Wednesday, December 30, 2015

Alternative character sheets

-- UPDATE --

Stephen has provided us with an updated version of the character sheets as well as new Fallout themed Adventure Deck! Check it out below! He has also provided a blank version for those who want to make their own deck.

Fallout character sheet

Fallout character sheet print friendly

Savage Worlds adventure deck (blank)

Savage Fallout adventure deck


Stephen Lebeck has created some great new sheets for Savage Fallout and Savage Worlds sci-fi games in general, you can download them using the links below (both full color and print friendly versions). The sheets do include some extra skills not used in the Savage Fallout rules as otherwise presented here, so you may need to mix and match a little.

Hope you all enjoy and thanks Stephen for the great work!

Fallout character sheet

Fallout character sheet print friendly

Fallout character sheet addenda

Fallout character sheet addenda print friendly

Savage Worlds character sheet

Savage Worlds sci-fi character sheet

Tuesday, October 7, 2014

Updates and balancing

Hi all,

the PDFs have now been updated with the changes mentioned in the last post, they're available for download using the links on the right hand side of the page. There's also about a dozen additional Edges and a handful of Hindrances in there, so have a look if you haven't yet.

The most important change has to do with a bit of rebalancing for the non-human races; while I don't think perfect balance is necessary, Ghouls and particularly Super Mutants did have a big mechanical advantage on human characters, while the drawbacks were mostly RP focused. So to counter that I've changed the character creation for these races: Ghouls and Super Mutants must now take a race specific Hindrance in addition to any other Hindrances they wish to take. Super Mutants no longer get the Brawny Edge for free, and must pay double the points if they want to raise Smarts.

If you don't want to use the additional Hindrance rule, I would suggest giving these races some other drawbacks to balance things out a bit. The new/changed racial Hindrances are:


- Decrepit (Major): Ghouls have prolonged life spans and the hero has been around for quite a while. The character’s body is becoming dangerously frail. -1 die type Vigor and cannot be raised after character creation. The character receives an additional -1 penalty to all Soak rolls.

- Feral (Major): Accelerating decay has started to impair the character's brain functions, slowly turning him/her feral. -2 die type Smarts and cannot be raised further. Aside from an increasingly bestial disposition, the hero lapses into a murderous frenzy during combat, as per the Berserk Edge, making only unarmed attacks.

- Glowing One (Major): Long term radiation exposure has made the character permanently irradiated and even glow. -1 die type Spirit and cannot be raised further. Lighting penalties for attacks made against the hero are negated and he/she gains a -4 penalty to Stealth checks. Travelling companions take low level radiation damage once per day. The Glowing One gains the Rad Child Edge.

- Old School Ghoul (Major): The character has been around for at least a century and the effects of old age are acutely felt. -1 die type Strength and cannot be raised after character creation, pace -1, cannot run.

Super Mutant:

- Battle Scarred (Major): Decades of raiding, skirmishes and fights have left the hero with injuries that will never fully heal. The character has two permanent injuries, randomly rolled on the Injury Table.

- Gentle Giant (Minor/Major): The character abhors violence, to the point of physical revulsion. The hero must make a Spirit check (at -2 for the Major version) at the start of each combat, or suffer a -1 (-2 for the Major version) penalty to all Trait rolls for the duration of the fight.

- Ham Fisted (Minor/Major): Genetic engineering - or dumb luck - has endowed the hero with huge hands. The character’s Small Guns, Explosives, Repair, Medicine and Lockpick skills all suffer a -1 penalty. With the Major version the aforementioned skills become impossible for the character, all actions requiring fine manipulation suffer a -2 penalty.

- Super Duper Mutant (Major): The character is a born grunt; he/she excels at following orders, not so much at independent thought. Smarts can never be raised above d4. The hero must always carry out all orders given by his/her master or leader. Without guidance, the character is prone to panicking and inaction; if his/her master is killed, the hero’s only goal becomes seeking a suitable replacement. The character is extremely gullible and easily fooled; he/she must make a Smarts check to avoid being bluffed, tricked or goaded into performing actions detrimental to their own best interest (except extremely obvious suicidal commands).

Sunday, September 21, 2014

Survival guide update

Another year, another Fallout playthrough, another update to the wasteland survival guide! I'm listing the changes and new additions in this post and will update the PDFs where necessary as soon as possible.

So what's new? First and foremost almost all of the weapons and armors have been rebalanced in terms of damage, range, clip size, weight, cost, armor class, properties etc. The underlying idea being to a) bring them closer still to their crpg counterparts and b) to streamline the item list and make it easier to understand:

- the ammo list should now be more comprehensible (I hope). 
- the heavy weapons/big guns category has had most of its prices adjusted, so starting characters specializing in that skill will have many more options to choose from. 
- the Gauss Rifle has been reclassified as a small gun. 
- almost all explosives have had their damage revised upward.
- similarly high end melee weapons have had a slight damage/functionality increase.
- all items previously labelled as 'military' now have an actual cost listed for easier reference.
- added stats for new items: Desert Eagle .44, SIG-Sauer 14mm Auto Pistol, PPK12 Gauss Pistol, Nuka-grenade, Fat Man Tactical Nuclear Catapult, T-45d Power Armor (revised), Advanced Power Armor.

Last but not least some changed and/or new Flaws and Edges:


Skilled (Major): The hero has spent more time improving his/her skills than most; the character starts with more skill points to spend, but doesn't learn new abilities as quickly as others. +5 skill points to spend; only gain an advance after accumulating 7 Experience Points; cannot take Swift Learner Edge

One Hander (Minor): One of the hero's hands is very dominant. He/she excels with single-handed weapons, but two-handed weapons cause a problem. -2 to all attack rolls with two-handed weapons

Gifted (Major): The character has more innate abilities than most, so he/she has not spent as much time honing his/her skills. +3 attribute points to spend; -5 skill points; the character may never increase a skill to a level greater than its linked attribute; on gaining an advance only one skill currently less than its linked attribute may be increased

(NB: The novice Edge Gifted has been renamed Educated)

Changed Edges:

More Criticals and Better Criticals have switched rank (veteran/heroic) + slightly adjusted:

- More Criticals (Fighting, Small Guns, Heavy Weapons or Explosives d10, Luck): Gain a raise on a roll of 3 points over the target number to hit for chosen weapon specialization

- Better Criticals (Fighting, Small Guns, Heavy Weapons or Explosives d12, Luck): Bonus damage die is d10 instead of d6 for chosen weapon specialization 

- Run ‘n Gun (Ag d8): No penalty for moving in the same round as firing a Snapfire weapon

New Edges:

(Seasoned) Sharpshooter (Sm d6, Notice d8): Range modifiers for Medium and Long range reduced to -1/-2

(Heroic) Survivalist (Sm d6, Vi d6): Survival Wild Die is d8

Removed Edges:

Crushing Blow, CPR

The complete changed item list:

Fighting weapons:

Name Range Damage RoF Cost Weight Shots Min Str Notes 
Spear 3/6/12 (thrown) St+d6 - $75 6 - - Piercing, Parry +1, Reach 1, 2 hands

Ripper Vibroblade (SEC) - 2d6+4 - $450 2 30 - AP 2, A natural 1 on the Fighting die (regardless of the Wild Die) hits the user instead

Sledgehammer - St+d8 - $275 14 - d6 Blunt, AP 2, Parry -1, 2 hands 

Super Sledge - St+d10+2 - $800 16 - d6 Blunt, AP 2, Parry -1, 2 hands, Knocks target back 2 yards (1") for every success and raise on the attack roll

BeatCo „Big Frigger“ Power Fist (SEC) - St+d10 - $900 7 25 - Blunt, AP 2

Wattz Electronics „FBF“ Cattle Prod (SEC) - 2d6+2 1 $350 3 20 - - 

Small guns:

Name Range Damage RoF Cost Weight Shots Min Str Notes 
Colt 6520 10mm Pistol 12/24/48 2d6 1 $250 3 12 - Semi Auto

S&W M29 .44 Magnum 10/20/40 2d6+1 1 $350 3 6 - Revolver, 1 action to reload

Desert Eagle .44 12/24/48 2d6+1 1 $400 4 8 - AP 1, Semi Auto

SIG-Sauer 14mm Auto Pistol 12/24/48 2d6+1 1 $450 4 6 - AP 2, Semi Auto

.223 Pistol 15/30/60 2d8 1 $575 5 10 - AP 2, Semi Auto

PPK12 Gauss Pistol (2mm) 24/48/96 2d8 1 $650 5 12 - AP 2, Semi Auto

Wattz 1000 Laser Pistol (SEC) 20/40/80 2d6+1 1 $600 4 10 - AP 2

Glock 86 Plasma Pistol* (SEC) 10/20/40 2d6+2 1 $950 4 15 - AP 3, Can start fires, Disintegrates target

YK32 Pulse Pistol* (SEC) 8/16/32 2d8+2 1 $1700 5 5 - AP 5, Disintegrates target

MP9 Sub-Machine Gun (10mm) 12/24/48 2d6 3 $400 5 30 - Automatic 

H&K P90C (10mm) 15/30/60 2d6+1 3 $650 5 18 - AP 1, Automatic

Colt Rangemaster Hunting Rifle (.223mm) 24/48/96 2d8 1 $450 9 10 d6 AP 2, Semi Auto

DKS-501 Sniper Rifle (.223) 50/100/200 2d10 1 $750 12 10 d6 AP 2, Snapfire, Semi Auto

Gauss Rifle (2mm) 30/60/120 2d10+1 1 $1400 10 12 d6 AP 2, Semi Auto 

AK-112 Assault Rifle (5mm) 30/60/120 2d6+1 3 $550 7 24 d6 AP 1, Selective Fire

FN FAL (7.62mm) 24/48/96 2d8 3 $650 9 20 d6 AP 2, Selective Fire 

H&K G11 (4.7mm) 24/48/96 2d8+1 2 $850 8 50 - AP 2, Selective Fire

Winchester Widowmaker Double-Barrel Shotgun (12g) 10/20/40 1-3d6 1-2 $400 5 2 - 1 action to reload, +2 to Small Guns roll

Winchester Widowmaker Sawed-off DB (12g) 5/10/20 1-3d6 1-2 $400 4 2 - 1 action to reload, +2 to Small Guns roll, Can use one handed 

Winchester City-Killer Combat Shotgun (12g) 12/24/48 1-3d6 2 $850 10 12 - 1 action to reload, +2 to Small Guns roll, Automatic

Heavy weapons:

Name Range Damage RoF Cost Weight Shots Min Str Notes
Wattz 2000 Laser Rifle (MFC) 30/60/120 2d10+1 1 $975 17 10 d6 AP 2

Winchester P94 Plasma Rifle* (MFC) 12/24/48 2d10+2 1 $1100 12 10 d6 AP 3, Can start fires, Disintegrates target

YK42B Pulse Rifle* (MFC) 15/30/60 3d8+2 1 $2800 9 10 d6 AP 5, Disintegrates target

H&K L30 Gatling Laser* (MFC) 24/48/96 2d10 3 $1450 24 30 d8 AP 2, Full Auto

Light Support Weapon (.223) 24/48/96 2d8+1 3 $1175 20 30 d6 AP 2, Bipod°, Snapfire, Full Auto

M60 (7.62mm) 24/48/96 2d8 3 $1000 23 50 d8 AP 2, Bipod°, Snapfire, Full Auto 

Rockwell CZ53 Personal Minigun (5mm) 20/40/80 2d6 5 $1000 28 120 d8 AP 2, 2 actions to reload, Full Auto

Flambe 450 Flamer Cone Template 3d10 1 $750 28 5 d8 +2 to Heavy Weapons roll, 3 actions to reload, Can start fires

Rockwell BigBazooka Rocket Launcher 24/48/96 4d8 1 $800 15 1 d8 AP 6, Snapfire, 2 actions to reload, M Burst Template, HW

Fat Man Tactical Nuclear Catapult 20/40/80 4d8x10 $1300 25 1 d10 AP 10, Snapfire, 2 actions to reload, L Burst Template, Medium radiation damage, HW


Name Range Damage Cost Weight Notes 
Frag Grenade 8/16/32 2d10 $150 1 M Burst Template

Plasma Grenade 8/16/32 3d10 $300 1 M Burst Template, Can start fires

Pulse Grenade 8/16/32 4d10/Stun $250 1 M Burst Template, Works as EMP against constructs and flashbang (Stun Power) against biological creatures

Nuka-grenade 8/16/32 3d10+1 $300 1 M Burst Template, Can start fires, Low radiation damage, -2 to Explosives roll

Molotov Cocktail 6/12/24 2d8 $50 1 M Burst Template, Can start fires 

Frag Mine - 2d10 $150 1 S Burst Template 

Plasma Mine - 3d10 $300 1 S Burst Template, Can start fires 

Pulse Mine - 4d10/Stun $250 1 S Burst Template, Works as EMP against constructs and flashbang (Stun Power) against biological creatures 

Bottlecap Mine - 1-3d10+2 $250 1 S/M/L Burst Template, -2 to Explosives roll 

Dynamite - 2d10+2 $500 5 M Burst Template, Timer detonated

Cordex Plastic Explosives - 3d10+2 $1200 3 L Burst Template, Timer or remote detonated, HW

Weapon notes: 
*Advanced Energy Weapons: -4 to Repair roll; A lethal shot with a plasma or pulse weapon disintegrates the target and any possessions it carries
°Bipod: Autofire penalty reduced to -1 when using the integral bipod, takes 1 action to set up

Ammo list:

 Type Clip size Cost Weight 
.223 FMJ clip 10 $40 0.5
.223 LSW clip 30 $120 2
.44 Magnum bullet 1 $3 0.05
.44 clip 8 $20 0.5
2mm EC clip 12 $100 0.25
4.7mm caseless clip 50 $600 1
5mm AP belt 120 $290 3 
5mm AP clip 24 $60 0.5 
7.62mm belt 50 $375 3
7.62mm clip 20 $150 1
10mm JHP clip 12 $35 0.5
10mm SMG clip 30 $95 1.25 
14mm AP 6 $30 0.2
12 gauge shotgun shell 1 $11 0.05
12 gauge shotgun clip 12 $135 1
Flamethrower fuel tank 5 $125 25
Microfusion Cell 10 $200 1
Mini nuke 1 $1500 20
Rocket 1 $300 3
Small Energy Cell 5 $50 0.5


Leather Jacket +0/+1 $125 5 +1 armor vs hand-to-hand combat weapons only

Leather Armor +1 $350 8 Covers torso, arms, legs

Metal Armor +2/+3 $550 35 +3 armor vs laser, plasma and pulse weapons only

Tesla Armor +1/+9 $2250 35 +9 armor vs laser, plasma and pulse weapons only

Combat Armor +4 $3250 20 Covers entire body, +2 Rad Resistance

T-45d Power Armor +5 $4775 90/0 Covers entire body, +1 die type St, -1 die type Ag, +2 Rad Resistance, Runs on Small Energy Cells (1 charge/hour)

T-51b Power Armor +5/+6 $6250 85/0 Covers entire body, +1 die type St, +4 Rad Resistance, +6 armor vs laser, plasma and pulse weapons only 

Advanced Power Armor +7/+8 $10000 45/0 Covers entire body, +2 die type St, +8 Rad Resistance, +8 armor vs laser, plasma and pulse weapons only 

Advanced Power Armor Mk II +8 $12500 50/0 Covers entire body, +2 die type St, +9 Rad Resistance 

Saturday, September 7, 2013

Radiation rules

Well, radiation certainly rules in the wasteland, but I'm talking mechanics here. I've been going over the radiation rules as I wrote them down a few years ago but the system strikes me as too complicated. The radiation rules in Savage Worlds on the other hand are too basic for the importance of radiation in the Fallout universe. So I've been tinkering with the rules and here's the result. Instead of Rad Resistance being a die type to check against a static number of radiation intensity, it is now a static value (like Toughness) against variable types of radiation damage. Checks are now made every minute of in-game time, instead of at variable intervals.

I've also rethought the effects of radiation poisoning, and while the result is more complex than the -1 penalty to all rolls , just like wounds or fatigue, it is now closer in line with how radiation poisoning works in the crpgs, and perhaps a bit more distinct. Also simplified is the Incapacitation due to radiation; it's now a straightforward Vigor check, with any more bizarre results (like becoming a Ghoul, Glowing One, etc) relegated to the Harder to Kill edge from standard Savage Worlds.

Finally all items, Hindrances and Edges to do with Rad Resistance have been changed accordingly.

I'd be interested to know what you guys think!


Rad(iation) Resistance reflects to what extent the character is shielded from the detrimental effects of exposure to nuclear radiation. Rad Resistance functions as a Toughness value for radiation damage. The base value for a human character is Vigor divided by 4, rounded down. Ghouls have a high radiation resistance, and can withstand Low or Medium radiation area’s, but do experience negative effects from High or Lethal doses of radiation. They have a base Rad Resistance of 6. Super Mutants are immune to all forms of radiation. Characters can additionally have Edges, Hindrances, items or chems that modify Rad Resistance.


There are 4 levels of radiation intensity: Low, Medium, High and Lethal. Characters take a certain amount of radiation damage every minute (10 rounds of combat) they spend in an irradiated zone. The effects from radiation are tracked in a different Incapacitation track, called Rad Poisoning. If the radiation damage received equals or exceeds the character’s Rad Resistance, he/she receives 1 level of Rad Poisoning. Some creatures emit or have attacks which cause radiation in such doses as to be hazardous.


Radiation damage should be rolled in secret by the Overseer. Characters can find out the atmospheric radiation level by using a Geiger Counter, PipBoy or similar devices. Glowing Ones can sense variations in radiation level as a feeling of warmth.


Radiation level
Radiation damage


A human or Ghoul character can get 3 levels of Rad Poisoning before they are Incapacitated. When a character becomes Incapacitated he/she must make a Vigor check. Success indicates the character survives; failure results in death. Characters with the Harder to Kill Edge may survive in case of a failed Vigor check; a human character becomes a Ghoul; a Ghoul character randomly gains the Glowing One or Feral Hindrance.


The effects of Rad Poisoning are as follows. The effects of multiple levels are cumulative. A lowered Trait affects linked attributes such as Toughness and Encumbrance Limit as well.


Rad Poisoning level
Very nauseous, fatigued; Strength drops 1 die type
Vomiting, hair loss; Agility and Vigor drop 1 die type
Skin loss; All Traits drop 1 die type, -2 Charisma
Intense agony; Incapacitation


The only way to reduce Rad Poisoning is by taking RadAway or visiting a clinic in a major town for radiation purge treatment. There are also said to be certain rare, edible fungi and fruits that absorb radiation.

Tuesday, September 3, 2013

What's so rad about these scorpions anyway?

Normal Radscorpions are so last year, vault dwellers nowadays are fighting:
Giant Radscorpion

St d12, Ag d6, Vi d8, Sm d4, Sp d4

Fighting d10, Notice d8, Stealth d6

Pace 6, Run d6, Toughness 14(4), Parry 7

Pincers: St+d8

Stinger: St+d10

Armor +4: Chitinous skin

Poison: Anyone wounded or Shaken by a stinger attack must succeed in a Vigor roll at -2 or immediately become paralyzed for 2d6 rounds. After this period the victim must make a new Vigor roll; if unsuccessful the victim stays paralyzed until healed, death follows in 1 hour

Grapple: A Giant Radscorpion may grapple a foe with one or both pincers. If it uses both, each must make a successful opposed Strength roll. Escaping from a double grapple gives the prey a –4 penalty to his Strength roll to escape. A stinger attack against a grappled foe is made at +2, +4 if the victim is held in both pincers

Imp. Frenzy


Low Light Vision

Size +4


Giant Radscorpion Queen (Wild Card)

St d12+2, Ag d6, Vi d10, Sm d6, Sp d4

Fighting d12, Notice d8, Stealth d6

Pace 6, Run d6, Toughness 16(4), Parry 8

Pincers: St+d8

Stinger: St+d10

Armor +4: Chitinous skin

Poison: As Giant Radscorpion

Grapple: As Giant Radscorpion

Imp. Frenzy


Low Light Vision

Size +5


Albino Radscorpion (Wild Card)

St d12, Ag d6, Vi d8, Sm d4, Sp d4

Fighting d10, Notice d8, Stealth d6

Pace 7, Run d8, Toughness 14(4), Parry 7

Pincers: St+d8

Stinger: St+d10

Armor +4: Chitinous skin

Poison: As Giant Radscorpion

Grapple: As Giant Radscorpion

Imp. Frenzy


Low Light Vision

Slow Regeneration: If exposed to direct sunlight, an Albino Radscorpion can make a natural healing check every 3 rounds. It can only heal a maximum of 1 wound per check

Size +4


Bark Scorpion

St d6, Ag d8, Vi d8, Sm d6, Sp d6

Fighting d8, Notice d6, Stealth d8

Pace 8, Run d10, Toughness 8(2), Parry 6

Pincers: St+d4

Stinger: St+d6

Armor +2: Chitinous skin

Poison: Anyone wounded or Shaken by a stinger attack must succeed in a Vigor roll at -4 or immediately become paralyzed for 1d6 rounds while the poison reaches the character’s heart. After this period, the victim must make a new Vigor roll at the start of each round as per Bleeding Out rules. Failure indicates the character dies

Grapple: As Giant Radscorpion

Imp. Frenzy

Low Light Vision

Friday, March 8, 2013

Vertibird vehicle stats

These stats are for the two types of VB-02 Vertical Take Off and Landing craft "Vertibird" used by the Enclave around 2241.

Vehicle: Troop transport
Acc/TS: 15/48
Toughness: 20 (4)
Crew: 2+10
Cost: Military
Notes: Climb 0, Fixed Gun, Heavy Armor, Heavy Weapons
Weapons: 1 (nose: H&K L30 Gatling Laser)

Vehicle: Gunship
Acc/TS: 20/60
Toughness: 24 (6)
Crew: 2+6
Cost: Military
Notes: Climb 1, Fixed Gun, Heavy Armor, Heavy Weapons
Weapons: 4 (nose: H&K L30 Gatling Laser, wings: 2 x Rockwell BigBazooka Rocket Launcher, bombs: Mini-nukes: 4D8 x 10 damage in a LBT, AP 10, Medium Radiation check)

Sunday, August 12, 2012

Area 5

So after an epic 10 hour second session, we finally finished playing through Area 5. Most of the players were new to Savage Worlds and Fallout, but everything clicked and it was a lot of fun, and in the end of the brave scavengers emerged from the base with quite a bit of high tech loot.

Some thoughts on the sessions:
-I'm certainly no "killer DM" but 4 characters ended up dead (3 of which from one and the same player), which was actually a first for me. Bad damage rolls and killer mechs make for a bad combination. I had made a group of 13 available characters from which the group could choose. The ones they didn't choose at the start tagged along for the trip, and stayed at the entrance to the base while the others went in to explore. This allowed for quick replacements when one of them bit the dust!
-I always underestimate how long it will take to get through an adventure, so if someone wants to run it I'd advise splitting it up in 2 or 3 sessions at least.