The Big Apple Wasteland
The Big Apple Wasteland
The Big Apple Wasteland
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format. You are free to adapt, remix, transform, and build upon the material. You
must give appropriate credit and indicate what changes were made, but not in
any way that suggests the author of this work endorses you or your use. You may
not use the material for commercial purposes.
Contact: Tom Howard - [email protected]
July, 2015
Table of Contents
Introduction..
Timeline.
Character Creation..
List of traits/perks
List of skills
52
Game Mechanics
10
The Pitt....................................
58
Skill Descriptions......
12
Erie Wastes..............................
58
13
Deathclaw Wilderness................
58
15
58
Radiation....
15
The Kills...................................
58
Water....
15
Albany Wasteland......................
59
Food.
16
Capital Wasteland...................... 59
Shelter. 16
Keystone Wasteland................... 59
Philly Wasteland........................
Hudson County................ 64
Staten Island................... 65
Brooklyn......................... 66
Post-Apocalyptic Combat. 29
Queens........................... 68
The Bronx....................... 69
Manhattan......................
61
70
Miscellaneous Items.. 43
The Commonwealth.................... 83
Random Encounters........................... 85
49
War.
War never changes.
Ancient kingdoms enslaved neighboring tribes and used them to build monuments that would last thousands of
years. Colonial empires sent fleets of warships to control distant seas and conquer new continents. Geo-political
superpowers played a game of nuclear and economic brinksmanship for control of the worlds resources.
But war never changes.
In the 21st century, war was still waged over the resources that could be acquired. All the idealistic efforts of
humanity to prevent another global war would prove futile. The United Nations would be disbanded, and within a few
years, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into
quarreling, bickering nation-states, bent on controlling the last remaining resources on Earth. In 2077, the storm of world
war had come again. In two brief hours, most of the planet was reduced to cinders.
For the majority of the Big Apples 17 million inhabitants, it would be the end. What many had considered the
greatest city on Earth was quickly turned into a firestorm of molten rubble and ash. A lucky few managed to get into one
of the massive underground vaults constructed in the years prior to the war, and survived in relative safety except for
those assigned to a single vault.
In that final moment of horror, amid the screams and protests of its scheduled residents lined up for entry, the
doors of the Lost Vault never opened, and have remained closed ever since.
Getting Started...
5
Character Creation
Your first step to survival in the wasteland
is to create a character. Your character is a
representative of you in the game world. You
guide your characters actions and interactions
with others. It is up to you to make the character
that best suits you and suits your style of play.
Characters
are
defined
by
various
statistics and skills. During the character creation
stage, you will adjust the primary statistics, and
in turn, the statistics will determine your skills. If
you want to see what a particular statistic or skill
does, refer to the skill section of the rules.
To make your character, do the following:
Step 1: Develop a Character Concept
This can be anything from a rough idea for
a background, like The Vault Dweller, to
something more complicated, like a super-soldier
on a specific mission for a secret military
organization. Feel free to be as creative as you
like. What are your characters motivations and
goals, where did they come from, and where are
they trying to go? This step sets the general
storyline for your character, so have fun with it!
Step 2: Determine Stats
This game uses the S.P.E.C.I.A.L.
statistics system of the original video games.
They are Strength, Perception, Endurance,
Charisma, Intelligence, Agility and Luck. For
playable characters, the lowest value is 1, and
the highest value is 10. These will be explained
in more detail later. For now, you will start with
a base score of 5 points in each stat, with 5
extra points that you can assign as you like.
List of Traits
Bruiser
Slackliner
Night Person
Chem Reliant
Gifted
One Hander
Chem Tolerant
Good Natured
Sex Appeal
Chem Resistant
Heavy Handed
Skilled
Fast Metabolism
Jinxed
Small Frame
Vault Dweller
Fast Shot
Kamikaze
Trigger Discipline
Finesse
Mr. Dead
Tunnel Rat
Gunslinger
Chemist
List of Perks
Black Widow / Lady
Killer
Demolition Expert
Cherchez La Femme /
Commando
Confirmed Bachelor
Gun Nut
Settler
Little Leaguer
Thief
+1 Barter, +1 Repair
Wastelander
Swift Learner
Intense Training
Comprehension
Educated
+1 Sneak, +1 Lockpick
Entomologist
Tribal
Scoundrel
Bloody Mess
+1 Survival, +1 Melee
Lead Belly
Toughness
Raider
Raised in a raider or slaver gang.
-4 Karma, + Chem Tolerant trait (free)
Experimental
Created in a pre-War experimental facility!
Choose 2 additional perks to start
Mysterious
Your background is a mystery!
Create your own unique background
and reveal it later in the game.
Step 5: Determine Traits & Perks
You may select one other Trait in addition
to Genetics and Background Traits to start.
A Perk may be selected each new level.
Fortune Finder
Rad Resistance
Scrounger
Size Matters
Strong Back
Impartial Mediation
Animal Friend
Mister Sandman
Pyromaniac
Cannibal
Life Giver
Robotics Expert
Sniper
Justified / Cold
Blooded Killer
Cyborg
Light Step
Master Trader
Tag!
Hacker
Safe Cracker
Survivalist
One Hit One Kill
Leather Rebel
Glitter Boy / Girl
Old World Gourmet
Techno Wizard
Pawn Star
Big Time
Empire State of Mind
Surrendering or yielding
Doing
thi ngs
sneaking)
(Movi ng,
of
stealing,
Opening inventory/backpack
Healing Rate:
Number of HP healed per day by resting.
1D10 + (End 1-4: 0, 5-7: 1, 8-9: 2, 10: 3)
Unarmed Damage:
Amount of base unarmed damage.
1 + (Str 1-4: 0, 5-7: 1, 8-9: 2, 10: 3)
Skill Points per Level:
Number of additional skill points per level.
1 + (Int 1-4: 0, 5-7: 1, 8-9: 2, 10: 3)
Carry Weight:
Amount of stuff you can carry.
Normal: 50 + (Str x 10)
Small Frame: 50 + (Str x 5)
Sequence:
Per + 1D10
Base Dice Pool:
(Skill or Stat Value) + Luck bonus
Karma:
Variable. 10 to +10. Starts at 0.
8
Lockpick Agility
Medicine Intelligence
Melee Weapons Strength
Pilot Perception
Repair Intelligence
Science Intelligence
Small Guns Agility
Sneak Agility
Speech Charisma
Steal Agility
Survival Endurance
Unarmed Strength
2,
Step
9:
Determine
Identity,
Optional
Characteristics, and Starting Equipment
What is your characters name? The Lone
Wanderer? Tank Girl? Max Rockatansky? What is
their height, weight and age? What kind of
hairstyle do they have?
Finally, work with your game master to
decide on your starting equipment. Remember:
this is the wasteland. A post-apocalyptic setting
means you may be lucky to have only the clothes
on your back, a weapon, some ammo, and a few
stimpacks. Good luck, wanderer!
Game Mechanics...
Strength,
Percepti on,
Endurance,
Charisma, Intelligence, Agility, and Luck
Stats Values:
All stats begin at 5, with 5 free points to
spend. Points can be exchanged 1 for 1, with
a maximum value of 10 and a minimum of 1.
Stats Bonuses:
Stat 1-4: +/- 0, 5-7: +1, 8-9: +2, 10: +3
Starting Hit Points:
(Strength + Endurance) x 5
Hit Points gained per Level:
1D10 + (Endurance stat bonus)
Healing Rate per day rested:
1D10 + (Endurance stat bonus)
Starting Skill Level:
0 + (Stat bonus)
Skill Points (pool) gained per Level:
1 + (Intelligence stat bonus)
Base Dice Pool:
(Skill or Stat value) + Luck bonus
Sequence:
Perception + 1D10
Actions Per Round:
1 + (Agility stat bonus) +/- modifiers
Unarmed Damage:
Very Easy
=>
Easy
=>
-1
Average
=>
-2
Hard
=>
-3
Very Hard
=>
-4
Difficulty Threshold:
The number of successes needed.
Very Easy
=>
1 success
Easy
=>
2 successes
Average
=>
3 successes
Hard
=>
4 successes
Very Hard
=>
5 successes
Desperation attempts:
If the difficulty level penalty is applied and
the result is negative, the task can still be
attempted. The new target skill value for the dice
roll is set to 1. Difficulty threshold remains
unchanged. Failures will cause terrible things.
Tag Skill Bonus:
+1 to 3 tagged skills to start
Combat Successes:
Each success counts as a hit.
Combat Difficulty Level:
Determined by a weapons effective range.
Called Shot Difficulty Threshold:
Cant miss
=>
Very Easy
=>
Center of mass
Easy
=>
Average
=>
Hard
=>
Very Hard
=>
Karma:
Very Good: 10 to 7, Good: 6 to 3,
Neutral: 2 to 2,
Evil: -3 to 6, Very Evil: -7 to 10.
11
Difficulty Level:
Skill Descriptions
Repair (Intelligence)
Science (Intelligence)
Barter (Charisma)
The Barter skill is mostly used to determine
prices when trading or talking with a merchant.
Sci e n ce
re pr e se n t s
y ou r
ge n e ral
understanding of math, the sciences, psychology,
engineering and technology. It determines your
ability to hack computer terminals.
Explosives (Perception)
Sneak (Agility)
Lockpick (Agility)
Speech (Charisma)
Medicine (Intelligence)
Medicine determines your skill at healing
wounds and treating crippling injuries. On a
success, a First Aid kit will heal HP up to your
Medicine skill, and a Doctors Bag will heal HP
up to double your Medicine skill or restore a
crippled limb. A stimpack can heal hit points
equal to double your Medicine skill or restore a
crippled limb without a skill roll.
Melee Weapons (Strength)
Melee Weapons determines your combat
skill with swords, knives, lead pipes, baseball
bats, police batons and other melee weapons.
Pilot (Perception)
The Pilot skill applies to figuring out how to
drive, fly, ride or sail any motorized vehicle. This
includes cars, trucks, tanks, motorcycles, boats,
ships, Vertibirds, space ships, and rockets.
Steal (Agility)
Steal governs the art of criminal theft,
pickpocketing and sleight of hand, as well as the
reverse: placing items without being detected.
Survival (Endurance)
Wasteland survival allows your character to
find food, water and shelter, avoid areas of high
radiation, evade unwanted wilderness encounters,
and create items at camp fires.
Unarmed (Strength)
Unarmed is your combat skill is hand to hand
combat, anything from martial arts to fistfights. It
also covers skill with spiked knuckles, brass
knuckles, or Power Fists.
12
Chem
Level 2
Black Widow / Lady Killer: +1 damage in
combat v. opposite sex
Cherchez La Femme / Confirmed Bachelor:
+1 damage in combat v. same sex
Gun Nut: +1 dice pool for Small Guns, Repair
Little Leaguer: +1 dice pool for Melee Weapons,
Explosives based attacks & checks
Thief: +1 dice pool for Sneak, Lockpick checks
Swift Learner: +10% bonus to earned XP
Level 4
Night
Person:
+1 to Intelligence and
Perception from dusk until dawn, -1 in daylight
Level 8
Impartial Mediation:
maintain Neutral Karma
Perks (continued)
Level 10
Special Perks
Subway
Series:
Successfully destroy
or
deactivate a Protectron Master Bot on the IRT,
BMT, HMR and IND subway lines. +1 dice pool
Melee Weapons, can command up to 1 Subway
Protectron as an additional follower at all times.
Geek Squad: Complete all Tokamak Reactor or
Wardenclyffe quests. Robots become friendly
(either set completed) and come to your aid
except against other robots (both completed).
Winter of Our Discontent: Help either
Lancaster or York baronies defeat the other. May
re-roll any non-combat skill check once.
Hawkeye: Kill 10 or more Abominations in the
Yao Guai Preserve or Deathclaw Wilderness. +1
extra die in combat v. Abominations. Tribal NPCs
will never attack unless provoked.
Bridge and Pummel: Complete Rites of Passage
for 5 major Big Apple gangs. +1 dice pool Melee
Weapons and Unarmed, +1 Damage Resistance.
Mother of Exiles: Complete 10 missions for the
Railroad. +5 Karma, +1 dice pool Pilot, Survival.
Blade Runner: Complete 10 missions for the
Institute. 5 Karma, +1 dice pool Pilot, Survival.
Brotherhood Forever: Join the Brotherhood of
Steel Outcasts. Karma resets to 0, karmic choices
halved. +1 dice pool Energy Weapons, Repair.
Power Armor Training: Allows you to wear and
operate all variants of power armor.
Vertibird Flight Training: Allows you to pilot the
CV-02, A/CV-02 and VB-02 Vertibird.
14
Level 3-4
Level 5-6
Level 7-8
of
1-2 Thirst
3-4 Thirst
5-6 Thirst
7-8 Thirst
1-2 Fatigue
3-4 Fatigue
5-6 Fatigue
7-8 Fatigue
3-4 Hunger
5-6 Hunger
7-8 Hunger
Medicinal Chems:
All chems in this category have purely medicinal
uses and effects, but are still addictive.
Alien Biogel: A very rare, ingestible goo from an
alien spacecraft. +1D10 HP. 50% chance of one
of the following: -1 INT, -1 PER, -1 AGL, -1 END,
+1 rads per second for 2D10 seconds, -2 rads
per second for 2D10 seconds, +1 HP per second
for 2D10 seconds, +10 AP, +2 STR, +2 AGL.
Adapted Biogel: Refined from Alien Biogel,
and has the same effects, but + 2D10 HP.
Antidote:
Wasteland
cure
made
from
radscorpion poison gland. +2 Poison Resistance
for 3 minutes.
Antivenom: Tribal cure, stronger than Antidote.
+5 Poison Resistance for 5 minutes.
Fiery Purgative: Tribal cure. As above, but also
provides 5 Rads, -1 END for 1 minute.
Auto-inject Chems: Same effect as regular
chems, but administered via an injection harness
at a specified trigger or interval. These Med and
Juicer harnesses were part of a pre-War super
soldier program discontinued once the FEV was
developed, but did see limited use in hospitals.
Holds up to 10 different chem doses at a time.
Fixer: Cures all addictions. 1 PER for 2 minutes.
Healing Poultice: Tribal cure. Restores limb
condition. +1 HP, 1 AGL for 1 minute.
Healing Powder: Tribal cure. Heals HP equal to
Medicine skill. 2 PER for 1 minute.
Hydra: Raider cure. Restores all limb condition.
Withdrawal: -3 END.
Hypo: Found during high tech encounters only.
Heals HP equal to 3 x Medicine skill.
Med-X: +2 Damage Resistance for 4 minutes.
Withdrawal: -1 AGL, INT.
Radaway: Reduces rads the Medicine skill value
of player who administers it. Addiction: 10.
Withdrawal: -1 PER, -1 Rad Resistance.
Rad-X: Adds 50% of Medicine skill (rounded up)
as bonus to Rad Resistance, max of 2 doses.
Snakebite Tourniquet: Wasteland cure. Cures
poison, +8 Poison Resistance for 5 minutes.
17
Stimulant Chems:
All chems in this category have primarily stimulant
effects, improving combat or other abilities, and
tend to be addictive more often.
Atomic Cocktail: +3 Energy and Fire Resistance
for 2 minutes. +5 rads. +1 Thirst, -3 Fatigue.
Buffout: Pre-War steroids. +10 Max HP, +3 END,
+2 STR for 4 minutes. Withdrawal: -1 STR, END.
Alcoholic Chems:
Any brewed or distilled alcoholic beverage. All
alcohols share a withdrawal of 1 AGL, -1 CHA
and addiction checks are at +5 instead of +3.
Alcoholic effects are felt for 1 hour per item.
Absinthe: Distilled from wormwood, fennel and
anise. +1 PER, +1 CHA, -1 INT.
Antimatter: Raider concoction brewed with antifreeze, brake fluid, transmission fluid, or any
other fluid they could drain out of a pre-war
vehicle. +1 PER, +1 STR, -1 CHA, +1 Rads.
Beer, Booze, Rot Gut, Scotch, Vodka,
Whiskey, Wine: +1 STR, +1 CHA, -1 INT.
Gamma Gulp Beer: It glows in the dark! +1
PER, +1 CHA, -1 INT, +1 Rads.
Buck Wild, BW 20/20: Bottled by the Burton
Wine Co. of Rochester, NY. Original Blue flavor,
also found in Red, Green, Purple, Yellow, Pink,
and Orange flavors. +1 STR, +1 END, -1 PER.
Moonshine: +2 STR, +2 CHA, -2 INT.
Pruno: Prison hooch. +1 STR, +1 CHA, -1 PER.
Breaking Addictions:
Breaking an addiction requires seeing a
wasteland doctor who can administer a pre-war
anti-addiction concoction for a price of 50-100
caps, going cold turkey, or taking the Fixer
chem. Taking more of the same chem will
immediately counter-act any negative side
effects, but the character will remain addicted.
To go cold turkey, after at least 1 full day
of withdrawal, a character can make a chem
resistance roll. All chem resistance checks are
taken at +3 (+5 for alcohol) unless noted in chem
description. On a success, the character is able to
break the addiction.
18
19
Leather
Mainframes:
Most pre-war Mainframe
computers are vastly different than the average
terminal you might find in the wastes, and cannot
be hacked conventionally as they run an entirely
different operating system. These require either a
specific passphrase or a security access key card
(e.g. Red, Blue or Yellow Pass Key). Many pre-war
Mainframes were programmed with Artificial
Intelligences (e.g. ZAX), allowing players to
interact with the mainframe in direct dialogue.
Players may make a Very Hard skill check
versus Science or Speech once connected to a
mainframe with an AI interface. New dialogue
options should become available to players,
including issuing commands or shutdown orders.
Robots: Pre-War robots operate in a middle
Running:
Sneaking:
26
Post-Apocalyptic Combat
If our player characters now fully kittedout in whatever armor they salvaged or made,
armed with weapons passed down through the
tribe or bartered from a passing merchant were
truly lucky, they would never have to face the
horrors of combat in a post-apocalyptic setting.
Its difficult enough to survive in an irradiated,
parched Wasteland without being clawed, bashed,
stung, or shot to death, too.
Combat in Fallout: The Big Apple Wasteland
is meant to be fast, fun, descriptive, and simple to
resolve. Combat should work in the interests of
the story, rather than enslave the story to hack &
slash combat. Players who are used to that may
soon find themselves crawling through the wastes
on crippled limbs, their armor shredded, hoping
that the next raider they encounter will have at
least one Stimpak in his possession
Following the same mechanics we discussed
earlier, combat involves Values, Dice, and
Levels & Thresholds. Combat is divided into
scenes and rounds. Overall, the whole combat
encounter or battle can be thought of as the
scene, while action rounds and turns continue
until combat is ended, one way or another. It
follows these main steps:
Allowable Actions
they
are
attempting
to
hit.
The
GM
then
additional
Actions Explained
with
to
attack
value
on
launchers,
mini-guns,
current
combat
round, the
the
total
hits
the
an
opponent,
jumping
over
an
obstacle,
or
Initiating
the
Vault-Tec
Assistive
of combat.
Resolving Combat
Combat resolution in Fallout: The Big Apple
Wasteland follows the same trifecta previously
discussed of Value, Dice, and Thresholds.
Players have a raw combat attack value
equal to the combat skill they are using. This can
be modified by a number of things, including
aiming, special weapon mods, range to target, or
if a target is actively taking cover from the attack.
See the end of this section for a full list of
modifiers and summary of rules.
A players dice pool for combat is
determined the same way their normal skill dice
pool is: (Skill Value) + Luck bonus + other
bonuses. Other bonuses or penalties may apply
based on character perks or other circumstances.
Next, follow these steps:
1. Attack: The player makes the attack,
rolling dice equal to their dice pool. Each die roll
value that is lower than the adjusted attack value
counts as a successful hit.
2. Melee Block: The defender may make a
melee block roll: each die roll value lower than
the attackers adjusted attack value (defender
uses the same adjusted value) counts as a
successful block, negating any successful hits.
3. Critical Hits: for each successful hit that
scored a natural die roll of 1, multiply the total
damage starting at double: a single 1 rolled is a
critical hit resulting in x2 damage, two 1s rolled
equals x3 damage, three 1s equals x4 damage,
etc. All critical hits, regardless of damage,
stagger an opponent, resulting in an immediate
loss of 1 APR for their next round of combat and
loss of sequence ranking for the scene.
4. Damage: Each successful hit counts as a
point of damage. This is modified by the weapons
base damage first, and only then by any attack
multipliers. So, a raider making 3 successful hits
with a short burst attack from a 10mm
submachine gun, in good condition, would equal
(3 hits + 5 points base damage per attack) x 3 =
24 damage, and 3 bullets would have been fired.
5. Apply Damage: Against an unarmored
opponent with 0 Damage Resistance, the full
31
Excellent
8-9
Good
x1.0
4-7
Worn
x0.75
2-3
Damaged
x0.50
Ruined
x0.25
33
34
Item Condition
Excellent
8-9
Good
x1.0
4-7
Worn
x0.75
2-3
Damaged
x0.50
Ruined
x0.25
+100 pounds
Companion NPC
+100 pounds
Pack Brahmin
+200 pounds
Highwayman
+300 pounds
Vertibird
+400 pounds
Boat
+500 pounds
DR
Wt
Effects
Value
15
200
25
400
Vault Jumpsuit
+1 Lockpick, +1 Repair
10
+1 Science, +1 Medicine
15
70
30
+1 Barter
Merc * Outfit
50
Wasteland Armor
15
15
Raider * Armor
15
180
Raider * Helmet
20
36
DR
Wt
Effects
Value
50
120
Leather Armor
15
160
20
180
15
+1 CHR, +1 Survival
200
30
-1 AGL
320
Metal Helmet
12
Motorcycle Helmet
35
-2 AGL
380
24
20
260
45
520
Critical Hit on 1 or 2
120
30
400
120
80
25
390
25
430
25
+1 Medicine
410
Combat Helmet
50
200
15
400
Headhunter Armor
25
430
30
430
Recon Armor
20
+1 Sneak
105
+1 PER
40
Chinese Jumpsuit
+1 Small Guns
10
20
1000
20
1500
37
DR
Wt
Effects
Value
Power Armor
T-45d Power Armor
45
740
+1 Rad Resistance
110
55
1000
120
65
2500
300
45
740
+1 Rad Resistance
110
45
700
80
55
820
120
15
+1 Melee, +1 Sneak
200
+1 Melee, +1 Unarmed
120
40
740
+1 PER
120
15
180
Tribal Garb
+1 Survival
+3 Rad Resistance
60
+5 Rad Resistance
100
Environment Suit
100
+1 Science
Mechanic Jumpsuit
+1 Repair
+1 Speech
+1 CHR
20
+1 Small Guns
+1 PER
Stormchaser Hat
+1 PER
6
38
Weapons
Name
DMG
Wt
Ammo
Capacity
.22LR
10
5/15/25/35/45
70
.32 Revolver
.32
6/18/30/42/54
90
.357
7/21/35/49/63
120
10
.44
9/27/45/63/81
230
1.5
.45 Auto
8/24/40/56/72
460
5.56mm Pistol
5.56mm
8/24/40/56/72
280
9mm Pistol
1.5
9mm
13
7/21/35/49/63
100
10mm Pistol
10mm
12
8/24/40/56/72
250
10mm
10
5/15/25/35/45
75
9mm
13
6/18/30/42/54
90
11
.45 Auto
30
8/24/40/56/72
580
9mm
30
7/21/35/49/63
260
10mm
30
8/24/40/56/72
300
9mm
30
6/18/30/42/54
180
13
.308
80/160/320/480/720
320
11
.32
60/120/240/360/540
150
Anti-Material Rifle
28
20
.50MG
200/400/800/12K/18K
5mm
24
25/50/75/100/125
400
5.56mm
24
50/100/200/300/450
300
Automatic Rifle
10
16
.308
20
70/140/280/420/630
3200
BB Gun
BB
100
5.56mm
24
20
.44
10
5.56mm
20
40/110/225/350/500 800
16
10
.308
80/160/320/480/800 340
8.5
5.56mm
20
50/100/200/300/450 300
Varmint Rifle
5.5
.22LR
20/40/60/80/110
Name
DMG
Wt
Ammo
Capacity
+6
Silencer Mod
-1
+.5
15
39
5/10/20/35/45
5600
30
50/100/200/300/450 500
30/60/120/180/270
260
75
Weapons (continued)
Name
DMG
Wt
Ammo
Capacity
11
20ga
5/10/15/25/40
325
Combat Shotgun
13
12ga
12
8/16/24/40/64
410
Double-Barrel Shotgun
21
12ga
4/8/12/20/32
180
12
20ga
6/12/18/30/48
380
Riot Shotgun
16
12ga
12
8/16/24/40/64
550
Sawed-Off Shotgun
25
12ga
4/6/8/10/12
370
Single Shotgun
12
20ga
9/18/27/45/72
230
Big Guns
Fat Man
x100
30
Mini Nuke
10/25/65/150/300
1000
Flamer
15
Flamer Fuel
60
4/8/16/32/64
500
Gatling Laser
18
ECP
240
8/24/40/56/72
1200
Heavy Incinerator
15
18
Flamer Fuel
24
8/32/64/80/96
3000
Incinerator
10
15
Flamer Fuel
30
8/32/64/80/96
1200
Heavy Machinegun
28
20
.50MG
60 (120)
40/80/160/240/360
Light Machinegun
15
5.56mm
90
50/100/200/300/400 3200
Minigun
18
5mm
240
Missile Launcher
60
20
Missile
EM Rail Gun
x10
20
MFC
15
40/80/160/240/360
15000
Recoilless Rifle
x10
20
Rocket
30/60/120/180/240
500
40/80/160/240/360
20/40/60/80/110
5400
1200
500
75
Alien EC
10
8/24/40/56/72
1800
Laser Pistol
SEC
30
6/18/30/42/54
200
Mesmetron
Mesmetron
4/12/18/24/32
500
Microwave Emitter
30
MFC
5/15/25/35/45
500
Neural Scrambler
SEC
4/12/18/24/32
600
Plasma Pistol
15
SEC
32
6/18/30/42/54
300
Pulse Blaster
1(20) 2
SEC
24
5/15/25/35/45
1600
Sonic Emitter
10(20) 2
SEC
24
5/15/25/35/45
1800
17
Alien EC
100
16/48/80/112/144
3200
Gauss Rifle
50
12
MFC
80/160/320/480/800 1300
Laser Rifle
12
MFC
24
50/100/200/300/450 1000
40
Weapons (continued)
Name
DMG
Wt
Ammo
Capacity
22
MFC
12
40/80/160/240/360
1200
Multiplas Rifle
x15
12
MFC
24(3)
40/80/160/240/360
2400
32
20
MFC
10
40/80/160/240/360
5400
x5*
ECP
Tesla Cannon
40
ECP
20(4)
10/25/65/150/300
8700
x12
MFC
24(4)
50/100/200/300/450
1000
Entropy Rifle
50**
MFC
10
60/120/240/360/680
14000
50/150/350/650/1000
14000
Explosives
Bottlecap Mine
x20
0.5
N/A
N/A
Immediate
75
Dynamite
x5
0.5
N/A
N/A
8/12/16/20/24
25
Frag Grenade
x8
0.5
N/A
N/A
8/16/32/56/112
75
Frag Mine
x8
0.5
N/A
N/A
Immediate
75
Nuka Grenade
x20
0.5
N/A
N/A
8/16/24/32/48
50
Plasma Grenade
x12
0.5
N/A
N/A
8/16/32/56/112
75
Plasma Mine
x12
0.5
N/A
N/A
Immediate
100
Pulse Grenade
x10*
0.5
N/A
N/A
8/16/32/56/112
60
Pulse Mine
x10*
0.5
N/A
N/A
Immediate
80
Entropy Grenade
x50** 0.5
N/A
N/A
8/16/32/56/112
500
Molotov Cocktail
x1(5) 0.5
N/A
N/A
4/8/16/24/32
25
10
N/A
N/A
Immediate
20
N/A
N/A
Immediate
75
Combat Knife
N/A
N/A
Immediate
40
Trench Knife
N/A
N/A
Immediate
50
Kitchen Knife
N/A
N/A
Immediate
10
Switchblade
N/A
N/A
Immediate
25
Trench Shovel
N/A
N/A
Immediate
30
Ripper
14
N/A
N/A
Immediate
100
x5(5)
N/A
N/A
Immediate
200
Shishkebab
* = Pulse weapons cause electromagnetic damage to inorganic robots or power armor only.
** = Entropy weapons harness dark energy to disrupt all electromagnetism in an area of focus.
41
Weapons (continued)
Name
DMG
Wt
Ammo
Capacity
Value
N/A
N/A
Immediate
55
Lead Pipe
N/A
N/A
Immediate
75
Nail Board
N/A
N/A
Immediate
30
Police Baton
N/A
N/A
Immediate
25
N/A
N/A
Immediate
45
Pool Cue
N/A
N/A
Immediate
15
Rolling Pin
N/A
N/A
Immediate
10
10(x2*)
N/A
N/A
Immediate
70
Shock Baton
Sledgehammer
10
12
N/A
N/A
Immediate
130
Super Sledge
14
20
N/A
N/A
Immediate
180
Tire Iron
N/A
N/A
Immediate
40
x2
N/A
N/A
Immediate
70
Unarmed
Brass Knuckles
N/A
N/A
Immediate
20
Deathclaw Gauntlet
10
10
N/A
N/A
Immediate
150
Power Fist
10
N/A
N/A
Immediate
100
Spiked Knuckles
N/A
N/A
Immediate
25
Special
Rock-It Launcher
25
Junk items
8/16/24/32/48
200
Dart Gun
5**
Darts
16/32/48/56/64
500
* = The shock baton does double damage to robots and power armor (EM damage).
** = The dart gun fires poison darts, crippling a limb each shot where a poison resistance check fails.
Miscellaneous Items
Ammunition
Junk
Item
Value
Value
Abraxo cleaner
Coffee mug
Coffee pot
Conductor
15
+2
Crutch
.50 MG
Deathclaw hand
Alien EC
10
Duct tape
Rocket
25
Egg timer
Missile
50
Empty syringe
Mini-Nuke
250
Firehose nozzle
10
Fission battery
20
Clothing
5
45
50
20
Leaf blower
15
30
Lunchbox
10
15
25
15
Paint gun
10
Food
43
Item
Wasteland fruit
Pilot light
Scrap electronics
Pre-War food
Scrap metal
Irradiated food
Sensor module
10
30
Sports equipment
10
Pre-War MRE
50
25
30
Teddy bear
250+
Tin can
Pre-War soda
10
Toy car
Nuka-Cola
20
Turpentine
Pre-War alcohol
20
Vacuum cleaner
10
Dirty water
10
Wonderglue
15
Purified water
20
Wrench
20
1
Medical Supplies
Alcoholic Drinks
Item
Value
Item
Value
Blood pack
Absinthe
Broc flower
Antimatter
Doctors bag
25
Beer, Wine
Empty syringe
15
Forceps
25
Medical brace
10
Moonshine
15
Scalpel
Surgical tubing
Roentgen Rum
15
Xander root
20
Medical Chems
10
10
3
Antidote
Backpack
100
Rope (30)
25
Auto-inject Stimpack
35
100
65
100
Hydra
25
Hypo
75
Med-X
15
Radaway
35
Rad-X
Snakebite Tourniquet
25
Super Stimpack
50
Trauma Pack
100
Stimulant Chems
25
15
30
Jet
10
45
Name
Type
Value
Effects
Withdrawal
Absinthe
Alcohol
10
-1 AGL, -1 CHA
Adapted Biogel
Medicinal
35
Alcohol (generic)
Alcohol
2 - 10
-1 AGL, -1 CHA
Alien Biogel
Medicinal
25
Antidote
Medicinal
+2 Poison Resistance
Antimatter
Alcohol
-1 AGL, -1 CHA
Antivenom
Medicinal
+5 Poison Resistance
Black Coffee
Stimulant
-1 Fatigue, +1 PER
Blood Pack
Medicinal
+1 HP
Buffout
Stimulant
15
-1 STR, -1 END
Alcohol
25
-1 AGL, -1 CHA
Fiery Purgative
Medicinal
Fixer
Medicinal
25
Alcohol
-1 AGL, -1 CHA
Healing Poultice
Medicinal
Healing Powder
Medicinal
Hydra
Medicinal
25
-3 END
Hypo
Medicinal
75
Jet
Stimulant
-1 AGL, -1 END
Med-X
Medicinal
15
+2 Damage resistance
-1 AGL, -1 INT
Mentats
Stimulant
15
+5 INT, +5 PER
-3 INT, -2 AGL
Stimulant
15
-3 INT, -2 AGL
Moonshine
Alcohol
15
-1 AGL, -1 CHA
Nuka-Cola
Stimulant
-1 CHA
Nuka-Cola Quantum
Stimulant
10
-1 AGL
Nuke
Stimulant
10
-1 STR, -1 END
Pruno
Alcohol
-1 AGL, -1 CHA
Psycho
Stimulant
15
+25% DMG
-1 PER, -1 END
Psycho-D (Slasher)
Stimulant
30
-2 INT
Radaway
Medicinal
35
Rad-X
Medicinal
Roentgen Rum
Alcohol
15
-1 AGL, -1 STR
Snakebite Tourniquet
Medicinal
Stimpack
Medicinal
25
Super Stimpack
Medicinal
50
Tango
Stimulant
15
-2 INT, -2 AGL
Tango Red
Stimulant
15
-2 CHA, -2 END
Medicinal
Medicinal
+1 HP x 10 seconds, +5 max HP
Trauma Pack
Medicinal
100
Wasteland Brew
Alcohol
-1 AGL, -1 CHA
Watercraft / Boats
A variety of small watercraft have been
rebuilt, ranging from tugboats to speedboats,
however large shipbuilding facilities do not exist,
and smaller craft are often inadvisable given
highly radioactive waterways.
Slavers and merchants tend toward barges,
tugboats and small cargo ships, often heavily
armored or shielded, but generally in terrible
repair. Raiders might have anything from small
speedboats to old fishing boats, usually light, with
little or no radiation shielding. The Brotherhood of
Steel and the Institute both have a number of
small craft, well-maintained, well-armed and wellshielded from irradiated waters.
46
DR: 0,
Per: 5,
APR: 2,
25 XP
Ghouls
Feral Ghoul: Your basic mindless,
HP: 50,
HP: 25,
DR: 0,
Per: 3,
APR: 2,
25 XP
DR: 0,
Per: 5,
APR: 2,
50 XP
Base DMG: 4
DR: 0,
Per: 5,
APR: 2,
75 XP
HP: 50,
DR: 0,
Per: 4,
APR: 2,
50 XP
DR: 0,
Per: 5,
APR: 2,
110 XP
DR: 0,
Per: 3,
APR: 1,
DR: 0,
Per: 7,
APR: 2,
600 XP
25 XP
APR: 2,
25 XP
Humans
Pure Strain: Typical Pre-War, healthy human.
HP: 60,
DR: 0,
Per: 4,
APR: 2,
25 XP
DR: 4,
Per: 5,
APR: 3,
75 XP
DR: 8,
Per: 5,
APR: 1,
75 XP
HP: 75,
DR: 0,
Per: 4,
APR: 2,
50 XP
DR: 9,
Per: 5,
APR: 1,
75 XP
DR: 4,
Per: 5,
APR: 2,
75 XP
DR: 4,
Per: 5,
APR: 2,
60 XP
DR: 3,
Per: 7,
APR: 2,
60 XP
Super-Mutants
Animals
HP: 30,
DR: 0,
HP: 200,
DR: 0,
Per: 4,
APR: 1,
APR: 1,
10 XP
Per: 3,
DR: 0,
Per: 8,
APR: 2,
15 XP
140 XP
DR: 0,
Per: 3,
APR: 2,
25 XP
DR: 0,
Per: 5,
APR: 1,
210 XP
DR: 0,
Per: 3,
APR: 2,
60 XP
DR: 0,
Per: 6, APR: 2,
100 XP
HP: 75,
HP: 250,
DR: 3,
Per: 5,
APR: 2,
200 XP
DR: 0,
Per: 8,
APR: 3,
75 XP
49
DR: 0,
Per: 3,
APR: 1,
DR: 0,
Per: 5,
APR: 2,
10 XP
1000 XP
HP: 5,
DR: 0,
Per: 3,
APR: 1,
5 XP
Animals (continued)
HP: 100,
DR: 0,
Per: 9,
APR: 1,
15 XP
DR: 0,
Per: 5,
APR: 1,
40 XP
DR: 0,
Per: 3,
APR: 1,
DR: 4*,
Per: 4,
APR: 2,
60 XP
DR: 2,
Per: 3,
APR: 2,
30 XP
HP: 210,
DR: 5*,
Per: 6,
APR: 2,
100 XP
DR: 4,
Per: 6,
APR: 2,
75 XP
HP: 375,
Abominations
Abominations have been evolutionarily impacted
by wasteland radiation in more dramatic ways.
DR: 0,
Per: 7,
APR: 2,
175 XP
DR: 3,
Per: 5, APR: 2,
75 XP
Abominations (continued)
HP:
HP: 35,
DR: 0,
Per: 3,
APR: 2,
35 XP
50,
DR: 0,
Per: 3,
APR: 1,
50 XP
HP: 120,
HP: 25,
DR: 0,
Per: 5, APR: 2,
120 XP
DR: 0,
Per: 8,
APR: 1,
300 XP
HP: 600,
DR: 3,
Per: 8,
APR: 1,
500 XP
DR: 0,
Per: 6,
APR: 2,
120 XP
DR: 0,
Per: 6,
APR: 2,
Per: 3,
APR: 2,
25 XP
DR: 0,
DR: 0,
Per: 1,
APR: 1,
5 XP
250 XP
HP: 25,
DR: 0,
Per: 3,
APR: 2,
25 XP
DR: 0,
Per: 5,
APR: 2,
350 XP
51
HP: 35,
DR: 0,
Per: 5,
APR: 2,
35 XP
Inorganics
DR: 0,
Per: 10,
APR: 2,
30 XP
HP: 30,
DR 0,
Per: 5, APR: 3,
30 XP
DR: 0,
Per: 4,
APR: 1,
HP: 150,
30 XP
DR: 0,
Per: 5,
APR: 2,
150 XP
DR: 0,
Per: 4,
APR: 2,
50 XP
DR: 0,
Per: 5,
APR: 1,
75 XP
DR: 0,
Per: 10,
APR: 2,
2000 XP
DR: 0,
Per: 6,
APR: 2,
175 XP
DR: 2,
Per: 7, APR: 1,
300 XP
53
+6 to +3 Karma
=> Good
+2 to 2 Karma
=> Neutral
-3 to 6 Karma
=> Evil
-7 to 10 Karma
Good
Neutral
Evil
V. Evil
V. Good
+3
+1
+0
-3
-5
Good
+1
+3
+0
-1
-3
Neutral
+0
+1
+3
+1
+0
Evil
-3
-1
+0
+3
+1
V. Evil
-5
-3
+0
+1
+3
=> +5 Reputation
=> +3 Reputation
=> +1 Reputation
Well-known ally
=> +1 Reputation
Well-known foe
=> -1 Reputation
=> -5 Reputation
Title
Experience
Refugee
0 - 119
Scavenger
120 - 239
Survivor
240 - 599
Wanderer
600 - 1,199
Veteran
1,200 - 2,099
Drifter
2,100 - 3,359
Adventurer
=>
5 XP
Easy
=>
10 XP
Average
=>
20 XP
3,360 - 5,039
Hard
=>
40 XP
Explorer
5,040 - 7,199
Very Hard
=>
80 XP
Ranger
7,200 - 9,899
10
Walker
9,900 - 13,199
11
Myth
13,200 - 17,159
12
Folk Tale
17,160 - 21,839
13
Badass
21,840 - 27,299
14
Mean Mother
27,300 - 33,599
15
Conqueror
33,600 - 40,399
16
Legend
40,800 - 48,959
17
Paragon
48,960 - 58,139
18
58,140 - 69,399
19
69,400 - 79,799
20
Paradigm of Humanity
79,800 - 92,399
20+
92,400+
Optional Titles
At the GMs discretion, optional titles can be
used for each level, depending on the player
characters karma, reputation, or skill focus. For
example, Urban Refugee v. Wasteland Refugee v.
Tribal Refugee v. Big Apple Refugee; its all up to
the atmosphere of the game and campaign.
Awarding Experience Points
Experience points should be awarded
flexibly, but players should also know what to
expect to get the most out of their adventures. A
good balance is key to avoid powering up too fast
or stagnating at higher levels.
Generally, award experience points for
enemies defeated or killed based on the number
of hit points they had as a baseline, then factor
the difficulty of the battle. A raider might have 25
hit points, but a raider with a knife gets a smaller
A Campaign Setting
2052: The United Nations is officially disbanded. 2072: The United States invades Canada.
The United Nations Headquarters building is sold to
2075: Automated Robotic Defense Platform Alpha
toy retail chain Bumbalos as the future site of
a rare joint project of RobCo Industries and
their East Coast superstore.
Poseidon Oil comes online. It is the first, and
2057: Following a federal corruption sting that last, oceanic naval weapons platform.
jails all of Hudson County New Jerseys municipal
and county executives, the City of New York 2076: The United States annexes Canada.
formally annexes Hudson County as its sixth and 2077: The United States launches the Yangtze
final borough. The Port Authority is disbanded and Campaign, an invasion of mainland China, while
reorganized as the private Hudson-Manhattan the bulk of Chinese forces remain pinned down in
Railroad (HMR), consistent with other transit lines. Alaska. In response, China plans an invasion of the
2062: The first Chinese commando units begin
infiltrating the United States, carrying out the
Niagara Sabotage and subverting companies for
use as fronts in money-laundering operations, such
as Mama Dulces processed food.
2063: The first Nike missile batteries in over a
hundred years are brought back online in a
defensive ring surrounding New York City. These
are planned as the first stage of an automated
defense system in the event of total nuclear war.
2065: In June, due to enormous demands for
electricity from a 17+ million population, the
Hunters Point nuclear reactor in New York City
goes supercritical, almost causing a meltdown. The
near meltdown brings into effect power rationing.
58
Erie Wastes: A harsh, blasted junkyard of Van Buren, Jubilee: Outpost communities of the
Railroad, dedicated to ending all slavery.
industry, worn down by ice and sand storms.
Deathclaw Wilderness: A forbidding, sprawling Albany Terrorist Prison: Controlled by Chinese
forest of dead trees, stalked by packs of Deathclaw. Remnant ghouls once held prisoner there.
Great Lanta, Empire of Tillie: Major slaver
Yao Guai Preserve: Former natural preserve
strongholds along the old Jersey Shore.
overrun by Yao Guai, and home to fierce tribals.
Naval Weapons Station Earle, Nike Missile
Altoona Works: The largest pre-war industrial
Bases:
Part of the pre-war Big Apple Automated
railroad machine center in the world.
Defense System guarding New York City.
Vault 77: The sole inhabitants of Vault 77 were
one man (the Puppet Man), and a crate of puppets. The Commonwealth: Includes the Institute,
Diamond City and other outposts. A war-ravaged
Abandoned and considered taboo to local tribals.
technological quagmire of violence and despair.
Letterkenny Army Depot: Sprawling pre-war
Deckard Industries: An arms and armor factory
military base. Automated defenses and feral ghouls.
re-built from a pre-War defense manufacturer.
Billtown: Fortified wilderness town on the
Wardenclyffe: An independent, and peaceful,
irradiated Susquehanna River.
scientific research community near the pre-war
The Kills: A barren wilderness.
Brookhaven National Laboratory.
York, Lancaster: Two feuding post-apocalyptic
baronies with a relatively low tech level.
Harrisburg Ruins: Old state capital,
inhabited by Super Mutants and raider gangs.
now
59
1. Unmarked Vault
2. Old Mine
4. Camp Tecumseh
36. Z Town
53. Quinnimantic
6. Vault 78
38. Vault 53
7. NE Philly Ruins
8. Faust Elementary
56. Vault 27
9. Washingtons Crossing
26. Freetown
58. Vault 56
59. Vault 81
12. Blairsden
13. Hakeswell
15. Vault 23
32. Heyerdahl
61
Philly Wasteland
Much has been mentioned about the utterly
depraved depths to which the denizens of the
Philadelphia Ruins have sunk. Here is a brief
overview that only scratches the surface.
King of Prussia Mall on the outskirts of Philly
is home to a group of Dead City exiles who preyed
upon other ghouls. Black-hearted criminals and
bandits who attack any caravan or scavenging
party that comes close.
Vault 76 was a control vault, and opened on
schedule in 2097, 20 years after the War. After the
Vault reactor went critical following a sustained
Super Mutant attack, the remaining Vault Dwellers
fled to nearby Willow Grove Naval Air Station
where
they
rallied
other
post-apocalyptic
survivors. Their efforts would be instrumental in
founding the Air Couriers Union in 2268.
Faust Elementary is home to a depraved
religious cult who practice ritualistic vivisection.
68
Brooklyn (continued)
Williamsburg and Greenpoint, once havens
for a resurgent pre-War beatnik counter-culture,
are now home to the largest concentration of feral
ghouls in the Big Apple proper. BedfordStuyvesant, Brownsville and Crown Heights
are dominated by raider gangs such as the Dead
Presidents, the M-Liners, and the Broken Angels.
The Brooklyn Navy Yard is now home to both
Chinese remnant ghouls and former US military
ghouls who roam the docks. A tough old trader
calling himself Farragut has retrofitted the US
Navy heavy destroyer Captain Spaulding that has
been locked in dry dock since before the war,
turning into his own personal fortress compound in
the center of the Navy Yard. He is a bit of a
hermit, and does not expect visitors, but will only
shoot hostile parties on sight.
74
Manhattan (continued)
The rubble from the vanquished skyscrapers of
downtown New Yorks Financial District has
created an archipelago of concrete and steel
islands within this radioactive mire, and at the
eastern tip of Manhattan south of Wall Street is
the wasteland scavenger settlement called Plank
Village. It gets its name from the network of
wood, sheet steel and plastic planks that connect a
half dozen blocks between Bowling Green and Wall
Street. Makeshift shacks, tents and huts on stilts
are the most anyone has attempted to architect
here, lit by the fires from numerous fires lit in steel
barrels. Although ramshackle, there are many
small docks and shops and business is good.
Manhattan (continued)
Washington Square Park is avoided by most
gang members and raiders, as it has been recently
fortified by a large group of 30 or so heavily armed
Super Mutants and Centaurs. No one is sure where
they came from or how they got there, but some
speculate they came all the way from Evertrust
Plaza across the Hudson, perhaps through the old
Hudson Manhattan Railroad tunnels, or even
through the flooded Holland Tunnel.
A scouting party of half a dozen Big Apple
Rangers has created a fortified observation post
in the ruins of West 4th Street Station, where
they monitor the Super Mutants in Washington
Square Park and try to gather more information on
where they came from, and why they are here.
The Downtown Crater a gaping, radioactive
sinkhole in the ground spans the area from 8th
Avenue west to the High Line, and 18th Street
south to Gansevoort Street. Beyond that, north to
25th Street, east just past 7th Avenue, and south
to Charles Street, has been blasted clear with little
left of Greenwich Village but a few metal street
signs and the occasionally unearthed foundation.
Astoundingly, the High Line itself survived, and is
the best way to traverse the crater heading north
(if youre willing to fight the crazed raiders and
cannibal gangs that make their home there).
Another one of these is a gang that makes its
home in Madison Square Park north of the
Flatiron Building and MedTek Tower, the only
remaining standing structures in the area. No one
knows what they call themselves, but other gangs
simply refer to them as the Mad Men. Absolutely
feral, they terrorize the Chelsea, Flatiron and Kips
Bay neighborhoods. They are the most psychotic,
cannibalistic and sadistic of all Big Apple gangs,
refusing to talk or negotiate with any outsiders.
They initiate members by kidnapping them as
childrenthe ones they dont roast and eat, that
is. Their bloodthirsty howls, which seems to be
their main form of communication, can be heard
throughout the night. And they often raid far and
wide. Both tunnel rats and slackliners have
particular problems with them. No one is certain if
they are human or notbut even if they were once
technically human, they forfeited that long ago.
77
Manhattan (continued)
To the west of the Empire State Building, the
Renegades have converted Madison Square
Garden into an enormous gladiatorial area, both
for
entertainment
purposes
and
for
the
administration of justice through trial by combat.
Penn Station has been gutted, its tunnels largely
blocked off, and re-engineered into a massive
complex of holding cells, prison pens, and
underground pits to contain both the prisoners and
abominations needed for the games above. These
are rumored to hold hundreds of slaves, prisoners,
political opponents, Super Mutants, Abominations,
Inorganics and at least one prized Super Mutant
Behemoth who are armed and trained to fight to
the death for the amusement of spectators.
Despite the barbarity, this system of combat
and entertainment has functioned as a working
society for nearly a decade or more, much like the
bread and circuses of ancient Rome. Some
gladiators have even earned their freedom and a
rank of leadership within the Renegade armies.
The Renegades have converted the train cars in
the West Side Yards into weapons, armor and
ammunition workshops. To the north, they guard
the entrance to the Lincoln Tunnel, managing
passage into their territory. Be warned: if you are
unable to pay the toll, you might find yourself
facing sudden death at the Garden. From Hells
Kitchen up to Lincoln Center, the Renegades
have set up small urban subsistence farms in
empty lots and intersections. They have also set
up guards at the USS Intrepid aircraft carrier, but
are at a loss for how to best exploit it.
If the Empire State Building is the heart of
the Renegades political empire, then the Triangle
in old Times Square is its mercantile center of
gravity. Stretching for several blocks from 42nd to
49th Street along 7th Avenue and Broadway, the
Triangle has merchants of any kind imaginable,
with black market chem shops, slavers, weapon
shops, brothels, bars, restaurants, mechanics, and
even a cybernetic chop shop for those with
nothing to lose but their humanity. Ghouls,
humans and intelligent inorganics mingle freely,
but intelligent Abominations and Super Mutants
will draw unwanted hostile attention.
Manhattan (continued)
In the pre-War years, Central Park was a place
where Americans could relax, stroll, have a picnic,
play a game of baseball, or listen to renditions of
patriotic songs during the USO summer concert
series. In the centuries since the war, the park has
been blasted down to the bedrock in many places,
and any vegetation has grown back in more recent
decades typically the tanglethorn and
deadwood trees that are found in other areas of
the Wastelands, and the northern end of the park
has these in abundance. With the exception of the
Croton Reservoir, the ponds and lakes have
dried up without water being pumped in by the
city to sustain them.
South of 65th Street, the park is fairly barren
and pock-marked with craters both old and new
and
littered
with
damaged
or
destroyed
Protectrons, Sentry Bots and Robo-Brains. An
intact crashed Chinese Bomber rests in the
softball fields west of the Carousel, while the
Central Park Zoo ruins might be of sight-seeing
interest. The area from 65th Street to 79th Street
has less craters and more deadwood trees, but can
be just as dangerous. The Bethesda Fountain
survived, and at its top, the Angel of Victory
points her sword toward the sky defiantly. Big
Apple Ranger Outpost Able Baker Charlie
occupies the former Cherry Hill Fountain just west
of the Angel of Victory, fortified with sandbags,
sheet steel and two lightly armored observation
towers. The nearest evacuation point is at the
72nd Street A, B, and C subway lines to the west.
North of there, the Ramble is a knotted clot of
tanglethorn briars, and is home to several large
dens of Guai Wu Guai Wu are similar to the
larger Yao Guai of the Wastes, but Guai Wu are
smaller (about 3-4 long), tree climbing, furtive
cat-like creatures, possibly descended from large
feline predators from city zoos or from the
mountain lions and cougars once found north of
the city. They are highly territorial, and are most
active at dusk and dawn. They are also savage and
stealthy hunters.
The remains of Belvedere Castle north of 79th
Street hide a maintenance tunnel that leads to the
entrance to Vault 42, an unscathed stronghold
beneath Central Park. Cut directly into the
79
Manhattan (continued)
Between 85th Street and 97th Street, the
Croton Reservoir has almost entirely evaporated,
leaving a shallow depression, 30 feet at its
deepest, filled with barrels of radioactive waste
amid a variety of muck and filth, most of which
were deposited immediately after the Great War
when survivors were still making an effort to scrub
the nuclear fallout from the surrounding areas.
Within the dangerous pit, there are still entrances
to the Old Croton Aqueduct, leading for miles
and miles through ancient stone and brick lined
tunnels north to the former New England
Commonwealth. The faction known as the
Railroad may still use these tunnels to help slaves
escape from the present day Commonwealth and
the Institute, but without an experienced guide,
one could quickly become lost or find themselves
in the middle of a highly radioactive dead end.
Manhattan (continued)
Much of East Harlem, north of 96th Street to
the Harlem River Drive, was used as a
quarantine zone during the New Plague of the
2050s and 2060s, and later for several prison
camps during the internment of suspected Chinese
Communists in 2076-2077. A number of public
housing projects were quarantined, their residents
left to fend for themselves as the New Plague
spread. The plague hospital on 1st Avenue and
120th Street served as a morgue from that time,
and faced bankruptcy and was condemned soon
after, without many of the bodies being properly
disposed of - scavengers steer clear of it.
Manhattan (continued)
North of the Uptown Crater, the old
Manhattan neighborhoods of Inwood, Fort George
and Hudson Heights have been largely reclaimed
by scrub vegetation in the centuries that have
passed, and are now closer to wilderness than
urban ruins. There is occasional overlap between
Blue and Red Protectrons from the rival A and 1
lines, but skirmishes tend to remain underground.
At the northern edge of Tyron Park, within a
dense forest of deadwood trees, sits The
Cloisters Museum and Gardens. Reconstructed
to resemble several different styles of medieval
European monasteries, the unique building
survived the Great War and is a readily defensible
fortification as well as a museum. As a result, it
was the perfect choice for a base of operations in
the area for an expedition of the Brotherhood
Outcasts, lead by Protector Anne Marie
Morgan, who traveled to the Big Apple Wasteland
from the Capital Wasteland some 20 years ago.
Initially, the Brotherhood Outcasts refused to
recruit new members, preferring to refurbish
Sentry Bots, Protectrons and Robobrains instead,
but this proved unrealistic as their expedition was
reduced by attrition fighting its way through the
Philly Wasteland before reaching the Big Apple.
They first began accepting both Brotherhood of
Steel deserters and Enclave remnants, but later
offered full status to human Wastelanders. Unlike
the Midwestern Brotherhood near Chicago or
Capital Wasteland Brotherhood, they do not seek
to rule over any tribes or settlements. Their main
objective was to link up with a rumored expedition
of the Western Brotherhood of Steel, who were
said to have travelled to the big Apple Wasteland
by airship decades ago. Failing this, they intend to
continue to recover technological data and
equipment before returning West to join up with
the original Brotherhood of Steel.
At the extreme northern tip of Manhattan Island
is the 207th Street IRT Maintenance Yard. The
Protectrons here are cut off from communication
with the IRT Master-Bot and are not activated in
counter-insurgency mode. They are passive, and
will follow standard weapons protocols, shooting
only when valid metro fare is not presented.
82
Henry
Eden,
former
Enclave
Baseball
The Big Apple was known for its love of
baseball and had four active teams.
The Big Apple Bombers were the
dominant team of the 21st Century, playing in
their signature black and white pinstripe uniforms
at Big Apple Bomber Stadium in the Bronx.
83
Random Encounters
Karma-related Encounters
-
Posse Comitatus
(Karma 3 to 10)
Bounty Hunters
(Karma +3 to +10)
Wilderness Encounters
1-2
Raiders
Escaped
3-4
Escort
5-7
Raid
8-9
Rebellion
10
Jubilee
3-4
Slavers
5-6
Wastelanders
7-9
Critters
10
Mercs
Urban Encounters
1-3
Raiders
Super Mutants
5-7
Wastelanders
8-9
Critters
10
Mercs
Scavs
3-4
Settlers
For Science!
6-7
Caravan
8-9
Junkies
10
Joy ride
Super Mutants
Raiders & gangs
1-2
Ambush
3-6
Patrol
Cannibals!
8-9
Hanging out
10
Initiation Rites
1-3
Captives
4-6
Patrol
7-8
Destroy!
10
Pied Piper
4-5
Danger Zone
Toxic Waste is
Good for You
The Hunters
Communism is
Death
10
Scythewings
Patrol
The Operator
Sniper
Doctor Wu
Brotherhood of
Steel
10
91
Random Loot
Wasteland: Wilderness
Critters
1-3
Refuse Pile
3-5
Ruined Building
4-7
Recent Kill
6-7
Raider Stash
8-10
Dead Critter
8-9
Critter Cache
10
Survivor Storage
Mutants
1-3
Locked Ammo
Boxes
4-5
Super Mutant
Captives
Masters Depot
7-8
Ghouls Den
Wasteland: Urban
1-2
Mortal Remains
3-5
Ruined Building
6-7
Gang Stash
8-10
Mutant Stockpile
Vehicles
1-3
Cargo Truck
9
2D10 items of Junk in unlocked boxes
10
4
Nuka-Cola Truck
8-9
Medical Supplies
10
Salvage Title
4-5
6-7
Grocery Store
3-4
Chem Stash
5-6
Food Stash
Mixed Stash
Hooch Mill
Arms Locker
Ghoul Picnic
1-2
Buildings
1-3
5-7
8-9
Hardware Store
2D10 Pre-War Money, 1D10 low quality melee weapons or other equipment
10
Office Building
10
92
93
94
INTRODUCTION
War. War never changes. In the 21st
century, war was still waged over the resources
that could be acquired. All the idealistic efforts
of humanity to prevent another global war would
prove futile. The United Nations would be
disbanded, and within a few years, China would
invade Alaska, the US would annex Canada, and
the European Commonwealth would dissolve
into quarreling, bickering nation-states, bent on
controlling the last remaining resources on
Earth. In 2077, the storm of world war had
come again. In two brief hours, most of the
planet was reduced to cinders.
For the majority of the Big Apples 17 million
inhabitants, it would be the end. What many had
considered the greatest city on Earth was
quickly turned into a firestorm of molten rubble
and ash. A lucky few managed to get into one of
the massive underground vaults constructed in
the years prior to the war, and survived in
relative safety except for those assigned to a
single vault. In that final moment of horror,
amid the screams and protests of its scheduled
residents lined up for entry, the doors of the
Lost Vault never opened, and have remained
closed ever since.
95
CAPTIVITY
The smell awakens you -- a miserable,
headache inducing mix of salt water, rotten
eggs, and raw diesel fuel. You hear the sound of
a chugging engine, feel the sloshing, thumping
of waves against the metal ships hull cutting
through rough waters, booming like the sound of
a hollow steel drum pounded on by a rotted
piece of wet meat, with you in the hollow center.
You are in some kind of a cargo ship,
chained by your hands and ankles to a belt
around your waist. A prisoner. You move, but
the belt itself is chained to the bulkhead behind
you. You are not alone. Others are chained to
the same bulkhead to your left or right. You
have all been captured, you remember now,
stripped of your possessions by the raiders now
speeding this ship through the radioactive chop
to some unknown destination in the night.
Beaten and sore, hungry and thirsty, you look
around you.
Your eyes adjust to the darkness, and you
see two figures in the fog of your vision, across
the hold from you and the others. One, a
hulking form, with an enormous head and scarstreaked green skin...a super mutant with a
piece of scrap metal shaped and bolted over the
top right quadrant of its skull, covering its eye.
Its arms are chained behind its back to the
bulkhead. The other, shrunken, diminutive, clad
in dirty robes and hunched over, a ghoul with a
rotted face, but with sharp eyes that appear to
glow in the shadows, and, you realize, silently
appraise you. You struggle to remember how
you got here, and what your captors have taken.
The game master should work with the
players at this point to create characters if they
have not yet been created, and to ask each
player to describe how they came to be captured
by these slavers, and what precious or otherwise
irreplaceable possession or companion the
slavers have taken from them. Escaping, and if
possible recovering these objects, will be the
characters first objective in the adventure. If
optional survival rules are used, the characters
starting Hunger and Thirst are set to 2.
second
raider
switches
ESCAPE
They are coming to, the large Super
Mutant says to the ghoul. I was hoping they
werent too damaged.
NIGHT FIGHT
S: 4 P: 6 E: 5 C: 5 I: 9 A: 5 L: 5
LADY LIBERTY
Once on deck, and with or without their
equipment from the locked closet, the players
find themselves on the slippery deck of a prewar platform supply vessel, a 40m long ship
with a high foredeck and a low aft cargo deck
with a low bulwark. The dark night sky is
overcast and raining with a strong wind is
whipping against the ship, which rocks in the
growing wave crests. Eod immediately rushes to
engage the closest enemy crew members
unarmed, and will attack the strongest when he
sees them, while Exeter attempts to make his
way toward the bridge.
Mere moments after coming above deck,
however, bright white floodlights from the
direction of the port beam light up the deck,
causing anyone on deck to roll a Hard check v.
Perception or be blinded momentarily. The
floodlights are from the nearby Statue of Liberty
Brotherhood of Steel
outpost, and are
immediately followed by anti-aircraft cannon fire
that begins pounding gaping holes in the ships
hull with a deafening roar. Players not blinded
can spot two scout ships with outboard motors
leaving the island, headed toward the vessel and
firing with energy weapons (laser) at the ship,
and can also make out the silhouette of the
headless statue herself.
As the ship comes under heavy fire, the
Captain makes good his escape in the starboard
combat rubber raiding raft, along with the
surviving crew minus the Gunner or others to
hold off the characters. Eod and Exeter rush the
bridge, with Exeter taking the helm and Eod
shouting, EXETER: FULL TO PORT! WE HAVE TO
EVADE THEIR CANNONS AND HEAD FOR LAND!
Eod also shouts to the characters to take the
second rubber combat raft and head for land to
the west. THANK YOU, MY FRIENDS! MAY YOUR
FREEDOM SERVE YOU WELL!
99
EOD HOLOTAPE #5
EOD HOLOTAPE #6
New Salem - we are headed into the Big Apple
Ruins to the settlement of New Salem. That is where
the scholar who bought the artifact was headed,
Bobby Quan told us. He no longer had the device, and
seemed welcome to part with it - bu-xing he called
it. It is a hard journey before us, and we were warned
that traveling through the Shattered Towers district is
too dangerous, that no one has been able to get
through the old tunnels into the Big Apple in many
decades. Instead, we agreed to follow the old
highways north to Z Town, which pleases Exeter. I
sometimes forget that my good friend is not as aloof
among his own people as I am among mine. As we
draw closer, I can feel something pull on me, pulling
harder on me than ever before. I have known others
to go mad from this, but I never thought I would hear
the call in the same way. It is the desire to be whole
again, to be at peace. It is ironic then that my path of
war is the only road I know of to reach this place of
peace. We will go to Z Town, and then enter the
ruined city from the north.
A STRANGE MAP
101
PORT LIBERTY
Port Liberty was an Saturn Survival Systems
automated luxury townhouse survival complex.
It is the closest marker on the characters map.
A self-contained luxury townhouse complex, not
unlike the Vaults, it was built by a Vault-Tec
competitor called Saturn Survival Systems. The
budget Saturn Survival Shelters were nothing
more than giant sewer tubes buried and encased
in concrete. But their flagship complexes at the
time of the war were CityView Luxury
Townhouses and Port Liberty, revamped by
2076 and each controlled by a central
mainframe. If they players enter Port Liberty,
they will find hostile turrets, Protectrons, Mr.
Handys and Sentry Bots throughout the
complex that will attack on sight.
The mainframe at Port Liberty is completely
paranoid, and will routinely broadcast messages
declaring that all communists and unregistered
dissidents must report for assignment to
internment facilities. If any player decides to
surrender and take up a patrolling bot on this
offer, however, the bot will initiate a query
regarding
available
internment
transport
shuttles, and, finding none, will recommend
summary execution as an alternative. However,
a Speech or Science roll may be possible to have
the bot escort the players to the mainframe
directly, and they may then extract information
from the mainframe or even shut it down for
good, if access to the mainframe is possible.
The
mainframe
suffered
catastrophic
ON THE ROAD
Whether or not the players choose to explore
Port Liberty, they have several options - explore
the surrounding areas on their own, head south
to Di Yu Trading Company or north to toward
New Salem via Z-Town, based on the clues in
the holotapes.
[SPOILER] Eod and Exeter survived the
fight to escape the cargo ship, and will continue
north toward Z-Town and New Salem, looking
for the Black Device. Bill Tong the Meat
Merchant, although having escaped in a different
direction, will pursue the characters as he views
them as his rightful property. He may head to
Shanktown for reinforcements if the players
proved especially adept at fighting him.
Otherwise, he will head toward the Flooded
District, and track the characters from there.
Heading north will take the characters
through the Jersey City ruins, the crumbling
ruins and overpasses of Route 78 & 95, the
Flooded District and Super Mutant filled Holland
and Lincoln Tunnels, and finally passing the
George Washington Bridge and Fort Lee area
before moving north along the Palisades to
reach Z-Town, or, taking a bigger risk by
heading over the GWB into Manhattan.
Heading south provides more options. If they
choose to head south through the Bayonne
ruins, they will encounter either a Railroad guide
and escaped slaves, or a Slaver party looking for
the same. Either way, they will hear of Sandy
Ground, and possibly Heyerdahl. Staten Island is
largely empty, and they will not encounter
significant resistance, or rewards. If they decide
to follow the NJ Turnpike, they will encounter a
traveling merchant who will tell them of Big Rig
Trucking caravan stop south of the Pulaski
Skyway ruins.
They would be able to cross the Hackensack
river at the Lincoln Highway Bridge, but if they
follow Route 95 South, they will have to go
dangerously close to the Chinese Ghoul infested
container complex to the east and Liberty
Airport ruins to the west. Further south, Carteret
ruins have a raider compound called Carteruff,
but things should get less dangerous near Route
103
EOD HOLOTAPE #2
(Found near the Linden Refinery)
It was announced a week ago, but word just
arrived to us today: a republic. The pink skins have
declared the Republic of the Potomac over all of the
Capital Wasteland. We all know what this will mean.
Already, humans have begun entering Underworld.
Winthrop and others want to welcome them, as long
as their caps clink, he says. The Brotherhood of
Steels power is growing too, but I fear this new
Republic will be just as bad as the Enclave they
defeated. Already I have heard stories of ghouls and
others being re-located, from freed slaves who said
they were turned back from Canterbury Commons
and sent here, of former raiders who said they were
given the choice of being disarmed and sent to work
on the new farms, or being forced out. I know my kin
are not welcome. It is only a matter of time. I must
prepare to leave my new home behind, again.
EOD HOLOTAPE #1
(Found near Di Yu Trading Company)
The Capital Wasteland that I remember... is no
more. My comrades in arms... are no more. I
remember very little before that day, when the Blue
Stranger attacked our bunker within the trench works
outside the Capitol Building. Glorious battle! We
fought the pink skins in black armor, but then, this
human fell on us all like the grim reaper of myth. We
were wiped out. I awoke, broken but not dead, and
dragged myself back into the wastes. I did not know
then what was happening, how our world was
changing. After wandering and seeing the wastes
transformed by the water caravans, I went back to
the Mall, and went to Underworld, a last refuge for
the misfits and holdovers, ghouls, humans and
mutants alike. I met Exeter, and we became good
friends, his brain, my heart, his deft fingers, my
steady shoulders. But something pulls on me now, it
visits my dreams a far off place, an empty longing,
somewhere to the north. Could it be home?
EOD HOLOTAPE #7
(Found near Big Rig Trucking)
Free! We are free again! Exeter has told me not
to be hard on myself. The trap they set for us while
we slept could not be avoided. And, had we not been
captured, our other friends would be enslaved now as
well. A united front! Camaraderie! Ha ha! I was sad to
see them go, but I wish them well. Back on the road,
we are taking the old Turnpike north as far as we can,
then along the palisades toward Z-Town. I do not
think I will be able to cross the Slackliner Bridge into
Manhattan, and Exeter may not survive fighting his
way through the Lincoln Tunnel. But I confess, we
know very little of the North. And now, a strange
thing. I know we need to go to New Salem, but I do
not know why, or for what reason. We heard the radio
signals, a numbers station, near the old airport, and I
knew then. Maybe they are connected? It sounds so
familiar, like distant memories from a childhood I
cannot remember. The voice, the pattern - a formula.
ARRRGGGH! It is like a thorn growing through my
skull and I will have it out! We must get there.
EOD HOLOTAPE #8
(Found near Ridgefield Park School)
Three Four Nine Fifteen Twenty Twentythree Twenty-four Twenty-five Twenty-nine
Forty-nine Fifty-three Fifty-four Fifty-five Fiftysix Fifty-eight Sixty Sixty-five Seventy-three
Seventy-nine Eighty Eighty-eight Ninety-three
Ninety-nine Must not forget <He repeats them.>
106
ONE IF BY LAND
[If the players have successfully called
in Wrench with his Vertibird, skip ahead to
the next section, TWO IF BY AIR.]
Whether they are pursuing Eod, going with
him, or going alone to find the Lost Vault, the
players can now set out westward.
Getting to Nuka-Cola Quantum Arena is
relatively easy, heading north on the Turnpike
and west along Route 280. Dozens of tribal style
tents surround the partially demolished stadium
that now sits like a horseshoe, open south to the
river. At night, the lights can be seen from the
Skyway and Turnpike ruins, gaudy strings of
holiday lights, lanterns and bonfires. The roar of
motorcycle engines and the revving of hot rods
can be heard as the players approach.
The settlement of Singularity is neutral but
amiably chaotic, a free town in all senses of the
word. Ex-raiders, Wastelanders and settlers
alike frequent the small town. The towns main
gang follows a raider by the name of Road
Rage who gives his blessing to the goings-on in
town, but most residents are primarily
interested in drinking and stinking, of which
there is plenty to be had. The town is like a
perpetual tailgate party from centuries before,
with plenty of chems, booze, guns and sex to be
bought and sold to anyone at all.
112
ARSENAL OF DEMOCRACY
If the players travelled by land, Exeter and
Eod will be very eager to head to the crash site
to rescue their old friend, up the road to the
north. They may drive there at once. If the
players refuse, Eod will become uncooperative
and will attempt to take the Black Device by
force and head west on his own.
If they travelled by air, Wrench has crash
landed the Vertibird in an abandoned mining
quarry east of Picatinny Arsenal. If they
destroyed the second missile, they safely land,
and Wrench will ask them to scavenge parts
from the base to repair the Vertibird. He will
need surgical tubing, scrap metal, and
Wonderglue or duct tape to fabricate a rotor cuff
housing for the Vertibird. He thinks they should
be found in the mining complex. Eod and Exeter
volunteer to stay behind and guard the Vertibird
while the players search a nearby workshop.
rather
surprised,
that
he
114
Bliceros Journals:
2077-08-06:
How auspicious that I begin my own endeavors in
earnest on the anniversary of our nations greatest
accomplishment, the first deployment of an atom
bomb over the skies of Japan more than a century
ago. The facilities are suitable, and should be patched
into the ABMB Control Network by weeks end. This
past winters hysteria regarding Barnetts projects
have been an unfortunate and childish obstacle, but
luckily enough my parallel research has a greater
degree of redundancy. We must continue to explore
this avenue of research or the Chinese will overwhelm
us by sheer numbers. It took us nearly a decade to
reclaim Alaska as is, and now we have the Canadians
to manage as well. The lack of urgency is palpable.
2077-08-21:
Forty-seven civilian volunteers have been
assigned to our clinical trials in return for clemency
related to offences during the civil unrest that swept
the country last year. Although not the optimal test
subjects, we can no longer rely on the effectiveness of
animal test subjects given the genetic dissimilarities
and the absence of critical subjective datayou try to
get a 400 pound chimpanzee to use sign language to
gauge its level of aggression and see where that gets
you. Barnetts notes have been incredibly useful... Ill
have to thank Dr. Anderson for them at the next
conference. The volunteers have been placed under
supervision of Dr. Jamf for the remainder of their
stay.
2077-09-09:
First round of tests have results in line with
expectations of efficacy of the FEV, but not of the
conductive vehicle of delivery, in these cases, radon
difluorides and radon hydrates. Airborne delivery is
absolutely essential for the effectiveness of this as an
inoculating asset against any Chinese advance into US
territory. New subjects are currently being assigned
from one of several internment camps near the
Poconos, although language may be an impediment in
the case of Chinese nationals.
2077-09-16:
Regrettably, our supply of civilian and Chinese
POW test subjects is rapidly being depleted through
attrition. However, we have asked for and been
assigned a number of military volunteers, a mix of 4F
designees and disciplinary cases. All have shown
good results, perhaps due to better indoctrination.
Whatever the case, we will focus on these.
2077-10-02:
What a wonderfully interesting predicament the
first of the month has brought us! It seems I have
attained a level of notoriety after all, although not
quite yet on the level of Major Barnett. ACHTUNG has
sent one of their agents right to my doorstep, one T.
Slothrop, clumsily appearing in the guise of a
volunteer suffering from PTSD its so utterly
transparent! I have assigned PISCES agent K.
Borgesius to shepherd our little Infant Tyrone through
a series of our own experiments, although I feel that
perhaps he may make a better test subject of a more
elegant and delicate experiment. Along with Katje.
Yes, that would be perfect, a veritable Adam and Eve
of this new world.
2077-10-07:
Have just refined quite successfully the genetic
algorithm to be applied to the implantable private key
(cover text) for the steganography cipher text. Will
have to follow up with Lazlo Jamf on progress with
subjects K. and T. regarding Pavlovian suggestion.
2077-10-09:
All is on schedule. Within next two days, will be
able to have K. and T. prepped for insertion of the
polymer solution with the steganographic vector.
Have already set numbers stations to automated
stand by with the suggestion message Dr. Jamf has
worked out.
2077-10-12:
Slothrop, T. & Borgesius, K., Case: unique,
asymptomatic FEV carrier, genetic steganography
recipient. Erikson, J., EOD EWS (USN), Case: FEV full
primary host. Ruiz, M., PFC (USA), Case: FEV full
primary host. Jacobson, R., CPL (USMC), Case: FEV
failed mutation, to be terminated pending lab work.
2077-10-14:
It seems that we have some other unwanted
interlopers. The Chinese fools I dealt with for the
weaponized dark matter schematics have apparently
been caught and are being interrogated by Prentices
group. Have noticed more new faces than usual. No
matter. Let them come, let them pry. Nothing that
they do will alter their fate.
2077-10-15:
FEV-B is complete. Dispersal via radon difluorides
in a fullerene adduct provides perfect stable and nonreactive agent. Tiny Bucky Balls, raining down from
above! Sending out teams at this moment to
distribute and load weaponized stock in missile
2077-10-17:
K. and T. have gone. Tracking them, but with
orders to recover and extract only for the purpose of
safeguarding their DNA. They fled together in the
night, how poetic.
2077-10-18:
Der Schwarzgert is missing. Damn them.
2077-10-20:
The men cornered one of Prentices agents, but
he fled into a mine shaft and blew the tunnel taking
them with him. No sign of der Schwarzgert.
2077-10-21:
Leaving tomorrow. The entire base has already
evacuated. My men found T., have der Schwarzgert.
Appears undamaged from a lay persons perspective,
at least. Perhaps, should posterity require it, my own
actions will be understood as those of a true patriot;
require it, as there will be a time when we will require
great actions in line with the Principle of Maximizing
Risk, when we must do more than simply vow to
endeavor to persevere, and then and only then will
we be as free of the constraints of this earth as a
rocket at the apex of a parabolic arc in flight.
2077-10-22:
Relinquo ut his enim hie sed vindictam.
118
119
through
the
weapon-proof
glass
121
Acknowledgements
Authors note
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