once Yarrow is defeated and none enough of his arrogance. He and his sheep will
of his mutated crew remain to threaten the PCs, allow serve me well
the PCs an opportunity to rest safely and further the next time they come… by providing a bounti-
explore the freighter. ful supper to my crew and fresh fertilizer for
the orchard.”
Yarrow’s Desk. The files and objects on the desk are
scattered about chaotically. Their contents contain THE HOARD
research notes, evidence of Yarrow’s experiments,
An electrified and double-locked metal door in the
and an unexpected connection to the Last Son of
office leads to the freighter’s massive freezer, where
Atom. Any character with ranks in the Science skill
Yarrow grows his supply of flesh fruit. Unlocking the
can recognize the terrifying genius of Yarrow’s skill
door requires a successful INT + Lockpick tests with a
at genetics. The PCs can find the following when they
difficulty of 4. A PC can deactivate the door’s electro-
search the desk:
cution trap by succeeding on an INT + Repair test
with a difficulty of 3. Until the trap is deactivated, a
ƒ Flesh Fruit Files. Detailed diagrams, drawings, and
failed test involving the door causes a high current of
patient files document what Yarrow called “flesh
deadly electricity to run through the door—inflicting
fruit” and its phenomenal property to grow more
6C
D Piercing Energy damage.
abundantly in freezing temperatures. Yarrow’s
observations indicate an undesirable bacterial
In the massive freezer on the other side of the door
effect exacerbated by repeated consumption. The
lies Yarrow’s Hoard, the most significant source of
crew he tested the food source on saw a massive
fresh food remaining in the Commonwealth this win-
increase in metabolism while simultaneously expe-
ter. Investigating the hoard reveals its ghastly nature.
riencing an enormous reduction in the size and
Yarrow grows the purple fruit by planting the fungus
function of their brain’s frontal lobe. These effects
provided by the Last Son beneath the eyelids and in
led to increased hunger, aggression, and impulsive
the mouths of frozen corpses buried under a thin
behavior. Yarrow’s notes express frustration at not
layer of iron-rich topsoil. The USS Germination’s Top
understanding how the fruit mutates the crew’s
Deck orchard was cultivated from the Hoard’s much
bodies in such monstrous ways.
larger garden.
ƒ Notes on a Cure. A single file details Yarrow’s failed
attempts to cure Famished Fever without reduc- The PCs can take as much flesh fruit from the Hoard
ing the fruit’s ability to be farmed in harsh winter as you allow them to. If the garden can be treated to
climates. Yarrow’s previous efforts failed—but his remove the adverse effects of the flesh fruit, the food
most recent and unfinished design for a cure has source and its ability to grow in freezing temperatures
not been tested yet, and the doctor believes this could save many lives across the Commonwealth.
cure will work.

ƒ Holotape. If the PCs play the holotape, they hear CURING THE SICKNESS
Yarrow ramble: “This deal with the Last Son of If the PCs kept Yarrow alive during the battle, he
Atom and the mad sheep who follow him has me at offers to help them find a cure if they promise to
my wit’s end. I’m the one who helped him unlock let him live just a little longer. The doctor becomes
the methods to genetically re-engineer his pets— somber once he witnesses so many of his monstrous
his little monsters. His plan for this backwater crew perish during the battle, recognizing their
region has relied on me entirely! And yet, other deaths are his fault. He has little fight left in him
than providing me the fungus to grow my beau- and only wishes to help do something to correct
tiful orchard and a little hint about using frozen his terrible mistakes.

Chapter Two  WELCOME TO THE COMMONWEALTH 93


If the PCs spend at least four hours, they can attempt Once the PCs have taken control of the freighter,
to use Yarrow’s notes to finish developing a cure to finished exploring, and attempted to find a cure—
reverse the mutative effects of those who consumed they will eventually need to leave the USS Germination
flesh fruit. To do so, they must succeed on a group behind. Encourage them to rest first.
INT + Science test with a difficulty of 4. If Yarrow
helps, reduce the test’s difficulty by 2. If the test fails, A nasty surprise awaits them outside the ship. A unit
the PCs cannot engineer a successful cure—leaving of heavily armed Atomites has arrived to take control
the fates of those affected by the fruit up to chance. of the vessel and Yarrow’s garden, under orders from
the Last Son to make it a stronghold for the coming.
If the test succeeds, the PCs create an effective cure When you are ready, proceed to Scene Three: Siegebreak.
and can immediately test it on anyone afflicted with
Famished Fever. Offer the players the ability to spend
6 AP to adapt the cure into a spray that removes
the harmful bacteria from the flesh fruit so that the
SCENE THREE: SIEGEBREAK
massive food source becomes safe to eat in the future.
When this scene begins, add 1 AP per PC to the GM’s
They can generate AP for the GM’s pool if they want
pool and review the following scene to prepare for the
to create this result.
final encounter in this chapter of Winter of Atom. As
the PCs return to the USS Germination’s Top Side and
Curing Famished Feverevr see its beached hull surrounded by Atomite forces,
read or paraphrase the following:
You can abstract the process for the cure, invent your own,
or use the following guidelines:
Beyond the eerie purple fruit orchards on the top deck
waits clear winter skies, a bright sun, and chilling
ƒ Remove the intestines of a corpse of someone afflicted
sight. The sun’s glow reflects off the ice shelf floating
by the sickness. Mince them into a paste with RadAway,
in the bay, and the heavy blanket of snow settled over
then dilute them with salt water.
the harbor area. Below, a large unit of heavily armed
ƒ Soak the fruit’s purple seeds in the viscera and saltwater figures approaches the USS Germination, where it
solution for two hours in sub-zero temperatures, such as lies beached on the frozen shore.
in a freezer. Wait for the seeds to sprout purple leaves
through the ice. A large group of soldiers wearing the holy symbol
of the Last Son of Atom’s followers drag a Yao Guai
ƒ Remove the sprouting seeds and plant them under the
behind them using four thick ropes. The monster
eyes or tongue of the corpse to cultivate a bacterial
looks like a massive, mutated bear. The beast is
antibody response during the growing process. Wait two
mostly hairless, its flesh almost polar bear white but
hours.
pocked with open, oozing sores. Its claws and fangs
ƒ Remove and wash the sprouts with anti-bacterial soap. have become elongated and appear sharp enough to
Infuse the sprouts into a sterile saline solution which can tear a man in two—or rip open a metal door like a
be injected into an afflicted patient. tin can. When the soldiers release the monster, it lets
loose a blood-curdling roar that echoes across the
Regardless of how you describe or imagine the cure,
water and begins thumping around in circles. Where
injecting it immediately stops the adverse effects of Famished
it steps, the monster’s claws crack the ice and snow
Fever. Cured characters can rest for 6 hours to recover from
beneath them.
Fatigue caused by the disease. After 24 hours, all mutations
and other effects of Famished Fever end.

94 FALLOUT  Winter of Atom


The soldiers gaze up to the freighter’s highest deck Use the following guidelines when describing and
and draw strange-looking guns that glint in the sun- imagining the battle:
light. A long dark-haired, muscular soldier steps for-
ward, his lower jaw replaced by scrap metal covered ƒ The distance between Top Side and any characters
in frost. He presses a button on a wrist device, and a on the icy ground outside the ship is Long range.
robotic, emotionless voice calls out from below.
ƒ The distance between Top Side or the ground
and any characters ascending the outer hull is
“Denizens of the USS Germination. I am Brother
Medium range.
Scrapjaw, servant of Atom, God of All Creation. This
vessel and its supplies are now the property of the ƒ Any fighting between characters on Top Side or the
Church. Throw your weapons overboard, lower your ground happens at Close range.
ropes, and go in peace. Resistance will be met with
oblivion. Have a blessed day.” The Atomites’ Strategy. Brother Scrapjaw’s forces
siege the freighter on two fronts—by attempting to
Brother Scrapjaw is one of the Last Son of Atom’s board Top Side with grappling guns while his trained
most loyal soldiers. His orders are to secure the ves- Yao Guai rips an opening into the ship’s lower decks
sel’s food, get rid of Dr. Yarrow, and establish a strong- so that he and his better-trained soldiers can invade
hold aboard the freighter to be reinforced further by from below. The mechanics of the two-pronged assault
the Church’s soldiers. PCs cannot reason with him. are presented in the Repelling the Boarders and Holding
He demands the PCs and any of their allies remaining the Hold sections that follow.
throw their weapons overboard and depart the USS
Germination. If Reese’s Minutemen remain on the Reese’s Minutemen. If the Minutemen survived and
freighter, they refuse to give up the ship and seem held down Top Side, they eagerly fight beside the PCs
willing to die to defend its food stores. against the Children of Atom. Should Dr. Yarrow also
still live, he joins the Minutemen in defending Top
If the PCs agree to Scrapjaw’s demands, the Atomites Side. Roll 2 C
D at the end of each round to determine
keep their guns trained on the PCs but allow them how many Atomites they defeat, focusing on the clos-
to leave the freighter and depart peacefully (see The est enemies first. Brother Scrapjaw and the Yao Guai
Fallout). If the PCs make a move for their weapons cannot be defeated this way. If the PCs flee Top Side
at any point, Brother Scrapjaw commands his forces during the battle, the Minutemen and anyone remain-
to open fire and take the vessel by force. After they ing on Top Side are overwhelmed and killed.
leave, the Atomites easily overcome anyone remaining
aboard the freighter and take control.

If the PCs refuse to cooperate, a desperate battle


begins for control over the freighter and its hoard of
food stores. Brother Scrapjaw, a Children of Atom
Shock Trooper, commands the Atomite unit that acts
in the following ways:

ƒ 10 Children of Atom Fanatics attempt to ascend the


outer hull with grappling guns.

ƒ 5 Children of Atom Fanatics stay back to provide


cover fire with bolt-action pipe rifles, targeting
enemies who expose themselves on the Top Side.

ƒ A trained Yao Guai charges the outer hull and uses


its massive claws to rip open an entrance to the
lower decks of the USS Germination.

Chapter Two  WELCOME TO THE COMMONWEALTH 95


Children of Atom Fanatic ATTACKS

BOLT-ACTION PIPE RIFLE: AGI + Small Guns


Level 9, Human, ƒ
(TN11), 5 Physical damage, Piercing 1, Range
Minion Character (22 XP)
M, Two-Handed
S P E C I A L ƒ HEATED SUPER SLEDGE: STR + Melee Weapons
7 6 6 5 5 7 4 (TN 11), 5 Energy damage, Piercing 1, Two-
Handed
SKILLS
SPECIAL ABILITIES
Athletics 2 Sneak 4
ƒ IMMUNITIES: The fanatic is immune to Radiation
Melee Weapons 4 Speech 2
damage and its effects.
Small Guns 4 Survival 2
ƒ GRAPPLING GUN SPECIAL: When the fanatic hits
HP INITIATIVE DEFENSE a creature with their grappling gun, the creature
must succeed on a STR + Athletics test with a
1 13 1
difficulty of 2 or become grappled. The fanatic
can use a minor action to pull the target prone
CARRY WEIGHT MELEE BONUS LUCK POINTS
and move them one zone closer. A harpooned
220 lbs. +1D
C  - creature can free themselves of the grapple with
a minor action.
PHYS. DR ENERGY DR RAD. DR POISON DR
ƒ MARTYR FOR THE CAUSE: If an attack targets an
3(Head, 4(Head,
ally within Close range, you can spend 1 AP to
Arms, Legs, Arms, Legs, Immune 0
allow the fanatic to push them out of the way and
Torso) Torso)
become the target instead.

ATTACKS
INVENTORY
ƒ GRAPPLING GUN: AGI + Small Guns (TN11),
5 Piercing 1 Physical damage, Range M, Cage Armor, Heated Super Sledge, Grappling Gun,
Inaccurate, Unreliable Bolt-Action Pipe Rifle, 5D
C
  grappling rounds, 5D

.308 ammo

Yao Guai SPECIAL ABILITIES

IMMUNITIES: The yao guai is immune to


Level 14, Mutated Mammal, ƒ
Radiation damage and its effects.
Normal Creature (102 XP)
ƒ AGGRESSIVE: When the yao guai enters a scene,
BODY MIND MELEE GUNS OTHER immediately generate 1 AP for the GM or group
9 6 5 - 4 pool, depending on whose side it is on.

ƒ BIG: The yao guai towers over most other


HP INITIATIVE DEFENSE characters. It receives an additional 1HP per
46 15 1 level. Additionally, it only suffers a Critical Hit
if an attack inflicts 7+ damage (after damage
PHYS. DR ENERGY DR RAD. DR POISON DR resistance) in a single hit, rather than the usual
2(All) 1(All) Immune 2(All) 5+.

INVENTORY
ATTACKS
ƒ BUTCHERY: Butchering the yao guai’s corpse
ƒ CLAWS: Body + Melee (TN 14), 9D
C
  Vicious
requires an END + Survival test with a difficulty
Physical damage
of 1. A success yields 2D
C
  portions of yao guai
ƒ BITE: Body + Melee (TN 14), 10D
C
  Piercing meat. If the test results in at least one Effect,
Physical damage butchery also produces 2D
C
  Common Materials.

96 FALLOUT  Winter of Atom


Brother Scrapjaw
Level 8, Human,
Notable Character (120 XP)
ATTACKS
S P E C I A L
ƒ CURVED RIPPER: STR + Melee Weapons (TN 14),
9 8 8 5 5 7 4
7D
C
  Piercing, Vicious Physical damage, and you
can spend 2 AP to disarm the target, knocking
SKILLS
one held weapon away.
Athletics 4 Survival 2

Energy Weapons 4 Throwing 4 SPECIAL ABILITIES

Melee Weapons 5 ƒ RAD RESISTANT: Brother Scrapjaw can survive


moderately high radioactivity for prolonged
HP INITIATIVE DEFENSE periods. He has Radiation DR 5.

20 17 1 ƒ SHOCK TROOPER: Brother Scrapjaw gains the


Close Quarters quality with all ranged weapons
CARRY WEIGHT MELEE BONUS LUCK POINTS and the Piercing effect with all melee weapons.
230 lbs. +2D
C  2
INVENTORY
PHYS. DR ENERGY DR RAD. DR POISON DR
Reinforced Heavy Combat Armor (Helmet, Chest
5(All) 5(All) 5 0 Piece, 2x Leg, 2x Arm), Curved Ripper, Agitated
Recoil Compensated Plasma Rifles, 10+5D
C
  Plasma
ATTACKS
Cartridges, 2+1D
C
  Flashbang Grenades, Wealth 1
ƒ AGITATED RECOIL COMPENSATED PLASMA
GUN: PER + Energy Weapons (TN 12), 7D

Vicious Physical/Energy damage, Fire Rate 2,
Range C, Close Quarters, Two-Handed

GRAPPLING GUN

Ammunition: Grapple Rounds


WEAPON WEAPON DAMAGE DAMAGE DAMAGE FIRE
RANGE QUALITIES WEIGHT COST RARITY
NAME TYPE RATING EFFECTS TYPE RATE

Grappling Small Piercing 1, Inaccurate,


5D
C  Physical 0 M 9 55 2
Gun Guns Special Unreliable

This homespun grappling gun has metal spikes attached harpooned target can free themselves of the grapple with a
to an industrial cable and a mini-winch contained in the minor action. Additionally, grappling guns can be used to
weapon’s frame. Upon embedding itself in a solid surface, pull their wielder up heights up to two zones away, at a rate
the winch activates, strong enough to pull a fully grown of one zone per turn.
person to the spike’s location. Some raiders and hunters use
grappling guns to secure prey.

Special: When the grappling gun hits a target, they must


make a STR + Athletics (if they are a character) or Body
+ Other test (if they are a creature) with a difficulty of 2.
If their test fails, the attacker can use a minor action to pull
the target prone and move them one zone closer to them. A

Chapter Two  WELCOME TO THE COMMONWEALTH 97


A Grappling Gun can accept one each of the following mods which are unique to Grappler Guns and installed with the
repair skill:

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

WINCH MODS

Secure Remove Unreliable Science 1

+2D
C
  , Inflicts both Physical
Powered Science 2
and Energy damage

BARREL MODS

Long Remove Inaccurate Science 1

Aerodynamic +1D
C
  , Gain Vicious Science 2

REPELLING THE BOARDERS At the end of its fifth turn, the Yao Guai rips an
At the start of each round, up to five Children of entrance into the outer hull. On its next turn, the
Atom Fanatics fire their grappling guns and begin beast enters the lower deck, followed by Brother
to ascend the outer hull of the USS Germination. If a Scrapjaw and any surviving Children of Atom
rising Atomite is not stopped, they reach Top Side at Fanatics on the ground. They charge their way up
the end of their next turn. Ten total fanatics attempt towards the upper deck, slaughtering anyone in their
to scale the hull during the encounter. path. Unless the PCs go below deck to fight them,
the invading group reaches Top Side after three turns
PCs can expose themselves to fire down at the Atomite below decks.
ascenders. They can also dislodge the hooks or cut the
ropes to prevent boarding. A PC can sever a rope by If PCs go below decks to fight the ascending troops,
making an edged melee weapon attack with a diffi- they can use the close quarters to their benefit by
culty of 1 or an attack with any other weapon with a finding good choke points where only two enemies
difficulty of 3. A successful attack with a weapon that can attack them at a time. If they abandon the upper
hits multiple opponents severs multiple ropes. A PC deck, any ascending enemies that reach Top Side
can also spend a minor action to dislodge a grappling kill the remaining defenders the following turn. The
hook by making an AGI or STR + Athletics test with a Atomites above then descend and attack the PCs
difficulty of 2. When a rope falls, the enemy climbing below deck from behind, pincering them with ene-
it also falls—to their death. mies on both sides.

PCs expose themselves when they get close to Should the PCs become overwhelmed, allow a PC to
grappling hooks or fire down at climbing Atomites. use their previous experience navigating the under-
Once per round, you can interrupt their turn by decks to escape by spending a major action and suc-
spending 2 AP from the GM’s pool to allow up to five ceeding on an AGI or INT + (Sneak or Survival) test
enemies waiting below to attack exposed characters with a difficulty of 2—or by spending 2 Luck points.
from Long range. If they do, they can either reposition themselves to
make another counter-attack or find a safe way to flee
HOLDING THE HOLD the USS Germination.

While Atomite fanatics attempt to ascend the outer


hull, the vicious Yao Guai charges. The mutated beast RESOLVING THE BATTLE
uses its monstrous claws to rend the metal of the If the PCs flee the freighter, the Atomites do not give
outer hull and create an entry. PCs can expose them- chase and take over the USS Germination. Brother
selves to attack the beast from above, but the Yao Guai Scrapjaw’s troops seize the food hoard and execute
does not stop its attempt to breach the hull so long as any other survivors they can find.
it lives.

98 FALLOUT  Winter of Atom


If the PCs kill the Yao Guai before it creates an ƒ Failed to Prevent Famine. Any settlements that
opening in the hull and they defeat all the fanatics, do not get access to treated fruit from the Hoard
Brother Scrapjaw orders his soldiers to retreat and are struck by famine as winter worsens. Reduce
falls back towards the ruined streets of Boston. If he their food supplies and denizen outlook by one
survives, he remembers his defeat bitterly and goes step. Other than Diamond City and Goodneighbor,
out of his way to get revenge on the PCs when he communities that reduce those variables below 1
leads the Atomite’s final battle during Chapter 3: The become abandoned ghost settlements at the start of
Winter War, Scene Three: Showdown. Should the PCs Chapter 3: The Winter War. Some of their departing
defeat the invaders, they control the future of the USS residents perish in the cold when they disperse,
Germination and its potential food source. while others join other Commonwealth settle-
ments willing to welcome them in.

ƒ The Minutemen Lost. If the freighter’s mutated


THE FALLOUT mariners defeated Reese’s Minutemen, the six
survivors escape into the wilderness only to be
The PCs complete Main Quest: A New Eden when captured by the nearby Atomites. In exchange for
they defeat or escape from the Atomite’s siege on promising to treat their sickness, they agree to join
the USS Germination. If Dr. Yarrow still lives, they the Last Son of Atom’s Church. He provides them
decide his fate, and he does nothing to argue. If the the cure—having known it all along. Reese and
PCs defeated the Atomites, the Twins come out of Susan Hailey become brainwashed members of the
hiding and ask if the PCs or Reese’s Minutemen will Church and can reappear as enemies in Whately
help them find a new home—they want to leave the Research Facility during Chapter 4: The Day of
horrors of the USS Germination behind. Should the Division. They blame the PCs for abandoning them.
Atomites take over the freighter, they kill Yarrow if he
ƒ Defeated by the Atomites. If the PCs fled the USS
lives, but the Twins manage to escape and make their
Germination at any point during the quest, the Last
way to a nearby settlement.
Son’s forces take control of the freighter and kill
any remaining residents. The vessel becomes their
If the PCs discovered a cure to the flesh fruit sickness,
stronghold in the Commonwealth, and devotees
they might still want to track down the fruit traded
flock to their “New Eden.” The Last Son’s followers
by Reese’s Minutemen and treat those made sick by
treat the flesh fruit to make it safe for consumption
it (see Hunting the Flesh Fruit, p.86). If they do not,
and hoard it for the Church. The Atomites defend
decide which NPCs ate the fruit and what their
their stronghold with a contingent of 15 Children
fates are.
of Atom Soldiers, 15 Children of Atom Protectrons,
and a Children of Atom Sentry Bot led by a Brother
This quest has the following outcomes:
Scrapjaw. PCs must retake the vessel to gain access
to its food source.
ƒ Secured a Safe Food Source. If the PCs treated the
flesh fruit grown in Yarrow’s Hoard to remove Once the PCs take time to deal with the aftermath
its harmful effect—and defeated the sieging of the quest, cure the sick, or deliver treated food
Atomites—the food source could save hungry to the hungry masses, allow time to pass. The worst
communities. Allow PCs to choose how to dis- weeks of winter arrive with a cold fury. The PCs’ battle
perse the food into the settlements. If Reese’s against the Last Son of Atom’s followers at the USS
Minutemen survived aboard the freighter, they Germination will soon prove a herald for a larger con-
offer to help deliver the food to the people. The flict that engulfs the entire Commonwealth when you
food supplies and denizen outlook for settlements proceed to Chapter 3: The Winter War.
that receive food improve by one step, and the PCs
increase their settlement reputation ranks by 1 for
those settlements.

Chapter Two  WELCOME TO THE COMMONWEALTH 99


DIAMOND CITY
Standing in the ruins of Boston, Diamond City is Population: 700-900 settlers
known across the Commonwealth as the Great Green
Jewel. Behind the stadium’s imposing, bright green Defenses: Very Strong
walls lie a bustling settlement offering residents and
travelers respite from the dangers of the wasteland— Food Supply: Just Enough
providing you aren’t a ghoul. Wandering the stands
and pitch, survivors can find everything from a noo- Denizen Outlook: Somewhat Grim
dle-serving Protectron and one of the best-stocked
markets in the Commonwealth, to a synth-owned Starting Settlement Reputation Rank: Neutral (2)
detective agency and the famous Diamond City Radio.

However, even the shiniest beacons of hope and


civilization aren’t without their problems. The newly
elected mayor’s anti-ghoul stance has seen them
evicting the ghoul population from the city’s safe
walls, and the harsh nuclear winter has introduced
new challenges for its remaining residents. Clashes
between the Minutemen and the Church of Atom are
only increasing tensions further.

100 FALLOUT  Winter of Atom


TENSIONS AT A GLANCE each other as they fight for the limited supplies. In
contrast, wealthy Upper Stand residents have no issue
The conflict within Diamond City is built upon three affording the inflated prices and are stockpiling in
core issues: excess—increasing scarcity and forcing prices to climb
higher each passing week. As a result, residents in the
ƒ A class and wealth divide between the Upper Lower Fields struggle to afford essential resources.
Stand and Lower Field residents. The tension between the upper and lower classes, who
already viewed each other with disdain, is a tinderbox
ƒ A scarcity of supplies due to the nuclear winter,
ready to explode.
made worse by Upper Stand residents stockpiling
and inflating prices.
FREEZING WATER AND FAILED FOOD
ƒ A lack of strong leadership that allows undue PRODUCTION
influence on the community from independent
Not everything within Diamond City is sourced from
factions like the Minutemen and Church of Atom.
supply lines. The city has its own water supply and
All three of these issues are interconnected. The class purifier, a greenhouse, a large plot of crop-growing
and wealth divide has always existed in Diamond City, land, and a small brahmin pen. In earlier winters,
but it grows as the supply crisis worsens. With a lack careful rationing and planning kept these amenities
of strong leadership, independent factions step in to capable of sustaining resident needs. Now, frigid tem-
address these issues, aligning them with or against peratures freeze the lake solid for weeks rather than
various groups of residents, furthering the division days, and water collected from the constant heavy
that already exists. snowfall is more irradiated than the purifier can han-
dle. Each time it breaks down, it becomes harder and
more costly to repair.

NUCLEAR WINTER IN THE GREAT The colder than usual climate and unyielding frost
GREEN JEWEL have caused the crop fields to fail. Tatos and mutfruit
can survive mild winters and irradiated water, but
Even Diamond City’s fortified walls cannot fully pro- even those hardy plants won’t grow in frozen soil.
tect it against the deadly effects of the atomic winter. Professor Scara and Doctor Duff of the Science!
Though residents fare better than other settlements Center work to keep the few remaining crops in the
thanks to their nuclear-powered generator, the city Greenhouse alive, hoping to create a strain of plants
must survive the most brutal winter in its history. that might grow in this more extreme climate.

SUPPLY LINES DWINDLE The brahmin also suffer in extreme wintery condi-
tions. Many brahmin who survive freezing to death
The city is famous for its diverse market. However,
succumb to dehydration and famine—food and water
supply lines suffer from a worse than usual winter
are prioritized for residents. A lack of fresh meat
season. Because fewer traders are traveling to the
within the city—something coveted by Upper Stands
settlement and scavenging in the ruins of Boston is
residents and Choice Chops owner Polly—has many
deadlier than ever, it takes vendors weeks to resup-
wondering if the remaining brahmin would be better
ply. Brahmin, though hardy pack beasts, struggle to
served as meals than lost by traders on fruitless
survive the arduous treks between scattered settle-
supply runs.
ments—and few places are willing to trade what little
they have to outsiders.

At places like Diamond City Surplus, Chem-I-Care,


and Fallon’s basement, the scenes resemble an auction
more than a barter shop. Customers try to outbid

Chapter Two  WELCOME TO THE COMMONWEALTH 101


OVERCROWDING AND RESIDENT with the Children of Atom pleases the Lower Field
TENSIONS residents but puts Diamond City Security out
of favor with Upper Stand residents—who have no
With the Dugout Inn and other lodgings full,
issue complaining loudly to the mayor about unwel-
Diamond City Security turns away anyone traveling to
come outsiders.
the city seeking shelter. The city opens its gates dur-
ing the day to allow trade and closes them at night to
anyone who isn’t a resident, forcing visitors into the
dangerous streets outside. Refugees from failed and ATOM’S INFLUENCE
collapsing settlements are slowly turning the ruins
outside of Diamond City into a shantytown. These Meeting one of Atom’s congregations in the wastes
survivors are near enough to Diamond City to buy is common, and many travelers share tales of their
supplies but do not benefit from its shelter or secu- prayers of radiation and nuclear annihilation. Despite
rity. Desperate raiders and Super Mutants patrol the the odd reputation of the Children of Atom, few were
Boston ruins, ambushing the folks the city turns away. bothered by their presence in Diamond City at first.
Upon their arrival, they were peaceful, and many now
After Mayor McDonough’s recent election, he deliv- think of them as helpful and generous towards the
ered his promise of removing ghouls from the city—a Great Green Jewel residents. The climate is harsh,
move welcomed by some, especially with dwindling and hope is hard to come by, so many Lower Fields
supplies. Piper Wright, owner and only journalist residents and daytime visitors to the city turn to the
for Publick Occurrences, leads a group of protesters Children of Atom’s promises of transformation
who loudly disagree with exiling ghouls from the city and creation.
before the arrival of winter. Despite making good on
one campaign promise, the hardships of winter, the WITHIN THE COMMUNITY
arrival of conflicting groups and refugees, and Piper’s
The Children of Atom are taking over the All Faiths
protests have made McDonough’s early tenure as
Chapel, citing that they need a place from which
mayor unpopular.
they can help the locals. Pastor Clements strongly
opposes their occupation of the chapel. Most Lower
Relations between the Minutemen and a large sect of
Field residents trust the Children of Atom and sup-
the Children of Atom have reached broiling tension
port their speaking out about the resource hoarding
within the stadium. The two factions have rented
of the Upper Stand residents. Lower Stands locals
every available room in the Dugout Inn, packing three
frequently agree with the Church’s critical view of the
or four people a room to accommodate demand. The
Minutemen—who they claim are nothing more than a
Minutemen contribute to the local economy and
self-serving militia looking for a foothold in the city.
support Diamond City against the rising external
threats. Still, some members of Diamond City Security
The Children of Atom make their opinions on
feel the Minutemen undermine their authority—and
Diamond City loudly known. They support reversing
resent those of them who join Piper Wright’s pro-
the mayor’s anti-ghoul policy and speak up in support
tests. However, many Upper Stands residents support
of the Lower Fields residents. However, the Children
the Minutemen’s presence. They welcome the extra
are also very vocal about their disapproval of the water
caps, increased security, and bragging rights of the
purifier run by Sheng Kawolski. They often preach
esteemed faction frequenting their businesses.
about the divine nature of radiation and how purified
water is an insult to Atom’s will. Despite display-
Diamond City Security often look like the ‘bad cops’
ing peaceful behavior, rumors spread each time the
when breaking up confrontations between conflict-
purifier breaks down that the Children of Atom are
ing groups. Siding with the Minutemen gains their
secretly sabotaging the city. The Children’s supporters
aid in dealing with internal and external threats but
and collaborators brush off such talk as fearmongering
angers the more vulnerable residents who support the
and bigotry.
Church of the Children of Atom. Meanwhile, siding

102 FALLOUT  Winter of Atom


The Children of Atom work hard to build rapport with Minutemen’s expertise as a security force helps pro-
important individuals in the community. In their tect the city, but the Children of Atom’s aid through
attempts to gain favor, they have: supplies is more tangible to needy residents. The
Children clash with the Minutemen over their
ƒ Struck a deal with Myra, owner of Diamond City priorities, often claiming they only fight to defend
Surplus, to bulk buy the supplies they offer to resi- the wealthy.
dents and visitors to the city.
The Minutemen, used to being viewed as scrappy
ƒ Supported Piper Wright’s protests against the may-
saviors, see the Children’s politicking as a calculated
or’s anti-ghoul policy, marking at least one issue
move to undermine their contributions to the city.
they can agree on with the Minutemen.
The Minutemen have seen settlements fall before
ƒ Offered aid to the Mega Surgery Center by provid- due to the rapid spread of dangerous ideas. So they
ing volunteers to help treat the influx of patients— seek to turn people against the seemingly benevolent
some of whom cannot afford the cost of treatment. Children of Atom before it is too late. However, many
residents of Diamond City believe the Minutemen’s
ƒ Arranged for Travis Miles of Diamond City Radio
past experiences are making them overly cynical
to have an exclusive interview with their leader,
towards the great need Diamond City’s poor have for
the Last Son of Atom, and an authentic inside
supplies to survive the coming winter.
look at their practices and beliefs. The interview
with the mysterious Church prophet will take place
entirely over radio communications from afar.
KEY LOCATIONS AND PEOPLE OF
WITH OTHER FACTIONS INTEREST
The Children of Atom go out of their way to ingratiate
The Great Green Jewel is struggling to remain the
themselves with the community and other factions.
lively hub of trade and safety that draws people to it
Many in the Lower Fields turn to the Children, rather
from across the Commonwealth. Winter makes the
than the Minutemen, for aid. The Church uses its deep
settlement’s internal strife worse each passing day.
pockets to buy supplies in bulk—creating competi-
Diamond City needs help and earning favor with its
tion for Upper Stand stockpilers. The Church offers
residents is easy enough for those willing to risk a
the supplies to residents for nothing more than the
little life and limb to aid its residents.
cost of listening to a sermon. Still, a handful of Lower
Field residents disapprove of the Church out of fear of
The Fallout Roleplaying Game Core Rulebook gives
their religious dogma or support for allowing ghouls
a full description of Diamond City and its locations.
back into the city.

Upper Stands residents resent the Children of Atom’s ALL FAITHS CHAPEL
progressive attitudes towards redistributing wealth The All Faiths Chapel is a non-denominational place
and their support of Piper’s protests. The Church’s of worship run by Pastor Clements. The Children of
generosity has a marked impact on profit margins for Atom currently use it as a hub to preach to residents
the select few. Additionally, some wealthy citizens and provide them aid. Residents and visitors to the
even turn their noses up at the Children’s pious aes- city flock there to listen to sermons in exchange for
thetic that fails to match the dignified Diamond City supplies, and the Chapel becomes busier each week
they hope to create. that passes.

The Church’s most significant conflict in Diamond


City is with the Minutemen. What began as petty
squabbles over rooms and space at the Dugout Inn
quickly turned into a mostly one-sided rivalry. The

Chapter Two  WELCOME TO THE COMMONWEALTH 103


Key NPCs: DIAMOND CITY MARKET
The Market is a large area in the Lower Fields where
ƒ Pastor Clements is a kind, older man who strongly
several shops and businesses reside.
believes in treating people equally, regardless of
their faith. He views the Children of Atom’s takeo-
ƒ Chem-I-Care is the city’s number one shop for
ver of his chapel and their sermons-for-aid meth-
chems and first aid supplies. Its owner, Solomon,
ods as manipulative and exploitative. Clements
is having trouble sourcing enough RadAway and
clashes with Brother Bennett about the Chapel’s
Rad-X to keep up with increased demand due to
use, but with so many residents supporting the
skyrocketing radiation levels.
Children of Atom’s efforts, he’s been unsuccess-
ful in pushing back on their claims to the place. ƒ Choice Chops is usually a place to find fresh meat
Clements helps give out supplies to the needy of every kind. This winter’s selection is poorer than
alongside the Children of Atom while secretly hop- usual as Polly, the shop’s butcher and owner, fails
ing to find evidence of an ulterior motive that he to secure enough stock. Brahmin is her specialty,
can use to force them to leave the Chapel. and with supply running low, her regular custom-
ers are beginning to complain.
ƒ Brother Bennett is a prominent voice within the
Diamond City sect of the Children of Atom. He ƒ Commonwealth Weaponry specializes in weap-
leads most sermons and is the charismatic face of onry, ammunition, and weapon mods. Arturo
the flock living inside the city walls. His devotion Rodriguez, the shop’s sole owner, is scrambling to
to The Last Son of Atom and his congregation is keep his inventory of unique weapons and hard-to-
unflagging. Bennett is outwardly kind and gen- find ammo types stocked.
erous, treating everyone he meets like family.
ƒ Diamond City Surplus is run by Myrna. At night
Regardless of his more extreme views, he is careful
her Mister Handy, Percy, manages the stall in her
to keep on others’ good side by never discussing
place. The shop functions as a general store that
anything too polarizing—except for his
stocks everything from ammo and chems to armor
contempt for the city’s sacrilegious purifying of
and junk. Myrna refuses discounts to anyone,
irradiated water.
including those in need, but has struck a deal with
the Church of Atom for supplies that lines her
pockets well.

CHILDREN OF ATOM PAMPHLET


“Many groups, organizations, and factions claim to The Last Son of Atom calls upon you to join him in
protect the people of the Commonwealth, but their protecting the vulnerable and speaking truth to
true mission is to extort and enforce their will. power. Even if you have spilled blood in service to
You know them by their weapons, violence, and the vile factions infecting the Commonwealth, the
inequitable leadership. They have rendered the Church of Atom welcomes you with open arms. For it
masses blind, holding hostage your futures and is only Atom who can provide for all his children even
delaying your deliverance. in the coldest of winters. It is only Atom’s chosen
who can walk infinite perfect worlds of blue skies
To those who would protect these wicked and endless food when the Day of Division arrives
people, know that their disastrous practices at last. Those who embrace the warmth of Atom’s
are not Atom’s will. He warns against their Glow will know eternity and division. Those who take
self-serving heresy. The Last Son of Atom has advantage of the vulnerable will know only Atom’s
foreseen the end of their reign. Their greed will divine judgment.”
divide them until they devour each other, and the
good people of the Commonwealth make this land
free from tyranny once more.

104 FALLOUT  Winter of Atom


ƒ Fallon’s Basement is a clothing store owned by for Travis Miles. Very soon Travis is set to interview
Becky Fallon. Her wares include pre-war and spe- the Last Son of Atom and the Children of Atom waste
cialist clothing, including items like hazmat suits. no time in giving Travis a look into their beliefs, and
Fewer scavengers are daring the Commonwealth’s content for his broadcast.
winter wastes, and Becky’s inventory is growing
thin. The shop’s most significant demand is for Key NPCs:
cold weather clothing.
ƒ Travis Miles is the voice of Diamond City Radio.
ƒ Kathy and Johns’ Super Salon is the barbershop
Travis is a nervous, reclusive young man who rarely
of the city and offers all the services a resident or
leaves his trailer except to eat and drink at the
traveler would expect when looking for a new hair-
Dugout Inn. He recently arranged an interview
style. Kathy and John have not suffered too severely
with the Last Son of Atom after being encouraged
regarding supplies but have slashed prices as
by local Church members. Travis wants to present
patrons prioritize food over fashion. They’re both
something new on the airwaves, and Sister Iris has
looking for something new to offer this winter
convinced him that spreading the Church of Atom’s
season to help them keep the caps coming in.
hopeful ideas and promises of aid is just what the
ƒ The Mega Surgery Center is run by Doc Crocker wasteland needs.
and Doctor Sun. The center offers general med-
ƒ Sister Iris is a thin, wispy woman whose skin
ical services to patch wounds and heal radiation
shows signs of long-term radiation exposure. She
poisoning and cosmetic facial reconstruction
is close with Brother Bennett, who assigned her to
surgery. The number of patients suffering from
help Travis organize the interview with the Last
radiation-related illness and injuries from the cold
Son of Atom. She enjoys educating Travis on the
is higher than ever this winter, and the doctors are
Children of Atom’s beliefs to prepare him to speak
buckling under their workload.
with the sect’s benevolent leader. Iris often hangs
ƒ Power Noodles is the market’s central food around the trailer, chatting about local affairs. She
stall, run by a Protectron called Takahashi. reports anything she learns from the young man
Takahashi only speaks one Japanese phrase, back to Brother Bennett so that he may direct his
“Nan-ni shimasho-ka”—meaning “What will you flock to better support the local residents.
have?” Prices have been rising drastically at Power
Noodles, making fresh hot food harder to afford. DUGOUT INN
Famously mysterious, no one knows who owns the
The Dugout Inn is a small bar and hotel owned and
establishment or the Protectron.
run by the Bobrov brothers. The situation between the
ƒ Swatters is a baseball memorabilia and equip- Minutemen and the Children of Atom creates a tense
ment store run by Moe Cronin. Moe’s violent and atmosphere. Locals mostly avoid the Dugout Inn and
bloody descriptions of pre-war baseball make it its nightly arguments between the two groups.
clear to anyone actually familiar with the sport that
he has no idea what he is talking about. Though Key NPCs:
the shop’s inventory is well-stocked, Moe’s only
customers lately come from Diamond City Security ƒ Vadim Bobrov is one of the co-owners of the
crew members needing repairs or replacements for Dugout Inn and brother to Yefim. A cheerful man
their uniforms. Moe struggles to make ends meet of East Slavic ancestry, Vadim is personable and
because visitors spend more of their caps on essen- charismatic. He enjoys joking with his customers
tial resources and less on souvenirs and recreation. and keeping their drinks topped up. He has no
real issue with boisterous arguments between the
Children of Atom and the Minutemen, waving
DIAMOND CITY RADIO them off as spirited conversation resulting from
Diamond City Radio broadcasts from a cramped metal too much alcohol.
trailer on the lake and is both home and workplace

Chapter Two  WELCOME TO THE COMMONWEALTH 105


ƒ Yefim Bobrov is the other co-owner of the Dugout has yet to present a solution that satisfies Diamond
Inn and brother of Vadim. Yefim is more reserved City Security.
than his brother. Concerned that clashes between
ƒ Geneva is a middle-aged blonde woman who serves
the two factions under his roof are turning locals
as the mayor’s secretary. Geneva is polite to visitors
and visitors away from the bar, he is contemplating
and respects Piper’s protestors, even when they
asking one of the groups to leave. Disappointed
make a mess of her reception area. Like other resi-
that his brother does not share his concerns, he
dents, she is concerned about the broiling conflict
hasn’t voiced his thoughts on the matter yet.
in Diamond City. Unlike others, she knows that
ƒ Scarlett is the server at the Dugout Inn and is very McDonough’s poor leadership is a shrewd political
popular with the locals. Usually ambivalent towards game he plays for his own benefit. Geneva refuses
her job, she is growing more worried as tensions to get directly involved with conflict but is willing
rise between the Minutemen and Children of to quietly aid those who might be able to force the
Atom. With the Dugout Inn—and tips from its reg- mayor into action—so long as it does not put her
ulars—her sole source of income, she shares Yefim’s job or life at risk.
opinion that something must change. Scarlett is
secretly quite fond of Travis Miles and is jealous of
the young man’s one-on-one time with Sister Iris.
SIDE QUEST: DIGGING IN
MAYOR’S OFFICE
This quest becomes available after completing
The mayor’s office is located in the stadium’s press
Main Quest: The Train Job so long as their Diamond
box. An old window cleaner’s lift, guarded by Diamond
City settlement reputation is at least Cautious (rank 1).
City Security, gives access to the box via a broken
Add 1 AP per PC to the GM’s pool when the
viewing window. The small reception area is managed
quest begins.
by Geneva, the mayor’s secretary—and has become a
crowded room due to Piper Wright’s daily protests.

Yefim Bobrov approaches the PCs, telling them he


Key NPCs:
is growing concerned about clashes between the
Minutemen and the Children of Atom in the Dugout
ƒ Mayor McDonough is the newly elected mayor.
Inn. He heard about the PCs helping the Mayor and
McDonough is an older, well-dressed man with
hopes they can help him too. Some things that might
an air of political charm. Despite his charisma, he
come up in conversation include:
resists introducing new policies to tackle Diamond
City’s recent issues out of concern he’ll become
ƒ Both groups have rooms at the Dugout and drink
unpopular. When pressed on his positions, he
there at night. There was always some mostly
defers by claiming to be in careful consideration,
benign hostility between the groups. It began as
but in truth, McDonough is waiting to see which
dirty looks and pointed comments spoken a little
factions will prove most advantageous for him to
too loudly.
support.
ƒ Recently tension has escalated due to the groups
ƒ Danny Sullivan is in charge of keeping Diamond
drinking more the colder it gets outside. There
City’s fortified main gate secure. He reports directly
have been a few physical altercations outside of the
to McDonough. Danny views the Minutemen as
inn. No one has been seriously hurt yet.
necessary allies both within and outside the city’s
walls, though he listens to the growing concerns ƒ Regular customers not affiliated with either group
of his fellow guards. Danny takes his co-workers’ have become reluctant to drink at the Dugout due
complaints about the Minutemen to the mayor, to the palpable tension, and now Yefim is left serv-
but despite their friendly relationship, the mayor ing just the two groups.

106 FALLOUT  Winter of Atom


ƒ He wants to ban one group from the inn but needs Minutemen (including Bryce) start a brawl, fight-
a reasonable justification to protect his business’s ing the PCs with unarmed attacks. They do not draw
reputation in town. weapons unless the PCs draw first.

Yefim asks the PCs to instigate a conflict—or, if possi- MEETING THE CHILDREN OF ATOM
ble, convince one of the groups to find a new place to
The spokeswoman for the Children of Atom is a
drink and sleep. He doesn’t care which group the PCs
woman named Shoeshine Parker. She has been a rea-
choose, but it needs to happen soon before he loses
sonably wealthy resident of Diamond City her entire
his remaining customers entirely. He offers the PCs
life but is a recent convert to the Church of Atom. She
a free room to stay in and a 50% discount on drinks
aids the Church’s missionaries by organizing volun-
for the rest of winter if they can make his problem
teers to deliver food to the hungry. She also pays for
disappear.
the Atomite’s rooms at the Dugout. She refuses to give
up the Dugout Inn to the Minutemen. Some things
MEETING THE MINUTEMEN that may come up in conversation:
Bryce Tucker is the leader of the Minutemen staying
at the Dugout Inn. He’s gruff and grizzled but rela- ƒ Her father used to drink in the Dugout, and his
tively friendly. His group makes daily trips beyond the photo is pinned to the wall behind the bar. The
walls of Diamond City to patrol and keep the refugees Dugout is like a second home to her; she doesn’t
safe from raiders and monsters. He knows that things want to drink anywhere else.
are beginning to spiral out of control between the
ƒ The recent fight between the Minutemen and the
Minutemen and the Children of Atom, but he doesn’t
Children of Atom started when one of Bryce’s
believe his group has done anything wrong. Some
friends tried to steal caps out of the pocket of one
things that may come up in the conversation:
of her volunteers. Those caps were meant to buy
supplies for the needy. She caught the thief in the
ƒ The Children of Atom can’t be trusted and must
act, and a fist fight followed.
have ulterior motives for being in Diamond City.
He wishes that Mayor McDonough would exile ƒ Yefim is an old family friend, and he’s been telling
them. They’re unpleasant to be around, and their her for weeks that he’ll sort out the problem of the
weird reverence for radiation is an actual hazard. Minutemen. So far, he has done nothing.

ƒ He hasn’t seen his group start any confrontations.


The PCs can’t convince Parker to take her crew and
The Atomites drink too much, then rile up the
drink elsewhere, and she laughs off any attempts at
Minutemen with snooty comments about their
intimidation—her group helps the needy and has the
lack of enlightenment.
righteousness of Atom on their side. If pressed, she
ƒ He used to tell his group not to let the Children offers to pay the PCs 25 caps to start a brawl with the
get under their skin. However, the snide remarks Minutemen inside the bar but stresses it must look
have been happening for long enough that now he like the Minutemen started the fight so that Yefim
thinks the Children ought to get what is coming bans the rival group from the Dugout.
to them.
If the PCs start a fight with Parker and her friends,
A PC can convince Bryce to find the Minutemen they face five Children of Atom who fight with
somewhere else to sleep and spend their free time— unarmed attacks unless any of the PCs draws weapons.
or instigate them to start a brawl with the Children
of Atom—by making a CHA + Speech test with a
difficulty of 3. If they fail, he refuses to speak to them
further. If a PC tries to intimidate him into leaving
the inn, they must make a STR or CHA test (with an
appropriate skill) with a difficulty of 4. If they fail, five

Chapter Two  WELCOME TO THE COMMONWEALTH 107


Minuteman Rifleman Children of Atom
Level 8, Human, Level 6, Human,
Normal Character (60 XP) Normal Character (45 XP)
S P E C I A L S P E C I A L
6 7 6 6 5 5 4 5 5 6 8 5 5 4

SKILLS SKILLS

Athletics 1 Sneak 1 Barter 1 Sneak 2

Energy Weapons 4 Speech 1 Energy Weapons 3 Speech 3

Medicine 1 Survival 4 Melee Weapons 1 Survival 4

Melee Weapons 2 Unarmed 1 Repair 1

Repair 2
HP INITIATIVE DEFENSE

HP INITIATIVE DEFENSE 10 12 1

14 12 1
CARRY WEIGHT MELEE BONUS LUCK POINTS

CARRY WEIGHT MELEE BONUS LUCK POINTS 200 lbs. - -

210 lbs. - -
PHYS. DR ENERGY DR RAD. DR POISON DR

PHYS. DR ENERGY DR RAD. DR POISON DR 1(Arms, 1(Arms, Legs,


2(All) 0
1 (Arms, 2 (Arms, Legs, Torso) Torso)
0 0
Legs, Torso) Legs, Torso)
ATTACKS

ATTACKS ƒ UNARMED STRIKE: STR + Unarmed (TN 5), 2 C


D
UNARMED STRIKE: STR + Unarmed (TN 7), 2 D Physical damage
ƒ C 
Physical damage ƒ GAMMA GUN: PER + Energy Weapons (TN 8),

RECON THREE-CRANK LASER MUSKET: PER + 3C


D Piercing, Stun, Radiation damage, Fire Rate
ƒ
Energy Weapons (TN 11), 6 D 1, Range M, Blast, Inaccurate
C
  Piercing Energy
damage, Range M, Two-Handed, Accurate,
SPECIAL ABILITIES
Recon
ƒ RAD RESISTANT: The Child of Atom can survive
SPECIAL ABILITIES moderate radioactivity for prolonged periods.

CONCENTRATE FIRE: When the minuteman They have Radiation DR 2.


ƒ
makes a ranged attack, they can re-roll up to
2C
D of their damage roll. INVENTORY

Tough Clothing, Gamma Gun, 2d20 Gamma


INVENTORY Rounds, Wealth 1

Leather Chest Piece, Leather Leg x2, Leather Arm x2,


Recon Three-Crank Laser Musket, Serrated Combat
Knife, 2d20 Fusion Cells, 2 C
D Stimpaks, Wealth 2

108 FALLOUT  Winter of Atom


If violence breaks out in the inn, NPCs and PCs can PCs and Parker’s group from the Dugout. If she is
describe using chairs and other bar scenery for their able, Parker screams at Yefim as security escorts
attacks—bar furniture counts as unarmed attacks or her from the bar, claiming he is betraying the
1C
D cover. If anyone fires a gun or someone dies, memory of her father. She and her volunteers
twelve Diamond City security guards show up and leave Diamond City and soon become full Sisters
immediately break up the fight. Otherwise, the guards and Brothers of the Last Son of Atom’s sect of the
appear to end the brawl after five rounds of combat. Church. She bitterly remembers the PCs in future
Both groups blame each other, and the guards cannot encounters and may become a recurring foe. If the
decide who is guilty. Rather than arrest anyone, they PCs killed any of the Children during the fight, add
confiscate any drawn weapons and inform the groups a negative influence to the reputation test.
that the Mayor will hear about what happened.

Yefim then demands everyone leave—but if he is


pleased with the PCs’ actions, he whispers to them
SIDE QUEST: WE GOT THE BEAT
that they should return later after things have
cooled down.
This quest becomes available after the PCs complete
Main Quest: The Train Job the next time they leave
THE FALLOUT Diamond City and build a campsite. Add 1 AP per PC
The PC with the highest Charisma makes a settlement to the GM’s pool when the quest begins.
reputation test (CHA + Reputation Rank) when
the quest resolves, rolling a number of d20s equal to
their positive influences against a difficulty equal to Linda, a harmless wandering ghoul trader, approaches
the number of negative influences. Use the following the PCs’ camp with a proposition. Read or paraphrase
outcomes as a guide: the following:

ƒ Peacefully Persuaded the Minutemen. If the A pinch-faced ghoul woman in worn work clothes
PCs convince the Minutemen to leave the Dugout strolls casually up to your camp, hands raised. She
and find somewhere else to stay, Yefim is incred- rasps, with a dry chuckle, “Funny, I thought you’d be
ibly grateful. In addition to a free room and 50% better armed.” Then she holds out a wrinkled hand
discount on drinks, he gives them three bottles of and kindly says, “Linda. Pleased to meet you all. I
Rum as a reward. His business begins to recover, have an offer of employment and a few caps for your
and he talks up the PCs to his patrons—add one pockets in exchange for a few travel days. Care to
positive influence to the reputation test. hear me out?”

ƒ The Minutemen Banned. If the PCs instigated


Linda is very personable, funny, and world-wise. She
the Minutemen to start a brawl with them or
can tell PCs about any of the major settlements in the
the Children, Yefim bans Bryce’s group from the
Commonwealth—she has done business with all of
dugout. He rewards the PCs with a free room and
them except for Beatsville (see p.140). If the PCs speak
a 50% discount unless they fired a gun or killed
to Linda, they can learn the following:
someone during the encounter. Word about the
brawl becomes huge news in Diamond City. If the
ƒ Linda wants to trade with the legendary hidden
PCs brawled with the Minutemen themselves, add
settlement of Beatsville, said to be the home of
one negative influence to the reputation test. If
brilliant artists. She thinks she knows how to get
the PCs killed a Minuteman, add another negative
there—but needs protection, so nobody robs her
influence to the test and the PCs become banned
caravan during the journey. Ghouls aren’t welcome
from the Dugout Inn.
in Diamond City anymore, so she followed the
ƒ The Children of Atom Banned. If the PCs started players’ characters, hoping they might help.
a fight with the Children, Yefim bans both the

Chapter Two  WELCOME TO THE COMMONWEALTH 109


ƒ The trip should only take 48-hours, even though
her brahmin struggle with the cold weather. She Brahmin
deduced the location of Beatsville after triangu- Level 3, Mutated Mammal,
lating the signal from KOOL Radio, but she keeps Normal Creature (24 XP)
that presumed location secret. After all, she has no
BODY MIND MELEE GUNS OTHER
desire to create competition for a trade route.
6 4 1 — 2
ƒ Her crew includes Charlotte (a human mechanic),
Regina (a human mercenary), and Kate and HP INITIATIVE DEFENSE
Janie (human merchants). Kate and Janie han- 9 10 1
dle the brahmin, trade inventory, and assist with
first aid when necessary. Charlotte keeps their PHYS. DR ENERGY DR RAD. DR POISON DR
wagons in good repair. Regina’s the muscle. She 1 1 Immune 0
believes her companions are loyal, though Janie’s
Church of Atom religious beliefs can sometimes be ATTACKS
off-putting. ƒ HEADBUTT: Body + Melee (TN 7), 4C
D Physical
damage
ƒ Linda has a small caravan pulled by four pack-brah-
min. The two wagons are stocked with various SPECIAL ABILITIES
items, mostly junk, but geared toward what she
ƒ IMMUNITIES: The brahmin is immune to
thinks will sell in Beatsville. Her stores contain
Radiation damage and its effects.
paint and thinner, bleached cloth, wire, glue,
and glitter. INVENTORY

ƒ BUTCHERY: Butchering the brahmin’s corpse


If the PCs agree, Linda offers them 20 caps per PC requires an END + Survival test with a difficulty
upfront and 20 more caps per PC when they arrive of 0. A success yields 1 portion of brahmin meat
safely. If a PC makes a successful (STR or CHA) + and 2 Uncommon Materials.
Barter test with a difficulty of 2, Linda pleasantly
offers 20 additional caps per PC should they arrive
with her goods intact.

THE JOURNEY TO BEATSVILLE


Searching for Beatsville means traveling overland
for 48 to 72 hours (see Chapter 1, Traversing the
Commonwealth, p.29) and camping at least twice. You
may also introduce winter environment conditions
during the journey (see Chapter 1, Winter Wasteland,
p.27). Linda and her crew are open to speaking to the
PCs and befriending them. Janie is secretly spying on
them for the Church of Atom but does not act against
them. She even offers them some of her food and
drink.

The caravan may come under attack during the trek


through frozen ruins, shattered streets, and endless
junkyards. The four brahmin are the easiest attack
targets, and Regina does her best to help the PCs
protect them.

110 FALLOUT  Winter of Atom


During the caravan journey, PCs have opportunities to
Regina interact with and build relationships with their new
Level 6, Human, traveling companions.
Normal Character (45 XP)
Arguing Religion. At the end of the first day of travel,
S P E C I A L
an argument breaks out between Janie and Kate about
6 6 6 5 5 6 4
religion during camp. Janie believes in endless possi-
bilities and the unexplainable and doesn’t understand
SKILLS
how Kate can believe in nothing at all. Kate thinks
Athletics 1 Sneak 1
Janie is a fool to let herself get wrapped up in the
Barter 2 Speech 1 so-called Last Son of Atom’s prophecy hogwash and
Medicine 1 Survival 4 can’t believe any god would allow the world to fall to
Small Guns 4 Unarmed 1 its current state. They ask the PCs with the highest
CHA score to settle the dispute about whether or
HP INITIATIVE DEFENSE not faith has any value. A PC who makes a successful
12 12 1 CHA or INT + Speech test with a difficulty of 3 can
make a compelling argument for their own beliefs. On
CARRY WEIGHT MELEE BONUS LUCK POINTS a failure, whichever NPC disagrees most with their
210 lbs. - - argument snubs them for the remainder of the jour-
ney with cold dinners, refusal to help with chores, and
PHYS. DR ENERGY DR RAD. DR POISON DR occasional venomous glares.
1(Arms, 1(Arms, Legs,
0 0
Legs, Torso) Torso) The Burden of Fallen Brahmin. Travel becomes
much more challenging if any brahmin die from
ATTACKS attack or cold weather. Charlotte stays cheery despite
ƒ UNARMED STRIKE: STR + Unarmed (TN 5), 3C
D the setback but pushes herself too hard to shoulder
Physical damage the burden personally. Unless PCs take the burden
ƒ COMBAT RIFLE: AGI + Small Guns (TN 10), 5C
D on themselves, she becomes critically injured when a
Physical damage, Fire Rate 2, Range M, Two- wagon wheel breaks after the first day of travel. PCs
Handed who help shoulder the burden must make a group
END + Athletics test with a difficulty of 4 after each
SPECIAL ABILITIES day of travel. On a failure, any participating PCs suffer
ƒ DEADSHOT: Once per combat, Regina can 2 Fatigue.
increase the difficulty of a ranged attack by 1. If
she hits, she doubles the number of C
D rolled to Old Scars. Regina blames herself if any crew suffers
determine damage. from a critical injury or dies. If no one consoles her,
ƒ LET RIP: Once per combat, Regina may ‘let rip’ she grows distant while they travel and takes unnec-
with a volley from her Combat Rifle. This adds the essary risks during combat. Consoling Regina does
weapon’s Fire Rage of 2 to the weapon’s damage not require making a test—they merely need to offer
for a single attack (for 7C
D total). support and listen to her. Regina can explain that
she used to be a guard for a large settlement that was
INVENTORY wiped out by a roaming horde of mutated monsters.
Road Leathers, Combat Rifle, 9+4C
D .45 rounds, While her sister and brother stayed to fight, she fled
Wealth 2 because she was scared. She hasn’t stayed in one place
for long ever since.

Trail Song. Linda has a fondness for music, but as


a ghoul, her voice is gravelly and not well-suited to
singing. Her fingers are still agile, though, and she has

Chapter Two  WELCOME TO THE COMMONWEALTH 111


a good sense of pitch and timing. One night around Good Pay for Good Work. Linda gives the PCs their
the campfire, she asks if any of the PCs know any good remaining pay and spends two days trading raw mate-
trail songs. If a PC sings a song, allow them to describe rials for finished goods before she leaves for another
the song’s meaning and make a CHA + Speech test settlement. Her next destination is only a 24-hour
with a difficulty of 2. On a failure, Linda cleans out journey away—choose any settlement you think the
her ears with her fingers and politely thanks them for PCs might enjoy exploring. She offers the group 10
indulging her. On a success, the song moves Linda, caps per PC if they continue to guard the caravan
and she asks them how they learned music. She during the next trip.
mentions that if someone finds her an instrument,
she would love to learn to play. If the PCs search for Snakes in the Snow. If the PCs accept Linda’s offer
a musical instrument while scavenging in the future, and travel further with the caravan, Janie sneaks off
they can use a roll on the Winter Wasteland or Random from camp in the middle of the first night of the next
Oddities and Valuables tables to find a guitar or pair of journey to inform a Child of Atom spy of Beatsville’s
drums instead. If they gift the instrument to Linda, location. Suspicious PCs who notice she is missing
she is very grateful—add 3 AP to the group’s pool. from camp can track through the snow or ice by
Linda begins to practice nightly—proving very natu- making two successful tests (PER + Survival and AGI
rally talented—and encourages her traveling compan- + Stealth) with difficulty 2. If either test fails, Janie
ions to play music or sing along with her. As winter recognizes she is being tracked and eludes her pursu-
progresses, she and her crew begin to foster a local ers—she informs her contact of Beatsville’s location
reputation for being traveling musicians in addition and never returns to the caravan.
to traders.
If both tests succeed, they follow Janie to a secluded
ARRIVING AT BEATSVILLE rendezvous where she meets with Brother Lywin,
a Church of Atom spy, to inform him of Beatsville’s
Once the caravan finds the hidden junkyard settle-
secret location. If the PCs confront Janie, the two
ment of Beatsville, its residents greet the travelers—
Children of Atom attack. They do not pursue PCs
they seem both wary and impressed by their efforts.
who flee and flee themselves if their partner is
Beatsville rarely gets visitors due to being so carefully
defeated.
hidden. So long as the PCs behave and promise not to
share the secret of Beatsville with anyone else, they
Should Janie or the spy survive or escape, they travel
are welcome to enjoy the settlement’s safety, warmth,
to the safety of Diamond City to seek shelter with
art, food, and water.
the settlement’s Church members. The other caravan
members are shocked by the betrayal, though Kate
claims not to be surprised.

112 FALLOUT  Winter of Atom


Children of Atom PHYS. DR

1(Arms,
ENERGY DR

1(Arms, Legs,
RAD. DR POISON DR

Level 6, Human, 2(All) 0


Legs, Torso) Torso)
Normal Character (45 XP)

S P E C I A L ATTACKS

5 5 6 8 5 5 4 ƒ MACHETE: STR + Melee Weapons (TN 6), 4C


D
Piercing Physical damage
SKILLS GAMMA GUN: PER + Energy Weapons (TN 8),
ƒ
Barter 1 Sneak 2 3C
D Piercing, Stun, Radiation damage, Fire Rate
1, Range M, Blast, Inaccurate
Energy Weapons 3 Speech 3

Melee Weapons 1 Survival 4 SPECIAL ABILITIES


Repair 1 ƒ RAD RESISTANT: The Child of Atom can survive
moderate radioactivity for prolonged periods.
HP INITIATIVE DEFENSE They have Radiation DR 2.
12 10 1

INVENTORY
CARRY WEIGHT MELEE BONUS LUCK POINTS
Tough Clothing, Gamma Gun, Machete, 2d20
200 lbs. - -
Gamma Rounds, Wealth 1

THE FALLOUT ƒ Received Rave Reviews. If they protected her


caravan well, Linda spreads word of the PCs’
This quest has the following outcomes:
resourcefulness. Make a settlement reputation test
for the next settlement she travels to, regardless of
ƒ Picked Up a Part-Time Gig. If PCs continue to
whether or not the PCs continue to work for her
work for Linda and maintain a good relationship,
caravan, adding one positive influence for Linda’s
she is happy to pay them 10 caps per PC for each
good word of mouth.
trip between settlements and share food or water
with them during the journey. They can work ƒ Secret Revealed. If the PCs do not interfere with
as caravan guards while continuing to explore Janie and Brother Lymin’s meeting, the Last Son
Commonwealth settlements and completing other of Atom learns the location of Beatsville and may
side quests. Linda spends two days in each settle- be more likely to attack it during Main Quest: A
ment before traveling onward. Thousand Feet of Terror.

Chapter Two  WELCOME TO THE COMMONWEALTH 113


GOODNEIGHBOR
No matter one’s vice, Goodneighbor promises satis- The internal conflicts of Goodneighbor are cause and
faction. Founded in the wake of the Diamond City effect, each one a consequence of the one that came
purge, Goodneighbor is home to ghouls, criminals, before it. A lack of authentic leadership means no
and other Commonwealth misfits who do not belong reliable food source, leading to more chem usage and
elsewhere. A violent rebellion against the settle- growing internal controversy.
ment’s previous leader, Vic, has left Hancock as the
self-proclaimed Mayor. Murder, extortion, and chem
peddling are commonplace despite Hancock’s gang,
the Neighborhood Watch, patrolling the streets.
NUCLEAR WINTER IN SCOLLY
Radioactive snow covers every inch of the secure little SQUARE
brick-and-mortar settlement. Most of Goodneighbor’s
population waits out the frigid weather all warm and Once a haven for lost souls and the Commonwealths’
cozy inside its many frivolous and indulgent busi- undesirables, the settlement is now a place where
nesses, unaware that starvation and overpopulation chem addiction, the cold, and starvation rival one
could be its downfall. There may be Triggermen in the another to be the greatest threat. Its residents look
back alley and memory addicts in the hotel lobby, but for someone to lead them through the violent
some would claim there are far worse places in the nuclear winter.
Commonwealth to wait out atomic winter.
CHEM-TASTIC LIFE
Population: 50-60 settlers
“A chem a day keeps the hunger away” has become a
motto in Goodneighbor since winter began. For many
Defenses: Very Strong
citizens, chems and escapism fill the void left by lack
of food and an uncertain future, with the settlement’s
Food Supply: Limited
recreational establishments exacerbating the issue.
As legitimate supply lines come to a halt across the
Denizen Outlook: Satisfied
Commonwealth, Goodneighbor’s well-established
community is in a dire situation—and there is nobody
Starting Settlement Reputation Rank: Neutral
more dangerous than the desperate.

TENSIONS AT A GLANCE
The conflict within Goodneighbor is built upon these
core issues:

ƒ A distracted mayor that’s inattentive to the


needs of the settlement or the real struggles its
denizens face.

ƒ A food shortage pushing settlers to turn to chems


for relief from the growing starvation problem.

ƒ An increase in crime and civil unrest due to


overpopulation and the unsupervised
Neighborhood Watch.

114 FALLOUT  Winter of Atom


SECURITY perfect chance to infiltrate and walk among the riffraff
without worrying about Hancock noticing. With
Goodneighbor’s location makes it an ideal stronghold
Goodneighor’s overcrowding issue, no one seems to
against the raging winter weather and dangers of the
care if people disappear into the care of the Children
Boston area. The Neighborhood Watch deals with
of Atom. The Church plans to kill several members
raiders and other violent attacks quickly, but outside
of the Neighborhood Watch soon and gain Hancock’s
factors are the least of Goodneighbor’s problems. The
trust by returning his hat—spinning a grand story of
settlement serves drifters, criminals, and vigilantes of
how they uncovered a massive conspiracy against the
all kinds, but crime and civil unrest have spiked with
leader and put an end to it.
the recent overpopulation. People fight over small
slights, steal from those with little to give, and defile
the streets with refuse. The people of Goodneighbor
have become their own worst enemy. In his isolation,
Hancock has declared new measures to limit how
many people are allowed into Goodneighbor at any
given time. This new “headcount system” addresses
the crowding problem but does little to combat the
growing internal unrest fueled by illegal chems and
supply shortages.

RESIDENTIAL TENSIONS
Hancock’s hands-off approach forces residents to fend
for themselves, including the Neighborhood Watch.
Outnumbered, Hancock’s gang resorts to extremes to
keep the peace. Violence among neighbors, excessive
robberies, and chem-induced rages are commonplace.
The Neighborhood Watch answers the growing unrest
with even more of an iron fist than usual, escalating
tensions between the keepers of peace and the settlers
they are supposed to protect. Many residents are
fighting back, and rumors spread of new gangs rising
to halt the Neighborhood Watch’s tyranny and bring
peace back to the streets.

ATOM’S INFLUENCE
Hancock has very little interest in allying with outside WITHIN THE COMMUNITY
factions. He did not overthrow Vic and establish New pamphlets at Hotel Rexford confirm that the
Goodneighbor for it to fall under the charge of anyone Children of Atom have made Goodneighbor part of
but himself. And though the Children of Atom do not their regular recruitment circle. It’s rumored even the
need Hancock directly, they know he stands between Last Son of Atom visited the Memory Den recently.
them and Goodneighbor’s population. An Atomite Having seen the disparaged state of the settlers in
spy deviously stole Hancock’s hat and framed several Goodneighbor with their own eyes, the Children of
members of the Neighborhood Watch, knowing the Atom know residents are vulnerable to suggestion and
self-proclaimed mayor would obsess over rats within therefore ideal targets for recruitment. Hancock’s new
his organization and pay less attention to outsiders. headcount system has slowed their efforts, but it has
This distraction provides the Children of Atom the not stopped them entirely.

Chapter Two  WELCOME TO THE COMMONWEALTH 115


WITH OTHER FACTIONS settlers and even his own Neighborhood Watch
for his missing accessory. The Watch is unhappy
Due to the declining trade between settlements, caps
with Hancock’s accusations and take their frustra-
are not flowing as they used to in Goodneighbor.
tions out on local settlers. Hancock’s new policies
The local businesses have become concerned, so
assure he need only do the bare minimum to get
Hancock has secretly sent chem-runners into the
Goodneighbor through winter so he can focus on
Commonwealth to trade their excess illegal supplies
what is most important to him: his hat. Hancock
for caps to support the struggling establishments.
may prove a worthy ally to anyone who can help
Like the Children of Atom infiltrating Goodneighbor,
him with his adornment issue or otherwise pull
Hancock’s chem-runners target the most vulner-
him out of his deep depression.
able people inside other settlements. Limbo at
Mechminster Abbey (p.150) has already proven prof-
itable returns and remains the number one chem sales MEMORY DEN
site during winter. The Memory Den is a recreational establishment
offering a unique virtual experience. Through the use
of memory loungers, one can relive a moment from
your life or even the lives of others. Irma, the propri-
KEY LOCATIONS AND PEOPLE OF etor, has a keen business sense, catering only to those
INTEREST with the caps upfront and the mental stability to cope
with such an experience. But just like any place of
Goodneighbor is home to several one-of-a-kind estab- sumptuous indulgence, addiction lingers in the air.
lishments focused on supplying their visitors with Rumor in Goodneighbor has it that the Memory Den
whatever their vice may be. The personalities within recently provided their services to the Last Son of
them are just as unique, thanks to the settlement’s Atom. What memory could he possibly want to relive?
ability to draw in the downtrodden and the eccen-
tric—the types of folks who often have information to Key NPCs:
trade for the right price.
ƒ Irma is one of Goodneighbor’s human residents
OLD STATE HOUSE and the co-proprietor of the Memory Den. Gifted
with great beauty and skilled in persuasion, she
The Old State House is the oldest building in the
rarely fails at turning a shopper into a buyer. But
Commonwealth and the current headquarters of
ask about another person’s experience, and she
Hancock’s mayoral activities. Once overcrowding
reminds you of the strict confidentiality clause:
became an issue, he put the building on lockdown.
only the original owner of the memory can view
The only people allowed in (other than himself ) are
an archived file unless released as public domain.
the Neighborhood Watch.
Recently, the Last Son of Atom partook of the
Memory Den’s services forcing Irma, under threat
Key NPCs:
to her life, to keep his activities secret. She’s the
only one who knows he is searching other peoples’
ƒ Hancock is the jaded leader of Goodneighbor
memories about a lost military research facility. If
who has secluded himself in the Old State House
paid a large sum of caps, Irma may share this infor-
for the winter. His successes have left him with
mation but doesn’t know the facility’s location.
everything he could ever want—chems, caps,
Everyone knows there is nothing in Goodneighbor
and capital. Even facing the settlement’s current
that doesn’t have a price.
adversities, Hancock spends all his time doting
over a historical painting of the real John Hancock
and babbling about his missing hat. Much of his
identity revolves around his historical outfit, and
with his hat missing, Hancock remains distraught
and intoxicated. His grief has led him to blame the

116 FALLOUT  Winter of Atom


THE THIRD RAIL HOTEL REXFORD
The Third Rail is a jazz club built into the subway Hotel Rexford is more of a chem-den than a true
station below the Old State House. Most people who hotel. Currently, the sign out front reads “No Vacancy.”
visit Goodneighbor agree that it’s the best place to get Under normal conditions, it provides lodging to trav-
a drink—and information. Whitechapel Charlie’s elers and scavengers who pass through Goodneighbor.
home-brewed booze and Magnolia’s jazzy perfor- With the recent overcrowding problem, single rooms
mances are sure to warm up even the frostiest souls. accommodate six or more at a time. Most inhabit-
ants remain in an inebriated hibernation waiting for
Key NPCs: winter to pass.

ƒ Whitechapel Charlie is a Mister Handy model Key NPCs:


robot and dedicated bartender of the Third Rail. If
you can get past his Cockney accent and pre-war ƒ Norm is a mysterious homeless man who has
British attire, you might be able to bargain for some taken up permanent residence in front of Hotel
information on the local happenings. As a direct Rexford. He keeps cover under a tattered wool
employee of Hancock’s, he remains loyal and is blanket, hiding his human-like qualities. People
hostile to anyone who speaks out against him. joke that winter has frozen him in place, but as a
third-generation synth, the cold has little effect on
ƒ Magnolia is the resident jazz singer for the bar
him. He holds the perfect position to see and hear
hired by Whitechapel Charlie, regarded by many
everything that happens in Goodneighbor and is
as beauty incarnate. Unknown to most, she is a
an excellent source of information for those who
synth. Listen closely enough to her songs’ original
manage to befriend him.
lyrics, and the secret story of her escape from the
Institute will be revealed. She likes interesting
company and gossip, but has little interest in local THE WAREHOUSE
politics as long as the caps keep flowing. The Warehouse is Hancock’s private storage for the
settlement’s chems and excess food stores. There, his
NEON FLATS Neighborhood Watch meets with chem-runners for
pick up and drop off. Though the storehouse stocks
Neon Flats is a vacant apartment building near the
plenty of illegal chems, it is the heaping pile of help-
center of town. The apartments lack power, but any-
ful medicines like stimpaks that Hancock hopes to
one brave enough to exterminate the mole rats and
keep secret and safe.
radroaches nesting there might get squatting rights
for the winter. The building consists of three floors,
Key NPCs:
including individual rooms, several restrooms, a
kitchen with a cooking station, and a larger kitchen
ƒ The Neighborhood Watch is Hancock’s security
containing materials that can be used for a chemistry
detail of humans and ghouls, tasked with keep-
station. Neon Flats could prove a profitable business
ing the peace in Goodneighbor. More bully than
venture, especially with the settlement’s overcrowding
security, the Watch dress in three-piece suits, wear
issues, but new businesses must gain approval from
fedoras, and sport submachine guns. They take
Hancock first.
shifts guarding the heavily chained Warehouse
door twenty-four hours a day. Since Hancock
started secretly running illegal chems to other
settlements, the Watch’s efforts are concentrated
chiefly on protecting the Warehouse’s secret stash
of medicines and remaining food. Suspicions
abound among the settlers about what the ware-
house contains, but only Hancock and his goons
know what is locked inside.

Chapter Two  WELCOME TO THE COMMONWEALTH 117


SIDE QUEST: A VERY GOOD to help Goodneighbor—if only because he believes he
might need the PCs’ aid in the future. The supplies are
NEIGHBOR enough to help Goodneighbor stave off winter a little
longer. If the test fails, McDonough over-dramatically
acts heartbroken, but informs the PCs that he simply
This quest becomes available after the PCs com-
cannot put his people at risk of starvation to help a
plete Main Quest: The Train Job and spend a day in
town full of criminals.
Goodneighbor. Add 1 AP per PC to the GM’s pool
when the quest begins.
If the PCs return to Hancock with the good news,
he seems genuinely surprised and more than a little
suspicious of McDonough’s motives—but thanks the
Hancock approaches the PCs and tells them he heard
PCs for their excellent work.
about their work near Diamond City and has a propo-
sition for them. Some things that may come up during
the conversation: GREASING THE RIGHT PALMS
The PCs can help Goodneighbor and keep their
ƒ Mayor McDonough is no friend of Hancock or the hands relatively clean at the same time if they tip
people of Goodneighbor, and for all he talks about off Hancock and the Neighborhood Watch about the
wanting to help the Commonwealth at large, he movements of an upcoming food caravan arriving
refuses to offer aid. soon at Diamond City. To learn about the shipment’s
travel plan, they can strike up a conversation in
ƒ The people of Goodneighbor are starving, and even
Diamond City by making a CHA or INT + Barter test
the recent attempts to limit the population in the
with a difficulty of 3. If the test succeeds, the person
settlement by introducing daily headcounts haven’t
they’re speaking to offers them the details in exchange
helped.
for 4d20 caps. If the test fails, whoever they’re talking
ƒ He needs help, and he’s willing to pay for it. to becomes suspicious and avoids sharing informa-
tion—the PCs cannot gain the knowledge unless they
Hancock’s proposition is simple: help ensure that resort to more extreme measures, such as capturing
some of the supplies meant for Diamond City find and forcing a member of Diamond City Security to
their way to Goodneighbor or help the Neighborhood spill what they know.
Watch set up an ambush on a caravan. He prom-
ises that Mayor McDonough will never learn of the If the PCs learn about the arriving shipment and
involvement of the PCs in this scheme. In exchange, inform Hancock, five of his Neighborhood Watch
he offers them 100 caps, medicinal supplies, and an set a trap and pull off an easy heist that results in the
apartment in Neon Flats to do with as they please— deaths of several caravan merchants. PCs who have a
though he cautions that there is no power and a bad change of heart, or want to steal the caravan’s goods
infestation of radroaches and mole rats that will need for themselves, might try to set up a trap to take out
dealing with to make the place habitable. the five Neighborhood Watch members.

THE DIPLOMATIC ROUTE


The PCs may be able to lean on their relationship
with Mayor McDonough to acquire some supplies in
an above-board manner. They can return to Diamond
City and convince McDonough to share food and
water with Goodneighbor. To do so, a PC must make
a CHA or INT + Speech test with a difficulty equal
to 6 minus the PCs’ settlement reputation rank for
Diamond City. If the test succeeds, McDonough agrees

118 FALLOUT  Winter of Atom


A LITTLE BREAKING AND ENTERING
Neighborhood Watch If the PCs access the food and medicine stores in
Level 6, Human,
Diamond City, they can try to smuggle goods out
Normal Character (45 XP)
of the settlement. Sneaking into storage unnoticed
S P E C I A L requires a group AGI or PER + Sneak test with a
5 5 7 6 5 6 4 difficulty of 3. If the test fails, four armed members
of Diamond City Security notice them and block
SKILLS the storage exit. They demand the PCs lay down their
Barter 1 Sneak 2 arms and come with them to explain their actions

Energy Weapons 3 Speech 3 to the mayor. A PC can talk their way out of trouble
with the guards or McDonough by making a CHA +
Melee Weapons 1 Survival 4
Speech test with a difficulty of 4. On a success, they
Repair 1 can convince the locals they had a good reason to be
in their food storage room. They may attempt to sneak
HP INITIATIVE DEFENSE in and steal supplies again, but if they are spotted,
13 11 1 security immediately attacks. The guards immediately
attack if the PCs cannot talk their way out of trouble
CARRY WEIGHT MELEE BONUS LUCK POINTS
or refuse to surrender to security.
200 lbs. - -

PHYS. DR ENERGY DR RAD. DR POISON DR

0 0 0/Immune 0/Immune

ATTACKS

ƒ MUZZLED SUBMACHINE GUN: AGI + Small


Guns (TN 10), 3 D
C
  Burst Physical damage, Fire
Rate 4, Range C, Two-Handed

ƒ HEAVY LEAD PIPE:STR + Melee Weapons (TN 9),


5 D
C
  Physical damage

SPECIAL ABILITIES

ƒ GHOUL IMMUNITY: Neighborhood Watch


members are often ghouls, though not always.
Ghouls are immune to Poison and Radiation
damage and their effects. Also, they are immune
to all diseases.

ƒ LET RIP: Once per combat, the Neighborhood


Watch may ‘let rip’ with a volley from their
Muzzled Submachine Gun, adding the weapon’s
Fire Rate of 4 to the weapon’s damage for a
single attack (for 7 C
D total).

INVENTORY

Three-Piece Suits and Fedora (Formal Clothing),


Heavy Lead Pipe, Muzzled Submachine Gun,
5+10 C
D .45 Rounds, 2 C
D Bobby Pins, Wealth 2

Chapter Two  WELCOME TO THE COMMONWEALTH 119


If the PCs are defeated, the guards strip them of any of
Diamond City Security their food or beverages, then dump their unconscious
Level 6, Human, Normal Character (45 XP) bodies and weapons onto the ruined streets of Boston
outside the settlement. If the PCs defeat Diamond
S P E C I A L
City Security, the only way to ensure no one learns of
6 6 6 5 5 6 4
their actions is to leave none of the guards alive and
quietly leave the settlement.
SKILLS

Athletics 3 Speech 1
After the PCs take food supplies and exit, they must
Melee Weapons 4 Survival 2 make a group AGI or CHA + Sneak test with a diffi-
Small Guns 4 Unarmed 1 culty of 3 to leave the area without anyone spotting
them. If the test fails, two local settlers notice them
HP INITIATIVE DEFENSE moving suspiciously and inform Mayor McDonough
12 12 1 the following day. In either case, the PCs can leave the
settlement with the supplies and make their way back
CARRY WEIGHT MELEE BONUS LUCK POINTS to Goodneighbor—or double-cross Hancock and keep
200 lbs. - - the goods for themselves.

PHYS. DR ENERGY DR RAD. DR POISON DR


THE FALLOUT
1(All) 1(All) 0 0
This quest has the following outcomes:
ATTACKS
ƒ Brokered a Peaceful Deal. If the PCs convinced
ƒ CHAIN-WRAPPED ALUMINUM BASEBALL BAT:
Mayor McDonough to share some of Diamond
STR + Melee Weapons (TN 10), 7 C
D Physical
damage, Two-Handed City’s supplies with Goodneighbor, it marks the
beginning of a shaky truce between the settlements
ƒ LONG BARREL QUICK PIPE GUN: AGI+ Small
that lasts the winter. Make a settlement reputation
Guns (TN 10), 3 C
D Physical damage, Fire Rate
test for both settlements, adding a positive influ-
2, Close Quarters, Range M
ence to each for brokering a peaceful deal.
SPECIAL ABILITIES
ƒ Caught in the Act. If surviving Diamond City
ƒ HOME RUN: Once per combat, the Diamond Security or local settlers noticed the PCs leaving
City Security can swing their baseball bat with the storage area—after they stole food supplies or
all their might, adding their Athletics skill of 3 to
fought guards inside—the mayor becomes aware
their target number (for a total of TN 13). Their
the next day and the PCs lower their settlement
first success generates an additional success.
reputation with Diamond City by 2. If the PCs
killed any security guards, and McDonough finds
INVENTORY out, their settlement reputation automatically
Baseball Uniform (Tough Clothing), Chain-Wrapped decreases to 0 (Hostile). McDonough suspects
Baseball Bat, Long Barrel Quick Pipe Gun, 5+10 C
D Hancock to be behind the act and the relationship
.38 Rounds, 2x Stimpaks, Wealth 1 between Diamond City and Goodneighbor becomes
more hostile throughout winter.

120 FALLOUT  Winter of Atom


ƒ Delivered the Goods. If the PCs ensure ƒ Helped Yourselves. If the PCs keep Diamond
Goodneighbor receives supplies from Diamond City’s stolen supplies for themselves, they
City, regardless of the method, Goodneighbor’s gain ten of each of the following items: Melon,
food supply improves one step, and Diamond Corn, Tarberry, Melon Juice, and Brahmin Milk.
City’s food supply worsens one step. Hancock Unfortunately, Hancock strongly suspects they
rewards them with 100 caps, 6 Stimpaks, 6 double crossed him—the PCs must make a set-
RadAways, and the keys to Neon Flat’s empty apart- tlement reputation test with a complication
ment. Make a reputation test with Goodneighbor range of 4 (17-20) and add one negative influence.
and add one positive influence. Additionally, Diamond City’s food supplies worsen
one step.

Building A Business
Creating a base of operations, like Neon Flats, can provide ƒ Hotel: 5 caps per person a night, paid upfront.
characters an opportunity for more caps, resources, and Requires acquiring or crafting furniture; possible fights
narrative possibilities. Establishing Neon Flats as a busi- among the patrons.
ness venture is a good background task fraught with many
ƒ Restaurant: Reference item costs to create a menu.
challenges, including finding or crafting items for sale,
Food resources are scarce; businesses with lots of food
combating competitive business, and protecting assets. You
on hand become a target for thieves.
can create additional side quests centered around the PCs’
business ventures. When PCs return to their business, con- ƒ Chem Front: Reference item costs to create a list of
sider the state of the settlement, recent events, and how well illicit goods. May antagonize other local chem peddlers
they have handled any business complications to determine willing to fight over turf; could be targeted by local
how much profit or debt they have accrued since the last Neighborhood Watch or law enforcement.
time they checked in.
ƒ Shop: Reference item costs to create a list of goods or
services. Highly customized or expensive items may be
Below are potential ventures and complications that may
too expensive for most settlers; competitor shops may do
arise when converting Neon Flats into a business. You can
everything they can to chase you out of town.
easily alter these suggestions to work for ventures estab-
lished in other settlements too.

Chapter Two  WELCOME TO THE COMMONWEALTH 121


MIRAGE
To most, Mirage is a rumor at best. Chem-heads bab- All three of these issues revolve around Mirage’s des-
ble about the “wandering fortress on the horizon”—a perate attempts to survive in a time of scarcity. Drastic
roaming casino offering booze, caps, and gambling times call for extreme measures, and the need to make
for anyone who can find it. The original inhabitants new allies to survive winter creates growing friction
of the fortress were vault dwellers who bravely gave among the residents of Mirage. Now that their revered
up their home to a gang of vicious raiders, but not community rules are being broken, will their paradise
before they repurposed the vault’s supplies and rigged be lost?
an explosion to trap the vault’s usurpers. Now, these
nomadic people live in a metal, beehive-like fortress
drawn by brahmin. Though winter storms rattle the
steel stronghold, Mirage is never at a loss for supplies,
HOUSE RULES
protection, or warmth for those who seek it out and
During Mirage’s inception, strict house rules were
have the caps to pay for it. Paradise may seem too good
created for the safety and prosperity of its original
to be true, especially in a time of such scarcity, but the
residents. These rules have assured the survival of the
Children of Atom pamphlets at the bar hint where the
original vault dwellers. Anyone who doesn’t follow
leadership’s loyalty resides. Look too closely, and just
the house rules is refused entry or forced to leave by
like with any mirage, the truth behind the illusion is
bouncer-types posing as tourists.
revealed.

Population: 32 settlers MIRAGE HOUSE RULES


ƒ What happens at Mirage, stays at Mirage. To
Defenses: Somewhat Strong maintain its allure and mystery, residents and vis-
itors alike agree to the utmost secrecy for all who
Food Supply: Just Enough visit—what you choose to do in paradise stays in
paradise.
Denizen Outlook: Very Happy
ƒ 72-hour limit for all visitors. Mirage offers
delights and luxuries beyond any others found in
Starting Settlement Reputation Rank: Neutral
the Commonwealth, but only permanent residents
have the privilege of utopia all the time. All visitors
have a 72-hour limit on their stay, and squatters are
TENSIONS AT A GLANCE prohibited.

ƒ No caps. No entry. There is no cover charge


The conflict within the Mirage is built upon these
for admission, but spending caps once inside is
core issues:
required of all parties during their stay. There are
many ways to pay, including renting accommoda-
ƒ A decline in caps and customers due to extreme
tions, gambling, drinking, and tipping entertain-
weather conditions keeping people from traveling.
ment. Anyone who doesn’t spend caps becomes
ƒ A rising demand for more recruits to fulfill their evicted (or secretly kidnapped for Church of Atom
deal with the Children of Atom, made more diffi- recruitment).
cult by the recent decline in visitors.
ƒ No violence. All weapons checked. Mirage is a
ƒ The house rules being bent for the Children of paradise away from the Commonwealth’s harsh
Atom as Maxwell Kantor allows them freedoms realities and never-ending violence. Visitors must
reserved for permanent residents. check all their weapons at the door and handle dis-
agreements with words, not fists. Upon departure,

122 FALLOUT  Winter of Atom


checked weapons are returned. Armed Mirage Commonwealth would take advantage of this kindness
guards stand ready to toss people out if violence and bleed them of supplies. Maxwell Kantor has yet to
does arise. make an official ruling, and differing opinions on the
matter lead to heated arguments. Those who suspect
ƒ Cheaters must pay. Gambling and caps may rule
something sinister is going on in the engine room are
the scene at Mirage, but the residents believe that
increasingly uncomfortable in their own home.
fair play is the only way. Anyone attempting to
cheat or steal is offered the ability to pay off their
Since making a deal with the Children of Atom, a
debt by working in the kitchens or janitorial details
divide has opened up among Mirage’s permanent resi-
at the casino. Recently, Maxwell Kantor has been
dents. Kantor, supported by the few people who know
secretly kidnapping some of these individuals to
the truth of the deal, allows the Children of Atom to
produce power for Mirage, before he hands them
disregard the house rules occasionally. He lets the
over to the Children of Atom as part of their
Atomites carry concealed weapons, enter without
vile deal.
caps, and even overstay the 72-hour limit. Kantor tries
to excuse this blatant rule-breaking by claiming that
the Children of Atom are being persecuted and fear
NUCLEAR WINTER IN PARADISE for their safety—and that their supplies are more val-
uable than caps. Other residents, unaware of Kantor’s
Residential status belongs only to the original vault’s deal, are grateful for the Church’s supplies but grow
dwellers and their immediate families. All have agreed uneasy at their leader’s relationship with the Church.
to discretion regarding the inner workings of Mirage
so long as it remains their personal paradise. But as
hard as they have tried to shape the perfect life behind
steel, they cannot control the external effects of
ATOM’S INFLUENCE
nuclear winter’s onslaught.
While in other settlements the Children of Atom
appear mostly benevolent and generous, Mirage’s
ASSURING SAFETY AND SUPPLIES leader knows the true price of the Last Son of Atom’s
Extreme weather conditions make it almost impossi- aid. The hand that feeds is the same hand with an iron
ble for people of the Commonwealth to travel, which grip on the settlement.
means fewer and fewer visitors seek out Mirage. Fewer
customers lead to fewer caps, which means less budget WITHIN THE COMMUNITY
for supplies.
The isolation and exclusivity of Mirage make it the
perfect place for a secret recruitment effort. There are
Mirage requires brahmin to power their reactor, and
propaganda pamphlets at the bar, cameras hidden in
recent frost feral ghoul attacks have killed many of
the slot machines, and Children of Atom at the card
the settlement’s herd. This forced Mirage’s leader,
tables looking for potential recruits.
Maxwell Kantor, to strike a secret deal with the
Children of Atom—deliver recruits for the Church
Only a handful of residents know the truth of
in exchange for brahmin and supplies to survive the
Kantor’s deal with the Last Son—his most loyal guards
cold months. Unfortunately, the very existence of the
and Ole’ Man Murray. Others, like Fusion Susan, sim-
bargain disregards several of the community’s valued
ply believe the Church is generously gifting supplies
house rules.
in exchange for permission to preach within Mirage
and take a short respite from the bitter winter. The
RESIDENTIAL TENSIONS more Kantor allows the Atomites at Mirage to openly
Tensions rise among residents as fewer people visit break the house rules, however, the more suspicion
Mirage. There is a philosophical divide on whether rises that their leader and his new allies are hiding
the “No Caps, No Entry” rule should be paused to something.
draw in more patrons. Some believe the people of the

Chapter Two  WELCOME TO THE COMMONWEALTH 123


The Last Son of Atom has identified ideal recruits as THE WATERING HOLE
those down on their luck, with no personal connec-
The circular bar is in the middle of the casino floor,
tions or a place to call home. Once a target is selected,
maintaining a 360-degree view of all Mirage activi-
the unlucky patron is charged with cheating by Mirage
ties. Visitors can find a liquid lunch accompanied by
security. Kantor then takes them into a secret hold
a Children of Atom pamphlet. The bar hides a single
deep in Mirage’s bowels, where hundreds of exer-
steel trap door leading to the engineering chamber
cise bikes are used to power the generators. Maxwell
that houses the repurposed vault reactor powered
Kantor and a handful of his most loyal guards are the
by soon-to-be Church recruits riding exercise bikes.
only ones allowed into the engineering room. Kantor
Maxwell Kantor is the bartender and only person with
keeps Mirage’s secondary power source a tight secret.
the code to access this room, serving as Mirage’s sole
Under threat of death, seized visitors are chained to
reactor engineer.
a Vault-Tec bike until they are desperate—left with
no choice but to convert to the Church of Atom and
Key NPCs:
resign themselves to the Children’s reprogramming
to escape. Once amenable to this option, a secret
ƒ Maxwell Kantor is the appointed leader and
Children of Atom convoy picks them up and takes
resident engineer of Mirage. He is a quiet fellow,
them to the Last Son’s secret headquarters near the
a little introverted, but puts on a friendly face
Glowing Sea.
to visitors. Behind this façade, Kantor’s care for
Mirage and its residents borders on the obsessive.
WITH OTHER FACTIONS He places the settlement’s survival above all else—
Mirage is open to all for a short period of time. This including the lives of the people he recruits for the
rule ensures now more than ever that outside factions, Children of Atom. He lacks remorse for his deci-
such as the Minutemen, do not get the opportunity sions, believing that preserving paradise is a worthy
to gain a foothold and power in Mirage, keeping them cause. His only issue with the Last Son‘s deal is the
safe from those who seek to exploit the paradise they struggle to make the agreed recruitment quota and
have created. With Atomites being allowed to ignore ensuring that Mirage remains under his control.
the 72-hour time limit, many wonder if Mirage is fall- He spends most of his time at the Watering Hole,
ing victim to the very danger this rule was designed to where he has the perfect perspective to watch for
protect against. potential recruits.

KEY LOCATIONS AND PEOPLE OF


INTEREST
The casino games at Mirage may be fair, but the fate
that befalls cheaters and unlucky visitors is not. The
casino’s patrons have no idea they are making a blind
bet against their freedom when they play at Mirage.
Aside from the key locations listed, Mirage has many
other facilities designed to cater to the needs of its
patrons. Kitchens that offer freshly cooked appetizers
to those sipping cocktails at the Watering Hole, hotel
rooms decorated to look like Vault-Tec dorms for 5
caps per night, and a small shop offers essential equip-
ment to stock up for your stay—or departure.

124 FALLOUT  Winter of Atom


BLACKJACK’S BLACKJACKS no secret she has a swelling crush on the charis-
matic prophet. She does whatever she can to gain
One of the only Blackjack tables in the
his attention during his rare visits to Mirage. She
Commonwealth, Blackjack’s Blackjacks is the perfect
tries to impress him with the results of the psycho-
place to win some caps. If you play your cards right,
analysis she offers to patrons who buy her drinks
the dealer might double down and provide valuable
after her shows. Unknown to her, the Last Son has
information.
instructed his spies to listen in on these sessions
and use the information to pick out potential
Key NPCs:
recruits.

ƒ Blackjack isn’t just the best dealer in the wasteland


but also the most honest. Unfortunately, Maxwell GLOWING FOR YOU
Kantor has asked him to source more “cheaters” at If the PCs take the time to attend one of Fusion
his table, claiming Mirage desperately needs more Susan’s shows at the Oasis, you can describe one of her
temporary “volunteers” to keep the casino run- performances and the song she sings with the follow-
ning. Kantor also promised that these individuals ing narration:
would be fed and cared for while they worked off
their falsified debt and released within a few days The lights dim over the Oasis stage, fading into
of being detained. Blackjack is uncomfortable with warm sunset tones as Fusion Susan slinks onto the
this breach of the house rules. After his inquiries stage and into the spotlight. As light jazz music
about the welfare of a few recent faux cheaters starts to play from the one-person Protectron band,
lead to a dead end, he is beginning to suspect he’s Fusion Susan croons, singing with powerful longing,
unknowingly setting up innocent people for a wearing her desperate love on her sleeve. Her perfor-
much more sinister purpose. He feels compelled to mance moves all those with a warm heart to tears.
do something about his suspicions but is too afraid
to act alone. “Glowing for you is easy living
It’s easy to glow when you know
There’s nothing in this wasteland but you
THE OASIS
The Oasis stage, fashioned to look like a picturesque
I never regret the years I’m giving
sandy paradise, is where Fusion Susan performs new
It’s easy to give when you’re in love
takes on old songs. A Protectron reprogrammed as
I’m happy to do whatever I do for you
a one-person band accompanies her each night. If
you’re lucky, you might catch one of her hits, like “My
Maybe I’m a fool
Atomic Baby” or “Glowing for You.”
It’s almost cruel
For I believe
Key NPCs:
You’re the Atom to my Eve

ƒ Fusion Susan was a psychologist back in the Vault.


Glowing for you is easy living
Now she charms visitors on and off the stage. She
It’s easy to glow when you’re in love
tends to be chatty when not performing, especially
I’m atomically glowing for you”
if she receives a good tip. Once off the stage, she
drops her fake ditzy demeanor. Those who get to
know her immediately realize Susan is very caring THE SLOTS
and intelligent. The permanent residents of Mirage The Slots are an aisle of refurbished slot machines
consider her the glue that keeps their community initially placed in the Mirage for fun. Now, they each
together in tough times. Recently Fusion Susan have a small camera installed for surveillance to iden-
met the Last Son of Atom during his first visit to tify those most ideal for recruitment.
the casino and immediately became smitten. She
converted to his Church shortly after that, and it’s

Chapter Two  WELCOME TO THE COMMONWEALTH 125


Key NPCs: SIDE QUEST: MIDNIGHT AT THE
ƒ Ole’ Man Murray is one of the strangest of all
OASIS
Mirage’s residents. He drinks heavily and is often
heard spouting conspiracy theories. He knows This quest becomes available after the PCs meet
about Kantor’s deal with the Last Son of Atom Minnie Mabee in Beatsville or complete Main Quest:
and that his daughter, Minnie “Muse” Mabee Cleansing Fire. Add 1 AP per PC to the GM’s pool
(see Beatsville, Artist Alley, p.143) was forced into when the quest begins.
recruitment because the Church needed someone
who knows American Sign Language. The Last Son
gave Kantor a choice—if Mirage gave him Minnie, Resident Mirage drunkard and conspiracy theorist—
the Church would never take another original Ole’ Man Murray—approaches the PCs and asks
resident for indoctrination. Murray has hated both them to join him outside the casino for a quiet word.
the Children of Atom and Maxwell Kantor ever He appears cagey and skittish, afraid of being caught
since. He keeps quiet about the deal only because talking to the PCs by Kantor’s security team. He can
Kantor promised that the Church would return reveal the following information:
Minnie in time if Murray didn’t stir up any trouble.
If PCs ply him with enough alcohol, show a disdain ƒ Maxwell Kantor made a deal for Mirage’s safety
for the Last Son and his sect, or give him the news with the Last Son of Atom’s sect. In exchange, he
that Minnie is free, he is willing to help them stop sent Murray’s daughter Minnie to the Church. The
Kantor and his Atomite allies. Last Son was most interested in her ability to speak
American Sign Language. Murray’s sick with grief
PLAYING THE SLOTS and desperately wants to reunite with his daughter
but cannot until Mirage is safe again.
The Slots boast a wide variety of three reel-handled
slot machines for gambling caps. Characters insert ƒ Kantor betrays his promise of safety in Mirage.
caps into the machine, which become converted to He targets vulnerable people visiting the casino,
“credits” displayed on the machine’s screen. When captures them, then forces them into manual labor
characters pull the handle, they lose 5 credits and roll to power the casino. When Kantor is through with
3d20 to replicate the spinning wheels. They gain cred- his prisoners, he ships them off to the Last Son for
its based on the results of their roll, as follows: “recruitment.” Murray and Blackjack have decided
that Kantor cannot be allowed to kidnap anyone
ƒ No Matching Numbers or 20s: No gain. else, even if it leaves Mirage vulnerable.

ƒ Matching Numbers: Add the matching numbers ƒ Murray knows how to get to where the kidnapped
together and gain that many credits. people are held and has a plan to free them. He
wants the PCs to play cards at Blackjack’s table and
ƒ One 20: Gain 5 credits.
do well enough—or be loud and cheat to win—to
ƒ Two 20s: Gain 50 credits. draw the attention of the casino security team.
If they can get themselves kidnapped, Murray
ƒ Three 20s: Jackpot! Gain 100 credits.
believes they are resourceful enough to escape
A character can press the “cash out” button at any and free the others trapped too. Word will spread,
point before spinning the wheel again. When they and he hopes everyone living at Mirage will turn
cash out, caps drop into a tray at the bottom of against Kantor and his sycophants.
the machine equal to the remaining total credits.
Afterward, the machine’s screen resets to 0 credits.

126 FALLOUT  Winter of Atom


If the PCs agree to help Murray, he tells them to
signal him at the slot machines when they are ready Mirage Security Guard
to get caught. He offers to play at the blackjack table Level 6, Human,
opposite them to help make a loud scene. Because Normal Character (45 XP)
weapons are not allowed in Mirage, clever deception is S P E C I A L
the only way to avoid civilian casualties.
6 6 6 5 5 6 4

SKILLS
CONTENT WARNINGS AND CHANGING SCENES
Athletics 1 Small Guns 5
This quest involves simulated gambling. Gamemasters may
Barter 1 Survival 2
wish to alter the quest in one or more of the following ways
to better suit the needs of their group: Melee Weapons 5 Unarmed 1

HP INITIATIVE DEFENSE
ƒ Instead of playing out betting and blackjack hands, nar-
rate what happens as though the PCs successfully cheat 12 12 1

and get caught.


CARRY WEIGHT MELEE BONUS LUCK POINTS
ƒ Instead of playing cards, Murray can tell the PCs about 210 lbs. - -
the keycode-protected trap door behind the bar at the
Watering Hole. He offers to create a distraction by PHYS. DR ENERGY DR RAD. DR POISON DR
smashing bottles and shouting about subliminal mes- 3(Arms, 3(Arms,
0 0
sages in the slot machines. The PCs can use the distrac- Legs, Torso) Legs, Torso)
tion to slip behind the bar and break into the chamber
below. Hacking the keycode requires succeeding on an ATTACKS
INT + Science test with a difficulty of 5. If the PCs fail, ƒ MACHETE: STR + Melee (TN 11), 4 D
C
  Piercing
six guards show up to arrest them, and Kantor takes Physical damage
them below for eventual “recruitment.” ƒ COMBAT RIFLE: AGI + Small Guns (TN 11), 5 D

Physical damage, Fire Rate 2, Range M, Two-
Handed

SPECIAL ABILITIES

GUNS BLAZING ƒ DEADSHOT: Once per combat, the guard can


increase the difficulty of their next ranged attack
Mirage visitors must check their weapons at the
by 1. If they hit, they double the number of C
D
door. If PCs decide against Murray’s plan and go into rolled to determine damage.
Mirage guns blazing to rescue its captured people,
they must fight their way through a busy casino, fac-
INVENTORY
ing all eight Mirage Security Guards. The guards use
slot machines, card tables, the bar, and casino visitors Heavy Raider Chest Piece, Heavy Raider Leg x2,
Heavy Raider Arm x2, Combat Rifle, Machete,
to maintain a superior position. The scenery gives the
guards 1 C
D cover, and attacks have a complication
9+4 C
D .45 rounds, Wealth 1

range of 2 (19-20). Every complication rolled during


the shootout hits an innocent bystander.

If the PCs are defeated, Kantor takes all their belong-


ings, then throws them down in the engineering
chamber below with the rest of his prisoners—pro-
ceed to The Holding Cell. If the PCs defeat the guards,
Kantor surrenders. He agrees to let the prisoners go
and begs the PCs for mercy.

Chapter Two  WELCOME TO THE COMMONWEALTH 127


PLAYING CARDS THE HOLDING CELL
When the PCs first sit down at Blackjack’s table, he When the PCs allow themselves to be captured or
doesn’t pay them much notice. They must win a few are taken forcefully, they are brought into the bowels
hands or cause a commotion to get him talking. If of Mirage and witness a horrific scene. Dozens of
they mention they are working with Murray to free captives wait below, forced to pedal exercise bikes to
captives, he hushes them with a finger to his lips, then power the Mirage’s generator until they agree to join
nods in understanding. the Last Son of Atom’s Church. Review the following
sidebar before continuing.
PCs can win caps by playing their cards right.
They can bet up to 100 caps each hand; if they
win, the house pays out 2:1. Any PC playing makes CONTENT WARNING AND CHANGING SCENES
an INT + Barter test—or a PER + Sneak test with a The line between indentured servitude and slave labor is
difficulty of 3 to cheat to win the hand automatically. semantic. Forcing people to work for zero pay is abhorrent,
After all the PCs bet and make their tests, roll 2d20, and should never be tolerated. It is entirely understandable
counting each result of 11 or lower as a success for the that some players will not want to engage with this content
dealer. or include it in their games.

PCs who generate more successes on their INT + You can alter this scene by replacing prisoners riding
Barter test than you win the hand and receive twice bikes with brahmin on giant rotating wheels. Captive PCs
what they bet in payment. Otherwise, they lose the find themselves locked in the cell with other prisoners and
hand and their bet. Anyone who rolls a 20 and a 1 occasionally visited by priests from the Church of Atom. The
scores a blackjack and automatically wins—but ties priests offer them their freedom in exchange for pledging
always favor the dealer. The first time any PC in the loyalty to the Church.
group fails a test to cheat, Blackjack takes their caps
and warns them if he catches them cheating again, he However you run this scene, do your best to make it clear to
will call security. the players that the management and guards of Mirage are
objectively evil people who need to be held accountable for
If any PC wins at least 100 caps, Blackjack mutters, their actions.
quietly warning them security takes notice of people
who win too much, and the PC might want to
quit while they are ahead. If any PC wins at
least 200 caps, security shows up. Alternatively, a PC
can create a scene that draws security by succeeding
on a STR or CHA + Speech test with a difficulty of 3.

When security appears, Maxwell Kantor joins them


and loudly decries to the visitors at Mirage that they
must suffer the fate of all cheaters. He then orders
four Mirage Security Guards to take their belong-
ings and follow Kantor to the holding cell. If the PCs
resist, four more guards appear (see the previous sec-
tion Guns Blazing). If the PCs allow themselves to be
taken, the guards strip their belongings and lead them
down the trapdoor behind the bar to the engineering
chamber—proceed to The Holding Cell.

128 FALLOUT  Winter of Atom


When you are ready to continue, read or paraphrase trunk. The PCs must devise a plan to defeat the guards
the following: and free Kantor’s many prisoners. A few approaches
the PCs might take follow.
The small cell smells bad. Really bad. Like the days-
old sweat of hundreds of people forced to cram into Tricking the Guards. A PC can trick the guards into
too-small conditions for weeks at a time. opening the cell door for any reason by making a STR
or CHA + Speech test with a difficulty of 2. If they
But the cell isn’t the worst of it. When a prisoner’s lure the guards into the cell to spring a trap, the PCs
turn comes—and you never know when you will be can make a surprise attack. If the PCs ask the other
next—Kantor’s loyal guards lead captives into the five prisoners in the cell to help, they are all too happy
so-called “engine room.” There, prisoners are chained to make the guards pay for their cruelty by swarming
to an exercise bike and told to start peddling until them and holding them down during the fight—
they cannot anymore. All around, dozens and dozens increase the difficulty of the guards’ attacks by 1.
of other prisoners accused of cheating wait for their
next shift at the bikes. The air is filled with Sneaking Past the Guards. A PC can attempt to pick
the sounds of a hundred old bikes whirring in the cage’s lock if they can fashion a pick out of some-
exhausted unison. thing nearby, such as a spring from the small camp
bed in the corner of the cell. To use a jury-rigged tool
Occasionally robed figures enter the engine room, to unlock the cell without being noticed, they must
walking among the pedaling prisoners. When they make an AGI or INT + Lockpick test with a difficulty
stop, they kneel to wash the sweat from prisoners’ of 2. If they succeed, they can attempt to sneak past
heads with cool rags and gently whisper to them. the guards without being spotted by succeeding on
According to the rumblings of other captives, often, an AGI or PER + Sneak test with a difficulty of 3. If
the robed figures unchain prisoners and lead them either test fails, or the PCs otherwise make it clear
away, never to be seen again. The rumor is that the they intend to escape, the three guards approach to
Church of Atom offers freedom to those who agree to deliver a beatdown.
join the Atomites and attend sermons given by the
Last Son of Atom and his most devout followers. Overpowering the Guards. A PC who waits until
one of the guards takes them out of their cell to chain
This is the beating heart of Mirage. This is where them to an exercise bike can attempt to force their
you live now unless you do something about it. But way free and either fight or run for the equipment
remember—the house always wins. trunk. To do so, they must succeed on an AGI or STR
+ Athletics test with a difficulty of 2. If they fail, the
The cell is a small cage in the engine room, large other two guards immediately approach, and all three
enough for a handful of ratty camp beds and a poorly attack, attempting to knock the PC unconscious and
working toilet. The rest of the room contains hun- throw them back into their cell. If they succeed, the
dreds of exercise bikes that power Mirage. Three PC can take their turn before the guards attack. It
Mirage Security Guards are present—two flanking takes a major action to grab items like weapons from
the doors and one sitting reading a magazine in the the equipment trunk.
middle of the room. There are currently five other
people caught “cheating” being held in the cell along
with the PCs.

The guards removed the PCs’ equipment, weapons,


and armor. Their gear is stashed away in a large storage
trunk located at long range on the opposite side of
the engine room, beyond the exercise bikes. They can
take up their weapons to fight if they can reach the

Chapter Two  WELCOME TO THE COMMONWEALTH 129


Freeing the Prisoners. When the PCs defeat the
Mirage Security Guard guards or find another way to deal with them, they
Level 6, Human, can take the keys from the meanest-looking guard
Normal Character (45 XP) and free the dozens of prisoners chained to exercise
S P E C I A L bikes. Once free, the prisoners storm through the trap
door to Mirage above to expose Kantor with righteous
6 6 6 5 5 6 4
anger. The remaining Mirage Guards are immediately
SKILLS overwhelmed by the prisoner revolt.

Athletics 1 Small Guns 5


The PCs can stay behind to loot the guards and find an
Barter 1 Survival 2
additional 200 caps on their persons—but Maxwell
Melee Weapons 5 Unarmed 1 Kantor manages to escape the prisoner uprising while
the characters linger below. If they instead immedi-
HP INITIATIVE DEFENSE
ately follow the escaped prisoners up to the casino,
12 12 1 they must make a group PER + Sneak test with a
difficulty of 3. If the group test succeeds, they notice
CARRY WEIGHT MELEE BONUS LUCK POINTS
Kantor attempting to sneak out the front entrance and
210 lbs. - -
can capture him before he escapes.

PHYS. DR ENERGY DR RAD. DR POISON DR


Resolving the Uprising. When the PCs return to
3(Arms, 3(Arms,
0 0 the casino above, they find the escaped captives
Legs, Torso) Legs, Torso)
overwhelming the remaining Mirage Guards loyal to

ATTACKS
Kantor. Blackjack and Murray stand atop card tables
and publicly expose Kantor and his allies to the other
ƒ MACHETE: STR + Melee (TN 11), 4 C
D Piercing residents. Blackjack asks the PCs to help them decide
Physical damage
what will become of Kantor, his loyal guards, and the
ƒ COMBAT RIFLE: AGI+ Small Guns (TN 11), 5 C
D future of Mirage. The PCs can offer solutions that
Physical damage, Fire Rate 2, Range M, Two-
impact the future of Mirage. If the PCs refuse to get
Handed
involved or side with Kantor, Fusion Susan takes over
SPECIAL ABILITIES leading Mirage. She orders Kantor and his allies exe-
cuted and abandons her faith in the Church of Atom.
ƒ DEADSHOT: Once per combat, the guard can
Appalled and horrified at Kantor and the Last Son’s
increase the difficulty of their next ranged attack
sect’s actions—and any unwitting part she played in
by 1. If they hit, they double the number of C
D
rolled to determine damage. them—she pays reparations to the captives and offers
them permanent residence if they wish. Few accept
the offer, and most prisoners return to their previous
INVENTORY
homes and lives.
Heavy Raider Chest Piece, Heavy Raider Leg x2,
Heavy Raider Arm x2, Combat Rifle, Machete,
9+4 C
D .45 rounds, Wealth 1

130 FALLOUT  Winter of Atom


THE FALLOUT
This quest has the following outcomes:

ƒ Freed the Prisoners. If the PCs released the


prisoners, Mirage no longer has a working power
source. After a day, the settlement loses electric-
ity, and its denizen outlook becomes somewhat
grim. The settlers close the casino and focus all
their efforts scavenging for temporary power and
other supplies to help them survive the winter.
Meanwhile, Murray and Blackjack depart Mirage
and move to Beatsville so that Murray can reu-
nite with his daughter Minnie Mabee. They tell
the Beats all about the PCs’ great deeds at Mirage;
when they make their next a reputation test with
Beatsville, add one positive influence.

ƒ Did No Harm (Except to the People Who


Deserved It). If the PCs freed the prisoners with-
out harming any innocent bystanders in the casino,
the long-time residents treat them as heroes when
they visit in the future—increase their settlement
reputation rank by 2 for Mirage.

ƒ Kantor Escaped. If Kantor escaped, he joins the


Children of Atom. Ashamed and angry, he gives
himself over entirely to the Last Son’s mad teach-
ings. During Chapter 4: The Day of Division, the PCs
can reencounter him as a zealous, vengeful enemy
in the Glowing Sea at any time.

ƒ The Last Son Revealed. If the PCs spread the


word of the Atomites’ abhorrent deal with Maxwell
Kantor to other settlements, those settlements
turn against the Last Son of Atom’s Church unless
they have already become entirely indoctrinated.
Children of Atom living at those settlements
become exiled and retreat to hideouts in the
Glowing Sea.

Chapter Two  WELCOME TO THE COMMONWEALTH 131


BIG TOP
Stationed under a sizable and decrepit circus tent, Population: 7 original Freeques, 14 ghouls, 7 synths
Big Top is home to a community of ghouls that call
themselves the Freeques. They are a small group of Defenses: Moderate
itinerant circus performers who wandered into the
Commonwealth during their cross-country tour. Now Food Supply: Scarce
trapped by the onset of atomic winter, they wait out
the long, dark months beneath their big top tent, Denizen Outlook: Somewhat Grim
which offers little relief from current conditions.
The original Freeques took up the identities of the Starting Settlement Reputation Rank: Neutral
circus freaks that came before them and now provide
refuge for ghouls and disenfranchised synths under
their performance space. With the roads frozen, trade
halted, resources running dry, and more people
seeking shelter within Big Top, recent supply offers
from the Children of Atom seem more welcoming
every day.

132 FALLOUT  Winter of Atom


TENSIONS AT A GLANCE NO ALLIES
Because Big Top has little to trade and harbors both
The conflict at Big Top is built upon these core issues: ghoul and synth refugees, potential allies are scarce.
Residents take shifts scavenging for food and supplies
ƒ Lack of infrastructure for a fixed settlement in the frozen wastes but find little reward for risking
since Big Top is established as a nomadic traveling their lives. Without a constant source of food and
community. caps, the Freeques are growing desperate to seek help
from anyone that will offer it.
ƒ Growing distrust for ghouls and synths in the
Commonwealth limits their potential allies and
trade partnerships. RESIDENTIAL TENSIONS
Much has changed since the Freeques opened Big
ƒ A pending community vote on whether to take
Top up to new settlers. A handful of third-generation
the deal with the Children of Atom in exchange
synths seeking freedom from the Institute joined the
for supplies.
settlement several months ago. They are outnum-
bered by the original Freeques and more recent ghoul
Much has changed for the Freeques since being forced
residents. The ghoul refugees are the most populous
to settle for the winter, stirring several internal con-
group and hold the majority of votes in the Big Top
flicts. Unlike other settlements, they are ill-equipped
Assembly. The Assembly rules are simple—each settler
to support a proper community. The disenfranchised
gets one vote in all matters, and the majority wins.
are looking to the original members of the Freeques
for guidance and security in a time when they cannot
The settlers have not yet voted on the Last Son of
even provide it for themselves.
Atom’s recent offer to provide supplies in exchange
for allowing the Church to preach to the Big Top
community. Overall, few settlers want to ally with the
NUCLEAR WINTER UNDER BIG TOP Children of Atom, but desperate times call for desper-
ate measures. The ghoul settlers must eat, and most
The settlement’s big-hearted founding circus perform- feel they have no choice but to work with the Church
ers are beginning to feel the burden of being forced to survive, while most of the synths—who do not
to put down roots without being prepared to survive. require food or water to live—stand firm in rejecting
More than anywhere else in the region, the refugees the Children of Atom on their offer. Differing opin-
living in Big Top face dire starvation and desperately ions cause rising tensions between the ghouls and
need help from the outside. the synths in the community. Even though the synth
residents are a minority, their united stance against
ITINERANT LIFESTYLE the Church could sway the vote and leave the other
residents without the supplies they need to last
Big Top was never meant for long-term settlement.
the winter.
The raging winter has forced the circus to stay in one
place for too long. As a traveling troupe, the Freeques
rely on ticket sales for supplies and mobility for pro-
tection. They are taking in more mouths than they can ATOM’S INFLUENCE
feed, and without audiences attending shows, Big Top
is now more refugee camp than circus. The Freeques The Children of Atom are scouting everywhere they
have improvised by building Carnival Row to provide can in hopes of swelling their congregation, and they
some security for residents but cannot fully shelter have their eyes set on Big Top. The Freeques have
the community from the relentless cold. never dealt with settling in any place for too long
before, much less having to ally with local factions.
Performing is their specialty, not negotiations, and the
Children of Atom have taken advantage of this fact by

Chapter Two  WELCOME TO THE COMMONWEALTH 133


offering the settlement what it needs most—food and
CIRCUS POSTER
clean water. All Big Top must do is accept their offer
This poster can be found on buildings and boarded-up
and open their tent flaps to the Church’s teachings.
windows in the immediate area around Big Top and on
boards throughout carnival row. Read or paraphrase
WITHIN THE COMMUNITY the following when PCs travel to Big Top and see the
A few weeks back, the Last Son of Atom walked poster for the first time:
straight into the Big Top tent, utterly unaffected by
A newly painted advertisement hangs
the radiation traps of Carnival Row. He came offer-
in the middle of the vintage Freeque
ing gifts of much-needed supplies in exchange for a
posters of the past. The new poster
chance to talk about the Children of Atom’s cause.
promotes the Big Top’s first show since
Many ghoul settlers saw the offer as a means to sur-
settling down in the Commonwealth for
vive the winter, while the synths saw a charlatan mak-
the winter. The painting’s bright colors
ing empty promises. The Last Son’s only additional
show the Freeques performing won
request was Big Top swearing loyalty to the Church
drous feats—the Swinging Sals sway
should the sect ever come under attack. The ghoul
residents called for a Big Top Assembly vote that very
day, but Ringleader Johnnie Lonnie stalled, claiming
displays her mind-bending tattoos, and
all the settlers deserved a chance to contemplate such
Madam Atom glares intensely into a
an important choice before deciding.
crystal ball. They all frame the central
image of Ringleader Johnnie Lonnie, who
WITH OTHER FACTIONS cracks a whip to fend off a Protectron
The Minutemen have only visited Big Top a handful painted to look like a ferocious lion.
of times since winter began. Those who stop by the
settlement usually attempt to recruit new soldiers
to their cause. Most of Big Top’s settlers are refugees THE BIG TOP TENT
from the chem-filled streets of Goodneighbor or the The Big Top Tent is the home and performance
secret facilities of the Institute; they have no inter- space of the Freeques and many recent refugees. The
est in returning to a life of violence, regardless of massive circular red and white tent holds two tiers
the cause. The Freeques have welcomed synths with of seats, a performance ring, and a trapeze rig. Public
open arms, but unbeknownst to them, the Institute is seating gets used as a shared sleeping space for
hunting the escaped synths—putting Big Top in more residents, and a single community fire burns in the
danger than they realize. center of the ring. On rare occasions, when disputes
arise or critical decisions must be made, the Big Top
Tent serves as the site for the Freeques’ democratic
voting assembly.
KEY LOCATIONS AND PEOPLE OF
INTEREST Key NPCs:

The bright tents and light of the circus welcome those ƒ Ringleader Johnnie Lonnie is considered the
who stumble upon Big Top while searching the frigid leader of the Freeques. He wears classic red and
wastes for shelter. Though its residents live up to the white coattails, designating him as the public
expectations of a wondrously bizarre carnival troupe, speaker for the settlement. Though he does not
Big Top’s future hangs by a thread so delicate that even make decisions for the Freeques, he serves as the
the most skilled tightrope walker would have trouble announcer for all voting results and a diplomat
keeping their balance. when negotiations arise. He knows his fellow
performers miss life on the road, but his hope does
not waver that winter will pass, and their show will
go on.

134 FALLOUT  Winter of Atom


ƒ The Inked Lady is the spectacle of the Freeques, Key NPCs:
adorned with intricate tattoos from her beauti-
ful bald head to her polished wrinkled toes. She ƒ Madame Atom spends most of her time at her
is both the canvas and the artist. Each one of her private tent in Carnival Row. She is an eccentric
pieces tells a story. She eagerly offers those who woman who reads palms, crystal balls, and futures
share their stories (and a few caps) a tattoo to in exchange for all-mighty caps. Occasionally, she
immortalize the tale. Recently, the Last Son of wanders into the Big Top Tent with a premonition,
Atom visited her, requesting her talents in private. declaring her psychic vision with an extravagant
Only they know of the image she inked into his emotional display. Her most recent vision was of
flesh—a pale purple tentacle wrapped around a an irradiated, thousand-legged beast monster rising
dark obelisk covered in mysterious hieroglyphs. from the earth to devour the Commonwealth. Not
The Inked Lady might share the description of her many newer residents took the prophecy seriously,
work for the Last Son with someone who befriends but Madame Atom is quite worried. Some locals
her. However, Madame Atom now mistrusts the blame chems for her theatrics, but the original
Inked Lady for tattooing the Last Son. Freeques know Madame Atom’s visions always have
some truth.
ƒ Brawny Bill is the strong man of the group. When
not showing off his muscles under Big Top, he
can be found at the High Striker carnival game
in Carnival Row with his prized hammer, Wilma.
SIDE QUEST: THE ILLUSTRATED
Brawny Bill and Wilma are always ready to crack MAN
skulls at the front lines when things get rough.
Beneath his gruff demeanor, Bill is the most com-
passionate and caring member of the Freeques, This quest becomes available after the PCs complete
unafraid to show his vulnerability and emotions to Main Quest: The Train Job and spend a day in Big Top.
those he trusts. Add 1 AP per PC to the GM’s pool when the
quest begins.
ƒ The Swinging Sals are a triad of acrobats who all
answer to the name Sal. They consider themselves
brothers bound even though they are not siblings
While in Big Top, the PCs overhear a tense conver-
by blood. Their trapeze act is the highlight of any
sation between Protectron Deputy D3N-Z3L and a
Big Top performance. They are skilled spies and
group of synth refugees. If the characters listen in or
assassins off the ropes—though they would much
join the conversation, they can learn the following
rather be swinging than slaying.
things (much of which are lies):

CARNIVAL ROW ƒ Deputy D3N-Z3L recently arrived at Big Top. He


Carnival Row has become a much-needed security used to guard a military bunker about a day’s travel
measure—a series of fun houses, sideshows, and car- to the northeast. He claims he fled the bunker after
nival games meant to welcome visitors. Carnival Row’s a group of raiders invaded.
repurposed booths camouflage deadly radiation traps
ƒ The Protectron came to Big Top because they heard,
keeping unwanted visitors at bay. The traps ensure
from another traveler, about Madame Atom’s recent
only the radiation-immune can easily find their way
premonition regarding a giant underground beast.
into the settlement unless they know the safe route.
He believes the monster in her vision is real and
The tent city constructed between the stalls and
that the answers lie inside the computers of the old
games of Carnival row helps relieve the Big Top Tent
bunker he used to guard.
of its growing overcrowding problem.
ƒ Deputy D3N-Z3L has been asking the locals if
anyone will help him travel to the bunker and
chase off the raiders, but the Freeques have refused.

Chapter Two  WELCOME TO THE COMMONWEALTH 135


Even the bravest troupe members are preoccupied After the start of the Rad-izzard, it takes the PCs one
with preparing for the upcoming Big Top vote on round to reach the concrete blast doors. If Deputy
whether the settlement will accept the Church of D3N-Z3L accompanies the party, he fails to open the
Atom’s offer for aid. blast doors via their terminal, then exclaims that
the raiders must have changed the access code. A PC
Deputy D3N-Z3L asks the PCs to help him retake the can hack the console by making a successful INT +
bunker from the raiders who invaded. He offers them Science test with a difficulty of 3. Without any nearby
the stockpile of supplies inside to help the needy shelter, PCs remain exposed to the deadly storm each
people of Big Top. round they fail to break into the bunker.

The Deputy’s Lies. The PCs do not yet know that When the doors open, read or paraphrase the
the Protectron is lying about everything. There are following:
no raiders in the bunker. However, Deputy D3N-Z3L
knows that the bunker houses a dangerous monster The doors grind open to the sound of hissing air
and contains secret files on the Last Son of Atom’s as the atmosphere sealed inside rushes to meet the
genetic experiments. He plans to sell the informa- radioactive storm outside. The bunker air carries the
tion—and the location of the synth refugees hiding in stink of hot metal, ozone, sulfur, and something…
Big Top—to an Institute informant for a large sum of else. Something so rotten it would make most peo-
caps. Of course, achieving his goals means betraying ple’s skin writhe and crawl. Something so rancid it
the PCs at the most inopportune moment. would cause most people’s lizard brains to scream at
them to run away as fast as possible.

TRAVELING TO THE BUNKER


Then you see it—emerging from the bunker’s gloom.
Traveling to the bunker is a 24-hour journey at a nor-
A creature unfurls like a giant cat rising from
mal pace. Deputy D3N-Z3L insists on accompanying
slumber—a furry beast with nine legs and a mass
the PCs to redeem himself for previously being bested
of bulging eyes covering its head and shoulders, each
by the raiders. If they allow him to help, reduce the
with vertical slits that pulse out of time. It trails two
difficulty of their navigation test by 1. If they refuse,
long, distended tongues over its jutting mandible.
he tracks them through the wilderness and waits for
And then it roars. Its fierce cry sounds like the static
the right moment to spring his trap once they enter
that sometimes fills radio airwaves but is lower in
the bunker.
frequency and far hungrier.

THE BUNKER AND THE STORM The freak pounces, and hell breaks loose.
The bunker is a small, unremarkable concrete dome
sealed on its south side by two heavy blast doors on The starving Radoid Freak tries to make a frosty
the structure’s south side. The charging station previ- snack of the PCs. The beast was sealed in this bunker
ously used by Deputy D3N-Z3L is visible on the north in hopes that it would starve to death. It didn’t. If
side of the bunker. the PCs fight it outside, they must contend with the
Rad-izzard’s effects each round. If they rush into the
When the PCs approach the bunker, surrounded by bunker to fight, the darkness within increases the
half a mile of featureless wasteland in every direction, difficulty of their attacks by 1 unless they provide a
a Rad-izzard—a furious radioactive blizzard—rapidly light source. Deputy D3N-Z3L does not risk his gears
forms in the area. At the start of a creature’s turn, if against the beast, avoiding combat unless the PCs
they are without shelter, they must make an END + prove they cannot handle the beast on their own.
Survival test with a difficulty of 2. If they fail, they
gain 1 Fatigue and are inflicted with 2 C
D Vicious
Radiation damage.

136 FALLOUT  Winter of Atom


Radiod Freak SPECIAL ABILITIES

IMMUNITIES: The brahmin is immune to


Level 7, Mutated Feline, ƒ
Radiation damage and its effects.
Mighty Creature (104 XP)
ƒ MUTANT RAGE: The first time each round the
BODY MIND MELEE GUNS OTHER radoid freak takes damage, it can immediately
8 6 3 — 3 make an attack as a free action.

ƒ JUGGERNAUT: The first time each round that the


HP INITIATIVE DEFENSE radoid freak misses with an attack, it immediately
30 14 1 makes a different attack as a free action without
increasing the test’s difficulty. Additionally, it
PHYS. DR ENERGY DR RAD. DR POISON DR only suffers a Critical Hit if an attack inflicts 7+
4 (Arms, damage (after damage resistance) in a single hit,
Legs, Torso), 2(All) Immune 2(All) rather than the usual 5+.
2 (Head ƒ LOW LIGHT HUNTER: The radoid freak’s vision
is vulnerable to light but particularly keen in the
ATTACKS dark. In dark areas, reduce the difficulty of its
ƒ FORKED TONGUE: Body + Melee (TN 7), 6 tests by 1 (to a minimum of 1). In a brightly lit
C
D Stun Physical damage, range C, and the area—or if a character uses a minor action to
target must make an END + Athletics test with a shine light at its eyes—increase the difficulty of its
difficulty of 2 or be knocked prone tests by 1 instead.

ƒ CLAWS: Body + Melee (TN 11), 4 C


D Piercing INVENTORY
Physical damage, or 8 C
D Piercing Physical ƒ BUTCHERY: Butchering the radoid freak’s corpse
damage against prone targets
requires an END + Survival test with a difficulty
ƒ BITE: Body + Melee (TN 11), 7 C
D Vicious of 1. A success yields 2 C
D portions of radoid
Physical damage freak meat (comparable to mirelurk meat). If the
test results in at least one Effect, butchery also
produces 2 C
D Rare Materials.

INSIDE THE BUNKER the terminal auto-wipes its data after displaying an
After the encounter, Deputy D3N-Z3L turns the lights ominous phrase on the screen: “The Day of Division is
on inside the bunker. The bunker is one small room. nigh.” If they succeed, they can access notes written by
The monster made the chamber’s center its nest the Last Son of Atom to learn the following:
for a long time, trashing most of the terminals and
contents. Amongst the rubble lies a dozen Church of ƒ The Last Son experiments with gene-splicing to
Atom holy symbols. The walls on the outside of the create intelligent beasts capable of both empathy
bunker contain the following supplies that could be and great destruction. His scientific notes suggest
lifesaving to the residents of Big Top: 3x Buffout, 20x the Last Son is a true genius beyond his religious
Purified Water, 5x Rad-X, 5x RadAway, 10x Nuka- fervor. He desires the creatures to see him as their
Cola, 20x Common Materials, 10x Uncommon father.
Materials, and 5x Rare Materials.
ƒ He wrote of the Radoid Freak locked within the
bunker: “Perhaps too great a success, at this stage. I
Before continuing, encourage PCs to consume food,
may return to my most unruly child later when we can
warm up, and heal. The screen of a single terminal
better control and communicate with her.”
mounted to one of the internal walls flickers with
life, requiring a passcode (AT0M) to access. A PC can ƒ He seems obsessed with excavating a buried city
hack the terminal by making an INT + Science test and locating what he refers to as “Atom’s Glow.” He
with a difficulty of 1. If they fail their hacking test, does not mention the city’s supposed location but

Chapter Two  WELCOME TO THE COMMONWEALTH 137


believes he is very close to his goal if only he can A PC can spend a major action to shut the bunker
unearth “the last piece of the puzzle.” doors from outside, potentially trapping Deputy D3N-
Z3L inside. The door cannot be opened from within
ƒ He is confident the Day of Division is nearly come,
the bunker.
where the faithful of Atom will walk between
infinite universes and know true paradise. His
greatest frustrations are the interference of the
Minutemen and the other sects of the Church that
Protectron Deputy D3N-Z3L
Level 8, Robot,
call his prophecy heretical and profane.
Mighty Creature (120 XP)
Deputy D3N-Z3L plugs into the terminals and makes a BODY MIND MELEE GUNS OTHER
copy of the logs if he is able.
6 8 3 4 3

THE INSTITUTE’S BETRAYAL HP INITIATIVE DEFENSE

When the PCs attempt to leave the bunker, Deputy 28 14 1


D3N-Z3L turns on them, powers up his weapons, and
PHYS. DR ENERGY DR RAD. DR POISON DR
attempts to block their way out. He states, “Thank you
very much. The Institute will pay me quite well for the 4(All) 3(All) Immune Immune
good work you’ve done here.”
ATTACKS

A successful CHA + Speech test with a difficulty of 1 ƒ CLAWS: Body + Melee (TN 9), 3 C
D Physical
can delay the attack long enough for the PCs to spend damage

AP and Obtain Information. If they do, they can learn ƒ ARM LASERS: Body + Guns (TN 10), 3 C
D Burst,
the following: Piercing Energy damage, Range C, Fire Rate 4

ƒ TEAR GAS LAUNCHER: Body + Guns (TN 10),


ƒ Deputy D3N-Z3L is a cold killing machine and 4 C
D Persistent, Stun, Spread Poison damage,
mercenary. He is programmed to make as much Range M, Blast, Inaccurate
money as possible and dreams of owning a Bed &
Breakfast that caters to robots. He plans to sell the SPECIAL ABILITIES

location of the synth refugees in Big Top to the ƒ IMMUNITIES: Protectron Deputy D3N-Z3L is
Institute. a robot. It is immune to Poison and Radiation
damage and their effects, plus the effects from
ƒ He does not know the Last Son of Atom but disease, starvation, suffocation, and thirst.
believes the Institute will be very interested in his
ƒ ARM LASERS: If one of the Protectron’s arms
genetic experiments and scientific knowledge.
suffers an injury, the Fire Rate of its Arm Lasers
ƒ The PCs have simply proven too resourceful to be decreases by 2.
allowed to live. ƒ CEASE AND DESIST: Once per combat, the
Protectron can activate its anti-riot subroutine. He
If the PCs fail their test to speak with Deputy D3N-
attacks with his Tear Gas Launcher, and then with
Z3L, he immediately makes a surprise attack, target- his Improved Arm Lasers, without spending AP or
ing the party’s most vulnerable member. If the PCs increasing the test’s difficulty. Add C
D equal to
instead attack, begin the encounter normally. the Arm Laser’s current Fire Rate to the damage.

INVENTORY
Deputy D3N-Z3L is a dangerous foe, and escape may
be the best option for lower-level groups already SALVAGE: Scavengers can salvage from Protectron
hurt from the previous encounter. Outside, the Rad- D3N-Z3L with a successful INT + Survival test
izzard storm has passed. If PCs leave the bunker, the with a difficulty of 1. A success yields 2 C
D units
of uncommon materials with + 1C
D per AP spent,
Protectron does not immediately pursue on its next
and each Effect yields 1 Rare Material. Tear Gas
turn and instead fires through the door with his tear
gas launcher from Medium range.
Launcher, 1+5 C
D tear gas canisters.

138 FALLOUT  Winter of Atom


TEAR GAS LAUNCHER

Ammunition: Tear Gas Canister


WEAPON WEAPON DAMAGE DAMAGE DAMAGE FIRE
RANGE QUALITIES WEIGHT COST RARITY
NAME TYPE RATING EFFECTS TYPE RATE

Persistent, Blast, Two-


Tear Gas Big
Launcher Guns
4 D
C  Stun, Poison 0 M Handed, 18 254 3
Spread Inaccurate

This pre-War weapon designed to house tear gas canisters has been lovingly repaired. Tear gas is a mixture of various aero-
solized irritants and compounds ideal for deterring or disabling crowds or large animals. Tear gas is also effective at drawing
out unsuspecting hostiles from fortified positions.

A tear gas launcher can accept one each of the following mods, which are unique to the tear gas canister and installed with the
Repair skill:

MOD NAME PREFIX EFFECTS WEIGHT COST PERKS

BARREL MODS

Extended Barrel Extended Increase Range by 1 step +1 +20 Gun Nut 1

GRIP MODS

Tactical Grip Tactical Remove Inaccurate - +28 -

BARREL MODS

Snap Barrel Double Action +1D


C
  Fire Rate - +143 Gun Nut 2

3-Shot Chamber 3-Shot +2 D


C
  Fire Rate +8 +218 Gun Nut 3

6-Shot Chamber 6-Shot +2 D


C
  Fire Rate, Gain Unreliable +10 +250 Gun Nut 4

STOCK MODS

Balanced Stock Balanced Gain Accurate and Reliable +10 +250 Gun Nut 2

THE FALLOUT settlement’s denizen outlook and food supplies


This quest has the following outcomes: improve two steps, but they fully aid the Atomites
against their enemies in future conflicts. If the PCs
ƒ The Church Exposed. If the PCs tell any of the are vocally opposed to the Church, add a negative
leaders of Big Top about the Last Son’s terminal influence to the next settlement reputation test
logs—or about his dealing with Mirage exposed they make for Big Top.
during Side Quest: Midnight at the Oasis—the
ƒ Donated the Supplies. If the PCs give at least 50%
settlement votes to publicly rebuke the Church
of the bunker’s supplies to the needy people of Big
of Atom regardless of the other outcomes of this
Top, they make a settlement reputation test and
quest. The Last Son’s sect marks Big Top as an
add one positive influence, but the settlement still
enemy and might plan to target it during Chapter 3:
votes to accept the Last Son’s offer out of sheer
The Winter War.
necessity. If the PCs give all their supplies, they
ƒ Joined the Church. If Big Top votes to allow the add another positive influence to the test, the
Church of Atom into their settlement, its mission- settlement’s denizen outlook and food supplies
aries take residence and sway its people to become improve one step, and Big Top votes to politely
true believers in the Last Son’s prophecy. The refuse the Last Son’s aid.

Chapter Two  WELCOME TO THE COMMONWEALTH 139


ƒ Deputy D3N-Z3L Survived. If the PCs do not synth coursers to Big Top. There, they viciously
destroy the Protectron, he activates an internal attack. Unless the PCs are present to defend the
device to signal his informant at the Institute, who settlement, several residents die, and the Institute
can free and repair him if necessary. After 2d20 recaptures its escaped synth refugees.
days, the Protectron leads a group of Institute

BEATSVILLE
The people of Beatsville are simply known as the ƒ An absent governing structure or authority to
Beats. This commune of new-age Beatniks exists in mitigate the rising community issues and decisions
an old junkyard brought to life with vibrant art. They that must be made.
aim to bring the people of the Commonwealth out of a
ƒ An interruption in their regular trade routine
dark age and into an age of enlightenment by spread-
causing settlers to lack the supplies needed to sur-
ing new art, music, and literature as far as possible.
vive the harsh winter.
Most would consider Beatsville’s location a trash heap,
while the Beats see it as an architectural marvel and In the wake of an isolating winter, the Beats face sev-
an ever-changing art piece. Vast mounds of junk, tires, eral tough decisions. The ideologies that keep safe may
and rusted metal around the settlement’s exterior no longer be enough. How far will they go before they
cover conceal the settlement’s artistic nature. Over the must reveal their location to survive?
years, residents have learned to craft incredible objects
from repurposed junk—plastics intricately woven
into clothing and fabrics, cans reshaped into unique
jewelry and helpful gear, dirt and clay fired to make
NUCLEAR WINTER AMONG ARTISTS
beautiful ceramics, and old objects illustrated over
Beatsville residents have survived times of hardship
with new paintings are just a few of the incredible
by staying true to their vision and coming together
things created by the Beats.
through creative expression. Now, nuclear winter
paints a bleak picture for the settlement’s future, and
Population: 21 settlers
the rifts opening within the community are more
than mere artistic differences.
Defenses: Very Weak

Food Supply: Stocked HIDING IN PLAIN SIGHT


Beatsville’s only means of protection is their anonym-
Denizen Outlook: Somewhat Happy ity. As pacifists, they do not allow weapons within
their walls, so remaining safe means remaining
Starting Settlement Reputation Rank: Cautious hidden. Years in isolation have allowed the people of
Beatsville to flourish creatively and peacefully, away
from prying eyes. The atomic winter brings new dan-
gers and conflict—anonymity may not be enough to
TENSIONS AT A GLANCE provide the protection and supplies needed to survive
the atomic winter.
The conflicts at Beatsville are built upon these core
issues:
STARVING ARTISTS
ƒ A desperate need to remain hidden as they are a “Creativity at all costs” is the Beats’ way of life
pacifist community with no means of protecting and how they envision a better future for the
themselves. Commonwealth. Their secondhand creations once
provided a source of caps and supplies, but the harsh

140 FALLOUT  Winter of Atom


winter has halted the efforts of the settlement’s sole taken. The settlement has never faced an internal
traveling trader, Dead Drop Dave. The wilderness is conflict of this kind, but tensions only worsen with no
too dangerous for scavenging efforts, and limited road official governing system and the Lama’s unwavering
access makes it hard to bring back enough supplies in stance on the matter. With the atmosphere growing
large quantities when trade is possible. Soon they will more uneasy by the day, many seek to peacefully take
run out of manuscripts to burn and be left as nothing matters into their own hands—with some residents
more than a community of starving artists. suggesting the Beats should find a new Lama.

RESIDENTIAL TENSIONS
In the current situation, some settlers believe it is ATOM’S INFLUENCE
time to break isolation and make new contacts to
support the community’s longevity. However, many The Beats remain unaligned with any major
stand beside the Lama and his teaching that they Commonwealth faction due to their isolationist way
must remain hidden. Most Beats hold fast to their of life. Both the Children of Atom and the Minutemen
belief in living a concealed life, which thus far has are actively searching for the settlement. Each group
kept them safe. The Jambakers’ recent announcement hopes to recruit these new forward-thinking people
to leave the settlement and bring their music to the to their respective causes. The Children of Atom have
wider Commonwealth has sparked a panic regard- set a large bounty for information on Beatsville’s
ing safety and security. Fear that Beatsville may be location—almost no price is too high for adding such
revealed to the world spreads through the commu- creative and ingenious minds to Atom’s divine cause.
nity like wildfire, and the artists call for action to be

Chapter Two  WELCOME TO THE COMMONWEALTH 141


WITHIN THE COMMUNITY Key NPCS:

Unbeknownst to the Beats, their newest settler,


ƒ DJ Daddy-O is the hippest cat in Beatsville and—
Minnie “Muse” Mabee, was essential in the Last Son
according to him—probably in the whole waste-
of Atom’s long-term plan for the Commonwealth. She
land. He dedicates his life to spreading swinging
mostly keeps to herself, speaking only to a specific
new tunes and the truth about the “way-out world
few in American Sign Language or scribbling short
of the Wasteland.” He hides behind a sleek pair of
responses in her journal. Though the Children of
sunglasses and his anonymity, believing his mic
Atom have no hold on the community, Minnie is a
is the best weapon against the Children of Atom’s
loose end, and her presence endangers everyone.
propaganda. Lucky locals sometimes attend one of
DJ Daddy-O’s happening parties or catch one of his
WITH OTHER FACTIONS live broadcasts.
The Minutemen are far more interested in recruiting
ƒ The Jambakers are the most jivin’ band in the
the Beats as performers than fighters, but the Beats’
Commonwealth. They recently announced their
distrust of armed forces makes it difficult for them to
decision to leave Beatsville and take their act on
trust the militia. The Minutemen believe the Beats’
the road as part of their new creed— bring music
artistic endeavors are frivolous if they don’t use their
to the masses no matter the cost. Their procla-
talents for the good of the entire Commonwealth.
mation created one of the first open discourses
They believe the best contribution the artists can
amongst the Beats about the settlement’s isolation
make is to join them and help raise the spirits of its
and whether the Jambakers’ tour might endanger
weary and exhausted soldiers. So far, the Minutemen
the community. They would make for an ideal per-
have not been able to locate Beatsville, but they have
formance group for the Minutemen.
started trading with Dead Drop Dave to gain an
opportunity to follow him back to the compound’s
hidden locale.
DJ DADDY-O’S BROADCAST
“It’s that time! Get ready for the hippest DJ this side
of the atomic crater! It’s me, DJ Daddy-O, ya dig?
KEY LOCATIONS AND PEOPLE OF You’re tuned in to K.O.O.L Radio, your number one
station for the truth about what’s happenin’ in the
INTEREST way-out Wasteland.

Beatsville is a testament to how a community can


Today’s weather is less than groovy. You guessed
thrive when its people live with security. It is also a
it —more snow. I can hear your crumb crushers chat-
cautionary tale of how quickly security can crumble
tering from here, so grab your duchess and squeeze
when artists can no longer create in peace. Art is rarely
her tight because it’s gonna be another cold one.
crafted without a message, and the people of Beatsville
must decide what their creative endeavors truly
But you know what’s colder than this weather?
stand for.
The Children of Atom. I should know. I’m the coolest
cat around. Trust me when I say the Atomites will tell
KOOL RADIO you it’s a jumpin’ time, but that’s just a whole lotta
KOOL Radio is one of the farthest-reaching stations lies and false promises. If you wanna warm your
in the Commonwealth. The massive satellite dish it’s bones, you gotta dance to the beat of your own
positioned under serves as an excellent conduit for drum, ya dig?
expanding its reach. According to DJ Daddy-O, it’s
the only station in the region playing the wasteland’s But enough of my spoutin’. Let’s arm up with some
hottest talent, newest hits, and uncensored news. new hot licks from the best band in Beatsville: The
Jambakers! Enjoy and remember—ain’t nothing
atomic about Atom.”

142 FALLOUT  Winter of Atom


ARTIST ALLEY ƒ Dead Drop Dave is the only Beat who travels out
into the Commonwealth. He secretly trades the set-
Artist Alley is one of the Commonwealth’s most
tlement’s art, literature, and clothing in exchange
vibrant, beautiful, and curious places. Stall after stall
for needed supplies. All “drops” happen without
stands laden with finely crafted goods, clothes, and
either party knowing each other’s names or seeing
art. The shops serve as both the work and residential
each other’s faces—he delivers the goods to one
spaces for each Beat, who can prepare many other fine
location and picks up caps and supplies from
goods that cannot be found on the stalls’ shelves.
another. His time traversing the Commonwealth
has left him rougher around the edges than the
Key NPCs:
other Beats. He knows it is only a matter of time
before the jig is up for Beatsville.
ƒ The Lama guides all the settlers of Beatsville to
write, create, and archive everything they can about
their experience in the Commonwealth. He claims
to be a playwright and is earnest in his commit- DIARY OF A MUSE
ment to telling the stories of the people of today. Prayer of the Atomites:
The Lama keeps the settlement’s location secret,
believing it is the key to Beatsville’s safety and Hear, O Atom, our prayer.
artistic freedom. In the wake of the Jambakers tour We proclaim your name.
announcement, he thinks the Beats may need to
use physical force for the first time—and imprison We give so that you may give.
the band if they try to leave the settlement.
You sacrifice so we no longer
ƒ Minnie “Muse” Mabee is a quiet, kind, and
have to.
brilliantly creative deaf young woman—and the
newest settler to Beatsville. The Beats don’t know
It is only in your radiant rays
much about her, except that she is a poet running
that we live free of depravity.
from her past who keeps to herself. The walls of
Beatsville have provided her safety from the people
Keep His commands and do what
she fled—the Children of Atom. Muse is wary of
pleases Him.
most people, but if befriended, she shares what
she remembers about the Children of Atom. After
We seek His grace. For the
being recruited from Mirage, she was blindfolded
faithful are cleansed of all
and taken to a secret bunker. There, the Last Son
unrighteousness.
of Atom made her communicate in American Sign
Language to train a radioactive monster through
a small panel in the wall. Because she is deaf, she
never learned the Church’s plans for the creature
and only ever saw its terrifying mandibles through SIDE QUEST: BEAT IT
the panel. Muse eventually escaped and only knows
the bunker is located somewhere near the Glowing
Sea. Muse’s diary holds verses written for the This quest becomes available if the PCs complete Side
Children of Atom’s propaganda pamphlets cur- Quest: Midnight at The Oasis in Mirage and Murray
rently in distribution across the Commonwealth— survives to reunite with his daughter in Beatsville.
and speaks to her regret about not being able to Before that point, Minnie instead encourages PCs to
visit her father, Murray, for fear of what the Last investigate what truly goes on at Mirage if they want
Son of Atom might do to him. to help her. Add 1 AP per PC to the GM’s pool when
the quest begins.

Chapter Two  WELCOME TO THE COMMONWEALTH 143


Minnie “Muse” Mabee and Dead Drop Dave approach THE TALKING CURE
the PCs covertly and insist that the Lama can’t know
A PC can persuade the Pilgrims to go elsewhere by
what they’re about to tell the group. If he moved to
making a CHA + Speech test with a difficulty of 4.
Beatsville, Minnie’s father Murray joins them. Though
If they fail, the Pilgrims refuse to leave and begin
Minnie is deaf, she reads lips proficiently and speaks
to scavenge faster—convinced there is something of
clearly while mirroring her words in American Sign
value nearby. If they succeed, the Pilgrims agree to
Language. Dave supports Minnie, reinforcing that
leave if the PCs advise them on a safe place to go and
she understands the Children of Atom better than
explain why they cannot stay in the junkyard. PCs can,
anybody. During the conversation, they can reveal the
of course, lie.
following information:

If the PCs attempt to help relocate the Pilgrims


ƒ As the Last Son Of Atom’s influence in the
honestly, they can travel with them to the place of
Commonwealth grew, some less zealous members
their choice. When they arrive, the PCs need to lean
of his sect with doubts about his leadership fled the
on their connections to convince settlers to take in
Glowing Sea. They call themselves ‘Pilgrims.’ They
the radioactive group. To convince a settlement leader
have been turned away from every settlement due
to let the Pilgrims move into their community, a PC
to being highly irradiated.
must succeed on a CHA + Speech test with a difficulty
ƒ Drawn by the massive radio dish, a small group of equal to 6 minus their settlement reputation rank. If
Pilgrims is starting to sniff around the junkyard. they fail, the settlement leader may request the PCs
People fear they will try to make the yard their complete a side quest or do them a favor in exchange
home and may discover Beatsville’s location. for taking in the Pilgrims. Additionally, they ask
the new settlers to complete an aggressive course of
ƒ Opinion on what to do is divided. Some—includ-
RadAway to keep other residents safe.
ing Minnie—argue that pacifism is only a viable
option when you don’t have wolves at your door.
She believes Beatsville should set up turrets and THE FIGHTING CURE
traps around the perimeter to guard the settlement. The PCs might decide the best course of action is to
Others—namely the Lama—are steadfast in their dispose of the Pilgrims entirely, resorting to violence.
belief that violence begets violence and would The eight Pilgrims have nowhere else to go and fight
rather wait for the problem to go away on its own. to the death. Describe the interesting junk in the
yard—big snow-covered scrap piles, burnt-out cars,
Dave and Minnie do not want to hurt the Pilgrims and construction machines, and the sad remains of the
will not risk going directly against the Lama’s wishes. old world. Allow both sides to creatively use their
Minnie trusts the PCs’ judgment and asks them to surroundings for between 1-3 C
D cover or hazards they
find a way to keep Beatsville hidden. Minnie cannot can pit against their enemies.
offer them any material reward but does promise to
tell them everything she remembers about the Last At any time during the encounter, the GM can spend
Son of Atom (see Beatsville, Artist Alley, p.143). She is AP to target a PC with a unique hazard. To avoid the
also willing to teach interested PCs some American hazard’s effects, the PC must succeed on a test of their
Sign Language, which may prove very useful during choice—so long as it makes narrative sense—with a
Chapter 3: The Winter War. difficulty equal to the AP spent.

Finding the Pilgrims scavenging amongst the junk


piles outside of Beatsville proves simple. There are
multiple possible solutions to this quest, and you
should allow the players to approach it as they see fit.
Some suggestions for a few approaches follow.

144 FALLOUT  Winter of Atom


HAZARD EFFECT

A falling avalanche of icy junk 3 C


D Stun Physical Damage per AP spent
An ancient machine explodes 2C
D Piercing Vicious Energy Damage per AP spent
Pilgrims throw heavily irradiated snowballs 2 C
D Persistent Radiation Damage per AP spent

Pilgrim
Level 6, Human,
Normal Character (45 XP)

S P E C I A L
5 6 6 7 5 5 4

SKILLS

Barter 1 Sneak 2

Energy Weapons 4 Speech 2

Melee Weapons 1 Survival 4

Repair 1

HP INITIATIVE DEFENSE

12 11 1

CARRY WEIGHT MELEE BONUS LUCK POINTS

200 lbs. - -

PHYS. DR ENERGY DR RAD. DR POISON DR

1(Arms, 1(Arms,
2(All) 0
Legs, Torso) Legs, Torso)

ATTACKS

ƒ MACHETE: STR + Melee Weapons (TN 6), 4 C


D
Piercing Physical damage

ƒ PLASMA GUN: PER + Energy Weapons (TN 10),


6C
D Physical/Energy damage, Fire Rate 1,
Range C, Close Quarters

SPECIAL ABILITIES

ƒ RAD RESISTANT: The Pilgrim can survive


moderate radioactivity for prolonged periods.
They have a Radiation DR of 2.

INVENTORY

Tough Clothing, Plasma Gun, Machete, 6+3 C


D
fusion cells, Wealth 1

Chapter Two  WELCOME TO THE COMMONWEALTH 145


THE TRAP CURE ƒ Soiled With Blood. If the PCs kill the Pilgrims
by attacking or using a trap—and did not first
PCs can convince the Lama to let them build a trap
convince the Lama to let them—the leader
to deal with the Pilgrims by succeeding on a CHA +
becomes livid. He exiles them from Beatsville,
Speech test with a difficulty of 5. If they fail, the Lama
and their settlement reputation rank becomes 0
forbids the plan and decries them for their failure to
(Hostile). The Lama preaches that the PCs cannot
think of non-violent solutions. If the PCs build the
be trusted and sends scouts into the wasteland to
trap anyway, or without asking permission, nobody in
look for a new place to call home. Even if the PCs
Beatsville will use force to stop them.
gained approval before killing the Pilgrims, add
one negative influence to their settlement reputa-
Unless the PCs already possess a suitably deadly trap,
tion test. If any Pilgrims survived, they are caught
they must build one from scratch. Allow them to
by the Church of Atom and reveal Beatsville’s loca-
scavenge for materials, scrap, and robo-parts to invent
tion to the Last Son’s followers.
the most sinister trap they can imagine. Building the
trap takes two hours, requires spending 2 Common ƒ The Lama Perished. If the Pilgrims invaded
Materials, 2 Uncommon Materials, and 1 Rare Beatsville and the Lama died in the crossfire, the
Material—and then making an INT + Repair test with surviving settlers are heartbroken. Every settler,
a difficulty of 4. If they succeed, their trap kills half including Minnie, repledges to living only a pacifist
of the Pilgrims and sends the remainder fleeing from life and not being led astray again. The PCs add
the junkyard. If the test fails, the trap proves a partial one negative influence to their reputation test with
dud, only killing 2 C
D Pilgrims before the remainder Beatsville and the settlement’s denizen outlook
discover Beatsville. becomes very grim.

ƒ Beatsville Fell. If the PCs did not stop the


Should the Pilgrims reach Beatsville, they try to
Pilgrims, they forcefully invade Beatsville and take
invade the settlement forcefully and succeed in taking
over. The Lama perishes while trying to stand in
over if the PCs do not intervene. If the PCs protect
their way. The remaining community scatters to
Beatsville against the Pilgrims (see The Fighting Cure),
the winds, relocating to other settlements. Only DJ
the Lama dies in the crossfire while standing between
Daddy-O remains behind, broadcasting for as long
the two groups and trying to cry out for peace.
as possible.

THE FALLOUT
The PC with the highest Charisma makes a settlement
reputation test (CHA + Reputation Rank) when
the quest resolves, rolling a number of d20s equal to
their positive influences against a difficulty equal to
the number of negative influences. Use the following
outcomes as a guide:

ƒ Safely Resettled. If the PCs helped the Pilgrims


move to a safe settlement, add one positive
influence to their settlement reputation test with
Beatsville. The recovering Atomites become happy
and helpful community members. In the future,
they go out of their way to aid the PCs however
they can. The PCs also make another settlement
reputation test with the Pilgrims’ new home and
add one positive influence.

146 FALLOUT  Winter of Atom


MECHMINSTER ABBEY
Though the tattered church is no longer a house of Population: 43 settlers
God, it is still a house of worship—worship of steel,
fire, and all things machine. The Sisters of the Forge, Defenses: Somewhat Weak
a small female group of blacksmiths and mechanics
who wear necklaces of c-wrenches instead of rosa- Food Supply: Limited
ries run Mechminster Abbey. The Sisters are known
to pray by whispering, “Where there is light, there is Denizen Outlook: Somewhat Grim
hope.” They live by those words, working tirelessly to
keep the forge burning so they can provide charitable Starting Settlement Reputation Rank: Neutral
support to people in the Commonwealth fighting the
good fight. They strongly disapprove of the Last Son
of Atom and dedicate themselves to leading others
away from his dangerous doctrine. Unfortunately,
their priorities have shifted due to the extreme winter
conditions. Food is scarce, and a recent frost feral
ghoul attack has left Mechminster Abbey’s defenses in
disarray. With their pews full and their coffers empty,
it might be the Sisters’ turn to reach out and seek a
helping hand.

Chapter Two  WELCOME TO THE COMMONWEALTH 147


TENSIONS AT A GLANCE DOWNED DEFENSES
The recent frost feral attack left many dead or injured
The conflicts at Mechminster Abbey are built upon and depleted the settlement’s ammo supply. The heat
these core issues: from the ever-burning forge is a beacon for the ferals,
and several settlers have suggested that the Sisters
ƒ An overabundance of starving people and a lack shut it down. The Pulpit’s flame has burned every
of supplies to feed them. moment since the Reverend Riveter lit it years ago.
It symbolizes what the Abbey stands for; she would
ƒ A surprise attack by a pack of frost feral ghouls
never see that light doused. Recently, the Sisters have
has left their defenses in disarray and the settle-
put most of the settlers from Limbo to work repair-
ment exposed.
ing and patching their defenses. They fear the recent
ƒ An increase in illegal chem use among the frost feral attack may be the herald of a larger hoard
settlers in Limbo conflicts with the settlement’s on the horizon. But even with the newly constructed
values. junk fences, Mechminster Abbey is unlikely to survive
another attack.
The changes in the wake of atomic winter have signif-
icantly strained Mechminster Abbey. Their dedication RESIDENTIAL TENSIONS
to serving the people of the Commonwealth has not
A strict set of rules and values help shape the settle-
gone unnoticed. Many seek help in their time of need,
ment of Mechminster Abbey. One of these rules is
but the Sisters’ resources are exhausted. The settle-
that residents may not use illegal chems, but Limbo’s
ment requires outside help to get more supplies and
recent overcrowding fosters the perfect environment
shore up its security.
for illicit activities. The Sisters have been so busy
finding resources and helping the injured that they
struggle to manage the growing population of the
NUCLEAR WINTER AT THE FORGE settlement. Illegal chems go against their values, but
they refuse to put vulnerable people into the cold.
Few settlements try to support and uplift those in The Sisters offer a substantial reward for anyone who
need for truly honest and just reasons, but the Sisters can provide information on who is responsible for the
of the Forge have ever been a light in the darkness. influx of chems into Limbo.
However, even the Forge of Mechminster Abbey
struggles to keep the dark of winter at bay. Unless
someone stokes the fire of hope during the settle-
ment’s most desperate hour, the wasteland might find
ATOM’S INFLUENCE
itself a little colder in the coming nights ahead.
The Sisters of the Forge stand firmly against the Last
Son of Atom’s sect of the Church and are generally
DWINDLING TITHES wary of other Children of Atom too. They have no
Since its inception, Mechminster Abbey has relied on interest in the Last Son’s manipulations or supply
the kindness of others in exchange for their own. The offerings. The Sisters have worked hard to spread
Minutemen and people of the Commonwealth have their own propaganda against the Church, shedding
always paid tithes to the Abbey in food, stimpacks, and light on their ulterior motives. The Last Son of Atom
clean water. The Sisters provide weapons and armor to has taken notice of their resistance and considers
those keeping the Commonwealth safe in exchange. Mechminster Abbey his sect’s greatest enemy.
But supplies are scarce for everyone now, so no one
has extra to pass along to the Sisters’ cause. With more
people seeking haven in Limbo, they lack a solution to
their current resource problems.

148 FALLOUT  Winter of Atom


WITHIN THE COMMUNITY Key NPCs:

Anyone caught spreading the Children of Atom’s


ƒ The Reverend Riveter is the appointed Mother
teachings is not welcome inside the walls of the
Superior of the Sisters of the Forge. She is damn
Abbey. The Sisters consider the religious group blas-
good at her job and wields motherly love with
phemous and will not abide them in their community.
as much precision as she does her hammer. She
Many of Limbo’s residents are survivors of the Church
founded Mechminster Abbey and is the sav-
and spread the word that the Last Son of Atom is a
ing grace for the many Sisters that now call the
false prophet. The Sisters often use their testimonies
settlement home. After losing her husband, who
in their Anti-Atom campaigns.
served the Minutemen, the Reverend swore to take
up a life of service without violence in his honor.
WITH OTHER FACTIONS Mechminster Abbey started as a beacon to provide
The Minutemen have always been an ally to light in the face of the wasteland’s darkness.
Mechminster Abbey, and the Reverend Riveter holds
a deep personal history with their faction. In the
past, their partnership benefited both groups through
trade and security. The harsh winter has created new THE STEEPLE
friction between the Abbey and Minutemen, however. The Steeple of the church is now a workshop space
The Minutemen continue to request the Sisters craft for Sister Guyger, the headquarters for her ongoing
weapons and armor for them but lack the supplies to experiments. Aside from the tools, junk, and many
trade in exchange. Dedicated to their work, the Sisters empty Nuka Cola bottles tossed about, a large turret
continue to fulfill weapon requests, but the Reverend gun stands erected in the center, which is the focus of
Riveter is running out of charity and patience. She has her every waking hour. Her workbench lies just below
demanded the Minutemen investigate the recently the mounted turret, covered in blueprint drawings
grounded USS Germination and return with food to and Gamma Gun parts.
trade for the Abbey’s continued crafting.
Key NPCs:

ƒ Sister Guyger is a steadfast acolyte of the sister-


KEY LOCATIONS AND PEOPLE OF hood. Long ago, she was a scientist. Convinced the
INTEREST Children of Atom are weaponizing radiation, she
dedicates herself to discovering countermeasures.
Mechminster Abbey is as much of a sanctuary now This work has consumed her mind, leaving her a
as it was hundreds of years ago. The Sisters provide bit tattered as she obsesses over how to complete
comfort to those lost in the wasteland, and their fierce the anti-rad turret gun mounted to the Steeple.
rebuke of the Last Son of Atom makes them a poten- Once complete, she hopes to use it to fire particles
tial ally for those who feel similarly. toward any radioactive threats that might seek to
attack the abbey and neutralize them. Despite her
THE PULPIT best efforts, she lacks critical information and parts
to get the turret functioning. She doesn’t interact
The Sisters dug down into the foundation of the
much with the rest of the settlement in her isola-
ancient church’s Pulpit to construct their massive
tion, but is sure to be friendly to anyone who can
stone forge. As the centerpiece of their church, it
help her unlock the weapon’s potential.
provides both warmth and resources. They melt down
junk in the ever-burning fire and craft it into usable
weapons and armor. The Pulpit is the perfect place to
seek fellowship or thaw out during a freezing storm.

Chapter Two  WELCOME TO THE COMMONWEALTH 149


PEW STEW
THE CONFESSIONAL
The stew is aptly named for being brewed over coals
The Confessional is a weapon and armor shop run
in small pots between the abbey’s pews. The settlers of
by the pithy Sister Amos Nition. The Sisters are
Mechminster Abbey must make do with what little they have,
some of the most talented blacksmiths in all the
and though Pew Stew isn’t very hearty or tasty, it keeps bel-
Commonwealth, and their shop proves the quality of
lies warm when there is nothing else available. Consuming
their craft. Their Confessional is the economic heart
Pew Stew heals 3 health points.
of Mechminster Abbey, providing the Sisters with caps
for trade and information they can use to keep their
Ingredients 
settlement safe.

ƒ 1 of literally any vegetable, root, or flower you can find


Key NPCs:
ƒ 1 of any other edible living green thing
ƒ Sister Amos Nition is a poignant woman who
ƒ 1 cup of beans, any kind, preferably not radioactive
knows a lot about weapons and loves to talk about
them. Information is more valuable to her than ƒ 1 bottle of clean water
caps. Before a buyer can purchase an item, they
ƒ Meat (if you have it)
must confess either a sin or a valuable secret. The
juicier the information they confess, the more Instructions
caps Sister Amos knocks off the price. A brilliant
gunsmith, she may even be willing to treat her best ƒ Chop vegetables
customers to rare and custom weapon mods.
ƒ Roast what meat you have over hot coals

LIMBO ƒ Bring water to a boil

Limbo is a makeshift hostel where weary wanderers ƒ Then combine vegetables and browned meat
can freely claim a pew, warm their frozen limbs, and
ƒ Simmer 5-10 minutes before serving
share rumors of their travels with others. Once a
barely known haven, this winter’s fierce storms force
many newcomers to seek shelter, and food and med-
ical supplies run low to support the hostel. Rampant
chem usage and starvation have led to increasingly
SIDE QUEST: FORGED IN THE DARK
tense nights and several dangerous brawls within
Limbo’s walls. Residents fear braving the wastes until
This quest becomes available after the PCs complete
the ground thaws but grow concerned that the Sisters
Main Quest: The Train Job. Add 1 AP per PC to the
lack the security necessary to deal with armed and
GM’s pool when the quest begins.
desperate guests.

Key NPCs:
The Sisters of the Forge have a problem. Mechminster
Abbey’s defenses are in shambles after a frost feral
ƒ Tripper is a settler of Goodneighbor tasked
ghoul horde attack. Meanwhile, the Last Son of
by Hancock to run chems out into the
Atom’s influence is growing. In any settlement where
Commonwealth. He made Limbo his go-to location
Tripper can sell chems, he approaches the PCs.
and found great success in moving his product
Tripper is happy to sell them basic chems at regular
there. Tripper has managed not to get caught so
prices. Additionally, he knows about their work in
far, but the Sisters are increasingly committed to
the Commonwealth and thinks that the Sisters of the
rooting out the source of Limbo’s chem problem.
Forge in Mechminster Abbey could desperately use
Tripper may have to take new precautions and
their help. If they converse with him, PCs may learn
work with outsiders to keep the caps flowing back
the following:
to Goodneighbor.

150 FALLOUT  Winter of Atom


ƒ Sister Gugyer has been working day and night in what they want so long as they do not act aggressively.
the Abbey to build an anti-radiation gun but is She offers them a few options to trade for the part:
growing frustrated. Last week, Tripper heard her
arguing with the Reverend Riveter about trying to ƒ A nearby horde of roaming frost feral ghouls killed
steal a part from a local faction of Super Mutants. several members of her gang two days ago. Thrash
The Reverend Riveter denied her request, claiming plans to battle the horde head-on before they
that sending any of their people was too dangerous. locate their hideout. However, she is happy to let
the PCs deal with the horde instead in exchange
ƒ Tripper sometimes sells chems to the Super
for 150 caps and the part Sister Guyger seeks.
Mutants, and he knows that the Last Son of
Atom has been trying to convince them to ally. ƒ Alternatively, Thrash openly desires to take over
Tripper is concerned that would be bad news for Mechminster Abbey and rally other Super Mutants
Mechminster Abbey. there to survive the winter. If the PCs agree to
lure the frost feral horde to the Abbey and force
ƒ He likes his job. People need chems, and he needs
the Sisters of the Forge to flee or die, Thrash
to eat. Unfortunately, the Sisters have a no-chem
offers them 500 caps, permanent membership in
policy at Mechminster Abbey and are growing sus-
her gang, the part they seek, and Sister Guyger’s
picious of him. Selfishly, he admits he thinks if he
anti-radiation gun.
can help them, it might throw the Sisters off
his scent.
If the PCs refuse both of Thrash’s offers or act aggres-
sively, she orders the group of three Super Mutants in
If the PCs agree to travel to Mechminster Abbey, they
the parking garage to kill them and loot their bodies.
can speak to Sister Gugyer and find out about the
One Super Mutant stays back to fire with their gun,
piece she needs—a huge, perfectly-preserved copper
while the other two pick up nearby objects to use as
spring. If they can retrieve it from the Super Mutants,
improvised melee weapons. Thrash only joins the
she offers to treat PCs’ radiation sickness for free
fight if she is attacked or one of her gang members
whenever they need her help. Guyger seems eager
dies. If the PCs flee the garage, the Super Mutants do
and excited at the prospect of someone helping her
not pursue—their howling laughter follows the party
finish the weapon and is all-too-happy to show off the
on the wind.
device if asked. The anti-radiation cannon is a comi-
cally oversized circular gun hanging on a massive steel
If they agree to Thrash’s offer but return later to
frame with a many-wheeled base. She claims when it’s
ambush the gang or steal the large copper spring,
finished, it will be able to destroy or weaken creatures
each PC sneaking into the garage must succeed on an
that rely on heavy radiation to survive.
AGI + Stealth test with a difficulty of 1 to avoid being
spotted. Finding the large copper spring and escaping
THE SUPER MUTANT HIDEOUT unseen requires a successful PER + Stealth test with
The Super Mutants are holed up in a nearby park- a difficulty of 2. The gang catches them in the act if
ing garage. It’s not particularly well defended—the either test fails and attacks.
mutants find that their brutish reputation keeps most
intruders at bay—and the PCs can walk right into
their lair.

Thrash, a surprisingly calm and well-spoken Super


Mutant, leads the gang. Even by Super Mutant
standards, she is old and massive. She wears a dirty
jacket made from leather straps and motorcycle pants
patched together to fit her large form, studded with
human bones and spattered with bits of a scavenger’s
brains. Thrash is willing to barter with the PCs for

Chapter Two  WELCOME TO THE COMMONWEALTH 151


Thrash Super Mutant
Level 10, Mutated Human, Level 5, Mutated Human,
Notable Character (148 XP) Normal Character (38 XP)

S P E C I A L S P E C I A L
10 8 8 5 6 5 2 9 5 7 4 4 5 4

SKILLS SKILLS

Athletics 2 Small Guns 2 Melee Weapons 4 Survival 3

Barter 4 Speech 4 Small Guns 4 Unarmed 2

Melee Weapons 4 Survival 3


HP INITIATIVE DEFENSE
Repair 2 Unarmed 1
12 10 1

HP INITIATIVE DEFENSE
CARRY WEIGHT MELEE BONUS LUCK POINTS
23 15 1
240 lbs. +2 C
D -

CARRY WEIGHT MELEE BONUS LUCK POINTS


PHYS. DR ENERGY DR RAD. DR POISON DR
250 lbs. +2 C
D 5
2(All) 2(All) Immune Immune

PHYS. DR ENERGY DR RAD. DR POISON DR


ATTACKS
3(Arms, 3(Arms,
ƒ IMPROVISED MELEE WEAPON: STR + Melee (TN
Legs, Torso) Legs, Torso) Immune Immune
13), 6 C
D Physical damage, Two-Handed
2(Head) 2(Head)
ƒ PIPE BOLT-ACTION RIFLE: AGI + Small Guns (TN
ATTACKS 9), 5 C
D Piercing Physical damage, Range M,
SHISKEBAB: STR + Melee Weapons (TN 14), Two-Handed
ƒ
7C
D Piercing Energy damage, Two-Handed,
SPECIAL ABILITIES
Parry
ƒ IMMUNITIES AND RESISTANCES: Thrash is
SPECIAL ABILITIES immune to Radiation and Poison damage and

IMMUNITIES AND RESISTANCES: Thrash is their effects. Additionally, Thrash gains a +2


ƒ
immune to Radiation and Poison damage and to Physical and Energy damage resistances

their effects. Additionally, Thrash gains a +2 (included).

to Physical and Energy damage resistances


(included). INVENTORY

ƒ FIRE TORNADO STRIKE: Once per combat, Pipe Bolt-Action Rifle, assorted human bones,
Thrash can use a major action to go on a 6+3 C
D .308 ammo, Wealth 1
fiery rampage. She makes an attack with her
Shishkebab against any number of targets within
Close range, but increases the difficulty of the
tests by 1.

INVENTORY

Road Leathers, Shiskebab, Junk (Assorted Human


Bones), Wealth 2

152 FALLOUT  Winter of Atom


FROST FERAL GHOUL HORDE
The ghoul horde is located two hours away from
Frost Feral Ghoul
Level 6, Mutated Human,
Mechminster Abbey in and around a burnt-out
Minion Creature (15 XP)
old-world skyscraper that once served as luxury
housing. The frozen streets around the ruined tower
BODY MIND MELEE GUNS OTHER
hold twelve-foot-tall snowdrifts—many of the 6 5 3 0 2
sleeping ghouls linger in the building or beneath
HP INITIATIVE DEFENSE
the snowbanks.
1 11 1
Getting close enough to the building or horde to
PHYS. DR ENERGY DR RAD. DR POISON DR
enact a plan requires a successful group AGI + Sneak
test with a difficulty of 3. If the test fails, 4 frost feral 2 2 Immune Immune
ghouls pop out of the snow and surprise attack the
ATTACKS
PCs before they can get close. Once attacking ghouls
have been dealt with, the PCs can finish their trek to ƒ FROZEN CLAWS: Body + Melee (TN 9), 3
reach the skyscraper outskirts again. Physical damage, Piercing 1, and the target’s
Defense is reduced by 1 (to a minimum of 0) until
the start of their next turn. If you spend 1 AP after
If PCs fire loud weaponry or use explosives at any
this attack hits, add the Stun effect.
point while approaching the skyscraper, they might
draw the attention of more ghouls hidden nearby. SPECIAL ABILITIES
Attacks with loud weapons or similar noisy tests
ƒ IMMUNITIES: The ghoul is immune to Poison and
have a complication range of 3 (18-20)—and for each
Radiation damage and their effects. Also, they
complication, another frost feral ghoul appears from
are immune to all diseases.
beneath snow or nearby ruins to attack them.
ƒ FROZEN FERAL: Due to its severely frozen joints,
the ghoul only moves one zone when it takes
Once the PCs reach the perimeter of the skyscraper,
the Sprint action. Because of its unintelligent
they can plan their attack. They might choose to
nature, it cannot communicate or be influenced
eradicate the horde, lure it elsewhere, or come up with by Speech tests. Driven by feral instinct, the ghoul
an entirely different idea of what to do. The following moves towards and attacks the nearest enemy,
sections provide guidance for the most likely scenar- bright light, or loud noise.
ios. Because frozen corpses look similar to ghouls, and
ƒ PLAY DEAD: The ghoul often lies inert, waiting
the ferals may be hidden in buildings or beneath the to ambush unsuspecting passers-by. A character
snow, PCs cannot learn how many there are—dozens must succeed on a PER + Survival test with a
or more. difficulty of 2 to spot a ghoul playing dead.

Culling the Horde. Clearing the entire horde prom-


ises to be a daunting task, especially for low-level
parties. Allow the PCs to devise a plan and make a
group test with a difficulty of 0 using attributes and
skills that directly contribute. Collaborate with them
on using their environment and encourage them to
describe enacting their strategy.

For every 2 AP the group spends after the group


test, they gain one of the following benefits during
the prolonged battle. They can choose to spend AP

Chapter Two  WELCOME TO THE COMMONWEALTH 153


for defensible structure or elaborate trap twice, The noise of the battle continues to draw more ghouls
prolonging their defenses or allowing them to trigger at the end of every combat round. You can spend 2 AP
another trap at a different time. from the GM’s pool at the end of the round and roll
1d20; add half (rounded up) as many frost feral ghouls
ƒ A choke-point that only allows five frost feral to the encounter at Extreme range. When you have
ghouls to enter Close range at a time no more AP to spend or decide the fight has gone on
long enough, the last of the horde has reached the
ƒ A defensible structure that keeps all ghouls from
battlefield, and it is up to the PCs to win the day or
entering Close range for the first three rounds
run away.
of combat—until the defenses are overrun or
destroyed

ƒ An elaborate trap, with a trigger determined by THIS IS A JOB FOR A GHOUL


the PCs, set up at Medium or Long range that Ghoul PCs have a real opportunity to shine during this
deals 4 C
D Vicious (Physical or Energy) damage portion of the side quest. A feral ghoul will not attack a
to all creatures in that range when it triggers. The non-feral ghoul unless the non-feral attacks it first. This
attack damages ghoul minions normally. trait makes ghoul PCs uniquely capable of helping their
allies during a battle against—or escape from—the horde.
PCs might choose to set up a defensive perimeter, Additionally, any success a ghoul PC generates during a
use a choke-point to pick off the ghouls slowly, group test to lure the horde away counts as two successes if
charge into the icy stairwells of the skyscraper with they describe how they use their ghoul nature to contribute
guns-blazing, or any other idea that makes sense for to the plan.
the story. Keep this encounter fast-paced and intense
by focusing less on minute details and more on the
push-and-pull of the PCs facing overwhelming odds Luring the Ghouls Away. PCs might try to draw the
in the freezing weather. ghouls to another location as part of their plan or
because they fled after trying to fight them head-on.
During the encounter, keep track of the number of They can attempt to lead the ghouls anywhere nearby,
ghouls at each range. Ghouls spend their turn moving though luring the horde to either Thrash’s Hideout
as close to the PCs as they can (two zones per turn) or Mechminster Abbey holds significant conse-
before attacking indiscriminately. To keep combat quences (see The Fallout).
moving quickly, allow groups of up to five ghouls to
attack at once (see Chapter 1, Grouping NPCs, p.46). Luring the horde away is a long, dangerous venture
that should be treated as a single long encounter
Once the PCs begin their attack on the horde or draw with no time to camp or rest. Encourage the PCs to
the attention of the ghouls to attack them en masse, describe how they try to draw the ghouls without
the encounter begins with a number of frost feral being overrun. Describe the nearby environment and
ghouls at the following distances: how far away they are from their destination. Use
the moments of calm before group tests to increase
ƒ Close Range: 0 ghouls tension by reinforcing just how easily their plan could
go terribly wrong.
ƒ Medium Range: 2 ghouls

ƒ Long Range: 5 ghouls

ƒ Extreme Range: 8 ghouls

Ghouls give chase if the PCs attempt to flee. A PC


can escape and hide from the horde by using a major
action to make an AGI or PER + Sneak test with a
difficulty of 3—or by spending 3 Luck points.

154 FALLOUT  Winter of Atom


To make progress, PCs must make group tests of their Very Happy denizen outlook. The PCs gain a
choice—so long as their attributes and skills make settlement reputation rank of 4 (Trusting) with
sense for the scenario—with a difficulty of 3 and a the new settlement.
complication range of 2 (19-20). For each complica-
ƒ Recovered the Rare Part. If the PCs recover the
tion, a group of 3 C
D frost feral ghouls catch up to
part Sister Guyger requested, she is extremely
them and attack. During the skirmish, attacks also
grateful if they return it to her. Make a settlement
have a complication range of 2 (19-20), and each com-
reputation test, add one positive influence, and the
plication results in 2 C
D more ghouls from the horde
denizen outlook improves one step. Add another
joining the encounter. Once all attacking ghouls have
positive influence to the test if the PCs also killed
been defeated, the PCs can return to their plan to lure
Thrash and her gang, ridding Mechminster Abbey
the ghouls away.
of their threat. Sister Guyger promises to treat their
radiation sickness or damage whenever they come
When a group test fails, an unexpected obstacle forces
to her for help. After one more week of work, she
them to change direction or find another way forward.
finishes building her anti-radiation cannon and
The PCs must succeed on three total group tests to
can use it to significant effect against the Gigapede
lead the horde to a new location and get away unno-
during Chapter 3: The Winter War.
ticed. If the PCs lead the ghouls to a small settlement
like Mechminster Abbey or a camp like Thrash’s ƒ Made a Call About Tripper’s Secret. If the PCs
Hideout, the horde invades and slaughters most living did not reveal Tripper’s chem dealing operation in
people. During the carnage, allow the PCs a chance to Mechminster Abbey, he sells chems to them at half
loot something of value—such as the copper spring price whenever they cross paths in the future. If
Sister Guyger requested—before they escape. they instead rat out his operation to the Sisters, the
Reverend Riveter exiles him from the community.
THE FALLOUT He uses his chem whisper network to get revenge
on the PCs—most merchants dealing chems refuse
The quest has the following outcomes:
to do business with them, and those that do sell
double their prices.
ƒ Betrayed Mechminster Abbey. If the PCs lured
the horde to Mechminster Abbey, the settlement
falls, taking most of the ghouls with it. Only Sister
Guyger escapes, having witnessed what they did.
She moves to whichever settlement is least aligned
with the Church of Atom and the PCs. Guyger
considers the characters her nemesis and spreads
word of the PCs’ murderous treachery. Reduce the
settlement reputation rank of the community she
moves to 0 (Hostile).

ƒ Cut a Deal with Thrash. If the PCs helped Thrash


get rid of the horde, she pays them 150 caps and
hands over the rare copper spring. Additionally, if
the PCs guided the ghouls to slaughter the set-
tlers at Mechminster Abbey, Thrash takes over the
settlement in the name of the Church of Atom,
revealing she is a faithful acolyte of the Last Son.
She offers the PCs permanent residence there and
begins to draw worshippers and Super Mutants to
secure her new community. The new settlement
gains the following traits: 30 Population, Somewhat
Weak defenses, Just Enough food supplies, and a

Chapter Two  WELCOME TO THE COMMONWEALTH 155


Chapter Three
THE WINTER WAR
RUNNING THIS CHAPTER . . 158
STAGING THE GIGAPEDE ATTACKS . . 160
MAIN QUEST: A THOUSAND FEET OF TERROR . . 166
Chapter Three

THE WINTER WAR


As the icy grip of winter sets in, the Children of player characters, the settlements must work together
Atom increase the pressure on the Commonwealth to learn the secrets of the gigapede, mount defenses
settlements to force them to join the Church or be against it, and then band together to drive it off or
destroyed. The Last Son of Atom’s fanatical soldiers destroy it.
launch attacks on various settlements in conjunction
with a massive, radiation-spawned monstrosity—the As war rages in the Commonwealth, the Last Son of
gigapede—a towering, mutated centipede they com- Atom freely pursues his secret goal in the Glowing
mand using American Sign Language. The gigapede Sea—unearthing an ancient, buried city he believes
launches terrible strikes against the settlements while houses an artifact that will usher in the prophesized
Atom’s troops assault on foot, threatening that those Day of Division.
who do not submit will perish. With the help of the

RUNNING THIS CHAPTER


Before running your first session using this chap- continue to build trust. Only communities for which
ter, review this section along with Staging the PCs have a settlement reputation of 4 or higher will
Gigapede Attacks and the first scene of Main Quest: A fight by their side in this chapter’s key battles, while
Thousand Feet of Terror. Notify the players that once others decline to join them. Between major battles,
they attempt to assemble the communities of the allow PCs to complete side quests from Chapter 2:
Commonwealth for a final battle against the gigapede Welcome to the Commonwealth and Chapter 4: The
(or decide to go it alone), they reach a point of no Winter War to gain levels and make stronger alliances
return. If they avoid confronting the gigapede, the with the settlements.
Sisters of the Forge slay the monster during its assault
against Mechminster Abbey—but a large portion of This chapter of Winter of Atom is somewhat nonlin-
the Abbey is ruined in the battle, rendering it ear. The Children of Atom command the gigapede
uninhabitable and scattering the few survivors to to attack various settlements in no fixed order. The
the wastes. section Staging the Gigapede Attacks provides advice on
deciding which settlements the gigapede attacks—and
When the PCs travel from settlement to settlement, additional guidance for preparing the main quest’s
you can introduce the side quests presented at the major battle scenes for the settlements you choose.
end of this chapter or refer to Chapter 2, Traversing the Adjust the recommendations to best suit your group.
Commonwealth, p.29 to create additional encounters The high stakes of this chapter’s desperate battles
between the significant moments of Main Quest: A against an overwhelming foe will resonate best with
Thousand Feet of Terror. players if their characters are emotionally invested in
defending the settlements and people targeted by the
If PCs try to rally the Commonwealth’s communi- Children of Atom and the gigapede.
ties together to fight the Church of Atom, they must

158 FALLOUT  Winter of Atom


LEVELING UP SIGNS OF CONTROL
The PCs should ideally reach level 7 or 8 before they The Children of Atom control the gigapede with
first encounter the gigapede during the main quest— American Sign Language (ASL). The Church of Atom’s
and level 11 or 12 before the final conflict during Scene gigapede handlers use ASL to direct the monster dur-
Three: Showdown. ing the attacks in Scene Two: Signs Coalescing and Scene
Three: Showdown during this chapter’s main quest. PCs
PCs may level up using experience points, or you who learn some ASL can use the knowledge to great
can decide when they advance. Suggestions for benefit during later battles against the gigapede.
good benchmarks in this chapter for PCs to level up
include: Should the PCs ask around the Commonwealth
about sign language, a friendly NPC tells them about
ƒ After the PCs complete each scene in this chapter’s the Horace Mann School for the Deaf and Hard of
main quest Hearing (see Side Quest: Higher Learning, p.179) in
the ruined Cambridge District. The NPC might also
ƒ Each time the PCs complete two side quests
recommend they talk to Ole’ Man Murray in Mirage
ƒ If the PCs rally at least three communities with (see Side Quest: Midnight at the Oasis p.126), whose
settlement reputation 4 or higher to join them for deaf daughter, Minnie, taught herself a form of sign
the final confrontation language. If the PCs complete the quest, they can
learn the relevant ASL from Minnie “Muse” Mabee in
Beatsville (see Side Quest: Beat It, p.143). Since Muse
helped to train the gigapede, she is intimately familiar
CONTENT WARNINGS AND CHANGING SCENES
with the signs used to command it.
This quest includes a brutal ongoing war and a massive
insectoid creature, which may be challenging for players
with adverse reactions to insects. Gamemasters may wish to
alter the quest in one or more of the following ways to better
suit the needs of their group:

ƒ Re-flavor the gigapede as a mutated mammalian or


another animal type your players are more comfortable
with—but use the same stat block.

ƒ Describe the gigapede’s caustic radio-spittle as a globe


of energy rather than viscous spittle.

ƒ Describe the carnage of war with light detail and allow


NPCs the players care about to survive the battles.

Chapter Three  THE WINTER WAR 159


STAGING THE GIGAPEDE ATTACKS
During Main Quest: A Thousand Feet of Terror, each a definitive timetable for the attacks presented in
scene presents a battle at a different settlement. This Main Quest: A Thousand Feet of Terror. You can use the
section offers guidance on choosing which settle- following timetable as a guideline, adjusting it to your
ments to use for the gigapede’s attacks, continuing the preferred pacing:
story between the main quest’s scenes, and how to set
up a battle at any Commonwealth settlement featured ƒ Traveling from one settlement or significant loca-
in Winter of Atom. Use the following structure tion to another usually takes 24 hours.
and guidance:
ƒ One week after the attack in Scene One, the giga-
pede attacks another settlement per Scene Two.
ƒ Scene One: The Gigapede Rises. Choose any set-
tlement to attack when the PCs happen to be visit- ƒ One week after the attack in Scene Two, the final
ing it. The gigapede, with a contingent of Children showdown with the gigapede occurs per Scene
of Atom Soldiers, surprise attacks the settlement. If Three.
the PCs drive the monster off, they can learn more
Even after presenting the timetable to the PCs, you
about it and which community the Children plan
can give them a little more time to finish a side quest
to unleash the gigapede upon next.
or other business and reach an attack site before it is
ƒ Scene Two: Signs Coalescing. Choose a smaller too late. Vicious winter storms and other logistical
settlement to attack—Mirage, Big Top, or problems might delay the Children’s attacks, allowing
Beatsville. You should either choose a community PCs enough time to reach a settlement to protect it.
the PCs haven’t visited yet or one with which they
have a settlement reputation of 3 or lower. The The following sections provide a toolkit detailing
settlement’s size puts it at significant risk of being guidance on using each Commonwealth settlement
destroyed by the gigapede. If the PCs attempt to as a backdrop for the gigapede attacks presented in
defend the community, they can learn how the this chapter’s main quest. Adjust the ideas presented
Children use ASL to communicate with and control to best fit your group’s story. When possible, include
the gigapede. After the battle, as PCs rally allies or NPCs the PCs know and care about in the battle
prepare for the final showdown, they learn of the scenes—put them in harm’s way of the gigapede and
next settlement the Church intends to attack. Children of Atom’s attacks. This chapter presents an
opportunity to twist the narrative knife and show the
ƒ Scene Three: Showdown. Choose a beloved set-
devastating cost of war.
tlement to attack—other than Diamond City or
Goodneighbor. You should either choose a commu-
nity the PCs have made their home or the settle-
ment with which they have the highest settlement DIAMOND CITY
reputation. The showdown is an opportunity for
the PCs to rally their allies and resources to end Diamond City is well-positioned to avoid the wrath of
the gigapede’s carnage. If the PCs decide to let the the gigapede, thanks to its concrete and rebar con-
Commonwealth fend for itself against the gigapede, struction, extensively reinforced underground tun-
it attacks Mechminster Abbey—and neither nels, and large perimeter walls. The gigapede cannot
the gigapede nor the settlement survives the burrow into the tunnels or easily climb over the outer
bloody battle. fortifications. Diamond City’s local security officers
keep up a barrage of fire against the creature, though
Between main quest scenes, encourage PCs to travel their small arms are ineffective at repelling it. More
to settlements, complete side quests, and gather importantly, security officers and traps allow the city
resources. Allow them to find notes or overhear trans- to keep Children of Atom devotees from breaching the
missions from the Children of Atom to give them city’s walls.

160 FALLOUT  Winter of Atom


Some ways the Children and gigapede may attack the FIGHTING INSIDE DIAMOND CITY
settlement’s defenders include the following: If the PCs remain inside the city walls during the
attack, they have more protection. They can attack
ƒ The gigapede’s poisonous, radioactive spittle arcs from the Upper Stand walls at Long range while
over the wall, possibly killing people in the city’s benefiting from 5 C
D of cover. Complications rolled
Upper Stands. on attacks against the Children or the gigapede hit
fleeing refugees below. Unless the PCs leave the safety
ƒ Church of Atom troops lay down covering fire.
of the walls to help the refugees, many of them die,
When the gigapede rears to strike, they launch a
resulting in other settlements cutting off trade with
barrage against any Diamond City local who dares
Diamond City.
pop up from the Upper Stand walls to fire at the
monster.

FIGHTING OUTSIDE DIAMOND CITY GOODNEIGHBOR


If the PCs are caught outside the city walls during the
Goodneighbor’s old buildings sit over reinforced con-
attack, Diamond City security won’t open the gates to
crete tunnels, difficult to penetrate without special-
let them in unless they have a settlement reputation
ized equipment. The settlement’s surrounding walls
of 5. If they remain in the open to fight the Children’s
make the town a tough nut for the gigapede and the
troops or protect refugees, they draw the notice of the
Children of Atom to crack. Hancock hides inside the
gigapede itself. PCs can safely hide in piles of cinder
Old State House, ordering anyone armed to position
blocks or behind building ruins to avoid the fighting
themselves in windows and on rooftops. Triggermen
by succeeding on an AGI or PER + Sneak test with a
gang members rally with the Neighborhood Watch
difficulty of 3.
to protect their home—and source of income—by
repelling invaders with sniper fire and the occasional
The vulnerable refugees caught outside the city walls
grenade or incendiary cocktail.
find themselves in a perilous situation. The gigapede
chews through canvas tents and ramshackle shelters
Some ways the Children and gigapede may attack the
while the Children’s troops shoot or capture anyone
settlement’s defenders include the following:
unable to flee fast enough. Diamond City security has
its hands full protecting the walls and refuses to come
ƒ The gigapede launches poisonous spittle at guards
to their aid.
on the barricades and snatches defenders off lower
wall areas with its maw.
If the PCs do not protect the refugees during the bat-
tle, word spreads that Diamond City turned its back ƒ The Children scale the walls or push through the
on those in need and is no longer safe. The fearful gates, shooting at people fleeing the town’s streets
ripple effect causes other settlements and groups to before retreating from the defenders’ counter-fire.
stop trading with the city until the Last Son of Atom’s
reign of terror has ended.
INSIDE THE OLD STATE HOUSE
If the PCs have a settlement reputation of 3 or higher,
Hancock asks them to join him in the Old State
House. Inside, he directs those with ranged weapons
to windows or up to the roof. From there, PCs can
attack from Long range while benefiting from 3 C
D
of cover.

Hancock requests anyone with medical training to aid


the wounded brought to the Old State House during

Chapter Three  THE WINTER WAR 161


the battle. Three NPCs the characters are familiar with is secretly helping the Church’s soldiers by making a
become mortally wounded during the fight. Treating successful PER + Speech test with a difficulty of 2. If
a dying NPC requires an INT or PER + Medicine test they reveal his treachery, the settlement turns against
with a difficulty of 3. On a failure, the NPC dies from him, asking the PCs to help them decide how to
their wounds. deliver justice for his wicked deeds.

FIGHTING IN THE TOWN Some ways the Children and gigapede may attack the
settlement’s defenders include the following:
During the battle, Children of Atom troops sometimes
manage to force their way through the front gates or
ƒ The gigapede spends several rounds hunting fleeing
scale the walls before being repelled by defenders.
brahmin and any PCs attempting to gather the
The gigapede can attack with its spittle over the walls,
herd. Then the monster’s handler turns its attacks
targeting a PC out in the open—increase the attack’s
to damage the outer structure of Mirage itself.
difficulty by 1.
ƒ The Children lay down cover fire at the fort’s
PCs can try to ride out the battle inside an NPC’s entrances while others raise siege ladders so they
home or shop, but residents of Goodneighbor will can board.
not open their doors unless they have a settlement
reputation of 5. PCs can climb to a roof or high wall
by using an action to make an AGI or STR + Athletics PROTECT THE BRAHMIN
test with a difficulty of 3. On a success, they gain 3 C
D Mirage is immobile and out-gunned without its pack
cover and make attacks from Long range. brahmin. PCs who leave the relative safety of the for-
tress to risk running into the open wastes can round
If PCs do not tend to the wounded in the Old State up the scattered, panicked herd. To round up the flock,
House during the battle, three NPCs they are familiar a PC must spend an action to make an AGI or CHA +
with perish from mortal injuries. Pilot or Survival test, adding one die to their pool for
each rank of the Animal Friend perk. A PC manages
to round up 10% of the herd for each success they
generate.
MIRAGE
The gigapede attacks any PCs who attempt to regather
While Mirage’s towering fortress seems impervious to
fleeing brahmin. If PCs retreat into the fort before the
the gigapede, the large herd of brahmin that pulls it is
battle ends, the gigapede returns to eating brahmin—
not. In the initial strike against the traveling casino,
all wrangled brahmin panic and run away again. If the
the gigapede focuses on sating its hunger with a few
PCs fail to wrangle at least 70% of the brahmin herd
of the pack animals. The ensuing panic among the
before the end of the battle, Mirage becomes immo-
herd grinds the fortress to a halt, and the Atomites
bile until the spring, when its settlers can purchase
attempt to board the fort while the Mirage’s handful
new pack brahmin from traveling traders. In the
of defenders pull up the ladders and return fire
meantime, the settlement becomes a sitting duck for
from above.
desperate raiders and other threats.

If Maxwell Kantor still leads the settlement, he


“accidentally” leaves the back entrance to Mirage CLASH AT THE OASIS
unguarded and open for the Children’s soldiers to PCs can fight off invading Atomite forces by guarding
enter. In this case, the Atomites goals differ from the the entrances to Mirage. At the start of each round of
battle situations presented later in this chapter. They combat, Church soldiers raise two magnetized siege
desire to terrify any settlers who resist them, cap- ladders from the ground up to the entry. Half the
ture all of Kantor’s prisoners from the vault in one Children present spend their entire turn climbing the
fell swoop, and retreat into the wilderness. PCs who ladder, and on their following turn, they leave the lad-
question Kantor’s allegiance can determine that he der and fight their way into Mirage. The other half of

162 FALLOUT  Winter of Atom


the invaders provide cover fire from Long range below, them and only returns to attacking the settlement
aiming at PCs who try to throw down siege ladders or after they flee or are defeated. PCs who confront the
guard the entrance. gigapede also draw fire from groups of Atomites sieg-
ing the tents from the outside.
PCs using Mirage’s fortified walls have 5C
D cover
against attacks from below. A PC who leaves cover can Each turn that the gigapede is unopposed, it destroys
attempt to throw back a siege ladder by making a STR one tent or structure. After it destroys three struc-
+ Athletics or Throwing test with a difficulty of 5. If tures, Brawny Bill bravely rushes out to distract the
they succeed, any creatures on the ladder fall to the monster by swinging his mighty hammer at it. Unless
ground below and take 4 C
D damage that ignores all the PCs intervene, the gigapede devours Brawny Bill
DR. The Atomites attempt to raise the ladders again on its next turn and then finishes destroying the main
the next round for as long as the battle lasts, replen- Big Top tent the turn after.
ishing fallen invaders with the soldiers providing
cover fire. If the gigapede manages to smash up Big Top, surviv-
ing settlers disperse into the winds after the battle.
If Atomites successfully invade the casino via siege Many succumb to the awful winter, while others
ladders or with Kantor’s help, the battle becomes move to refugee camps near Goodneighbor and
much messier. The Church’s soldiers use the slot Mechminster Abbey.
machines, bar tops, gaming tables, and innocent cap-
tive bystanders to shield themselves from the PCs and THRILLS AND CHILLS AT THE BIG TOP!
other defenders—they gain 2 C
D cover.
The Atomites send small groups from their larger
forces into the Big Top tent, one at a time, to terrify
the settlers and cause them to flee out into the open,
BIG TOP where they are more vulnerable. A PC defending the
inside of the Big Top tent can use a major action to
Big Top’s structures are built to pack up and travel, convince the settlers to stand and fight a little longer
making them difficult to defend from sustained by making a CHA test with a difficulty of 2. Reduce
attacks. Out-gunned, the Freeques and other defend- the difficulty of the test by 1 if the PCs help arm the
ers fight with makeshift ropes, circus equipment, meat defenders with better weaponry. If no PCs succeed on
cleavers, and a few small arms. the test during a round, another group of settlers flees
outside at the end of the round.
Some ways the Children and gigapede may attack the
settlement’s defenders include the following: The first two groups to flee are ghoul and human
settlers. The third group to flee is the synth refugees,
ƒ The gigapede tears through tents and wagons. if they still remain at Big Top. The fourth group to flee
It rips apart the settlement’s fragile structures, is the Freeques. Unless the PCs intercede by attacking
unhindered by the Freeques’ makeshift traps and the Atomites outside to cover groups’ retreats, most
defenses. fleeing settlers are gunned down. If the Freeques run
away from Big Top, roll 3 C
D to determine how many
ƒ One group of Atomites invade the Big Top tent at
of the following Freeques are killed by Atomites as
a time, while the rest of their forces siege outside
they flee: Johnnie Lonnie, the Inked Lady, or one of
and fire at any settlers who flee.
the Swinging Sals triplets.

ALL ALONG CARNIVAL ROW If a PC takes the Rally action and then spends 6
AP, they do not need to convince the defenders to
PCs can distract the gigapede from destroying the set-
stand their ground for the remainder of the battle.
tlement on its turn if they attack it or by drawing its
Moreover, the Freeques fight with renewed purpose,
attention with loud noises and explosions. When they
using their circus training to great benefit.
get its attention, the gigapede attempts to destroy

Chapter Three  THE WINTER WAR 163


The Swinging Sals disappear behind curtains or boxes PAINT THE TOWN RED
in a flash, only to re-emerge up on the ropes or while
The Lama, or whomever currently leads Beatsville,
climbing a tentpole and mount surprise attacks with
suggests a radical method to defend Beatsville before
juggling knives. Brawny Bill roars and rampages,
the attackers arrive. They ask the PCs to help the
using his hammer to bash in Church fanatics’ heads.
settlement’s artisans construct an entire false façade
Ringleader Johnnie Lonnie draws enemies into a
on the far side of the garbage yard—a fake version of
trap, unleashing his prize pet Protectron painted like
Beatsville, designed to collapse under the attack of the
a lion. At the start of each remaining round of combat,
Children and give them the impression that the place
roll 2 C
D to determine how many enemies the
has been destroyed.
Freeques defeat.

The PCs can guide the Beats in constructing the mock


town so that it will stand up to some level of scrutiny.
BEATSVILLE Fake blood and debris splashed around the area help
to complete the illusion, along with rickety wooden
By midwinter, the Children of Atom learn Beatsville’s structures decorated via colorful cloth and canvas cur-
location from their spy network or by tracing back tains. Small bowls of art supplies stacked atop empty
food traders who visit the settlement. Lacking for- crates give the impression that the town’s materials
tifications, Beatsville’s secret location was its only are all stored here. The PCs can use the campsite
meaningful defense—a direct attack by the gigapede building rules (see Building Campsites, p.35) to finish
quickly spells the end for the settlement. The locals their façade. If they build at least a tier 5 campsite,
are pacifists with no fighting skills; without the PCs’ the fake Beatsville proves convincing enough to the
help to stop an attack, they flee, surrender, or become Atomites.
giga-chow. If the settlement cannot prevent the
attack, it is doomed to fall immediately. If the PCs build a façade, Beatsville’s leader asks the
PCs to defend the fake settlement and drive back the
Some ways the Children and gigapede may attack the Atomite forces before they realize they have been
settlement’s defenders include the following: misled. The PCs can prepare for what promises to be a
brutal fight by laying traps and using campsite features
ƒ The gigapede emerges from beneath the settlement such as defensible walls for cover.
or the fake settlement (see All Art is Revolution). It
immediately destroys Artist Alley before attempt- If the PCs lose the battle against the Atomites and
ing to devour anyone present. gigapede—or if they do not create a convincing fake
settlement to mislead the enemy’s initial attack—the
ƒ The Children wait for the gigapede to emerge and
remaining Church forces locate the real Beatsville
then invade the garbage yard, shooting any settlers
and quickly destroy it. The Lama dies in the battle. If
who flee indiscriminately.
the PCs do not defeat the Atomites, Minnie Mabee
is recaptured by the Children of Atom and taken to
ALL ART IS REVOLUTION Whately Research Facility in the Glowing Sea. Any
survivors are forced to move to Diamond City and
Though Beatsville is unfortified and unarmed, its art
miserably reintegrate into the unforgiving realities of
supplies can be repurposed as weapons. Paint thinner
a more capitalist society. DJ Daddy-O refuses to rejoin
turns into firebombs. Decorative beadwork becomes
a settlement and travels the wastelands, continuing to
shrapnel. Clever clockwork toys turn into triggers
broadcast until a wandering monster makes a snack
for traps. The locals lack the knowledge to create the
of him.
weapons but are willing to allow the PCs to try. Allow
a PC to make an INT or PER + Explosives test with
a difficulty of 1, creating either a Molotov cocktail or
a frag mine on a success, and for every AP spent they
create two more Molotov cocktails or one frag mine.

164 FALLOUT  Winter of Atom


MECHMINSTER ABBEY Regardless of the outcome, the Atomites advance
on the settlement at the start of the fourth round
The hallowed walls of Mechminster Abbey, combined of combat.
with the stalwart resolve of its defenders, make it one
of the most challenging targets for the Children of TRAPPED IN LIMBO
Atom. With their well-maintained weapons and
The initial brunt of the Atomite’s advance strikes the
artillery, the Sisters organize a strong defense against
refugee camp. The gigapede hunts any refugees who
both the gigapede and the Atomites. Heavy weapons
flee the settlement, hurling people through the air
fire causes the gigapede to recoil, while small arms
with its maw. The Sisters remaining make their final
fire forces the Children to stay low and move forward
stand at Limbo to protect the most vulnerable.
by inches.

If the PCs previously helped Sister Guyger finish


Some ways the Children and gigapede may attack the
building her anti-radiation cannon, she wheels its
settlement’s defenders include the following:
massive frame out into the open when the battle
appears most hopeless. Guyger asks the PCs to help
ƒ The gigapede remains out of range of most of the
her aim the unwieldy energy weapon. A PC can use
settlements’ defenses, using its spittle attack to
their major action to make a PER + Energy Weapons
strike at defenders along the perimeter.
test with a difficulty of 4. Once they succeed, Guyger
ƒ The Children provide cover fire for the gigapede unleashes the anti-radiation gun’s powerful beam
from a distance, not risking a full assault until their and significantly weakens the monster. The giga-
spies detonate their mini nukes in the Abbey or are pede’s Physical and Energy DR is reduced to 0 for
caught in the attempt. the remainder of the battle, it suffers 21 C
D Energy
damage, and it cannot take actions on its next turn.
Once Guyger’s weapon hits the gigapede, it overheats
ENEMIES WITHIN and explodes in a brilliant shower of sparks.
While the settlement seems to repel the invaders ini-
tially, the Atomite’s true goal is to distract the defend- Should the PCs fail to repel the attack, Reverend
ers. The Children of Atom have secretly planted spies Riveter finishes the job. She sacrifices herself by
in the refugee encampment of Limbo. After the first allowing the gigapede to devour her, then detonating
round of combat, require PCs not actively fighting at a mini nuke to blow it up from the inside (see Scene
the settlement’s perimeter to make a PER + Sneak Three: Showdown, Losing the Battle, p.186).
test with a difficulty of 4. PCs who succeed notice the
two Children of Atom Soldiers wearing refugee cloth- THE HORDE RETURNS
ing but fully armed and carrying armed mini nukes,
If the PCs didn’t previously deal with the nearby feral
sneaking towards the Pulpit. If they stop the spies, the
frost ghoul horde, the horde arrives after the Atomites
PCs can take their two mini nukes.
advance into the settlement. The ghouls swarm the
gigapede and attack it, drawn to its immense heat.
If the PCs do not stop the spies, they sacrifice them-
Though the ghouls cannot deal damage through the
selves for Atom’s glory by detonating their mini nukes
monster’s tough hide, they make it challenging to
at the end of the third round of combat. The terrible
target the monster—increase the difficulty of attacks
blast destroys the Abbey from within and profanes its
against the gigapede by 1.
holy ground with radiation. The Reverend Riveter and
Sister Guyger miraculously survive, but many sisters,
The gigapede thrashes its way through the horde,
including Sister Nition, perish. Any PC in Close range
eradicating the ghouls after three rounds of combat
to the detonation takes 21 C
D Breaking, Radioactive,
before rejoining the battle for Mechminster Abbey.
Vicious physical damage.

Chapter Three  THE WINTER WAR 165


MAIN QUEST: A THOUSAND FEET OF TERROR
handlers—the beast seems undefeatable. Able to burrow
This quest becomes available after the PCs conclude
surreptitiously and then strike by surprise nearly
the first act of Winter of Atom, Chapter 2: Welcome to
anywhere, its existence makes the entirety of the
the Commonwealth. Add 2 Action Points per PC to
Commonwealth unsafe.
the GM’s pool when the quest begins.

In this quest, PCs have the following objectives:

As winter firms its grip on the Commonwealth, the


ƒ Defend the settlements attacked by the gigapede
Children of Atom launch attacks on the settlements to
and learn where it will strike next.
push desperate people over the edge. The Last Son of Atom
hopes to keep the Minutemen and communities occupied ƒ Discover how the Children control the gigapede.
while he excavates a buried city beneath the Glowing
ƒ Rally their allies for a final battle to defeat the
Sea. With his campaign of terror, he aims to shatter the
gigapede.
Commonwealth’s resolve and draw more settlers to his
flock before the Day of Division arrives. Once the gigapede is defeated or pacified, the PCs win
the acclaim of the surviving settlements. With the
The gigapede, a massive, mutated monster, is the hope of spring on the horizon, they gain the oppor-
primary weapon of the Children. Deadly, impervious to tunity to lick their wounds and work to repair the
most weapons, and easily controlled by the Children’s damage done to the Commonwealth.

166 FALLOUT  Winter of Atom


SCENE ONE: THE GIGAPEDE RISES Give PCs just enough time to observe the gigapede
and react before the settlement comes under attack.
Begin this scene the next time the PCs are in a settlement
when you are ready to continue the main storyline of ENCOUNTER-1A: THE GIGAPEDE
Winter of Atom. They hear shouts of alarm, then witness
The Gigapede attacks the settlement (see Staging
settlers panicking. Read or paraphrase the following:
the Gigapede Attacks, p.160) with a small unit of the
Last Son’s troops. In this first attack, the Children’s
Panicked shouts break the crisp, cold air as they rise
goal is not to conquer a settlement but to inflict
from the edge of the settlement. Moments later, a
terror by revealing the Last Son’s favorite pet to the
wounded survivor rushes past you, yelling, “We’re
Commonwealth. The soldiers open fire on anyone
under attack! We’re under attack!” The pop of
exposed until they come under attack.
handguns rings out, only to be overshadowed by an
enormous roar and the loud crashing sound of a wall
Any PCs who join the battle must contend with a
collapsing!
group of five Children of Atom Soldiers from the
enemy unit. The gigapede (see p.181) only attacks the
Rising over the rubble is an enormous monstrosity—
PCs if they attack it first, instead focusing on devour-
an insectoid head atop a thick, flexible, rectangular
ing local settlers.
body with dozens of squirming legs down either side.
Sizzling acidic spit dribbles from mandibles the size
Resolving the Battle. The Children of Atom attempt
of swords, the beast lunges forward with unnatural
to escape after four rounds—scattering back into
speed. It plunges several of its spear-like talons into
nearby rubble or wasteland. After five rounds—or
a piece of rubble, flinging them aside as casually as a
when the gigapede is reduced to half or fewer HP—it
soldier in power armor. The entire length of its body
escapes by burrowing far beneath the earth, collapsing
undulates side to side as it races to another position
the tunnel behind it. The sounds of combat ema-
and then rises with a hiss. The monster is at least
nate from other areas around the settlement as local
thirty feet long. Its compound eyes glitter as its head
defenders fight off the other attacking soldiers.
twists from side to side, responding to the noise of
every movement around it.
If the PCs do not flee from the fight and manage to
hold their ground until all enemies escape or are
A PC who makes a successful INT + Science or
killed, their settlement reputation rank for the com-
Survival test with a difficulty of 2 recognizes the
munity they defended increases by 1.
gigapede as a highly mutated centipede, unique from
other mutated creatures like mirelurk queens and
After the battle, the PCs can attempt to track fleeing
super mutant behemoths. If they succeed, they may
Children of Atom by making a PER + Survival test
spend AP to Obtain Information. Some information
with a difficulty of 3. Tracking the gigapede proves
PCs can learn:
impossible due to how far below the earth it burrows.
If they succeed, they corner a group of five Children
ƒ The gigapede has an armored carapace, much like
of Atom soldiers who stand their ground and fight,
giant ants or radroaches, though on a massive scale.
using nearby cover to their advantage. If the PCs do
Common guns and melee weapons are unlikely to
not capture any soldiers, the settlement’s defenders
hurt it.
manage to take one alive. The settlement’s leader or
ƒ The mutagens the Children of Atom have exposed defenders ask the PCs to interrogate—the prisoner
the gigapede to make its bodily excretions radioac- refuses to speak to anyone but the characters.
tive and poisonous.

ƒ The gigapede seems to leave Atomites alone while


attacking other people nearby. It is clearly in league
with them or controlled by them, somehow.

Chapter Three  THE WINTER WAR 167


INTERROGATING A PRISONER social rifts in the community, providing an impetus
for the PCs to engage in side quests as local problems
A captured Atomite sneers, spits, and generally shows
come to a head.
contempt for their captors. They fully believe their
cause is righteous and destined for success. The Last
Son ordered any captured soldiers to taunt the PCs
and openly share knowledge of the Church’s plans. A
The Second Target
Refer to Staging the Gigapede Attacks (p.160) to
prisoner can share the following information:
choose gigapede’s next target. Decide how long the PCs
have before the attack occurs—one week is recommended
ƒ The settlements of the Commonwealth face a Great
to allow them to travel and pursue other goals between
Trial to prove themselves worthy for the Day of
battles. You can shorten the time to put PCs under more
Division. On that date, Atom shall reveal His Glow
pressure or extend it to give them more time to prepare
to the world and show his faithful doorways to
and finish side quests.
infinite universes of paradise.

ƒ The gigapede is the holy weapon of Atom, infused


with His Glow. Soon, it will strike again. It will not PREPARING FOR THE UPCOMING
stop until all unbelievers in the Commonwealth are BATTLE
judged. The settlers who join the Church and seek
Armed with new knowledge, the PCs must plan what
to bask in Atom’s Glow will be spared and know
they will do next. If they try to take the fight to the
eternal salvation.
Last Son’s soldiers, they can find splinter cells hiding
ƒ This first attack was merely a celebration of the in settlements or small fortified structures through-
holy gigapede’s rise and taste of what is to come. out the Commonwealth. Each cell acts independently,
The next attack will show Atom’s true power. answering to a single brother or sister—they wait to
join the next attack and have no communication with
ƒ The Last Son of Atom left the Commonwealth on a
other groups.
holy pilgrimage and will return on the prophesized
Day of Division.
Allow the group to think outside the box when pre-
For Main Quest: A Thousand Feet of Terror to continue, paring additional defenses or traps to help defend
the prisoner must inform the PCs about their upcom- against the gigapede. To convince settlements to go
ing plans. They defiantly tell interrogators which along with their plan, they may need to complete the
settlement the gigapede will attack next and when the location’s side quests or otherwise persuade its leaders
attack will occur. The prisoner taunts them, claiming that the gigapede’s threat is real or not to abandon
the settlement’s residents are marked for judgment, the settlement. Reward their successful efforts during
and there is nothing they can do to stop it—the giga- Scene Two: Signs Coalescing by slowing enemy advances
pede is Atom’s immortal servant. The PCs are but ants at crucial moments or saving beloved NPCs from
to the creature, their lives meaningless unless they certain death. Challenge failed efforts to prepare by
give their hearts to Atom. Once the prisoner shares putting PCs and the NPCs they care about most in
this information, they refuse to speak any further— harm’s way during the next attack.
their mission to bait the PCs is complete.
Ideally, despite their best efforts, their resistance
VICTORY CELEBRATIONS comes at a high cost to their allies—and they fall
short of total victory until Scene Three: Showdown.
Once the Atomites are driven off, the settlers breathe
When the gigapede and Church’s forces attack
a sigh of relief, take stock, and congratulate the PCs
the next settlement, proceed to Scene Two:
on their aid—or rebuke them for their cowardice, as
Signs Coalescing.
appropriate. Survivors remain on edge, though. News
of the Atomites’ mutated war-beast spreads rapidly,
and any settlement with a radio starts broadcasting
about the attack. The heightened tensions expose any

168 FALLOUT  Winter of Atom


SIDE QUEST: WE NEED BIGGER Rookie Richard Durkin babbles between gulps as
he tears into his food, saying, “I came through a
GUNS ruined little town west of Boston—the old town of
Stow. Mostly abandoned, just a few scavengers like
This quest becomes available after PCs complete Scene me. But! There’s a ruined military museum there,
One: The Gigapede Rises. Add 1 AP per PC to the GM’s the American Heritage Museum. The locals stripped
pool when the quest begins. all the old vehicles around the grounds for parts,
but nobody’s gone into the museum building and
returned. I bet there are some old weapons on display
When the PCs first tangle with the gigapede, they may there. Maybe something you can use!”
feel woefully under-armed. If they ask around about
better weapons, they gain the interest of a scavenger Rookie Richard has little else to say about the mat-
in a tattered trench coat with short, dark hair and a ter. Stow is, at this point, little more than a survivor
young face. Rookie Richard Durkin offers to trade community of a dozen freezing people with snow-cov-
helpful information in exchange for a meal. If the PCs ered farms and dead orchards. Traveling to Stow is a
feed him, read or paraphrase the following: 24-hour journey. The local scavengers are suspicious of

Chapter Three  THE WINTER WAR 169


armed strangers but happy to trade and swap stories. Four Mister Gutsy Patriot robots decked out in
The people of Stow confirm Rookie Richard’s account poorly-fitting human military garb patrol the area,
and have no objections to visitors investigating the old routinely intoning various “patriotic” and propagan-
museum. When the PCs approach the museum, read distic statements about Red Invaders, government
or paraphrase the following: handouts, and freedom-not-being-free. At the same
time, they attempt to burn any museum visitors to a
The grounds of the American Heritage Museum are crisp. Any PC trying to avoid their notice or prepare
a large, barren landscape, once a lawn but now cov- a sneak attack must succeed on an AGI + Sneak test
ered in bleak snow and dotted with ruined vehicles with a difficulty of 3. Once the robots spot a character,
and twisted, stubby shrubs. The main building is a they attack.
low, single-story warehouse-like structure with sev-
eral locked garage doors and a central front door in a During the fight, PCs must climb over replicas of
tower-like façade—decorated in peeling and spotted trenches from World War I and minefields from
red, white, and blue paint. World War II while fighting the robots. They can duck
behind soldier mannequins to gain 1 C
D of cover. The
The garage doors are long since rusted shut and too robots do not pursue the PCs if they flee the museum
heavy to lift without superhuman effort. A PC can and instead begin to clean up the mess they created,
pick the doors’ ancient maglock by making a suc- complaining all the while.
cessful AGI or PER + Lockpick test with a difficulty
of 3—or force them by making a successful STR +
Athletics test with a difficulty of 5. On a failed test,
the patrolling robots inside are alerted to their intru-
sion and position themselves to make a surprise attack
as soon as the PCs enter.

SEARCHING THE MUSEUM


Inside, the darkened rooms are historical re-creations
of various battlefields from World War I, World War
II, and Anchorage. Amidst the museum displays and
statues are mangled, scorched human skeletons.

The world that the PCs live in now is the product of


old America’s glorification of war. This is a perfect
chance to inject some of Fallout’s signature dark sat-
ire. Some propaganda pieces the PCs might experience
in the museum include the following:

ƒ Pre-recorded tinny patriotic music playing over


damaged speakers

ƒ Faded signs describing the heroic actions of sol-


diers in the conflicts

ƒ Crumbling pamphlets extolling the virtues of


spreading Freedom and the American Way—while
making snide remarks about traitorous pacifists
and communists

170 FALLOUT  Winter of Atom


Mister Gutsy Patriot SPECIAL ABILITIES

IMMUNITIES: The Mister Gutsy Patriot is a robot


Level 8, Robot, ƒ
that moves through jet propulsion and hovers
Notable Character (120 XP)
above the ground, unaffected by difficult terrain
S P E C I A L or obstacles. It is also immune to Poison and
Radiation damage and their effects, plus the
8 8 5 6 7 8 4
effects from disease, starvation, suffocation, and
SKILLS thirst.

Athletics 2 Melee Weapons 4 ƒ MAJOR GENERAL: The Mister Gutsy Patriot


attacks characters not wearing Memorial Battle
Big Guns 4 Repair 3
Armor Plating and treats those who do wear the
Energy Weapons 4 Speech 3 plating as revered war generals from the old
Explosives 2 world.

ƒ WORLD ON FIRE: Once per combat, the Mister


HP INITIATIVE DEFENSE Gutsy Patriot burns extra fuel to unleash a wave
17 18 1 of ripping flames from its napalmer. The attack
loses the Spread effect but adds its Fire Rate to
CARRY WEIGHT MELEE BONUS LUCK POINTS the damage (for 10 C
D total). Plumes of smoke
+1C cause the difficulty of attacks made against
230 lbs. D 2
targets in the Mister Gutsy’s zone to increase by
PHYS. DR ENERGY DR RAD. DR POISON DR 1 until the start of its next turn.

5(All) 5(All) Immune Immune


INVENTORY

ATTACKS SALVAGE: Scavengers can salvage from a destroyed


Mister Gutsy Patriot by making a successful INT +
ƒ COMPRESSED LONG BARREL NAPALMER: PER +
Science test with a difficulty of 3. A success yields
Big Guns (TN 12), 5 C
D Burst, Persistent, Spread a Compressed Long Barrel Napalmer, Memorial
Energy damage, Fire Rate 5, Range C
Battle Armor Plating, 12+6 C
D flamer fuel, 2d20
ƒ LASER PISTOL: AGI + Energy Weapons (TN fusion cells, 3 C
D units of Uncommon Materials with
12), 5 C
D Piercing Energy damage, Fire Rate 3, +1C
D per AP spent, and each Effect yields 1 Rare
Range C, Close Quarters Material.
ƒ PINCER: STR + Melee Weapons (TN 12), 4 C
D
Physical damage

MEMORIAL BATTLE ARMOR PLATING

PHYSICAL ENERGY
ARMOR TYPE LOCATION CARRY WEIGHT COST PERKS
RESISTANCE RESISTANCE

Memorial Battle
5 5 All +30 300 Armorer 2
Armor Plating

These specialized heavy-duty steel plates denote pre-War Special: A robot fitted with the Memorial Battle Armor
American military ranks and regalia. They can be installed plate is granted the same security clearance of a military
on any robot character by spending one hour and then major or sergeant. They reduce the difficulty of a Science
succeeding on an INT + Repair test with a difficulty of 3. or Speech test by 1 (minimum of 0) when interacting with
On a failed test, the plating is ruined. people or machines that recognize the authority of pre-War
America. In addition, the robot can overcharge Small Guns
and Energy weapons—increasing their Fire Rate by 1.

Chapter Three  THE WINTER WAR 171


Once the PCs dispatch the robots or avoid notice, they standard cost. If the PCs tell curious locals about
can loot the museum before leaving. To do so, they what they found inside the museum, the settlers
must spend 2 hours and make a group PER + Survival move in and fortify the building as a town hall and
test with a difficulty of 3 and a complication range defensible position. If the PCs want to move in,
of 2 (19-20). If they succeed, they roll the minimum they are welcome and can pick any of the museum
number of times for each loot table on the American areas to make home.
Heritage Museum Scavenging Table, and for each AP
they spend they can roll an additional time on a
loot table (up to the maximum). For each scavenging SIDE QUEST: THE BLOW-OFF
complication rolled, another Mister Gutsy Patriot
ambushes them or 2 AP is added to the GM’s pool. This quest becomes available after PCs complete Scene
One: The Gigapede Rises when they visit a settlement
If PCs succeed on a scavenging test, for each AP they where they have a settlement reputation of at least 2.
spend to roll additional times on a loot table, allow Add 1 AP per PC to the GM’s pool when the
them to also find one of the following: military fatigues quest begins.
and an army helmet, a laser gun with the automatic
barrel and full stock mods, a Ballistic Weave Mk IV mod, A fast-talking gambler and small-time hustler named
a gas mask, or 4 C
D Stimpaks. Regardless of the results Mackenzie Frey, or Mac as they prefer to be called,
of their scavenging test, PCs can find one full suit approaches the PCs with a proposition: they want
of reinforced combat armor on a soldier model in the someone to join a card game as a ringer. Mac carries a
Anchorage area of the museum. simple knife for self-defense. Read or paraphrase the
following:
AMERICAN HERITAGE MUSEUM
Scavenging Table A slender individual with slicked-back blonde hair

LOOT TABLE NUMBER OF ROLLS


approaches. They wear a classy navy-blue suit that
appears well-tailed and recently repaired. The person
Ammunition 0-1
offers a swaggering half-bow, then holds out an
Armor 1-4 unopened can of Nuka-Cola. The stranger’s lips part
Clothing 0-3 in a roguish smile before they speak. “Why, hello
Weapons (Ranged) 1-4 there, friend. What a day! This weather, right? Say,
might I have a moment of your time? My name’s
Chems 0-3
Mac, and I have a proposition I think you might like
Oddities 0-3
to hear.”

THE FALLOUT
Mac offers a Nuka-Cola if the PCs are willing to listen
This quest has the following outcomes:
to them. They are concerned the high-stakes card
game they were invited to might be a “blow-off”— a
ƒ Big Guns, Strong Armor. Though the few
con in which someone interrupts and attacks the
functional weapons remaining are only replicas,
card game to get the players to flee and leave behind
the museum proves to be a highly valuable scaveng-
their caps. Mac wants a ringer to play in the game
ing site untouched by outsiders. Additionally, PCs
with them while the rest of the PCs take up positions
can salvage powerful weapons and armor plating
outside to watch for interference. The game will take
from the defeated Mister Gutsy remains to aid in
place that night in a temporary location, a pop-up
future battles.
tent hidden away from the purvey of local travelers or
ƒ New Friends. Unless the PCs treated them poorly guards. Mac promises 200 caps as a reward for
or picked a fight, the dozen scavengers living in helping them.
Stow happily trade with them. Supplies are limited,
but the farmers can sell PCs limited amounts of
plant and fruit-based food supplies for 50% of the

172 FALLOUT  Winter of Atom


THE BIG GAME Each round, a PC chooses to call the bet, raise the
bet, or fold their hand. They can make one LCK +
If the PCs agree to help Mac, they encourage the
Speech test with a difficulty of 2 to bluff or intimidate
PC intending to play cards with them to bring some
another player. On a success, they convince another
precious loot or a lot of caps to bet. They vouch for
card player to fold their hand. No matter the result,
the PC upon arriving at the gambling tent. So long as
Nguyen cannot be forced to fold her hand.
the PC flashes a valuable item or a few hundred caps
to show their bona fides, they are allowed to join the
The other players act accordingly:
game. The other PCs can set themselves up outside in
the meantime to keep a lookout.
ƒ First Round. Ivey raises the bet 20 caps, and all the
other players call the bet.
The other four people at the table include the follow-
ing, though you can add more players and more card ƒ Second Round. Ivey raises the bet 30 caps, and all
tables to suit your needs: the other players call the bet. Mac folds their hand,
but the other remaining players call the bet.
ƒ The dealer, Jackson Quint, a battle-scarred brute
ƒ Third Round. Nguyen nervously raises the bet 50
with a big, toothy smile and friendly disposition
caps. The remaining players call the bet, but Ivey is
ƒ “Full House” Ivey, an extraordinarily paranoid but very angry about it.
self-aware Protectron who believes everyone else at
Intercepting the Robbers Outside. At any point
the table is cheating
between rounds of the game, a PC outside can make
ƒ Hanh “Nervous” Nguyen, a small, quiet ghoul a PER + Stealth test with a difficulty of 3 to spot the
woman with black pig-tails who seems easily robbers hiding nearby. On a success, a PC can spend
shaken AP to Obtain Information. Some things the PCs can
learn include:
ƒ Doyle Negreanu, a slow-talking gunslinger wearing
a cowboy hat who tries to keep everyone at ease
ƒ Five robbers hide behind a snow drift near the
Mac’s instincts are correct: the card game is a front. gambling tent, ready to take the players by surprise.
Jackson Quint and Hanh Nguyen are insiders on the
ƒ The robbers wear winter camouflage overtop
con. Everyone else at the card table is a mark. The goal
well-made combat armor. Black bandanas cover
for the con artists is to play a few hands, get the
their faces so they cannot be recognized. Each
players to put up big stakes, then signal their confed-
robber holds a loaded double-barrel shotgun in
erates to raid the tent under the guise of a robbery.
their hands.
Jackson and Hanh will “bravely” attempt to slow down
the robbers while the other players escape out the ƒ One of the robbers hides a little closer to the tent,
back of the tent, happy to make it out with their lives. their head cocked as though they are listening for
Jackson and Hanh both secretly plan to kill everyone a signal.
else in on the con, so they don’t have to split their
If a PC attempts to ambush the robbers before the
earnings. Then they intend to steal all the winnings
end of the third round of the game, they must get
at the table and escape the settlement before anyone
closer without being seen. If they succeed on an AGI
realizes what happened.
+ Sneak test with a difficulty of 3, the robbers do not
notice them, and the PC can make a surprise attack.
Playing Cards. Once the game begins, Mac and PCs
play through three rounds of a card game—poker or
If the PCs’ approach is spotted, the robbers immedi-
another game of your choosing. The starting bet for
ately run into the gambling tent and attempt to pull
each hand is 20 caps per player. After putting in their
off their con before they can be intercepted. If the PCs
caps, a PC rolls C
D equal to their Luck to represent
fail to spot the robbers entirely, they wait for Nguyen’s
the quality of their hand.
signal (see The Blow-Off).

Chapter Three  THE WINTER WAR 173


Resolving the Game. If the masked robbers become
Robber intercepted before reaching the tent, Jackson and
Level 6, Human, Nguyen look around nervously at the sound of
Normal Character (45 XP) fighting outside. Still, the card game warily continues
S P E C I A L unless it becomes interrupted by the PCs or robbers.
After all, gunfire isn’t uncommon in the Wasteland; as
6 6 6 5 5 6 4
long as the bullets aren’t too close by, nobody wants to
SKILLS interrupt the game.

Athletics 1 Small Guns 5


The con is foiled, and the game resolves after the third
Barter 1 Sneak 2
hand. Any PCs or NPCs who did not fold reveal their
Melee Weapons 4 Survival 2 hands. Roll for each NPC who did not fold to compare
the quality of their hands with PCs’ previous results.
HP INITIATIVE DEFENSE
Ivey rolls 5C
D , Nguyen rolls 7 C
D , and Doyle rolls
12 12 1 8C
D . The winner is the character with the highest
result, and they take the full sum of what was bet. On
CARRY WEIGHT MELEE BONUS LUCK POINTS
a tie, winnings are split evenly between the winners.
210 lbs. - -

After the hand, Ivey angrily storms out of the tent


PHYS. DR ENERGY DR RAD. DR POISON DR
(even if he won), ranting about dirty-rotten cheaters.
3(Arms, 3(Arms,
0 0 Nguyen, her con foiled, discreetly exits. Jackson then
Legs, Torso) Legs, Torso)
smiles and shrugs before stating that it looks like the
games will be ending early. He packs up his things,
ATTACKS
Doyle says farewell, and the gamblers all begin to
ƒ MACHETE: STR + Melee (TN 10), 4 C
D Piercing depart. Mac appears relieved. Proceed to The Fallout.
Physical damage

ƒ DOUBLE-BARRELED SHOTGUN: AGI+ Small


THE BLOW-OFF
Guns (TN 11), 6 C
D Spread, Vicious Physical
damage, Range C, Inaccurate Two-Handed After the third round of betting, but before hands are
revealed, Jackson Quint “accidentally” bumps into
SPECIAL ABILITIES
Nguyen, seated to their right. Nguyen plans to let out
ƒ DOUBLE-TAP: Once per combat, the robber can an angry yelp and briefly argues with Jackson until
spend a major action to make two attacks with
they apologize. The yelp is meant to alert the robbers
their shotgun against the same target without
approaching outside that the table stakes are high and
spending AP or increasing the difficulty of the
it’s time to make the blow-off.
second attack.

INVENTORY If the PCs outside did not keep the five masked rob-
bers from entering, they charge into the tent and flash
Heavy Raider Chest Piece, Heavy Raider Leg x2,
their double-barrel shotguns. Jackson leaps up and
Heavy Raider Arm x2, Double-Barreled Shotgun,
Machete, 6+3C attacks a robber, fighting for their gun. Nguyen points
D Shotgun Shells, Wealth 1
to the back flap of the tent and shouts for the other
card players to make a run for it. If everything goes
to plan and the card players flee, Jackson and Nguyen
grab shotguns and betray their robber allies by
murdering them. Nguyen then, cold-blooded, shoots
Jackson in the back of the head, takes her ill-gotten
gains, and flees from the settlement.

174 FALLOUT  Winter of Atom


If the PCs intervene or make a move for the bets on tortures her for information about the settlement’s
the table, Jackson and Nguyen join the robbers in defenses. Add 6 AP to the GM’s pool. PCs find
trying to kill them before they betray each other—use Nguyen’s corpse in the snow the next time they
the Robber stat block for Jackson and Nguyen. After travel, her skin scarred with severe radiation burns.
one round of combat, Nguyen attempts to steal what- Nguyen still has any stolen caps on her body—
ever she can and flee during the commotion. When all money means nothing in the future world being
the robbers are defeated, proceed to The Fallout. built by the Last Son of Atom.

THE FALLOUT
When the local settlement guards arrive on the scene
SCENE TWO: SIGNS COALESCING
having heard the sounds of fighting, they demand
Begin this scene when the gigapede attacks its next target,
the PCs explain the violence. To convince the locals
and the PCs are nearby. Describe the environment around
of their side of the story, a PC must make a CHA +
the group, noting other characters, defenses, weather, and
Speech test with a difficulty equal to 6 minus their
other preparations. Then read or paraphrase the following:
settlement reputation. If they succeed on their test,
add a positive influence to the PCs’ next reputation
A deafening explosion of gunfire signals the arrival
test for the settlement. If they fail their test, reduce
of the Children of Atom. A moment later, the ground
their settlement reputation by 1. If their reputation is
shakes, and the gigapede bursts forth once more with
reduced to 0, the local guards either become hostile or
a mighty crash. This time, the Children of Atom
exile them from the settlement.
approach behind the monster, using the gigapede for
cover while they take aimed shots at the settlement’s
This quest has the following outcomes:
defenders. One soldier stays close to the enormous
mutant creature, unharmed despite his proximity.
ƒ The Robbery Stopped. If PCs stopped the robbers
from stealing the game’s earnings, Mac returns any
As the gigapede and soldiers charge to attack the set-
caps lost betting to the PC who played the game.
tlement, the monster rises from the shattered earth
Regardless of the game’s results, Mac then pays the
around its burrow, stretching forty feet into the air. It
PCs an additional 200 caps and gives one of them
sprays a wide arc of radioactive bile across the snow
an antique silver watch (that still runs!) worth 100
with another quaking roar, melting the flesh from a
caps. Mac may not have been a winner, but they are
fleeing settler.
grateful to be alive—and there’s always a next game.
PCs may run into Mac in the future and be invited
Give PCs just enough time to move or react to the
to less violent high-stakes card games.
approaching enemies before the settlement comes
ƒ Ace In the Bullet Hole. If the PCs kept their under attack. Consider the battle zones and determine
composure, minimized the spread of violence, and the PCs’ starting range from their enemies.
exposed the con job, Doyle Negreanu is impressed
with their skills. The formidable gunslinger ENCOUNTER-2A: THE GIGAPEDE
shakes hands and states that he hopes to see them RETURNS
around again—and indeed, he proves friendly if
Add 2 AP to the GM’s pool at the start of this encoun-
their paths cross again, as long as the PCs stay on
ter. Allow PCs a turn or two between facing different
the up-and-up. Doyle Negreanu can show up at a
groups of enemies to heal, reposition themselves, and
dramatically-appropriate moment, six-shooters
prepare for the next fight.
blazing— or act as a mentor for a PC who wants to
develop better gunfighting skills.
The gigapede attacks the settlement (see Staging
ƒ Nguyen Got Away. If Nguyen manages to escape the Gigapede Attacks, p.160) with a sizeable force
the settlement, she does not get far. A unit of of Children of Atom soldiers and reprogrammed
Children of Atom soldiers captures her, then Protectrons. In this second attack, unless noted

Chapter Three  THE WINTER WAR 175


otherwise in Staging the Gigapede Attacks, the
Children’s goal is to eradicate the targeted settlement
Children of Atom Soldier
Level 8, Human,
and take any captives who surrender to be indoctri-
Normal Character (60 XP)
nated into the Last Son of Atom’s cult.
S P E C I A L
The community’s defenders face a variety of the 8 5 6 5 5 5 5
Church’s forces in the battle’s background. If the PCs
SKILLS
join the fight, in addition to the gigapede, they must
contend directly with three groups of enemies attack- Athletics 2 Small Guns 3
ing different areas of the settlement: Barter 1 Sneak 2

Energy Weapons 3 Speech 1


ƒ Five Children of Atom Soldiers (see Profile across)
Melee Weapons 3 Survival 2
kill settlers indiscriminately.

Two groups of 5 Children of Atom Protectrons each HP INITIATIVE DEFENSE


ƒ
hunt the PCs, programmed to kill them. 14 10 1

ƒ A group of 5 Children of Atom Fanatics (see CARRY WEIGHT MELEE BONUS LUCK POINTS
p.177) and a Children of Atom Handler guard
230 lbs. +1C
D -
the gigapede while it trashes the settlement’s
infrastructure. PHYS. DR ENERGY DR RAD. DR POISON DR

If the PCs prepared the settlement’s defenses well or 1(Arms, 2(Arms,


3(All) 0
rallied enough strong allies, reward them by narrat- Legs, Torso) Legs, Torso)
ing how their preparations remove one of the three
ATTACKS
enemy groups from the battle.
ƒ MACHETE: STR + Melee Weapons (TN 11), 4C
D
Piercing Physical damage
The Gigapede. During the battle, the gigapede attacks
defenses and vulnerable structures, destroying them ƒ PIPE BOLT-ACTION: AGI+ Small Guns (TN 8),
and leaving them uninhabitable. If the gigapede takes 5C
D Piercing Physical damage, Unreliable,
damage, it rampages on its next turn, attacking nearby Range Close

PCs or settlers.
SPECIAL ABILITIES

The Gigapede’s Handler. The gigapede’s handler ƒ RAD RESISTANT: The soldier can survive
moderate radioactivity for prolonged periods.
directs the monster during the battle. A PC who
They have Radiation DR 3.
observes or attacks the handler can make a PER +
Speech or Survival test with a difficulty of 2 without
spending an action. If they succeed, they notice INVENTORY
the handler uses hand signals to communicate with Leather Chest Piece, Leather Arm, Leather Leg, Tough
the monster. Clothing, Machete, Pipe Bolt-Action, 2d20 .308
rounds, Wealth 1
If the handler is defeated, the gigapede rampages—
turning all its attacks against the responsible character
until the battle ends. While it rampages, the difficulty
of attacks against it is reduced by 1 (to a minimum
of 0).

176 FALLOUT  Winter of Atom


Children of Atom Protectron Children of Atom Fanatic
Level 9, Robot, Level 9, Human,
Minion Creature (22 XP) Minion Character (22 XP)

BODY MIND MELEE GUNS OTHER S P E C I A L


7 6 4 4 2 7 6 6 5 5 7 4

HP INITIATIVE DEFENSE SKILLS

1 13 1 Athletics 2 Sneak 4

Melee Weapons 4 Speech 2


PHYS. DR ENERGY DR RAD. DR POISON DR
Small Guns 4 Survival 2
4(All) 3(All) Immune Immune
HP INITIATIVE DEFENSE
ATTACKS
1 13 1
ƒ ARM LASERS: Body + Guns (TN 11), 5 Energy
damage, Piercing 1, Range C CARRY WEIGHT MELEE BONUS LUCK POINTS
ƒ CRUSH, KILL, DESTROY: Body + Melee (TN 11) 5 220 lbs. +1C
D -
Physical damage, Burst
PHYS. DR ENERGY DR RAD. DR POISON DR
SPECIAL ABILITIES
3(Head, 4(Head,
ƒ IMMUNITIES: The Protectron is immune to Poison Arms, Legs, Arms, Legs, Immune 0
and Radiation damage and their effects. Also, Torso) Torso)
they are immune to all diseases.

ƒ FINAL GLORIOUS DIVISION: When the ATTACKS


Protectron is defeated, it explodes, showering ƒ COMBAT SHOTGUN: AGI+ Small Guns (TN
the nearby area with its fusion core’s radiation. 11), 5 Physical damage, Spread 1, Range C,
All creatures within Reach range take 5 Radiation Inaccurate, Two-Handed
damage.
ƒ HEATED SUPER SLEDGE: STR + Melee Weapons
(TN 11), 5 Energy damage, Piercing 1, Two-
Handed

SPECIAL ABILITIES

ƒ IMMUNITIES: The fanatic is immune to Radiation


damage and its effects.

ƒ MARTYR FOR THE CAUSE: If an attack targets an


ally within Close range, you can spend 1 AP to
allow the fanatic to push them out of the way and
become the target instead.

INVENTORY

Cage Armor, Heated Super Sledge, Combat


Shotgun, 5C
D shotgun ammo

Chapter Three  THE WINTER WAR 177


Resolving the Battle. This time, the Church’s Two days after the recent battle, the PCs overhear a
forces do not flee and fight to the death. The giga- message that reveals the location and time of the next
pede escapes when all the Church’s other forces are attack. The PCs may proactively learn the information
defeated or when it is reduced to half or fewer HP. It sooner by spying on a Church stronghold, interro-
flees by burrowing far beneath the earth and collaps- gating a prisoner, or completing a side quest of your
ing the tunnel behind it. invention. Otherwise, you can reveal the information
to PCs—they stumble across a dead Atomite gripping
Should the PCs be defeated, they may escape, but the a radio that transmits the Church’s plans.
settlement will be left a ruin—its survivors captured
or scattered to the wind. PREPARING FOR THE UPCOMING
BATTLE
If the PCs defeat the Church’s forces, their settlement
With the clock ticking down before the final battle,
reputation rank for the community they defended
the PCs must carefully plan what to do with the little
increases by 1. If they managed to wound the gigapede
time they have left. They may travel, gather resources,
enough to force it to flee—or if they managed to save
pursue side quests, spend time with loved ones, or
essential structures or settlers during the battle—
attempt to learn more sign language to aid them
increase their settlement reputation by an
against the gigapede. Attempts to hunt down enemy
additional 1.
cells only reveal that they are spread throughout the
Commonwealth and plan to siege the target settle-
Oops We Killed It! ment from all sides.

With excellent preparation and a bit of luck, the PCs might


Encourage PCs to rally their allies to help them in the
manage to kill the gigapede before it can escape. While
upcoming battle. Any settlement for which they have
killing the gigapede in this encounter is a cause to celebrate,
a settlement reputation rank of 4 or higher will send
the Children of Atom continue with their next attack against
aid. Allow PCs to send messengers on their behalf to
a settlement. Replace the gigapede with a group of five
rally allies if they wish to spend their time pursuing
radscorpions (see Fallout: The Roleplaying Game Core
other goals.
Rulebook, Chapter 10: Denizens of the Wasteland) to
spearhead their terror campaign.
Once the PCs arrive at the battle site, they may again pre-
pare defenses if they have time before the gigapede attacks.
If they requested specific resources from settlements
Any Children of Atom survivors act like caged animals
willing to aid, they get what they asked for within reason.
if captured. They say little other than that the Day of
Allow them to think outside the box and reward success-
Division is nigh, and the Commonwealth will soon see
ful efforts during Scene Three: Showdown by distracting
the Last Son of Atom’s great army fully unleashed in
enemies or saving a PC’s life in a critical moment.
one final battle. In the aftermath of the latest battle,
the PCs must rally defenders and do whatever it takes
When the gigapede and Church’s forces attack the
to slay the gigapede and defeat the Atomites’ army.
next settlement, proceed to Scene Three: Showdown.

The Final Target


Refer to Staging the Gigapede Attacks (p.160) to choose
the gigapede’s third target. Decide how long the PCs have
before the attack occurs—one week is recommended to
allow them to travel and rally allies for a final battle. You
can shorten the time to put PCs under more pressure or
extend it to give them more time to prepare and finish
side quests.

178 FALLOUT  Winter of Atom


Pick On Something Your SIDE QUEST: HIGHER LEARNING
Own Size! This quest becomes available after the PCs complete
PCs with a penchant for robotics might decide that if the Scene Two: Signs Coalescing. Add 1 AP per PC to the
Children of Atom are going to field a monster, they should GM’s pool when the quest begins.
counter it with a technological terror of their own! Building
a large-scale synth or robot to fight the gigapede is a major
Once the PCs know that the Children use hand
undertaking—the PCs need to find enough parts, assemble
signals to control the gigapede, they might seek help
or repair the robot, and load in an operating system that
decoding ASL. The gigapede’s teacher, Minnie “Muse”
gives it battlefield control. Treat this as three separate tasks
Mabee, resides in Mirage, but the PCs might not have
that must be completed in order, one at a time:
access to her or even know of her existence. If they
ask Commonwealth NPCs about the language, at first,
ƒ Characters must spend twelve hours building a war robot
no one seems to have ever seen it before. After they
frame. The PCs can repurpose defeated enemy robots,
inquire about it to at least three settlers who cannot
such as the Mister Gutsys from Side Quest: We Need
help them, read or paraphrase the following:
Bigger Guns on p.169. Additionally, they must spend 9
Common Materials, 6 Uncommon Materials, and 3 Rare
A wandering merchant passes by, dressed in ragged
Materials.
clothes and struggling to pull along a rusty cart with
ƒ To make the frame’s joints and motors function, a PC a broken wheel. Sitting at the top of the cart’s pile
must work for four hours and then succeed on an INT + of useless junk lies a small collection of old-world
Repair test with a difficulty of 5. books. The spine of one of the books faces outward,
titled “A History of the Horace Mann School for the
ƒ To program the robot’s operating system controls, a PC
Deaf and Hard of Hearing.”
must work for four hours and then succeed on an INT +
Science test with a difficulty of 5.
The book does not decode ASL and is a complete bore
If the PCs succeed at building their mega war bot, allow to read, though it does provide information about the
them to describe what it looks like and how it functions. The school. Located in the southwest of the Cambridge
robot responds to the commands given to it by its operator district, the school is an hour’s walk from the Bunker
during Scene Three: Showdown. Hill area. Even before the Great War, the institution
was old; supposedly, many luminaries and accom-
plished peoples received a world-class education there
centuries ago.

Traveling to the school’s neighborhood is a 24-hour


journey through wintery conditions. Locating the
exact location of the building requires making tests
with a difficulty of 3. PCs can make INT + Survival
tests to use the details and faded pictures of the book
to correlate location—or CHA + Speech tests to flag
down passing scavengers and convince them to help
them look. They find the building if they succeed on
three tests before failing three times. Otherwise, they
spend an entire day traveling, but their search proves
fruitless, and they cannot try again until the next day.

From the outside, the three-story school ruins appear


to be an unremarkable moldy building with no signage
to indicate its original purpose.

Chapter Three  THE WINTER WAR 179


Black Mold. The most dangerous thing in the school The rudimentary teaching robot has no personality.
is an invisible enemy: mold. Tiny motes of the poison- It uses a small screen on its chest to project a pic-
ous black mold cover everything inside. PCs wearing ture indicating the American Sign Language word it
gas masks, power armor, or other filter systems are teaches; for instance, it displays a picture of someone
immune to this hazard, but other PCs not immune to eating when it teaches the sign for “to eat.” Each time
poison risk health problems. For every ten minutes a PC spends a total of eight hours studying the robot,
the PCs spend breathing the poisonous air they feel they can make an INT + Speech test with a difficulty
sick and take 1 C
D Poison damage. Cleaning out the of 3. On a success, they gain partial competence in
mold requires thoroughly sterilizing the building, a American Sign Language—enough to recognize and
task requiring large amounts of chemicals and a total repeat a few simple words, including some commands
tear-down of the already unsound walls. they recognize the Children of Atom handlers used
previously. They can spend AP to Obtain Information
Searching the School. The interior is picked over by to learn specific words at their request, if they feel
scavengers who found little but moldy books to hold they are important to know for their quest. The robot
their interest. Inside, the school is claustrophobic and can’t teach well enough to provide full fluency; that
quiet—filled with decayed books, cracked blackboards, requires help from a better teacher, like Minnie.
and overturned desks. The PCs can make scavenging
tests as per usual in the school. To do so, they must Catching Sludge Lung. Upon leaving the school,
spend 30 minutes and make a group PER + Survival PCs exposed to its black mold must make an END +
test with a difficulty of 2 with a complication range Survival test with a difficulty of 4. On a failure, they
of 3 (18-20). If they succeed, they roll the minimum become inflicted with the Sludge Lung disease (see
number of times for each loot table on the Horace Fallout: The Roleplaying Game Core Rulebook,
Mann School Scavenging Table, and for each AP they Chapter 5: Survival)—they gain 1 Fatigue and, until
spend they can roll an additional time on a loot table they recover, can only store AP in the group’s pool if
(up to the maximum.) For each complication rolled, the pool contains 3 or fewer AP.
unprotected PCs take 3 C
D Poison damage from the
black mold spores. THE FALLOUT
This quest has the following outcomes:
HORACE MANN SCHOOL SCAVENGING TABLE
LOOT TABLE NUMBER OF ROLLS ƒ Learned to Sign a Little. By studying with the
Clothing 1-4 robot, the PCs can gain rudimentary competence
Oddities 2-5 in sign language, understanding a few simple signs
like “go,” “stop,” “eat,” and “rest.” They can attempt
Food 1-4
to give the gigapede orders, but their limited
Beverages 1-4
knowledge increases the difficulty of their tests
Junk 2d20 by 1. If they manage to tame the gigapede during
Anyone searching the top floor finds a busted stair- Scene Three: Showdown and continue to study ASL,
well leading to the attic. In the moldy attic lies an old they can eventually communicate with it enough to
signing robot once used as a teaching tool. The robot befriend it long-term.
functions like a very primitive synth, clearly artificial,
ƒ Made a New Robot Friend. If the PCs take the
with a layer of decayed rubber skin and a pair of hands
teaching robot with them, it mysteriously begins to
and arms but no legs. It requires an E-cell or similar
form a unique personality after three days. The first
power source to become operational again. The PCs
sign that it is becoming self-aware comes when it
can easily transport the robot with them away from
uses ASL to ask a PC who understands it whether
the school.
or not it has a soul. Depending on how PCs
answer—or ignore—its many questions, the robot
develops a personality that could be friendly, curi-
ous, murderous, or greedy. It can communicate but

180 FALLOUT  Winter of Atom


cannot take actions unless the PCs find a means to the PCs’ help. If the characters spend a day helping
transfer its robotic brain into a new body. travelers return to their settlement, the survivors
relate the location of an old recycling dump site
ƒ Noticed by Desperate Travelers. When the
12-hours travel away. The PCs can scavenge the site
PCs leave the school, a small group of freezing
by spending two hours and making a group PER +
travelers from a settlement of your choice spots
Survival test with a difficulty of 2 to scavenge.
them. Unless the PCs warn the travelers about
the mold inside, the group decides to seek shelter OLD RECYCLING DUMP SCAVENGING TABLE
from the elements inside the dilapidated build-
LOOT TABLE NUMBER OF ROLLS
ing. Unfortunately, the survivors have no defense
against the black mold and begin to suffer from Armor 2-4

fever and coughing the next day. The healthiest Beverages 1-2
survivor hunts down the PCs to ask for their help. Chems 2-5
A PC can diagnose Sludge Lung with an INT or
Clothing 3-5
PER + Medicine test with a difficulty of 2. The sick
Junk 5d20
settlers won’t survive the journey home without

Gigapede SPECIAL ABILITIES

MONSTROUS: When the gigapede misses with


Level 18, Mutated Centipede, ƒ
an attack, it immediately makes the same attack
Legendary Character (390 XP)
as a free action without increasing the test’s
BODY MIND MELEE GUNS OTHER difficulty. The new attack must target a creature
12 9 3 − 2 in the same Range that it has not attacked yet
this turn. Additionally, it only suffers a Critical Hit
HP INITIATIVE DEFENSE if an attack inflicts 14+ damage (after damage
resistance) in a single hit, rather than the normal
90 21 1
5+.
PHYS. DR ENERGY DR RAD. DR POISON DR ƒ TOSS: When the gigapede hits a creature with
7 (Arms, 5 (Arms, its mandibles, you can spend 2 AP to throw them
Legs, Torso), Legs, Torso), Immune Immune up to Medium range away from the gigapede,
5 (Head) 3 (Head) inflicting 3C
D Stun Physical damage.
ƒ BURROW: The gigapede can tunnel under the
ATTACKS
ground to strike at attackers. Burrowing into
ƒ MANDIBLES: Body + Melee (TN 15), 10C
D the ground takes a major action, and while
Piercing, Debilitating Physical damage burrowing, the gigapede is not visible and cannot

ƒ CAUSTIC RADIO-SPITTLE: Body + Melee (TN 14), be targeted by attacks. It burrows two zones as a
6C
D Radioactive, Burst Poison damage, Range M major action, moving underneath existing zones.
When the gigapede emerges from the ground
SPECIAL ABILITIES with a minor action, it inflicts +2C
D on all attacks
ƒ IMMUNITIES: The gigapede is immune to until the end of its turn.
Radiation and Poison damage and their effects.
INVENTORY

BUTCHERY: Butchering the gigapede’s corpse


requires an END + Survival test with a difficulty of
1. A success yields 4C
D portions of gigapede meat
(comparable to Queen Mirelurk meat). If the test
results in at least one Effect, butchery also produces
4+4C
D Uncommon Materials and 2+2C
D Rare
Materials.

Chapter Three  THE WINTER WAR 181


SCENE THREE: SHOWDOWN The settlements’ defenders crouch behind cover and
cry out the enemy’s advancing positions. In the
Begin this scene when the Last Son of Atom’s army moments before the battle begins, hot breath in the
attacks with the gigapede (or radscorpions if the giga- cold air forms steam clouds that give away peoples’
pede is dead), and the PCs are nearby. Describe the positions. The chaos makes it difficult to tell friend
environment around the group, noting other charac- from foe.
ters, defenses, weather, and other preparations. Then
read or paraphrase the following: The oncoming hordes of Atomites seem endless.
Defenders grow grim, realizing how outnumbered
The winter stillness breaks with the sudden shout of they are. The Children of Atom charge with their
“Contact! They’re here!” A moment later, the roar of fully committed forces, wave after wave, meaning
gunfire rips through the air, followed by the ground to crash over the settlement like a frozen hurricane.
tearing open as the gigapede rises. The large Children Stories of old battles come to mind—the Battle of
of Atom army charges from all directions. The Anchorage, perhaps, with armored troopers advanc-
Atomites’ booted feet crunch heavily over blankets ing through the snow.
of green-glowing snow—the Last Son of Atom’s
soldiers do not fear the snow’s radioactivity. Truly, it seems, war never changes.

182 FALLOUT  Winter of Atom


Give PCs just enough time to move or react to the turn amidst the hazard, they take 2 C
D Vicious
approaching enemies before the settlement comes Radiation damage.
under attack. Consider the battle zones, any allied
settlements that sent help, and determine the PCs’ The Gigapede. During the battle, the gigapede attacks
starting range from their enemies. defenses and vulnerable structures, destroying them
and leaving them uninhabitable. If the gigapede takes
ENCOUNTER-3A: THE FINAL BATTLE damage, it rampages on its next turn, attacking nearby
PCs or settlers.
Add 4 AP to the GM’s pool at the start of this
encounter. Allow PCs a turn or two between facing
After the gigapede’s handlers are defeated, if any of
different groups of enemies to heal, reposition them-
the PCs learned American Sign Language, they can use
selves, and prepare for the next fight.
a major action to attempt to influence the monster.
To do so, they must make a CHA or INT + Speech
The gigapede attacks the settlement (see Staging the
or Survival test with a difficulty of 3. On a failure, it
Gigapede Attacks, p.160) with most of the Last Son’s
attacks them on its next turn. On a success, they can
remaining forces. The soldiers believe their sacrifice
give it a simple command to follow on its next turn.
will help usher in the Day of Division. Their goal is
After three successful tests, they tame the gigapede
to destroy the settlement and any who still choose to
and no longer need to make tests to issue orders.
look away from Atom’s Glow.

The Gigapede’s Handers. The gigapede’s two handlers


The community’s defenders face a variety of the
direct the monster during the battle. If the handlers
Church’s forces in the battle’s background. If the PCs
are defeated, the gigapede rampages—attacking any
join the fight, in addition to the gigapede, they must
enemy or structure nearest to it until the battle ends.
contend directly with five groups of enemies attacking
While it rampages, the difficulty of attacks against it
different areas of the settlement:
are reduced by 1 (to a minimum of 0).

ƒ A group of 5 Children of Atom Protectrons (see


Unleashing a War Bot. If PCs built a giant war
p.177), led by a Church of Atom Sentry Bot (see
bot after the previous battle, its operator can use a
p.184), flank the settlement to provide deadly cover
major action to command it—allowing it to make a
fire against defenders.
significant one-time impact. If it attacks an enemy
ƒ 3 Children of Atom Shock Troopers (see p.185) stalk group opposing the PCs, it automatically defeats 8
the battlefield, looking for the most opportune C
D enemies within Medium range but cannot harm
moment to ambush the PCs. They make strategic the gigapede. If it instead engages the gigapede in an
use of Flashbang Grenades. epic fight, reduce the gigapede’s current HP by half
(rounding up). Let the PC operating the robot narrate
ƒ A group of 5 Children of Atom Fanatics (see p.177),
its epic intervention, then describe its last stand as it
led by a Church of Atom Shock Trooper (see p.185),
is overwhelmed and destroyed by Atomite soldiers or
charge the settlement head-on.
the gigapede.
ƒ Two groups of 5 Children of Atom Fanatics (see
p.177) each attempt to sneak into the settlement to Rallying the Commonwealth. Inform PCs they can
set fires and attack the defenseless. summon aid from allies—settlements with reputation
rank 4 or higher—who responded to their request for
ƒ A group of 5 Children of Atom Fanatics (see p.177)
help during the final battle. To do so, they must use a
and 2 Children of Atom Handlers (see p.186) guard
major action to Rally and then spend 3 AP. If they do,
the gigapede while it trashes the settlement’s
allow the player to narrate a flashback scene showing
infrastructure.
how their PC and an allied settlement’s group pre-
Heavily irradiated snow blankets all outdoor areas pared a trap or plan that helps them at this moment.
surrounding the battlefield. If a character ends their Alternatively, narrate how one of the PCs’ allied settle-
ments swoops in just in time to save the day.

Chapter Three  THE WINTER WAR 183


Each allied settlement can only aid this way once ƒ Diamond City. Three Diamond City resident
during the encounter. They automatically defeat 6 C
D baseball nuts pop out of cover to hurl baseball
enemies within Medium range to the rallying PC but grenades, getting incredible range and striking out
cannot harm the sentry bot or gigapede. If the rallying the opposition.
allies instead target the sentry bot or gigapede, they
ƒ Goodneighbor. A squad of Neighborhood Watch
inflict 12 C
D Piercing Physical or Energy damage.
gunmen heavily dosed with psycho bust through a
Afterward, describe the allies disappearing into the
nearby wall or out of the ice itself, surprising the
battle background or becoming injured or killed by
enemy with barbed machetes, submachine guns,
the Atomite’s forces.
and chem-induced ferocity.

Some ways different settlements might aid the PCs ƒ Mechminster Abbey. The Sisters deploy one of
include the following: their secret weapons: Sister Amos Nition wearing
T-51b power armor, swinging her super sledge like a
ƒ Beatsville. The artists turn most of their remain- madwoman.
ing art supplies into colorful explosives of paint,
ƒ Mirage. Hidden beneath a large snowy blanket
confetti, and shrapnel—hanging up their pacifist
until the right moment, the roaming fortress’s
beliefs to put on one bloody brilliant show.
brahmin stampede forward, pulling the entire
ƒ Big Top. The Freeques set up trapeze swings and fortress across an enemy formation and crushing it
tightropes between structures or natural geography, under the full weight of the gambling den.
waiting for the right moment to swing overhead
and rain fire from above.

Children of Atom Sentry Bot SPECIAL ABILITIES

IMMUNITIES: The Sentry Bot is immune to Poison


Level 15, Robot, ƒ
and Radiation damage and their effects. Also,
Mighty Creature (219 XP)
they are immune to all diseases.
BODY MIND MELEE GUNS OTHER ƒ KEEN SENSE: The Sentry Bot can attempt to
12 6 3 3 3 detect creatures or objects by reducing the
difficulty of PER tests by 1 (to a minimum of 0).
HP INITIATIVE DEFENSE AGGRESSIVE: When the Sentry Bot enters a
ƒ
52 18 1 scene, it generates 1 AP for the group pool or
GM—depending on the bot’s current loyalty.
PHYS. DR ENERGY DR RAD. DR POISON DR
ƒ NO PLACE LIKE ROBOT HEAVEN: The Sentry
6(All) 5(All) Immune Immune Bot’s reprogramming by the Children of Atom
makes it resilient to hacking. Attempts to hack or
ATTACKS reprogram it require an INT + Science test with a
ƒ ATOMIC CHAIN GUN: Body + Guns (TN 15), difficulty of 4.
8C
D Piercing, Radioactive Physical damage, ƒ SELF-DESTRUCT: If both the Sentry Bot’s arms are
Burst, Range Medium injured—or if it is reduced to 26 HP or fewer—it
ƒ UNARMED: Body + Melee (TN 15), 8 C
D Vicious moves to the nearest enemy and uses its major
Physical damage action to self-destruct on its next turn. The attack
is centered on itself and destroys the Sentry Bot.
ƒ SELF-DESTRUCT: Body + Melee (TN 15), 12 C
D
Physical damage, Blast, Range Reach INVENTORY

ƒ SALVAGE: Scavengers can salvage from a


destroyed Sentry Bot by making an INT + Science
test with a difficulty of 1. A success yields a fusion
core and 3 C
D units of Rare Materials.

184 FALLOUT  Winter of Atom


Children of Atom Shock ATTACKS

AGITATED RECOIL COMPENSATED PLASMA


Trooper ƒ
GUN: PER+ Energy Weapons (TN 12), 7C
D
Level 8, Human, Vicious Physical/Energy damage, Fire Rate 2,
Notable Character (120 XP) Range C, Close Quarters, Two-Handed

S P E C I A L ƒ CURVED RIPPER: STR + Melee Weapons (TN 14),


7C
D Piercing, Vicious Physical damage, and you
9 8 8 5 5 7 4
can spend 2 AP to disarm the target, knocking
SKILLS one held weapon away

Athletics 4 Survival 2 ƒ FLASHBANG GRENADE: AGI + Throwing (TN


11), 3 C
D Persistent, Stun Poison damage, Blast,
Energy Weapons 4 Throwing 4
Thrown (M)
Melee Weapons 4
SPECIAL ABILITIES
HP INITIATIVE DEFENSE
ƒ RAD RESISTANT: The Child of Atom can survive
20 17 1 moderately high radioactivity for prolonged
periods. It has Radiation DR 5.
CARRY WEIGHT MELEE BONUS LUCK POINTS
ƒ SHOCK TROOPER: The shock trooper gains the
230 lbs. +2 C
D 2 Close Quarters quality with all ranged weapons
and the Piercing effect with all melee weapons.
PHYS. DR ENERGY DR RAD. DR POISON DR

3(Head, 4(Head,
INVENTORY
Arms, Legs, Arms, Legs, Immune 0
Torso) Torso) Reinforced Heavy Combat Armor (Helmet, Chest
Piece, 2x Leg, 2x Arm), Curved Ripper, Agitated
Recoil Compensated Plasma Rifles, 10+5C
D Plasma
Cartridges, 2+1C
D Flashbang Grenades, Wealth 1

Flashbang Grenade
WEAPON WEAPON DAMAGE DAMAGE DAMAGE
QUALITIES WEIGHT COST RARITY
NAME TYPE RATING EFFECTS TYPE

Blast,
Flashbang Persistent,
Grenade
Explosive 3 C
D Stun
Poison Thrown 1 50 2
(M)

A flashbang grenade consists of several reagents housed Special: Creatures that wear full protective covering over
within a narrow casing. The chemical reaction creates bright their head (such as a combat helmet) or are immune to
light and a loud sound that can cause temporary blindness, Poison damage are unaffected by flashbang grenades’ dam-
hearing loss, and a loss of balance. Flashbangs are less age and effects. When a creature suffers from a flashbang
lethal than other grenades, designed to disable combatants. grenade’s Persistent effect, their senses become disoriented.
Increase the difficulty of tests that rely on sight or sound by 1
until Persistent ends.

Chapter Three  THE WINTER WAR 185


Losing the Battle. Should the PCs be defeated, they
Children of Atom Handler may escape. Add 6 AP to the GM’s pool. As they flee,
Level 6, Human, the Sisters of the Forge arrive to save the day with
Notable Character (90 XP) a great sacrifice if they were not already present. If
Sister Guyger finished building her anti-radiation
S P E C I A L
gun, the sisters roll it into range to unleash it on the
5 6 6 9 6 7 6
gigapede, stunning it. The Reverend Riveter runs
forth with a primed mini nuke strapped to her chest,
SKILLS
determined to sacrifice herself to save others. When
Barter 1 Sneak 1
the gigapede recovers, it turns and dives, devouring
Energy Weapons 3 Speech 5 the leader of Mechminster Abbey. A moment later, the
Medicine 3 Survival 4 nuke detonates, blowing the monster to bits from
Repair 1 the inside.

HP INITIATIVE DEFENSE The explosion causes the gigapede’s radioactive goo


18 15 1 to spray for hundreds of yards, covering the nearby
region and remaining survivors. The extreme radi-
CARRY WEIGHT MELEE BONUS LUCK POINTS ation leaves the settlement inhospitable and likely
200 lbs. - 3 spells death for many of the exposed NPCs. If any
Children remain on the battlefield, they do not linger.
PHYS. DR ENERGY DR RAD. DR POISON DR They immediately retreat to the Glowing Sea and
1(Arms, 1(Arms, reunite with their prophet (see Chapter 4: The Day
5 0
Legs, Torso) Legs, Torso) of Division).

ATTACKS Winning the Battle. The Last Son of Atom’s army


ƒ GAMMA GUN: PER + Energy Weapons (TN 9), makes a desperate last stand, intending to destroy
3C
D Piercing, Stun Radiation damage, Range M, their enemies or become battle martyrs. PCs cannot
Blast, Inaccurate win the battle until every Atomite is defeated and the
gigapede is either slain or tamed.
SPECIAL ABILITIES

ƒ RAD RESISTANT: The Child of Atom can survive


moderately high radioactivity for prolonged
periods. It has Radiation DR 5.

ƒ GIGAPEDE WHISPERER: When the handler takes


the Rally action using CHA + Speech to generate
AP for the GM’s pool, they can also communicate
with the gigapede using American Sign
Language. The handler can give the gigapede a
direct order, which it obeys on its next turn.

INVENTORY

Tough Clothing, Gamma Gun, 2d20 Gamma


Rounds, Wealth 1

186 FALLOUT  Winter of Atom


Regardless of the outcome, narrate the devastation abandon Mechminster Abbey and leave the
left behind by the Children of Atom’s vicious assault, Commonwealth. The settlement becomes overrun
emphasizing what was lost and what was saved during with frost feral ghouls and raiders looking for any
the battle. Then read or paraphrase the following: loot the Sisters left behind. Additionally, the settle-
ment attacked by the gigapede becomes uninhabit-
The Children of Atom’s murderous assault against able, and its people scatter to the winds.
the Commonwealth has ended at last. Their unstop-
ƒ Taming the Gigapede. If the PCs managed to tame
pable gigapede no longer poses a threat to the sur-
the creature using American Sign Language, they
vival of the people of the Boston ruins. In a surpris-
can direct it away from vulnerable people to a natu-
ing turn, the settlements are safe—for now.
ral abode. The creature is intelligent, philosophical,
and even affectionate to those it trusts. However, it
But the frozen faces of the dead remain fallen in
still loves the Last Son of Atom and is unwilling to
radioactive ice, and the moans of the wounded
betray him. Keeping the gigapede fed and healthy
carry on the freezing wind. War never changes. And
becomes an immediate issue. Without a massive
though the promise of spring grows ever nearer, few
source of radioactive meat to eat, the monster’s
folks in the Commonwealth believe that this winter
scales grey, and it becomes sickly. It will not sur-
war is over.
vive until spring without significant investment.
Going out of their way to help the gigapede may
Somewhere, out there in the wastes, a prophet toils
cause the PCs to lose trust with settlements.
to bring about the Day of Division. The Last Son of
Atom has yet to finish his divine work. Possible next steps for the PCs include:

Allow the PCs the opportunity to regroup, check on ƒ Helping the Commonwealth recover from war
survivors, mourn the dead, and loot the bodies. Then
ƒ Improving trust with settlements by completing
proceed to The Fallout.
side quests

ƒ Recovering lost resources through scavenging, trad-


ing, crafting, and repair
THE FALLOUT
ƒ Searching for information on the Day of Division
The PCs complete Main Quest: A Thousand Feet of and the Last Son of Atom’s whereabouts
Terror when they survive the final Atomite attack.
Allow time to pass. The worst of winter ends. The
Recovering from the carnage may take a while,
Commonwealth rebuilds. The Children of Atom do
depending on the extent of the damage. However, for
not resurface. When you are ready to begin the final
now, the Commonwealth is safe.
chapter, proceed to Chapter 4: The Day of Division.

This quest has the following outcomes:

ƒ Restored Hope in the Commonwealth. If the PCs


won the final battle, many in the region feel hope
again for the first time. Improve all settlement
outlooks by one step. Additionally, they increase
their settlement reputation rank by 2 for any settle-
ment that aided during the final battle.

ƒ Dealt a Terrible Defeat. If the PCs lost the final


battle, causing the Reverend Riveter to sacrifice
herself, they reduce their settlement reputation
by 2 for any settlement that aided during the
final battle. The surviving Sisters of the Forge

Chapter Three  THE WINTER WAR 187


Chapter Four
THE DAY
OF DIVISION
RUNNING THIS CHAPTER. . . 190
MAIN QUEST: INTO THE GLOWING SEA. . . 197
THE CRATER OF ATOM. . . 207
MAIN QUEST: THE BURIED CITY. . . 215
Chapter Four

THE DAY OF DIVISION


After the rampaging gigapede’s demise, the Children work with a peaceful sect of the Church of Atom to
of Atom retreat to their base in the Glowing Sea to unearth a buried city that pre-dates recorded his-
pursue their secret agenda. As the long winter draws tory. There, they must confront the Last Son of Atom
closer to spring, the player characters travel across the before he can use the city’s ancient technology to
Commonwealth’s deadliest stretch of wasteland and bring about the Day of Division.

RUNNING THIS CHAPTER


Before running your first session using this chapter, decide what they believe to be true. Cosmic horror is
review this section and Main Quest: Into the Glowing best when its mysteries entice players to dig deeper—
Sea. Communicate to the players that they will reach a but its biggest existential questions should never be
point of no return once they travel to the Glowing Sea. answered entirely.
Should they return to the Commonwealth without
confronting the Last Son of Atom, he succeeds in his
mad goals (see Main Quest: The Buried City, The Fallout,
p.235).
LEVELING UP
The PCs should ideally reach level 12 or 13 before
Refer to Traversing the Glowing Sea, p.192 when the
they travel to the Glowing Sea during the first main
PCs explore the Glowing Sea to search for the Crater
quest of the chapter. Encourage PCs to prepare for
of Atom or Whately Research Facility. Fallout: The
their journey, complete side quests, and aid the
Roleplaying Game Core Rulebook, Chapter 8: The
Commonwealth settlements before continuing. They
Commonwealth contains other ideas for locations and
should ideally achieve level 14 or 15 before beginning
side quests in the Glowing Sea you can use when run-
Main Quest: The Buried City.
ning this chapter.

PCs may level up using experience points, or you


As the climactic finale of Winter of Atom, this chapter’s
can decide when they advance. Suggestions for
main quests and epilogues present several opportuni-
good benchmarks in this chapter for PCs to level
ties to revisit previous NPCs and plotlines. Make those
up include:
moments feel satisfying and significant. A great Fallout
quest allows PCs to witness the impact their actions
ƒ Whenever the PCs complete one of the chapter’s
make on the world.
two main quests

As this chapter advances, events become increasingly ƒ If the PCs complete all the side quests in the Crater
supernatural and unexplainable. Avoid defining hard of Atom settlement
truths about the nature of the PCs’ visions and the
ƒ If the PCs slay Sister Dawn
ruins beneath Whately Research Facility. Haunt the
PCs with terrifying possibilities and allow them to

190 FALLOUT  Winter of Atom


THE CRATER OF ATOM God slept within the holy city, waiting for a chosen
messiah to wake him so he might reveal his divinity to
The Crater of Atom was ground zero for a nuclear the world.
explosion that demolished Massachusetts and created
the region known as the Glowing Sea—a perpet- Unknown to the United States government, General
ual radiation cloud resulting in deadly toxic storms Whately carefully selected his staff and brainwashed
that wreak havoc on the rest of the Commonwealth. them to believe in his family’s prophesized city.
Reaching the crater is treacherous due to extreme The facility became a place of dark deeds and strange
radioactivity and prowling mutated beasts. The green religious rituals. In secret, Whately’s cult managed
aura within the crater glows brightly, visible across the to excavate tunnels far beneath the base. However,
Commonwealth, particularly at night. before they could finish digging their way to the
ancient city in 2077, the nuclear bomb dropped
outside Boston. The fallout buried the facility, and
the staff trapped there did not survive the harrowing
MOTHER ISOLDE’S SECT months that followed.

The Crater of Atom is home to a small group of


members of the Church of Atom immune to its radi-
ation. Led by Mother Isolde, the community has lost THE LAST SON OF ATOM’S SECT
many of its members to the Last Son of Atom’s influ-
ence. He attempted to convince her to join his sect The Last Son of Atom, a descendant of the Whately
of the Church, but she rejected him and exiled him family, found the entrance to Whately Research
from the settlement. Isolde considers him a heretic Facility just before winter began. His congregation
and false prophet, leading the Children astray with followed him there, making it their base of operations.
promises of awakening Atom and opening gateways to Throughout winter, the Last Son finished the excava-
other universes. tion work his ancestor began. He unearthed a small
section of the prophesized city and began feverishly
Isolde fears the Last Son will use Whately Research studying a strange crystalline device he professed to
Facility’s blasphemous stockpile of chemical weapons be Atom’s Glow. When the prehistoric ruins proved
against her sect and his other enemies. Her sect is to be highly radioactive, it only confirmed the Last
non-violent, and they worry that there will never be Son’s fevered belief—he is Atom’s promised messiah,
peace in the Commonwealth so long as the Last destined to awaken the Atomic God.
Son lives.
Activating the device’s energy field has had a terrible
effect on the minds of the Children of Atom resid-
ing at the facility. Unable to distinguish reality from
WHATELY RESEARCH FACILITY hallucination, many of them have gone mad. The Last
Son learned to control the device, resisting its effects
A blast door beneath a ruined Catholic church in
by heavily dosing himself with an addictive chem
the Glowing Sea hides an ancient secret—Whately
mixture of Berry Mentats, Ultra Jet, and X-Cell. By inte-
Research Facility, an underground pre-war mili-
grating the device’s technology into his custom suit
tary bunker officially built to support the govern-
of power armor, he prepares to return to the surface
ment’s top-secret chemical weapon experiments.
and bring enlightenment to the Wasteland. The Last
The facility was overseen by General John Whately,
Son believes the device allows people to travel to other
whose famously wealthy military family first came
universes created by Atom’s Division. He plans to lead
to America aboard the Mayflower in 1620. For gener-
true believers to worlds of paradise—and banish here-
ations, the Whately family believed an ancient city
tics to nightmarish hells.
pre-dating recorded history was located far below the
earth near Boston. They preached that a Dreaming

Chapter Four  THE DAY OF DIVISION 191


TRAVERSING THE GLOWING SEA but provide little protection against physical threats,
bringing along a massive stash of Rad-X or RadAway
The Glowing Sea is a very different and far more chems, or by coming up with another plan suitable for
dangerous region than the Commonwealth. When your story.
traveling through the highly irradiated wastes, use
the guidelines and tables in this section in place of Compromised Protection. PCs wearing armor or
(or in addition to) the tools presented in Chapter 1, clothes that protect them from extreme ambient radi-
Traversing the Commonwealth. If you want to speed up ation might become vulnerable should they become
travel, you can handwave as many guidelines as suits compromised. When a PC takes Physical damage, the
your table. GM can spend 3 AP to compromise the piece of armor
that was hit. While a piece of armor is compromised,
SURVIVING EXTREME RADIATION a PC takes 3C
D Vicious Radiation damage at the end
of each of their turns. At your discretion, damage that
Rather than calculating constant Radiation damage
rolls a Breaking effect can also compromise a piece
during the PCs’ time in the Glowing Sea, communi-
of armor.
cate to them that surviving there for more than a few
minutes requires strong protection against radiation.
A PC can spend a major action to attempt to patch
Give PCs time to prepare before Main Quest: Into the
compromised armor by succeeding on an END or INT
Glowing Sea, Scene Two: Beloved Sister.
+ Survival or Repair test with a difficulty of 2. If they
succeed, they must consume two Common Materials,
Radiation damage resistance 5 or higher in all body
one Uncommon or Rare Material, or a similar item
locations is enough to protect a PC from extreme
that makes sense to patch the tear or break in their
ambient radiation during travel. PCs might prepare by
armor so that it is no longer compromised against
wearing hazmat suits that offer Radiation immunity
Radiation damage.

192 FALLOUT  Winter of Atom


NAVIGATION Navigation tests (END + Survival) have a base dif-
You can use the rules Traversing the Commonwealth ficulty of 6 in the Glowing Sea. AP cannot be spent
rules (see p.29) for treks across the deadly Glowing to add dice to the test, though companions can still
Sea. Modify the previous guidelines in the following assist the navigator per usual. If the PCs have a knowl-
ways, as detailed further in the next section: edgeable guide, such as Brother Lucius, they make the
test normally to determine what they encounter along
ƒ Navigation is more difficult in the region. the way—but reach their destination at the end of the
journey even if the test fails.
ƒ The Strange Visions table replaces Journey
Complications.
You can reduce the navigation test’s difficulty in the
ƒ The Glowing Sea uses its own Random Encounter following ways:
and Scavenging tables.
ƒ Decrease the difficulty as determined by
ƒ PCs can spend AP to generate opportunities or
travel pace.
locations unique to the region.
ƒ If the PCs received good directions, reduce the
ƒ PCs are unlikely to receive campsite visitors except
difficulty by 1.
for Sister Dawn at the end of Main Quest: Into the
Glowing Sea, Scene Two: Beloved Sister. ƒ If the PCs have visited the location before, reduce
the difficulty by 1.

ƒ If the PCs spend 4 AP to find a hidden route,


reduce the difficulty by 1.
Navigation Quick Reference ƒ If the PCs already failed a navigation test to reach
Review the steps to navigate the wasteland and deter-
the location, reduce the difficulty by 2.
mine travel pace effects as follows:
Navigation Success. For each complication rolled,
ƒ Choose a destination and set the navigation test difficulty. add 2 AP to the GM’s pool. Additionally, each PC who
rolls a complication receives a Strange Vision during
ƒ The PCs decide who will lead the expedition (the
the journey from the Strange Vision table—you can
navigator).
reroll or make up your own to avoid repeats. The Last
ƒ The navigator decides if the journey will be Cautious, Son of Atom’s use of the crystalline device beneath
Normal, or Hurried. Whately Research Facility causes intense hallucina-
tions in creatures roaming the region. Some strange
ƒ The navigator and their allies assemble the test’s dice
visions involve the PCs witnessing creatures’ bizarre
pool.
behavior, while others are literal visions or hallucina-
ƒ The navigator rolls the dice, and you determine the tions a character experiences themselves.
result.
The PCs arrive at their destination once they resolve
Cautious Pace: Double the journey duration. Decrease
all strange visions. Adjust their Hunger, Thirst, and
the navigation test difficulty by 2. PCs cannot roll
Fatigue levels from cold exposure based on the length
complications.
of the trip and their preparations.

Normal Pace: Do not change the journey duration.


Decrease the navigation test difficulty by 1 and set the com-
plication Range to 2 (19-20).

Hurried Pace: Half the journey duration. Set the compli-


cation range to 4 (17-20).

Chapter Four  THE DAY OF DIVISION 193


STRANGER VISIONS
1D20 ROLL STRANGE VISIONS

A familiar acolyte of the Last Son of Atom lies face-up in a snowbank, shivering and convulsing.
1-2 They whisper again and again, desperate to escape their eternal nightmare. “I can’t… get back…
can’t get back!” No treatment seems to save them from their terror.
The PC sees someone important to them who died, following them through the ruins. If they seek out
3-5 the ghost, they only find an icy skeleton. The corpse’s skull turns towards them and speaks softly, “I’m
still here. Waiting for you in Atom’s Glow.”
A deathclaw lies squirming in reptilian ecstasy, its mind trapped in a euphoric vision of an endless
6-8
human banquet. It does not notice anyone else or attempt to defend itself.

The PC sees their companions as having transformed into feral ghouls, attempting to devour them.
9-10
The effect lasts for one hour or until they become sedated with chems.

A large swarm of 40 bloodbugs buzz around a pool of highly irradiated water, stinging each other
11-12
to death. If approached, the swarm flees in terror.

Until the PC rests, they see the world before the bombs dropped—full of people driving to work,
13-15
close-knit families, and suburban homes with white picket fences.

Thirteen Glowing One ghouls gather around a ruin decorated with the holy symbol of the Last Son of
16-18 Atom. They growl hungrily, stomping and dancing wildly around the symbol for ten minutes, unable
to remove their eyes from it. Then, one at a time, the ghouls fall asleep.

The landscape seems to come alive, moving and speaking to the PC until they rest. Landmarks
mostly complain about the weather, lack of company, and being used by monsters as egg nests. One
19-20
grumpy old ruin blames humans for the sorry state of the world, reminiscing about the good old days
and blue skies.

Navigation Failure. If the navigation test fails, the


group becomes lost in the wasteland. Adjust their
Hunger, Thirst, and Fatigue levels from cold exposure
based on the length of the trip and their preparations.

For each navigation complication, roll a random


encounter using the Glowing Sea Random Encounter
Table, create your own, or add 2 AP to the GM’s pool.
After resolving any encounters, the PCs can once
again attempt to travel onward to their destination or
choose a new destination.

194 FALLOUT  Winter of Atom


GLOWING SEA RANDOM ENCOUNTERS TABLE
1D20 ROLL ENCOUNTER

THE PARTY ACCIDENTALLY STUMBLES UPON THE RUINED CHURCH ABOVE THE LAST SON OF
1 ATOM’S STRONGHOLD (SEE MAIN QUEST: The Buried City, Scene One: Whately Research Facility
on p.216). Warn them—they may not be prepared for the dangers lurking within.

Twenty Children of Atom Protectrons, in groups of five each, patrol the wastes looking for the Last
2-4
Son of Atom’s enemies.

5-8 A swarm of 40 bloodbugs buzzes about in the glowing sky, a little too close for comfort.

Four radscorpions surprise a single PC by burrowing up from beneath the ground to attack with their
9-10
stingers.

An acolyte of the Last Son of Atom approaches the group, claiming to be fleeing from a deathclaw. If
11-12 the group agrees to kill the monster, the acolyte leads them into an ambush by 20 Children of Atom
Fanatics attacking from the cover of nearby ruins.

A radscorpion burrows up from the ground to liquefy and feast on a lone nearby brahmin. It only
13-16
becomes hostile should the group draw too close.

A massive horde of frost feral ghouls begins to wake beneath the snow and ice, drawn to the group’s
17-18
noise and warmth.

20 A pack of six hungry deathclaws prowls nearby, having picked up the group’s scent.

SPENDING ACTION POINTS AND SCAVENGING


Players may spend their Action Points at any time Allow the players to describe what they locate this
while traveling to find a point of interest, something way, though as GM, you have the final say and can
they need, an opportunity to better their situation, modify or add to their descriptions.
or a scavenging location. The icy, radioactive wastes
of the Glowing Sea require higher amounts of AP to
be spent this way than in other areas—but offer
unique benefits.

AP COST EFFECT BENEFIT

PCs find an underground or otherwise protected site unaffected by the region’s


3 Safe Site ambient extreme radiation, allowing them to safely remove protective gear, rest,
and camp.

At your discretion, the PCs stumble across a single item they desperately desire,
4 Miraculous Find
left behind in a curious or surprising location.

4+ Hidden Route Reduce the difficulty of the next navigation test by 1 for every 4 AP spent.

PCS COME ACROSS A LOCATION THEY CAN SCAVENGE (SEE FALLOUT: The
Roleplaying Game, Chapter 5: Survival, Scavenging and Fallout: Gamemaster’s
Toolkit, Chapter 1: Gamemaster’s Options, Creating Scavenging Locations).

5 Scavenging Site
For a simpler alternative, you can describe the location PCs find and allow them
to make a group PER + Survival test with a difficulty you choose. If they succeed,
they find an item of your choice or roll once on the Glowing Sea Scavenging
Table. For each additional success, they find another item.

Chapter Four  THE DAY OF DIVISION 195


GLOWING SEA SCAVENGING TABLE
2D20 ROLL ITEM SCAVENGED

2 Fat Man

3-4 Mini Nuke (1+1C


D)
5-6 Gamma Gun

7 Gauss Rifle

8-9 2mm EC ammo (6+3C


D)
10-11 JUNK: Shattered Deathclaw Gauntlet

12 Rad-X

13-14 Fusion Cell (14+7C


D)
15 Military Fatigues

16 Formal Clothing

17 Casual Clothing

18 Heavy Coat

19 Geiger Counter

20 JUNK: Hazmat Suit (ripped and compromised)

21 Dirty Water

22 5+5C
D Common Materials
23 Potted Meat

TESLA SCIENCE MAGAZINE: U.S. Army Goes to Space! (when you use this Perk, inflict a Critical Hit
24
on a single Energy weapon attack if you deal 3 or more damage after DR)

ASTOUNDINGLY AWESOME TALES MAGAZINE: Attack of the Metal Men! (when you use this Perk,
25
add +2 to Physical and Energy damage resistances vs Robots for the scene)

26 Pre-War money worth 5d20 caps

LIVE & LOVE MAGAZINE: Nuke-the-Man! (when you use this Perk, add +1C
D damage to attacks
27
from all party members for this scene)

28 10+5C
D bobby pins
WASTELAND SURVIVAL GUIDE MAGAZINE: The Bright Side of Radiation Poisoning (when you use
29
this Perk and consume irradiated food or drink, heal additional HP equal to the roll on the C
D)
30 JUNK: A holy symbol of the Last Son’s cult (trampled and frozen in hoarfrost)

31 3+5C
D Uncommon Materials
32-34 10mm ammo (8+4C
D)
35-36 Shotgun Shells (6+3C
D)
U.S. COVERT OPERATIONS MANUAL: FH 5-10 Tiptoe Through the Tulips (when you use this Perk
37-38
and spend a Luck point to re-roll a d20 on one AGI test, instead count that die as if it had rolled a 1)

39 1+5C
D Rare Materials
40 Stealth Boy

196 FALLOUT  Winter of Atom


MAIN QUEST: INTO THE GLOWING SEA
The Last Son captured Sister Dawn, Mother Isolde’s
This quest becomes available after the PCs conclude
daughter. He experimented extensively on her using
Chapter 3: The Winter War. Add 2 AP per PC to the
the device. Over time, Sister Dawn mutated into a
GM’s pool when the quest begins.
thirty-foot tall, super-irradiated glowing one. Now,
Dawn stalks the Glowing Sea, devouring other glowing
While the Commonwealth settlements lick their ones and growing larger with every macabre meal.
wounds from recent hardships, spring approaches.
Mother Isolde, the leader of a sect of Children of In this quest, PCs have the following objectives:
Atom that opposes the Last Son of Atom’s heresy,
grows worried that he will use the chemical weapons ƒ Intercept Brother Lucius and retrieve Mother
stockpiled in his base to murder his enemies. Isolde Isolde’s message.
sends an emissary named Brother Lucius to find the
ƒ Say farewell to the settlements and prepare for the
PCs and invite them to the Crater of Atom. If they
Glowing Sea’s extreme radiation.
travel to Isolde’s settlement, she promises to help
them end the Last Son’s reign of terror and return ƒ Travel across the Glowing Sea and locate the Crater
peace to the Commonwealth. of Atom.

If the PCs ensure Brother Lucius survives his trip to


Meanwhile, unknown to anyone but his most trusted
the Commonwealth—or manage to slay Sister Dawn—
followers, the Last Son activated an ancient device
Mother Isolde’s followers become more friendly and
beneath Whately Research Facility. The device’s
helpful towards them.
energy field inflicts vivid hallucinations on the pred-
ators and occupants of the Glowing Sea, causing them
to act strangely and more aggressively than usual.

Chapter Four  THE DAY OF DIVISION 197


ƒ Lucius does not look aggressive, despite holding a
CONTENT WARNINGS AND CHANGING SCENES
gamma gun.
This quest contains elements of body horror. Gamemasters
may wish to alter the quest in one or more of the following ƒ The Minutemen are shooting to kill Lucius.
ways to better suit the needs of their group:
Lucius attempts to escape the Minutemen and deliver
Mother Isolde’s message to the PCs. He does not
ƒ Describe Sister Dawn’s radioactive bile spray as a
attack them unless they attack him first. If they do not
toxic breath attack.
attack, Lucius reaches the characters moments before
ƒ Describe the glowing ones created by Sister Dawn’s the Minutemen bear down on him, begging them to
Spawn Glowing Ones ability to climb out of nearby ruins protect him.
rather than claw through the creature’s open wounds.
After recent events, the Minutemen have no intention
of allowing the Child of Atom to live. If a PC attempts
to intervene, they must do so immediately by making
a CHA + Speech test with a difficulty of 5 to convince
SCENE ONE: AN UNLIKELY ALLY the Minutemen to stand down peacefully—or a STR
+ Speech test with a difficulty of 3 to intimidate
Begin this scene any time the PCs leave or return to a them into backing off. If their test fails or they do not
settlement to trigger the start of the quest. They hear immediately intervene, the Minutemen attack Lucius.
gunshots nearby and see Brother Lucius, hunted by six If their test succeeds, the gruff Minuteman tells the
Minutemen, rushing full speed towards them. Read or PCs they are making a mistake before he grudgingly
paraphrase the following: orders his squad back to their camp.

The sound of nearby gunshots shatters the whistling If the PCs intimidate the Minutemen, and the
of the cold wind. An older man with cracked, orange Minutemen are a welcome presence in the nearby
skin and scraggly white hair sprints towards you as settlement, add a negative influence to the PCs’ next
fast as possible. He wears tattered clothes and holds reputation test in that settlement. If the PCs enter
a gamma gun in his hand. Hanging on a rusty chain combat to defend Lucius and any Minutemen survive
around his neck is a metal kitchen strainer— a holy to tell the tale, add another negative influence to the
symbol denoting a Child of Atom. Three ratty leather test and add 6 AP to the GM’s pool.
straps keep a mini nuke tied tight around the man’s
chest.
ENCOUNTER-1A: BROTHER LUCIUS
If a fight breaks out, Brother Lucius does his best to
Five Minutemen give chase from a few hundred yards
defend himself against the overwhelming odds but is
away. They open fire wildly at the Child of Atom. A
unlikely to survive or escape unless the PCs join the
gruff old Minuteman calls out over the roar of gun-
fray on his side. The 5 Minutemen Riflemen focus on
shots. “Don’t let him reach the settlement!”
attacking Lucius, only targeting the PCs after they kill
one of the Minutemen. When only two Minutemen
A PC who makes a PER + Survival test with a diffi-
remain, they attempt to flee to the nearest friendly
culty of 2 recognizes Brother Lucius is exhausted and
settlement to warn others of what happened, twisting
scared. If they succeed, they may spend AP to Obtain
events to make it seem like the PCs are in league with
Information. Some information PCs can learn:
the Last Son of Atom.

ƒ The mini nuke strapped to Lucius’s chest is


decommissioned. It appears purely aesthetic for
religious purposes.

ƒ Lucius is sprinting directly towards the PCs, as


though he recognizes them.

198 FALLOUT  Winter of Atom


Brother Lucius Minuteman Rifleman
Level 8, Human, Level 8, Human,
Notable Character (120 XP) Normal Character (60 XP)

S P E C I A L S P E C I A L
5 8 7 6 6 8 6 6 7 6 6 5 5 4

SKILLS SKILLS

Energy Weapons 3 Repair 2 Athletics 1 Repair 2

Explosives 2 Sneak 4 Energy Weapons 5 Sneak 1

Lockpick 1 Speech 2 Medicine 1 Speech 1

Medicine 1 Survival 4 Melee Weapons 2 Survival 4

Melee Weapons 1
HP INITIATIVE DEFENSE

HP INITIATIVE DEFENSE 14 12 1

21 18 1
CARRY WEIGHT MELEE BONUS LUCK POINTS

CARRY WEIGHT MELEE BONUS LUCK POINTS 210 lbs. - 3

200 lbs. - 3
PHYS. DR ENERGY DR RAD. DR POISON DR

PHYS. DR ENERGY DR RAD. DR POISON DR 1(Arms, 2(Arms,


0 0
Legs, Torso) Legs, Torso)
1(Arms, 1(Arms,
Immune 0
Legs, Torso) Legs, Torso)
ATTACKS

ATTACKS ƒ RECON THREE-CRANK LASER MUSKET: PER +

ƒ GAMMA GUN: PER + Energy Weapons (TN 11),


Energy Weapons (TN 12), 6 C
D Piercing Energy
damage, Range M, Two-Handed, Accurate,
3 C
D Piercing, Stun, Radiation damage, Range
Recon
Medium, Blast, Inaccurate
ƒ SERRATED COMBAT KNIFE: STR + Melee
ƒ MACHETE: STR + Melee Weapons (TN 6), 3 C
D
Piercing Physical damage
Weapons (TN 8), 4 C
D Piercing, Persistent
Physical damage
SPECIAL ABILITIES
SPECIAL ABILITIES
ƒ IMMUNITIES: Brother Lucius is immune to
ƒ CONCENTRATE FIRE: When the minuteman
Radiation damage and its effects.
makes a ranged attack, they can re-roll up to 2
ƒ MOVING TARGET: Brother Lucius is adept at
C
D of their damage roll.
navigating through the Wasteland. When he
takes the Sprint action, his defense increases by
+1 until the start of his next turn. INVENTORY

Leather Chest Piece, Leather Leg x2, Leather Arm x2,


Recon Three-Crank Laser Musket, Serrated Combat
INVENTORY
Knife, 2d20 Fusion Cells, 2 C
D Stimpaks, Wealth 2
Tough Clothing, Gamma Gun, 2d20 Gamma
Rounds, Pip-Boy, Holotape, Stimpaks x3, BlamCo
Brand Mac and Cheese, Wealth 1

Chapter Four  THE DAY OF DIVISION 199


If the PCs do not intervene and the Minutemen When the PCs listen to the holotape loaded into the
kill Lucius, add 6 AP to the GM’s pool. The gruff Pip-Boy, read or paraphrase the following:
Minuteman thanks them for their service to the
Commonwealth. He takes Lucius’s gamma gun, then When you close the Pip-Boy and press play, it
orders his squad back to camp. Next to Lucius’s corpse emits loud, shrieking feedback that lasts for several
lies a Pip-Boy loaded with a holotape inside. seconds. Then you hear the gentle voice of an older
woman through its speakers.
If the PCs deal with the Minutemen and Lucius sur-
vives, he attempts to hug the most friendly-looking “Hello, children. I am Mother Isolde, a humble
PC, graciously thanking them for saving his life. He servant of Atom and a shepherd to my flock. Not all
informs the PCs he has been searching the Wasteland of the Church’s children follow the false prophecies of
for them for weeks, sent by Mother Isolde to deliver the murderer who calls himself the Last Son of Atom.
a message and an invitation to visit their home in the My congregation has suffered—I have suffered—
Glowing Sea. He gives the PCs the Pip-Boy loaded deeply from this madman’s actions. Just as you have.
with Isolde’s tape. If the PCs question Lucius, he is Just as all the Commonwealth has.
honest and open to answering their questions. Some
things the PCs might learn from Lucius: “I hear you are brave and have fought to protect
others from the Last Son before. I know where his
ƒ He is a Children of Atom acolyte from a small set- hidden base lies—and I know what he is planning.
tlement in the Crater of Atom at the center of the If you wish to end his cult’s reign of terror, seek out
Glowing Sea. Mother Isolde is the leader of their my community in the Glowing Sea. We can help each
sect of the Church. other and restore peace to the Commonwealth. Until
then, may you always walk in Atom’s Glow.”
ƒ He has not listened to Isolde’s message but trusts
her wisdom implicitly. She only told him their
Once the PCs listen to the message or finish talking to
community was in danger, and that they required
Lucius, he informs them he plans to return to his peo-
the PCs’ help.
ple immediately. He encourages them to settle their
ƒ He met the Last Son of Atom once and found him affairs before traveling to the Glowing Sea. Finding the
a creepy, self-obsessed narcissist. Several of the crater should be easy—it glows with Atom’s divinity,
Children in his community joined the Last Son’s bright enough that you can see it in the night sky
sect and left. from anywhere in the Commonwealth.

ƒ He is scared for his friends and family. They are a


Should the PCs insist on traveling to the Glowing
peaceful sect, but few in the Commonwealth trust
Sea immediately, they may accompany Lucius and
the Church due to the Last Son’s heinous actions.
gain him as a temporary traveling companion until
ƒ The Glowing Sea is located southwest of the Boston they reach the Crater of Atom. If they remain in the
ruins. The radiation there is enough to kill most Commonwealth to prepare and complete side quests,
outsiders in minutes. Packs of deathclaws, radscor- Lucius returns alone to the Crater of Atom to inform
pions, and worse roam the ruins. The PCs should Mother Isolde his mission was a success.
take their time to prepare before traveling to the
Crater of Atom.

GM NOTE: CONTINUING THE QUEST


The PCs must listen to Mother Isolde’s message on the Pip-
Boy to proceed. Make sure it ends up in their possession
during or after the scene. You may also narrate the holotape
to start playing eerily of its own accord.

200 FALLOUT  Winter of Atom


The biggest challenges for most people traveling When the PCs travel to the border of the Glowing Sea,
across the Glowing Sea are extreme radiation levels read or paraphrase the following:
and mighty monsters. The PCs may seek out some of
the following to help them survive the journey: At the edge of a massive, ruined freeway, the
Wasteland beyond reveals a beautiful and terrible
ƒ Powerful weapons and weapon mods sight. Winter’s wrath grips the endless Glowing Sea,
wrapping it in a blanket of white.
ƒ Hazmat Suits for PCs without high radiation
defense
Radioactive snow hides most of the scorched ground,
ƒ Strong armor or plating for PCs with high radiation with drifts reaching up to twenty feet. The horizon is
defense dotted by hills of frozen debris, burnt trees covered in
crystalline hoarfrost, and the skeletons of car wrecks.
ƒ Stockpiles of useful chems, especially Rad-X and
What buildings remain standing are half-buried in
RadAway
treacherous sinkholes. A toxic fog drifts across the
The PCs reach a point of no return once they enter landscape, obscuring views—and the sky glows with
the Glowing Sea, triggering the beginning of the brilliant green light originating from the far-off
endgame for Winter of Atom. Once they arrive at the Crater of Atom.
region’s border, proceed to Scene Two: The Glowing Sea.
If Brother Lucius accompanies the PCs through the
Glowing Sea, increase the group’s AP pool to 6. He
knows the region well and provides essential back-
SCENE TWO: THE GLOWING SEA ground information on any locations or enemies.
Lucius is not a fighter and is a bit of a coward—during
The Glowing Sea is what remains of the communities
combat, he hides, knowing he is no match against the
and towns southwest of Boston proper, beyond
region’s deadly threats.
the southern freeway connected to Mass Pike
Interchange. Its ruins are isolated from the rest of
Refer to Traversing the Glowing Sea on p.192 to deter-
the Commonwealth.
mine what the PCs encounter during their journey
to the Crater of Atom. You can also expand on the
Winter makes the Glowing Sea even deadlier and
region by introducing locations from Fallout: The
slower to traverse than usual. Snow drifts hide bur-
Roleplaying Game Core Rulebook, Chapter 8: The
rowing beasts and other dangers. Unwary travelers
Commonwealth. Traveling at normal pace to the Crater
may step through thin layers of ice, falling into frozen
of Atom from the border takes 24 hours due to the
radioactive ponds. The radstorms that batter the rest
wintery conditions. Crossing the Glowing Sea end-to-
of the Commonwealth originate from this region,
end is a 48-hour trek.
which causes regular storm systems to become radio-
active when they pass through.
Their first time the PCs camp during the journey,
instead of rolling for an encounter, proceed to Scene
Three: Beloved Sister. If the PCs decide not to set up
camp, they instead encounter Sister Dawn when they
explore a ruin or travel close to the Crater of Atom.

Chapter Four  THE DAY OF DIVISION 201


SCENE THREE: BELOVED SISTER When the PCs encounter Sister Dawn, read or para-
phrase the following:
After being experimented on by the Last Son of Atom
beneath Whately Research Facility, Sister Dawn Above you looms an enormous female ghoul whose
transformed into a feral glowing one. Unlike normal body glows with a sickly green light. She stands at
glowing ones, she continues to grow larger with every least thirty feet tall, slack-jawed and drooling. Her
meal. Her preferred foods are smaller glowing ones jiggling abdomen is distended beyond belief—a
and highly radioactive materials, but she is content to massive bulge of bloated flesh that does not seem
make a snack of the PCs too. There is nothing left of to slow her movements. The ghoul’s glowing skin
the gentle-hearted woman’s mind—she exists only to is translucent, revealing her misshapen skeleton
roam the Glowing Sea aimlessly, constantly eating. beneath. There are other shapes visible through her
flesh—strange shadows that seem to move with a life
Just before the PCs encounter Sister Dawn, allow a of their own.
PC keeping watch to make a PER + Survival test with
a difficulty of 2 to notice something big is coming— She stares down at you with glowing eyes. Then she
you might describe the ground starting to shake or beats her massive fists against her chest, lets loose a
a bright green glow emanating from nearby. Give an booming roar, and charges!
alarmed PC a few moments to prepare before Sister
Dawn attacks. If PCs encounter Sister Dawn outside of
a campsite, they have less control over the situation. If
they are inside a building, she rips the structure open
like a tin can and enters. If they are outdoors, she
appears from behind a tall hill or ruin and charges.

202 FALLOUT  Winter of Atom


ENCOUNTER-3A: SISTER DAWN and dangerous objects while Sister Dawn charges
through them, automatically failing her tests.
Add 2 AP to the GM’s pool for each PC unaware of
Sister Dawn’s approach before she appears. ƒ If the camp is an alarmed site, the PCs spot her
at Long range. She spends her first turn using the
If she attacks the PCs outside of a campsite, their situ- Sprint action to move into Close range.
ation is especially dire. Introduce up to 3 winter envi-
ƒ PCs can use their environment to gain cover if
ronment conditions, hazards, or objects (see Chapter 1,
their camp is a defensible site. Sister Dawn uses
Winter Wasteland, p.27). Consider their surroundings
attacks with the Breaking effect to destroy cover
and whether there is any limited cover nearby.
before using other attacks.

If PCs set up camp, consider their campsite features Mutated beyond the limits of known human science,
when preparing the encounter: Sister Dawn is perhaps the mightiest foe in Winter of
Atom—but not the most intelligent. She ferociously
ƒ Introduce a winter environment condition and targets characters near her, prioritizing those who
up to 2 hazards or dangerous objects. If the camp manage to inflict damage on her.
is a cleaned site, PCs can easily avoid hazards

Sister Dawn SPECIAL ABILITIES

MONSTROUS: When Sister Dawn misses with an


Level 36, Mutated Human, ƒ
attack, she immediately makes the same attack
Legendary Creature (768 XP)
as a free action without increasing the test’s
BODY MIND MELEE GUNS OTHER difficulty. The new attack must target a creature
in the same Range that she has not attacked yet
12 12 4 — 4
this turn. Additionally, she only suffers a critical
hit if an attack inflicts 14+ damage (after damage
HP INITIATIVE DEFENSE
resistance) in a single hit, rather than the usual
144 24 1 5+.

PHYS. DR ENERGY DR RAD. DR POISON DR ƒ RADIATION PULSE: Once per combat, Sister
Dawn may spend a major action to unleash
10(All) 10(All) Immune Immune
a radiation pulse, inflicting 10 C
D Radiation
damage to anyone within Close range. Any
ATTACKS
defeated ghoul within range is restored to 1 HP
ƒ UNARMED: Body + Melee (TN 16), 12 C
D and immediately returns to the fight.
Breaking, Radioactive Physical damage
ƒ SPAWN GLOWING ONES: Whenever Sister
ƒ RADIOACTIVE BILE SPRAY: Body + Other (TN Dawn’s torso is hit with an attack that adds the
16), 8 C
D Burst, Vicious, Radioactive Poison Piercing effect, the GM can spend 2 AP to add
damage, Range Close a glowing one that claws its way out from the
ƒ DEBRIS THROW: Body + Guns (TN 12), 9 C
D wound. It joins combat during the next round.
Stun, Vicious Physical damage, Thrown, Range WEAK UNDERBELLY: Sister Dawn’s belly is soft
ƒ
Medium and vulnerable. Attacks that hit her torso ignore
her Physical and Energy DR.
SPECIAL ABILITIES
INVENTORY
ƒ IMMUNITIES: Sister Dawn is immune to Poison
and Radiation damage and their effects. 2 C
D Junk items
ƒ POWERFUL GLOWING ONE: Sister Dawn
regains 1HP for every point of Radiation damage
inflicted upon her. Creatures that begin their
turn within Reach of her suffer 4 C
D Radiation
damage.

Chapter Four  THE DAY OF DIVISION 203


At the end of the second round of combat, four Lucius is present, he joins Gertrude and her com-
Children of Atom Soldiers from Mother Isolde’s panions. So long as any Children of Atom allies live,
settlement arrive to aid the PCs. Their leader—a brave, PCs may take the Sprint action on their turn to flee
stone-faced young woman named Sister Gertrude— combat without spending Luck points (see Chapter 1,
tells the PCs they will cover their retreat. If Brother Surviving Defeat, p.48).

Glowing One Children of Atom Soldier


Level 9, Mutated Human, Level 8, Human,
Normal Creature (67 XP) Normal Character (60 XP)

BODY MIND MELEE GUNS OTHER S P E C I A L


8 5 5 — 3 8 5 6 5 5 5 5

HP INITIATIVE DEFENSE SKILLS

17 13 1 Athletics 2 Small Guns 3

Barter 1 Sneak 2
PHYS. DR ENERGY DR RAD. DR POISON DR
Energy Weapons 3 Speech 1
1(All) 1(All) Immune Immune
Melee Weapons 3 Survival 2
ATTACKS
HP INITIATIVE DEFENSE
ƒ UNARMED: Body + Melee (TN 13), 7 C
D
14 10 1
Radioactive Physical damage

CARRY WEIGHT MELEE BONUS LUCK POINTS


SPECIAL ABILITIES 230 lbs. +1C
D -

ƒ IMMUNITIES: A glowing one is immune to Poison


PHYS. DR ENERGY DR RAD. DR POISON DR
and Radiation damage and their effects.
1(Arms, 2(Arms,
ƒ GLOWING GHOUL: A glowing one literally Immune 0
Legs, Torso) Legs, Torso)
glows with radiation. It regains 1 HP for every
3 points of Radiation damage inflicted upon it.
ATTACKS
Creatures that begin their turn within Reach of it
are inflicted with 2 C
D Radiation damage. ƒ MACHETE: STR + Melee Weapons (TN 11), 4 C
D
Piercing Physical damage
ƒ RADIATION PULSE: Once per combat, a glowing
one may spend a major action to unleash ƒ PIPE BOLT-ACTION: AGI + Small Guns (TN 8), 5
a radiation pulse, inflicting 5 C
D Radiation C
D Piercing Physical damage, Unreliable, Range
damage to all creatures within Close range. Any Close
defeated ghoul within range is restored to 1 HP
and returns to the fight during the next round. SPECIAL ABILITIES

ƒ IMMUNITIES: The Children of Atom Soldier is


INVENTORY
immune to Radiation damage and its effects.
2 C
D Junk items
INVENTORY

Leather Chest Piece, Leather Arm, Leather Leg, Tough


Clothing, Machete, Pipe Bolt-Action, 2d20 .308
rounds, Wealth 1

204 FALLOUT  Winter of Atom


If the PCs escape without slaying Sister Dawn, the The remainder of the short trek to the Crater of Atom
Children of Atom sacrifice themselves—none survive. is without incident. When the PCs arrive at the settle-
Sister Dawn does not pursue those who flee. You may ment, read or paraphrase the following:
decide to have the PCs reencounter her the next time
they explore the Glowing Sea, spotting her from a Against all odds, a tiny, peaceful-looking settlement
distance with an opportunity to plan their attack or stands at the center of the Glowing Sea. The Crater
avoid her entirely. of Atom features a large metal shack built over an
irradiated pool of glowing water. Several wooden
If the PCs manage to kill Sister Dawn and the ramps lead to the shack’s entrances. Four smaller
Children of Atom survive, Sister Gertrude introduces wood-and-metal structures stand west of the pool.
herself. She has been scouting for the PCs’ arrival A few Children of Atom go about their daily work,
to ensure they reach the Crater of Atom. packing supplies into rusty carts, unworried by the
She is impressed by their skill and thankful for their deadly monsters that stalk the wasteland.
help putting their sister to rest. She does not know
what happened to transform Dawn into such a Above the Crater of Atom, a yellow-green aura glows
blasphemous horror, but she is confident it was the brightly in the sky—the same light visible across the
Last Son of Atom’s doing. She avoids answering ques- entire Commonwealth. This place is its origin.
tions in detail, encouraging the PCs to ask Mother
Isolde instead.

If Gertrude or Lucius are present after Dawn dies,


THE FALLOUT
they ask the PCs to give them a few minutes to pray
The PCs complete Main Quest: Into the Glowing Sea
for their fallen sister before finishing the journey to
when they reach the Crater of Atom. Mother Isolde’s
the Crater of Atom. If the PCs try to join them, they
community is desperate for help. She wants to believe
gratefully allow it. The Children kneel before Sister
the PCs may be the answer to their prayers. The state
Dawn’s giant body and place their hands on her flesh.
of the settlement and how well its people react to the
The group’s leader speaks a gentle prayer, “Radiant
PCs depends on their recent actions.
Atom, we offer up to you our beloved sister’s feeble bones.
Relieve her of this rotten flesh, this fragile body. Call
The PCs have a base reputation rank of 1 (Cautious)
her back to your brilliance so she may live eternally in
for the Crater of Atom. If their reputation rank
the forge of your Glow—so she may live forever in our
becomes 0 (Hostile), Isolde and her people attempt to
hearts. Amen.”
deny them entry until they prove they are allies
by slaying Sister Dawn and putting her tortured soul
to rest.

Adjust their base reputation rank based on the follow-


ing outcomes:

ƒ If Brother Lucius makes it back to the settlement


alive, he sings the PCs’ praises and does what he
can to help them. They increase their settlement
reputation rank by 1.

ƒ If the PCs killed Brother Lucius, the Minutemen


proudly tell the tale. Mother Isolde’s scouts learn
of it while trading in the Commonwealth, and she
considers it an ill omen. They reduce their settle-
ment reputation by 1, and the settlement’s denizen
outlook becomes somewhat grim.

Chapter Four  THE DAY OF DIVISION 205


ƒ If the PCs slay Sister Dawn, Mother Isolde is will- ƒ Helping the local settlers with their side quests to
ing to talk to them about what happened to her earn their trust and make friends
daughter. They improve their settlement reputation
ƒ Seeking out Mother Isolde to learn more about the
by 1. If Sister Gertrude also survived, they instead
Children of Atom and the Last Son of Atom. When
increase their reputation by 1, and the settlement’s
they do, Main Quest: The Buried City becomes
denizen outlook becomes somewhat happy.
available.
Possible next steps for the PCs include:
Before proceeding, review the section Crater of Atom.
Refer to the following section as the PCs explore the
ƒ Exploring the Glowing Sea further
settlement, meet its people, and undertake any side
ƒ Hunting down Sister Dawn if she still lives quests there.

206 FALLOUT  Winter of Atom


THE CRATER OF ATOM
The Crater of Atom is a skeleton of a settlement, a TENSIONS AT A GLANCE
place of devastation turned holy. A large storage shack
contains the settlement’s limited supplies, built on The conflict within the Crater of Atom is built upon
stilts over an irradiated pool in the center of the com- these core issues:
munity. Four minor metal and wood shacks serve as
homes for residents on the western edge of the ƒ The Last Son of Atom’s looming shadow hangs
territory, including the home the Last Son of Atom over the settlement due to his sect’s proximity and
stayed in briefly with Sister Dawn when he lived at violence.
the crater. Mother Isolde resides in a two-story
ƒ Hostility from the other Commonwealth set-
shack and often leads others in prayer from her
tlements caused by the Last Son’s actions makes
home’s wooden overlook.
it extremely difficult to source supplies during the
relentless winter.
A sickly green glow is ever-present, and at night it is
visible for miles across the Commonwealth, giving the ƒ Disagreements of faith break out between resi-
Glowing Sea its name. As ground zero for the bombs dents regarding whether the nuclear winter is a
dropped on Boston in the Great War, the Crater of blessing, a test of faith, or a display of Atom’s wrath
Atom is a rare pocket of life in an otherwise irradi- against the Last Son.
ated, barren landscape littered with ruins, death, and
The Crater of Atom is suffering greatly from the Last
monstrous creatures.
Son’s actions. Many of the settlers left to join the
Last Son’s sect. His followers’ brutal attacks on the
The Crater of Atom’s population, denizen outlook, and
Commonwealth have made the region an unsafe place
PC reputation may vary from those listed depending
for Mother Isolde’s sect to live and trade.
on the outcome of Main Quest: Into the Glowing Sea.

Population: 11 - 17 settlers
NUCLEAR WINTER IN ATOM’S GLOW
Defenses: Somewhat Weak
Before the radiation storms over the Glowing Sea
Food Supply: Limited became even more dangerous radizzards, keeping the
Crater of Atom well-stocked was difficult. There are
Denizen Outlook: Somewhat Grim no crop fields, and pack brahmin cannot survive in
the extreme radiation long enough to rear them into
Starting Settlement Reputation Rank: Cautious adulthood. Brother Lucius is responsible for gathering
supplies, while Brother Ogden acts as a vendor to any
visitors. Before winter struck, Lucius often made trips
to scavenge supplies from other areas of the Glowing
Sea or trade with settlements outside the rad-basin.
Due to the precarious state of the Commonwealth,
however, Lucius’s trips have become less frequent—
and less fruitful.

Unlike residents of other settlements, the Children of


Atom rarely complain about the treacherous weather.
They believe “Atom will provide.” Though Mother
Isolde and Brother Lucius have concerns, the resi-
dents are used to extreme conditions and treat them

Chapter Four  THE DAY OF DIVISION 207


as a test of faith. Residents still spend time outside BROTHER LUCIUS
in Atom’s Glow to meditate and pray. They huddle Lucius is present at the Crater of Atom if he sur-
together around fires or in their shacks at night to vives his encounters with the PCs. He is an alert and
keep warm. Since their makeshift homes are often perceptive person who walks and talks with purpose.
open to the elements, some settlers sleep in the cen- Often acting as a messenger and scout on behalf of
tral storage building, which offers more protection. Mother Isolde, he has some proficiency with Pip-Boys
The irradiated pool at the crater’s center has frozen and Holotapes. When not praying or tinkering, he can
over and navigating the ruins and debris around the be found organizing the settlement’s supplies in the
settlement becomes difficult when snowdrifts cover central storage shack—and occasionally playing the
the ground. Pipboy game Pipfall.

A few consider the radioactive snowfall and storms BROTHER OGDEN


a blessing from Atom that causes their home to glow
Balding and gaunt-faced, Brother Ogden acts as the
brighter than ever. Others believe the fierce winter to
settlement’s sole shopkeep. He is keen for people to
be Atom’s punishment on the region for allowing the
find “something of value” in his limited inventory
Last Son to pervert his divine will.
of “what Atom provides”—for a price. When the PCs
arrive, the usually friendly vendor is locked away in
one of the shacks on the settlement’s west side. He
PEOPLE OF INTEREST struggles with Sister Dawn’s disappearance, and only
once PCs put her to rest does he emerge from hiding
The Crater of Atom is smaller than most settlements, to ask them for details. Brother Ogden features in Side
as few can survive in the irradiated locale. The resi- Quest: One Last Memento, p.211.
dents spend much of their time praying to Atom and
basking in his Glow. OLD BOOMY
Old Boomy is a battered Mr. Handy who speaks with
MOTHER ISOLDE a low resonant voice. He desires to “split” in a grand
Mother Isolde leads the sect of the Church of Atom explosion before decommissioning from age and wear.
that resides within the crater. She speaks softly with a As a devout follower of Atom, he believes achieving
constant slight smile and carries an air of eerily calm Division will allow him to atone for his past sins.
optimism. She is entirely devoted to Atom’s will and Before finding the crater, he aided in Vault 95’s vile
takes her role as a leader seriously. Isolde cares deeply experiments. Programmed to administer medicine to
for the Children in her care and is swift in exiling recovering addicts, he did nothing to stop Vault-Tec’s
those who would harm her community. Outspoken, secret plan to later reintroduce addictive substances
Isolde denounces the Last Son of Atom as a heretic to Vault 95’s populace. The social experiment ended in
and has no tolerance for his cult or its teachings. See carnage, and Old Boomy deeply regrets his part in the
Talking to Mother Isolde, p.214. Vault’s destruction.

SISTER GERTRUDE After the Gunners opened the Vault, he escaped and
found Lil Boomy powered down in a stasis pod. He
If Sister Gertrude survived her encounter with the
awoke the robot and named him—the pair have been
PCs, she resides in the settlement. She takes it upon
together ever since. Old Boomy’s plans to end his life
herself to help defend the Crater of Atom from the
on his terms have caused a rift in his relationship with
threats of the Glowing Sea. During times of peace,
his best friend. The younger robot cannot reconcile
Gertrude meditates and prays to Atom. She is the first
with Old Boomy’s desire for Division. Old Boomy
to volunteer when the need arises to head deep into a
features in Side Quest: A Dividing Detonation, p.212.
treacherous territory to scavenge supplies. Brave and
darkly funny—Gertrude is fiercely dedicated to fight-
ing for her found family.

208 FALLOUT  Winter of Atom


LIL BOOMY when he speaks, enjoying the dramatic effect it gives
when he recounts his many adventures. He is not
Lil Boomy joined the Children of Atom when he and
a devotee of Atom, but is interested in hearing the
Old Boomy found the crater and decided to stay. He
settlers’ stories and beliefs to carry with him when he
has an energetic personality, a higher-pitched voice,
eventually moves on. Since first arriving and telling
and fidgets if he waits in one spot too long. While
a few stories, the Children of the settlement have
Lil Boomy has come to have faith in Atom, he is
shunned him for reasons he doesn’t understand. The
torn between his beliefs and what they mean for Old
High Chronicler features in Side Quest: In the Light of
Boomy. Lil Boomy never experienced life before the
Day, p.209.
Great War and struggles to process grief, leaving him
distraught at the idea of losing his best friend. The
usually happy-go-lucky robot has taken on an angry, OTHER SETTLERS
upset demeanor since Old Boomy announced his The settlement is home to a few other residents;
plans and is desperate to change his mind. Lil Boomy Brother Foster, Brother Griffith, Brother Ward, Sister
features in Side Quest: A Dividing Detonation, p.212. Layla, and Sister Verena, to name a few.

SISTER SUNSET
As a leading voice in the community, Sister Sunset SIDE QUEST: IN THE LIGHT OF DAY
preaches about Atom’s forgiveness and guiding Glow
with an almost sickly-sweet attitude. In truth, her
This quest becomes available when the PCs mention
sermons about forgiveness are as much for her as they
their encounter with Sister Dawn to others at the
are for others. Unknown to anyone, Sunset was once
Crater of Atom. Add 1 AP per PC to the GM’s pool
a devotee of the Last Son before his cult reached the
when the quest begins.
Commonwealth. After committing atrocities in his
name, she realized he did not represent the Atom
she had come to worship and fled. She kept a token
The High Chronicler approaches the PCs, asking
of her time in the Last Son’s inner circle—a pendant
about their encounter with Sister Dawn to record in
embossed with a strange design—as a reminder to
his memoirs. He offers to tell them one of his stories
stay on Atom’s true path. When nervous, frustrated, or
in exchange. If they comply, he tells a story about the
praying, she absent-mindedly plays with the necklace.
Last Son of Atom. Very stoned, he struggles to recall
details but remembers the following:
Sister Sunset came to the crater shortly after Mother
Isolde exiled the Last Son. Upon settling, she grew
ƒ Years ago, he met the Last Son not far from the
frightened her new family would discover her
Capital Wasteland. He thought the Last Son was a
past. The recent arrival of the High Chronicler has
charismatic but desperate conman who struggled
increased her fears—she met the Super Mutant before
to retain followers except for a few devotees.
and knows his memoirs contain stories of her pre-
vious deeds. She loudly advocates for Mother Isolde ƒ It was easy to tell the devout from the half-
to exile the High Chronicler. Sunset features in Side hearted—the Last Son’s inner circle wore pendants
Quest: In the Light of Day, p.209. embossed with strange patterns, supposedly relics
of Atom’s greatness.
THE HIGH CHRONICLER ƒ The Last Son’s cult aggressively tried to convert the
The High Chronicler, an extremely old and perpetu- nearby settlers. It ended in violence, leaving the
ally stoned Super Mutant, wanders the wastes search- Last Son with only three devotees. The rest of his
ing for exciting people so he can record their stories flock fled or were killed. The Last Son took revenge
in his memoirs. His long-term chem-addiction leaves by targeting the settlement with a volley of mini
him unable to accurately recall most tales without nukes to show them the “beauty of Division.”
referring to his book. He often pauses between words

Chapter Four  THE DAY OF DIVISION 209


ƒ He describes a woman matching Sister Sunset’s THE FALLOUT
description (See Sister Sunset, p.209) firing mini
This quest has the following outcomes:
nukes into the settlement before fleeing.

The High Chronicler does not realize that Sister ƒ Revealed Sister Sunset’s Secret. If the PCs reveal
Sunset is the woman from his story. After sharing his Sister Sunset’s secret, Mother Isolde exiles her
tale, he thanks the PCs and sadly tells them that he from the settlement and she rejoins the Last
may be moving on from the settlement soon—he no Son’s sect. Isolde proclaims the High Chronicler a
longer feels welcome and refuses to speak further on prophet and faithful friend, allowing him to stay.
the matter. She encourages others to share their stories with
him. The High Chronicler later visits the PCs to
CONTENT WARNINGS AND CHANGING SCENES tell them he is “going clean” and offers them his
This quest contains themes of discrimination and addiction. chem stash containing 5 C
D of each of the follow-
Gamemasters may wish to alter the quest in one or more of ing chems: Berry Mentats, Grape Mentats, Buffout,
the following ways to better suit the needs of their group: Ultra Jet, X-Cell, and Super Stimpaks.

ƒ High Chronicler Exiled. If the PCs do not reveal


ƒ Remove mentions of Sister Sunset claiming Super Mutants
Sister Sunset’s secret, she convinces Mother Isolde
are an affront to Atom.
to exile the High Chronicler. He tells less than
ƒ Instead of narrating the High Chronicler as a chem savory stories about the Children of Atom to set-
addict, describe him as forgetful due to his age. He uses tlements as he travels westward—claiming the PCs
chems medicinally to help him remember his stories. have joined the Church. PCs reduce their settle-
ment reputation rank 1 by for every settlement
negatively impacted by the Last Son’s prior actions.
Additionally, if the PCs learned Sunset’s secret but
SISTER SUNSET’S VISIT did not reveal it, she praises them as heroes to the
tiny community; PCs increase their settlement
Sometime after the PCs leave the High Chronicler,
reputation by 1 for the Crater of Atom.
Sister Sunset approaches and curiously asks about
their conversation. If they tell her the truth, she grows ƒ All Were Exiled. If the PCs reveal Sunset’s secrets
annoyed. She claims Super Mutants are an affront to but encourage Isolde to still exile the High
Atom and that the High Chronicler is a chem-addict Chronicler, Sunset rejoins the Last Son of Atom.
who cannot tell fact from fiction. A PC who makes The High Chronicler, a super mutant master, vows
an INT or PER + Speech test with a difficulty of 2 revenge. He recruits a gang of ten super mutants
notices her voice quiver when she responds—and that to prepare an ambush for the PCs the next time
she plays nervously with a necklace embossed with a they travel across the Glowing Sea (see Fallout:
strange pattern. The Roleplaying Game Core Rulebook, Chapter 10:
Denizens of the Wasteland).
A PC can convince Sunset to admit she is the woman
from High Chronicler’s story by making a CHA +
Speech test with a difficulty of 4. If they fail, she
refuses to speak to them further. If they succeed, she
begs them to keep her secret and convince Mother
Isolde to exile the Super Mutant so she can finally
begin a new life, free of her past sins. She claims she
only wears the Last Son’s necklace as a reminder to
never turn from Atom’s true Glow again.

210 FALLOUT  Winter of Atom


SIDE QUEST: ONE LAST MEMENTO Ogden asks the PCs to investigate Sister Dawn’s
shack to learn why she left and recover something to
remember her by—a photograph of the two of them
This quest becomes available when the PCs kill Sister as children.
Dawn. Add 1 AP per PC to the GM’s pool when the
quest begins. INVESTIGATING THE SHACK
The shack is sparse, containing only two bedrolls and
a few metal boxes filled with junk and worn clothing.
Brother Ogden approaches the PCs after hearing A PC can make a PER + Survival test with a difficulty
Sister Dawn is dead. He asks for details of their of 2 to find the photograph. If the test succeeds, they
encounter and expresses deep sadness about her uncover it at the bottom of a metal box full of per-
passing. Some things that may come up during the sonal trinkets.
conversation:
A PC who wants to search for anything relating to the
ƒ He and Dawn were childhood friends. He is upset Last Son of Atom or why Dawn left can make a PER +
and confused about why she left the settlement Survival test with a difficulty of 4. If the test succeeds,
without telling him. they discover a hole cut into the underside of a bed-
roll. Stuffed inside is Sister Dawn’s Journal.
ƒ Dawn moved into the same shack as the Last Son of
Atom when he lived at the crater. They grew close
before Mother Isolde exiled him. Ogden worries
she may have left to join the Last Son’s cult.

ƒ He is too afraid to search through Dawn’s things to


find the truth about why she left.

Sister Dawn’s Journal


The journal contains the following key entry:

Mother Isolde assures me Atom will guide me and I will do as she asks and follow the false prophet. I
keep me safe on my mission, but I am still afraid. I will discover the truth behind his lies so that all will
remember the Last Son when he stayed here. So kind know he is no Son of Atom and no Child of this
to us and helping with our struggles, so eager to Church. And when my mission is complete, I know
please. He would smile and speak gently to offer me Atom will reward me with his Glow as he rewards all
help, and I would have to play along and listen to his his faithful.
blasphemous ideas. It was worse after he started tak-
ing the chems. I watched him once. Berry Mentats,
Ultra Jet, and X-Cell, all in one go. I was sure the mix
would kill him, but it just made him more confident of
his heresy. He was ranting and raving about how the
chems would protect his mind from Atom’s Glow so
he could lead his flock to paradise. He’d whisper at
night of dreams about a child and an obelisk buried
beneath the earth.

Chapter Four  THE DAY OF DIVISION 211


THE FALLOUT newly-awoken robot his name after realizing he did
not have one.
This quest has the following outcomes:
ƒ Old Boomy wants to achieve Division via nuclear
ƒ Returned the Photograph. Giving Ogden the explosion before his systems fail, but Lil Boomy
photograph eases the pain of losing his friend. He believes the old robot has plenty of life left in
reopens his shop and gives the PCs a 50% discount. him yet.
While his stores are limited, he may have a few rare
ƒ He stole the nuclear fuel mix Old Boomy planned
items of great interest to the PCs, including one
to use to achieve his incredible explosion to
dose each of Berry Mentats, Ultra Jet, and X-Cell—
buy time. He hopes to convince the old robot of
the exact mix the Last Son uses.
another course of action that doesn’t end in his
ƒ Failed to Recover a Memento. If the PCs do not destruction. Lil Boomy keeps the nuclear fuel mix
locate the photograph, Ogden is saddened to have hidden in his Mr. Handy compartment.
nothing to remember Dawn by. If they know Dawn
ƒ Old Boomy is determined and will eventually find
left to spy on the Last Son and share the informa-
another way to achieve his goals, so the PCs must
tion with Ogden, he thanks the PCs and decides to
act quickly.
reopen his shop for them.
CONTENT WARNINGS AND CHANGING SCENES
ƒ Investigated the Last Son’s Chem Mixture. If the
This quest contains themes surrounding self-harm and grief.
PCs read Sister Dawn’s Journal, they learn about the
Gamemasters may wish to alter the quest in one or more of
Last Son’s intense chem mixture to remain sane
the following ways to better suit the needs of their group:
while excavating the buried city. If they have not
completed Side Quest: In the Light of Day and tell
ƒ Instead of planning to self-detonate, Old Boomy is break-
Ogden about the Last Son’s chem use, he suggests
ing down. He requires repairs but refuses help, stating
they speak to the High Chronicler about his chem
that modifying himself would go against Atom’s Will. Lil
stash. If the PCs fail to discover the journal, they
Boomy needs help to convince his best friend to get the
don’t learn about the Last Son’s chem mixture and
help he needs.
its purpose.
ƒ If the PCs fail to convince Old Boomy to accept repairs,
he and Lil Boomy never reconcile. Lil Boomy loses faith
SIDE QUEST: A DIVIDING in Atom and leaves the settlement, and Old Boomy’s
systems continue to degrade over time.
DETONATION
ƒ If the PCs convince Old Boomy to accept repairs, he gifts
them the chem suppressant syringe.
This quest becomes available when PCs reach a
settlement reputation score of 3 or higher with the MEETING OLD BOOMY
Crater of Atom. Add 1 AP per PC to the GM’s pool
When the PCs talk to Old Boomy, he is desperate to
when the quest begins.
achieve his goals. Some things that may come up dur-
ing the conversation:
Lil Boomy approaches the PCs. He pleads with them
to help him change the mind of his best friend, Old ƒ He cares deeply for Lil Boomy but is near to
Boomy, who plans to destroy himself to achieve decommission. If his systems fail, he won’t achieve
Division. Some things that may come up during Division and truly atone for his sins—he does not
the conversation: wish to end up as a heap of scrap.

ƒ He falsely believes he misplaced his nuclear fuel


ƒ Old Boomy is his best friend. A few years ago,
mix. He asks the PCs to find it or another suitable
the older robot found Lil Boomy and freed him
atomic power source to help him achieve Division.
from a powered-down state. Old Boomy gave the

212 FALLOUT  Winter of Atom


ƒ He asks the PCs to help Lil Boomy understand his ƒ Left Lil Boomy to His Grief. If the PCs do not
decision and learn to deal with his grief. help Lil Boomy come to terms with Old Boomy’s
decision, the two robots never reconcile. Old
ƒ If asked about his sins or past, he replies that he is
Boomy achieves Division through other means,
no longer the robot he once was. A PC can convince
and Lil Boomy is left grief-stricken. The next time
him to reveal his past with a CHA + Speech test
PCs return to the settlement, Lil Boomy is miss-
with a difficulty of 2. If the test succeeds, he shares
ing—they may encounter him in the future as a
his backstory—see Old Boomy, p.208.
crazed Mr. Handy, obsessed with fixing anything
A PC can persuade Old Boomy to abandon blowing he deems faulty.
himself up by making a successful CHA + Speech test
ƒ Helped Lil Boomy Process Grief. If the PCs
with a difficulty of 4. If the test fails, the robot refuses
successfully console Lil Boomy, the two robots
to speak to the PCs again and continues searching for
reconcile. That night, the settlement celebrates as
a nuclear fuel source on his own.
Old Boomy achieves Division in a grand explosion.
Lil Boomy gives the PCs Old Boomy’s last posses-
The PCs can help Old Boomy achieve Division by
sion, a chem suppressant syringe. He tells them
stealing back the nuclear fuel mix from Lil Boomy or
Old Boomy kept it as a reminder of his past. He
providing another similar explosive, such as a mini
thinks his friend would approve of the PCs using it
nuke. To steal the fuel container inside Lil Boomy’s
for one last good deed in Old Boomy’s name. The
compartment, PCs must find a way to distract him,
syringe can be used to great effect against the Last
then succeed on an AGI + Sneak test with a difficulty
Son of Atom when the PCs confront him during
of 5. If they fail, Lil Boomy flees full-speed from the
Main Quest: The Buried City.
settlement, unwilling to let the PCs help his best
friend detonate.

PCs can try to convince Lil Boomy to support his


Chem Suppressant Syringe
A pre-filled, autoinjector syringe containing a cloudy liquid.
friend and give back the nuclear fuel mix by making
The ingredients and methods used to make this medicine are
a CHA or INT + Speech test with a difficulty of 5.
unknown. The syringe can also serve as a single round of
Reduce the difficulty of the test by 2 if the PCs learned
syringer ammo.
about Old Boomy’s sins and explain his need to atone
to Lil Boomy. If the test fails, Lil Boomy refuses to
Duration: Lasting
follow Old Boomy’s wishes. If the test succeeds, Lil
Effect: Gain 2 Fatigue and remove one addiction. All other
Boomy begins to process his grief—knowing he has to
active chems lose their effects, and chems taken during the
say goodbye to his best friend before it is too late.
duration have no effect.

THE FALLOUT
This quest has the following outcomes:

ƒ Changed Old Boomy’s Mind. If the PCs convince


Old Boomy to give up achieving Division, he
questions his faith in Atom and leaves the settle-
ment with Lil Boomy. When the PCs encounter the
traveling pair the next time they travel, Lil Boomy
stands a guilty guard over a collapsed Old Boomy.
The old robot’s propulsion systems have failed, and
his memory banks are slowly dying.

Chapter Four  THE DAY OF DIVISION 213


TALKING TO MOTHER ISOLDE Last Son claimed that he would awaken Atom and
open gateways to other universes once he found
Mother Isolde is keen to talk to the PCs about the the facility. He promised those who followed him
Last Son of Atom and his plans. She tells the PCs all they would find paradise there—and their enemies
she knows, hoping they will end his blasphemy. Some would know hell.
things that may come up during the conversation:
ƒ “The Last Son is a vengeful egomaniac, and now
he has weapons he can use to become judge, jury,
ƒ “That heretic has no place within our Church.
and executioner.” Whately Research Facility is the
He is a false prophet, his teachings an affront
site of a large stockpile of chemical weapons.
to our beliefs. That is why I exiled him.” Isolde
Isolde calls the weapons blasphemous. She empha-
explains the Last Son briefly stayed at the set-
sizes the devastation the Last Son could cause if he
tlement. His teachings, aggressive conversion
were to turn them on his enemies. The Crater of
attempts, and previous evil deeds led to her exiling
Atom and other settlements would never be safe
him. She feels guilty that she let him into her fold,
from him.
as some of her followers left to join his cult. She
fears for them and resents the Last Son for pervert- If the PCs mention Sister Dawn, Mother Isolde’s
ing Atom’s teachings. demeanor shifts to one of grief.

ƒ “The Children of Atom are neither monsters nor


ƒ “Sister Dawn was a daughter to me. One of
mad, but the Last Son has made us appear so. We
Atom’s brightest and most faithful. Her passing
promise all we want is peace with the settle-
is a sadness we must all bear.” Isolde is upset to
ments. But first, the heretic’s reign of terror
hear of Dawn’s fate and passing. A PC can make a
must be put to an end.” She is deeply troubled
PER + Speech test with a difficulty of 3 to notice
by the death and destruction caused in Atom’s
Isolde’s attitude is one of guilt when she struggles
name. She wishes the settlements no ill will and
to talk about Dawn. If questioned, she reveals that
does not want her flock to be blamed for the Last
she asked Dawn to befriend and keep tabs on the
Son’s actions.
Last Son when he lived at their settlement. After
ƒ “He left in search of ruins of an old-world mil- exiling him, Isolde asked Dawn to join his follow-
itary base— Whately Research Facility. What ers and spy on his activities in Whately Research
resides within is no gift of Atom’s.” Isolde reveals Facility. She knows in her heart that the Last Son
that she knows the Last Son’s location but does transformed her daughter into a monster as an act
not elaborate on how she received the informa- of petty revenge. She is grateful that her daughter is
tion. The facility is hidden underground beneath a at rest, at last.
buried church 12-hours trek west of the crater. The

214 FALLOUT  Winter of Atom


MAIN QUEST: THE BURIED CITY
Directed to a military facility buried beneath the
This quest becomes available when the PCs learn of
Glowing Sea, the PCs arrive just in time to confront
Whately Research Facility’s location or find it inde-
the Last Son of Atom before he can enact his plan
pendently. Add 2 AP per PC to the GM’s pool when
to bring about the Day of Division. Inside Whately
the quest begins.
Research Facility lie the remains of an insidious pre-
war military chemical weapons test program run by
The Buried City is the final main quest of Winter of a mad cult leader—General John Whately, the Last
Atom, and you should review the quest in its entirety Son’s ancestor. A secret elevator in Whately’s office
before running it. To make the endgame more specific leads deep beneath the earth to the excavated ruins of
to your unique version of the quest line, consider the a city that pre-dates known history, filled with strange
following preparations: technology that defies human understanding.

ƒ Add additional lore to Whately Research Facility to The Last Son spent several weeks experimenting on
suit your tastes. his followers using the crystalline device he found
in the buried city. The device’s energy field inflicts
ƒ Populate the facility with Children of Atom or
the followers with vivid hallucinations, shattering
other NPCs your players already know.
their psyches and leaving them in a violent state. The
ƒ Prepare ideas for every vision PCs will experience Last Son barely clings to his sanity while he finishes
during Scene Two: Descent Into Madness. integrating the device into his custom power armor so
he can control it. When he returns to the surface, he
ƒ Consider the creepy and epic way you will present
plans to expand its energy field to impact the minds
the final encounter with the Last Son of Atom in
of everyone in the region.
Scene Three: Atom’s Glow.

Chapter Four  THE DAY OF DIVISION 215


In this quest, PCs have the following objectives:

stone ruins have been dragged into a large circle to


ƒ Explore the pre-war research facility and locate the
form a garish firepit. The pit does not look as though
Last Son of Atom.
it has seen use in a long time.
ƒ Embrace or resist the ancient device’s visions of
alternate realities. A large, cracked brass church bell lies overturned
near the buried altar. Near the altar, a ten-foot hole
ƒ Prevent the Day of Division or join the Last Son
has been excavated in the earth. At the bottom of that
of Atom.
hole lies a heavy metal hatch with a rusty handle.
Whether the device truly allows peoples’ minds to The hatch features no writing or viewing port.
travel to peaceful worlds—or merely causes vivid hal-
lucinations controlled by the Last Son—much of the The church interior has been picked clean of any
Commonwealth will be plunged into chaos unless the valuable loot. However, it is an ideal place to set up
PCs stop the Day of Division from coming to pass. camp—hostile creatures do not enter the church.

CONTENT WARNINGS AND CHANGING SCENES Opening the hatch reveals a rubble-strewn access
This quest contains elements of cosmic, body, and supernat- ramp descending to a battered elevator. The Children
ural horror. Gamemasters may wish to alter the quest in one of Atom recently repaired the elevator. The elevator’s
or more of the following ways to better suit the needs of their only two buttons are in the form of yellow faces—one
group: smiling and one frowning. When someone presses
the smiling button, the elevator begins its shaky 100-
ƒ Avoid describing unexplainable supernatural events foot descent to R1. Reception Ruins in the Whately
and focus more on the facility ruins and the remains of Research Facility.
Whately’s cult.

ƒ During Scene Two: Descent Into Madness, allow EXPLORING THE FACILITY
players the opportunity to describe their characters’ The facility is a particularly deadly area far from
visions of other universes rather than inflict them with the nearby settlements where PCs are likely to meet
nightmares provided. friendly faces. If any PCs die in the facility, players
may create a new character who is already down in the
facility for an unknown reason with their own motives
for putting an end to the Last Son’s reign of terror.

SCENE ONE: WHATELY RESEARCH Much of Whately Research Facility is dark, requiring
FACILITY a light source to explore. Its rooms are far enough
underground to be unaffected by the Glowing Sea’s
Begin this scene when the PCs travel to Whately deadly radioactivity.
Research Facility—a 12-hour journey at normal pace
from the Crater of Atom. The hatch to the facility Atmosphere. The facility is the last major area PCs
lies in the wreckage of a half-buried Catholic church explore in Winter of Atom. There, they experience
located in the western Glowing Sea. PCs enter the unsettling senses and unexplainable phenomena.
church by crawling through a hole in its shattered Use each room’s Increasing Tension as a guide to
roof. When they do, read or paraphrase the following: encourage players to engage with the creepy environ-
ment between encounters. Winter of Atom provides
Atomic ash mixes with snow, coming through the few concrete answers for supernatural events or the
hole in the church’s roof and leaving a thick coat over history behind Whately’s cult and experiments. You
everything inside. The church pews are smashed and can imagine more detailed explanations to share with
scattered across the ground. Some of those jagged players or leave much of the facility an eerie mystery.

216 FALLOUT  Winter of Atom


Resting. PCs face a deadly gauntlet while fight- Scavenging. The Children of Atom have heavily
ing their way through the facility. Allow them one searched most of the facility for loot. Scavenging tests
opportunity to rest safely during their exploration have a difficulty of 2 for each room, with a compli-
prior to reaching General Whately’s Office. If they cation range of 4 (17-20). Scavenging a room takes 10
rest multiple times, interrupt their attempts with minutes. Each room yields a minimum of 1 and a max-
attacks by enemies presented later in this quest—sev- imum of 4 items (one additional item per AP spent)
eral Children of Atom Berserkers or a group of five from the Whately Research Facility Scavenging Table.
Protectron minions. When there is a scavenging complication, describe
something unsettling or supernatural the PCs encoun-
ter or add 2 AP to the GM’s pool.

WHATELY RESEARCH FACILITY SCAVENGING TABLE


2D20 ROLL ITEM 2D20 ROLL ITEM

2 Mini Nuke (1+1C


D) 22 Perfectly Preserved Pie

Heavy Combat Armor (either arm, leg,


3-4 helmet, or chest piece) with Polymer 23 Whiskey
Material mod

CHEMICAL WEAPON TEST PATIENT


Gamma Gun with Electric Signal Carrier
5-6 24 CORONER REPORT (SCRIBBLED ON
Antennae mod
THE BACK: “Ha ha HA what a GAS”)

CHURCH OF ATOM PROPAGANDA


Syringer with Recoil Compensating Stock
7 25 PAMPHLET (TITLED: “Divide Us, O
mod
Great One!”)

Holotape (a man whispers, “I made


8-9 Syringer Ammo (4+2 C
D ) of any one type 26 a mistake. I should never have gone
down there. That thing isn’t God.”)

Holotape (a woman praying


feverishly to the Black Star Who
10-11 Shotgun Shells (6+3 C
D) 27
Dreams Beneath, begging to be
devoured)

Holotape (The Last Son of Atom


exclaims, “I found Him! Atom is here.
12 .44 Magnum Rounds (4+2 C
D) 28
If you are listening, rejoice! The Great
Division begins today.”)

Obsidian Statuette of a Tentacled Star


13-14 Gamma Rounds (4+2 C
D) 29
(smeared with blood and brains)

A Preserved Human Hand (still


15 Pre-War Formal Clothing 30
moving with a life of its own)

16 Pre-War Military Uniform 31 Behavioral Analysis Mod

17 Lab Coat 32-34 Addictol

18 Hazmat Suit 35-36 Super Stimpak

19 Welder’s Visor 37-38 Berry Mentats

20 Hard Hat 39 Ultra Jet

21 Utility Overalls 40 X-Cell

Chapter Four  THE DAY OF DIVISION 217


R1. RECEPTION RUINS Exits. On the room’s far side, shattered stairs lead
down to R2. Collapsing Corridors. PCs can climb the
The elevator creaks open, revealing the ruins of a twisted metal wreckage of a fallen overlook and reach
dark reception room. Above the central reception the second-floor blast door to R5. General Whately’s
desk hangs a clock— its hands stuck at the time Office. The door features an advanced biometric lock
9:47. An overhead sign reads: Whately Research that requires an unassisted INT + Science test with
Facility. a difficulty of 8 to unlock. If their test fails, PCs can
only open the door with General Whately’s Hand
Most of the room’s walls have collapsed, creating a (p.223).
perilous maze of rubble. Cubicles and side offices lie
impossibly buried. Navigating the labyrinth requires
R2. COLLAPSING CORRIDORS
squeezing between wreckage where anything could be
waiting around a corner. This long, 15-foot-wide main hall leads over mounds
of human waste and crumbling architecture. Smaller
On the far side of the room, an eerie red light shines hallways split off from the main corridor, their paths
through cracks in the ruins. blocked by fallen ceilings. Office rooms for research
directors and security forces lie almost entirely
Increasing Tension. As PCs explore, they might sense buried in the rubble. Fevered voices whisper prayers
the following: to Atom from somewhere deeper into the pitch-black
corridors.
ƒ Sights. Skeletons wearing pre-war military garb,
creeping shadows that disappear around corners, Increasing Tension. As PCs explore, they might sense
and the fresh corpse of a Child of Atom grinning the following:
ear-to-ear
ƒ Sights. Skeletal arms stretching through ruins, the
ƒ Sounds. Echoing footsteps, a rubble wall
ghost of a stern-faced older woman in a lab coat
collapsing, and incoherent babbling of voices in
passing through walls, and more smiling Children
the distance
of Atom corpses
ƒ Smells. Rotten eggs, copper, and chlorine
ƒ Sounds. A dripping water leak, shuffling footsteps,
Reception Desk. The corpse’s nametag belongs to and a person’s happy groan
Lieutenant Jake Ripley. A tattered map of the facility
ƒ Smells. Rotten eggs, cheap lipstick, and sweat
is tucked away in Ripley’s uniform pocket. Inside the
desk drawer lies an old, yellowed photo depicting a Children of Atom. 4 Children of Atom Berserkers
handsome young soldier and a sad-looking blonde blindly roam the halls, wearing robes pierced through
bride—getting married before an eerie black altar with metal bars and plates. They whisper soft prayers
engraved with sun and constellation symbols. while they hallucinate about alternate universes. PCs
can sneak past them by making a group AGI + Sneak
Lurking Predator. A Deathskull Radscorpion waits, test with a difficulty of 5. If the test fails or PCs make
burrowed beneath the rubble. It emerges to make a a lot of noise by scavenging or other activities, the
surprise attack against the most vulnerable PC when Children see them as mutant monsters invading their
the party scavenges or tries to open the biometric lock peaceful worlds—and attack.
to R5. General Whately’s Office. The radscorpion
does not pursue PCs who flee into the smaller office
or narrow nearby tunnels.

218 FALLOUT  Winter of Atom


Deathskull Radscorpion SPECIAL ABILITIES

BURROW: The deathskull radscorpion can tunnel


Level 26, Mutated Arachnid, ƒ
under the ground to strike at attackers. Burrowing
Legendary Creature (558 XP)
into the ground requires a major action. While
BODY MIND MELEE GUNS OTHER burrowing, the radscorpion is not visible and
cannot be targeted by attacks. It burrows two
12 12 4 — 3
zones as a major action, moving underneath
existing zones. Emerging from its burrow requires
HP INITIATIVE DEFENSE
a minor action; when it does so, the radscorpion
144 24 1
inflicts +2 C
D on all attacks until the end of its
turn.
PHYS. DR ENERGY DR RAD. DR POISON DR
ƒ VICE GRIP: Whenever the radscorpion inflicts
8(All) 6(All) Immune Immune
a critical hit with its claw attack, its target
becomes grappled and cannot move until they
ATTACKS
escape. The radscorpion can move or burrow
ƒ CLAW: Body + Melee (TN 16) 12 C
D Piercing, while grappling, taking the target with them.
Vicious Physical damage A creature can break the grapple by making a
ƒ STING: Body + Melee (TN 16) 9 C
D Persistent, STR + Athletics test with a difficulty of 3 while
Debilitating Poison damage within Reach—or by inflicting a critical hit on the
radscorpion.
SPECIAL ABILITIES
ƒ WEAK SPOT: Attacks that choose to target the
ƒ IMMUNITIES: The radscorpion is immune to radscorpion’s head ignore its Physical and
Radiation and Poison damage and their effects. Energy DR.

ƒ MONSTROUS: When the radscorpion misses with


INVENTORY
an attack, it immediately makes the same attack
as a free action without increasing the test’s BUTCHERY: Butchering the radscorpion’s corpse

difficulty. The new attack must target a creature requires an END + Survival test with a difficulty of 1.

in the same Range that it has not attacked yet A success yields 1C
D portions of radscorpion meat.
this turn. Additionally, it only suffers a critical hit If the test results in at least one Effect, butchery also

if an attack inflicts 14+ damage (after damage produces 2 C


D Rare Materials and a radscorpion
resistance) in a single hit, rather than the egg.

usual 5+.

Chapter Four  THE DAY OF DIVISION 219


Children Of Atom Berserker ATTACKS

IMPROVED COMBAT SHOTGUN: AGI + Small


Level 14, Human, ƒ
Normal Character (102 XP)
Guns (TN 13), 7 C
D Spread, Vicious Physical
damage, Fire Rate 2, Range Close, Inaccurate,
S P E C I A L Two-Handed
8 5 7 5 5 7 5 ƒ HEATED SUPER SLEDGE: STR + Melee Weapons
(TN 13), 8 C
D Piercing Energy damage, Two-
SKILLS Handed
Athletics 3 Sneak 2
SPECIAL ABILITIES
Melee Weapons 5 Speech 2
ƒ RAD RESISTANT: The berserker can survive
Repair 1 Survival 4
moderately high radioactivity for prolonged
Small Guns 6 periods. They have Radiation DR 5.

HP INITIATIVE DEFENSE ƒ LET RIP: Once per combat, the berserker may ‘let
rip’ with a volley from their Improved Combat
21 12 1
Shotgun. This adds the weapon’s Fire Rate of 2
to the weapon’s damage for a single attack (for 9
CARRY WEIGHT MELEE BONUS LUCK POINTS
C
D total).
230 lbs. +1C
D -
ƒ ATOMIC RAGE: While the berserker has less than
5 HP remaining, they gain +3 to all DR, and their
PHYS. DR ENERGY DR RAD. DR POISON DR
attacks deal +3 C
D damage.
3(Head, 4(Head,
Arms, Legs, Arms, Legs, 5(All) 0 INVENTORY
Torso) Torso) Cage Armor, Improved Combat Shotgun (7 C
D
damage), 2d20 Shotgun Shells, Wealth 3

Exits. Shattered stairs lead up to R1. Reception R3. TESTING FLOOR


Ruins. A cargo elevator door waits at the far end of
the corridor. The elevator lies broken at the bottom Beyond the elevator waits a concrete chamber that
of the shaft. Access ladders lead down 200 feet to R3. stinks of sulfur, held up by thick steel columns.
Testing Floor. Ancient, shattered skeletons lie strewn about the
room’s debris. Dozens of three-foot-tall metal
If a PC makes a PER + Scavenging test with a dif- cylinders are placed strategically around the floor.
ficulty of 3, they notice the elevator door is wired Each canister features the painted logo of a choking
to a trap placed inside the shaft. Disarming the trap Vault Boy.
requires an AGI or INT + Explosives test with a
difficulty of 4. If the disarm test fails or PCs open the On the far side of the room stand two open doors.
door, the trap detonates—anyone nearby is doused in One door leads into darkness while a sickly green
jet fuel and rocked by the heavy explosion, taking 8 glow spills through the other. A small army of heav-
C
D Persistent, Piercing, Energy damage. ily-armed robots patrol the chamber, blocking the
path from the elevator.

Two groups of 5 Protectrons each patrol while 1


mighty Sentry Bot guards the door to R4. The room’s
steel columns provide 3 C
D of cover. The robots begin
at Medium range from the elevator entrance. The
Sentry Bot stays put while the Protectrons advance.
PCs can escape back up the elevator shaft.

220 FALLOUT  Winter of Atom


Test Subject Storage. Add 1 AP to the GM’s pool for
the Sentry Bot’s Aggressive ability. If the trap at the Children Of Atom Protectron
top of the elevator shaft explodes, the forewarned Level 9, Robot,
robots attack as soon as PCs reach the bottom of the Minion Creature (22 XP)
chamber entrance.
BODY MIND MELEE GUNS OTHER
Otherwise, PCs can plan and make a surprise attack. 7 6 4 4 2
Sneaking through the room unnoticed requires an
HP INITIATIVE DEFENSE
AGI + Sneak test with a difficulty of 4—or a group
1 13 1
test with a difficulty of 6. A PC can reprogram the sen-
try bot if they approach unnoticed and make an INT
PHYS. DR ENERGY DR RAD. DR POISON DR
+ Science test with a difficulty of 4—if they fail either
4(All) 3(All) Immune Immune
test, the robots notice their intrusion and attack.

ATTACKS
The hallucinating robots believe they are in robot
ƒ ARM LASERS: Body + Guns (TN 11), 5 Energy
heaven: a dark land of rolling gears where humans
damage, Piercing 1, Range C
silently attend to their every desire. During combat,
they reprimand humanoid PCs for being naughty ƒ CRUSH, KILL, DESTROY: Body + Melee (TN 11) 5
Physical damage, Burst
man-bots—and robot PCs for being disgraceful trai-
tors to Atom.
SPECIAL ABILITIES

ƒ IMMUNITIES: The protectron is immune to Poison


Chemical Weapon Canisters. Attacks in this room
and Radiation damage and their effects. Also, it
have a complication range of 2 (19-20) because of the
is immune to all diseases.
placement of the canisters. Whenever a complication
ƒ FINAL GLORIOUS DIVISION: When the
is rolled during the encounter, canisters break open
protectron is defeated, it explodes, showering
due to crossfire. A dangerous amount of chemical gas
the nearby area with its fusion core’s radiation.
fills the air, inflicting 2C
D Stun, Poison damage on All creatures within Reach range take 5
everyone in the room.
Radiation damage.

Chapter Four  THE DAY OF DIVISION 221


Exits. Elevator shaft access ladders lead up to R3.
Children Of Atom Sentry Bot Collapsing Corridors. One door leads to a dark,
Level 15, Robot, empty chemical storage room, while the guarded door
Mighty Creature (219 XP) leads to R4. Test Subject Storage.

BODY MIND MELEE GUNS OTHER


12 6 3 3 3

HP INITIATIVE DEFENSE

52 18 1

PHYS. DR ENERGY DR RAD. DR POISON DR

6(All) 5(All) Immune Immune

ATTACKS

ƒ ATOMIC CHAIN GUN: Body + Guns (TN 15),


8[CD] Piercing, Radioactive Physical damage,
Burst, Range M

ƒ UNARMED: Body + Melee (TN 15), 8 C


D
Vicious Physical damage

ƒ SELF-DESTRUCT: Body + Melee (TN 15), 12 C


D
Physical damage, Blast, Range Reach

SPECIAL ABILITIES

ƒ IMMUNITIES: The sentry bot is immune to Poison


and Radiation damage and their effects. Also, it
is immune to all diseases.

ƒ KEEN SENSE: The sentry bot can attempt to detect


creatures or objects by reducing the difficulty of
PER tests by 1 (to a minimum of 0).

ƒ AGGRESSIVE: When the Sentry Bot enters a


scene, it generates 1 AP for the group pool or
GM—depending on the bot’s current loyalty.

ƒ NO PLACE LIKE ROBOT HEAVEN: The sentry


bot’s reprogramming by the Children of Atom
makes it resilient to hacking. Attempts to hack or
reprogram it require an INT + Science test with a
difficulty of 4.

ƒ SELF-DESTRUCT: If both the sentry bot’s arms are


injured—or if it is reduced to 26 HP or fewer—it
moves to the nearest enemy and uses its major
action to self-destruct on its next turn. The attack
is centered on itself and destroys the sentry bot.

INVENTORY

SALVAGE: Scavengers can salvage from a destroyed


Sentry bot by making an INT + Science test with a
difficulty of 1. A success yields a fusion core and 3
C
D units of Rare Materials.

222 FALLOUT  Winter of Atom


R4. TEST SUBJECT STORAGE Cryo Pods. All frozen individuals are dead—the
cryogenics failed. Only skeletons remain in the
Wide metal stairs descend to a circular chamber, broken tanks. The two working tanks contain
its floor obfuscated by a rolling layer of cold fog. preserved corpses:
An inert mechanical crane arm hangs over a bulky
command console in the center of the room. ƒ Three proud scientists wearing pre-war military
uniforms
Nine large glass storage tanks line the walls. Each
ƒ The upper torso of a Protectron painted with the
tank is filled with liquid nitrogen and contains four
symbol of Atom
aluminum cryogenic pods with glass windows. The
windows reveal frozen faces within the pods. Only ƒ Two Children of Atom men, frozen forever in a
two tanks are lit and working—they illuminate the tender lovers’ embrace
chamber with a grotesque green glow.
ƒ John Whately—perfectly preserved—wearing
Four-Star General regalia. His neatly trimmed black
Increasing Tension. As PCs explore, they might sense
beard is frozen. His dead, icy-blue eyes are open
the following:
wide in terror. The Last Son of Atom previously
removed him long enough to hack off one of his
ƒ Sights. Run-down maintenance bots that appear to
hands—but left the other. PCs can remove General
be praying, swirling shapes in the fog, and constel-
Whately’s Hand to unlock his office.
lations crudely spray painted on walls
Command Console. The crane arm can remove and
ƒ Sounds. Bubbling liquids, gas hissing from broken
open individual pods by operating the console. Logs
pipes, and fingernails scraping against glass from
indicate the only recent activity was new user Adam
somewhere indiscernible
Whately several weeks ago—they opened General
ƒ Smells. Rotten eggs, maple syrup, and carbon John Whately’s pod before returning it.
dioxide
Exits. Stairs ascend from the storage chamber to R3.
Testing Floor.
GM NOTE: CONTINUING THE QUEST
PCs must find a way into R5. General Whately’s
Office to proceed. If they struggle to decide what to do
next, guide them to retrieve General Whately’s Hand by
describing it as unusually large—just like the handprint on
the biometric scanner.

Chapter Four  THE DAY OF DIVISION 223


R5. GENERAL WHATELY’S OFFICE Filing Cabinets. The few remaining files detail
Whately’s cruel chemical weapon experiments on
Miraculously, this small office remains in good con-
volunteer citizens—kept frozen in cryostasis to
dition. Its hanging fluorescent lamp flickers eerily,
observe its impact on their conditions. Mysteriously,
powered by a mysterious source. On the right wall
Hancock’s Tricorn Hat sits atop one of the filing cabi-
above a moth-eaten couch, an old painting of the
nets, unless it was returned to him previously. The hat
Washington Monument rests askew. Filing cabinets
appears to be 500 years old and smells like mothballs.
lie overturned along the left wall.
If the PCs give it back to him, Hancock will literally
lose his mind.
A dusty red rug cuts through the middle of the room,
leading to an alcove behind a set of heavy purple
Desk. The cracked walnut desk plaque is embel-
drapes. Beyond, a battered old wheelchair sits behind
lished with four stars and reads John Whately;
a rusty desk. The American Flag hangs limply from
Protect and Serve. Its single drawer requires a PER
the wall, barely brushing against the top of a work-
+ Lockpick test with a difficulty of 4 to unlock. It
ing computer.
contains Whately’s pistol—The Magnumnomicon—
loaded with 4+2C
D .44 magnum rounds, and a King
Whately’s Office is unoccupied and well-preserved.
James Bible. Whately scrawled furious rants about
Several Church of Atom pamphlets lie scattered
Christianity’s lies in the bible’s margins—claiming the
about, and footprints through the dust suggest many
only true God is The Black Star Who Dreams Beneath.
Children have come and gone through this room.

224 FALLOUT  Winter of Atom


THE MAGNUMNOMICON
Ammunition: .44 Magnum Rounds

“With each pull of the trigger, another mind is opened to the incomprehensible.”

WEAPON DAMAGE DAMAGE DAMAGE FIRE


WEAPON NAME RANGE QUALITIES WEIGHT RARITY
TYPE RATING EFFECTS TYPE RATE

The Small Close


8C
D Vicious Special 1 C 6 Unique
Magnumnomicon Guns Quarters

This magnum features a mix of heavy iron in its Special: The Magnumnomicon inflicts all types
frame. Strange runes are engraved into its solid gold of damage. Roll damage as usual, and then reduce
barrel. The magnum’s oversized grip is crafted from the total by the target’s lowest Damage Resistance
rough leather of a questionable origin. Tentacle- (Physical, Energy, Radiation, or Poison) in the
like symbols are etched into the leather’s surface. location hit.
Ammunition fired from the Magnumnomicon
becomes imbued with strange energies of an unidenti- When this weapon’s attack reduces a non-Robot char-
fied scientific origin. acter or creature to 0 HP, they immediately die, and
their corpse begins to mutate in terrifying ways. If you
Commissioned by General John Whately, this one- spend 3 AP, the slain target rises again on your next
of-a-kind gun incorporates several teachings of his turn with half its maximum HP and gains immunity
family—most notably, to never raise up that which to Radiation and Poison damage. The risen target acts
you are not prepared to put down. It must have been a immediately after you in the initiative order and fol-
weird coincidence that the gunsmiths involved in its lows your commands. At the end of the current scene,
creation died in mysterious accidents. it melts into a radioactive puddle, leaving behind a
cloud of stomach-churning green fumes.

The Magnumnomicon can be modified using any mod


applicable to a .44 Pistol.

Chapter Four  THE DAY OF DIVISION 225


Computer. A prompt appears when a PC uses the Give PCs a moment to interact after the elevator
computer: “Will you wake the Dreamer? Y/N?” If they comes to a stop. When the elevator door opens, PCs
do not type Y, a sobbing Vault Boy animation flickers immediately begin to experience visions of other real-
on the screen, then disappears. When they type Y, a ities. Each character finds themself alone—without
series of disturbing videos play: their companions—in an unexpected place. Choose
one PC to start with and allow them to explore until
ƒ A serpent devours its own tail. they resolve their moment of choice. For groups that
prefer not to split up the party, several or all PCs can
ƒ Atomic explosions flatten thirteen significant land-
experience the same vision. However, each character
marks on different continents.
must have their own moment of choice.
ƒ Black-robed individuals ritually sacrifice an elderly
man with wickedly curved daggers. VISIONS
ƒ Tree-sized tentacles writhe, intertwined around a Each PC experiences a unique vision that plays out
star-shaped obsidian statue. over a short scene. Their experience might be a
glimpse into an alternate universe or merely a vivid
ƒ At a sunny family cookout, everyone smiles and
hallucination—but present it as reality. Craft each
laughs way too much.
short scene so that it is meaningful to the player
Afterward, the floor in the middle of the office rises, and their character. Every vision features the follow-
revealing a secret mining elevator. ing elements:

Exits. The office door leads to R1. Reception Ruins. ƒ A reality that personally appeals to them
The secret elevator descends to the buried city a mile
ƒ At least one important person they care about
below—proceed to Scene Two: Descent Into Madness.
Encourage the PCs to rest, recover, and prepare before ƒ A growing sense of dread
they descend. This is an excellent opportunity for one
ƒ A moment of choice to either embrace or resist
final campfire scene between the characters before the
their new reality
end of the quest line.

REALITY
When crafting a vision’s reality, consider what you
SCENE TWO: DESCENT INTO know of the character. What are their goals? Do they
MADNESS mourn something they lost? Do they have a favorite
place or faction? What are their flaws and vices? Their
As the PCs begin their long descent to the buried city, first impression of this reality should be of a near
events do not go as planned when they enter the most paradise. Examples:
potent area of the ancient device’s maddening energy
field. Read or paraphrase the following: ƒ A peaceful settlement of Commonwealth settlers
and Children of Atom living in harmony
The descent from Whately’s Office is long, uncom-
ƒ A powerful settlement where everyone worships
fortable, and pitch black. The rusted cage of the
and fears them
rickety mining elevator rattles violently. It is difficult
to know how far you drop—hundreds of feet, a thou- ƒ A pre-war suburban paradise of blue skies, white
sand feet, maybe miles beneath the earth. The deeper picket fences, dogs barking, and friendly neighbors
the elevator goes, the louder its gears shriek. It feels
like forever before you finally come to an abrupt stop,
kicking up a cloud of old debris and dust.

226 FALLOUT  Winter of Atom


IMPORTANT PERSON After a character resolves their moment of choice,
start the next PC’s vision. When all characters have
The important person or people should create a strong
resolved their moments, allow characters who chose
emotional reaction for the character. They give the
to resist their alternate reality to attempt escaping
PC precisely what they need, whether it be comfort,
their vision (see Escaping the Vision)—one at a time.
catharsis, forgiveness, or something else entirely.
Examples:
Embracing the Alternate Reality. If the PC states out
loud that they choose to stay, all the strange occur-
ƒ A dead friend, family member, or lover is happy
rences fade away, and the vision becomes peaceful.
to reunite
Find a good moment to end the scene—it should feel
ƒ A legendary figure, or someone they look up to, like a final happy moment for the character. It is not.
tells them how proud they are
Add 2 AP to the GM’s pool. The PC remains trapped
ƒ A bitter rival admits that the PC is better than
within their mind and begins Scene Three: Atom’s Glow
them—and offers to serve them
under the Last Son of Atom’s control.
PCs may not trust or understand what they are expe-
riencing. The important person does what they can to Resisting the Alternate Reality. If the PC does not
keep them calm. They explain that there are infinite state out loud that they choose to stay, the vision
universes, some very different than theirs and some becomes hostile towards them. Friendly NPCs may
very similar—but happier. They tell the PC they have grow violent and monstrous, cursing them for past
begun to cross over to a better world. sins and blaming them for ruining paradise. The
environment itself may come to life and attack them.
DREAD Find an ominous note to end the scene on—it should
feel like the PC is trapped in hell, a terrifying final
As the scene continues, increase the tension by
moment for their character. And they very well
describing elements of the world that feel wrong.
might be.
Consider things you know the character (not the
player) is afraid of or disturbed by, then introduce
them to the vision. Present 1-3 increasingly unsettling
occurrences before moving to the moment of choice.
Examples:
If all the PCs remain trapped in their visions, decide
how to proceed. Some options include:
ƒ People begin acting oddly—speaking in a non-ex-
istent language and smiling too wide.
ƒ Skip to Scene Three: Atom’s Glow, The Fallout: Other
ƒ The environment becomes less real—colors bleed, Worlds. Winter of Atom, as written, ends there.
the sun turns black, or buildings collapse.
ƒ Allow one or more PCs to succeed at cost, escaping
ƒ A deadly monster, such as the gigapede or Sister their vision and waking up. They gain 2 Fatigue
Dawn, appears in the distance. that lasts until the PCs conclude Winter of Atom.

After all moments of choice and attempts to


MOMENT OF CHOICE escape the visions are complete, begin Scene Three:
The vision’s important person presents the moment Atom’s Glow.
of choice. As events become more horrific, they tell
the PC that the world they came from is trying to drag
them back. To resist, they must state out loud that
they choose to stay in this world. The NPC implores
the PC to decide to stay by leaning on whatever emo-
tional connection is between them.

Chapter Four  THE DAY OF DIVISION 227


Escaping The Vision ƒ +1 for each complication rolled during this scene

After resisting their alternate reality, a PC’s vision becomes ƒ +1 per additional PC for assisted tests if characters expe-
hostile towards them. Everything they encounter wants to rience the same vision
hurt them, physically or emotionally. To escape and regain
Each escape attempt has one of two outcomes. After reveal-
control of their senses, PC(s) must succeed on three vision
ing the outcome’s final moment, begin the next PC’s escape
tests before failing three tests. A vision test can be any
attempt.
appropriate Attribute + Skill or Attack test. As the
scene unfolds, present varied challenges to force PCs to
ƒ Failure. The PC witnesses the explosion of an atomic
make different kinds of tests. Every time they fail a test or
bomb. Its blast wave destroys everything in the vicinity
roll a complication, the situation becomes more nightmarish
and turns them to ash. Then they wake up, see the eleva-
and dire.
tor door open, and the vision begins anew just as it did
before. Their mind remains trapped in a loop, and they
The base test difficulty is 3 with a complication range of 2
start Scene Three: Atom’s Glow under the Last Son’s
(19-20). Modify the difficulty in the following ways (to a
control.
minimum of 1):
ƒ Success. The PC finds the secret elevator again and can
ƒ -2 if they take Berry Mentats, Ultra Jet, and X-Cell escape into it. If they do, they witness the explosion of an
during this scene atomic bomb nearby just before the elevator door closes.
When the door opens again, the vision ends before they
ƒ -1 for each test previously succeeded during this scene
see what is on the other side.

228 FALLOUT  Winter of Atom


SCENE THREE: ATOM’S GLOW Increasing Tension. As the PCs explore, they might
sense the following:
PCs who escaped their visions in the previous scene
wake up in an underground tunnel. Unknown to ƒ Sights. Drooling Children of Atom huddled up
them, during their mind-bending experiences, their against the walls, foul liquid dripping from the
bodies delved deeper into the tunnels at the bottom of ceiling, and pulsating patches of alien plants that
the elevator shaft. grow out of the stone

ƒ Sounds. A high-pitched whirring, deep chanting


PCs who did not escape their visions are mysteriously
in the distance, and the echo of the Last Son’s
absent at the start of this scene—their bodies con-
occasional prayers giving thanks to Atom for his
tinued further to the end of the tunnel, drawn by the
Division
Last Son of Atom’s energy field. They are currently
under his thrall, while their minds remain trapped ƒ Smells. Rotten eggs, ammonia, and something
in visions of alternate worlds. Do not reveal their unrecognizable and very unpleasant
whereabouts until the rest of the party reaches R6.
If PCs scavenge in the tunnels, they can take samples
The Obsidian Obelisk.
of the crystals of the strange crystals or plants present
to trade later, otherwise they don’t find anything use-
Give the waking characterst a few moments to get
ful to their lives on the surface. The Last Son does not
their bearings. Then read or paraphrase the following:
respond if they call out to him.

You find yourself in a tunnel dimly lit by iridescent


If PCs return to the facility instead of delving deeper
crystals embedded into its jagged walls. The obsid-
into the tunnels—or seem unsure of where to go
ian passage is nearly twenty feet wide, twelve feet
next—the Last Son and any enthralled PCs come
high, and slopes steeply downward. The air is hot
to them instead. Adjust the scene from R6. The
and choking, without a breeze to clear it. Chisel
Obsidian Obelisk accordingly.
marks scar the walls and floor. A few signs of human
excavation remain—broken tools, digging machines
Exits. A several-minute walk down the tunnel in the
with battered drills, abandoned lanterns left unlit,
direction of the Last Son’s voice leads to R6. The
and tracks of many footprints that zigzag through
Obsidian Obelisk. Ascending the tunnel in the oppo-
the dirt.
site direction for ten minutes leads to the elevator
connected to R5. General Whately’s Office.
A deep, recognizable voice begins to echo off the
walls, coming from somewhere lower in the tunnel.
The Last Son of Atom’s words sound strained and a R6. THE OBSIDIAN OBELISK
little mad. The Children of Atom only managed to excavate a
tiny portion of the buried city that pre-dates known
“Let’s talk of graves. Of worms and eulogies. Let’s history before the Last Son uncovered the crystalline
make atomic dust our sermon—and with rainy device he’d long dreamt of. The PCs arrive after the
eyes—write sorrow in the ruined ashes. For you have Last Son finally integrates the device into his power
but mistook me all this while. I live with canned armor. While wearing the modified armor, he
dog food, like you. I feel want and taste grief. Need controls the actions of anyone under the effects of the
friends. How can you say to me that I am a king?” device’s energy field. Wherever he goes, the device’s
energy field affects the minds of creatures within
several miles.

Chapter Four  THE DAY OF DIVISION 229


When the PCs encounter the Last Son of Atom, read the same light as the crystalline object adorning the
or paraphrase the following: Last Son’s chest plate. Tell players of affected PCs their
bodies are under the Last Son’s control while their
The excavated chamber beyond reveals a small minds experience alternate realities. Players can role-
portion of a buried ancient city. Three star-shaped play their enthralled PCs’ physical actions but cannot
buildings of smooth obsidian lie partially toppled. act against the Last Son’s telepathic commands.
Beyond them extends a massive abyss descending
into endless darkness. From the chasm’s depths, pale If the PCs threaten the Last Son or attempt to damage
purple tentacles the width of tree trunks emerge. the obelisk, he immediately becomes hostile—pro-
There are dozens of the grotesque, gently writhing ceed to Encounter-3A: The Last Son of Atom.
tendrils. They spread throughout the area, clinging
for purchase on the walls and ceiling. The Last Son’s Offer. If the PCs speak to the Last
Son, he is forthcoming, calm, and totally unrepentant
A tall, obsidian obelisk rises like a finger in the of his actions. His beliefs cannot be swayed. He tells
chamber’s center —pointing to the world above. them that if they stop fighting Atom, they can live in a
Mysterious hieroglyphs are inscribed into each of paradise of their choosing. They can even reunite with
the statue’s four sides, glowing with a cold blue light. their companions and people they have loved and lost.
Several shadowy figures stand around the obelisk,
too dark to make out from here. If a PC agrees to give in to Atom, their minds return
to the reality they experienced in the previous
Allow PCs a moment to prepare before they proceed. scene—you may even allow them to describe their
If they call out to the Last Son of Atom, he merely character’s idea of paradise. The PC’s body, however,
invites them to join him so they can speak peacefully. immediately becomes enthralled. If all PCs agree,
If they attack, proceed to Encounter-3A: The Last Son proceed to The Fallout: Other Worlds.
of Atom. When they approach, read or paraphrase the
following: During the conversation, PCs may learn the Last Son’s
perspective on the following:
The Last Son of Atom stands with his back turned to
the obelisk, watching your approach. He is mounted ƒ Identity. He was once called Adam Whately, a
in dark red-steel power armor painted with yellow descendant of General John Whately. John Whately
atomic symbols. A fist-sized cluster of crystalline was a heretic who followed a false god. He and his
shards embeds the Last Son’s chest plate, glow- followers were unworthy of finding Atom’s Glow
ing with the same light as the obelisk. A modified and were punished for their blasphemy.
gamma gun is attached to his hip. Bladed biome-
ƒ Motivation. Years ago, he met a righteous man
chanical tendrils hang from his steel arms. The Last
named Cromwell, who taught him of Atom and
Son’s helmet is transparent, revealing most of his
Division. That night, he first dreamed of finding
face. He looks gaunt and sickly—most of his hair
Atom’s Glow in a forgotten city beneath the earth.
has fallen out, and dark circles ring his yellowed eyes.
He continued to have the same dream every night.
His visions were harrowing and nearly killed him.
The Last Son raises his hands with a peaceful gesture
When he left the Church to search for the city, the
and addresses you in a calm, slightly strained voice.
pain stopped. He continued his search, building his
“Welcome to the City of Atom, my persistent friends.
flock ever since.
I am certain you have many questions. Before you
ask them, hear my offer. It is not too late for you to ƒ The Device. He calls the crystalline device Atom’s
know Atom’s Glow.” Glow. Its energy field allows him to guide his flock
to Atom’s infinite universes. It will soon help him
Enthralled PCs. Any PCs under the Last Son’s thrall usher in the Day of Division.
are present, standing guard around him. Describe
their expressions as vacant, their eyes glowing with

230 FALLOUT  Winter of Atom


ƒ The Day of Division. He is dying from chem use ENCOUNTER-3A: THE LAST SON OF
and exposure to Atom’s Glow. He believes that ATOM
Atom will be reborn in his body when he dies.
Add 6 AP to the GM’s pool at the start of this
Then Atom will walk the Wasteland to guide the
encounter. Players control their enthralled PCs,
masses to infinite universes.
directed by the Last Son of Atom’s telepathic com-
ƒ The Abomination and Obelisk. He considers mands. Portray the Last Son as a calm, talkative, nar-
the tentacled abomination his literal brother— cissistic killer. He prays for Atom’s strength and taunts
the First Son of Atom. It whispered to him in his the PCs by telling them he hates that they are forcing
dreams and showed him how to read the hiero- him to punish them.
glyphs on the obelisk. That is how he learned to
remove Atom’s Glow from the obelisk and control The Last Son and his allies attack whichever
its power. characters have acted most antagonistically towards
him. If a character targets an object he considers
ƒ The Buried City. He believes the city was the
holy, he instead attacks them. He prioritizes defend-
world’s first great civilization and that they turned
ing the following:
away from Atom’s glory. They got precisely what
they deserved.
ƒ Atom’s Glow
ƒ Other Sects. Other Church of Atom groups are
ƒ The obsidian obelisk
misinformed about their God’s truths. It may not
be too late to show them the Glow. He intends ƒ The buried abomination
to try.
Spending AP. At the start of each round, you may
ƒ Previous Actions. He believes that every innocent spend 2 AP from the GM’s pool to add 1C
D Children
he harmed was a necessary sacrifice—they will find of Atom Berserkers (minimum of 1) under the Last
their reward waiting for them in new universes. He Son’s control to the encounter. They rush in from
mourns the loss of his brave friend, the gigapede, surrounding tunnels or crawl out of the rubble.
whose sacrifice bought him the time he needed to
find Atom’s Glow. He cared deeply for Sister Dawn, Atom’s Glow. To free enthralled characters, PCs
and he regrets that she forced him to punish her must destroy the crystalline device in the Last Son’s
betrayal so harshly. chest plate. They can damage it by choosing it as a
hit location to target, but cannot hit it by rolling a
ƒ Plans. He intends to begin a pilgrimage across
hit location randomly. The device has 10 HP and is
the wastes, stopping at every settlement he finds
immune to Energy, Radiation, and Poison damage. A
to bring them the Great Division. His flock will
PC can determine how to free enthralled characters
grow. The faithful will travel to endless perfect
by succeeding on a PER or INT + Science test with a
worlds—and the wicked will know worlds of eter-
difficulty of 2.
nal suffering.

ƒ Hancock’s Hat. Yes, he stole it. No, it doesn’t fit If Atom’s Glow is destroyed, the Last Son’s calm
him well. Yes, they can keep it. demeanor shatters. He attempts to inflict maximum
pain upon those who ruined his plans—add 1 AP to
Once the Last Son grows tired of talking, he more
the GM’s pool per PC. Enthralled PCs immediately
firmly demands PCs make their choice. Once they
regain control of their bodies. Children of Atom
do, he orders his thralls to fill those who refuse him
Berserkers flee when their minds return to their
with Atom’s Fire. Proceed to Encounter-3A: The Last
bodies, and new berserkers cannot be added to the
Son of Atom.
encounter.

Hieroglyphed Obelisk. The hieroglyphed obelisk


provides 4C
D of cover. PCs can target it by making
an attack with a difficulty of 1. It has 20 HP and is

Chapter Four  THE DAY OF DIVISION 231


immune to Energy, Radiation, and Poison
damage. If the obelisk is destroyed by the
PCs or the abomination’s Tentacle Smash
attack, the Last Son’s crystalline device
shatters—see Atom’s Glow.

Buried Abomination. PCs can target one


of the creature’s tentacles by making an
attack with a
difficulty of 2. If the test succeeds, the abom-
ination is unharmed; it becomes enraged for
the remainder of the encounter. At the end
of each round, it attacks a random character.
Tentacle Smash Attack: TN 16, 12 C
D Breaking
Vicious Physical damage. To determine the tar-
get, roll a d20.

ƒ 1-5: The Last Son of Atom

ƒ 6-10: A random Children of Atom Berserker,


or the Last Son if there are none

ƒ 11-20: The last character to attack the


abomination

Using The Chem


Suppressant Syringe
To inject the Last Son with the syringe, a PC must first
damage a piece of his power armor by reducing its
HP to 0 or scoring a critical hit against it. A damaged
armor piece provides no DR; damage dealt to that
location is inflicted on the Last Son directly.

Once PCs have damaged a piece of his armor, they


can attack that location with a syringer using the
syringe as ammunition—or by making a STR or AGI
+ Medicine or Unarmed test with a difficulty of 2.
If they succeed, the Last Son loses the Nucleus of the
Atom ability. Unable to resist the area’s mind-altering
effects, he hallucinates seeing the ghosts of all the peo-
ple he’s hurt surrounding him—filled with Atom’s Divine
Glow—and realizes he is damned. On his next turn, he
removes his power armor helmet and, screaming for
forgiveness, crushes his own skull with his power armor
fist. After he dies, enthralled characters become inert
until Atom’s Glow is destroyed.

232 FALLOUT  Winter of Atom


The Last Son of Atom ATTACKS

Level 17, Human, ƒ SHARPSHOOTER’S ELECTRIFIED IMPROVED


Major Character (369 XP) GAMMA GUN: PER + Energy Weapons (TN
14), 9 C
D
  Piercing 2, Radioactive, Stun Energy
S P E C I A L damage, Range Medium, Burst
5(11) 10 7 10 10 8 8
ƒ BIOMECHANICAL BLADED TENDRILS: STR +
Melee Weapons (TN 14), 10 C D
  Piercing,
SKILLS
Vicious, Breaking Physical damage, Parry
Barter 2 Science 6

Energy Weapons 4 Small Guns 1 SPECIAL ABILITIES

Medicine 4 Speech 6 ƒ IMMUNITIES: The Last Son is immune to


Radiation and Poison damage and their effects.
Melee Weapons 3 Survival 2
ƒ NUCLEUS OF THE ATOM: The Last Son is
Pilot 1 Unarmed 3
augmented by powerful chems and the crystalline
Repair 3 device embedded in his chest plate. He reduces
the difficulty of PER, INT, and CHA tests by 2
HP INITIATIVE DEFENSE (minimum of 0). Extra actions cost 1 less AP for
PERSONAL: 40, him—and whenever he spends AP to buy a d20,
Power Armor: the first one is free.
(14 Head, 14 22 1
ƒ ATOMIC BONDS: Whenever an ally assists
Arms, 14 Legs, the Last Son, their first success generates an
27 Torso) additional success.

CARRY WEIGHT MELEE BONUS LUCK POINTS ƒ AT-0M POWER ARMOR: The Last Son of Atom
wears custom AT-0M Power Armor. See Fallout:
260 lbs. +3C
D  8
The Roleplaying Game Core Rulebook, p.137 for
details on Power Armor. The armor allows him to
PHYS. DR ENERGY DR RAD. DR POISON DR
automatically detect non-robot creatures within
9 (Head), Long range and have a vague sense of their
8 (Head),
11 (Torso), actions, physical health, and emotional state.
9 (Torso), 7 Immune Immune
8 (Arms,
(Arms, Legs) INVENTORY
Legs)
Power Armor Frame, Fusion Core, Full Suit of AT-0M
Power Armor installed with Biomechanical Bladed
Tendrils mod, Sharpshooter’s Electrified Improved
Gamma Gun, 5+5 C
D
  Gamma Rounds, Wealth 5

Chapter Four  THE DAY OF DIVISION 233


Victory and Ruin. If the PCs defeat the Last Son of The Last Son Spared. If the PCs leave the Last Son
Atom, the buried abomination becomes enraged. It alive, he loses all will to resist them. He becomes
tears down the obelisk if it still stands, causing Atom’s quiet, remorseful, and relents to whatever they choose
Glow to shatter. Then it thrashes wildly, causing the to do with him. If they escape the city with him, the
ceiling to start to collapse. PCs have just enough time Last Son of Atom’s AT-0M Power Armor and other
to pick up the wounded, grab easy loot, and escape equipment are theirs for the taking.
towards the elevator. Narrate their escape as tense;
however, they reach the surface safely so long as they
do not linger too long. The elevator shaft collapses
behind them, burying the ancient city once more.

AT-0M Power Armor


DAMAGE RESISTANCES HEALTH LOCATIONS
ARMOR PIECE WEIGHT COST RARITY
PHYSICAL ENERGY RADIATION POINTS COVERED

AT-0M Helm 9 8 7 14 Head 12 800 Unique

AT-0M Chest Piece 11 9 9 27 Torso 20 900 Unique

AT-0M Arm 8 7 7 14 Arm 15 750 Unique

AT-0M Leg 8 7 7 14 Leg 15 750 Unique

The Last Son of Atom created this custom suit of power


armor from an unfinished X-01 Power Armor prototype. Special: When powered, the armor’s strange and exper-
He painted its dark red-steel casing with numerous yellow imental scientific alterations allow its helmet to show the
atomic symbols. Long, bladed tendrils hang from the suit’s wearer details about nearby creatures. The wearer auto-
arms. When the armor is powered, the arm tendrils some- matically detects non-robot creatures within Long range and
times writhe with a biomechanical mind of their own. The gains a vague sense of their current actions, physical health,
helmet piece is partially transparent, revealing the face of and emotional state.
whoever wears the armor.

Unique AT-0M Power Arm Mod


ARM MOD EFFECTS LOCATION WEIGHT COST PERKS SKILL

While armor is powered, you can


make a unique melee attack.
Biomechanical
BIOMECHANICAL BLADED TENDRILS: Arm +8 +200 Science! 3 Science
Bladed Tendrils
10C
D Piercing, Vicious, Breaking
Physical damage, Parry

Final Moments. Allow PCs the opportunity to After giving each player a chance to frame their
resolve their last moments together in the elevator or final moments, you may proceed immediately to The
Whately’s Office. Shine the spotlight on each of them Fallout. Alternatively, you can allow PCs to continue
by asking their player questions like: to play from where they left off in Whately Research
Center.
ƒ What does your character look like right now?

ƒ After what they experienced below, how are they


feeling, or what are they thinking?

ƒ What is the last thing we see them do in the scene?

234 FALLOUT  Winter of Atom


THE FALLOUT The following conditions trigger suggested endings:

All good stories must end to make way for new tales. ƒ If the PCs chose to stay in—or never escaped—
This quest line, as written, ends when the PCs com- their alternate realities, proceed to Ending: Other
plete Main Quest: The Buried City. Your most impor- Worlds.
tant job is to make the players feel like the conclu-
ƒ If the PCs failed to stop the Last Son of Atom from
sion is the culmination of their characters’ actions.
returning to the Commonwealth with Atom’s Glow,
Discussing the consequences of their successes and
proceed to Ending: Great Division.
failures with them makes Winter of Atom—and any
future quests—even more meaningful. ƒ If the PCs stopped the Last Son and prevented the
Day of Division, proceed to Ending: Sweet Spring.
When you are ready to proceed to the ending, advance
time forward one month to the arrival of spring. ENDING: OTHER WORLDS
Winter of Atom features three recommended endings
Surviving PCs’ minds remain in idealized alternate
and their possible impacts on the Commonwealth.
realities that may be hallucinations or entirely real.
Adapt them to your table and story—or imagine
Meanwhile, their bodies join the Last Son of Atom’s flock
your own.
as he begins his pilgrimage to bring the Day of Division
to the world. Allow players to describe their characters’
Read or paraphrase the following before revealing
lives in alternate realities and ask them to frame their
the ending:
final moments in whatever way they wish. Add one or two
details of your choosing to what they imagine, building on
War. War never changes. During one long, deadly
their descriptions to tease the possibility of future stories
winter in the Commonwealth, its people fought
and uncertainties of their reality.
desperately for their lives against a megalomaniac
and his devoted cult. Settlements were pushed to the
You can leave the truth of their experiences vague, allow-
brink of ruin. Souls were lost to the twisted machi-
ing them to believe they achieved a happy ending of sorts.
nations of a Buried God. Too many good people
Or you can reveal that, while their minds live in para-
died, their hopes and dreams buried beneath the
dise, their bodies join the Last Son’s flock—if you do, see
atomic ice.
Ending: Great Division.

But ice thaws. Snow melts. Winter passes. Spring


always returns. And with it, fortune rises again in ENDING: GREAT DIVISION
the ruins of old Boston. Settlers come and go, as Should the Last Son defeat the PCs or otherwise succeed
impermanent as the seasons, making way for new in returning to the Commonwealth with Atom’s Glow, he
stories to be told in the nuclear wasteland. meets fierce resistance from the Minutemen and settlers
from Diamond City. They successfully drive his cult out of
Only one thing is certain. Peace never lasts. And war the region at a high cost. He flees westward, continuing to
never changes. build his flock of mind-controlled followers on a pilgrim-
age across wasted America.

Chapter Four  THE DAY OF DIVISION 235


The Commonwealth’s victory over the Last Son is not ƒ The USS Germination, under new leadership, man-
without its costs. Reveal what has been lost to your play- ages to disembark from land and prepares to set out
ers. Possible consequences may include: to sea. Its destination lies across the Atlantic Ocean to
unknown lands.
ƒ The Last Son takes over the USS Germination as
ƒ Mirage hosts a grand going-away party for one night
soon as he re-emerges. There, he grows new stores
only, inviting all friendly groups in the Commonwealth
of flesh fruit to build his stronghold, New Eden.
to attend. During the event, they announce they intend
He launches his invasion from the harbor until he
to road-trip south as far as the coast takes them. The
is eventually defeated.
Freeques of Big Top and The Jambakers band from
ƒ Mirage and its inhabitants fall under the Last Son’s Beatsville join them on the road.
thrall. When he flees the Commonwealth, their roam-
ƒ The commune of Beatsville votes to leave the
ing fortress becomes his mobile base of operations.
Commonwealth and seek out the Chelsea Arts District
ƒ The Last Son’s followers place a cache of mini nukes in the ruins of fabled New York City. There, they hope
within the walls of Mechminster Abbey under cover of to find more like-minded people and build their com-
night. The resulting detonations level the settlement, mune anew.
and few live to tell the tale.
ƒ The people of Mechminster Abbey rebuild their
ƒ The residents of Big Top join the fight against the Last defenses. They continue to do their best to support
Son, but many perish. The survivors are too weak those living on the Commonwealth’s fringes. The
to resist an unexpected attack by the Institute. The Sisters of the Forge melt down the unholy weapons and
Institute captures the Big Top’s synth refugees. The few armor of fallen Children of Atom. They use the scrap
remaining settlers depart the Commonwealth to go to build a great monument for all who perished during
their separate ways. the cruel winter.

ƒ The final battle against the Last Son takes place outside ƒ Despite strained relations between Mother Isolde’s
the junkyards of Beatsville, resulting in the commune’s sect at the Crater of Atom and other settlements, the
destruction. The survivors integrate into Diamond City, Children of Atom move about and trade more freely.
forced to survive in its capitalist society. They sustain their isolated lives in the Glowing Sea,
dedicating themselves to Atom’s true Glow.
ƒ Mother Isolde’s sect at the Crater of Atom continues
to be ostracized by other settlements, considered
guilty by association with the Last Son. Surviving in
the Glowing Sea without meaningful allies proves
FUTURE QUESTS
very difficult.
If they survived, the characters are now legends in
the Commonwealth. However, their tales may only be
ENDING: SWEET SPRING beginning. Several ideas for future high-level quests
Should the PCs defeat the Last Son, peace returns to the follow, encouraging you to create new locations and
Commonwealth with the arrival of spring. Peace may be challenges for your players to enjoy.
short-lived, but many settlers revere the characters as
heroes for a time. THE GREAT JOURNEY
If the PCs join one of the groups leaving the
The defeat of the Last Son heralds a time of significant
Commonwealth come spring, their journey could
change in the region. Reveal new developments in the
take them almost anywhere. They may find themselves
Commonwealth to your players. Possible consequences
exploring the bombed-out ruins of New York City,
may include:
passing south through the Capital Wasteland,
or crossing the Atlantic Ocean to unexplored con-
tinents with very different ways of life than the
American Wasteland.

236 FALLOUT  Winter of Atom


Some keys to creating a good road-trip include: Roleplaying Game GM’s Toolkit, and other resources
from Modiphius Entertainment provide more tools to
ƒ Keep quests short and episodic before moving on support factions and settlements in your game.
to a new area.
Some keys to designing a good politically driven
ƒ Use real-world locations and twist their details in
Commonwealth settlement quest include:
surprising ways to make each area colorful
and unique.
ƒ The video game Fallout 4 takes place sometime
ƒ Challenge high-level PCs with difficult moral soon after the end of Winter of Atom and may pro-
choices and show them their actions’ consequences vide ideas for stories and quests.
on the people they meet on their journey.
ƒ Give each faction clear motivations and goals that
put them in opposition, then ask the PCs to pick
RETURN TO THE BURIED CITY sides to see how conflict plays out.
The world of Fallout contains many mysteries that
ƒ Emphasize the importance of the PCs’ relation-
have never been fully explained. If the PCs want
ships with important NPCs and how their choices
to learn more about the buried city they glimpsed
impact those people.
beneath Whately Research Facility, they may attempt
to excavate and explore the ruins. What they find is
up to your imagination. The city could be the FAR HARBOR
remains of an alien race like the Zetans or tie into The PCs receive a message from a harborman from
the Dunwich Borers mystery (see Fallout: The the town of Far Harbor in what was once Maine. The
Roleplaying Game Core Rulebook, Chapter 6: harborman believes the Children of Atom on the
Corporations of Pre-War America). island unleashed a super-radioactive fog that threat-
ens to wipe out their town. After hearing that the
Some keys to building a good quest to explore the PCs overcame the Last Son of Atom, the harborman’s
buried city include: message promises what little they can offer in reward
if the characters come to Far Harbor and help them
ƒ Build the scope of the city with the understanding get rid of the fog.
of how many sessions you want the quest to last,
assuming most player groups explore 3-4 detailed Some keys to designing a good Far Harbor quest
rooms of a location in a 3-hour session. include:

ƒ Populate the rooms with eerie descriptions of what


ƒ The video game add-on Fallout 4 Far Harbor—and
characters sense, unsettling clues to the mystery,
online resources—detail the happenings on the
and challenging traps.
island and may provide ideas for stories and quests.
ƒ Design unique items and scavenging tables of
ƒ Detail the key NPCs and motivations for the
oddities, then guard them with original high-level
island’s significant factions—the harbormen, the
abominations.
synths of Acadia, and the Children of Atom led by
High Confessor Tektus.
THE COMMONWEALTH IS OUR HOME
ƒ Emphasize the island’s crumbling New England
The PCs decide to continue living in the
structures, ghostly radioactive fog, and ambushing
Commonwealth, working with existing settlements, or
mutants like anglers, gulpers, and fog crawlers.
building their own. Now that they are powerful, they
require new antagonists capable of challenging them.
They may conflict with factions like the Institute, the
Railroad, or the Brotherhood of Steel. Fallout: The

Chapter Four  THE DAY OF DIVISION 237


Chapter Five
APPENDICES
INDEX. . . 240
CHARACTER SHEETS. . . 242
SETTLEMENT SHEETS. . . 246
Chapter Five

APPENDICES
INDEX
The index contains references to helpful stat blocks, To reference the page numbers for chapters, new rules,
items, rules tables, maps, and sidebars found else- main quests, side quests, and settlements, check in the
where in Winter of Atom. The book’s final pages pro- Table of Contents in the front of the book.
vide blank character sheets and settlement sheets you
can use to keep track of Settlement Reputation, other
variables, and general notes.

NPC STAT BLOCKS


ƒ Brahmin, p.110 ƒ Minuteman Rifleman, p.79
ƒ Brother Lucius, p.198 ƒ Mirage Security Guard, p.127
ƒ Brother Schumaker, p.74 ƒ Mister Gutsy Patriot, p.171
ƒ Brother Scrapjaw, p.97 ƒ Mutated Mariner (minion), p.87
ƒ Children of Atom, p.108 ƒ Neighborhood Watch, p.119
ƒ Children of Atom Berserker, p.220 ƒ Pilgrim, p.145
ƒ Children of Atom Fanatic (minion), p.78 ƒ Protectron Deputy D3N-Z3L, p.138
ƒ Children of Atom Handler, p.186 ƒ Radoid Freak, p.137
ƒ Children of Atom Protectron (minion), p.221 ƒ Raider, p.63
ƒ Children of Atom Sentry Bot, p.184 ƒ Regina, p.111
ƒ Children of Atom Soldier, p.204 ƒ Robber, p.174
ƒ Children of Atom Shock Trooper, p.185 ƒ Scavenger, p.61
ƒ Children of Atom Tinkerer, p.72 ƒ Sister Dawn, p.203
ƒ Deathskull Radscorpion, p.219 ƒ Super Mutant, p.152
ƒ Diamond City Security, p.120 ƒ The Last Son of Atom, p.233
ƒ Dr. Yarrow, p.92 ƒ Thrash, p.152
ƒ Eliza’s Dragon, p.73 ƒ Wastelander, p.58
ƒ Frost Feral Ghoul (minion), p.153 ƒ Yao Guai, p.96
ƒ Gigapede, p.181 ƒ Young Gigapede, p.78
ƒ Glowing One, p.204
ƒ Machine Gun Turret MK I, p.62

240 FALLOUT  Winter of Atom


NEW ITEMS USEFUL SIDEBARS
ƒ AT-0M Power Armor (armor), p.234 ƒ Atomic Winter Survival Pack, p.18
ƒ Chem Suppressant Syringe (chem), p.213 ƒ Building a Business, p.121
ƒ Cryojet (weapon), p.23 ƒ Curing Famished Fever, p.94
ƒ Flashbang Grenade (weapon), p.185 ƒ Famished Fever, p.84
ƒ Flesh Fruit (food), p.83 ƒ Green Snow, p.28
ƒ Grappling Gun (weapon), p.97 ƒ Long Journeys and Winging it, p.31
ƒ Memorial Battle Armor Plating (armor), p.171 ƒ Make Travel Interesting, p.30
ƒ Staff of Atom (weapon), p.75 ƒ Navigation Quick Reference, p.193
ƒ Tear Gas Launcher (weapon), p.139 ƒ Playing the Slots, p.126
ƒ The Magnumnomicon (weapon), p.225 ƒ The Golden Rule, p.13

TABLES MAPS
ƒ Boston Sewers Map, p.66
CAMPSITES AND TRAVEL TABLES ƒ Glowing Sea Map, p.192
ƒ Campsite Tiers, p.37
ƒ Campsite Visitors, p.36
ƒ Commonwealth Winter Random Encounters, p.33
ƒ Glowing Sea Random Encounters, p.195
ƒ Journey Complications, p.32
ƒ Strange Visions, p.194

ENCOUNTER DESIGN TABLES


ƒ Encounter Level (Determined by Difficulty), p.42
ƒ Making NPCs Unique, p.48
ƒ XP By NPC Level, p.44

UNIQUE SCAVENGING TABLES


ƒ Boston Sewers Scavenging Table, p.68
ƒ Glowing Sea Scavenging Table, p.196
ƒ Whately Research Facility Scavenging Table, p.217
ƒ Winter Wasteland Scavenging Table, p.34

SETTLEMENT TABLES
ƒ Settlement Reputation, p.38
ƒ Settlement Tasks, p.40

WINTER WASTELAND
ƒ New Dangerous Objects, p.29
ƒ New Hazards, p.28
ƒ Winter Environment Conditions, p.27
ƒ Winter Obstacles, p.27
ƒ Winter Terrain, p.27

Chapter Five  APPENDICES 241


CHARACTER NAME XP EARNED LEVEL
XP TO NEXT LEVEL

THE ROLEPLAYING GAME


CHARACTER SHEETS ORIGIN

STRENGTH PERCEPTION ENDURANCE CHARISMA INTELLIGENCE AGILITY LUCK

LUCK POINTS
SKILLS COMBAT
NAME TAG RANK
MELEE DAMAGE DEFENSE INITIATIVE
Athletics [STR]

Barter [CHA] HEALTH


Big Guns [END] HEAD (1-2) Maximum HP
POISON DR
Energy Weapons [PER] Phys. DR Rad. DR Current HP

Explosives [PER] En. DR HP

Lockpick [PER]
LEFT ARM (9-11) RIGHT ARM (12-14)
Medicine [INT]
Phys. DR Rad. DR Phys. DR Rad. DR
Melee Weapons [STR]
En. DR HP En. DR HP
Pilot [PER]

Repair [INT]
TORSO (3-8)
Science [INT]
Phys. DR Rad. DR
Small Guns [AGI]
En. DR HP
Sneak [AGI]

Speech [CHA] LEFT LEG (15-17) RIGHT LEG (18-20)


Survival [END] Phys. DR Rad. DR Phys. DR Rad. DR
Throwing [AGI] En. DR HP En. DR HP
Unarmed [STR]

WEAPONS
NAME SKILL TN TAG DAMAGE EFFECTS TYPE RATE RANGE QUALITIES AMMO WEIGHT

©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.

242 FALLOUT  Winter of Atom


PERKS & TRAITS
CAPS NAME RANK EFFECT

AMMO
CALIBER QUANTITY

GEAR
ITEM LBS.

CURRENT CARRY WEIGHT

MAXIMUM CARRY WEIGHT

©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.

Chapter Five  APPENDICES 243


CHARACTER NAME XP EARNED LEVEL
XP TO NEXT LEVEL

THE ROLEPLAYING GAME


CHARACTER SHEETS ORIGIN

STRENGTH PERCEPTION ENDURANCE CHARISMA INTELLIGENCE AGILITY LUCK

LUCK POINTS
SKILLS COMBAT
NAME TAG RANK
MELEE DAMAGE DEFENSE INITIATIVE
Athletics [STR]

Barter [CHA] HEALTH


Big Guns [END] HEAD (1-2) Maximum HP
POISON DR
Energy Weapons [PER] Phys. DR Rad. DR Current HP

Explosives [PER] En. DR HP

Lockpick [PER]
LEFT ARM (9-11) RIGHT ARM (12-14)
Medicine [INT]
Phys. DR Rad. DR Phys. DR Rad. DR
Melee Weapons [STR]
En. DR HP En. DR HP
Pilot [PER]

Repair [INT]
TORSO (3-8)
Science [INT]
Phys. DR Rad. DR
Small Guns [AGI]
En. DR HP
Sneak [AGI]

Speech [CHA] LEFT LEG (15-17) RIGHT LEG (18-20)


Survival [END] Phys. DR Rad. DR Phys. DR Rad. DR
Throwing [AGI] En. DR HP En. DR HP
Unarmed [STR]

WEAPONS
NAME SKILL TN TAG DAMAGE EFFECTS TYPE RATE RANGE QUALITIES AMMO WEIGHT

©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.

244 FALLOUT  Winter of Atom


PERKS & TRAITS
CAPS NAME RANK EFFECT

AMMO
CALIBER QUANTITY

GEAR
ITEM LBS.

CURRENT CARRY WEIGHT

MAXIMUM CARRY WEIGHT

©2021 Bethesda Softworks, a ZeniMax Media company. All Rights Reserved. Permission granted to reproduce for personal use only.

Chapter Five  APPENDICES 245


SETTLEMENT Denizen Reputation
POPULATION DEFENSES FOOD SUPPLY Outlook Rank
NAME

gm NOTES
DETAILS

SETTLEMENT Denizen Reputation


POPULATION DEFENSES FOOD SUPPLY Outlook Rank
NAME

gm NOTES
DETAILS

SETTLEMENT Denizen Reputation


POPULATION DEFENSES FOOD SUPPLY Outlook Rank
NAME

gm NOTES
DETAILS

SETTLEMENT Denizen Reputation


POPULATION DEFENSES FOOD SUPPLY Outlook Rank
NAME

gm NOTES
DETAILS

246 FALLOUT  Winter of Atom


SETTLEMENT Denizen Reputation
POPULATION DEFENSES FOOD SUPPLY Outlook Rank
NAME

gm NOTES
DETAILS

SETTLEMENT Denizen Reputation


POPULATION DEFENSES FOOD SUPPLY Outlook Rank
NAME

gm NOTES
DETAILS

SETTLEMENT Denizen Reputation


POPULATION DEFENSES FOOD SUPPLY Outlook Rank
NAME

gm NOTES
DETAILS

SETTLEMENT Denizen Reputation


POPULATION DEFENSES FOOD SUPPLY Outlook Rank
NAME

gm NOTES
DETAILS

Chapter Five  APPENDICES 247


248 FALLOUT  Winter of Atom
Chapter Five  APPENDICES 249
You’re

Immerse yourself in a
whiteout nuclear winter in the
Commonwealth Wasteland.

Face a fearsome evil sect of


Children of Atom, led by the
Last Son of Atom.

Meet brand new groups traveling


the Commonwealth, from beatniks and
circus big tops, to traveling casinos
and religious weaponsmiths.

Take your characters


through a main quest line
from level 1 – 17 and beyond!

Create characters with new origins


for Gen-3 synths, Children
of Atom, and Protectrons.

Enhance your game with new rules


for surviving the harsh winter and
gaining reputation with settlements.

I S B N 9 78 -1- 8 0 2 81- 0 3 6 - 3

9 781802 810363
© 1997-2021 Bethesda Softworks LLC, a ZeniMax Media company. Bethesda Softworks, ZeniMax and related logos are MUH0580202
registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. Fallout and related logos
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250 FALLOUT  The Roleplaying Game

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