Starting Equipment.
When you’ve finished creating your character, you’ll need to choose your starting Equipment, the number of caps you have to spend is controlled by your Background choice, I’ve listed each background and the amount of caps below.
CARAVANER: 150 caps
CHILD of ATOM: 75 caps
CONMAN: 175 caps
COURIER: 150 caps
GUARD: 150 caps
GUNNER: 100 caps
MINUTEMEN: 125 caps
OUTCAST: 100 caps
PROSPECTOR: 150 caps
RAIDER: 125 caps
RAILROAD: 150 caps
REAVER: 150 caps
REGULATOR: 150 caps
SETTLER: 200 caps
SMUGGLER: 200 caps
SLAVER: 200 caps
TRIBAL: 75 caps
VAULT DWELLER: 100 caps
WASTELAND DOCTOR: 100 caps
If you're Creating a character above 1st level, Roll 1D100 for each level above first and it on to your starting Caps.
For more information on each item check the Equipment pages, I've put buttons under each list to take you to the correct page.
SUPPLIES.
ITEM | Use | Weight Lb | Value |
---|---|---|---|
Dirty water | Drink | 2.25 | 5 |
Purified water | Drink | 2 | 30 |
Vimm soda | Drink | 2 | 10 |
Sunset Sasparrilla | Drink | 2 | 20 |
Nuka cola | Drink | 1.5 | 30 |
Nuka Cherry | Drink | 1.5 | 35 |
Salisbury steak | Food | 1 | 60 |
Potted Meat | Food | 1 | 15 |
Insta Mash | Food | 1 | 10 |
Fancy Lad snack Cakes | Food | 0.75 | 30 |
Cram | Food | 0.5 | 20 |
Sugar Bombs | Food | 0.25 | 15 |
BlamCo Mac N' Cheese | Food | 0.75 | 20 |
Vegetarian Ham in a can | Food | 1 | 5 |
Imitation Seafood | Food | 1.5 | 20 |
Healing Items.
ITEM | Use | Weight Lb | Value |
---|---|---|---|
Stimpac Booster | Healing | 0.25 | 50 |
Stimpac | Healing | 0.5 | 100 |
Super Stimpac | Healing | 1 | 200 |
Bloodpack | Cures Bleeding | 1 | 25 |
Burn Cream | Cures Burn | 0.25 | 50 |
Antivenom | Cures poison | 0.5 | 100 |
Doctors Bag | Revive | 5 | 750 |
Radaway | Removes Radiation | 1 | 200 |
Rad-X | Reduces Radiation taken | 0.25 | 100 |
Med-X | Reduces Damage taken in combat | 0.25 | 50 |
Adventuring Gear.
Tools.
ITEM | Use | Weight Lb | Value |
---|---|---|---|
Wire Cutters | Allows the Player To cut Wires | 0.2 | 10 |
Screwdriver & spanner set | Allows the Player to Repair most Machines | 2 | 20 |
Adjustable Wrench | Allows the player to Repair larger Machines | 1.5 | 10 |
Shovel | Allows the player to dig | 2 | 10 |
Saw | Allows wood and other materials to be cut | 1.5 | 10 |
Binoculars | Increases vision when used | 2 | 40 |
Geiger counter | Warns the players of Radiation | 4 | 200 |
Tinkering Tools | Allows Repairs to Guns and Energy weapons | 1 | 75 |
Utility Kinfe | Allows the player to cut wires and fabric, open tins and has a knife attachment | 0.75 | 50 |
Lockpicking set | Allows the player to pick locks more effectively than with bobby pins | 3 | 250 |
50ft of Rope | Its Rope. | 12.5 | 20 |
20ft of chain | It's like shorter stronger heavy rope. | 20 | 20 |
Torch | Casts 20ft of bright light and 5ft of dim light (requires E-cells. | 1 | 15 |
Survival.
ITEM | Use | Weight Lb | Value |
---|---|---|---|
Sleeping Bag | Allows the player to Recover more Hp from resting | 1 | 50 |
Bed Roll | Allows the player to sleep off of the ground better rest and slightly reduces the chance of Disease. | 2.5 | 50 |
Hammock | Allows the player to sleep off of the ground, better rest and reduces the chance of disease | 2 | 50 |
2 man Tent | Allows 2 medium creatures or 1 large Creature to rest in shelter | 7.5 | 100 |
Mess Tin | Reduces the chance of disease when eating | 0.2lb | 10 |
Pan | Allows food to be cooked on a fire or Hot plate Reduces the chance of Disease | 1lb | 10 |
Tin opener | Allows tins to be opened | 0.2 | 15 |
Hot plate | Allows Food to Be Cooked reduces the chance of Disease | 5 | 75 |
Backpack (small) | Allows 40lb of carry weight | 1 | 50 |
Backpack (medium) | Allows 80lb of carry weight | 2.5 | 100 |
Backpack (large) | Allows 120lb of carry weight | 4 | 200 |
Shopping trolley Pack (super mutant only) | Allows 200lb of carry weight | 8 | 100 |
Consumables.
ITEM | Use | Weight Lb | Value |
---|---|---|---|
Bobby pin | Allows 1 lockpick Attempt | 0.1 | 1 |
Duct tape | Can be used for simple Repairs | 0.2 | 8 |
Lighter | Can light a small fire, fuse or hot plate | 0.1 | 5 |
Acid | Can be used to melt a 1ft square of metal | 0.25 | 15 |
Small Emp charge | Can be used to Blow a single Terminal or Electronic Device | 0.25 | 75 |
Anti Mutagen Serum | Kills 1 mutated Creature size large or smaller | 0.25 | 150 |
Weapon Repair Kit | Repairs 50 points of damage to 1 weapon or tool | 2 | 150 |
Sewing kit | Repairs 50 points of damage to 1 piece of armour | 0.5 | 150 |
Armour.
Caravaner: Old Boots, Leather Armour leg and chest pieces and a Caravaners Trenchcoat.
Child of Atom: Foot wraps and wasteland rags leg and chest pieces.
Conman: Smart shoes, Smart Trousers, shirt/blouse and a suit Jacket.
Courier: Old Boots, Leather Armour leg & Chest Pieces and a Regulators Duster.
Guard: Combat Boots wasteland Armour leg and chest pieces and a sports Helmet.
Gunner: Combat boots, and military uniform leg and chest pieces.
Minutemen: Old Boots and settlers Armour leg and chest pieces.
Outcast: Foot wraps and wasteland rags leg and chest pieces.
prospector: Old Boots, prospectors belt and settlers clothes chest piece.
Raider: Gravediggers, black Jeans, leather harness and a leather painspike jacket.
Railroad: Old Boots, settlers clothes leg And chest pieces and an Armoured Coat.
Reaver: Combat Boots, Wasteland armour leg piece and a Metal Armour Chest Piece.
Regulator: Biker Boots, Armoured leg and chest pieces and a Regulators Duster.
settler: Old Boots and settlers clothes Leg and Chest Pieces.
Slaver: Grave Diggers, Armoured leg & Chest Pieces and a Regulators Duster.
Tribal: Tribal Skirt and a Tribal Harness.
Vault Dweller: Smart shoes and Vault suit leg and chest pieces.
Wasteland Doctor: Smart shoes, smart trousers and an old Doctors Coat.
Foot Wear.
Item | Ac | Weight Lb | Value |
---|---|---|---|
Foot Wraps | 1 | 0.25 | 2 |
Smart shoes | 1 | 0.5 | 10 |
Old Boots | 2 | 0.5 | 5 |
Biker Boots | 3 | 0.75 | 15 |
Combat boots | 5 | 0.75 | 25 |
Grave diggers | 5 | 1.25 | 35 |
Leg pieces.
Item | Ac | Weight Lb | Value |
---|---|---|---|
Wasteland Rags | 2 | 1 | 3 |
Smart Trousers | 3 | 1 | 10 |
Vault suit | 3 | 1 | 15 |
Black Jeans | 4 | 1 | 10 |
Prospectors belt | 4 | 1.25 | 25 |
Tribal Skirt | 5 | 0.75 | 7 |
Settlers clothes | 5 | 1 | 10 |
Military Uniform | 5 | 1 | 25 |
Settlers Armour | 8 | 1.5 | 25 |
Leather Armour | 10 | 1.5 | 30 |
Wasteland Armour | 10 | 2 | 45 |
Armoured leg pieces | 15 | 4 | 60 |
Chest pieces.
Item | Ac | Weight Lb | Value |
---|---|---|---|
Wasteland Rags | 5 | 2 | 7 |
Shirt/blouse | 5 | 2 | 15 |
Old Doctors Coat | 8 | 2.5 | 25 |
Vault suit | 10 | 2 | 25 |
Settlers clothes | 10 | 2 | 20 |
Leather Harness | 12 | 2.25 | 30 |
Tribal Harness | 12 | 1.5 | 30 |
Military Uniform | 15 | 2 | 45 |
Settlers Armour | 15 | 5 | 40 |
Leather Armour | 15 | 5 | 40 |
Wasteland Armour | 20 | 7.5 | 60 |
Armoured Chest piece | 25 | 10 | 65 |
Metal Armour | 30 | 12 | 80 |
Coats.
Item | Ac | Weight Lb | Value |
---|---|---|---|
Suit Jacket | 3 | 1 | 10 |
Leather Painspike Jacket | 10 | 5 | 35 |
Regulator Duster | 15 | 5 | 50 |
Caravaners Trench Coat | 15 | 5 | 45 |
Armoured Coat | 20 | 6 | 60 |
Helmets.
Item | Ac | Weight Lb | Value |
---|---|---|---|
Sports Helmet | 5 | 1 | 35 |
Weapon | Damage | Weight Lb | Value |
---|---|---|---|
22. Silenced Pistol | 1D6 Twice per Turn | 3 | 75 |
9mm pistol | 1D6 Twice per Turn | 1.5 | 100 |
10mm Pistol | 1D6+1 Twice per Turn | 3 | 150 |
5.56mm pistol | 1D8 Twice per Turn | 5 | 200 |
Laser Pistol | 1D6 Three per Turns | 3 | 150 |
Plasma Pistol | 1D8 twice per Turn | 5 | 200 |
Guns.
Ammunition.
Ammunition | Type | Weight Lb | Value |
---|---|---|---|
22. LR | Guns | 0.1 | 1 |
9mm. | Guns | 0.1 | 1 |
10mm. | Guns | 0.1 | 1 |
5.56mm. | Guns | 0.1 | 2 |
E-cells | Energy (laser) | 0.1 | 1 |
Mf-cells | Energy (plasma) | 0.2 | 2 |
Flamer Fuel | Energy (Flamer) | 0.5 | 5 |
Melee weapons.
Weapon | Damage | Weight Lb | Value |
---|---|---|---|
Switch Blade | 1D4 Twice per Turn | 1 | 20 |
Cosmic Knife | 1D6 Twice per Turn | 1 | 35 |
Axe | 1D6 Piercing or 1D4 Bludgeoning | 5 | 45 |
Tribal Spear | 1D6 piercing or 1D10 if thrown | 4 | 45 |
Trench Knife | 1D8 Piercing Twice per Turn | 2 | 60 |
Lead pipe | 1D6 Bludgeoning | 5 | 20 |
Baseball Bat | 1D8 Variable Bludgeoning | 2.5 | 35 |
Hammer | 1D6 piercing or Bludgeoning twice Per Turn | 1.5 | 40 |
Police Baton | 1D8 Bludgeoning Twice per Turn | 2 | 50 |
Crowbar | 1D8 Bludgeoning | 3 | 65 |
Chems.
Chem | Use | Weight Lb | Value |
---|---|---|---|
Jet | Grant's Advantage to 1 Charisma Skill roll | 0.5 | 5 |
Buffout | Grant's 25 bonus points to a single Strength or Unarmed skill roll | 0.5 | 20 |
Mentats | Grant's a 25 point bonus to a single, Repair, History Medicine or Science Skill Roll | 0.25 | 15 |
Psycho | Reduces damage taken for 2 rounds in combat | 1 | 25 |
Steady | Grant's advantage on all Ac rolls in a single turn | 0.5 | 25 |
After Burner | Removes 1 level of Exhaustion | 0.5 | 50 |
Calmex | Grant's 25 bonus points to a single sneak or survival skill roll | 0.5 | 20 |
Slasher | Grant's Advantage on Ac Rolls with Melee weapons for 1 round, & a 25% bonus to damage resistance for 2 rounds | 0.5 | 25 |
Turbo | Grant's a 15ft Bonus to speed for a single round | 1 | 20 |
Robot Specific Items.
Regardless of Background Assaultron's always Begin with the Assaultron combat plating, and the players choice of one of the Three Assaultron weaponry attachments, Shock Claw, Laser Blaster or Machete.
Regardless of Background Eye Bots always Begin with Duraframe Plating, and the Players choice of one of the Three Eye Bot Weaponry Attachments, Tesla Arc, Laser Blaster, Pulse wave Emitter.
Regardless of Background Mr. Gutsy always Begins with Combat plating and the laser Blaster and Recharger Attachments. With 1 fusion core, 1D20 E-cells and 1D10 Flamer fuel.
Regardless of Background Mr. Handy always Begins with Factory plating and the Buzz saw and floodlight attachments. With 1 bulb and 1D20 Flamer Fuel.
Each model of Robot can have 4 active attachments at a time.
Attachment | Function | Weight Lb | Value |
---|---|---|---|
Buzz Saw | Deals 1D6 Piecring Damage Twice per Turn (Mr handy/gutsy only) | 8 | 100 |
Laser Blaster | Deals 1D6 Three times Per Turn requires E-Cells | 12 | 150 |
Shock Baton | Deals 1D6+1 Shock Damage Twice per turn (Mr handy/gutsy only) | 10 | 150 |
Tesla Arc | Deals 1D6 shock damage to 1D4 targets within 20ft. (Eyebot Only). | 10 | 150 |
Pulse Wave Emmiter | Deals 1D4 shock damage to upto 6 targets within 20ft and can deactivate nearby electrical devices. (Eyebot Only). | 6 | 250 |
Floodlight | Casts a cone of 40ft bright light and 20ft dim light, Requires Bulbs | 6 | 150 |
Recharger | Recharges 1D10 E-cells in a long rest, Requires a Fusion core and 10 drained E-Cells | 14 | 500 |
Enhanced Sensor | Grant's a Bonus of 25 points to Scavengeing Skill Rolls whilst attached | 6 | 200 |
Lockpick | Allows the Player to Picklocks whilst attached | 6 | 200 |
Electro Magnet | Increases the amount of found caps by 25% | 8 | 250 |
Factory Plating | Grant's an Ac of 50 (Mr. Units Only) | 12 | 100 |
Combat Plating | Grants an Ac of 75 (Mr. Units only) | 16 | 200 |
Duraframe plating | Grant's an Ac of 50. (Eyebot Only). | 4 | 100 |
Assaultron Attachments.
Attachment | Function | Weight Lb | Value |
---|---|---|---|
Assaultron Machete | Deals 1D6 Piecring Damage Three Times per Turn | 8 | 150 |
Assaultron Laser Blaster | Deals 1D6+1 Three times Per Turn requires E-Cells | 12 | 150 |
Assaultron Shock Claw | Deals 1D6+2 Shock Damage Twice per turn | 10 | 150 |
Assaultron Combat Plating | Grants an Ac of 75 | 16 | 200 |
Repairing & Enhancements.
ITEM | Use | Weight Lb | Value |
---|---|---|---|
Small Tool Kit | Healing | 1 | 50 |
Medium Toolkit | Healing | 2.5 | 100 |
Large Tool Kit | Healing | 5 | 200 |
Mechanics Bag | Revive | 5 | 500 |
Coolant | Reduces the chance of overheating | 1 | 200 |
Faulty combat chip | Grant's advantage on all Ac rolls in a single turn | 0.25 | 25 |
Homemade sealant | Reduces water damage taken,by 25% | 1 | 50 |
Cracked Armour Plating | Reduces Damage taken in combat by 25% for 3 rounds | 3 | 30 |
Impure Thruster Fuel | Grant's a 15ft Bonus to speed for a single round | 2 | 20 |
Malfunctioning Sensor Module | Grant's a 25 point bonus to a single, Repair, History Medicine or Science Skill Roll | 0.25 | 15 |
SUPER-MUTANT ITEMS.
Super-Mutant characters Cannot use standard Armour or melee weapons, below is a list of Armour options and weapons. You must take the armour and weapon selected by your Background using the list below.
Caravaner: Set B
Child of Atom: Set A
Conman: Set B
Courier: Set B
Guard: Set B
Gunner: Set C
Minutemen: Set B
Outcast: Set A
prospector: Set A
Raider: Set B
Railroad: Set A
Reaver: Set A
Regulator: Set C
settler: Set A
Tribal: Set C (A Bone Bow and 1D12 arrows)
Vault Dweller: Set A
Wasteland Doctor: Set B
SET A
Weapon | Function | Weight Lb | Value |
---|---|---|---|
Bone Knife | Deals 1D6 piercing damage 3 Times per Turn | 6 | 50 |
Wasteland Rags | Chest piece Ac 15 | 6 | 15 |
Wasteland Rags | Leg piece Ac 10 | 4 | 10 |
Set B
Weapon | Function | Weight Lb | Value |
---|---|---|---|
Rebar Club | Deals 1D12 Bludgeoning Damage | 20 | 100 |
Leather Harness | Chest piece 30 | 8 | 65 |
Reinforced Leather Leg Plates | Leg piece Ac 25 | 15 | 50 |
Set C
Weapon | Function | Weight Lb | Value |
---|---|---|---|
Bumper sword | Deals 2D8 variable piercing damage 2 Times per Turn | 18 | 150 |
Bone Bow (Tribal only) | Deals 1D8 piercing damage with an 80 foot Range | 12 | 200 |
Gecko Hide Chest Plate | Chest piece Ac 40 | 18 | 125 |
Gecko Hide Leg Plate | Leg Piece Ac 35 | 10 | 100 |
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