02 Playable Races

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Unexposed Humans

These are humans who were not significantly exposed to the wasteland, usually vault dwellers
but also some former government or company employee’s descendants. Going into more detail
in the background section will help to flush your character out.

Traits.
SPECIAL: You may add +1 to any 2 SPECIAL stats, except luck.
Age: Mature at 18, live to approximately 75
Size: Medium. Weigh between 100 and 250lbs. Between 5 and 6 ft tall.
Speed: 30ft
Hit Point Die Size: d8

Education. You have proficiency in one non combat skill of your choice.

Exposed Humans
These are the humans who descend from the survivors of the war. The people who were lucky
enough to survive the bombs, and avoid ghoulification became the main constituents of the
wasteland. Raiders, townsfolk, and everything in between. The stresses of the wasteland have
lead to physical improvements not found before the war.

Traits.
SPECIAL: +1 to Agility, strength and endurance
Age: Mature at 18, live to approximately 60
Size: Medium. Weigh between 100 and 250lbs. Between 5 and 6 ft tall.
Speed: 30ft
Hit Point Die Size: d8

Hard Times. Almost everyone in the wasteland has had to survive in the wild at one point or
another. You have proficiency in survival and sneak.

Minor Radiation Adaptation. -5 to rads per second

Ghouls
What happens when a human is exposed to lethal radiation? They die! Or at least that's what
usually happens. However, rarely, and under certain not-well-understood circumstances, they
become a ghoul. Ghouls have had their skin rot off, and their bodies ravished by radiation
however, they retain much of their mind. They are immune to radiation and most diseases but
normal humans view them as monsters. They do not seem to age, however, they eventually
lose their minds and become little more than zombies.
Traits.
SPECIAL: +2 to endurance, +1 to strength, -1 to charisma
Age: Unaging, but can become feral
Size: Medium. Weigh between 80 and 200lbs, Between 5 and 6ft tall.
Speed: 25ft
Hit Point Die Size: d8

Ghoulification. You are immune to radiation and most diseases (DMs discretion). Feral ghouls
will not attack you unless provoked by you, or your allies.

Feral Instincts. You have proficiency in the unarmed combat skill.

Super Mutants
The original super mutants were created somewhere in the mojave desert by exposing humans
to the FEV (forced evolutionary virus). After their creator, The Master, was killed by a vault
dweller they have spread across North America. It is not clear if they are somehow making more
or not. Generally speaking super mutants are huge, humanoid creatures with low intelligence.
They are strong, tough, immune to radiation and disease, and effectively immortal. However,
they are not welcome among most human settlements (even when not hostile, which is rare).

Traits.
SPECIAL: +3 strength, +2 endurance, -2 charisma, -2 intelligence
Age: Unaging, lose intelligence over time
Size: Large. Weigh between 200 and 500lbs. Between 6 and 8ft tall.
Speed: 30ft
Hit Point Die Size: d10

Super Mutant Regeneration. Unaging, and immune to diseases. -25 rad per second. +1 HP
every 2 hours.

War never changes. Super mutants have proficiency in big guns and intimidation.

Synths
Short for synthetic humans, are a small group of artificial lifeforms created largely by the CIT
(Commonwealth Institute of Technology). They have been at work developing synths for
decades. Gen 3 Synths are sentient and biological, virtually indistinguishable from a human,
even on the inside.
Traits.
SPECIAL: +2 to Intelligence, +1 to agility
Age: Child synths can grow to adulthood, but generally they do not age
Size: Medium. Weigh between 100 and 250lbs. Between 5 and 6 ft tall.
Speed: 30ft
Hit Point Die Size: d6

Synthetic Dawn. Synths are immune to diseases and resistant to radiation. -10 rads per second.

Slave Race. Synths were created as slaves and while a few escape, the parts of their brain that
allow them to be controlled can never be removed. As such, people or technology in the
wasteland may be able to compel you to do things against your will. As part of their original
purpose, they have skills embedded in them to carry out their tasks. You have proficiency in
one skill of your choice.

Robots
The robots of the wasteland are usually not sentient on the same level as a human, or synth.
However, there are some who are made to act and seem so. They cannot formulate complex
new plans, and generally have low intelligence. However, they are tough and dangerous and
often have built in weapons.

There are several kinds of robots in fallout. If you are interested in playing a robot, talk with the
DM about what kinds exist, your background and the limitations of being a machine. Some
perks and skills don't work for robots of different types. For example, you can't use stimpacks to
heal and you may be hackable.

Traits.
SPECIAL: Generally higher endurances and strength, and lower intelligence and charisma.
Depends on the type and background.
Age: Indefinite with parts and good repairs.
Size: Varies
Speed: Varies, usually slower than humans
Hit Point Die Size: d6-d12 depending on type

Machine Mind. Most robots cant think like humans or synths and cant make complex new plans.
Also, they can sometimes be hacked by someone who is skilled. However, some robots are
special exceptions. Robots do not require rest.

Machine Body. Being made of advanced metals means you can take more damage than others.
Your AC may be higher depending on your model and you may have damage resistances.
Medicine doesn't work on you, and you dont heal when you rest. You, or someone else may
attempt to repair you if appropriate materials are available. Over the course of two hours they
work on repairing you. The DC for the repair check is increased by 5 for every 25% of your max
HP you are missing. A robot can be repaired even when “dead” (DC 20) assuming enough of
the robot remains to be repaired. The raw materials may need to be purchased and different
models part will vary in commonality.

Made for War. Most robots have some kind of weapon, either for defense, or for war. It varies
widely from laser eyes, to flamethrowers, to psychic blasts

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