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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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