Fallout Tabletop RPG Wasteland Survival Guide Edition Assembled by Moira Brown, With assistance from the Lone Wanderer “101” Additions by “Courier Six” And others.

Perks: Action Boy(Girl): (3 points) (3) Requires: Level Headed A Wastelander with this Perk is just a little bit faster, a little more confident, or a little more lucky. This allows a waster with Level Headed to discard their next lowest card (per rank) and draw a new one. This means that at rank 3, you can draw up to 5 cards per round, and discard up to 4 and try for better draws. Animal Friend (3 points) (2) Requires: Wranglin 3D8 or better OR survival 3D10 or better You are at home so much out in the wilderness that most critters out there consider you one of them. Any natural wild animal, or it's mutated versions are neutral towards you unless you start taking shots at them, then all bets are off. With the second rank of this perk, animals consider you someone they really really like. All above mentioned animals are considered friendly to you, and will even leap to your aid if you are under attack where they can see you! In addition, you recieve +1 per rank of this perk to any animal wranglin checks you make. Advanced Research (5 points) (1) Requires: Tinkering 3D10, Science:Electronics 3D10 or better You might not know as much about the guns or armor mouth-breathing grunts use, but you sure as hell know how to manufacture advanced military gear! You now can craft 'advanced' energy weapons (Gauss, tesla, LAER, etc.) as well as you have learned the secrets of crafting Power Armor! You still need the right materials and tools to make the objects. Artful Dodger (1 point) (5) Requires: Nimbleness 3D8 or better You're quite used to using your natural agility to avoid attacks. You recieve a +1 to all dodge rolls per rank of this perk. Battlefield Saint (3 points) (3) Requires: Healin: general 3D8 or better Healing wounds under pressure comes naturally to you. Each rank of this perk reduces the TN to heal wounds by 2, to a minimum of 3. (The) Bigger They Are... (2 points) (1) Requires: Fightin 3D8 or better You are used to fighting things bigger than you. In melee combat, you do 1 additional point of damage for every size bigger your target is. Bone Head (4 points) (1) Requires: Smarts 3D6 OR LESS You're pretty dense, waster. So dense in fact that most blows to the head aren't much of an impediment. Literally, you're so thick headed bricks envy you. Enemies hitting you in the noggin only get 1 bonus die instead of 2. What a bone head.

Cyborg (2 points) (3) Requires: At least 2 cybernetic implants or replacement limbs You’re starting to look more machine than man, waster. You’ve adjusted well to having parts of you that came off a workbench. You can have 1 more cybernetic than your vigor score would ordinarily allow you to have per rank of this perk. Cannibalism (3 points) (1) Requires: Vigor 3D8 or better You’ve found that “How to serve your man” is a good old favorite cook book of yours, if you can read at all. Not only do you not get ‘the shakes’ from the continued consumption of human flesh, but it fills you up better’n some of aunt Gillie’s best Radscorpion Stew. Any time you eat at least a pound of human or ghoul flesh, you recover all your lost wind (exceptin the stuff that’s lost permanent-like due to rads.) and you can stomach raw meats without having to make a Vigor check to keep it down. Child at Heart: (2 points) (1) Requires: NOT mean as a rattler/Intolerant towards Kids With this Perk, a Wastelander is happier than most, and even upbeat and optimistic at times. This makes you all the rage with children. When interacting with kids, you receive a +4 to Persuasion and Tale Tellin'. This also ensures you receive that bonus when dealing with members of the Orphans of Center Rowe, and, if they see you under attack from ANY threat, they will assist if they can. Concentrated Fire (3 points) (1) Requires: Shootin 3D6 or better You have practiced endlessly tracking and firing upon a single small moving target. As such, you have the ability to 'walk' your shots closer to your target with every shot fired. Reduce the penalty to called shots by 1 for every subsequent called shot on the same location after the first, so long as the waster only tries to shoot that one spot. If they attack someone else or some other location, the penalty reduction resets. This can only reduce the penalties to 0, and can never raise it beyond that. Sorry bucko, go cheat somewhere else. Cotton Fingers (3 points) (1) Requires: Deftness 3D8 or better You've got those soft hands, and you never make a sound, even when finessing the bells off a brahmin's neck. You recieve +4 to Filchin or Slight of Hand checks. Also, you might be great at giving massages. Who knows? Crackerjack Timing (3 points) (1) Requires: Demolitions 3D10 or better Punctuality is a vital element of life, and for you, a vital element of death! Unless you go bust, your timed explosives ALWAYS go off when you intended them to. Additionally you can glance at the countdown on an explosive and tell whether it is accurate or not with a foolproof (TN 3) Demolitions check. Demolition Man (5 points) (1)

Requires: Demolitions 3D10 or better You've been blowing structures down so long that you've gotten the knack of really ruining them with artistic precision. When using demolitions to set up explosives and demolish a structure, you do 50% more damage with the explosives you use! This doesn't work by firing rockets at the building or tossing in a grenade. Sorry waster, you need to get in there and set things up like a proper Demo man. Doctor On Call (3 points) (1) Requires: Healing:Surgery 3D8 or better You've been patching up people so long that you've gotten to know the human body inside out and backwards. (some of you have seen that literally. What horrors.) In doing so, you are not surprised by all but the strangest of things going on in your patient's bodies. You gain +2 to all Healing rolls, and can only go bust if all your dice come up 1's. Eagle Claw! (3 points) (1) Requires: Deftness D8 or higher, and the Martial Arts Edge. Your endless practice with this technique allows you to strike precisely and yank a small part of something from it with great precision. The penalty to your unarmed attacks for striking a small object like the eyes or heart is reduced to only -2. Eater of the Dead (5 points) (1) Requires: Vigor 3D8 or better, Cannibalism When taken, this perk makes your body metabolize meats faster, and tends to lean your preferences towards raw meat. While this can be embarrassing in some social circles, the benefits cannot be denied in the Wasteland. For every pound of raw flesh taken from anything and eaten, anything at all; Rat, Pig, Ghoul, Human, doesn't matter, you can immediately make a TN (7) Vigor check to restore one wound any location on his body. This is limited to one use per 6 hours, as meat still needs time to digest. Maximum amount of meat consumable in any given day is 4 pounds, obviously. Electronic Eye (2 points) (1) Requires: Science:Electronics 3D8 or better, Cognition 3D6 or better You're so knowledgeable about robotics that you can estimate what even the most obscure of robots are capable of, even if they're heavily modified. Make a scrutinize check as a simple action (1 card) to learn the status of any robot within sight. The difficulty for off the shelf versions of robots is 5, while specialized versions is 7. Heavily modified robots are TN 9, and analyzing a completely foreign robot (Like a chinese stealth probe) is TN 11. Succeeding the roll tells you its condition, armor, most powerful weapon, and any special bells or whistles it may have. If the thing has hidden weaponry, success reveals hidden compartments, but not necessarily what's in them. Esteemed Academic! (5 points) (1) Requires: Knowledge 3D10 or better From now on, they'll have to call you PROFESSOR science boy! You have figured out how to write skill increasing books and, subsequently, lift the ignorant masses from their confused drooling and post-apocalyptic rock-banging. This requires you to be rated 3D10 or better at any

skill you want to write a book about, a blank book, and to succeed at a TN 7 skill check of that skill every day for one uninterrupted week. After that, slap a cover on it, and you're done! Note that you can't benefit from any skill books you've written. Sorry bucko, it just don't work like that. Explorer (3 points) (1) Requires: Area Knowledge 3D8 or better The mark of the explorer is to search out new and interesting locations. With this perk, you have a greater chance of finding special places and people. You do not recieve the -4 penalty for rolling Area Knowledge without having the proper concentration. Fists of Fury (3 points) (3) Requires: Fightin: Brawling (or Martial arts) 3D8 or better When you've been getting beat down, you say enough is enough and rise up to hit back harder. When you have half your wind left OR have at least 3 wounds on any body part, you get +2 to your strength check for melee damage per rank. Let 'em have it! Friend of the Night (3 points) (1) Requires: Night Person Your eyes adapt quickly to low light conditions. Halve all penalties to Cognition or Deftness rolls caused by darkness after two rounds have passed. Heave Ho! (1 point) (5) Requires: Throwin 3D6 OR Strength 3D8 or better You should have signed up for the major leagues, waster! Every rank of this perk increases the range increment of thrown weapons by 1. Grab a knife and start chucking! Here and Now: (5 points) (1) Requires: Grit 1 This Perk immediately gives you 10 points which MUST be spent when they are received. These points can be used as Bounty Points, or converted to Fate Chips, or a combination of the two. Also, when taken, this Perk IMMEDIATELY awards 1 (one) point of Grit. (Max. 5) ((Bear in mind. While it may not seem like such a sudden jump in power, this Perk is the ONLY WAY to change Bounty Points back into Fate Chips, and you can only do it ONCE, so use it wisely. Hit the Deck (3 points) (1) Requires: Demolitions 3D8 OR Dodge 3D10 or better You react very quickly to the word "incoming". You recieve a +2 to dodge checks to vamoose from an explosive attack. If successful, you are considered one increment of burst radius farther away from the explosive than you really are! Iron Fist (2 points) (3) Requires: the Martial Arts edge You spent countless hours punching your fists into a barrel of sand that may or may not have been radioactive! As a result, your unarmed damage bonus increases by 1D6 (on top of the 1D6 gained from the Martial Arts edge). You may take this perk up to 3 times.

Ladykiller: (3 points) (1) Requires: Mien 3D8 or better When taken, this Perk makes you a hit with the ladies... as well as their downfall. While conferring +2 to any Persuasion, Bluff, Intimidate, or Tale Tellin' roll made against any female character, this Perk ALSO gives extra damage against them, granting an additional free point of damage for every ten made. (EX: Desmond takes a shot with his Hunting Rifle at Chainsaw Mae. He hits Chainsaw Mae as normal and rolls damage. 28. This would receive +2 damage (+20 for 20, no additional points for the 8 overflow.) bringing the total up to thirty.) Lady Luck (3 points) (1) Requires: Spirit 3D8 or better OR luck of the Irish You somehow have gained your own lucky lady, who turns up miraculously to turn a fight in your favor. With a blown kiss and a wink, somehow your enemies luck runs out. Whenever you spend a fate chip in combat to prevent wounds but still recieve at least one, your marshal can roll a D6. If you spent a white chip, she shows up on a 1, 1-2 on red chips, and 1-3 on blue chips. Spending a legendary chip has the same luck (on top of the effects of said legendary chip) as a blue chip. If lady luck does make an appearance, the player then draws five cards from a shuffled deck. They try to form the best hand they can like they were playing poker. If they can form a pair of jacks/queens/kings/aces, one enemy (usually the one that injured the player with this perk) will go bust on their next roll automatically. If no hand can be put together, her appearance didn't change their luck enough to matter. For every hand that trumps the prior hand (I.E. three of a kind over a pair, two pair over three of a kind... etc) either the number of targets or the number of busts they will roll increases in alternating fashion. (1 target 1 bust, 2 targets 1 bust, etc.) Jokers are wild. Regardless of how many fate chips the player uses, Lady Luck will only show up once per engagement. Lifegiver (5 points) (1) Requires: Vigor 3D8 or better, grit 1 or better You've been a tough hombre through all this, and your experiences have only made you tougher. Your maximum wind is increased by 5, and you gain a number of points of - armor equal to your grit score. Light Step (3 points) (1) Requires: Demolitions 3D8 or better You are agile, lucky, and always careful. Mines that you fail to disarm but do not go bust on never go off. Additionally, the proximity mines can only detect you at half their normal radius. Living Anatomy (4 points) (1) Requires: Healing 3D8 and cognition 3D8 or better You have a better understanding of living creatures and their strengths and weaknesses. You do +1 damage per die of Healing you have to any living creatures! You may not have a med school

degree, but you sure know how to put them in your clinic! (Or morgue, if you run that kind of operation) You also recieve a +1 per die for healin checks to treat your patients. Math Wrath (2 points) (1) Requires: Knowledge 3D10 or better You're probably one of those folks who annoy your friends with your understanding of numbers. Sure, it may bug them, but there's plenty of good reasons to be good at math. Here's one of them. You've optimized your pip-boy's logic circuits, greatly improving it's VATs function. (You have a pip-boy right, brainer?) When activated, the bonus to shootin rolls improves to +2, and has +/4 points to hit location. Mental Catalogue (2 points) (1) Requires: Knowledge 3D10 or better OR long standing membership in the BoS/FotA/Enclave Your education included more than the basics for identifying the function of different objects and the possible permutations therein. You automatically can discern the functions, purpose, and operation of an unfamiliar technology without having to make any rolls. Your marshal can determine that it takes some time to identify, usually based on the complexity of the tech you're analyzing. Metal Fist/Foot (2 points) (1) Requires: 1 or more replacement limbs You’ve gotten used to fighting with a limb that has gears and circuits, instead of muscle and nerves. You even know how to use the limb to its greatest effect. Hitting anyone with said limb obviously hurts a hell of a lot more than your meaty hand, doesn’t it? Fighting attacks using your cybernetic limbs does 1D6 more damage than normal, as you can put all the force of the limb into your attack without fear of hurting yourself in the slightest. Middle Child (5 points) (1) Requires: Can only be taken by characters born in the Wasteland You grew up without a family, and at an early age were taken in by the Orphans. While you grew up, you were trained in many survival techniques that make life in the Wastes easier. +1 die to Scroungin', Search, Shootin', and Sneak. You also received the "Ouroboros Brand" that identifies you as a friend to the Orphans. They will protect you if you need, and help you if they can whenever you call on them. (Within Reason). Mysterious Stranger (3 points) (1) Requires: Spirit 3D8 or better OR luck of the Irish You somehow have gained your own personal guardian angel... armed with a fully loaded .44 magnum. Whenever you spend a fate chip to aid an attack roll in combat your marshal can roll a D6. If you spent a white chip, he shows up on a 6, 5-6 on red chips, and 4-6 on blue chips. Spending a legendary chip has the same luck (on top of the effects of said legendary chip) as a blue chip. This Mysterious Stranger appears from nowhere, and acts on the next 3 cards of combat, unloading his deadly revolver into the waster's enemies quickly before tipping his hat and

vanishing with a grim smile. Regardless of how many fate chips the player uses, the Mysterious Stranger can only show up once per engagement. Night Person (3 points) (1) Requires: Cognition 3D8 You are much better suited to working at night than many wasters out there, for good or for ill. You recieve a +2 to all cognition and sneakin rolls during nighttime conditions (I.E. really dark, scarce lighting). You aren't much of a day person however, so you tend to get tired and need rest when the sun's out. Nuka Chemist (2 points) (1) Requires: Science (Chemestry) 3D10 You have unraveled some of the greatest mysteries of pre-War masters: formula for developing special Nuka-Colas! You can distil Nuka Cola Victory, Nuka Cola Quartz, or the super popular Nuka Cola Quantum, from ordinary Nuka Cola! Bottles of Nuka Cola convert at 3:1 ratio, with a successful TN 9 Science check, and one hour's work! Note that while the rare nuka colas are delicious and valuable they provide no kinds of special effects, other than providing the player with the effervescent fruity explosion of flavor that wasters have come to love from the NCR to the capitol wasteland! (Other uses may in fact exist) Old World Gourmet (2 points) (1) Requires: Vigor 3D8 or higher, OR Big'un You've been eating well from those Vend-o-trons, haven't you? The 'healthy' eating has made you used to the stuff of the old world, granting you a +2 to vigor rolls to resist addiction, and you can go 25% longer before taking wind damage from starvation! Paralyzing Palm (3 points) (1) Requires: the Martial Arts Edge. You've learned a secret eastern technique for disrupting your opponent. As a speed 1 action, you may strike your target with an unarmed strike that cannot be with any kind of weapon. Roll damage against the size of the target, and determine the number of wounds you would have done. The target takes no damage, but must make a Vigor check TN 7+(the number of wounds you would have dealt) or be paralyzed and unable to move or act in any physical way for three rounds. (30 seconds) Pathfinder (3 points) (1) Requires: Survival 3D8or better The pathfinder is better able to find the shortest route. With this perk, successful survival rolls to travel any concentration you have (desert, urban, etc) get you there 25% faster than normal. What's even better, you can lead your compadres down those paths, so they don't get left behind! Pharmacist (3 points) (1) Requires: Science Chemestry 3D8 or better You've managed to learn the secrets of the great chem designers. You know know the recipe for any chem out in the wastes, and have +2 to science rolls to make them! Don't get too wasted, waster!

Piercing Strike (3 points) (3) Requires: Strength D10 or better and the Martial Arts Edge You have learned ancient oriental secrets of making you hit really really hard without breaking your hands. Your unarmed strikes now have AP 1. This can be purchased up to 3 times. Purifier (5 points) (1) Requires: Grit 1 You are the purifier of the wastelands. Abominations fear your touch. With any melee or unarmed strikes, you do 50% more damage before counting wounds. Abominations include unnatural creatures like deathclaws, nightstalkers, centaurs, and feral ghouls. Rad Child! (3 points) (1) Requires: Ghoul, OR Vigor 3D10 or better and NOT from a radiation-free background. You truly are a child of the wastes! You gain the ghoul's amazing ability to heal wounds while exposed to radiation, but you still can lose wind from rad exposure. Even better, if you should 'die' from radiation exposure, you draw an additional ten cards (15 instead of 5) to see if you survive as a ghoul! You lucky S.O.B. Ghouls with Rad Child (Or rad children who became ghouls, we're not picky here) recover wind and radiation twice as fast as usual! (meaning half the intervals between 'exposure' times, just for the ghoul. Isn't he special?) Rad Absorption (5 points) (1) Requires: NOT a ghoul or Rad Child There's something... grounded about you. You never have to fear for permanent wind loss due to radiation. Heck, you don't even need a clean shower, should you have a particular aversion to being clean. You gain a +4 to rolls to remove wind damage from radiation. You also draw 5 less cards if you should be unfortunate enough to 'die' of radiation (Meaning 0, plus grit). If you should somehow still become a ghoul, bad luck brainer, you lose this edge. Retention (4 points) (1) Requires: Smarts 3D10 or better You are a natural at holding onto information for a little while, even if it's something you have no familiarity with. If another waster takes the time (about 30 minutes) to teach you the basics of an aptitude you have no points in, you are considered to have one (1) rank in that skill for the rest of the day. Sharpshooter (2 points) (3) Requires: Cognition 3D8 or better OR shootin 3D10 or better The talent of hitting things at longer distances. Reduce the penalty for range for all shootin rolls by 1 per rank. This doesn't mean the gun can fire farther than it's maximum, just that you're more likely to hit something at extreme range than other folk. Silent Death (5 points) (1) Requires: Sneak 3d10 or better, fightin 3D6 or better

You've become like death, coming when they least expect it. If you manage to successfully sneak up on a victim without their noticing, you can automatically target a weak spot with a melee attack (Usually the noggin/throat/gizzards) with a successful hit. There's no need to call a shot or roll hit location. Silent Running (3 points) (1) Requires: Sneak 3D8 or better Your movement speed no longer applies penalties to your sneakin' rolls. You can even pick up the pace and not make a sound as you flit by like a shadow. Eerie. Slayer (3 points) (1) Requires: Fightin 3D8 or better The slayer walks the earth! For every die you ace on melee or unarmed damage rolls, you roll two dice of damage, and choose the higher! Additionally, you get an additional +1 to hit location rolls, what fun! Sniper (5 points) (1) Requires: Sneak 3D10 or better, shootin 3D6 or better You've become like death, coming when they least expect it. If you can take a shot at a target that is entirely unaware of your presence, you can target a weak spot with a ranged attack (usually the noggin/throat/gizzards) with a successful hit. There's no need to call a shot or roll hit location. Steady Aim (2 points) (1) Requires: Shootin 3D10 or better You have the patience to wait for the perfect shot. The maximum bonus you can gain from drawing a bead increases to +10 (instead of +6) Strong Back (3 points) (1) Requires: Brawny Being a big fella means you usually get singled out to carry the loot. Fortunately you have such a strong back, right waster? When considering your carrying load, your multiplier (x3, x6, etc) is increased by 50% (round down). This means, for all you Clueless brainers out there, you have no load at 4xstrength, light load at 9x strength, medium load at 15x strength, and heavy load at a whoppin 30x strength! While you can haul more, it doesn't mean you can hit any harder. Super Slam! (2 points) (1) Requires: strength D10 or better and the martial arts edge Your hand to hand combat includes a lot of techniques for knocking an opponent to the ground. Even better, you've gotten better at knocking bigger objects around too! For any martial arts maneuvers or techniques you perform, you can do it on targets 2 sizes bigger than before! (up to size 9 opponents) Swift Learner (5 points) (1) Requires: Retention

You soak up information like a strange intellectual sponge, making it easier to learn things than most wasters can. So long as you have someone to teach you, use your current concentration to determine the cost of improving the aptitude instead of the next concentration (Minimum 1) Tag! (2 points) (1) Requires: Grit 1 You've discovered a long hidden talent for a new skill! You can select an aptitude you have no ranks in. You immediately gain 4 ranks in the aptitude. Toughness (2 points) (3) Requires: Vigor and Strength 3D6 or better You are one tough son of a bitch. Each rank of Toughness gives you natural -1 armor proving how tough your hide is. Triage (5 points) (1) Requires: Healing 4D10 or better You are one of the few medical masters out in the wastes. Should one of your allies get ganked, you alone have a chance of saving their life! If an ally is dropped to 5 wounds on their noggin or guts, they would normally be considered dead on the spot. But not to you. So long as you get to them within one round of combat, you can take an action to try to bring them back from the brink with your medical mastery. Roll Healin TN 13, with a -5 to his roll. Succeeding the roll means their guts or noggin injury is reduced to Critical instead of dead. Which is a good thing. Usually. This can only be done on subjects with only one maimed injury to their head or guts. If both are at maimed (such as from an explosion) then the most the good doctor can do is rifle through their pockets for caps. Unstoppable Force (1 point) (3) Requires: Strength 3D8 or better Your strikes hit with such force that even blocking them wears your opponents down! Each attack that your opponent blocks (that is, you do not hit past their fightin defense) still takes 1 point of wind damage. This can be taken up to three times, for a total of 3 points of wind damage per strike blocked! Weapon Master (5 points) (1) Requires: Fightin 4D10 or better They say a man is only as good as his tools. You are not one of those people. Your can re-roll your strength check for the damage of a successful melee attack roll once and take the better of the two results. (This means that you don't reroll the weapons damage, just your strength check contribution. If you spend a red chip or better, you can reroll your whole damage roll and choose the better of the two instead. This is an exception to the rule that fate chips cannot affect damage rolls.

Reputation Or Why Tale Tellin' Is Still Important! Throughout the wastes there are factions vying for their slice of the world. When wasters start making a name for their self, people start to pay attention to what you do, especially to members of their faction. The general reputation the group has with the faction determines how that group will more-or-less consistently reacts to them. Actions in the Wastes, whether good or bad, do not go unnoticed by these groups, and a good reputation can affect everything from shop prices, secret admirers, or a bad one can have the people shooting at you faster than you can say "This was a terrible idea!" Here are the ranks: Negative Reputations Enemy: This group will attack on sight. Regardless of a white flag or no. Hostile: This group will yell at you before opening fire. Hated: Most stores will turn you away. The faction will generally roll up the sidewalks when you approach. Neutral Reputations Disliked: While unfriendly, this faction will still listen to reason. Neutral: Duh. Liked: This faction will react somewhat positively to you, but isn’t going to go out of their way to help Positive Reputations Loved: Every member of this faction frequently greets you by name. Idolized: This faction looks up to you as the epicenter of what it could be. Legendary: Your name is household knowledge with this faction. Tale Tellin' Rolls can move you up or down this track as you share the word of your exploits. They become even more potent if someone they trust bears witness to the act, as well. It takes several successful checks over time to instill any kind of lasting word of your deeds, but the benefits are well worth it. Mechanically speaking, you gain a + or - on all social rolls when interacting with that faction. Each step above or below neutral reputation will grant a bonus or penalty to social rolls against members of that faction. When dealing with positive reputations, you gain a +2 bonus per step above the neutral reputations (+6 when you’re legendary). When dealing with negative reputations, you have a similarly suited penalty (-6 when you’re an Enemy). At your marshal’s discretion, he can allow a bonus or penalty perform the opposite where it would be advantageous to do so. An enemy of some factions (-6 penalty) can have the reputation of being their personal grim reaper, and actually have a +6 to overawe checks against that factions lower ranked members.

Ghouls: Ghoulification (5 point Hindrance) Exposure to radiation for an extended period of time sometimes causes humans with an unknown genetic characteristic to transform into ghouls. Exposure to radiation typically results in sickness followed by death for the average human being; however, the genetic x-factor that will lead to mutation into a ghoul upon exposure, instead of the typical deadly outcome, remains unknown. In physical appearance, a ghoul's flesh is constantly rotting off, appearing very raw and discolored from necrosis. Lips and eyelids are sometimes absent, and noses are in almost every case completely rotted off. Ghouls are immune to most forms of radiation that still remain in the Wasteland. Radiation poisoning cannot get worse for the ghouls, however, many ghouls report feeling healthier when exposed to low-level radiation, and thus make their homes near locations with acute background radiation. Ghouls recieve the 'Ugly as Sin' three point hinderance for free, no way to get rid of it, sorry waster. Their Mien is reduced to 1D4 at time of ghoulification. They can buy it up afterwards with bounty points. They also suffer from damaged vocal chords, preventing them from buying any 'The Voice' of any kind but 'grating'. The other thing all ghouls suffer is the stigma of being a 'zombie'. People just don't take kindly to ghouls in most societies. They usually end up in trouble even when they aren't looking for it. It takes an extraordinarily open minded sort to treat a ghoul as an equal. However, ghouls do gain some blessings from the glow. They no longer age, effectively getting the omega man edge for free. They also improve their vigor by one die type, as they are more resilient than their rotting appearance may appear. They also recieve +4 to vigor rolls to resist the effects of chems or poison, as most of their circulatory system is no longer flowing. (Their cells rejuvenate at an accelerated rate.) Additionally, ghouls are completely immune to radiation. Even better, they are actually healed by radiation exposure, when rolling to resist radiation, the ghoul automatically fails the roll, but instead of taking wind damage from radiation, they recover a like amount of wind. Additionally, they recover a single wound for every hour they spend exposed to moderate radiation, or one wound per minute exposed to heavy radiation. There are some things ghouls have to worry about however, and it is the source of the stigma of their condition. A ghoul's mind is particularly fragile, and without some method of coping, they can mentally degrade into nothing but a mindless creature called a 'feral ghoul'. These ghouls prefer the dark dank places, and try to kill and consume anything that isn't another ghoul on sight.

Anytime the ghoul goes bust on any spirit related tests (Guts/faith/etc) in addition to the normal effects of failing the check, they also reduce the concentration of either their knowledge, smarts, or spirit scores. Once the concentration is 1, the next loss reduces the die type. When all three have degraded to 1D4, the ghoul's mind has degraded beyond repair, and they become a feral ghoul. This can be incredibly dangerous for particularly skilled ghouls, as they don't lose any of their nimbleness skills. They just gain a hankerin' for human flesh and a mindless rage. Ghoul Edges Glowing One (5 points) Some ghouls when exposed to tremendous amounts of radiation become known as glowing ones. Even shunned by many of their own kind, glowing ones are known as their bodies glow with sickly green light. They release radiation passively, as their bodies soak it up on a scale exponentially different from their lesser ghoul cousins. Even worse, they can release saved up radiation to heal themselves and other ghouls in their vicinity. A glowing one at full wind who absorbs additional wind from radiation converts every 5 over their max wind as a single point of strain. Glowing ones can have a max number of strain stored up equal to their vigor die type. As a speed two action, the glowing one can release pent up strain in the form of a burst of radiation, dealing 1D4 points of (damage) per point of strain released to everyone within a number of yards equal to their vigor die. This is considered radiation, and most armor cannot protect against it! Ghouls in this radius instead recover one wound per two dice of damage released. Smooth Speaker (1 point) Your ghoul somehow managed to make it through ghoulification with your vocal chords somewhat intact, maybe you were a lounge singer before the war, or maybe you kept your mouth shut when the blast waves hit, either way, you don't sound much like any of the ghouls people normally encounter. This allows them to also purchase other versions of 'The Voice' Edge. Better Bodies (2 Points) Your body kept better than most ghouls. Your skin may still be necrotic and you may still be easily recognized as a ghoul, but you've managed to keep up some kind of human appearance. You may have perfectly clear human eyes in yer skull, or even a full head of hair and enough facial hair to resemble a beard. Heck, you might even have most of your nose intact. The 'Ugly as Sin' Penalty becomes a bonus when interacting with other ghouls, and some particularly perverse wasters out there might actually find you attractive. The Freaks. Reaver (1 Point) Usually only seen in feral ghouls, this ghoul's blood literally boils with radiation. Any injury that results in a wound causes this blood to spatter out, forcing anyone within melee range to immediately roll a vigor check against radiation damage. They will need to roll this once a round for a number of rounds equal to the reaver's vigor die type. This can make medicine rolls on the ghoul particularly hard, as most sawbones will refuse to work on such a radioactive subject. Hope you stocked up on stimpacks, bucko.

Veteran of the Old World (0 points) Requires: Ghoulification, can only take at character creation. You're a ghoul who was literally as old as they come! You've survived the falling of the bombs that ended the world, and have been out and about since then, making ends meet, or even doing spectacularly for yourself since then! Though a ghoul, you've managed to make it this far, and are a force to be reckoned with. You must write up a detailed background of your character, how he survived this long, and some of the key encounters of his past. This is mandatory. This is one of the tools the Marshal uses to make you pay for the Edge. If you don’t do it, he shouldn’t let you take the Edge. Once you have a detailed background worked out, your hero gets 3 points of Grit and 25 extra character points to start the game with! Aptitudes may be raised above level 5, up to a maximum of 8. There is no additional cost. (An Aptitude level of 6 costs 6 points.) Coordinations and Traits can be raised at a cost equal to the new level or die type (raising a 3d6 Strength to 4d8 would cost 4 points for the Coordination and 8 points for the die type) So what's the drawback? Well, you think you could make it this far without stirring up some kind of trouble in your wake, ghoulie? The old world clings, like a funeral shroud on the ones who carry it. If you've made it this far, odds are you've lost a whole lot more than you'd be willing to admit, and your passing may have brought the ghosts of the past up after you, like some kind of old world bait. Your marshal draws a card if you take this edge. He will use that card to tell you just how much trouble you're in, waster.

Becoming a Ghoul during play. Honestly, most folks don't plan on being a ghoul. In fact, none really do. When a waster like a player character suffers enough radiation to kill the poor sod, they get to draw some cards from the deck. Draw five cards, plus one card per point of grit the waster has. If any of the cards come up Joker, they somehow 'survive' the lethal dose of radiation. Over the course of a number of days equal to their (new) vigor score, their skin starts to slough and their hair starts falling out as the transformation process begins. This is when they make the first (and most important) stability check of their radioactive lives. They must succeed at a Guts Check TN 7 for each day of the transformation or lose mental attributes as detailed in the Ghoulification Hindrance. If this is enough loss to result in all three attributes (Spirit, smarts, knowledge) at 1D4, the horror of their fate has broken their minds from the get-go, leaving a feral ghoul deserving of nothing more than the swift mercy of a bullet.

MARSHAL TERRITORY Veteran of the Old World Table Deuce: Hit List. One of the big players of the world, whether president kimball of the NCR or Caesar himself has personally ordered your death. They'll be coming for you. Soon. Three: Fated to die. Seems you've already accomplished your destiny, waster. You can no longer spend chips to avoid damage. (Luck doesn't need to be on your side anymore) Four: Cannibal. Doesn't matter if it's true or not, but word's gotten out that you're a flesh eating ghoul. This can be a major inconvenience at least and attract lethal attention at worst. After all, what makes you different than a feral? Five: Severed Limb. You've made it this far, but lost something along the way. Randomly choose the limb you lost, and if it's your weapon arm, so sad! Six: Old Timer. You just never mentally adapted to the ways of the new world. You are hung up on the perception of what the world is supposed to be like, and refuse to adjust properly. This works like the All thumbs hindrance, except the penalty is -6, and applies rolls involving primitive, improvised, or other 'unsophisticated'/'uncivilized' objects instead of modern tech. Seven: Lost love. Your hero's love did not survive the war, and your loss haunts you greatly. You have a Death Wish. Eight: Blind. Something horrible happened to your eyes, or they finally just fell out of your skull. No method exists to repair your sight. Subtract -10 from any trait or aptitude rolls that require sight, such as shooting. Nine: Eternal Enemy. You've gone an pissed off a long standing organization that's been chasing you since your early days after the war. You can't stay in one place too long, or else they'll show up looking for you. You've done everything you can, but you can't form any kind of lasting relationships, stay in places too long, or allow others to spread tales of your deeds. It's only a matter of time until they catch up to you. Good luck, waster. Ten: Screwed. Draw two cards from the Veteran of the Wasted West table in the core rulebook. Jack: Mauled. While you already look like a buzzard picked corpse, something tried to use you like a chew toy. Your vigor coordination AND die type drop by one each, to a minimum of 1D4, and you cut your total wind in half. Queen: Mad. You're one step from becoming a feral, bucko. Reduce your knowledge, smarts, and spirit coordinations by one. If it is already one, reduce the die type by one instead. If all three are reduced to 1D4, congratulations. You're free of earthly concerns and need only worry about being put down like the feral zombie you are. King: Cursed. Some people survived this long because they were lucky. You somehow made it despite the fact that if luck had arms it would punch you in the face. If ever there is a chance for

a ranged attack against the character to hit an ally instead, or a melee attack against him is also in reach of an ally, roll a die. Odd, the attack hits the ally instead. Ace: Damned. Some people survived this long because they were lucky. You made it because you were meant for greater, more horrible things. The next situation where your hero is in a situation where hundreds if not thousands of lives are in the balance, he blows it utterly. Whatver comes of it, others find out about it soon enough and come looking for him. (That's even if he survived it in the first place) Black Joker: Doomed. You're destined to go out in a blaze of glory as a hero. The next time the hero (and his posse) are in a position where hundreds if not thousands of lives are in the balance, you are drawn into the thick of the conflict. Near the end of the fight, you're the one who inarguably defeats the evil, but you die for certain in doing so. You might have to fudge some dice here, marshal, but the tale that comes of it will be worth it. Red Joker: Scott Free. What the hell, you somehow managed to do everything right. You've survived the years, kept your sanity (and body) intact, and managed not to catch the attention of anyone looking to tan your rotted hide. Your Grit is raised to 5 (the max) and are ready for anything the wastes can throw at you.

Money in the Wastes: Bottle Cap: 1 Cap = 2 Dollars US. Pull Tab: (Chicago and cities of the Great North ONLY): 1-1 Value. Legion Denarii: 1 Denarii = 4 Caps NCR Script: 1 NCR Dollar = 4 Caps Brotherhood Script: 1 Brotherhood Requisition Script = 10 Caps Orphanage Marks: 1 Mark = 2 Caps Finger Bones (Alternate currency accepted by Necropolis): 1 Cap = 3 Finger Bones New Vegas and New Reno Chips: 1-1 value. Raider Fingers: Currency accepted by the Regulators in the Capital Wasteland. 1 Finger = 20 Caps.

Gear: Weapon Decay There's no such thing as a pristine gun in the Wasteland. Even the highest quality guns have been modified, repaired countless times, been left to the elements, suffered the slow march of time, or just sat there in a sealed room while all the liquids dried out. As a gun gets used, parts tend to break, gunpowder builds in the firing chamber, energy burns away the wiring, or worse. Here's how it works: A standard gunpowder-weapon starts with 8 condition ranks. These are considered health levels for the gun. When a Shootin' Roll goes Bust with the weapon, the amount of Condition Ranks drops by one. When that number reaches HALF, the amount of 1's needed to go Bust on a Shootin' Roll goes down by one. So if the Waster's Shootin' is 5d6, you normally need 3 1's to go bust, but if the weapon is in poor condition, you only need 2, or 1. With this system in place, a person who's terrible with a firearm can wreck a gun much more easily. Characters with low Shootin' may take poor care of their gun, or any number of other problems, where a Waster who knows their way around a gun, knows how to treat his baby, making sure that all the parts stay right-the-hell where they're supposed to be. "Complicated" and "Sturdy" weapons: A weapon is "Complicated" when it has more than usual the amount of moving parts, or relies on highly sensitive equipment to moderate ammo, aim, fire, and so on. This means that all laser, plasma, radiation, and some rocketry fall under this category. If this is the case with your weapon, that means it starts with only 5 Condition Ranks instead of 8, as it is prone to breaking more, or more things can go wrong with it. A weapon is "Sturdy" when it has been made with higher-density materials, space-age polymers, or just was built with being "Fool-Proof" in mind. This condition adds 3 Condition Ranks over what the health of the gun would normally be. So a gunpowder weapon could have 11 Ranks and a laser weapon could have 8! Energy Weapons Laser Pistol Ammo: SEC Shots 10 Speed 1 ROF 2 Range 10 Dam 3D6 Plasma Pistol Ammo: SEC Shots 10 Speed 1 ROF 1 Range 5 Dam 3D8 Recharger Pistol Ammo: MFB* Shots 8 Speed 1 ROF 2 Range 10 Dam 3D6 *Recharges 1 shot per round of combat (10 seconds) Plasma Defender Ammo: SECx2 Shots 20 Speed 1 ROF 1 Range 5 Dam 3D8 Laser Rifle Ammo: MFC Shots 30 Speed 1 ROF 2 Range 20 Dam 4D8 Plasma Rifle

Ammo: MFC Shots 30 Speed 1 ROF 1 Range 10 Dam 4D10 Recharger Rifle Ammo: MFB* Shots 12 Speed 1 ROF 2 Range 20 Dam 4D8 *Recharges 1 shot per round of combat (10 seconds) Laser RCW Ammo: ECP Shots 50 Speed 1 ROF 6 Range 10/20 Dam 3D6 Multiplas Rifle Ammo: MFC Shots 30 Speed 1 ROF 3* Range 10 Dam 4D10 *fires 3 shots simultaneously, only fires in bursts. Tri-Beam Laser Rifle Ammo: MFC Shots 30 Speed 1 ROF 6* Range 20 Dam 4D8 *fires 3 shots simultaneously, only fires in bursts. Gatling Laser Ammo: ECP Shots 50 Speed 1 ROF 12 Range 20 Dam 3D8 Gauss Rifle Ammo: MFC Shots 6* Speed 2 ROF 1 Range 40 Dam 5D12 *Each shot drains 5 charges from MFC. Tesla Cannon Ammo: ECP Shots 5* Speed 2 ROF 1 Range 30 Dam 5D10 Burst 3 *Each shot drains 10 charges from ECP. Crafted Weapons: Crafting a Weapon requires the listed salvage components, and 1 hour's work. The crafter can use a Schematic to be able to make the weapon more efficiently. Having a schematic reduces the TN by 2 per schematic of the weapon they are working on.(minimum TN 5) Schematics can be designed with a TN 11 Science (Engineering) or (Mechanics) roll, and a number of hours work equal to the weapon's craft TN. You can only make one schematic per design. Others you'll have to find out in the wastes, brainer. Bottlecap mine (TN 11) 10x bottle cap 1x cherry bomb 1x lunchbox 1x sensor module Dam 3D12 Burst Radius 8, Trigger range 4 Dart gun (TN 7) 1x paint gun 1x radscorpion poison gland

1x surgical tubing 1x toy car Dam 4D4 AP-1 speed 2 RoF 1 Deathclaw gauntlet (TN 9) 1xdeathclaw hand 1x leather belt 1x medical brace 1x wonderglue Dam STR+2D8 Def 0 Speed 1 Nuka-grenade (TN 13) 1x Abraxo cleaner 1x Nuka-Cola Quantum 1x Tin can 1x Turpentine Dam 4D12 Speed 2 Range 5 Burst Radius 10 Railway rifle (TN 11) 1x crutch 1x fission battery 1x pressure cooker 1x steam gauge assembly Dam 4D8 Speed 1 RoF 1 Range 15 Clip 8 Rock-It Launcher (TN 13 1x conductor 1x firehose nozzle 1x leaf blower 1x vacuum cleaner Dam *1D10 (per pound of projectile, Min 1, max 5) Clip 30 pounds of junk. Shishkebab (TN 9) 1x lawn mower blade 1x motorcycle gas tank 1x motorcycle handbrake 1x pilot light Dam STR+2D8* Def 2 Speed 1 *fire DoT (1D4/round 5 rounds)

Modifications: Armor Mods (Any) +Desert Modification (+2 to Survival tests to resist the effects of heat/sun exposure.) $600 +Stealth Coating (+1 to sneak rolls) +Winterized (+2 to Survival Tests to resist the effects of cold) $600 +Gecko-Backed (Additional -4 armor against fire or radiation; or +1 to Overawe rolls) Crafted. +Gecko Hide Reinforcement Kit (TN 13) -Golden Gecko Hide X3 (+1 overawe) OR Green Gecko Hide X3 (-4 armor radiation) OR Fire Gecko Hide X3 (-4 armor fire) -Wonder Glue X3 -Turpentine X1 -Leather Belt x1 Armor Mods (Light, I.E. -armor) +Customized Treads (+1 to sneak rolls, +1 pace) $120* +Reinforcements (Increase armor rating by -1 and weight by 25%) $200* +Sleeveless (Remove Armor rating from arms, reduce weight by 25%) $0* TN 7 tinkering roll to remove. Armor Mods (Heavy, I.E. +armor) +Chromed (Metal Armors shine, granting +1 armor vs laser weapons)$1000* +Impact Padding (Armor rating applies to falling damage)$500 +Sleeves (Adds arms protection to torso armor, uses scavenged armor sleeves for stats) $0, TN 7 tinkering roll to connect. Armor Mods (Power) +Gutted (Allows wearer to use without training, no longer powered) $2500 +Medical (Installs Stimpak auto-injector, holds 4) $3800* +Optic Camouflage (Built in Stealth-Boy, uses battery 1 charge/turn) $4500* Weapon Mods Small Arms Mods (Pistol&Revolver) +Scope (increases Range rating by 50% when using Draw a Bead) $100 +Laser Sight (+1 to shootin rolls while active) $120, uses battery +HD Slide/Cylinder (Increases the condition by 3) $250 Pistol-Only Mods +Extended Magazines (Increases Mag size by 50%) This is not just the mags, but also the modification to your gun to allow it to carry extended mags without jamming or catching during reloads.$150, 30 per extra mag. +Silencer (Increases Cognition Check TN to detect gunshot by 4) $300 Long Arms Mods (Bolt Action) +Custom Bolt (Increases RoF to 2) $450

+Extended Clip (Increases Clip size by 50%) This is not just the mags, but also the modification to your gun to allow it to carry extended mags without jamming or catching during reloads. $200, 40 per extra clip Long arms Mods (Any) +HD Forged Receiver (Increases the condition by 3) $750 +Scope (increases Range rating by 50% when using Draw a Bead) $150 +Carbon Fiber Parts (Reduces Weight of weapon by 50%) $1000 Long Arms Mods (Carbines/Repeaters) +Customized Action (Reduce speed to 1) $400 +Long Tube (+50% Ammo Capacity) $120 Shotgun Mods +Long Tube (+50% Ammo Capacity, tube fed only) $120 +Choke (Increase the ranges on the damage falloff table by 50%, reduce bonus to shootin rolls to +1) $200 SMG Mods +Ammo Drum (+150% Ammo Capacity)This is not just the drum, but also the modification to your gun to allow it to carry the weight of the drum without affecting combat. $400, 80 per extra drum. +Laser Sight (+1 Shootin rolls while active) $120, uses battery +Custom Feed (Increase RoF by 3) $500 +Sound Suppressor (Increases Cognition Check TN to detect gunshot by 2) $300 +Compensator (Increase range rating by 50% when firing single auto or in single bursts) $250 Energy Weapon Mods (Plasma/Laser) +Combat Sights (+1 to shootin rolls when using Draw a Bead) $120 +Scope (increases Range rating by 50% when using Draw a Bead) $450, uses battery +Recycler (25% chance not to expend ammo) $1200 Plasma Weapon Mods +Sheath Stabilizer (Increases the condition by 3) $800 +High Energy Ionizer (Increases Damage by 1 Die, reduces number of 1's needed to go bust by 1) $1600 +Magnetic Accelerator (increases range value by 5) $1000 Laser Weapon Mods +Focus Optics (+1 damage per die of weapon) $400 +Beam Splitter (Reduce damage by 1 die, each shot hits twice) $600 +HD Caps (Increases the condition by 3) $300 Heavy Weapon Mods +Carbon Fiber Frame (Reduce weight of weapon by 50%) $1200

Gatling Weapon Mods +High Speed Motor (Incease RoF by 3) $1000 Flamer Weapon Mods +Expanded Tanks (Increase Ammo Capacity by 100%) $350 Missile Weapon Mods +Guidance System (+2 to Artillery rolls) $800 +Alpha Strike System (+10 to range value) $1800 Melee Weapon Mods (Blade) +Balanced Grip (+1 defense value) $200 +Honed Edge (+1 point of damage per weapon die) $300 Melee Weapon Mods (Chainsaw/Ripper) +Carbide Teeth (+2 Armor Piercing) $900 +HD Chain (Negate a single 1 on a fightin roll when determining going bust) $250 +Alloy Frame (Reduce weapon weight by 50%) $500 Melee Weapon Mods (Blunt) +Silicone Grips (+1 fightin rolls) $100 +Fiberglass Handles (Increases the condition by 3) $350 Unarmed Weapon Mods (Ballistic/Power Fist) +Chromed Tubes (Increases the condition by 3) $400 +High Capacity Valves (+1 die of damage) $750 +Ported Chambers (+1 defense value) $300

Ammunition: BULLETS Hollow Point Bullets: Made with a special depression in the center of the bullet, hollow points are meant to "mushroom" once they hit anything as hard or harder than bone, causing massive tissue trauma. Mechanically, this means that against an unarmored target, hollow points do an additional three dice of damage. However when impacting heavy armor HP ammo mushrooms against the surface, reducing the damage significantly. Heavy armor is considered +2 over normal when defending against HP bullets. These rounds cost 3 times more than standard ammunition. Incendiary Bullets: Built using a repository inside the bullet to store highly flammable (usually phosphorous) materials, incendiary bullets create light trails in the air and burn the target terribly when they impact. Incendiary bullets do +2 fire damage per die, and grant a +1 shootin bonus to hitting targets with the burst fire or full auto function. Also, abominations are driven back by such flashes of light. Successfully hitting an abomination with a shot forces them to make a TN 13 guts check or be forced to spend their next three rounds fleeing. These rounds costs 4 times more than standard ammunition. AP Bullets: Most AP rounds these days come in only one variety, military grade ammo recovered from bases lost during the war. While lesser or greater versions exist, they are actually rarer than the surplus that can be found at military sites or are made by Gun Runners. This model of ammo does normal damage, but has AP 3. These rounds cost 5 times more than standard ammunition. Subsonic Bullets: Made with specially designed low powder loads and plastic casings, subsonic bullets increase the difficulty of cognition checks to hear or see a gunshot from a weapon using this ammo by +2, but reduces the damage of the shot by -1 per die. This stacks with the bonus given by using a silencer. These rounds cost 2 times more than standard ammunition. SHOTGUN SHELLS: Coin Shot: While bottlecaps are too big to use, both the NCR and the Legion use coinage as a form of currency. Consequently, such coinage works in a pinch to make extra ammo. Give them your two cents, with extra change. Coin shot spread increments are 100% longer than normal, but can not be used with a shotgun using a choke. The coinshot does +2 damage per die. These shells cost 4 times more than standard ammunition. Dragon: This shell holds a pressurized container with compressed phosphorus. When fired, the Dragon shell fills the normal shotgun spread with fire, doing D10's instead of D6's based on spread. The exchange of this is that firing the shell automatically degrades the gun's condition one step. If the

gun degrades to 'broken' condition from firing a dragon shell, the gun explodes, doing 2D10 fire damage to the user and anyone within 1 yard of the shooter. These shells cost 10 times more than standard ammunition. Ordinance: This shell is actually a high tech slug with a small nitrous fuel reservoir in the rear. When fired, the fuel reservoir ignites, rifling the slug at incredible velocity. The slug does +6 damage, AP 1, and has a range increment of 40. These shells cost 10 times more than standard ammunition. Flechette: While ordinary buckshot is devestating enough as it is, flechette shells are incredibly dangerous to unarmored targets. A flechette shell has the same spread as a regular shot shell, but with a +4 damage bonus per die. However heavy armor is considered +2 over normal when defending against Flechettes. These shells cost 6 times more than standard ammunition. MISSILES/ROCKETS/MINI NUKES: High velocity: These missiles use a high nitrous combination for fuel, causing the projectile to fly farther and faster than usual. The range increment for any missile of this type is double the usual. Missiles of this type cost 4 times more than standard ammunition. High Explosive: These missiles hold a higher yield warhead than standard. The burst radius of such a missile is 50% larger (round up to nearest meter). The missile also does 2 dice more damage. Hope you're far enough away, bucko. Missiles of this type cost 8 times more than standard ammunition. Mirv/Swarm/Cluster: This expensive missile is designed to break into a half dozen smaller missiles shortly after firing. Reduce the damage of each missile by 2 dice, AP by 1, and burst radius by 1 meter, but there are six explosives which fall within 3 meters of each other upon impact. (This is usually extraordinarily more dangerous than a single shot.) Missiles of this type cost 20 times more than standard ammunition. Low Yield: This missile is a poor man's ammunition. Usually made from improvised materials, the blast of such low yield missiles is less impressive than standard, but easier to come across and cheaper. The burst radius of low yield missiles is halved, rounded down. The shot also does half the normal amount of damage dice (rounded up). Missiles of this type cost 3/4's the normal price of standard ammunition. Incendiary: This missile's payload has been replaced with a volatile napalm. The weapon does damage one die type lower than normal, but everything within the blast radius is set on fire; at the end of each round they suffer the damage again, minus one die, until there are no more dice of damage remaining. Missiles of this type cost 3 times more than standard ammunition.

ENERGY AMMUNITION: Bulk: This ammunition was mass produced with cheaper materials, which means it conducts energy less efficiently than standard ammunition of its type. This ammo does -1 damage per dice, but also never risks degrading the weapon. Ammo of this type costs 3/4 the price of standard ammunition. Overcharged: This ammunition is standard ammo overcharged within safe parameters. The weapon does +3 damage per dice and has AP 1, but if the gun's condition degrades, it degrades an extra step. Ammo of this type costs 3 times more than standard ammunition. Optimized: This ammunition is carefully crafted and overcharged using better materials and conductors. This ammunition has the same damage bonus and AP as overcharged, but doesn't have the increased degradation rate. Ammo of this type costs 5 times more than standard ammunition. Max Charge: This ammunition is standard ammo charged to the near-breaking point. This weapon does TWICE the normal amount of dice of damage and has AP 3, but if the gun's condition drops, it drops two extra steps! Hope you like maintenance, waster. Ammo of this type costs 8 times more than standard ammunition.

Medical Supplies Buffout: A steroid derivative, Buffout comes in the form of large, white or green chewable tablets that are highly addictive, (TN 9 to resist Addiction). When taken, Buffout increases your strength and quickness by two Die Types for an hour, and your Nimbleness by one die type for an hour. At the end of the hour, when the drug wears off, it does 2d6 Wind Damage as fatigue sets in. Withdrawal imparts a penalty of -1 die type to Vigor and Mien, as addicts suffer tiredness and irritability. Steady: A sniper's drug, Steady removes the shakiness of the user's hands, as well as improving their eyesight to make highly accurate shooting a breeze. When under the effects of Steady, Cognition is increased by 1 Die Type and for vision, and increases all weapon accuracy by 10 additional yards, lowering TN to hit at long range significantly. Finally, the drug lasts for nearly 6 hours! The downside is addiction. One of the most addictive chems around, Steady has a TN 11 addiction roll, and withdrawal causes the hands to shake uncontrollably and eyesight to cloud heavily. Cognition (Sight-based) is down two die types, and weapon range is reduced by 15 as withdrawal victims can't shoot straight to save their lives. Rad-X: An injection, Rad-X is mostly made from chemicals that are designed to make white blood cells attack radioactive particles as if they were a virus. The chem is only mildly addictive, (TN 3 to resist addiction), and when taken, if a Vigor check to resist radiation is failed, single-wind loss is only applied for every other failed roll. When suffering from Rad-X withdrawal, victims suffer nausea and diarrhea. (-1 to Vigor rolls until treated.) Rad-X lasts for 4 hours. Psycho: Made for military use, Psycho is a mixture of painkillers and adrenals. Users suffer no risk of addiction, but may die while using it, anyway. When injected, Psycho negates all dice penalties due to wounded limbs and increases your size rating by two, for the purposes of damage calculation, as well as increases your Guts to 5d12. But drops your cognition to 1d4 for the duration. Fortunately, the effect is very short lived, only a half-hour. Users have been seen to suddenly become VERY aggressive, attacking as much as they can get away with with whatever weapons are on hand. (Note: The improved versions of this drug, Slasher and Rampage, give various other bonuses. Slasher increases Size by an additional +2 for damage calculation, and Rampage increases Strength to 5d12, instead, but makes the user unable to use or focus on hardly anything at all. Guns are right out, so Rampage users tend to be brutal in melee as a result.)

Jet: Made by a boy genius in the Mojave nearly a century ago, Jet's actual chemical makeup is (I read up on this and, thankfully is) a mystery. Taken via an inhaler, Jet has a high addiction rate (TN 7 to resist addiction) and behaves much like any other methamphetamines. Stimulating the central nervous system, it creates a short-lived euphoria and a sudden burst of strength and energy. This translates as +1 die type to strength, +1 die type to Vigor, and +2d6 temporary Wind. Coming

down off Jet has no ill effects, but addicts suffer fatigue, psychotic episodes, and severe lethargy. (-1 Permanent Wind Loss until treated. -1 die type to Vigor) Versions of this drug include UltraJet (Which affects Ghouls) and Rocket (Which boosts all the numbers by +1. EX: Temporary wind is +3d6, Vigor goes up +2 die types, withdrawal gives 2 permanent wind loss until treated, and so on.) Turbo: One of the most dangerous drugs available, Turbo has a powerful effect that can change the course of any battle in your favor. It is strongly addictive (TN 7 to resist addiction) and has one of the worst withdrawal symptoms to date. The benefit of taking Turbo, which comes in the form of an inhaler like Jet, is that for each dose, you gain 1 extra card draw for two initiative rounds, regardless of whether you have hit your 5 card maximum, as time slows down to your perceptions, but leaves you able to behave normally. However, once an object, say a bullet or grenade, leaves your possession, it behaves under the time dilation of the drug as well. The drawback is that addiction comes with a price. Withdrawal from addiction is untreatable, and immediately reduces both Nimbleness and Quickness by 1 die. If you only HAVE one die, it lowers the die type instead. Stimpacks: Stimpacks are comprised of a mixture of antibacterials, anticoagulants, painkillers, and neurostimulants poured into an injector. Non-addictive in it's design, stimpacks were used the world over as a supplement to any well-stocked first aid kit. When injected directly into the meat or tissue of a limb, the chemicals immediately work to rebuild bones, knit flesh, and generally repair trauma. If injected into the bloodstream, however, it instead works to repair the body overall. In game terms, when injected into a body part that is under the "Maimed" category, but is still attached, it will move the damage immediately to the "Critical" threshold of the damage track, allowing the limb to be treated normally. Obviously, this won't work on the head or guts. When injected into a vein or artery, Stimpacks instead confer a 4d6 healing effect, applied as the user wishes. (Super-Stimpacks, on the other hand, do the same thing as regulars, but instead heal 7d6 with a 15 minute timer. When the time ends, the user immediately suffers 2d6 damage to the guts.)

Cybernetic Implants: Just before the end of the world, major breakthroughs were being pioneered in the name of prosthetic and cybernetic surgery. While still in its infancy, the models being created were designed for use and installation for the everyman. Only a handful of people nowadays have the knowledge to perform this incredibly delicate surgery, and even then, the necessary equipment, not to mention the implants themselves, are all very rare. That said, should any of these implants be found, and a proper cyberdoc hired to implant them, they can improve a Waster significantly, allowing them to call on abilities unknown to the common Prospector. A waster can have up to half their vigor score in implants/replacements safely. His body rejects any excess, at the risk of causing complications or death. Though, if you managed to find more cybernetics than your body can handle, you either figured out how to build them, or you should be hightailin’ it to new vegas, Bucko! If a character wishes to learn the Cybernetics Healin’ concentration, he must first have a Healin' 4D10, and a Tinkerin' of 3D10. Once all that is accomplished, he must find one of the old instruction manuals that were lost in the various hospitals that they were assigned to, and read through the manual for at least 4 hours a day for a minimum of 1 week. PLUS, you still gotta pay the bounty points for the concentration, partner. Once all that has been accomplished, you're in business. After that, all you need is an Auto-Doc and some clean tools. HEAD IMPLANTS: (Requires Neurosurgery Healing concentration) Empathy Synthesizer (4000 caps) -This device connects to the nerve clusters leading to your face, allowing you finer control over your expressions. This translates into a +1 per die rolled to any social rolls where the target can see your face. Probability Calculator (3000 caps) -This chip is implanted in your brain and enhances your ability to calculate odds. This translates into a +4 to Gamblin rolls. Additionally, your ability to read the odds gives you an edge when avoiding incoming fire, granting a flat +2 to dodge rolls. Adrenaline Booster (5000 Caps) -This device concentrates and enhances your adrenaline glands, allowing you to react faster and react more easily in combat. This translates into a +1 per die rolled to all quickness checks for initiative. Neurosynaptic Rangefinder (3000 caps) -Implanted in the portion of the brain dealing with logical conclusions, this Implant allows the user to better calculate the probability of an accurate shot with the weapon in their hand at the time. This translates into a 5 yard increase to the range of any weapon they wield. Cortical Processor (4000 caps) -An implanted information filter is set in the portion of the brain that processes visual input. The user of this implant finds their Ability to take in their surroundings without moving their eyes,

I.E. peripheral vision attention is greatly improved. Their expanded visual focus range translates into a static +2 to all cognition rolls. Pip-Boy Synchronicitizer (2000 caps) -Relatively cheap for a neurological implant due to the usual lack of necessity and the larger quantity of RobCo brain interface technology than one would think (Thanks to brainbots all over the wastes) this implant jacks into the sensory nerves of the brain, allowing a specific registered RobCo Pip-boy 3000 model (the 2000 didn't have the data uplinks needed). Custom built firmware in the implant gives the user the illusion of a Heads Up Display at their choosing, the images appearing in their 'vision'. This allows them to gain basic feedback from their pip-boy system without having to raise their arm and page through screens. There are rumors of a much more expensive (20000 caps) version that allows them to completely control all functions of their pip-boy with their brain, but that something that only the most skilled people (and Mr. House) knows about. Either model allows the user to activate VATs mode without spending their highest card. TORSO IMPLANTS Toxin Filters (7000 caps) -This implant installs more filters into their stomach than a water processing plant. When eating or drinking poisonous or irradiated materials, a Waster gains a static +2 to vigor checks to resist poisoning, and has +4 to resist radiation poisoning from dinking tainted water. NEMEAN Sub-dermal Armor (10,000 caps) -This fiberweave underlay requires the surgeon to practically skin the subject before implanting it. (sedation is heavily suggested). This organic kevlar type armor lies just under the skin over 80% of the body, designed to diffuse and greatly reduce the force of high velocity impacts upon penetrating the skin. This gives the owner -2 natural armor, which counts as -4 vs projectile weapons. Monocyte Breeder (12,000 caps) -This very expensive implant is a genetically cultured organ system that is implanted around the heart and lungs. When the user suffers trauma, the implant floods the bloodstream with Monocytes which rapidly accellerate the healing process. The first time the subject takes a wound or greater to a body part, the implant kicks in, rolling 2D4 of healing once per round of combat per body location for a maximum of one minute. Unlike other types of healing, the breeder can only heal one wound per injury per round no matter how much healing was rolled. If duration remains and there are other wounds, the breeder will begin regenerating those. Once the minute has passed, the waster has to figure out how to survive without it for a while so it can breed more. (Resets in 14-vigor die type hours) Example: Lucky Ned trips over a landmine. The explosion deals four wounds to each leg, three to his torso, two to his left arm, and one to his right arm and noggin. In really bad shape, Lucky Ned lies there while the Monocyte breeder kicks in. The first round he rolls a 6, meaning each location recovers 1 wound. Now his noggin and right arm are fine, but the rest of him still hurts something fierce. This progresses over the course of 5 more rounds, where hopefully he's mended enough to deal with the raiders who came looking to find out who set off their trap!

Skeletomuscular Reinforcement (6000 caps) -This is a special treatment reinforcing the anchoring points on the muscles of the shoulders and chest. This allows someone with this implant to swing their arms with more natural force without fear of tearing a tendon or breaking bones. This translates into a +2 to melee damage rolls. Synthetic Lung (8000 caps) -This implant replaces one of the user's lungs, which has a short term oxygen scrubber built in. Not only can the user hold his breath for up to an hour without worry, but they recieve +2 to vigor checks to resist airborne toxins or gasses. LIMB IMPLANTS Plantiformic Accelerators (6000 caps) -Replacing the lower half of the shins, as well as the foot structure of the subject. The pace of the prospector increases by 2, and they roll an extra 1D8 when hustling. Hydraulic Grip (4000 caps) -The skeletal structure of the subjects’ hands has been replaced with a steel reinforced grip. Tiny hydraulic presses ensure the user only lets go when they want to let go. This grants a +2 to climbing rolls, as well as rolls to maintain a grapple. They also increase the difficulty to disarm the subject by 2. Footpad Dampeners (3000 caps) -This implant replaces key points in the leg structure of the user, allowing for more fine control of their footfalls so they are less likely to bump things while sneaking. Special dampening pads are added into joints, ensuring that no knees pop or ankles crack while crouching. This implant system grants +2 to sneakin rolls. Olympian Propulsion system (12000 caps) -This All in one system improves everything about the user's athletic performance. Relays enhance the natural connection between brain and body. They may find their running speed, jumping distance, and even their combat performance optimized. This translates into +1 pace, +1 to all nimbleness checks, and the TN to hit them by any attack increases by 1. REPLACEMENT LIMBS Replacement Limbs (Special) -Made for the purpose of replacing a soldier’s lost limbs, these replacement arms and legs are designed to closely mimic the original limb structure of a human being. This means that these limbs have to be carefully attuned to the natural abilities of the body being implanted. This means that any replacement limbs can only be used at the same strength, deftness, or agility as the owner’s normal traits. On the plus side, cybernetic limbs can utilize limb implants as readily as organic limbs can, meaning that a prospector with a cyber leg and a meaty one can still buy footpad Dampeners or Plantiformic Accelerators. While one is surgically implanted in the body, the other leg merely has those systems integrated into the limb permanently.

The limb costs an amount of caps to purchase (whether getting a new one or having a salvaged one calibrated. Does not include installation cost) equal to strength die type+deftness die type plus Size in hundreds of caps. Example: A strength D6, Agility D6 size 6 waster lost an arm and lucks out finding a replacement. In order to get it working, it will cost him 1800 caps. If Brawny McBeatstick (Strength D12, Deftness D12, Size 7) lost an armwrestling match with a deathclaw (and the arm in the process) He’d have to pay a shit ton more to get a limb that will work for him. (3100 caps!)

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