- S.P.E.C.I.A.L. Stats and Effort
- Starter Loot
- Weapons & Equipment
- Classes (In Progress)
- Perks (In Progess)
- Power Armor (In Progess)
- Weapon List (In Progess)
- Factions & Enemies(In Progess)
- Loot Tables (In Progess)
- Free Online Play Assets
Universal Starting Equipment
Standard issue grapple gear. Includes 50 feet of rope and a curved metal anchor.
Attach to an Energy Weapon. When rolling ENERGY EFFORT on a D8, if you roll a natural 8 roll again. There is no limit to how man times you can roll.
A small white box containing 3x Stimpacks, 2x Radex, and 1x Radaway.
Long journey? This pack is a must. When traveling far and wide, the GM will roll for travel cost. This many ‘Supplies’ are consumed on the voyage. Average value per pack is 10 Caps.
Basic earthworking and tunneling gear.
Choose Lock picks, Smithing, Woodwork, Technology (by Type), or Medicine. Add +3 Bonus to your Attempts when working with your Tools. Only affects the ATTEMPT.
A small blue container holding 1x Jet, 1x Buffout, and 1x Psycho
A small tin container holding 50 caps.
This armor set is fashioned out of belts, straps, braces and pads.
(Choose up to Three)
STR, Melee, Concealable, Piercing, Thrown
STR, Melee, Durable, Sharp
STR, Melee, Concealable, Easy to Use, Durable
STR, Melee, Durable, Brutal, High-Tech
STR, Melee, Loud, Sharp, Rapid
AGI, Ballistic, Short-Range, Concealable, Durable
AGI, Energy, Loud, Bright, Weak
Per, Ballistic, Short-Range, Brutal, Common
Per, Ballistic, Long-Range, Rare Ammo, High-Caliber
PER, Energy, High-Tech, Medium-Range, Superhot
AGI, Energy, Short-Range, Rare Ammo, High-Tech, High-Energy
PER, Ballistic, Long-Range, Rusty, Everywhere, Customisable
PER, Ballistic, Long-Range, High-Caliber, Rusty, Rare Ammo
AGI, Ballistic, Medium-Range, Rapid-Fire, Rare Ammo
PER, Explosive, Long-Range, High-Tech, Limited Ammo
PER, Energy, Thrown, Volatile, Unblockable
PER, Ballistic, Thrown, Volatile
Short-Range: Targets beyond NEAR are HARD to hit
Medium-Range: Targets beyond FAR are HARD to hit
Long-Range: No penalty for hitting distant targets
Ballistic: Does WEAPON Damage
Melee: Does WEAPON Damage
Energy: Does ENERGY Damage
Weak: Does Minimum Damage
Volatile: Explodes when rolling a natural 1
Loud: Creates a loud noise when used, draws attention
Thrown: Can make a weapon attempt to throw the item up to FAR
Unblockable: This weapon is difficult to block
High-Tech: Creating, Modfiying, and Repairing this weapon is HARD
Rare Ammo: Weapon rolls of 2 or less cause this weapon to run out of ammo; Ammo packs for this weapon are generally more expensive
Limited Ammo: Ammo for this weapon must be tracked individually and are generally very expensive
Explosive: Damage dealt affects an area from the impact point, targets often get a DEX or CON roll to avoid or reduce damage
Rusty: Weapon jams when rolling a natural 1, must make a successful weapon check to unjam it
Brutal: Natural rolls of 17+ Deal maximum damage
High-Energy: Rolls of 20+ melt 1 piece of gear or armor
Superhot: Rolls of 20+ start the target on fire, dealing 1D4 fire damage at the start of its next turn
High-Caliber: Damage rolls of 3 or less are counted as 3
Customisable: Creating, Modifying, and Repairing this weapon is EASY
If you’ve got ideas, or would like to suggest changes, head over to the Discord