Fallout.pdf

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Setting:  
In  the  year  2061,  global  tensions  had  reached  the  point  where  a  
third  World  War  became  unavoidable.  Rather  than  being  the  
clash  of  superpowers  that  had  been  prophesied  in  the  late  20th  
century,  the  war  began  small  as  a  series  of  brush  fires  in  the  
developing  world.  Gradually,  more  and  more  nations  became  
embroiled  in  these  small  disputes  until  some  of  the  larger  
nations  found  themselves  on  opposite  sides  of  these  regional  
conflicts.  A  few  dramatic  acts  of  terrorism  prompted  the  mass  
production  of  atomic  weapons.  Once  this  option  was  broached,  
the  theory  of  mutually  assured  destruction  was  put  to  the  
ultimate  test.    
 
Some  of  mankind's  best  and  brightest  -­‐  and  many  of  its  not-­‐so-­‐
brightest  -­‐  made  preparations  to  ensure  our  species'  survival.  
Among  these  was  the  then-­‐president  of  the  United  States,  who  
enacted  a  plan  known  as  Project  Safehouse  and  commissioned  a  
company  known  as  Vault-­‐Tec  to  construct  122  'vaults'  to  shelter  
the  citizens  of  the  US.  Each  vault  possessed  construction  
equipment,  hydro-­‐agricultural  farms,  a  water  purification  
system,  defensive  weaponry  to  equip  10  men,  communication  
systems  and  surface  monitors,  educational  and  entertainment  
files,  waste  managements  systems,  cryopreservation  sleep  
tanks,  and  even  supplies  to  help  the  inhabitants  create  a  viable  
civilization  in  the  post-­‐nuclear  world  after  the  
All  Clear  
signal  
was  sent.  
 
The  bombs  fell.  Governments  were  broken,  armies  scattered,  
cities  leveled.  Most  people  called  this  the  "Great  War"  but  it  had  
many  names:  the  last  war,  the  Conflagration,  Tianhuo,  the  true  
rapture,  Ragnarok,  and  the  list  goes  on.  
For  about  a  month  after  the  war  barely  a  cricket  stirred  on  the  
surface  of  the  planet.  Some  -­‐  those  who  survived  without  a  
Vault  to  call  their  homes  -­‐  managed  to  make  it  to  shelter  and  
fought  tooth  and  nail  to  eke  out  a  meager  existence  from  the  
bones  of  civilization,  watching  their  Geiger  counters  and  
parceling  out  rations.  Others  changed  drastically  from  the  force  
of  the  radiation  and  formed  new  (and  often  brutal  and  
unforgiving)  wasteland  'societies'  of  their  own.  
 
It  is  now  the  year  2171.  While  the  surface  above  is  an  America  
made  truly  savage,  you  were  one  of  the  most  fortunate  ones.  
Born  into  Vault  23,  you  have  never  known  the  outside  world  -­‐  a  
true  product  of  this  new  dark  age.  
Character  Creation:  
Well,  howdy  there,  pardner!  Welcome  to  Savage  Worlds,  a  
game  of  close  calls  and  long  shots.  As  a  universal  system  that  
can  handle  everything  from  low  fantasy  to  cyberpunk,  the  rules  
presented  here  have  all  been  cherry-­‐picked  from  both  the  core  
book  as  well  as  several  other  supplements  to  recreate  that  
Fallout  feeling  we  all  know  and  love.  
 
Characters  are  defined  by  attributes  and  skills,  collectively  called  
“traits,”  and  both  work  in  exactly  the  same  way.  Attributes  and  
skills  are  ranked  by  die  types,  from  a  d4  to  a  d12,  with  d6  being  
the  average  for  adult  humans.  Having  a  higher  dice  value  in  an  
attribute  or  skill  means  that  you're  more  likely  to  achieve  
consistent  success  when  rolling  for  it,  and  having  a  low  number  
means  that  you're  more  likely  to  get  both  critical  failures  
and  
impressively  critical  successes.    
Let’s  start  making  your  hero  by  defining  his  attributes.  Every  
character  starts  with  a  d4  in  each  attribute,  and  has  5  points  
with  which  to  raise  any  or  all  of  them.  Raising  a  d4  to  a  d6,  for  
example,  costs  1  point.  You’re  free  to  spend  these  points  
however  you  want  with  one  exception:  no  attribute  may  be  
raised  above  a  d12.  
Agility  
is  your  hero’s  nimbleness,  quickness,  and  dexterity.    
Smarts  
is  a  measure  of  how  well  your  character  thinks  on  his  
feet  and  aids  in  acquiring  more  useful  skills.  
Spirit  
reflects  a  character's  bravery,  wisdom,  and  willpower.  
Strength  
is  raw  physical  power  and  general  fitness.    
Vigor  
represents  endurance,  resistance,  and  pain  tolerance.  
 
Skills  
 
A  Note  on  Realism:  
Don't  expect  any.  
 
The  later  games  in  the  Fallout  series  -­‐  the  tone  of  which  is  being  
used  for  this  foray  into  the  wastelands  -­‐  are  not  intended  to  be  
anything  more  than  a  neat  little  setting  in  which  all  the  wacky  
myths  about  radiation  from  the  early  50s  were  true.  In  reality,  
we  all  know  that  two  hundred  years  after  the  bombs  we'd  be  
walking  in  lush  rainforests  instead  of  trudging  through  barren  
and  scorched  deserts.  Science  is  thrown  right  out  the  window  
here  -­‐  water  can  retain  radiation  poisoning,  creatures  mutated  
into  new  breeds  of  monsters  and  a  pair  of  huge  alien  
motherships  are  hanging  out  in  Earth's  orbit  and  easily  visible  at  
night.  
Don't  get  too  hung  up  on  the  details.  
Skills  are  learned  trades  such  as  
Shootin',  Fightin',  scientific  
knowledge,  professional  abilities,  
and  so  on.  These  are  very  general  
skills  which  cover  all  related  
aspects.  Shootin',  for  example,  
covers  all  types  of  guns,  bows,  
rocket  launchers,  energy  
weapons,  and  so  on.  
You  have  13  points  to  distribute  among  your  skills.  Each  die  type  
costs  1  point  as  long  as  the  skill  is  equal  to  or  less  than  the  
attribute  it’s  linked  to  (listed  beside  the  skill  in  parentheses).  If  
you  exceed  the  attribute,  the  cost  becomes  2  points  per  die  
type.  
As  with  attributes,  no  skill  may  be  increased  above  d12.  
Example:  Fightin'  is  linked  to  Agility.  A  character  with  a  d8  Agility  
can  buy  Fightin'  for  one  point  per  die  type  to  d8.  Buying  a  d10  
costs  2  points,  and  a  d12  costs  another  2  points.  
 
Derived  Statistics  
 
 
Your  character  sheet  contains  a  few  other  statistics  you  need  to  
fill  in.  Each  is  described  below.  
Dodge  
lets  you  bob,  weave,  and  roll  in  combat  to  avoid  attacks.  
Dodge  starts  at  2  points  plus  half  your  hero’s  Fightin'  skill.  Being  
heavily  encumbered  can  sometimes  reduce  this  value.  
Toughness  
is  your  hero’s  damage  threshold.  Toughness  starts  at  
2  points  plus  half  your  hero’s  Vigor  attribute.  Any  Armor  your  
character  might  be  wearing  adds  to  this  value.    
Charisma  
is  a  measure  of  your  character’s  appearance,  manner,  
and  general  likability.  This  starts  at  0  and  can  be  improved  or  
reduced  with  Edges,  Hinderances,  and  more.  Your  Charisma  is  
added  to  most  social  rolls  and  also  serves  as  a  base  value  for  
how  NPCs  react  to  your  character.  
 
2  
Edges  &  Hindrances  
Great  heroes  are  far  more  than  a  collection  of  skills  and  
attributes.  It’s  their  unique  gifts,  special  powers,  and  tragic  flaws  
that  truly  make  them  interesting  characters.  
Characters  can  take  special  abilities—  
Edges—by  
balancing  them  
out  with  character  flaws—called  
Hindrances.  
You’ll  find  a  
complete  list  of  Edges  and  Hindrances  in  the  next  section.  
You  start  with  one  Edge  for  free.    
You  can  take  one  Major  Hindrance  and  two  Minor  Hindrances  
during  character  creation,  not  including  any  that  might  be  
forced  on  you  by  your  choice  of  Background.  A  Major  Hindrance  
is  worth  2  points,  and  a  Minor  Hindrance  is  worth  1  point.  
 
For  
1  point  
you  can:  
•  Gain  another  skill  point.  
•  Draw  two  random  item  cards  and  choose  one  to  keep.  
 
For  
2  points  
you  can:  
•  Raise  an  attribute  one  die  type  (you  may  raise  your  attributes  
before  purchasing  skills).  
•  Choose  an  Edge.  
 
Background:  
A  character's  culture  and  upbringing  is  analogous  to  'race'  in  
other  settings,  and  the  comparison  isn't  that  far  off.  You  choose  
your  background  during  character  creation,  and  gain  the  small  
perks  -­‐  and  sometimes  drawbacks  -­‐  associated  with  them.  
Your  first  character  must  always  be  a  Vault  Dweller.    
 
Vault  Dweller  
You  live  in  one  of  the  Vault-­‐Tec  subterranean  shelters,  protected  
from  the  nuclear  holocaust  thanks  to  the  thoughtfulness  of  
AMERICA.  You've  got  all  the  amenities    
School  of  Life:  
You  begin  play  with  the  Literacy  edge  for  free,  and  
your  skills  will  gain  several  bonuses  during  the  first  game  
session.  
 
If  he  or  she  perishes,  your  replacement  character  can  be  any  of  
the  following:  
 
Wastelander  
Humans  -­‐  in  all  their  forms  and  sizes  and  colors  and  races  -­‐  are  
still  the  same  as  before  the  Great  War.  They're  intelligent  and  
stupid,  violent  and  meek,  compassionate  and  malicious.  But  
above  all  else  they  are  determined  and  resourceful  and  thus,  
after  two  centuries,  mankind  still  thrives  in  the  unyieldingly  
harsh  wasteland.  
This  is  My  Boomstick:  
You're  a  normal-­‐lookin'  bloke  who  knows  
how  to  talk  to  folks,  and  gain  a  +2  bonus  to  your  Charisma  
because  of  this.  You  also  begin  play  with  a  specific  weapon  -­‐  
describe  what  you  think  your  character  would  use  to  the  GM  -­‐  
and  one  random  item  card.  
 
Mutant  
You  were  one  of  several  thousand  individuals  who  took  doses  of  
the  'Pan-­‐Immunity  Virion'  drug,  or  were  exposed  to  it  after  it's  
true  potential  was  revealed.  Nicknamed  the  Forced  Evolutionary  
Virus  (or  FEV),  humans  dosed  with  this  experimental  substance  
gained  abnormal  strength  and  sometimes  horrifying  physical  
deformities.  
Known  mutants  are  generally  feared,  loathed  or  distrusted  by  all  
but  the  most  progressive  communities  in  the  Wasteland.  Some  
folks  get  real  trigger-­‐happy  'round  obvious  mutants,  not  
 
 
stopping  to  check  if  that's  a  rocket  launcher  or  white  flag  you’re  
carrying  in  your  hands.  
Meta-­‐Human:  
You're  a  supersoldier  that  begins  play  with  a  d6  in  
your  Vigor  and  Strength  attributes  instead  of  a  d4,  but  you  begin  
each  game  session  with  one  fewer  Cap.  
 
Ghoul  
While  the  vast  majority  of  those  caught  in  the  nuclear  blasts  
died  immediately,  some  were  not  so  lucky.  Exposed  to  
enormous  doses  of  radiation,  there  were  those  whose  bodies  
withered,  leaving  nothing  but  decaying  husks,  but  still  did  not  
die.  Most  of  these  unfortunate  souls  lost  their  sanity  in  the  
process,  becoming  irrational,  feral  creatures,  but  many  still  cling  
on  to  their  intelligence  and  humanity.    
Despite  being  as  intelligent  as  most  folk,  your  physical  
repulsiveness  (caused  by  rotting  flesh,  nose-­‐less  skull  faces,  loss  
of  hair  and  a  normal  voice,  discolored  lips,  and  emancipation)  
makes  life  difficult  -­‐  only  the  most  kindhearted  of  folk  will  accept  
you  as  anything  but  a  monster.  Ghouls  are  looked  upon  as  
abominations,  used  as  slaves  or  treated  as  second  class  citizens  
in  many  parts  of  the  Wasteland.  
Zombie:  
You're  (mostly)  immune  to  Radiation  and  you  can  drink  
irradiated  water  and  consume  toxic  food  without  suffering  any  ill  
effects,  but  you  also  wind  up  with  the  Ugly  as  Sin  hindrance.  
Because  your  body  isn't  as  durable  as  it  used  to  be,  you  usually  
gain  the  Tired  condition  instead  of  Hungry  or  Thirsty.  
 
 
 
3  
Skills:  
Skills  are  aptitudes,  talents,  or  trades  tied  with  a  specific  
attribute.  Note  that  some  terms  in  the  skill  list  may  not  make  
sense  just  yet,  but  they  will  after  you’ve  become  familiar  with  
the  rest  of  the  rules.  
Again,  newly-­‐created  characters  have  13  points  to  distribute  
among  their  skill  list.  
 
Athletics  
(Strength)  
The  ability  to  climb,  tumble,  jump,  balance,  and  take  falls.  On  a  
successful  skill  check  you  can  perform  a  difficult  feat  of  agility,  
such  as  leaping  through  a  two-­‐foot-­‐  square  window  without  
hurting  yourself  or  scaling  a  vertical  surface.  
 
Cracking  
(Smarts)
 
A  lot  of  folks  locked  things  up  tight  before  the  bombs  fell.  A  
good  lockpicker  can  get  at  treasures  beyond  imagining:  
toothpaste,  meds,  maybe  even  a  gun  or  two.  
A  character  with  this  skill  can  try  to  open  any  mechanical  or  
electronic  lock,  although  they  can  expect  to  get  hit  with  some  
pretty  hefty  penalties  if  they  lack  the  proper  knowledge  (for  
electronic  security  systems)  or  gear  (in  the  case  of  physical  
lockpicks).  
 
Explosives  
(Smarts)
 
Sometimes  you  just  have  to  blow  the  snot  out  of  some  giant  
rad-­‐crawler.  It’s  usually  best  if  you  don’t  catch  your  posse  in  the  
blast.  
A  character  with  this  skill  knows  how  much  explosive  material  is  
needed  for  the  job  at  hand  and  how  far  away  to  stand.  From  
manufacturing  Molotov  cocktails  and  bottlecap  mines,  to  using  
scavenged  pulse  grenades  and  artillery  shells,  to  making  bullets,  
setting  and  removing  mines,  this  skill  covers  all  the  things  you  
don't  wanna  roll  a  critical  failure  on.  
 
Fightin'  
(Agility)
 
Bullets  are  scarce  in  the  Wasted  
West.  When  you  run  out  of  ammo,  
it’s  time  to  resort  to  the  manly  art  of  
fisticuffs.  A  character  uses  this  skills  
to  attack  with  melee  weapons  (such  
as  with  a  louisville  slugger  or  a  set  of  
brass  knuckles)  and  helps  you  know  
when  to  duck  and  cover  in  a  fight.  
Even  if  you  don't  plan  on  keeping  a  
shiv  on  your  person,  this  skill  is  
invaluable  to  avoid  getting  filled  full  'o  holes.  
 
First  Aid  
(Smarts)
 
Some  folks  think  of  sawbones  as  butchers  instead  of  doctors,  
but  a  good  one  knows  when  to  cut  your  leg  off  and  when  to  let  
it  be.  
This  skill  is  used  to  stop  bleeding,  set  broken  bones,  and  perform  
simple  surgery  such  as  lancing  boils  or  digging  out  a  shallow  
bullet.  
 
Guts  
(Spirit)
 
Even  a  hardened  veteran  of  the  wastelands  might  wet  his  pants  
when  charged  by  a  raging  super-­‐mutant.  When  your  character  
sees  a  hideous  creature  or  a  gruesome  scene,  you  need  to  make  
sure  he’s  got  guts.  
When  a  hero  fails  a  guts  check,  what  happens  to  the  poor  slob  is    
based  on  a  score  possessed  by  the  place  or  thing  called  its  
Terror  
stat.  The  more  you  miss  the  roll  by—and  the  greater  the  
source  of  fear—the  worse  the  result  is.  On  the  low  end,  your  
hero  might  just  hesitate.  In  the  middle,  she  develops  quirks  and  
phobias  that  may  hinder  her  in  the  future.  At  the  extreme,  she  
just  might  suffer  a  heart  attack  and  keel  over  dead.  
Eventually,  your  survivor  is  going  to  become  more  accustomed  
to  seein'  a  friend  gutted  like  a  fish.  This  is  one  of  several  skills  
that  can  gain  permanent  bonuses  the  more  they  get  rolled.  
 
Notice  
(Smarts)
 
Any  fool  can  find  a  crossbow  bolt  sticking  in  his  backside,  but  a  
character  with  a  good  eye  can  find  the  proverbial  needle  in  a  
haystack.  
Notice  is  used  when  a  hero’s  looking  for  items,  clues,  or  
evidence.  It’s  also  used  to  detect  movement,  ambushes,  and  
sneaking  enemies.  And  although  notice  rolls  can  be  used  to  find  
obvious  footprints,  to  actually  read  and  follow  anything  but  an  
obvious  trail  requires  the  trackin’  skill.  
 
Persuasion  
(Spirit)
 
There  are  lots  of  folks  barking  orders  in  the  Wasted  West.  Bark  
them  loudly  enough,  and  someone  might  even  listen.  
This  skill  helps  scavengers  fast-­‐talk  the  local  warlord  when  they  
get  caught  trespassing,  helps  traders  get  the  best  bargains  for  
their  wares,  helps  gunslingers  back  down  their  opponents  
before  anyone  slaps  leather,  and  helps  wise-­‐asses  make  fun  of  
someone  in  a  world  where  trigger  fingers  are  itchier  than  
radiation  sores.    
 
Science  
(Smarts)
 
The  discovery  of  the  atom  changed  the  face  of  the  world  
forever.  Scientists  used  it  to  better  humanity  and,  in  the  end,  
blow  it  to  Hell.  Science  is  a  dual-­‐edged  sword  with  rusty,  jagged  
blades,  but  man,  does  it  cut.  
This  skill  covers  book-­‐learning,  experience,  and  experience  in  all  
sorts  of  scientific  pursuits  -­‐  like  Trade,  discuss  what  sort  of  
scientific  field  was  your  specialty  when  putting  points  in  this  
skill.  Most  scientific  concentrations  are  related  to  each  other  to  
varying  degrees.  In  each  case,  it’s  the  Marshal’s  call  if  a  
particular  concentration  is  related  to  another.  
A  science  skill  check  is  often  related  to  tinkerin’,  depending  on  
what  the  hero  is  trying  to  repair.  
 
Scroungin'  
(Smarts)
 
A  veteran  wastelander  knows  which  bugs  to  eat  and  which  ones  
to  step  on.  Scroungin’  is  the  ability  to  find  life’s  little  necessities  
in  a  hurry.  For  a  lot  of  unlucky  folks,  this  skill  is  second  in  
importance  only  to  breathing.  
This  skill  lets  you  earn  more  item  cards  over  the  course  of  play,  
keeps  you  and  your  companions  fed  and  not  dyin'  of  thirst,  and  
helps  removes  negative  conditions  like  
Exhausted.  
 
Shootin'  
(Agility)
 
There’s  an  old  saying  about  there  being  only  two  types  of  
gunslingers:  the  quick  and  the  dead.  Well,  these  days  it  seems  
like  an  awful  lot  o'beasts  out  there  are  both.  
Shootin’  is  the  ability  to  fire  pistols,  rifles,  shotguns  and  the  like  
quickly  and  accurately  in  stressful  situations—such  as  when  
some  ungrateful  mutie’s  shooting  back.  We’re  not  talking  target  
practice  here.  Anyone  can  hit  the  side  of  a  barn  given  all  day  to  
aim.  
Guns  and  bullets  to  run  through  them  are  expensive  in  the  
wasted  west,  but  are  a  whole  lot  of  fun  if  your  wastelander  has  
'em.    
 
4  
Stealth  
(Agility)
 
Sometimes  -­‐  jes'  sometimes  -­‐  charging  into  the  face  of  death  
doesn’t  make  a  lot  of  sense.  Subtler  tactics  are  occasionally  
called  for.  
This  Skill  gives  the  character  a  basic  understanding  of  
subterfuge,  allowing  him  to  secrete  himself  in  darkened  corners  
to  escape  detection  and  sneak  around  without  arousing  too  
much  suspicion.  It’s  rolled  to  hide  objects  upon  your  person  or  
tucked  discreetly  away  in  hidden  alcoves,  and  for  impressive  
sleight-­‐of-­‐hand  tricks  and  the  like.  
 
Swimming  
(Vigor)  
Heroes  who  can’t  swim  often  sink  like  stones,  even  when  they’re  
just  taking  their  annual  baths.  And  although  we  don't  
recommend  wading  into  toxic  pools,  this  skill  will  come  in  real  
handy  if  you  have  such  activities  on  the  agenda.  
 
Tinkering  
(Smarts)
 
There  are  lots  of  artifacts  lying  about  the  Wasted  West.  A  fellow  
good  with  tools  can  make  a  fortune  fixing  them  up.  
Tinkerin’  is  the  ability  to  repair  stuff,  or  build  stuff  from  other  
stuff.  It  is  almost  always  used  in  conjunction  with  either  a  Trade  
or  Science  skill  check  to  determine  if  you  can  establish  a  basic  
design  for  whatever  it  is  you're  trying  to  build/fix.  
 
Tracking  
(Smarts)
 
Good  trackers  usually  find  whoever  or  whatever  they’re  looking  
for.  Of  course,  that’s  not  always  a  good  thing  these  days  -­‐  track  a  
mirelurk  to  its  lair,  and  you’ll  see  why—just  before  you  become  
the  next  carcass  for  its  squirmy  young.  
A  successful  trackin’  roll  helps  a  character  find  a  trail  and  stay  on  
it  as  well  as  cover  their  own  tracks.  
 
Trade  
(Smarts)
 
Life  as  an  adventurer  can  be  a  real  kick  in  the  pants,  but  
somebody’s  got  to  actually  do  all  the  work.  The  hard  jobs  are  
done  by  the  folks  with  the  practical  skills.  
Trade  is  a  catchall  skill  that  covers  hands-­‐on  jobs  like  
blacksmithing  and  undertaking,  and  the  whole  host  of  
knowledge  skills  that  go  along  with  it.  When  you  invest  points  
into  this  skill  you  should  also  discuss  with  the  GM  exactly  what  
your  trade  -­‐  or  area  of  study  -­‐  was.  
Each  trade  is  fairly  inclusive.  If  your  survivor  knows  Trade:  
Cartographer,  he  knows  a  decent  amount  about  geography,  how  
well-­‐travelled  the  trade  routes  are,  and  how  to  mix  ink.  
 
Anemic  
(MAJOR  HINDERANCE)
 
Your  hero  is  particularly  susceptible  to  sickness,  disease,  
environmental  effects,  and  fatigue.  He  subtracts  2  from  all  Vigor  
rolls  made  to  resist  fatigue  checks,  poison,  radiation,  and  the  
like.  
 
Annoying  Habit  
(MINOR  HINDERANCE)
 
Folks  aren’t  much  on  cleanliness  in  the  Wasted  West,  but  that  
doesn’t  mean  they  like  to  watch  some  mutant  picking  his  scabs.  
Your  character  has  a  habit  others  find  irritating  or  revolting.    
 
Bad  Ears  
(MINOR  HINDERANCE)
 
What?  Your  hero’s  lost  some  hearing.  Maybe  a  gun  went  off  
near  his  ear,  maybe  a  high  fever  cooked  it,  or  maybe  he  was  just  
born  that  way.  Subtract  -­‐2  on  all  tests  based  on  hearing.  
 
Bad  Eyes  
(MAJOR  HINDERANCE)
 
Your  hero’s  eyes  just  aren’t  what  they  used  to  be  and  you're  
forced  to  rely  on  a  pair  of  glasses  to  see.  With  glasses,  there’s  no  
penalty...without,  he  suffers  a  -­‐2  penalty  to  shoot  or  Notice  
something.  Don't  forget  that  glasses  can  break  easily  or  be  
knocked  off.  
The  Marshal  might  allow  you  to  use  your  bad  eyes  as  a  bonus  to  
Guts  checks  made  when  viewing  gruesome  horrors  at  long  
range.  
 
Bad  Luck  
(MAJOR  HINDERANCE)
 
The  character  seems  to  be  haunted  by  bad  luck.  Dropping  a  live  
grenade,  ill-­‐timed  weapon  jams  or  cutting  the  wrong  wire  when  
disarming  a  bomb;  it  happens  all  too  frequently  to  be  
coincidence.  If  a  roll  ends  up  as  1  it  becomes  a  critical  fumble,  
regardless  of  the  Wild  Die.  
A  character  can't  have  both  Bad  Luck  and  the  Luck  edge.  
 
Big  Britches  
(MINOR  HINDERANCE)
 
 
It’s  good  to  be  confident,  but  only  a  fool  charges  into  a  den  of  
mutants  armed  with  only  a  Swiss  army  knife.  Your  character  is  
severely  overconfident.  He  believes  he  can  do  anything  and  
never  turns  down  a  challenge.  
 
Big  Mouth  
(MAJOR  HINDERANCE)
 
A  little  lip-­‐flapping  can  cause  a  whole  passel  of  trouble.  Loose  
lips  sink  more  than  just  ships  out  in  the  wastelands,  and  your  
hombre’s  lips  are  looser  than  mutant  wrinkles.  He  always  speaks  
before  he  thinks.  Worse,  he’s  constantly  blurting  out  the  posse’s  
plans  or  telling  the  bad  guys  (or  one  of  their  informants)  what  
they  want  to  know.  The  hero  also  manages  to  put  his  boot  in  his  
mouth  fairly  often.  No  one  ever  trusts  you  twice.  
 
Bloodthirsty  
(MAJOR  HINDERANCE)
 
Some  folks  are  just  plain  mean.  Others  don’t  
believe  in  leaving  their  enemies  alive  to  
come  back  and  haunt  them  later.  
Your  character’s  a  warmonger.  Worse,  
she  actually  revels  in  carnage  and  
violence.  If  she’s  forced  to  take  
prisoners,  they  don’t  tend  to  
outlive  their  usefulness.  Your  hero  
suffers  -­‐4  to  his  Charisma  if  his  cruel  
habits  are  known.  
 
Chem  Resistant  
(MINOR  HINDERANCE)
 
Your  metabolism  doesn't  react  to  stimulants  very  well.  For  a  
chem  to  have  any  effect  you  must  make  a  successful  Vigor  
check.  
Hinderances:  
Hindrances  are  character  flaws  and  physical  handicaps  that  
occasionally  make  life  a  little  tougher  for  your  hero.  Some  
Hindrances  are  more  or  less  subjective  (such  as  Overconfident).  
They’re  there  to  help  you  roleplay  your  character,  and  might  
even  net  you  more  Caps  for  really  getting  invested  in  your  
character  and  his  flaws.  
A  character  may  take  
one  Major  Hindrance  
and  
up  to  two  
Minor  Hindrances.  
You’re  free  to  take  more  if  you  think  they  fit  
your  character  description,  but  you  don’t  get  additional  points  
for  them.  
 
All  Thumbs  
(MINOR  HINDERANCE)
 
You  don’t  like  machines,  and  they  don’t  care  for  you.  This  is  a  
great  Hindrance  for  “savages,”  adventurers  too  young  to  
remember  before  the  bombs,  when  tech  was  common.  All  rolls  
made  to  use  complex  machinery  or  repair  any  mechanical  device  
are  made  at  –2.  
 
 
5  
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