POST APOCALYPSE: THE RPG Compiled by Yalc VERSION 1.14 Table of Contents - Disclaimer – 2 - Character Creation – 3 - Playable Races – 4 - Humans – 4 - Ghouls – 4 - Super Mutants – 4 - Synths – 5 - Level System – 6 - Skills List – 7 - Tools List – 7 - Traits – 7 - Perks – 8 - Combat – 12 - Attacks – 12 - Cover – 12 - Sneak Attack Criticals – 13 - Damage Reduction - 13 - Fire Damage – 13 - Targeted Shots – 13 - Ammo and Weapons – 14 - Armor – 19 - Equipment – 20 - Vehicles – 23 - Encumbrance – 24 - DM tips – 25 - Contradictions and Shortcomings – 29 - Bestiary – 30 - Character Sheet – 45 - Weapon Cutouts – 46 - Special Thanks – 47 1 Disclaimer: This piece of writing is not an official Dungeons and Dragons supplement text. Nor is this writing officially authorized by the owners of the Fallout or Wasteland series owners. This writing is a compilation of a set of rules, items, custom creatures, etc that I have used in my own post-apocalyptic settings using the D&D 5e rule set as a base. The contents are heavily inspired by Exodus RPG, the Fallout series, and real-life experience. This document is not designed or permitted to be sold. It is public domain information to follow the law of Fair Use in regards to the potentially copyrighted or trademarked names within. For reference, the Fair Use law states: 17 U.S.C. § 107 Notwithstanding the provisions of sections 17 U.S.C. § 106 and 17 U.S.C. § 106A, the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright. All information within is subject to change by author, and is not to be taken as codified law. Any game master may alter statistics and rules as they see fit. Most importantly: have fun and play more games. 2 Character Creation Note: This is a classless system. It is up to the players and DM to ensure characters created fit the description of their background and preferred play style. In the end, the character will be defined by the perks/traits taken, proficient skills, and the way the character is played. Step 1 – Roll your Statistics Block. Your Game-Master will have a preferred method of doing this. Step 2 – Choose your race. Apply the race’s Statistic changes and any special traits. Step 3 – Choose your combination of any four skill or tool proficiencies, two save proficiencies, and one weapon proficiency. Step 4 – Choose your trait, if any. Step 5 – Note your skill scores. Each skill is equal to the modifier of the statistic listed to its right. If you have proficiency in that skill, add your proficiency bonus to it. Step 6 – Note you secondary statistics E.g. Speed, Initiative, Passive Perception, Proficiency Bonus, Hitpoint maximum, Hit Dice, AC etc - Most of these statistics are given by your race, level, or primary statistics. - Before perks and traits are added, your Initiative is equal to your Dexterity Mod. - Your AC is dictated by the armor you are wearing, and Dexterity Mod. (If applicable) - Passive perception equals 10 + your Perception modifier. - Your level 1 max hit points will be equal to your max hit die roll plus your constitution modifier. Step 8 – Gain additional tool or language proficiencies of your choice in number equal to your intelligence modifier. Step 7 – Decide the flavor of your character – Alignment, physical description, personality. 3 Playable Races Race Humans Hit Die 1d8 Speed 30’ Stat Modification +1 to all stats Weapon Availability All personal firearms, melee weapons, and explosives. Special Traits None Humans are your most common sentient life form found out in the wasteland, retaining their prewar status. The average human you find will have originated from one of two places. The first are from the Vaults, underground fallout shelters that housed a small portion of humanity during the Great War and after. Depending on what Vault they are from and what year it is, these Vault dwellers may either be green to the wastes or established veterans. The rest of humanity comes from assorted tribes, descendants of those who managed to survive the Great War outside of the Vaults and rebuild society afterwards. These tribes can range in variety from degenerate raiders to religious cultists, but are usually just normal people getting by in the aftermath. Humans can use normal personal firearms, melee weapons, and explosives unassisted. The strongest may use heavy weapons without the assistance of power armor. Humans do not have any special traits, but are in general very versatile beings. Race Ghouls Hit Die 1d8 Speed 30’ Stat Modification +2 Wisdom, +1 Intelligence Weapon Availability All personal firearms, melee weapons, and explosives. Special Traits Radiation Resistance Ghouls are the result of humans being exposed to large amounts of radiation and not having the fortune to die from it. Over the course of time, their skin has dried up and crumbled, hair has fallen out, vocal chords been damaged. Reminiscent of zombies, many humans initially mistake a ghoul as a walking dead. However, the condition is not infectious and only feral ghouls are innately hostile. It is uncertain what causes a ghoul to go feral, but most believe it is a combination of radiation, time, and mental decay. As a positive effect of the transformation into a Ghoul, those affect have greater longevity, with some ghouls reportedly living over 200 years naturally. Thus, prewar ghouls are generally more wizened than their human counterparts. Ghouls also naturally resist Radiation poisoning, though exposure may hasten the shift to ferality and is generally avoided. In general, humans in the wasteland are weary of Ghouls out of fear. They face discrimination in all but the most accepting communities. Ghouls may use the same weapons as humans. Race Super Mutants Hit Die 1d10 Speed 35’ Stat Modification +4 Strength, +2 Constitution, -2 Wisdom, -2 Intelligence Variant: Intelligent +2 Strength, +1 Constitution Variant: Nightkin +2 Dexterity, +2 Constitution, Stealthboy addiction. Weapon Availability Large Melee, Rifles, Shotguns, Heavy guns, and explosives. Special Traits Radiation Resistance, Toughness perk A product of prewar science gone wrong, the Super Mutant is the scourge of the wasteland. Super Mutants may be found across the former United States in the years after the Great War, but all originate from the same pathogen Forced Evolutionary Virus. FEV was developed by the former US as a combination super serum and antibiotic. While the virus did increase muscle mass and pain tolerance, it also led to reduced intelligence, increased aggression, and the 4 disappearance of sexual characteristics. During the Great War, large amounts of FEV were exposed to the land through the destruction of research facilities. Humans exposed to the FEV mutated into Super Mutants who then dragged more humans to the “Green Stuff” to be transformed. Two types of Super Mutants are found in the wastes: Intelligent and Normal. Intelligent Super Mutants are the result of careful and measured exposure of humans to FEV. Most of these mutants come from the Master’s army from southern California. They are rarer than normal Super Mutants, but retain human intelligence, making them deadlier but more reasonable. Normal Super Mutants have degraded minds and will generally attack non-mutants on sight, capturing them for food or transformation. Super Mutants stand at about 6 to 7 feet tall, are very muscular, and range in color from dark gray to light green. Thanks to FEV, they are naturally more resistant to physical damage and radiation poisoning. Due to their enlarged hands, Super Mutants usually only use rifles, large melee weapons, and heavy guns. Some can be seen using thrown explosives, while others act as suicide bombers. Race Synthetic Humans Hit Die 1d8 Speed 30’ Stat Modification +2 Intelligence, +1 Constitution Weapon Availability All personal firearms, melee weapons, and explosives. Special Traits Radiation Immune, Electronic Synthetic Humans, or Synths, are a type of robot created to mimic the human form. Depending on their generation, their appearance can range from metallic skeletons to indistinguishable from humans. Synths were developed by a number of groups after the Great War, most notably the Institute in the Commonwealth. Thanks to their non-biological processors, Synths are more intelligent than their human counterparts. Their metallic skeleton also increases their durability. Their bodies are non-biological, thus radiation does not damage them. However, they are susceptible to EMP and electric damage and cannot be healed by biological medicine. Their internal workings can only be repaired and replaced. 1st and 2nd generation Synths exist in the uncanny valley, and thus are viewed with fear and suspicion by normal humans. 3rd generation Synths can more easily blend in with humanity. Synths can use the same weapons as humans. 5 Level System This supplement uses a Level Proficiency Bonus Features Exp. classless system. When Four skill or tool proficiencies. 0 creating their character, 1 +2 One Weapon Type Proficiency players pick their own skill, Two Saving Throw Proficiencies tool, weapon, and throw Up to one trait. proficiencies based on their 2 +2 Perk 300 backstory and function. 3 +2 Additional Proficiency 900 Perks and proficiencies form 4 +2 Ability Score Improvement 2700 the basis of the players’ 5 +3 Extra attack 6500 custom classes. 6 +3 Perk 14000 7 +3 Additional Proficiency 23000 Weapon Proficiency: The 8 +3 Ability Score Improvement 34000 types of weapons you are 9 +4 48000 accustomed to using. Gain 10 +4 Perk 64000 your proficiency bonus on 11 +4 Additional Proficiency 85000 attack rolls and any checks 12 +4 Ability Score Improvement 100000 involving the weapon. Types 13 +5 120000 include: Pistols, SMGs, 14 +5 Perk 140000 Shotguns, Rifles, Melee, 15 +5 Additional Proficiency 165000 Heavy Weapons, Energy 16 +5 Ability Score Improvement 195000 Weapons, and Explosives. 17 +6 225000 18 +6 Perk 265000 Perks: Special Bonuses gained 19 +6 Ability Score Improvement 305000 at levels 2, 6, 10, 14, and 18. Some are pure bonuses, 20 +6 355000 others have stronger bonuses but drawbacks. Perks are permanent as soon as you choose them. Ability Score Improvement: At levels 4, 8, 12, 16, and 19, you may add 2 points between any of your Stats. No Stats may rise above 20 this way. Extra Attack: At level 5, whenever you take an attack action you may make two attacks. Additional proficiency: At levels 3, 7, 11, and 15, you may gain an additional skill, tool, or weapon proficiency. 6 Skill List: Acrobatics – Dexterity based athleticism. Animal Handling – Interactions with animals, taming them, and teaching them tricks. Athletics – Running, jumping, and lifting. Computers – Hacking computer, finding data, and working on robots. Deception – Lying and deceiving. History – Knowledge of prewar America or major postwar events. Insight – Perceiving the emotions and motives of other people. Intimidation – Convincing others through fear. Investigation – Searching for evidence or details. Medicine – Surgery, diagnosis, and treatment of wounds or disease. Nature – Knowledge of animal and plant life. Perception – Awareness of your surroundings Performance – Ability to act, sing, or entertain. Religion – Knowledge of prewar religions and post war cults. Repair – Fixing machinery, modifying weapons, and building objects Science – Creating chemicals and knowledge of physics/math/chemistry/etc. Sleight of hand – Pickpocketing and lock picking. Stealth – Staying hidden and doing things covertly. Survival – Knowledge of the land, and survival skills. Tacking animals, preparing food, etc. Technology – Knowledge of prewar technology. Tool List: Lockpicks Mechanics Tools Chemistry Equipment Doctor’s Tools Musical Instrument – Guitar, Drums, Strings, Horns, etc Cooking Utensils Gaming sets – Dice, Cards, etc Vehicles – Land, Sea, or Air Artisan – Brewing, Carpentry, Smithing, Leatherworking, Painting, etc Traits Stocky – -5’ Speed, +2 Constitution. Four Eyes – +1 Wisdom while wearing glasses, -1 Wisdom while not wearing glasses. Heavy Handed – +2 damage with unarmed strikes. -2 to Initiative Small Frame – +5’ Speed, -2 Constitution Good Natured – -1 Weapon Proficiency, +2 Skill proficiencies Gifted – You character cannot have skill proficiencies, but applies half their proficiency rounded up to every skill. Chem Resistant – Half addiction rate for drugs. Half Duration for drugs. One in a million – Critical Hits deal x3 damage instead of x2. Critical Fails are more disastrous for your character. Idiot Savant - Character’s Intelligence is reduced to 8. Character gains 3 additional skill proficiencies. 7 Perks Always Watching Found you You gain a +5 bonus to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. Assassin The Van Graffs send their regards. Sneak Attack Criticals do x3 damage instead of x2 damage. Athlete Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. Action Surge I'm givin' her all she's got! Use your surge to take an additional action once every short/long rest. Actor Increase your Charisma score by 1, to a maximum of 20. You have advantage on Deception and Performance checks when trying to pass yourself off as a different person. You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked Base Runner Wasteland baseball has a new player. Gain 10’ speed. Add (10/20) to the range of thrown weapons. +2 Damage with bludgeoning melee weapons. Berserker Once between short or long rests, you may go into a rage as a bonus action. Gain 4 Strength and 15 Speed for 60 seconds (10 rounds). You are immune to Fear, Frenzy, Sleep, Fatigue, and Crippling during this time. Bloody Mess On critical strikes, awful things happen to your targets. +2 Damage on all rolls. Black Widow / Lady Killer / Confirmed Bachelor / Cherchez La Femme +1 Damage on attacks against chosen gender (humans and non-feral ghouls only). Advantage on Charisma based checks against chosen gender. Demolition Man How's that damn three seashell thing work? Explosives you use deal an extra 2 dice of damage. You have advantage on crafting checks for explosive devices. 8 Durable You gain +3 max hit points per level. This applies to previous levels as well. Empathetic You can’t hide what’s in your heart. You gain advantage on insight and persuasion checks. Fallout Boy Increase your Constitution score by 1, to a maximum of 20. Gain Radiation Resistance (Gain Rads at half the normal rate). Fast Hands Lever action, pump action, and SA revolvers are considered semi-automatic for you. Break action weapons can be reloaded as a Bonus action. Gun Nut This is my rifle. There are many like it, but this one is mine. Gain two additional weapon proficiencies. Gain advantage on knowledge checks involving weapons. Gwinnet Gumption Daddy was a hard drinking Commonwealth man. As a bonus action, you may drink an alcoholic beverage. For its duration, you get double the stat effect from its use. You are immune to alcohol addiction. Hack the Planet You know UNIX. Gain advantage on Computers checks. You never get locked out of computers. Hunter Critical Strikes on animals do x3 damage instead of x2 damage. You gain advantage on Nature checks relating to animal physiology. Jury Rigger You just need some duct tape, WD40, a rubber band, and a paperclip to fix anything. You are able to attempt to repair mechanics and electronics using scrap materials, similar items, and junk without penalty. Gain advantage on Repair checks Locksmith If they didn’t want it stolen, they’d have used better locks. Gain advantage on lock-picking (Sleight of Hand) checks. Locks never jam on you. Light Step Increase your Dexterity score by 1, to a maximum of 20. You do not set off floor based traps, such as mines and trip wires. You may dash while sneaking without taking disadvantage on stealth rolls. Linguist You may be a cunning linguist, but I’m a master debater. Increase your Intelligence score by 1, to a maximum of 20. 9
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