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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