May 20, 2021 10:57 pm
Equipment Tables
Casual Clothing (Clothing)
Damage Resistance:
--Phys: 0
--En: 0
--Rad: 0
Locations Covered:
--Arms
--Torso
--Legs
Weight: 2
Cost: 20
Special: Wearing casual clothing allows you to re-roll a single d20 on one STR or AGI-based skill test you make each scene, as the clothing is easy to move in.
Formal Clothing: (Outfit)
Damage Resistance:
--Phys: 0
--En: 0
--Rad: 0
Locations Covered:
--Arms
--Torso
--Legs
Weight: 2
Cost: 30
Special: Wearing formal clothing allows you to re-roll a single d20 on one CHA-based skill test you make each scene, as the clothing helps you make a good first impression.
Formal Hat: (Headgear)
Damage Resistance:
--Phys: 0
--En: 0
--Rad: 0
Locations Covered:
--Head
Weight: less than 1
Cost: 15
Special: Wearing a formal hat allows you to re-roll a single d20 on one CHA-based skill test you make each scene, as it helps you make a good first impression.
Vault Jumpsuit (Clothing)
Damage Resistance:
--Phys: 0
--En: 1
--Rad: 2
Locations Covered:
--Arms
--Torso
--Legs
Weight: 1
Cost: 20
Special: None
[ +- ] Melee Weapons
Melee Weapons use the combination STR + Melee Weapons for target numbers, except Unarmed, Handy Rock, and Knuckles, which use STR + Unarmed. But all of them have a range of Within Reach.
Name: Unarmed
Damage: 2dF
Effects: --
Damage Type: Physical
Qualities: --
Weight: --
Cost: --
Name: Handy Rock
Damage: 2dF
Effects: Vicious
Damage Type: Physical
Qualities: --
Weight: --
Cost: --
Name: Gun Bash (One-Handed) (Used for One-Handed Guns)
Damage: 2dF
Effects: Stun
Damage Type: Physical
Qualities: --
Weight: --
Cost: --
Name: Gun Bash (Two-Handed) (Used for Two-Handed Guns)
Damage: 3dF
Effects: Stun
Damage Type: Physical
Qualities: --
Weight: --
Cost: --
~
Name: Baseball Bat
Damage: 4dF
Effects: --
Damage Type: Physical
Qualities: Two-Handed
Weight: 3 lb
Cost: 25
Name: Baton
Damage: 3dF
Effects: --
Damage Type: Physical
Qualities: --
Weight: 2
Cost: 15
Name: Knucklest
Damage: 3dF
Effects: --
Damage Type: Physical
Qualities: Concealed
Weight: less than 1 lb
Cost: 10
Name: Machete
Damage: 3dF
Effects: Piercing 1
Damage Type: Physical
Qualities: --
Weight: 2 lb
Cost: 25
Name: Switchblade
Damage: 2dF
Effects: Piercing 1
Damage Type: Physical
Qualities: Concealed
Weight: 1 lb
Cost: 20
Name: Unarmed
Damage: 2dF
Effects: --
Damage Type: Physical
Qualities: --
Weight: --
Cost: --
Name: Handy Rock
Damage: 2dF
Effects: Vicious
Damage Type: Physical
Qualities: --
Weight: --
Cost: --
Name: Gun Bash (One-Handed) (Used for One-Handed Guns)
Damage: 2dF
Effects: Stun
Damage Type: Physical
Qualities: --
Weight: --
Cost: --
Name: Gun Bash (Two-Handed) (Used for Two-Handed Guns)
Damage: 3dF
Effects: Stun
Damage Type: Physical
Qualities: --
Weight: --
Cost: --
~
Name: Baseball Bat
Damage: 4dF
Effects: --
Damage Type: Physical
Qualities: Two-Handed
Weight: 3 lb
Cost: 25
Name: Baton
Damage: 3dF
Effects: --
Damage Type: Physical
Qualities: --
Weight: 2
Cost: 15
Name: Knucklest
Damage: 3dF
Effects: --
Damage Type: Physical
Qualities: Concealed
Weight: less than 1 lb
Cost: 10
Name: Machete
Damage: 3dF
Effects: Piercing 1
Damage Type: Physical
Qualities: --
Weight: 2 lb
Cost: 25
Name: Switchblade
Damage: 2dF
Effects: Piercing 1
Damage Type: Physical
Qualities: Concealed
Weight: 1 lb
Cost: 20
[ +- ] Small Guns
All small guns use the combination of AGI+Small Guns to determine target numbers.
Name: 10mm Pistol
Damage: 4dF
Effects: --
Damage Type: Physical
Fire Rate: 2
Range: Close
Qualities: Close Quarters, Reliable
Weight: 4 lbs.
Ammo: 10mm
Name: Double-Barrel Shotgun
Damage: 5dF
Effects: Spread, Vicious
Damage Type: Physical
Fire Rate: 0
Range: Close
Qualities: Inaccurate, Two-Handed
Weight: 9 lb
Cost: 39
Ammo: Shotgun Shells
Name: Pipe Gun
Damage: 3dF
Effects: --
Damage Type: Physical
Fire Rate: 2
Range: Close
Qualities: Close Quarters, Unreliable
Weight: 2 lb
Cost: 30
Ammo: .38
Name: 10mm Pistol
Damage: 4dF
Effects: --
Damage Type: Physical
Fire Rate: 2
Range: Close
Qualities: Close Quarters, Reliable
Weight: 4 lbs.
Ammo: 10mm
Name: Double-Barrel Shotgun
Damage: 5dF
Effects: Spread, Vicious
Damage Type: Physical
Fire Rate: 0
Range: Close
Qualities: Inaccurate, Two-Handed
Weight: 9 lb
Cost: 39
Ammo: Shotgun Shells
Name: Pipe Gun
Damage: 3dF
Effects: --
Damage Type: Physical
Fire Rate: 2
Range: Close
Qualities: Close Quarters, Unreliable
Weight: 2 lb
Cost: 30
Ammo: .38
[ +- ] Armor
Raider Armor is the only armor that super mutants can wear.
Name: Raider Chest Piece
Damage Resistances:
--Phys: 1
--En: 1
--Rad: 0
Locations Covered:
-Torso
Wieght: 7
Cost: 18
Name: Raider Arm/Leg
Damage Resistances:
--Phys: 1
--En: 1
--Rad: 0
Locations Covered:
-Arm/Leg
Wieght: 3
Cost: 8/6
Name: Vault-Tek Armor
Damage Resistances:
--Phys: 2
--En: 0
--Rad: 2
Locations Covered:
-Torso, Arms, Legs
Wieght: 8
Cost: 16
Name: Vault-Tek Helmet
Damage Resistances:
--Phys: 2
--En: 0
--Rad: 2
Locations Covered:
--Head
Wieght: 2
Cost: 20
Name: Raider Chest Piece
Damage Resistances:
--Phys: 1
--En: 1
--Rad: 0
Locations Covered:
-Torso
Wieght: 7
Cost: 18
Name: Raider Arm/Leg
Damage Resistances:
--Phys: 1
--En: 1
--Rad: 0
Locations Covered:
-Arm/Leg
Wieght: 3
Cost: 8/6
Name: Vault-Tek Armor
Damage Resistances:
--Phys: 2
--En: 0
--Rad: 2
Locations Covered:
-Torso, Arms, Legs
Wieght: 8
Cost: 16
Name: Vault-Tek Helmet
Damage Resistances:
--Phys: 2
--En: 0
--Rad: 2
Locations Covered:
--Head
Wieght: 2
Cost: 20
[ +- ] Clothing/Outfits/Headgear
Casual Clothing (Clothing)
Damage Resistance:
--Phys: 0
--En: 0
--Rad: 0
Locations Covered:
--Arms
--Torso
--Legs
Weight: 2
Cost: 20
Special: Wearing casual clothing allows you to re-roll a single d20 on one STR or AGI-based skill test you make each scene, as the clothing is easy to move in.
Formal Clothing: (Outfit)
Damage Resistance:
--Phys: 0
--En: 0
--Rad: 0
Locations Covered:
--Arms
--Torso
--Legs
Weight: 2
Cost: 30
Special: Wearing formal clothing allows you to re-roll a single d20 on one CHA-based skill test you make each scene, as the clothing helps you make a good first impression.
Formal Hat: (Headgear)
Damage Resistance:
--Phys: 0
--En: 0
--Rad: 0
Locations Covered:
--Head
Weight: less than 1
Cost: 15
Special: Wearing a formal hat allows you to re-roll a single d20 on one CHA-based skill test you make each scene, as it helps you make a good first impression.
Vault Jumpsuit (Clothing)
Damage Resistance:
--Phys: 0
--En: 1
--Rad: 2
Locations Covered:
--Arms
--Torso
--Legs
Weight: 1
Cost: 20
Special: None
[ +- ] Consumables
Some items of food and drink are Irradiated, contaminated with the radiation which is all-pervasive in the wastelands. When you consume irradiated food or drink, roll 1dF. If you roll an Effect, you suffer 1 Radiation damage, which ignores any resistance from equipment or armor.
Food:
Food cannot be consumed during combat. Outside of combat, you may eat a single food item per scene.
Name: Iguana on a Stick
HP Healed: 6
Other Effects: --
Irradiated?: No
Weight: less than 1
Cost: 33
Name: Melon
HP Healed: 3
Other Effects: --
Irradiated?: Yes
Weight: 1
Cost: 6
Name: Mutfruit
HP Healed: 3
Other Effects: --
Irradiated?: Yes
Weight: less than 1
Cost: 8
~
Beverages:
Beverages can be consumed during combat, but require a Major action. You can only drink a single beverage each scene.
Most of the effects of a beverage lasts until the end of the current scene. The exceptions to this are effects which occur instantly, such as HP healed, AP gained, healing radiation damage, or curing addictions.
Many of the beverages are Alcoholic. All alcoholic drinks have the same effect: Until the end of the scene, you may re-roll 1d20 on STR and CHA tests, but increase the difficulty of INT tests by +1. In addition, alcoholic drinks are addictive: after drinking the beverage, roll a few dF equal to the number of alcoholic drinks you’ve consumed during this session. If two or more Effects are rolled, you are addicted, and add +1 to the difficulty of CHA and AGI tests while not under the effects of an alcoholic drink.
Name: Purified Water
HP Healed: 3
Other Effects: --
Irradiated?: No
Weight: less than 1
Cost: 20
Food:
Food cannot be consumed during combat. Outside of combat, you may eat a single food item per scene.
Name: Iguana on a Stick
HP Healed: 6
Other Effects: --
Irradiated?: No
Weight: less than 1
Cost: 33
Name: Melon
HP Healed: 3
Other Effects: --
Irradiated?: Yes
Weight: 1
Cost: 6
Name: Mutfruit
HP Healed: 3
Other Effects: --
Irradiated?: Yes
Weight: less than 1
Cost: 8
~
Beverages:
Beverages can be consumed during combat, but require a Major action. You can only drink a single beverage each scene.
Most of the effects of a beverage lasts until the end of the current scene. The exceptions to this are effects which occur instantly, such as HP healed, AP gained, healing radiation damage, or curing addictions.
Many of the beverages are Alcoholic. All alcoholic drinks have the same effect: Until the end of the scene, you may re-roll 1d20 on STR and CHA tests, but increase the difficulty of INT tests by +1. In addition, alcoholic drinks are addictive: after drinking the beverage, roll a few dF equal to the number of alcoholic drinks you’ve consumed during this session. If two or more Effects are rolled, you are addicted, and add +1 to the difficulty of CHA and AGI tests while not under the effects of an alcoholic drink.
Name: Purified Water
HP Healed: 3
Other Effects: --
Irradiated?: No
Weight: less than 1
Cost: 20
[ +- ] Chems
Chems can be administered to yourself or someone else (who must be willing) within Reach using the Take Chem minor action. A chem’s effects are Instant (they have an effect as soon as they’re taken, and then the effect ends), Brief (the end of your current turn, or the end of the recipient’s next turn), or Lasting (the effect lasts until the end of the current scene).
The benefits of chems do not stack: if two chems provide the same benefit, or you take two doses of the same chem, whichever was taken most recently takes precedence.
Many chems are addictive. When you take an addictive chem, roll a number of dF equal to the number of doses you’ve taken this session. If you roll a number of Effects that equals or exceeds that chems addiction number (noted after "Yes" in the "Addictive?" column below), you have become addicted to that chem.
~
Name: Buffout
Effects: Reroll 1d20 on all STR and END tests, +3 Max HP.
Duration: Lasting
Addictive?: Yes, 2
Weight: less than 1
Cost: 45
Name: Calmex
Effects: Reroll 1d20 on all PER and AGI tests, +2dF to sneak attack damage.
Duration: Lasting
Adictive?: Yes, 1
Weight: less than 1
Cost: 100
Name: Mentats
Effects: Reroll 1d20 on PER and INT tests.
Duration: Lasting
Addictive?: Yes, 3
Weight: less than 1
Cost: 50
Name: Stimpack
Effects: Heals 4 HP
Duration: Instant
Addictive?: No
Weight: less than 1
Cost: 50
The benefits of chems do not stack: if two chems provide the same benefit, or you take two doses of the same chem, whichever was taken most recently takes precedence.
Many chems are addictive. When you take an addictive chem, roll a number of dF equal to the number of doses you’ve taken this session. If you roll a number of Effects that equals or exceeds that chems addiction number (noted after "Yes" in the "Addictive?" column below), you have become addicted to that chem.
~
Name: Buffout
Effects: Reroll 1d20 on all STR and END tests, +3 Max HP.
Duration: Lasting
Addictive?: Yes, 2
Weight: less than 1
Cost: 45
Name: Calmex
Effects: Reroll 1d20 on all PER and AGI tests, +2dF to sneak attack damage.
Duration: Lasting
Adictive?: Yes, 1
Weight: less than 1
Cost: 100
Name: Mentats
Effects: Reroll 1d20 on PER and INT tests.
Duration: Lasting
Addictive?: Yes, 3
Weight: less than 1
Cost: 50
Name: Stimpack
Effects: Heals 4 HP
Duration: Instant
Addictive?: No
Weight: less than 1
Cost: 50
[ +- ] Miscellaneous
Name: Bobby Pin
Effects: Reduces difficulty of Lockpick tests by 1 (minimum 1),
One bobby pin breaks per complication rolled.
Weight: less than 1lb
Cost: 1
Name: First Aid Kit
Effects: Heal +2 HP upon succeeding at the First Aid action.
Weight: 4lb
Cost: 200
Name: Flashlight
Effects: Generates bright light in a single zone within Medium range; the user may choose which zone is illuminated.
Weight: 2
Cost: 100
Name: Geiger Counter
Effects: Allows a PER + Survival test, difficulty 1, to determine if there is radiation present in an area, and how much.
Weight: 8
Cost: 325
Name: Multi-Tool
Effects: Reduce the difficulty of Repair tests by 1 (minimum 0).
Weight: 1
Cost: 100
Name: Radio
Effects: Picks up and plays radio transmissions.
Weight: 2
Cost: 75
Effects: Reduces difficulty of Lockpick tests by 1 (minimum 1),
One bobby pin breaks per complication rolled.
Weight: less than 1lb
Cost: 1
Name: First Aid Kit
Effects: Heal +2 HP upon succeeding at the First Aid action.
Weight: 4lb
Cost: 200
Name: Flashlight
Effects: Generates bright light in a single zone within Medium range; the user may choose which zone is illuminated.
Weight: 2
Cost: 100
Name: Geiger Counter
Effects: Allows a PER + Survival test, difficulty 1, to determine if there is radiation present in an area, and how much.
Weight: 8
Cost: 325
Name: Multi-Tool
Effects: Reduce the difficulty of Repair tests by 1 (minimum 0).
Weight: 1
Cost: 100
Name: Radio
Effects: Picks up and plays radio transmissions.
Weight: 2
Cost: 75