FALLOUT 5ev2
FALLOUT 5ev2
Wastelander’s Guide
Inspired By
“Fallout: A Post Nuclear Role Playing
Game” By: Hunter Starks
(Update 2)
-Welcome to The Wasteland
You have traveled far from Faerun, haven’t you? Welcome to the world of Fallout! This series was
originally published by Interplay in 1997 with the original action RPG “Fallout: A Post-Apocalyptic
RPG”. With this helpful guide, I hope to provide an endless adventure in the ruin of Post-War United
States.
0
-Chapter 1: Races Ghoulish: After years of high radiation exposure,
you have gained immunity to Radiation (necrotic)
Damage.
Ghoul: The Unfortunate
Survivors Feral Struggle: At levels 5, 10, and 15 the player
After suffering the pain of nuclear must make a Feral save. This save DC is equal to
the player's level. On a successful save, nothing
fire burning your flesh off, you happens. On a failed save, the player will be
may have the misfortune of turned into a Feral Ghoul in a span decided by the
becoming a ghoul. Ghouls live in DM. This span of time must be no longer than 6 in
constant discrimination from the game months but no shorter than 1 in game hour.
majority of humans for their This transformation is not treatable nor curable.
“zombie”-like visage.
Languages: You can speak, read, and write
Ability Scores: Con +3, Cha -2 in Common and one other language.
Human: The Ones Who
Size: Medium Rose from Ashes
Speed: 30ft. After the bombs fell in 2077,
humanity survived in massive
Age: Ghouls seemingly do not age; they appear to underground shelters called
be as old as they were when they mutated. Vaults.
Alignment: Ghouls are simply humans who have When the dust of war had
had a run of bad luck. They do not typically lean settled,
towards good or evil, but many have a cynical humanity came out of the ground
nature that causes them to be more chaotic than to
most wastelanders. reclaim the remnants of a destroyed
world. Many humans can trace their
Size: Ghouls vary widely in height and build, from lineage to the Vaults.
barely 5 feet to well over 6 feet tall. Ghouls
typically weigh between 10 and 30 pounds less Ability Scores: Choose any two +2
than when they were human.
Size: Medium
Darkvision: Being a ghoul isn’t all that bad; you
have superior vision in dark and dim conditions. Speed: 30ft.
You can see in dim light within 30 feet of you as if
it were bright light, and in darkness as if it were Age: Humans reach adulthood in their late teens
dim light. You can't discern color in darkness, only and live less than a century.
shades of gray.
Alignment: Humans tend toward no particular
alignment. The best and the worst are found Regardless of your position in that range, your
among them. size is Medium.
Size: Humans vary widely in height and build, Languages: You can speak, read, and write
from barely 5 feet to well over 6 feet tall. in Common and one other language.
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Mr. Handy: The Perfect Servant the player's level. On a successful save, nothing
happens. On a failed save, the player will fall to
In the year 2037, General Atomics International pieces in a span decided by the DM. Must be no
released the first domestic robot for the general longer than 6 in game months but no shorter than
masses. These multipurpose robots have been 1 in game hour. The character may be repaired
commonly used in homes, hospitals, and even over a 72-hour period with a DC-24 INT check.
the military.
Handy: You gain proficiency in any 3 skills of
Ability Scores: Int +1, Cha +1 your choice.
Size: Medium Arms!: Your 3 arms are versatile tools for
completing everyday tasks, but they can also be
Speed: 25ft. much more. During a short rest, you can replace
one of your hands with any weapon that does not
Age: A Mr. Handy has a 500 year warranty. But have the Heavy property. This new attached
does it really? weapon gains +1 to attack rolls.
Size: A Mr. Handy’s metal body is made of a 3- You Are a Robot: As a robot, you are immune to
foot diameter sphere with 3 arms that float 3 feet disease. You do not need to eat or breathe.
off the ground. They weigh 120 pounds. Instead of sleeping, you enter an inactive state for
4 hours each day. You do not dream in this state;
Languages: You can speak, read, and write you are fully aware of your surroundings and
in Common and one other language. notice approaching enemies and other events as
normal.
Built to Last:At level 5, 10, and 15 the player must
make an Expiration save. This save DC is equal to
Fix Me Up: You do not heal like other races. As an of about 200 years after being mutated from a
action, you or another character within 5 ft. can human.
make a Technology (Arcana) check. The DC is
equal to your level. On a success, you heal 2d4+4 Size: Super Mutants are usually over 7 feet tall
hit points. and weigh between 300 and 350 pounds.
Super Mutant: The Experiment Gone Wrong
Languages: You can speak in Common. You
As the Great War progressed, the U.S. cannot read unless you have an Int Score of 16 or
Government began to experiment on soldiers to higher.
make them immune to chemical weapons. While
this experiment worked, it came with some Green & Mean: You gain proficiency in
interesting side-effects, namely a series of giant the Intimidation skill.
muscular monsters.
Super Attack: When you score a critical hit with a
Ability Scores: Str +2, Con +1, Int -2 melee weapon attack, you can roll one of the
weapon's damage dice one additional time and
Size: Medium add it to the extra damage of the critical hit.
2
-Chapter 2: Factions & Many Mentors: When you attempt to learn or
recall a piece of lore, if you do not know that
information, you can think back to one of your
Backgrounds Followers of The many mentors you would have had from back
Apocalypse home with the Followers who is an expert of this
piece of lore. Your DM can decide who this expert
Skill Proficiencies: Medicine, Insite is and where they can be found.
Natural Knowledge: Living outside of civilization Equipment: Wastelander Garb, 1 Simple weapon,
has made you one with nature. You always know 1 Martial Ranged Weapon, Wasteland Rations/7
the direction of north and know how to keep meat days, 1 Rad-Away, 30 Caps
fresh for up to 2 weeks without refrigeration.
Vault Dweller Prospecting: You have intimate knowledge of
finding “diamonds in the rough.” You have
Skill Proficiencies: Choose Two: Athletics, advantage on Investigation checks when
searching for Caps.
3
-Chapter 3: Feats Animal Friend
You gain proficiency with the Animal Handling skill. Pip-Boy
If you already have proficiency, your proficiency
bonus is doubled. Prerequisite: Pip-Boy Item
Congratulations! You have obtained a
Cannibal S.P.E.C.I.A.L. gift. A Pip-Boy! This device acts as
You are an absolute monster. Hardly even human. FM Radio, Flash Light, Map and information
Although humans are certainly tasty! As an action, storage device. It can also be used to access
you can consume human flesh to regain an extra certain Vault-Tec computers. You are also able to
hit die during a short rest. At level 10, you regain use the Vault-Tec Assisted Targeting System.
extra 2 hit die. Once per short or long rest, a player may use
VATS to gain advantage on their attack roll. If a
Chemist player has the Vault Dweller Background or a INT
score of 18 or higher, the player can use VATS
Chems affect you for twice as long as they twice per short or long rest.
normally do. Purifier
Healing Glow You deal an extra 1d6 whenever you deal
damage to Monstrosities.
Prerequisite: Ghoul
Terrifying Presence
When taking a short rest within 30ft. of a source of
radiation, you heal 1 extra hit die. You gain proficiency with the Intimidation skill. If
you already have proficiency, your proficiency
Lead Belly bonus is doubled.
A little radiation never hurt anyone, right? When Vigilant Recycler
consuming irradiated food or drink, you take no
Radiation (necrotic) damage. You are able to take the last bit of charge from your
energy cells and make them last a bit longer.
Mister Sandman During a short rest, you can take 5 depleted
energy cells and create 1 fully charged energy cell.
When attacking an unconscious creature, your
damage die is doubled.
4
-Chapter 4: Conditions any addictive chem. If you become you to control your body's movements.
addicted to more than one Chem, You have a -1 to your Strength modifier,
the Symptoms stack. and disadvantage on Strength and
Radiation Poisoning Athletics checks. After stopping use of
Chems, your body has begun to
When you are exposed to high experience tremors. Your hands shake,
amounts of radiation (necrotic Strength
and you are no longer able to hide it. Your
damage) without treatment, you can Dex modifier takes a -1 and you have
be made to make a Rad Check and disadvantage on any Attack rolls. In
roll a Con Save. When you fail this addition, your shaky footing makes it
difficult to perform any Dexterity-related
save, you are raised to the next Rad skills, and you have disadvantage on
Level. On a failure of DC 5, you those rolls.
reach Rad Level 1. The DC Withdrawal leaves you with cravings and
increases to 10 at Rad Level 2 and pains. You are never satiated when
to 15 at Rad Level 3. Once the Dexterity Constitution eating, and food feels entirely
player fails the DC15 Rad Check of unfulfilling. During the course of the day,
Rad Level 3, they become the DM can force you to make random
Constitution saving throws (DC15), and a
Ghoulified. failure will do you 1d4
damage. Your Constitution modifier gets -
Ghoulification 1 and you have disadvantage on
Constitution skill checks.
After Failing the DC 15 of Rad Level Your memory and cognitive functions are
3, this character must replace their starting to fail you. The DM can impose a
race to Ghoul with their Racial state of Confusion on your character at
Abilities Replaced with Ghoul Racial Intelligence their discretion, and your Intelligence
Abilities. modifier takes a -1. In addition, you have
disadvantage on History, Arcana (Tech),
Investigation and Perception checks as
Addiction your eyes have become sensitive to light
and colors.
After each use of an addictive Your thoughts have become disjointed
Chem, a player must make a DC 12 and jumbled. You cannot create coherent
constitution saving throw to ideas, and your ability to read people and
determine if they will become situations takes a hit. Your Wisdom
addicted. On a failed save, the modifier goes down -1 and you have
Wisdom disadvantage on all Wisdom skill rolls. In
player now be affected by a addition, you have nightmares, and the
Withdrawal Symptom (determined DM can impose Exhaustion and/or
by a d6 roll) until the player is cured Madness at their discretion. Thanks to the
of addiction. On a Critical Fail, the Chem, your drug-addled brain has
player gets 2 Withdrawal difficulty understanding the difference
Symptoms. A player can be cured by between friend and foe, and you begin to
see a conspiracy within interactions.
a doctor, Adictol, or waiting 1 in Paranoia causes you to have a -1 to
game month without using any kind Charisma modifier, and you have
of chem. Withdrawal Symptoms can Charisma disadvantage on any skill checks that use
be delayed if you continue to take The use of Chems has created weakness Charisma.
in your muscles, and makes it difficult for
5
0.5 lbs.
-Chapter 5: Chems
This highly addictive over the counter pain killer
Buffout can help you in a pinch. You gain1d6 temporary
hit points.
Chem, Addictive, Common
Cateye Rad-X
Chem, Uncommon Chem, Uncommon
0.5 lbs. 0.5 lbs.
When consumed, you gain 60ft. of darkvision for 1 When consumed, you gain resistance to Radiation
hour. (necrotic) damage for 1 hour.
Fixer Stimpack
Chem, Uncommon Chem, Common
0.5 lbs. 0.5 lbs.
Sometimes you just need to get rid of the itch. You heal 2d4+2 hit points when this syringe is
When consumed, this chem removes 1 Withdrawal injected into your vein.
Symptom for 1d4 days.
Super Stimpack
Jet
Chem, Rare
Chem, Addictive, Uncommon
0.5 lbs.
0.5 lbs.
You heal 8d4+8 hit points when this syringe is
When inhaled, this amphetamine gives you a injected into your vein.
rapid burst of energy. For 1d4 rounds, your
speed is doubled and you gain 1 extra bonus Slasher
action.
Chem, Addictive, Rare
Med-X 0.5 lbs.
Chem, Addictive, Common When injected, this instant adrenalin rage gives
0.5 lbs. you 1d12 to add to all damage rolls for 1 minute.
Rad Away
Chem, Common
0.5 lbs.
During a long rest, the contents of this IV bag can
be used to heal 1 level of Radiation Poisoning.
6
-Chapter 6: Weapons ablaze, it deals an extra 2d6 fire damage to any
target it hits. The flames last until you use a bonus
action to pull the trigger again or until you drop or
General Weapons sheathe the sword.
This guide does not supply a resource for general
weapons. Most weapons can be flavored from the
weapons found on page 149 of the Player’s
Handbook. General fire arms can be found on
page 268 of the Dungeon Master’s Guide.
Although the majority of the weapons you will
encounter will not be in this guide, you will still be
grated with a few fun options to add to your
arsenal.
Laser Pistol
Firearm, Martial Weapon, Ranged Weapon, Uncommon
3d6 lightning - ammunition (30/120ft.), reload (50 shots) 2
lbs.
Laser Rifle
Firearm, Martial Weapon, Ranged Weapon, Uncommon
3d8 lightning - ammunition (100/300ft.), reload (30 shots)
two-handed
7 lbs.
Fat Man
Firearm, Martial Weapon, Ranged Weapon, Explosive,
Rare 15 lbs.
Power Fist
Martial Weapon, Melee Weapon, Rare
1d10 bludgeoning
10 lbs.
When you hit a target with this weapon, roll a 1d4.
On a 4, you push the target back 5ft.
Shishkebab
Martial Weapon, Melee Weapon, Rare
1d8 slashing – versatile (1d10)
7 lbs.
You can use a bonus action to pull the trigger,
causing flames to erupt from the blade. These
flames shed bright light in a 20-foot radius and dim
light for an additional 20 feet. While the sword is
7
-Chapter 7: Armor (Dexterity) checks.
If the wearer has a Strength score lower than 15,
Waste Leathers their speed is reduced by 10 feet.
Light Armor, Common
Radiation Suit
AC 11+ DEX
Medium Armor, Rare
10 lbs.
AC 11+ DEX
Even if it’s hot in the dessert heat, it might help
the next time a raider tries to stab you. This 20 lbs.
armor is typically made of stitched together While wearing this lead lined suit, you are immune
scraps of hardened leather and cloth. to radiation (necrotic) damage. However, if you
take any amount of piercing or slashing damage,
Scrap Armor you become resistant to radiation (necrotic)
Light Armor, Common damage. The suit can be repaired during a short
rest with a DC 15 Intelligence check.
AC 12+ DEX
13 lbs. Stealth Suit
This might be enough to stop a bullet? This armor Light Armor, Rare
is made of a combination of leather and AC 12+ DEX
scavenged scrap metal.
15 lbs.
Steel Armor While wearing this armor, you can spend an action
Medium Armor, Common gain advantage on stealth checks for 1 hour. This
ability cannot be used again until the end of the
AC 14+ DEX next 24 hours.
20 lbs.
Power Armor
If scrap won’t stop a bullet, you are pretty sure this
will. This forged set of dull heavy armor covers Very Heavy Armor, Legendary
your chest and stomach area to protect your vital AC 20
organs.
150 lbs.
Combat Armor Prerequisite: Power Armor Training
Medium Armor, Uncommon To enter or exit this armor takes 12 seconds. When
AC 15+ DEX (max 2) wearing this armor, your speed is reduced to 20ft,
your Strength is increased to 22 (+6), you gain
40 lbs. advantage on Intimidation checks, resistance to
Whether you are with the NCR, Legion, BOS, or bludgeoning, slashing, and piercing damage, and
scavenged this armor off of a skeleton, this is are immune to radiation (necrotic) damage. There
the standard for most soldiers. are different types of Power armor, here they are:
8
-Chapter 8: Gadgets Geiger Counter
Uncommon
Audio Recorder
As an action, this device can be used to tell the
Uncommon direction of a source of radiation within 30 ft.
As a free action a button is pushed to record all
sounds within 30 feet for up to 1 hour. This audio Jimmy Hat
can be played back as a free action. Common
Comic Book Wrap it before you tap it! This useful health item is
used to prevent pregnancy and sexually transmitted
Uncommon diseases.
Once a wonderful article of entertainment, now can Loaded Dice
give you the inspiration you need to survive. After
Uncommon
reading over a short rest, you gain a 1d6 inspiration
die to use at any time before your next long rest. When found, the player can decide on a number
This item can only be used this way once, but it can from 2 to 12. This pair of dice will always land on
be read again for personal enjoyment. that number.
Junk Car
Uncommon, Refuel (60 miles), HP (120)
This fossil fuel powered vehicle is commonly
used by Raiders to travel short distances for
scouting missions or as get away vehicles. Junk
Cars can carry 200 lbs. and up to 4 passengers.
This vehicle moves at a top speed of 30 miles
per hour.
Atomic Car
Rare, Refuel (120 miles), HP (160)
This atomic powered vehicle was once a
common necessity for every American. Now it’s
a miracle to get one running. Atomic cars can
carry up to 100 lbs. and up to 4 passengers.
This vehicle moves at a top speed of 60 miles
per hour.
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