Fallout 2d20 Origin Compilation
Fallout 2d20 Origin Compilation
When you create your character, you’ll be asked to make a number of choices on their origin, S.P.E.C.I.A.L. attri-
butes, skills, perks, and then determine their derived statistics.
Traits
You may choose two of the following traits, or one trait and one additional perk. Each trait has a benefit and may have an
accompanying penalty.
Choose two S.P.E.C.I.A.L. attributes and Your maximum number of Luck points is one
Gifted
increase them by +1 each. fewer than your Luck attribute.
You may re-roll 1d20 on all AGI tests which rely Your carry weight is 150 + (5 x STR) lbs.,
Small Frame
on balance or contortion. rather than 150 + (10 x STR) lbs.
When you were young, you were taught how to recite the scriptures,
how to use a .45 automatic, and you also learned about being fair in
your dealings with others. Whichever of these lessons connected with
your personality had a great impact on your life.
Traits
You may choose two of the following traits, two traits from
the Survivor origin, or one trait from either this list, the
Survivor list, or the New California Republic list, and one
additional perk. Each trait has a benefit and may have an
accompanying penalty.
The first time you spend Luck in a You view everyone who hasn’t gone through your rite of
Rite of
scene, roll 1 C
D . If you roll an effect passage as lesser. You cannot assist another PC without
Passage
you have not spent that Luck point. spending 1 AP first.
When you choose this origin, and particularly one of its traits, you may want to flesh out with your gamemaster how the tribe
views the world and what beliefs they hold as a community. What did your rite of passage entail and what triggered it? Did it
include an initiation, coming of age, or some kind of sign? What quest have you been chosen to complete for your tribe and
why do they need you to complete it? What happens to your tribe if you don’t accomplish your task?
Boomers: Descendants of the inhabitants of Vault 34 that believe in the personal liberty to bear arms. Their doctrine leads
to them gearing up with the most explosive and high-yield munitions they can find. When they left Vault 34, they established
themselves in Nellis Airforce Base in the Mojave Wasteland. Boomers represent a tribal group that has embraced technol-
ogy. Their disposition to protecting themselves with heavy weaponry has allowed them to prosper in isolation to the rest of
the Wasteland.
Cult of the Mothman: The tribal followers of the cryptid “Mothman” in Appalachia have technically existed in vari-
ous forms even before the Great War as cultists that worship the mythical Mothman that is said to inhabit the forest of
Appalachia, West Virginia. Its followers tend to use weapons constructed of bone, wood, or metal scraps, and augment their
scrappy clothing with skeletal ornaments. The followers more closely resemble cult-like devotees than a functional society.
You stand over seven feet tall, and your body is bulky and
You could have originated from the Master’s army
muscular. Your skin is green, yellow, or grey, regardless of
at the Mariposa military base, California, created
what color it was when you were human. You do not seem to
as he experimented on unwilling human victims,
age, but you are sterile.
splitting into one of the factions upon his death to
You can only wear armor
attack or rebuild the wasteland with its survivors.
which has been made to
Your origins could be rooted in the Evolutionary
fit a super mutant.
Experimentation Program of Vault 87, whose super
mutant groups terrorize the Capital Wasteland. You
could have been abducted from the Commonwealth
and exposed to the F.E.V. by the Institute and dis-
posed of back into the wasteland to fend for yourself
in small bands of raiders. Or finally, you could have
been a resident of Huntersville, Appalachia, whose
water supply was contaminated with the virus and
the mutations went unchecked.
12–14 Arm 2
15–17 Arm 3
Arm Attachments
ATTACHMENT EFFECT
You can make ranged attacks using a 10mm auto pistol (see 10mm pistol, with an
10mm Auto Pistol
automatic receiver mod, p.95).
You can cut objects and make melee attacks with a circular saw. The buzz-saw inflicts 3 C
D
Buzz-Saw
Piercing 1 physical damage.
You can set objects alight, cook food, or make ranged attacks with a short-range
Flamer
flamethrower (see flamer, p.106).
Laser Emitter You can cut objects or make ranged attacks using a laser (see laser gun, p.101).
You can pick up objects with an individual pincer that weighes no more than 40 lbs.
Pincer and manipulate objects in your environment. You may also make unarmed attacks (2 C
D
physical damage) with the pincer.
Protectrons are designed for a specific purpose and contain additional mechanisms to support their programmed tasks. You
cannot have more than two robot mods installed simultaneously. You may be a Fire Brigadier, Law Enforcer, Construction
Worker, Medical Responder, or a model of your own invention. When making a test directly related to your model’s purpose,
the first d20 you buy using Action Points costs 0. Additionally, your carry weight is 225 lbs. and cannot be increased by your
Strength or perks, but it can be increased by modified armor.
Protectron Weapons
WEAPON EFFECT
You make unarmed attacks with a pair of opposable claws. The claws inflict 3 C
D Physical damage
Claws
and can benefit from your melee damage derived statistic and perks for unarmed attacks.
You can fire a jet of cryogenic spray, rapidly cooling targets. The cryojet uses cryo cells for
Cryojet ammunition, PER + Energy Weapons for attacks, causes 3 C
D Energy damage with the Burst and
Freeze damage effects. More information on the cryojet can be found on p 93.
You explode and are destroyed in the process, and cannot be repaired. When you make this attack,
Self-
you make a ranged attack using END + Explosives, dealing 6 C
D Energy damage, with the Blast
Destruct
effect at Close range.
You make unarmed attacks with a pair of staticly-charged defibrillators. These hands inflict 4 C
D
Shock
Energy damage and can benefit from your melee damage derived statistic and perks for unarmed
Hand
attacks. You cannot manipulate objects that require fine dexterity due to the lack of claws.
HIT LOCATIONS
As you aren’t humanoid in construction, your hit loca-
tions are different from normal.
All the other aspects of the trait remain true, except you
should choose equipment from the Wastelander options for
starting equipment (Fallout: The Roleplaying Game Core
Rulebook, p.79).
When interacting with NPCs who know you are a synth—unless they are sympathetic towards synths—the difficulty of CHA
tests made by you or your allies increases by 2. When a complication is rolled, they either become hostile, or your Faction
Reputation or Settlement Reputation decreases by 1 per complication generated due to their fear of the Institute.
The Institute has given you a unique recall code—an unalterable verbal command that resets your personality and memories.
When you hear the code spoken, you become incapacitated until you are retrieved and restored by the Institute.
You have chain-powered limbs, built for speed and deadly efficiency in close-quarters fighting, giving you +1 C
D to unarmed
attacks in addition to any bonus C
D on melee attacks you receive from your Strength attribute. A powerful laser is integrated
into your armored head, allowing you to target foes at range with a powerful energy weapon and you have the ability to criti-
cally overload your fusion core, initiating a devasting self-destructive explosion (see Assaultron Weapons).
Assaultron Weapons
WEAPON EFFECT
You make unarmed attacks with a pair of apposable chain-powered claws. The claws inflict 4 C
D
Claws Physical damage and can benefit from your melee damage-derived statistic and perks for unarmed
attacks (the damage bonus from your trait has already been calculated).
Attribute Arrays
S.P.E.C.I.A.L. attribute starts with a rank of 5 (unless
your origin in Step 1: Origin alters this). You have 5
points to spend to increase your attributes, and each Some players favor balance over specializing too much,
point spent increases a single attribute by 1. Use these while others prefer to focus their characters in a singular
points to buy ranks in any S.P.E.C.I.A.L. attribute. purpose, maximizing their attributes and skills in one task at
the expense of versatility. You can use the pre-created arrays
No attribute may be increased above 10, although your below to assign values to your S.P.E.C.I.A.L. attributes, in
Origin may alter this maximum for some attributes. any order. These values already include the starting 5 points,
You may reduce a S.P.E.C.I.A.L. attribute rank to 4, to but do not account for your character’s origin.
gain a point to spend on another S.P.E.C.I.A.L. attribute.
Balanced: 6, 6, 6, 6, 6, 5, 5
Your S.P.E.C.I.A.L. attributes provide part of your Focused: 8, 7, 6, 6, 5, 4, 4
target number for skill tests, and contribute to most of Specialized: 9, 8, 5, 5, 5, 4, 4
your derived statistics.
You may then buy ranks in your other skills. You have
a total number of skill points equal to 9 plus your
Intelligence, and each skill point may be spent to
buy one rank in any skill. During character creation,
you cannot increase any skill to a rank above 3, unless
you’re creating a character of level 3 or above.
Where a perk says “the level requirement increases by X”, it Each time you take this perk, the level requirement
means that as you take the perk through character creation increases by 4.
or advancement, the level requirement to take the next rank
increases each time by the number of levels stated.
BARBARIAN
For example, if you take the Life Giver perk at level 5, you Ranks: 1
must be level 10 to take the second rank, and level 15 to Requirements: STR 7, Level 4+, not a robot
take the third rank. You could also take the Life Giver perk at
level 9, and then the second rank at level 10, because you Your physical Damage
meet the requirements both times. Resistance increases on all hit
locations based on your STR.
You do not gain this benefit
while wearing Power Armor.
SLAYER
Ranks: 1
Requirements: STR 8
Ranks: 3
When you take the Aim
Requirements: STR 8, Level 5+
minor action at a target
within Close range, you spot
Armor you are wearing—except
their weaknesses and can attack more efficiently. The
for Power Armor—counts as
next attack you make against that target gains the
three-quarters of its listed
Piercing 1 damage effect, or improves the rating of
weight. At rank 2, armor worn
any existing Piercing X damage effect by 1.
counts as half its listed weight.
At rank 3, armor worn counts as
one-quarter its listed weight. BOW BEFORE ME
Ranks: 1
Each time you take this perk, Requirements: PER 8, Level 4+
the level requirement increases by 8.
When you are wielding a bow or
TERRIFYING PRESENCE crossbow, the weapon gains the
Ranks: 2 Piercing 1 damage effect, or adds
Requirements: STR 6, CHA 8, Level 3+ +1 to the rating of any Piercing
X damage effect the weapon
When you make a Speech test to already had.
threaten or scare someone, you
may re-roll 1d20.
BUTCHER’S
At rank 2, you may use a major BOUNTY
action in combat to threaten an Ranks: 3
enemy within Medium range, Requirements: PER 8,
using a STR + Speech test with Level 3+
a difficulty of 2. If you succeed, that enemy must move
away from you during their next turn (though they When you successfully butcher a dead animal, you
can take any other actions they wish). Each time you may roll +1 C
D, and find additional portions of meat
take this perk, the level requirement increases by 5. (as noted in the creature’s stat block) equal to the total
rolled. At rank 2, this increases to +2 C
D. At rank 3,
this increases to 3 C
D.
CAUTIOUS NATURE DEMOLITION EXPERT
Ranks: 1 Ranks: 1
Requirements: PER 7 Requirements: PER 6, LCK 6
GHOST
Ranks: 1
Requirements: PER 5, AGI 6
CRACK SHOT
Ranks: 2 Whenever you attempt an AGI +
Requirements: PER 7, Level 7+ Sneak test in shadows or dark-
ness, the first additional d20 you
When you make a ranged attack buy is free. The normal maximum
with a one-handed ranged of 5d20 still applies.
weapon, and you aimed before
the attack, the weapon’s range GLOW SIGHT
increases by one step (i.e., from Ranks: 3
Close to Medium, or from Requirements: PER 8, Level 3+
Medium to Long). At rank 2, the
weapon also gains the Accurate
quality if it didn’t possess it
already.
INFILTRATOR
Ranks: 1
Requirements: PER 8
MASTER THIEF
When you are trying to avoid attention or hide from
Ranks: 1 an enemy, you may ignore difficulty increases to tests
Requirements: PER 8, AGI 9 caused by poor lighting or darkness.
REFRACTOR When you take the Aim minor action, and then make
Ranks: 2 a ranged attack with a two-handed weapon with the
Requirements: PER 6, LCK 7, Level 1+ Accurate quality, you can specify a hit location to tar-
get without increasing the difficulty of the attack.
Your energy Damage Resistance to all
hit locations increases by +1 per rank
in this perk. Each time you take this
perk, the level requirement increases by 4.
ENDURANCE PERKS
You may attempt to butcher a dead human, requiring
an END + Survival test with a difficulty of 0. Success
ADAMANTIUM SKELETON
yields one portion of human flesh, which you may
Ranks: 3
immediately consume. To you, human flesh counts
Requirements: END 7, Level 1+
as a food item which restores 4 HP and is Irradiated
(roll 1 C
D and suffer 1 Radiation damage if an Effect is
When you suffer damage, the amount
rolled). Consuming human flesh is regarded as abhor-
of damage needed to inflict a critical
rent by most people and is a crime in most settle-
hit on you increases by your rank in
ments. At rank 2, you may also butcher ghouls in this
this perk. For example, if you have
way. At rank 3, you may also butcher super mutants in
one rank in this perk, you suffer a critical hit from 6
this way.
or more damage, rather than 5 or more. Each time you
take this perk, the level requirement increases by 3.
Each time you take this perk, the level requirement
increases by +9. Super mutants may ignore the level
requirement for the first rank only.
Each time you take this perk, the level requirement IRONCLAD
increases by 4. Ranks: 3
Requirements: END 7, Level 5+
NOCTURNAL
FORTITUDE
Ranks: 1
Requirements: END 6,
Level 12, not a robot
Ranks: 1
Your poison Damage Resistance
Requirements: END 8, Level 12+
increases by +2.
SIZE MATTERS
Ranks: 3
Requirements: END 7, AGI 6
SOLAR POWERED
Ranks: 1
Requirements: END 7
At rank 2, if you take damage from the attack after Additionally, you can tinker and clean a robot for up
calculating damage reduction, add 1 AP to the pool for to an hour, increasing the maximum HP of the robot
each rank you have in this perk. by +2 for 24 hours or until the robot sustains
an injury.
At rank 3, after you have taken the damage you and
the ally can reroll 1d20 on the next attack you make TOUGHNESS
against the target that attacked for each rank you have Ranks: 2
in this perk. Requirements: END 6, LCK 6,
Level 1+
Each time you take this perk, the level requirement
Your physical Damage
increases by 4.
Resistance to all hit loca-
tions increases by +1 per rank
THIRST QUENCHER in this perk. Each time you take
this perk, the level requirement
Ranks: 1
increases by 4.
Requirements: END 7,
Level 6+
VACCINATED
Drinking dirty water no Ranks: 1
longer poses a risk for you Requirements: END 7, Level 16+
to catch a disease.
Taking damage
from the claws or
bite of a mammal,
lizard, or insect
no longer poses
a risk for you to
catch a disease.
BLOODSUCKER
Ranks: 1
Requirements: CHA 6, Level Even in the worst of days, you find a way to bring
11+ people’s spirits up and maintain a thriving settlement.
For each rank of this perk, your community gains +1
Consuming a Blood Pack (including Glowing Blood Food and +1 Defense per day so long as the resource
Packs and Irradiated Blood) now heals twice as many is maintained by at least one person. Additionally
HP and moves your Thirst state back up towards add +1 C
D for the settlement actions Hunting and
quenched by one step. When consuming Irradiated
Gathering as well as Scavenging.
Blood, you now only roll 1 C
D to determine Radiation
damage. Each time you take this perk, the level requirement
increases by 3.
Ranks: 2
Some wastelanders are
Requirements: CHA
lone wanderers—not
7, END 6, Level 3+
you! You gain the ability
to recruit a humanoid
At rank 1, if your
companion. You gain an allied NPC creature that
hunger state is full
follows your commands (Fallout: The Roleplaying Game
or sated, and you have set up a camp with a source of
Core Rulebook, p.338). Your companion can care for
heat like a campfire, your hunger does not deteriorate.
their own food and beverages, and they recover from
injuries as a player character would and can benefit
At rank 2, if your thirst state is quenched or hydrated,
from healing.
and you have set up a camp with a source of heat like a
campfire, your thirst does not deteriorate.
Options for companions for this perk can be found
later in Chapter 3: Companions and Automatrons, p.62. If
Each time you take this perk, the level requirement
your companion is slain, you can recruit a new com-
increases by 4.
panion before the next quest, or you may trade this
perk for a different one after this quest.
HAPPY GO LUCKY
Ranks: 1
INSPIRATIONAL
Requirements: CHA 9, Level 17+
Ranks: 1
of Luck points.
RESPONDER
When you succeed at a First Aid action
Ranks: 3 to stabilize a dying ally, you regain 1 HP.
Requirements: CHA 8, At rank 2, you regain 2 HP, and a further 2 HP at the
INT 7, Level 9+ start of your next turn. At rank 3, you regain 3 HP, and
you regain 3 HP at the start of your next two turns.
When you succeed at a First Aid action in combat to
stabilize a dying ally, you no longer need to spend 1 Each time you take this perk, the level requirement
AP to wake them from unconsciousness. In addition, increases by +9.
the patient heals 2 HP at the start of their next turn.
SQUAD
At rank 2, they heal 4 HP at the start of their next two
MANEUVERS
turns. At rank 3, they heal 6 HP at the start of their
next three turns. Ranks: 2
Requirements:
Each time you take this perk, the level requirement CHA 7
increases by +7.
At rank 1, whenever
When you successfully attack When you hit an enemy with a melee or ranged attack,
an enemy, you may spend 1 AP you may spend 1 AP to make them vulnerable until the
to suppress them until the end end of their next turn. While vulnerable, any attack
of their next turn. A suppressed enemy reduces the D. At
made against that enemy is increased by +1 C
D. At rank
damage they inflict with their attacks by 1 C rank 2, a vulnerable enemy increases damage they
2, a suppressed enemy reduces the damage they inflict receive by +2 C
D. At rank 3, a vulnerable enemy
D. At rank 3, a suppressed enemy reduces the
by 2 C increases damage they receive by +3 C
D.
damage they inflict by 3 C
D.
Each time you take this Perk, the level requirement
Each time you take this perk, the level requirement increases by +10.
increases by +10.
TERRIFYING PRESENCE
TAKING ONE FOR Ranks: 2
THE TEAM Requirements: STR 6, CHA 8, Level 3+
Ranks: 3
Requirements: When you make a Speech test to
END 7, CHA 6, threaten or scare someone, you
Level 1+ may re-roll 1d20.
roll a number of C
D equal to your current reputation.
Each time you take this perk, the level requirement
If you roll at least one Effect your reputation does not
increases by 4.
change. You must increase your reputation by 1 before
you can use this perk with the same faction or settle-
CHEMIST
ment again.
Ranks: 1
Requirements: INT 7
At rank 2, when you perform an action that would
increase the affinity with an individual, faction, or
Chems you create last twice as long
settlement you can roll a CHA + Speech test with a
as normal (see p.164). In addition,
difficulty of 3. With a success, you can instead increase
you unlock chems recipes that have
the infinity by 2. With a failure on the test, the affinity
this perk as a requirement.
does not change. You must increase the affinity by 1
before you can use this perk with the same target.
COMPREHENSION
Ranks: 1
Requirements: INT 6
INTELLIGENCE PERKS
After you use the bonus gained
AMMOSMITH D.
from reading a magazine, roll 1 C
Ranks: 3 If you roll an Effect, you may use
Requirements: INT that bonus one additional time.
7, Level 2+
HACKER
Pipe weapons you use do not
Ranks: 1
have the Unreliable quality.
Requirements: INT 8
NUCLEAR PHYSICIST
Ranks: 1
POWER USER
Requirements: INT 9 Ranks: 3
Requirements: INT 9, Level 10+
Whenever you use a weapon that
inflicts radiation damage, or has the Fusion Cores you use now contain 3 additional
Radioactive damage effect, each Effect charges. At rank 2, this increases to 6 additional
you roll inflicts one additional point charges. At rank 3, this increases to 10 additional
of radiation damage. charges.
In addition, fusion cores you use have 3 additional Each time you take this perk, the level requirement
charges. increases by 10.
PHARMACIST
Ranks: 3
Requirements: INT 8, Level 2+
Additionally, you can tinker and clean a robot for up Each time you take this perk, the level requirement
to an hour, increasing the maximum HP of the robot increases by 8.
by +2 for 24 hours or until the robot sustains
an injury. CENTER MASS
Ranks: 1
Requirements: AGI 7
AGILITY PERKS
When you make a ranged attack, you
may choose to strike your target’s
BLITZ Torso location (or equivalent, for
Ranks: 2 creatures that use a different location table) without
Requirements: AGI 9, Level 1+ increasing the difficulty of the attack. In addition, you
may re-roll 1d20 when making the test for your attack.
COMMANDO
Ranks: 2
Requirements: AGI 8, Level 2+
When you move into reach of an opponent and make When you make a ranged attack with
a melee attack against them in one turn, you may any weapon with a Fire Rate of 3 or
re-roll one d20 on your attack. higher (except heavy weapons), you
add +1 D
C per rank to the weap-
At rank 2, you also inflict +1 C
D damage with that on’s damage. Each time you take this perk, the level
attack. Each time you take this perk, the level requirement increases by 3.
require-ment increases by 3.
When you make a ranged attack and spend ammu- At rank 1, when you take the Defend major action, you
nition to increase the damage, you may re-roll up to reduce the difficulty of the skill test by 1. At rank 2, the
3C
D for your damage roll. AP cost to further increase your Defense is reduced to
1 AP. Each time you take this perk, the level
requirement increases by 6.
COVERT OPERATOR
Ranks: 1
Requirements: AGI 8
ENFORCER
When you make a ranged
Ranks: 1
sneak attack with a small gun
Requirements: AGI 9, Level 12
or energy weapon, the dam-
age is increased by +2 C
D. When you make a ranged attack with a
You cannot gain this benefit
shotgun and target a specific location,
while in Power Armor.
your attack gains the Debilitating
DEAD MAN SPRINTING quality.
Ranks: 1
Requirements: AGI 7, Level 8+
FINESSE
Ranks: 1
Requirements: AGI 9
MISTER SANDMAN When you make a sneak attack with a melee weapon
Ranks: 1 or unarmed attack, the damage is increased by +2 C
D.
Requirements: AGI 9 You cannot gain this benefit while in Power Armor.
At rank 1, you can ignore the first Each turn, you may draw a single weapon
complication you roll when you make or item carried on your per-
an AGI + Sneak test to steal an object son without using a minor action.
from someone else’s person or to plant
something on them. QUICK HANDS
Ranks: 1
At rank 2, you can re-roll 1d20 in
Requirements: AGI 8
your dice pool when attempting to p
ick someone’s pocket.
You can reload firearms faster.
When you make a ranged attack,
At rank 3, you reduce the difficulty of attempts to pick
you may spend 2 AP to double the
someone’s pocket by 1.
Fire Rate of your gun for that attack.
Each time you take this perk, the level requirement
increases by 3.
RIFLEMAN
Ranks: 2
Requirements: AGI 7, Level 2+
Picking pockets is an AGI + Sneak test, with a base diffi- At rank 2, you also add the Piercing 1 damage effect, or
culty of 1. Success allows you to take an item weighing 1lb add +1 to the rating of any Piercing X damage effect
or less from another character’s pockets, belt pouches, etc., the weapon already had. Each time you take this perk,
or to place an item of that size into a pocket, etc., without the level requirement increases by 4.
being detected. Failure means your attempt was noticed.
SHOTGUN SURGEON
If the item you’re stealing/planting weighs more than 1 lb., Ranks: 1
then the difficulty increases by 1. If it weighs more than 10 Requirements: STR 5, AGI 7
lbs., then the difficulty increases by 2 instead. Similarly,
especially talented pickpockets can remove small items a Your ranged attacks using shotguns
person is wearing—such as stealing a wristwatch during a gain the Piercing 1 damage effect, or
handshake—this test is also at +1 difficulty. add +1 to any Piercing X damage effect
the weapon already had.
Picking pockets can become an opposed test if the target is
wary or suspicious.