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Lead Designer Financial Controller Community and Design Translations and Publishing
Nathan Dowdell Luc Woolfenden Assistant Manager
Domonic Westerland Matt Timm
Writing Logistics and Production
Beth Stone, Nathan Manager Scheduling and Design Distribution and Key
Dowdell, Jordan Peter Grochulski
Campbell, Virginia
Assistant Accounts Manager
Justin Talsma Gary Moore
Garcia McShannock, Art Directors
Samantha Webb Rocío Martín Pérez, 2d20 Developer Brand Manager
Ariel Orea Nathan Dowdell Jason Brenner
Editing

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Jacky Leung Studio Coordinator RPG Design Assistants Marketing Manager
Rocío Martín Pérez Andy Douthwaite, Ben O’Brien
Graphic Design
Jess Gibs
Jen McCleary Photographer Marketing Coordinator
Fátima Martín Pérez Senior Project Manager Shaun Hocking
Art Director

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Gavin Dady
Ariel Orea Lead 3D Designer Customer Support
Jonny La Trobe-Lewis Project Managers
Cover Artist Representative
Daniel Lade, Ben
Victor Maristane Senior 3D Designers Chris Dann
Maunder, Chris
Joana Abbott, Domingo
Interior Artwork Artists Díaz Fermín, Chris Shepperson, Webstore Manager
Ariel Orea, Victor Haralampos Tsakiris Apinya Ramakomud
‘Chrispy’ Peacey
Maristane, Zac Song,
Senior 3D Plastics Designer Operations Manager Bookkeeper
Willmar Ballespí,
John Wilson Valya Mkrtchyan
Salvador Trakal, Alexei Colin Grayson
Olenski Factory Manager Special Thanks to
Proofreading
Dylan Ramsey

Project Management
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3D Designers
Ben de Bosdari, Sean
Bullough

Lead Graphic Designer


Martin Jones

Senior Production Operatives


Drew Cox, Warwick
Voyzey
The Bethesda design
team: Michael Kochis,
David Evans, Jessica
Williams, Alan Nanes,
pl
Haralampos Tsakiris Michal E. Cross Matt Daniels, Kurt
Kuhlmann, Jon Paul
Production Managers Graphic Designers Lead Production Operative
Duvall, Jessica Daniels
Anthony Morris
Peter Grochulski and Stephanie Toro, and Emil Pagliarulo.
Sam Webb Chris Webb, Mark Production Operatives
Whittington, Leigh Thomas Bull, Louis
MODIPHIUS ENTERTAINMENT Woosey Modiphius
Hartley-Edwards, Jake
Chief Creative Officer Pink, Jake Skinner-Guy, Entertainment Ltd.
Chris Birch Audio and Video Producer 39 Harwood Rd,
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Miles Turner,
Steve Daldry London SW6 4QP,
Chief Operations Officer Assembly Team United Kingdom
Rita Birch Editor
Elaine Elizabeth [email protected]
Bryce Johnston
Hughes, Nichola Jones
Managing Director www.modiphius.net
Cameron Dicks Development Coordinator
Jason Enos Tool Makers
Luke Gill, David Hextall Modiphius Entertainment
Head of Brand Product Number:
Samantha Webb Games Designer
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James Hewitt Customer Service and MUH0580205


Head of Development Accounts Manager ISBN: 978-1-80281-055-4
Sophie Williams Developers Lloyd Gyan
Jono Green, Ethan
Head of Creative Services Heywood Events Manager
Jon Webb Gregoire Boisbelaud
QA Testers
Creative Coordinator Samantha Laydon, Community Manager
Kieran Street Nathan Perry April Hill

The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd. 2020. All 2d20 system text is copyright Modiphius
Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement
is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except
for those people and events described in an historical context.

© 2023 ZeniMax Media Inc. All Rights Reserved, except the Modiphius Logo which is Modiphius Entertainment Ltd.
CONTENTS
 Introduction   Chapter One   Chapter Two 
SETTLING IN THE SETTLER SETTLEMENTS
WASTELAND CHARACTERS

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Managing Settlements . . . . . . . . . . . . . . . . . 34
Settler Origins . . . . . . . . . . . . . . . . . . . . . . . 10 Settlement Objects and Structures . . . . . . . . 39
Another Settlement Needs Your Help . . . . . . . 4 Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 All the Comforts of Home . . . . . . . . . . . . . . . 52
Choose Equipment . . . . . . . . . . . . . . . . . . . . 25 Example Wasteland Ruins . . . . . . . . . . . . . . 55
Example Settlement . . . . . . . . . . . . . . . . . . 57

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 Chapter Three   Chapter Four   Chapter Five 
COMPANIONS AND EQUIPMENT GAMEMASTERING
AUTOMATRONS More Weapons, More Ammo, Faction Reputations . . . . . . . . . . . . . . . . . . 100
Making Friends . . . . . . . . . . . . . . . . . . . . . . 60 and More Options . . . . . . . . . . . . . . . . . . 88 Individual NPC Reputation . . . . . . . . . . . . . . 113
A Few Friendly Faces . . . . . . . . . . . . . . . . . . 64 New Damage Effects . . . . . . . . . . . . . . . . . . 88 Synth Player Characters . . . . . . . . . . . . . . . . 115
Building Automatrons . . . . . . . . . . . . . . . . . 76

e Ammunition . . . . . . . . . . . . . . . . . . . . . . . .
Small Guns . . . . . . . . . . . . . . . . . . . . . . . . .
Energy Weapons . . . . . . . . . . . . . . . . . . . . .
Big Guns . . . . . . . . . . . . . . . . . . . . . . . . . . .
Automatron Melee Weapons . . . . . . . . . . . .
89
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Building a Settlement Identity . . . . . . . . . . . 117
Making and Maintaining Allies . . . . . . . . . . 127
Attacking Settlements . . . . . . . . . . . . . . . . 132
Rescuing Settlements . . . . . . . . . . . . . . . . . 137
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 Chapter Six 
SETTLERS OF
THE WASTELAND
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Settlers . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Minutemen . . . . . . . . . . . . . . . . . . . . . . . . 153
NCR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
The Railroad . . . . . . . . . . . . . . . . . . . . . . . 161
The Institute . . . . . . . . . . . . . . . . . . . . . . . 166
Trade Caravans . . . . . . . . . . . . . . . . . . . . . 170
Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Turrets . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
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Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
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Introduction
SETTLING IN THE WASTELAND
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ANOTHER SETTLEMENT NEEDS YOUR HELP. . . . . 4
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INTRODUCTION  CHARACTERS  SETTLEMENTS  COMPANIONS  EQUIPMENT  GAMEMASTERING  SETTLERS OF THE WASTELAND

Introduction

SETTLING IN
THE WASTELAND

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ANOTHER SETTLEMENT NEEDS YOUR HELP

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In the shadow of nuclear annihilation in the North own secluded settlements. After decades of peaceful
American Commonwealths, pockets of civilization cohabitation in the green jewel of the Commonwealth
endured its harsh nuclear winter. Deep underground in downtown Boston, ghouls were banished from
and experimented on without their knowledge, small Diamond City on a campaign promise by a newly
communities of fortunate candidates populated Vault- elected Mayor McDonough. In the Capital Wasteland,
Tec facilities designed to save humanity, repopulate Underworld is a safe haven for angry and disenfran-

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the surface, and test the edges of humanity’s limits.
Meanwhile, those who had survived the nuclear
strikes across the continent did whatever they could
to withstand the nuclear fallout, rebuild, and gather
chised ghouls in the region, taking up residence in
Washington D.C.’s old Museum of History. While not
overtly hostile, their suspicion and caution toward
outsiders is well earned, but those looking to trade or
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enough supplies to live. While some formed commu- escape the predatory super mutants of the Mall can
nities that helped one another and provided some find safety here for a brief time.
law or order, it wasn’t long before those without the
means to sustain themselves turned to violence to By far, the biggest example of civilization post-
take what they needed. Like the years before the Great Great War is the formation and growth of the New
War, resources are a constant struggle against culti- California Republic, blooming from the tiny ado-
m

vating the harsh environment and defending against be-covered hovels of Shady Sands after the dwellers
raiders intent on taking everything they can. of Vault 15 left the safety of their shelter and followed
their reclamation plans: build a settlement from
As years turned into decades, some with prolonged scratch all thanks to the Garden of Eden Creation Kit
exposure to the radiation of the atomic war began to kept in their vault. Shady Sands quickly established
mutate and turn into ghouls—a necrosis that ravaged itself as a thriving settlement, able to farm the land,
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human and animal bodies alike. Their flesh and bodies tend to the wasteland’s unique brand of cattle, and
rotted away. Still, their mutations allowed them to defend itself from raiders jealous of their prosperity.
endure the radiation that killed so many others and The attraction of the protection and amenities that
miraculously extended their lifespans. In the west, Shady Sands provided would allow it to grow into the
some ghoulish survivors of Vault 12 would form the largest population center in pre-War California, and
settlement of Necropolis—a so-called “city of the soon the values and lifestyles it promoted would turn
dead”—a settlement with its own troubles and politics it into the heart of the New California Republic—a
until a pivotal encounter with a vault dweller from democratic society of personal liberty, freedom an
Vault 13 to the northeast. In the east, ghouls emerged economy, and law and order. New California would
just as early as the west coast and eked out what lives expand its borders over the decades to subsume sev-
they could amongst other human survivors. They did eral other settlements and form several ‘states’ from
not always find themselves welcome, fleeing perse- Arroyo in the north to Baja in the south.
cution from xenophobic neighbors or forming their

4 FALLOUT  The Roleplaying Game

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