Retro Caly Pse

Embed Size (px)

Citation preview

  • 7/30/2019 Retro Caly Pse

    1/28

    1

    This work is a free, noncommercial roleplaying game. Its a derivative product based

    on Kirin Robinsons Old School Hack. The game setting material is based on

    Bethesda Softworks Fallout game line. It is meant purely as a fan-created homage,

    and in no way challenges copyrights set forth. In fact, if you see this Bethesda, please

    answer emails about doing ofcial, licensed games. The fans want one! The game

    content (not setting content) is released under a Creative Commons Attribution/Non-

    commercial license.

    RetrocalypseVersion 0.2by David A Hill Jr

    http://machineageproductions.com/Additional Writing by Will Rotenberry and Filamena Young

    Art by Jenna Fowler and Jeremy KostiewAs well, thanks to the Public Domain. You rock.

    Based on Old School Hackby Kirin Robinson

    http://www.oldschoolhack.net

    Tis PDF has active hyperlinks. Click most anything with across-reference, and you will navigate straight to that page.

    Table of ContentsBasics of Play Credits and Contents........................................................... 1 Introduction and Setup........................................................ 2 Character Creation............ ............. ............. ............. ........... 3

    Backgrounds

    Vault Dweller......................................................... ........ 4 ribal..................................................................... ........ 5 Raider.................................................................... ........ 6 NCR Citizen......................................................... ........ 7 Brotherhood of Steel Initiate................................. ........ 8 Follower of the Apocalypse........................................... 9 Super Mutant................................................................ 10 Ghoul............................................................................ 11

    Character Sheet............ ............. ............. ............. ............. ... 12 Perks.................................................................................... 13 Weapons.............................................................................. 15 Environments...................................................................... 16

    Healing and Injury.................... ............. ............. ............. ... 16 Armor.................................................................................. 16 Combat Rules.. ............. ............. ............. ............ ............. .... 17 Karma Points and Leveling................................................. 18 Caps..................................................................................... 18 Adventuring......................................................................... 19 Creating Encounters and Bad Guys.................................... 20

    Rewards and Equipment...................................................... 21

    Bestiary.................................. ...................................................... 23

    Play Aids Combat racker................ ............. ............. ............. ............. . 24 Combat okens.......... ............. ............. ............. ............. ....... 26 Tematic Film Suggestions................................................... 27 Sample Adventure: Te Night Lovers (By Will R)............... 28

    Notes:Tis game assumes a certain amount of understanding as tothe way RPGs work. I dont expect this to be anyones rst RPG.If it is, youre inevitably playing with someone that understandshow they work. It also assumes at least a basic understanding of theFallout video game series.

    Also, the setting is only touched on enough to set mood and intro-duce character elements. Check out the games for inspiration, and

    the amazing Fallout fan community for setting information. NoMutants Allowed,Te Fallout Wiki, and the Fallout Bibles are myrecommended sources of info.

    http://www.oldschoolhack.net/http://machineageproductions.com/http://www.oldschoolhack.net/http://www.nma-fallout.com/http://www.nma-fallout.com/http://fallout.wikia.com/wiki/Fallout_Wikihttp://fallout.wikia.com/wiki/Fallout_Biblehttp://fallout.wikia.com/wiki/Fallout_Biblehttp://fallout.wikia.com/wiki/Fallout_Wikihttp://www.nma-fallout.com/http://www.nma-fallout.com/http://www.oldschoolhack.net/http://machineageproductions.com/http://www.oldschoolhack.net/
  • 7/30/2019 Retro Caly Pse

    2/28

    2

    IntroductionOn October 23rd, 2077, the bombs fell.Nobody knew who struck rst. Everyarmed nation saw rockets coming, and theylaunched their arsenals simultaneously.Most of the human population ignoredthe warning sirens. Within two hours, theGreat War begun and ended. Te Earthshook, faultlines shifted. Te world was for-ever changed. Culture was destroyed.A small part of the populace took shelterin large, underground vaults. Over time,some of these people came to the surfaceand found their former world torn asunder.Some remained within the safety of their

    vaults.Te world had started anew. Where there

    were once structures, new structures were

    Youll need a few things in order to play.Players: At least two people. Probably no more than six or seven. One needs to

    take the role of the GM.Dice:Youll need about two or three ten-sided dice and one twelve-sided die per

    player. Te ten-sided dice should be dierent colors. Assign one as your CriticalDie.

    A Bowl of Tokens:You need two colors or types of tokens. Youll need about veeach per player. You could use poker chips, dice, rocks, whatever. So long as thetwo colors are clearly dierent. We prefer black and white, since these representGood Karma and Bad Karma.Character Sheets: Every player needs one of these. Consider printing some of

    the other pages for reference, like the Weapons page, the Armor page, and theEnvironments and Hazards page. Easy reference means faster action.Character Tokens:You can use miniatures, use coins, or just print the tokens at

    the back of this book. Having tokens will make tracking things in the game easier.Combat Tracker: Print a copy of the Combat racker at the end of the book.

    Tis is made to take some work out of the hands of the players and GM.

    built. Te ashes and decay were pushedaside to build new civilizations. New gov-ernments were forged. Gangs of survivingtribals roamed the wasteland terrorizingand scavenging. In some corners, science

    grew in unexpected directions, leaving oddmutations to ood the landscape. Humansexposed to radiation became corpse-likeghouls.Its now 2282. Tings are still confused,

    conicted, and conated. Humanity ghtsto keep tiny patches of land, and theseghts further strain the possibility of sur-

    vival for the species. Nobody knows whattomorrow brings. Nothing is ever certain.Strike that. Something is certain. War.

    War never changes.

    SurvivorsTe Wastelands a harsh mistress. In this sty leof game, the characters have to survive her.Focus on non-combat rolls, and make restingsomething the players earn. Usually, these types

    of games are better as short-term campaigns.However, you could work into another type of

    game as the characters advance.

    Wasteland RangersIn this style of game, the characters are hired

    for missions. Tey might be part of a republicgovernment, a towns militia, or any other or-ganized force thats given jobs. Each charactershould have a specialty in the group, thats clear-

    ly dened.

    Setup

    Before you get started, you have to gure outwhat kind of story youre looking to tell. Te set-ting supports a number of dierent stories. alkamongst your group. Find out what you want toaccomplish. Tose considerations should avor

    your character creation. Heres a few examples.

    Vault DwellerTis is the classic story: One citizen of one ofthe Vault-ec vaults surfaces for whatever reason,and sees the world above for the rst time. In thisstyle of game, one person must play the VaultDweller. You have to take great precautions not tofavor that one player. Te other characters shouldbe the supporting cast, and each should be alienenough to show the Vault Dweller other sides of

    the above-ground world experience.

    Culture-BuildingTe Wastelands ripe for the taking. Tere areplenty of settlements waiting to happen. Doesthe party wish to build one of them? In this typeof story, focus on clearing out dangerous areas,defending territory, and the interactions betweenvarious philosophies. Focus heavily on the ow ofKarma. Use more non-combat challenges when-

    ever you can.

    SplatterpunkTe Wasteland is full of people just looking tobe killed. Fortunately, the characters are ready and

    capable of doing just that. Load up your plasma-casters, and paint the shells of pre-war cities with

    the gooey remains of Super Mutants.

    Science!You can choose to focus on the dark, post-apoc-alyptic landscape of the setting. Or, you can focuson the kitsch, 1950s aesthetic. Have some drinks.Pop in a black and white B movie. Once youredone, run rampant over sensibility, and end everymention of human advancement with an excla-mation point before making everything go horri-bly awry. ry for o-the-wall character concepts.

    Consider giving everyone a free +5 SPECIALscore to reect the gonzo excess.

    Preparation

  • 7/30/2019 Retro Caly Pse

    3/28

    3

    Character CreationEvery character must have a Background. Choose from the seven on thefollowing pages, and take that Background Sheet. If more than one player

    wishes to share a Background, they must agree that it s a good idea. Readover the Backgrounds features, inherents, and limitations.

    Start your Character Sheet. First, roll your SPECIAL attributes. Roll 2d10for each, then consult the chart to the right to determine your scores. Once

    you have the scores, assign them however youd like amongst the SPECIALattributes. Have fun with your choices. Tey barely play into combat.

    Add your Background and a Conceptto your sheet. Your concept shouldgive us an idea of who your character is, and how theyll interact with the

    world. Shy Scientist or Mercenary with a Heart of Gold are good examplesof basic concepts.

    Next, pick one of the Traits from your Background Sheet. Dont worry toomuch about your choice. Have fun with it. Let it expand your charactersidentity a bit. raits and Perks come in three types. You can tell which typeby their icons, as shown below.Also, pick any one Perkfrom the Perks list.

    1

    2

    3

    4

    Step

    Step

    Step

    Step

    Next, choose a Weapon Category on the Weapons page. Determine aweapon you believe ts in that category. Weve provided suggestions, butdont limit yourself. Note the Environment the weapon has a bonus in. If

    you choose a Heavy Weapon, note the Encumbrance Rules.

    ake note of the Encumbrance Rules, and select a category ofArmor,either no armor, or light armor at creation. Note your Armor Class. Notethat characters without Armor gain Karma in exchange for their lack ofprotection.

    Note the starting equipment for your Background. As well, roll for theappropriate number of starting Caps. If you think your character shouldhave other equipment to start, talk it over with the GM at this time.

    Lastly, determine a Motivation for your character. If you cant come upwith one, use the chart above to determine one at random. Your Motiva-tion should be something that can be accomplished within the scope of areasonable game.

    5

    6

    7

    8

    Step

    Step

    Step

    Step

    Constant TraitsTese raits are either alwayson, or can be used at any time.

    Environment Traits

    Rested Traits

    Once successfully used in acombat, these raits cannotbe used again until you moveto a new Environment.

    Once successfullyused, theseraits can only be used onceper day, or at least between ameal and signicant rest.

    However, spending a pointof Karma allows you to usean Environment rait againin the same Environment.

    With two points of Karma,you may use a Rested rait a

    second time in a day. Tis re-quires a solid reason to work.

    Focused TraitsSome raits are marked as Focused raits. Teserequire a moment of attention. During combat,this means a moment of vulnerability.

    SPECIALAttribute Chart

    (Roll 2d10)

    5 or lower -2

    6 to 8 -1

    9 to 11 0

    12 or 13 +114 or 15 +2

    16 or 17 +3

    18 or 19 +4

    20 +5

    MotivationsChoose, roll, or make your own

    1 Your people need a lost piece of technology to survive.

    2 Youre out for revenge. Someone sleighted you.

    3 Youve heard of a device that can rebuild culture, aGECK

    4 You need money to cover massive gambling debts.

    5 Youre the chosen one. Fulll the prophecy and saveyour village.

    6 If your enemy is left alone, hell destroy the world aswe know it.

    7 Your loved ones have been taken, youre the only onewho can save them.

    8 Youve always been a failure. Prove them all wrong!

    9 You woke with a missing organ. Find a new one.

    10 You must prove yourself worthy to join your faction.

    11 You know the ending. Nobody believes you. Stop it.

    12 Youve made some powerful enemies. Make morepowerful friends, and quickly.

  • 7/30/2019 Retro Caly Pse

    4/28

    Icons

    4

    SPECIALAttribute Chart

    (Roll 2d10)

    5 or lower -2

    6 to 8 -1

    9 to 11 0

    12 or 13 +1

    14 or 15 +2

    16 or 17 +3

    18 or 19 +4

    20 +5

    Equipment

    Motivation

    Available Traits(Pick One at Level One)

    ExperienceKarma Spent

    (Party levels when everyone

    Level

    has spent 12)

    Notes

    Constant (use whenever)

    Environment (Once per Environment,or spend 1 Karma)

    Rested (Per rest, or spend 2 Karma)

    Focused (Vulnerable while using)

    Vault DwellerWhen the bombs fell, your family was safely cocooned in one of the mas-sive subterranean Vaults. Here, they were free to live their lives away fromradiation and the horrors of the wasteland that emerged in its wake. Why,then, did you decide to leave the security and stability of your Vault for theunknown? It could be by choice, many vaults were designed as bizarre andoften cruel social experiments and you might be the rst to have escaped. Or

    was it necessity? Even the most robust marvels of American ingenuity breakdown eventually and the Overseer sure as hell isnt going to hunt the parts tox it. Whatever the case, youve been cast out of your home and into a worldfar dierent from the one youve always known.

    Inherent: Pip BoyOn their tenth birthdays, everyone in

    the Vault experiment received a Pip Boy3000 personal information processor.With it, a Vault Dweller is never withoutan accurate map of their surroundings.

    ake +2 to any rolls to navigate.

    Limitation: Under a RockYouve never seen the outside world. iscauses frequent conicts with those thatlive on the surface. Everyone thinks theycan get one over on you. If youre good-

    natured, there will always be villainsready to part you from your caps.

    CRAM processed meat food, stimpak, jumpsuit.

    Education - Constant AbilityYou received the best education Vault-ec holotapes couldprovide. When rolling for information regarding pre-war

    knowledge, you gain +2 to your result.

    Nutrition - Rested AbilityYou grew up with far better food than your average waste-lander. Once per day, you can spend a point of Karma toignore a point of damage caused by Environmental Hazards.

    Vault-Tec Assisted Targeting System -EnvironmentAbility

    Your Pip Boy was modied for security duty with onboardtargeting. You can choose between a +2 to an attack roll, or

    +1 damage on one attack per Environment.

    Duck and Cover - Constant AbilityVault-ec, in partnership with the US Department ofCivil Defense, guarantees the best working knowledge inCatastrophy Management. Whenever you take a Defendor Protect action, ignore the rst point of damage dealt to

    you in the turn.

    Well-Groomed - Constant AbilityTe Vaults taught citizens to be barbers and stylists, in order

    to prepare the new world to be dignied. You picked upsome training in cosmetology. As long as your grooming isa factor, you receive a +2 bonus to any Charisma rolls. As

    well, you always have a spare change of clothes.

    Starting Caps: 0

  • 7/30/2019 Retro Caly Pse

    5/28

    Icons

    5

    SPECIALAttribute Chart

    (Roll 2d10)

    5 or lower -2

    6 to 8 -1

    9 to 11 0

    12 or 13 +1

    14 or 15 +2

    16 or 17 +3

    18 or 19 +4

    20 +5

    Equipment

    Motivation

    Available Traits(Pick One at Level One)

    ExperienceKarma Spent

    (Party levels when everyone

    Level

    has spent 12)

    Notes

    Constant (use whenever)

    Environment (Once per Environment,or spend 1 Karma)

    Rested (Per rest, or spend 2 Karma)

    Focused (Vulnerable while using)

    TribalWhen Einstein said World War IV would be fought with sticks and stones,its you he was probably talking about. Te stories passed down about theGreat War and all the wondrous technology of your ancestors sounds to youlike fairy tales and magic. You struggle enough just to survive and avoid star-vation, not to mention the Geckos and Radscorpions. Your tribe might havesurvived by being remote, or by staying on the move, and treating outsiders

    with a healthy dose of fear or hostility. Now, somethings changed. Maybethe slavers nally caught up with your people and you escaped? Or maybeyouve been purposefully exiled to fulll some ancient, arcane prophecy?Either way, youve left the t ribe behind and ventured out to nd your place inwhat passes for civilization these days.

    Inherent: Home on the RangeOf course youve eaten bugs. Who hasnt?

    You can survive o practically nothing.With a Perception roll, you can scroungeenough to feed the party for a day. Whenthey complain about the food (and they

    will), ask them if theyd prefer to starve.

    Limitation: Minor MutationYou dont have cloven hooves or anythingthat drastic, but theres somethingo about

    you. You might have a nervous tick, oroddly colored eyes. Either way, polite so-

    ciety is bound to point and whisper whenthey see you.

    Can of StuMeat, rain stick, spork, backpack.

    Charge! -Environment AbilityYour people were not known for their subtlety. You cancharge to attack once per Environment. ake both a Move

    and Attack action, with a +2 bonus to hit.

    Wont You Die Already? - Rested AbilityOnce per rest, you can spend a Karma point to heal yourUnconscious health level and wake up for a near-fatal

    wound.

    Underestimation - Rested AbilityNobody thinks the tribals are clever. You play up to thatstereotype well. Once per day, you may impose a -2 penalty

    to any one roll against you. You cannot use this ability twiceon one character, though.

    Iron Stomach - Constant AbilityCan you eat it? Yes, and you probably have. Eating or drink-ing toxic or rotten materials means nothing to you. Yourimmune system is stronger than a pack brahmin. Any rollsto resist disease or poisons get a +2 bonus.

    Wasteland Folklore - Constant AbilityMyths and legends were drilled into you at a young age.

    Youve heard creation stories for every Wasteland monster.

    When you tell a story, it reveals one important secret aboutthe subject in question. Either ask the GM, or make it up

    with the GMs discretion.

    Starting Caps: 1d10

  • 7/30/2019 Retro Caly Pse

    6/28

    Icons

    6

    SPECIALAttribute Chart

    (Roll 2d10)

    5 or lower -2

    6 to 8 -1

    9 to 11 0

    12 or 13 +1

    14 or 15 +2

    16 or 17 +3

    18 or 19 +4

    20 +5

    Equipment

    Motivation

    Available Traits(Pick One at Level One)

    ExperienceKarma Spent

    (Party levels when everyone

    Level

    has spent 12)

    Notes

    Constant (use whenever)

    Environment (Once per Environment,or spend 1 Karma)

    Rested (Per rest, or spend 2 Karma)

    Focused (Vulnerable while using)

    Raider

    Inherent: Mean as FuckYouve seen it. Youve done it. Youve beenstabbed by it. Nothing scares you. Add +2to any rolls to maintain your composure.If you fail, spend a Karma point to ignorethe roll and succeed anyway.

    Limitation: Mean as FuckEven when your intentions are pure, youcome o as a guilty party. Suspicion follows

    you wherever you go. Finding trust is farmore dicult than nding a nights meal.

    Jackal. Parasite. Murderer. Te wastelanders have called you those names be-fore, if not something more vulgar. It doesnt bother you much, they stopmaking so much noise when you put another SMG burst into their skulls. Inyour mind, you are a survivor, pure and simple. No matter your approach, theformulas the same; nd victims, kill them, and take their stu. Youve carvedout a decent existence for yourself that way so far, so what happened? Did

    you get tired of the life? Are you being pursued by the authorities in yourneck of the wastes or a posse of your victims loved ones seeking revenge? Itdoesnt matter, all that matters it that now youve got to break out of your oldroutine and try and see where you t in the new life ahead of you.

    A spare weapon, a toolbox, piecemeal tools, propane

    tank.

    Fade to Black - Constant AbilityYoure familiar with questionable methods. At any time

    when there are no witnesses, you can commit dispicable actsfor fun and prot. Spend a Good Karma, gain a Bad Karma.Gain a minor benet, like a needed item, or a piece of in-formation. Do not explain your actions unless asked later.

    Know a Guy - Constant AbilityYouve been around the block, and have made friends andenemies all over. When spending Karma to create an NPC

    you have a relationship with, you only need to spend onepoint of Karma, not two.

    Traps -Environment Ability

    Youre an expert with traps. Once per Environment, you canmake an Intelligence roll to rig a trap. You determine whenit goes o, and who it aects. It can cause 1 damage point,or it can cause a -2 penalty on any one roll. Spend a point ofBad Karma to aect multiple opponents.

    Pain Dont Hurt - Rested AbilityYoure hard to take down. Te rst time you hit your Un-conscious health level in a given day, you rst make one freeattack against your aggressor. You still go unconscious, but

    you might take your opponent down with you.

    Rugged - Constant AbilityYoure used to long stretches of road, with heavy bags ofloot. You can carry one more Heavy item than your Strength

    would allow. Also, if youre not wearing armor, you get +2 toCharisma rolls due to your rugged good looks.

    Starting Caps: 1d10

  • 7/30/2019 Retro Caly Pse

    7/28

    Icons

    7

    SPECIALAttribute Chart

    (Roll 2d10)

    5 or lower -2

    6 to 8 -1

    9 to 11 0

    12 or 13 +1

    14 or 15 +2

    16 or 17 +3

    18 or 19 +4

    20 +5

    Equipment

    Motivation

    Available Traits(Pick One at Level One)

    ExperienceKarma Spent

    (Party levels when everyone

    Level

    has spent 12)

    Notes

    Constant (use whenever)

    Environment (Once per Environment,or spend 1 Karma)

    Rested (Per rest, or spend 2 Karma)

    Focused (Vulnerable while using)

    NCR Citizen

    Inherent: My Fellow CitizensWhile not all NCR citizens are friends,they share an experience. By spending aGood Karma point, you can call in a mi-nor favor from an NCR member. ake2d10 caps, a minor item, or another smallfavor.

    Limitation: Fuck the PoliceTe NCR stands for stability in theWasteland. o outsiders, this looks strik-ingly similar to fascism. NCR membersmight trust you, but outsiders see you as a

    tool of imperialism at best, a hostile forceat the worst.

    Whether from Shady Sands, or Boneyard, the Hub, or Dayglow, youre acitizen of the New California Republic. Youre a rugged individualist withthat frontier spirit that makes the NCR what it is! Or just the second son ofsome brahmin baron looking to make his fortunes exploiting the next tractof land just over the horizon. Youre the type who thinks the wasteland isbetter o with people like you in it, and nows the time to prove it. Whether

    a prospector, rancher, or just a modern day cowboy, youve stepped away fromthe settled lands of your birth and come in search of fame and fortune inthe wastes. Or maybe youre leaving a troubled past behind you in search ofa fresh start.

    Backpack, trade maps, ID card.

    NCR Junior Ranger - Constant AbilityYou were taught to handle a gun from a young age. Any de-

    layed attack you attempt to make with a gun gets a+2 addedto the attack roll if its not interrupted. Outside of combat,as long as you aim for at least a minute at something that

    you can see, you will always hit it. You can initiate combatthis way.

    Trader - Constant AbilityYouve dealt with traders, tribals, and raiders all your life.You get a +2 bonus to any Charisma rolls against outsiderfactions. As well, when trading, you sell for 15% more caps,and you buy at 15% o everything.

    Imperialist -Environment AbilityDont mess with the bear! If an outsider faction knows yourallegiance to the NCR, you can strike a bit of fear intothem. Spend a point of Bad Karma, and their next actionautomatically fails as their resolve is shaken.

    Methodology - Rested AbilityTe real strength of the NCR comes from nding success,and emulating it. Whenever you witness an ability beingused from another Background, spend three Karma to emu-late that Ability for the rest of the day, instead of just once.

    Uniform - Constant AbilityMembers of the NCR live and die with heavy equipment.

    Youve gotten used to wearing a great deal of weight. Heavyarmor does not encumber you. Very Heavy armor onlycounts as one Heavy Slot for you.

    Starting Caps: 1d12

  • 7/30/2019 Retro Caly Pse

    8/28

    Icons

    8

    SPECIALAttribute Chart

    (Roll 2d10)

    5 or lower -2

    6 to 8 -1

    9 to 11 0

    12 or 13 +1

    14 or 15 +2

    16 or 17 +3

    18 or 19 +4

    20 +5

    Equipment

    Motivation

    Available Traits(Pick One at Level One)

    ExperienceKarma Spent

    (Party levels when everyone

    Level

    has spent 12)

    Notes

    Constant (use whenever)

    Environment (Once per Environment,or spend 1 Karma)

    Rested (Per rest, or spend 2 Karma)

    Focused (Vulnerable while using)

    Brotherhood of Steel Initiate

    Inherent: Tech AffinityYou were raised around technology. Youget +1 to any rolls, attack rolls or not,

    when using or repairing energy weapons,computers, or other high-tech devices.

    Limitation: Not a People PersonYou were raised around technology. Yourparents werent exactly empathic. Tismeans you often fumble badly in socialsituations, and tend to think with logic

    before sensitivity.

    You were raised or inducted into the ranks of the Brotherhood of Steel, amilitary order whose goal is to secure the technology of the past until man-kind is worthy of possessing it once again. As an initiate, youve spent youradult life trying to prove yourself to your superiors. Now, that time has come,be it as a true rite of passage or a chance occurrence, youve been sent awayon some mission. Will you follow the strict code the Brotherhood demands

    or bend it to suit your needs? Do you even remain steadfast to your task ordecide to strike out on your own with the knowledge the Brotherhood hasgiven you? Te choice, for once, is yours to make.

    Radio communicator, broken computer parts, toolkit,

    magnifying glass, bunsen burner.

    Indoctrination - Rested AbilityFor some, the Brotherhood is less an organization, more

    a religion. Teir indoctrination leaves you with very graymoral ber. When you receive Karma, you can choosewhether it is Good Karma or Bad Karma. You can onlyignore moral implications once per rest.

    Power Armor Training - Constant AbilityPower Armor isnt as easy to use as it might look. Youvebeen trained in its use. You suer no additional penaltiesfor wearing Power Armor, and enjoy all its benets. Havingthis rait does not mean you have procured a suit of armor.

    Shoot the Hostage -Environment Abilityo the Brotherhood, people are only as good as their uses.Conscripts are taught at a young age that shock is a valu-able weapon. Spend a Bad Karma. Your action must shockconventional sensibilities. Any attacks against you are madeat -2 for the next turn as your opponents reel in fright.

    Book Learning - Constant AbilityResearch skills are rare in the wasteland. Te Brotherhoodcherishes them. With access to books, a computer, or a PipBoy, an Initiate can glean one important fact about an eventupcoming. Tis gives a +1 on all relevant SPECIAL rolls.

    Better Genetics - Constant AbilityTe scientists of the Brotherhood are always looking forways to make better members. One such way is througheugenics. You were the result of these experiments. Add oneto any of your SPECIAL scores. Tis Ability can be takenmultiple times.

    Starting Caps: 2d10

  • 7/30/2019 Retro Caly Pse

    9/28

    Icons

    9

    SPECIALAttribute Chart

    (Roll 2d10)

    5 or lower -2

    6 to 8 -1

    9 to 11 0

    12 or 13 +1

    14 or 15 +2

    16 or 17 +3

    18 or 19 +4

    20 +5

    Equipment

    Motivation

    Available Traits(Pick One at Level One)

    ExperienceKarma Spent

    (Party levels when everyone

    Level

    has spent 12)

    Notes

    Constant (use whenever)

    Environment (Once per Environment,or spend 1 Karma)

    Rested (Per rest, or spend 2 Karma)

    Focused (Vulnerable while using)

    Follower of the ApocalypseTe Followers believe in freeing the ow of information, technology, andmedicine throughout the wasteland. Tey provide their services, supplies, andeducation free to people in need. Tey promote pacism, collectivism, andcooperation above all. You were raised in this environment. Do you stand forthese ideals? Do you buck tradition? Did you leave to sell your services, or areyou looking to salvage important items to promote humankind? Your skills

    are valuable. What will the wasteland do to steal that value away from you?If you dont watch yourself, you could end up in Caesars slave pits, or worse.Why arent you at home, treating the sick? What puts you in the line of re,instead of helping the needy?

    Inherent: Valuable SkillsYour education was very practical. Youpractice a trade thats considered im-mensely valuable to the wasteland. Choosea skill. Succeed automatically on any roll

    with that skill. Or choose to roll, and gainGood Karma if you succeed.

    Limitation: PacifismYoure one of the rare wastelanders witha true sense of compassion for your fel-low humans. While this is a often a goodthing, it sometimes makes you a liability.

    As well, it breeds distrust, since nobody inthe wasteland can be altruistic, can they?

    Starting Caps: 1d10

    Wasteland Doctor - Rested AbilityOnce per day, a Follower can tend to anothers wounds.

    With basic medical supplies, the Follower can remove allinjuries from a patient with an Intelligence roll. In combat,the roll will recover three health levels.

    Rad X - Constant AbilityA Follower is always equipped for inevitable radiationthreats. When a party member suers injury from radiation,a Follower can spend a Good Karma to let them ignore theinjury. If the subject has any Bad Karma, they must spendone as well.

    Ghouls Best Friend -Environment Ability

    When faced with a feral ghoul, a properly trained Followercan reverse the brain mutations that cause violence. Spendtwo Karma as if you were creating an NPC, but instead turna feral ghoul into a friendly NPC. You can do this once perEnvironment.

    Coup de Grace - Constant AbilitySometimes, a monster deserves a mercy kill. With yourknowledge of anatomy, youre able to oer that very thing.

    Any time you score a Critical, you do an additional pointof damage.

    Dont Shoot the Medic -Environment AbilityEven the hardest criminals know that shooting a doctor is

    wrong. Once per environment, you can spend a point ofGood Karma to ignore a successful attack against you. Youmust be using the Defend or Protect to use this ability.

    Medical kit, stimpacks, chems, labcoat.

  • 7/30/2019 Retro Caly Pse

    10/28

    Icons

    10

    SPECIALAttribute Chart

    (Roll 2d10)

    5 or lower -2

    6 to 8 -1

    9 to 11 0

    12 or 13 +1

    14 or 15 +2

    16 or 17 +3

    18 or 19 +4

    20 +5

    Equipment

    Motivation

    Available Traits(Pick One at Level One)

    ExperienceKarma Spent

    (Party levels when everyone

    Level

    has spent 12)

    Notes

    Constant (use whenever)

    Environment (Once per Environment,or spend 1 Karma)

    Rested (Per rest, or spend 2 Karma)

    Focused (Vulnerable while using)

    Super Mutant

    Inherent: Unstoppable HulkYoure nearly ten feet tall, and built of puremuscle. You can take a rocket to the chestand live to tell the tale. You have two extrahealth levels above what all characters get.

    Limitation: Anti-Mutant RacismYoure nearly ten feet tall, and built of puremuscle. Everyone is afraid of you, andrightfully so. Te Brotherhood of Steelmaintains a policy to attack mutants on

    sight, and very few groups openly acceptSuper Mutants.

    At some point you were exposed to the Forced Evolutionary Virus (F.E.V.)and transformed into one of the grotesque, muscle bound behemoths knownas Super Mutants. You might have served at one time in the Masters armyof unity, or you may have been an unwitting test subject trapped in somelong-forgotten military facility, but no matter the case youre now free fromthe bonds that held you and have a chance to forge your own path. Do you

    embrace the chance or fear and reject it, maybe seeking to ll the void left bythe loss of your original purpose with some new cause or cult of personality?

    Nightkin - Constant AbilityNot only are you a killing machine, but youve been bred

    for an anity with Stealth Boy technology. Youre a rareNightkin. You can disappear at will. Anybody attemptingto attack you must succeed at an Awareness check vs. yourCunning rst. Once invisible, you recieve a +2 on your nextattack, after which you are once again clearly visible.

    Unexpected Intelligence - Constant AbilityIts not well-known, but Super Mutants dont automaticallylose intelligence during their transformations. In fact, manyare very intelligent. If you havent spoken to someone, they

    will assume you are unable to speak until proven otherwise.Gain a +2 to any roll to fool the unexpected, and gain +1 to

    your Intelligence SPECIAL score.

    Born to Kill - Constant AbilityEverything about your body was crafted for the maximumdemolition. Because of this, you enjoy a +1 on all rolls to hitthings or shoot things.

    Super Mutant Master - Constant AbilityYoure bigger, tougher, and meaner than your brethren. Gain+1 to your Strength and Endurance scores. As well, if youre

    wearing no armor, you have AC 10.

    Super Mutant Behemoth - Constant AbilityYoure bigger, tougher, and meaner than even your SuperMutant Master brethren. Gain an additional +1 to yourStrength and Endurance scores. As well, if youre wearingno armor, you have AC 12. You can only take this rait if

    you also have Super Mutant Master.

    Starting Caps: 0

    Non-Super Mutant characters should not be al-

    lowed to take Super Mutant Traits without special

    circumstances.

    Bags of dead animals, bone tools.

  • 7/30/2019 Retro Caly Pse

    11/28

    Icons

    11

    SPECIALAttribute Chart

    (Roll 2d10)

    5 or lower -2

    6 to 8 -1

    9 to 11 0

    12 or 13 +1

    14 or 15 +2

    16 or 17 +3

    18 or 19 +4

    20 +5

    Equipment

    Motivation

    Available Traits(Pick One at Level One)

    ExperienceKarma Spent

    (Party levels when everyone

    Level

    has spent 12)

    Notes

    Constant (use whenever)

    Environment (Once per Environment,or spend 1 Karma)

    Rested (Per rest, or spend 2 Karma)

    Focused (Vulnerable while using)

    Ghoul

    Inherent: Ultimate SurvivorYouve survived what would kill ten lesserpeople. Te reaper would have to use a lotmore than atomic weapons to take you.

    You can always spend a point of Karmato recover your nal health level. You dont

    wake up instantly, but you wont die.

    Limitation: Black HumorYou know the best way to prepare fornuclear war? Stretch. Because if you cantouch your mouth to your feet, youre pre-pared to kiss your ass goodbye! When

    youve survived nuclear holocaust, your at-titude reects. Tis often upsets those withweaker stomachs.

    Countless lives have been lost to the radiation that coats nearly everything inthe wasteland, but some people seem to adapt to it instead. Teir skin hard-ens and cracks, their bodies become emaciated and corpse-like, yet they retaintheir full consciousness. You may be old enough to remember life before thebombs dropped or you could just be a victim of misfortune in the recent past,either way youre not a human anymore, youre a ghoul and you can either

    accept that and go on with your new existence or treat every moment like anongoing nightmare. Its a hard road ahead of you if you choose to stick it out,but a ghoul has advantages that others dont. Why not use them and make thebest of it?

    Starting Caps: 1d10

    Bolthole with food and survival supplies, portable stove,

    Fancy Lads Snack Cakes

    Glowing One - Rested AbilityTe radiation you experienced was so strong, you now glow

    a pale green at all times. While you can keep the radiationunder wraps for your party members, once per day you canburst with radiation, causing 1 point of damage to everynon-ghoul in your Environment.

    Old World Blues - Constant AbilityNot only did you survive the war, but you have a few choicememories from the pre-war era. You can call up factoidsfrom history with a few minutes of contemplation. You canuse this information for a +2 to any roll relating to pre-warbuildings or tech.

    Skin Like Leather - Constant AbilitySo, you have pits and chunks out of your skin, and it feelslike sandpaper. Teres a bright side! Youre very tough tohurt. Youre always considered to be wearing Light Armor(AC 10). Once per Environment, you can spend a point ofKarma to have Uber Armor against one attack (AC 16).Its not that youre invincible, its just that some parts areextraneous and will grow back if need be.

    King (Or Queen) of the Ghouls - Constant AbilityUnless you attack them, feral ghouls will never attack you.

    Tey smell their own in you. As well, you can spend a pointof Karma to both extend this rait to your party and des-ignate a target of your choice for one specic feral ghoul. Ifthe ghoul survives, itll follow you around and obey basiccommands.

    Radiation Baby - Constant AbilityYour anity for radiation is so strong that not only are youimmune to its eects, but it heals you! Whenever youre inan irradiated Environment, you heal one health level perturn. If you have this rait and Glowing One, you can use

    your Glowing One burst every turn if you wish.

  • 7/30/2019 Retro Caly Pse

    12/2812

    Name:Played By:

    SPECIALA

    ttributes

    STRENGTH

    Perception

    ENDURANCE

    CHARISMA

    INTELLIGENCE

    AGILITY

    LUCK

    WeaponFavored Environment (+2):

    Weapon

    Weapon

    Favored Environment (+2):

    Favored Environment (+2):

    (Counts as a Heavy slot)

    (Counts as a Heavy slot)

    Armor

    Heavy(-2 Sneaking)

    Very Heavy(-5 Sneaking)

    Armor Class

    Caps

    Health

    Bonus

    Health

    Healthy

    Healthy

    Injured

    Injured

    Injured

    Unconscious

    Healthy

    Healthy

    Traits, Talents, PerksName Eect Type

    Heavy Slots (Equal to Strength)

    Healthy

    Healthy

  • 7/30/2019 Retro Caly Pse

    13/2813

    PerksPerks like raits, but not tied to any spe-cic Backgrounds. Each time you level up,

    you can choose to take either a rait fromyour Background Sheet, or you can take aPerk. Unless otherwise noted, all Perks are

    available.Action Boy/Action GirlYouve always described yourself as a (wo)man of action. Now you can act like it! Byspending a Karma point, you can take twoactions in a turn. Tey cannot be two of thesame type, so you cannot take two attacks,but you could move and attack, or defendand attack.

    Alien BlasterYouve found a strange gun that doesnt

    look like anything the Brotherhood or En-clave have been using. You have to messwith it to get it to work, but when it does,whoa! Its considered a ranged weapon.Once per day, you can spend a Karma pointto cause four damage on a successful attack.

    Armor PiercingYou know just the right spots to make aperson bleed and scream. Spend a point ofBad Karma to ignore an opponents armorfor the turn.

    Better CriticalsWhat can I say? When youve got it, youvegot it! Whenever you make a Critical hit,cause two additional damage instead of one.

    Black Widow/Confirmed BachelorYou are the consummate femme fatale.

    Te men who get drawn into your web of-ten meet a bad end. You only need to spendone Karma to do an additional point ofdamage to a male NPC, and you get +2 toall Charisma rolls against men.

    Bloody Mess

    When you ght, things get messy, orput another way; you leave messes wherepeople used to be. Spend one Bad Karma

    instead of two in order to cause one addi-tional point of damage.

    CannibalYouve had a taste of the forbidden, and

    you liked it. By eating from a corpse, yougain one Bad Karma and heal one healthlevel. Any neutral NPCs will attack you onsight if youre found out.

    Caps Rule Everything Around MeYouve got a head for business that lets you

    walk away with the better end of a deal.Spend a Good Karma once per day to buyor barter for an item at 75% of its value.

    Center of MassSometimes, youve just got to hit. You

    dont care where, so long as you hit. Giveup your ability to cause Criticals, in orderto take a +1 bonus to hit.

    Cherchez La Femme/Lady KillerTe ladies cant resist your charms, andsometimes they cant even survive them.

    You only need to spend one point of Karmato do an additional point of damage to a fe-male NPC, and you get +2 to all Charismarolls against women.

    Chosen EnemyDid a Cazador kill your parents? Oh. Tat

    actually happened. Sorry man. You hunt

    one type of wasteland creature over all. Youcause one additional point of damage eachtime you attack that type of creature.

    Combat MedicWhile everyone else is busy shooting,

    youre busy running around patching themup. Whenever you take a Defend or Protectaction, you can heal one point of damageto a character in the same Environment as

    you.

    Computer Whiz

    Hello, I department, have you triedturning it o and back on again? Whenusing a computer, reroll the rst failed roll

    you make.

    Dances With DeathclawsYoure considered a friend by the creaturesof the wastes. Mutated animals will not at-tack you unless provoked. By spending apoint of Good Karma, you can choose tohave a mutated animal attack a target of

    your choosing.

    Day TripperYouve been exposed long enough to know

    what kind of drugs you can handle and inwhat doses. You can never become addictedto chems.

    DogmeatA little bit of brahmin jerky and you made

    a friend for life. You have an animal com-panion. Te animal has two health levels,and attacks with only one die. If it ghtsalongside you, roll its die with yours, and

    take the highest two. If it falls unconscious,itll awaken at the end of the ght.

    EducatedYou can actually read! More surprising,

    youve probably come across a book or twoin your travels that wasnt entirely destroyedor used for P. Add one to your SPECIALIntelligence score, and you do not need toroll in order to decypher written language.

    Entomologisto kill the bug, you must rst understandthe bug. Youve stomped, squished or va-porized enough that now you feel youvedeveloped an understanding. You cause 1additional point of damage to all mutatedinsects. You automatically hit on any rollsagainst minion level insects.

    Escaped SynthWhether you know it or not, youre re-ally an android facsimile of a human being.

    When without armor, you have AC 10. Aswell, you can spend a Karma to ignore anymind-aecting power or chem.

    ExplorerSee the world! If theres a part of the map

    no ones ever been to, then thats your des-

    tination! Spend a Good Karma point todeclare a side destination (with GM ap-proval). Tat side destination may have aminor thing you need.

    Explosives ExpertYou know how to make and detonate ex-plosives, and it only cost you some singedeyebrows and a forenger! What a deal!

    You get a +2 to any rolls to set or disarm ex-plosives. As well, using grenades and otherexplosives in combat, you get a +1 to hit.

    Fast MetabolismYour body is working on overdrive. When-ever you eat or drink and take a short rest,regain all health.

    Ferocious LoyaltyYou inspire loyalty in your friends. When

    youre injured, they take notice. When youfall unconscious in a ght, all your party

    members gain one Good Karma.Favored WeaponYou have one weapon that you cherishabove all. With that weapon, you get +1 toattack and Critical on a 9 or 10. However,

    you are at -1 to attack with other weapons.

    FinesseYou handle situations with a certain styleothers lack! Add one to your SPECIAL

    Agility score. As well, you can spend aGood Karma point to reroll one failed rollto attack per Environment.

    Four EyesArchimedes used a pair of glasses to makea death ray. Its true; look it up. You need to

    wear glasses to see. When wearing glasses,you gain +2 to Perception. However, anytime an enemy rolls a Critical against you,

    you do not take an additional point of dam-age, but your glasses are broken and you areat -2 Perception until you can nd a newpair.

    Full Metal Jacket

    Teyll have to pry that rearm from yourcold dead hands. You turn every ght into agunght, probably because youre so damn

  • 7/30/2019 Retro Caly Pse

    14/2814

    good with them. When using ballistic re-arms, you get +1 to hit.

    Gift of GabYou can talk your way through just aboutanything. Reroll your rst failed Charismaroll in an encounter. Gain +1 Charisma.

    Grim Reapers SprintKilling one opponent just isnt enough for

    you. Spree killing is the life. When you fellan opponent, you can spend 2 Bad Karmapoints to make another attack. If you killagain, you can repeat the process.

    Harolds LegacyTanks to a problem with radiation anda little exposure to FEV, you have a plantgrowing out of your body. Once per day,

    you can choose to have one point of dam-age go to the plant, instead of you. It regen-erates while you rest.

    HeadshotsYou dont mess around; you aim for thehead. You can choose to take a -2 to any hitroll, and in exchange, all your dice becomeCritical Dice.

    Heavy HandedWhen you hit someone their grandkidsfeel it! When ghting unarmed, count bothdice on your roll, and you do 2 points ofdamage on a successful strike.

    Infiltrator

    No door stands in your way. Well, they do.But you can open them anyway! Reroll yourrst failed roll to pick any lock.

    Jury-RiggingWith as little as some rubber bands and apaperclip, theres nothing you cant do. Yourequipment never falls into disrepair. If youhave a possession break, one hour and youcan scrounge parts and x it.

    Laser CommanderYou have a thing for lasers. But really, whodoesnt? When using an Energy Weapon,

    you Critical on a 9 or 10, not just a 10.

    Lead BellyA little radioactive contamination neverhurt anyone, or rather, it hurt everyone but

    you. Irradiated water does not hurt you. Infact, once per day, you can replenish all yourhealth by drinking it.

    Life GiverYouve been blessed with the gift of life!

    Gain one additional Healthy health level.Light StepSome might say you have petite feet, or a

    feminine step, but when a mine leaves themwith stumps starting at their ankles youllbe the one laughing. You never set o traps.

    Miss FortuneYou dont know who she is. You dont

    know why she helps. But when she comes,your enemies take notice. Once per day,spend a Good Karma and a mysterious

    woman comes to your aid for one turn andplagues and distracts your enemies. All op-ponents take a -2 to their next attacks.

    Mysterious StrangerYouve got a friend out there with a knackfor showing up just when you need himmost. Once per day, spend a Good Karmaand a man in a fedora and trenchcoat comesto your aid for one turn. He attacks at +5,and does 4 damage on a successful hit.

    Nerd Rage!

    Strike them down with all your hatred andyour journey will be complete! You musthave an Intelligence score of 4 or higherto take this Perk. When youre at half yourhealth or less, gain +4 Strength and do oneadditional point of damage with unarmedand hand-to-hand weapon strikes.

    NinjaYou walk the shadows, and kill all thatstand in your way. And you look cool do-ing it! When using a hand-to-hand or un-armed attack, all your dice are considered

    Critical Dice.

    Pack RatYouve turned stashing junk into an art-form. You always have a minor food i tem orlight weapon on hand. Even if youve beencompletely disarmed and stripped, you havemanaged to hide something, somewhere.

    PyromaniacIf it makes things burn, you know how to

    use it without killing yourself in the process.When using any form of re, you cause oneadditional point of damage to your op-ponent. Alternatively, you may cause thatpoint to any opponent nearby.

    Quick DrawCompared to you, if they were any slower

    theyd have birds nesting in their holsters.Youre never caught unarmed. And on therst attack of a combat, you get +1 to hit.

    Rad Resistance

    Whether by mutation or a quirk of ge-netics, youve developed a natural resistanceto radiation. In any Environment, ignorethe rst point of damage caused to you byany radiation. Against monsters that attack

    with radiation, your AC is considered to be2 points higher.

    Ranger Takedown!Youve learned the specialized ghtingtechniques of the NCR Rangers. Sweep theleg! Once per Environment, you can knock

    your opponent down with a successful at-tack. Tey lose their next turn.

    ScroungerYou leave no stone unturned and wheremost people nd worms and dirt, you ndammo and caps! Once per day, you can ndone important item, or 2d10 caps.

    Set Phasers to Kill!You prefer cutting edge technology to do

    your killing with, and youve become anexpert in its use. When using an Energy

    Weapon, you get +1 to hit.

    Silent Running

    Youre silent and deadly. But not the wayyoure thinking! Heavy Armor does notprohibit your ability to sneak, and VeryHeavy armor only levies a -3 penalty.

    Sneak AttackWhen unseen, you become like SantaClaus. If instead of delivering presents,Santa Claus delivered murder! Once per

    environment, when unseen, make a roll ofAgility against your opponents Perception.If successful, you get +2 to attack, and all

    your dice are considered Critical Dice. Useof this perk reveals your presence, and canbe used to start a combat.

    SniperWith a rie in hand you can nish aght from over a mile away. When using aranged weapon from another Environment,

    you get +1 to hit.

    Strong BackGrowing up, your nickname was mule.

    Okay, no it wasnt. But youre still good atcarrying things! You have one additionalHeavy slot.

    ToughnessYoure used to being pushed around, shot,stabbed, and other undesirable things. Add1 to your AC, after factoring your armor.

    Wasteland GuruMost people are happy just to survive the

    wasteland, but you thrive in it. Ignore therst point of damage caused by HazardousEnvironments. Spend a Good Karma tond a stimpack or chem once per day.

    Wild WastelandWe are the keepers of the sacred words...

    Youre a magnet for the strange, the absurdand the zany. Tings happen around youthat only happen on V. Spend a point ofKarma, and make a pop culture referencethat might relate to the current situation.

    Te reference comes true. It might be a

    temporary and benecial NPC, a founditem, or an odd location.

  • 7/30/2019 Retro Caly Pse

    15/2815

    WeaponsEnergy WeaponsRoll 3d10, count the two highest dice. You canhit adjacent Environments. You go early in the

    turn. Cause 1 point of damage.

    ExplosivesRoll 2d10. You can hit adjacent Environments.Aect everyone in the Environment whose AC

    you hit. Cause 1 point of damage.

    GunsRoll 2d10. Both dice are considered CriticalDice. You can hit adjacent Environments. You

    go early in the turn. Cause 1 point of damage.

    Melee WeaponsRoll 2d10 to hit. Attack anyone using Move

    before their action. Cause 1 point of damage.

    Unarmed WeaponsRoll 2d10. Cause 1 point of damage. OnCritical, your opponent gets -2 to next attack.

    Heavy Energy WeaponsRoll 2d10. You can hit adjacent Environments.You go early in the turn.

    Cause 2 points of damage.

    Heavy ExplosivesRoll 2d10. You can hit adjacent Environments.Aect everyone in the Environment whose AC

    you hit. Cause 2 point of damage, 4 on Critical.

    Heavy GunsRoll 2d10. Both dice are considered CriticalDice. You can hit adjacent Environments. You

    go early in the turn. Cause 2 points of damage.

    Heavy Melee WeaponsRoll 2d10 to hit. Attack anyone using Movebefore their action. Cause 2 points of damage.

    4 on Critical.

    Heavy Unarmed WeaponsRoll 2d10 to hit. Cause 2 points of damage. OnCritical, your opponent gets -2 to next attack.

    EncumbranceSome items, particularly weapons and

    armor, are Heavy. You can only carry somany Heavy items before it aects yourability to move and act. If you carry moreHeavy items than you have Heavy Slots,

    you can only stumble about. You fail every

    roll you attempt until you put things down.

    Heavy SlotsOn your character sheet, you have a number

    of Heavy Slots equal to your StrengthSPECIAL score. Some raits and Perkscan add to this number. If your Strength iszero, you can only carry one Heavy Item,and it will make you stagger and stumble.If you have a negative Strength score, youcannot lift Heavy Items.

    Heavy ItemsHeavy Items count as one Heavy Slot.

    Very Heavy ItemsVery Heavy Items count as two Heavy

    Slots.

    Starting WeaponYour starting weapon can be a Gun,Energy Weapon, Melee Weapon,Explosive, or Unarmed Weapon. You cantstart with Heavy weapons. For every other

    weapon type you carry, youre consideredto be carrying an extra Heavy Item. So if

    youre carrying two Heavy Weapons, youreeectively carrying three Heavy Items.

    Extra ArmorCarrying additional armor is tough. Every

    suit of armor you carry beyond the oneyou wear is considered one level higher onthe weight table. So light armor becomesheavy, heavy becomes very heavy, very heavybecomes uber.

    Examples: Laser Pistol, Plasma Pistol, SonicEmitter, Laser Rie

    Examples: Frag Grenades, Dynamite, Molotov

    Coctail

    Examples: 10mm Pistol, Service Rie, 9mmSMG

    Examples: Machete, Switch Blade, Baseball Bat,Spear

    Examples: Knuckle Duster, Spiked Knuckles,Boxing Tape

    Examples: Plasma Rie, Gatling Laser

    Examples: Missile Launcher, Grenade Launcher,Plasma Grenade

    Examples: Gauss Rie, Sniper Rie, Anti-Ma-teriel Rie, Minigun, Shotgun

    Examples: Super Sledge, Bumper Sword,Chainsaw, Fire Axe

    Examples: Ballistic Fist, Power Fist, Deathclaw

    Gauntlet

    Environments(+2 in Favored Environment)

    Open Environments

    Open Environments

    Hazardous Environments

    Closed Quarters

    Closed Quarters

    Open Environments

    Open Environments

    Hazardous Environments

    Closed Quarters

    Closed Quarters

  • 7/30/2019 Retro Caly Pse

    16/2816

    EnvironmentsAdventures in Retrocalypse are framed around a series of encounters. Each of theseencounters consists of a series of Environments. Environments are units of space that t abasic description. For example, A shelled-out town of raiders might be one Environment,

    while the individual houses might be other Environments. Instead of tracking detailedmovements in space, we instead focus on movement between Environments. If theres amajor barrier amidst an Environment, we encourage you to break the Environment into

    multiple, smaller Environments. Tis means you dont need a grid map to track movement.A simple piece of paper to sketch relative distances should work ne. You could use anapkin and restaurant crayon if push came to shove.Because the wasteland is dangerous, dierent Environments have dierent eects. For

    most, if you enter, you suer the eects. For some terrible places, the eect occurs everyturn. Te GM decides which route to take with a given environment, but it should bemade very clear to the players beforehand in description. When an encounter begins,determine what your Environments are, where they connect, and where the players,monsters, and NPCs are located. Te easiest way weve found is with tokens.

    Sample Environments

    Closed QuartersExamples: Inside a house, a corridor,an alley, a doorway, a tunnel, a closet

    Open EnvironmentsExamples: Open wasteland, beachfront,cavern clearing, city square

    Hazardous EnvironmentsExamples: Swamps, irradiated spaces,broken oorboards, smoky room, hotsprings, trap-lled room

    No Armor Armor Class

    8

    Examples: Pre-War Clothing, Raider Treads,Loincloth, Snazzy Dress, Lab Coat

    Light ArmorArmor Class

    10

    Examples: Leather Armor, Security Armor,Reinforced Clothing, Merc Gear

    Common HazardsHazardous spaces are common in thewasteland. As a rule of thumb, hazards shouldimpose a small penalty (-1 or -2) or cause apoint of damage to vulnerable inhabitants.Keep in mind the types of inhabitantsthat would be considered vulnerable. Forinstance, radiation will not hurt ghouls. Also,note whether the eect is only for the turnafter entering, or if its persistent and recurseach turn. Tose sorts of hazards are veryrare, and should be noticably deadly.

    Healing and InjuryAfter an encounter, characters can healtheir injuries with a certain amount of rest.Healthy:If they only have wounds in their

    Healthy boxes, they can heal with just ashort rest to catch their breath.Injured: If they have wounds in their In-

    jured boxes, they need to eat, sleep, or atleast take a few hours.Unconscious: If they have hit Uncon-

    sciousness, they must sleep to recover.When the Unconscious box is rst

    checked, roll 1d10. On a roll of 4 or higher,youre just unconscious until the end of the

    ght, or until healed. If you roll a 1, 2, or3, youre bleeding out. Without medicalattention (a successful Intelligence roll),

    you must make an Endurance roll requiringa result of 10 or higher or die after theencounter.

    First AidWhen youre bleeding out, if a characterspends an action patching you up in thenext turn, you will survive the encounter

    as if you were just rendered unconscious.

    ArmorArmor comes in ve classes. You can choose None or Light Armor at character creation.

    Heavy Armor Armor Class

    12

    Examples: Combat Armor, Recon Armor,NCR Ranger Armor, Legion Armor

    Very Heavy

    Armor

    Armor Class

    14

    Examples: Metal Armor, Reinforced CombatArmor, Salvaged Power Armor

    Uber Armor Armor Class

    16

    Examples: Brotherhood -51 Power Armor,esla Power Armor, Enclave Hellre Armor

    Power ArmorPower Armor is hard to come by, di-

    cult to use, but an iconic part of wastelandlife. One doesnt think of the Brotherhoodof Steel without thinking of its Paladins,clad in shining steel. Power Armor rain-ing is required to use the armor success-fully. Wearing the armor without the raitmeans the character is fully encumbered,and cannot act, and can barely move.A successfully worn suit of Power Armorgrants +2 to Strength, which nearlyeliminates its massive weight. As well, itrenders the wearer immune to one pointof radiation damage per turn. Lastly, itgives a +2 to any rolls to intimidate or

    charm, depending on the witness at hand.

  • 7/30/2019 Retro Caly Pse

    17/28

    17

    Combat RulesOr: How To Waste Fools in the Wasteland

    Roll dice. Te default is 2d10. Add the results.

    ]One should look dierent. Tis is the Critical Die

    ]Using a weapon in its preferred Environment gives +2.

    ] Some weapons let you roll 3d10, and drop the lowest

    result.]Some Perks and raits give a bonus.

    ]You hit if your result meets or exceeds your opponentsArmor Class value.

    DamageA successful hit always causes at leastone point of damage. Use Karma,Heavy Weapons, raits, Perks, andother things to increase this amount.

    As well, if you score a Critical Hit, youcause more damage.

    None 8

    Light 10

    Heavy 12

    Very Heavy 14

    Uber 16

    Armor Class

    to Hit

    Critical HitsOne of the d10s you roll should look dierent. Tis is the Critical

    Die. When you hit, and your Critical Die is a 10, youve scored aCritical Hit! Tis means youve hit a vital, or just scored a particularlycrushing blow. A Critical Hit causes an additional point of damage.If you roll a 10 on your Critical Die and shouldnt have otherwise

    hit (for example, if you roll a 10 and a 1, and are trying to hit

    someone in Power Armor with AC 16), you do not Critical Hit,but you still hit.

    Initiative and ActionsOnce youre in a combat

    encounter, initiative determineswho goes rst in an action. Eachcharacter, or a group of villains,rolls 1d10 and adds their Agilityscores to the results. Te highestgoes rst, and then down theline. In the case of a tie, compare

    Agility scores. Higher Agilitygoes rst.

    An action is any of the thingslisted in the order to the right.If it doesnt t into one of those,ask yourself if its worth costingan action. Most non-combatactions in a ght should beconsidered a focus action, sinceit takes more than a split secondto occur.

    A Round of combat isplayed in this order.

    Each combatant gets to choose one of these Actions to perform each Round.Note:Action 7 cannot be chosen, as its a part of Action 3.

    Defend

    -or-

    Protect

    Action

    1

    Choosing either of these options meansforgoing direct action in favor of taking areactive stance which allows you to make aCounter-attackagainst everyone thatsuccessfully hits you in the attack turn ofthis round.

    Choosing to Defend means that your ArmorClass goes up by one category (+2).

    Choosing to Protectmeans any attacks thisround that target a chosen friend in yourarena will attack you instead.

    ShootAction

    2

    If you have a Ranged Weapon (a Gun,Explosive, or Energy Weapon), you maymake an attack against anyone in yourarena or in an adjacent arena (this beingthe only non-talent way to attack someonenot in your arena).

    You can also choose to hold and aim andattack at any point later in the combat inorder to interrupt someones focus or decidewho to attack once you see what theyredoing.

    Focus

    -or-

    Impede

    Action

    3

    If you decide to use a Focus Ability (likesome Perks and raits), its at this point youannounce what youre starting to do andenter a period of vulnerability before theeects of the talent go o on urn Seven.

    Alternately you can attempt to Impedesomeone, spending your round preventingthem from leaving the arena youre both in.o do so successfully requires testing yourStrength against their Endurance. If yousucceed, you may have also managed toCorner them (see urn Seven).

    Move

    Action

    4

    Not just moving around (which anyonecan usually within the Environment theyrein), this action allows you to Moveyour char-acter into an adjacent Environment, possiblyeven one you suggest to the GM on the spot.

    Moving Environments might require a suc-cessful Attribute test if the place is dicult toget to (climbing onto a roof or jumping overa pit, for example).If someone managed to Impede you, at thispoint you can attempt to counterattack them.

    Melee

    Attack

    Action

    5

    Tis action allows you to attackanybody youshare the Environment with. Tis counts forhand-to-hand weapons, or unarmed attacks.

    Be sure to use vivid description, particularlyon a Critical Hit (or more importantly, if youhave the Bloody Mess Perk).

    Push

    -or-

    Throw

    Action

    6

    You can attempt to move yourself and anynumber of opponents into an adjacent (andeasily-accessible) arena byPushingthem,which requires testing a single Intelligenceroll against each of their Agility rolls. Ifany of them win the test, none of you move.

    Alternately you can attempt to row asingle opponent into another arena by testingyour Strength versus either their Perceptionor their Endurance (their choice).

    Action

    7Focused

    Events

    At this point anyFocused actions go o(initiative rolled if needed to determineorder) but only if the focuser remainedundamaged until now.

    If you successfully Impeded someone, andalso didnt take any damage since then, theImpede turns into a Cornering and theycannot choose the Move action the followinground, either.

  • 7/30/2019 Retro Caly Pse

    18/28

    18

    KarmaTe GM should have a stack of Good Karma and Bad Karma tokens. Tese are called

    Te Stack. In the middle of the table should be a bowl or pile of Karma. We call it TeBowl. Te GM puts one Karma of each color in the bowl for every player, and a smallhandful of random tokens as well (about 3-5 more).Any time someone does something in-character or out-of-character that makes the game

    cooler, they should get a Karma. Anyone can reach into the bowl, grab one, and hand it toanother player. Te type of Karma depends on the action (see below). Its important thatthe Karma keeps owing. Also, some Perks and raits will give Karma.As well, the GM can do things like pumping monster damage or bringing in inopportune

    villains to an encounter. Any time this happens, the GM should add Karma to the bowl(whichever color theres currently less of ).

    Good KarmaGood Karma comes fromdoing the right thing.

    Helping the elderly, pettingpuppies, rebuilding civilization

    after nuclear holocaust, these areall Good Karma actions. Out-of-Character, you get Good

    Karma for making your the players laugh,stand in excitement, or otherwise have anawesome time. Also, anyone that pitches infor food gets Good Karma. On behalf of allRetrocalypse players, we thank you.

    Bad KarmaBad Karma comes when yourenaughty. Killing innocentpeople, planting grenades inthe pockets of security ocers,

    and cheating the casino for extracaps are all Bad Karma actions.Out-of-Character, any time

    your actions net a dick move! response,that gets Bad Karma. Not saying youshould be a jerk to your fellow players, butif you let them in on how your character isa conniving jerk, you should get rewarded.

    Spending KarmaKarma can be spent for a few general things, and both Good and Bad Karma have very

    specic uses. As well, many Perks and raits require Karma expenditures of certain types.

    Good Karma]Add an additional eect to aSPECIAL noncombat roll.]+2 to hit someone that hurtyou or a friend.

    Two Karma]Instantly heal one point ofdamage youve sustained.]Create a friendly NPC youhave a relationship with.

    Three Karma]Use a Perk you dont possess

    for the current encounter.

    Any Karma]Add +2 to a SPECIAL roll.]Have a handy item in reach.]Use an Environment Perk asecond time.]Raise eective Level forpurpose of gaining caps.

    Two Karma]Recharge a Rested Perkoutside of combat.

    Three Karma]Use a rait from a

    Background not your own(with GM and permission).

    Bad Karma]Add an additional eect to asuccessful attack roll.]+2 to hit someone forpersonal gain.

    Two Karma]Do 1 more point of damageon a successful hit.]Create an NPC possessingsomething valuable.

    Three Karma]Prevent someone from using

    a Perk they possess for thecurrent encounter.

    Leveling UpCharacters level up when each member

    of the party member has spent twelveKarma Points (of either type). Sometimes,a character will lag behind in this. Itseveryone at the tables job to encouragemore awesome actions from that player.

    Bring them out of their shell! Get them adrink! Also, it might be your faults for notrewarding them when they were being cool.

    Once everyone has spent twelve Karma,the table should acknowledge that its timeto level up after the current encounter. As arule of thumb, a short rest is a ne time fora level up, particularly when coupled without-of-character rests, such as ordering

    pizza. Below are the things that happenwhen the party levels up.

    Here and Now!(These two things happen at level up)

    Become More SPECIAL!Pick any one SPECIAL attribute, and

    increase it by one point. In some cases,this can aect other things, such as yourHeavy Slots. Be mindful of those changes.

    Heres the Perks!Also, you get a Perk. Choose any Perk,or one rait from your Background Sheet.With GM permission and permission ofall players using that Background, you can

    take a rait from a dierent Background.You can never have more raits fromdierent Backgrounds than your own,though. Te choice must make sense.

    Other Changes!Also, consider your Motivation andConcept. Tey might have changed a bitsince youve last checked them.

    CapsIn addition to Karma and Level awards, the

    GM should reward the players with Caps aftersuccessful encounters. Te number of capsshould depend on the foes in question, and thelevels of the characters. Tey must choose todivide them amongst themselves.

    Te rule of thumb is as such:]For most inhuman monsters, 1d10 per partylevel is ne. Tis means a level four party shouldget 4d10 caps when ghting radscorpions.]Most human opponents have 1d12 per partylevel Tis means a level three party should get

    3d12 caps when ghting raiders.]Advanced human opponents have 1d10 percombined level in the party. Tis means a levelthree party of four should get 12d10 caps whenghting Brotherhood Outcasts.

    ]Double all listed amounts with named NPCs,particularly with recurring villains.

    Cap values vary throughout the wasteland.Be ckle with prices. But here are some

    very basic guidelines.

    1

    Cap

    5

    Caps

    25

    Caps

    100

    Caps

    500

    Caps

    Basic Supplies: Cheap food, rusty

    knife, cup, burned book.

    Useful Supplies: ools, magazine, anight at a hotel, light melee weapon.

    Valuable Supplies: Handgun, laserpistol, energy cell, night of debauchery.

    Rare Supplies: Laser rie, sniper rie,trip with a caravan, metal armor.

    Unique Supplies: Power Armor, aworking car, an intact house.

  • 7/30/2019 Retro Caly Pse

    19/28

    19

    Adventuring!

    STRENGTH

    Perception

    ENDURANCE

    CHARISMA

    INTELLIGENCE

    AGILITY

    LUCK

    Te wasteland is an unforgiving place.For whatever reason, your characters havedecided to wander it. While many conictscome to blows or bullets, most of the actionin Retrocalypse is outside of ghts. Because

    when you ght, you run the risk of dying.

    And dying is bad.

    SPECIAL RollsWhenever you want your character toaccomplish something, and its unclear

    whether or not it will work, the GM mightcall for a SPECIAL roll.

    First, determine which SPECIALAttribute relates to the action at hand.Ten, roll 1d12. Add your SPECIALscore to that number, along with any other

    modiers you might have come into.

    Next, the GM rolls 1d12. If youre rollingagainst an NPC or dicult circumstances,the GM can add the NPCs SPECIAL totheir roll, or a modier of up to + or - 5.

    If your roll meets or exceeds the GMs roll,you succeed in your action. If you beat theGMs number by 5, something additionalhappens of your choice (the GM reservesthe right to veto).

    If you roll a 12, and the GM did not rolla 12, you win regardless of the resultingnumbers. If the GM also rolled a 12,compare results normally. If you roll a 1,

    you fail. Te players and GM should keepfailures in mind for potential Karma, if

    youre a good sport about losing.

    If used in a combat, most SPECIALrolls should be Focus or Attack options,depending on their stated goals. If you cantt the action into one of those, ask yourselfif its worth wasting the players turn;consider allowing it as a free action.

    Actions involving raw, brute strength. Bashing in doors, heftingheavy objects, threatening people by virtue of your size, breakingthings.

    Actions involving awareness and senses. Noticing traps, identifyingpeople, seeing in the distance, detecting lies, appraisal.

    Actions involving fortitude and health. Walking long distances,withstanding poisons and toxins, standing through punishment,resisting torture.

    Actions involving charm, wit, and personality. Lying, seduction,diplomacy, convincing someone to spare your life, bartering,calming someone thats freaking out.

    Actions involving knowledge and reasoning. Disarming traps,reading codes, researching, repairing things, sabotaging things,hacking computers, disguises.

    Actions involving speed, reexes, and precision. Sneaking around,throwing things, acrobatics, landing from a fall, running away,avoiding a trap.

    Actions involving how much the universe likes you. Playing theslots, getting to the train on time, choosing the right path in thedark, ipping a coin.

  • 7/30/2019 Retro Caly Pse

    20/28

    20

    Encounters The Combat TrackerTe default assumption of play is that youll be using our combattracker to keep track of the details in a combat encounter. o useit, print and assemble it from the back of this book. Ten, youllneed a token for every character and monster. Loose change works

    well for monster tokens.At the beginning of each combat round, have everyone placetheir tokens on the tracker so you know when they re ready to go.

    Once you have a basic map of two ormore Environments set up, youre ready todesign your combat encounter. Determine

    where your opponents are located. Tendetermine the situational factors that playinto the ght.

    For example, is one side surprised?Surprised characters should get PerceptionSPECIAL checks in order to act in therst turn of the ght. Be creative with thesefactors, but dont be overbearing. Surprisethe players, but dont make them feelhopeless.

    Adding Bad GuysMonsters and villains come in ve

    dierent levels, described on the right side

    of this page. You can mix and match thelevels in order to make for more interestingghts, and to build the challenge level of aconfrontation.Minions: If youre using minions, use

    many of them. Minions cant even harmheavily armored characters when alone. Usetwo or three minions per PC.Skirmishers: Tese creatures are only

    slightly more powerful than Minions, andare still likely to die in one hit. Use one perPC at least, possibly more.Villains: Most of the challenge in a ghtshould come from these guys. Use one forevery two PCs on average. Dont hesitate toadd one or two during a ght thats goingtoo easy.Monsters: Tese are much harder to

    handle. Tink hard before adding morethan one to a ght, unless you intend onkilling the PCs.Legends:Tese shouldnt come up often. I

    use them mostly to seed Karma and shock

    players. Tey also work well as guardians forunique equipment.

    Fighting UnarmedUsually, characters will have some kind of

    weapon, if only an Unarmed Weapon. Butin rare cases, theyll have nothing. In thesecases, they only get to roll one die to attack,

    and cause only one point of damage on asuccessful hit. However, they can spend apoint of Karma (either) to add a SPECIALattribute to their attack, provided they canexplain how the attribute helped.Also, any character that wins a ght whileUnarmed gets a point of Good Karma atthe end of the ght, or Bad Karma if theychose to kill their unconscious opponents.

    GM KarmaTe GM uses Karma dierently than theplayers. When the GM uses Karma, theyfeed Karma points into the bowl (alwaysdefault to the less abundant Karma type).Because if the bowl is empty, players cantget Karma. If they cant get Karma, theycant advance. Tat means unhappy players.

    At any time, a GM can seed 2 Karma to:

    [Add a point of damage to an attack.

    [Add +2 to a roll.

    [Impose a situational condition with anysuccessful attack (on re, , blinded, diseased,et cetera). Tese conditions should eachhave a SPECIAL roll to mitigate.

    [Bring in reinforcements, adding enemiesto the ght. Tis costs one Karma per levelof monster. wo minions cost one Karma.

    [Adding any other dramatically appropri-ate and interesting event to the scene.

    [Recovering a defeated foe, giving it onehealth level and allowing it an immediateattack.

    Bad GuysNote: This list is to help you make your own combat encounters. Weve provided a number of

    sample monsters in the Bestiary chapter of the book. Feel free to use or modify those. The Besti-

    ary also includes monster powers, which you can use freely in your own creations.

    Level

    1

    2

    3

    4

    5

    MinionsMinions are rank and le mooks and baddies. Tey never get an Environmentbonus to attack, and they only roll one die to hit. However, when they gang up,roll all their dice together, and count the highest two. Tey always do one damage,unless you seed Karma. Tey only have one Health Level. Usually AC 8 or 10.Examples: Mole Rats, Bloat Flies, Tribals, Geckos

    Skirmishers

    Villains

    Monsters

    Legends

    Tese are tougher mooks, usually nameless. While they re weak, they do get thebenets of a Weapon type. Tis means they might do more damage, use more dice,or get an Environment bonus. Tey can also wear armor (rarely more than Light

    Armor, almost never more than Heavy Armor). Tey have 2-3 Health each.Examples: Raiders, Radscorpions, Minor Robots, Feral Ghouls, Fire Geckos

    Tese are usually named problems. Tey have between 5 and 10 Health Levels onaverage. Not only do they get Weapons and Armor, but they can have Powers (seethe Bestiary). Tey can also use raits or Perks, at your discretion.

    Examples: Raider Bosses, Feral Ghoul Reavers, Super Mutants, Cazadors, Protectrons

    As above, with 15 or more Health Levels. Usually have Heavy Weapons, andHeavy, Very Heavy, or even Uber Armor. Tey can also use raits or Perks, andhave Powers. Tey can use Mega Weapons as well. Particularly if youre using themto introduce the Mega Weapon to the campaign.Examples: Deathclaws, Sentry Bots, Super Mutant Masters, Enclave Hellre Troopers

    Tese are the creatures of legend, always unique, and usually huge. Upwards of 25

    Health Levels. Tey have raits, Perks, and Powers. Tey often use Mega Weapons.Examples: Super Mutant Behemoths, Legendary Deathclaws

    Level

    Level

    Level

    Level

  • 7/30/2019 Retro Caly Pse

    21/28

    21

    Rewards and EquipmentIn addition to the normal items and equipment characters can purchase with Caps, you

    may use Unique Equipment as reward for adventuring. If you choose to let characters buyUnique Equipment, the terms for nding the vendor should be hard enough to constituteits own adventure.Every Unique Equipment should be tied to your game world somehow. Name it. Tink

    about who its named after, or why its now out in the wild wasteland. Characters should

    be able to dredge up information about such items if they put in the research. Here aresome examples.

    Mega WeaponsMega Weapons are a special Weapon

    category. Every one is considered unique, sotheyre not listed with the normal weapons.

    A Mega Weapon does 3 points of damageon any successful hit, and 6 if you manageto beat the opponent s AC by 5 or more.Mega Weapons are dicult to use, they

    take two Heavy Slots, and every time youuse them, you must spend a point of Karma.

    Babys First Zip Gun

    A concealable homemade pistol that can beeasily taken apart and reassembled. Its one-shot though, so make it count! Tis weaponcan never be detected. Meaning, you cannever be disarmed!

    Big MT Cyberdog

    Mans best friend in the atomic age! Tis

    part-mechanical, part-organic canine isentirely customizable to t your needs. Justpop in one of our vast selection of caninebrain-pods and turn your dog from steadfastprotector to cuddly companion withoutany training required! Warning; use ofnon-licensed pods may lead to undesirablebehavior and immediately voids your

    warranty. Tis acts as the Dogmeat Perk,except if you roll all 1s on any roll with thedog, it goes haywire and turns against you.

    Black Ghost Stealth Armor

    A chinese design that is supposed to makethe wearer virtually invisible. If only youcould read the damn instructions! While

    wearing this Heavy Armor, ignore Armorpenalties to sneak, and take +4 to all Agilityrolls to remain unseen.

    Chryslus Highwayman

    Why wreck your feet walking when youcan travel in style? Te Highwayman wasthe pre-war king of the road, and with a

    little bit of love she can still get you whereyou want to go. Every day you use this car,

    you must make a SPECIAL repair roll tomake it work. If your dice ever come upboth as ones, the car dies beyond repair. If itmatters, the car has 20 Health Levels, andis considered Uber Armor for passengers.If you use it as a weapon (and why wouldnt

    you?) it counts as a Very Heavy Weapon.

    Daves Boxer Briefs

    Tese underpants were said to be wornby the rst great emperor after the war.While they re not fashionable or even thatfunctional, they do greatly improve thechance of reproduction. Any coupling thatcould result in conception does, if a personhas worn the boxer briefs in the past day.

    Desert Viper 10mm SMG

    An SMG handcrafted by legendary Hubtrader Vic. He even named it after a petname for his ex-wife. Its considered aLight Gun. But you have two choices whenring it: You can do three damage to onetarget, or cause one point of damage toevery enemy in one Environment of yourchoice.

    Dr. Kangs: How to Serve Man! 3rd Edition

    An extremely dusty pre-war tome thathas proven dicult for modern scholarsto translate. Its either a treatise on ap-plied humanism or a cookbook with somedecidedly unorthodox recipes. Either way,foods you prepare with this book, whileusing human esh, recover all lost Health

    Levels. And you gain Bad Karma. Shame!

    Festus Decoder Ring

    A slightly sticky plastic band with ablue star logo on it. Tis item has passedthrough the hands of countless collectors,but always ends up being discarded when a

    wearer deciphers the code to read DRINKMORE SARSAPARILLA. Using this

    ring, you can make a code that cannot becracked by anyone without a similar ring.

    Flower Child Helmet

    Tis metal helmet sports numerous dentsand dings from countless battles, but alsohas a peace sign crudely carved into theside. Perhaps it says something about theduality of man? Once per encounter, youcan ignore a single monster Power use.

    Garden of Eden Creation Kit

    Vault-ecs premier kit for creatingcivilization after the war. Unfortunately,this unit was a dud. On the bright side,theres a pen light included, so youll neversuer penalties for exploring or ghting inthe dark!

    Garys Jumpsuit

    A Vault 108 jumpsuit thats riddled withbloodstains. Strangely, wearing it seemsto attract others. Are they all relatedsomehow? At any time, you may spend apoint of Good Karma to bring a Gary intoan encounter to help you. On the otherhand, the GM can seed one Karma to bringa Gary into play against you.

    Golden Gecko Fleece

    A cloak made from the cured skin of arare and dangerous Golden Gecko. Its theheight of wasteland chic! Tese cloaks arenot only fashionable, but functional! Youget +2 to Charisma rolls while wearingthe cloak. When not wearing other armor,

    your Armor Class becomes 8 + your Agilityscore. However, if an opponent rolls two

    tens against you, the cloak is ruined.

    Handy Camper Portable Microwave Emitter

    Originally designed to microwavefoodstus on the go, after a few face-melting incidents the units were quietlyrecalled and the prototypes sold to themilitary. As a Mega Weapon, it can only beused once per day. But it also gives +2 to all

    cooking rolls!Heavy Duty Purple Robes

    A set of dirt-encrusted animal hair robesthat positively stink, yet something in theplasma burns and scorch marks leads you tobelieve they re atleast durable. You still haveNO idea why theyre purple. Tis countsas Light Armor, but gives AC 12. As well,

    you can ignore one point of damage perEncounter.

    Humungous Hockey Mask

    Its a little big on you, but something aboutthis dirty plastic mask gives people thecreeps. You get +2 to any rolls to intimidateothers. As well, when using a light Melee

    Weapon, you do an additional point ofdamage with each successful strike.

    Jerky Vendors Akubra

    A Junktown original, this wide-brimmedfelt cap is all the rage among caravaners. Itsthe perfect thing for keeping the sun out of

    your eyes while you close that sale! Te hataords a +2 to all bartering rolls, and rollsto resist environmental dangers.

  • 7/30/2019 Retro Caly Pse

    22/28

    22

    KCs Misguided Rocket Launcher

    An amateurs attempt at weaponmodication has made this rocket launcherextremely powerful but severely inaccurate.

    You might be better o just throwing arock at them. Any roll made to hit with thisMega Weapon suer a -2. If both your diceturn up as ones, you hit a random ally!

    Killjoys PickelhaubeA combat helmet with a railroad spikewelded to the top, it once belonged to theinfamous raider Killjoy. Not only does thiscount as Heavy Armor, it also counts as aHeavy Melee Weapon, but only takes oneHeavy Slot!

    The Kings Motto

    Tis pair of brass knuckles features a heavymetal plate on the front with with letters

    .C.B etched onto them. You dont knowwhat it means, but if Te King said it, itsprobably something profound. When usingthis Unarmed Weapon, you do 2 pointsof damage. As well, you may spend GoodKarma to add dice to your roll. You countthe highest two.

    Liberty Primes Freedom Ray

    Tis enormous Mega Energy Weaponcould not have been designed for humanuse. It takes a third Heavy Slot to carry.

    As well, the user may use a point of GoodKarma to ignore an enemys armor. But indoing so, they take 2 damage from the raysoverheating. If its user dies in combat, theirparty members gain +1 to hit rolls, anddo an additional point of damage on eachsuccessful strike. Tey died, so democracymay live.

    Mandrakes Flask

    A stainless steel ask containing a mixtureof rainwater and grain alcohol. Its not the

    easiest thing to choke down, but it seemsto have a cleansing eect on the palate.

    Once per encounter, you may take a turn inDefense and gain a Health Level. As well,any Powers that would drain your Healthor control your mind automatically fail.

    NCR Troopers Vest

    Te chest piece of an NCR infantryman,its a little better than normal combatarmor, but it still has the troopers name

    etched on it. Tis Light Armor aords anAC 14, but youll often be mistaken for thearmors former owner.

    Pacifier Tranq Rifle

    Tis .223 Colt Rangemaster has beenmodied to accept special non-lethalammunition. Each dart is lled with apowerful sedative designed to bring downdangerous animals or people. Tis LightGun does no damage, but when it hits aliving target, they must roll Endurance or

    fall unconscious.

    Patriots Teapot Brand Power F ist

    Tis power st has a red, white andblue explosive kick to it, perfect for anyIndependence Day brawl. Eagle and

    American ag sold separately. Tis HeavyUnarmed Weapon can be used as a Mega

    Weapon once per day, or freely against