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F A I R U S E N O T I C E This pen and paper role-playing game is a transformative,

wholly noncommercial

F AI R

USE

NOTICE

This pen and paper role-playing game is a transformative, wholly noncommercial


work of fiction based on the post-apocalyptic world setting of Bethesda Softworks
Fallout video game series, and as such it contains some copyrighted material the
use of which has not been specifically authorized by the copyright owners.
This constitutes a 'fair use' of any such copyrighted material as provided for in
section 107 of the US Copyright Law. In accordance with Title 17 U.S.C. Section 107,
the material in this work is distributed entirely without profit for the purpose of
cultural enrichment and personal enjoyment to any who are interested.
If you wish to use copyrighted material from this work for purposes of your own
that go beyond 'fair use', you must obtain permission from the respective copyright
owner.
Bethesda Softworks, LLC additionally retains sole trademark rights to the Fallout
video game series and its descriptive use herein under nominative fair use is not
meant to imply any endorsement or sponsorship by the trademark owner of the
current work.
The views and opinions expressed in this work are those of the author himself and
do not necessarily reflect the views or opinions held by Bethesda Softworks, LLC.
You are free to share, copy, and redistribute the material in any medium or 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.

For contact on the original Source Game Material, Email Tom Howard
big.apple.wasteland@gmail.com
For contact on this singular source book, Email Will Cormier

Special Thanks to Tom Howard for ceaseless work in making the material available.
May you be snuggled down in your settlement an hour before the rad-scorpions
come up from the sand.

Art Credits:
Adam Adamowicz, Jarvis Black,

Welcome to the wild and amazing world of Atomic

Energy! Atomic
Energy is a
clean, harmless, and exciting new way to
limitlessly juice up your lives! Every day we learn
wonderful new things about the atom, and we here
at Weaver Conglomerated Science and Research
want to help usher you into the Atomic Age with
ease. The world around you is changing daily, so
let WCS&R get you hep to the scene of Atomic
Energy! From robotics to synthetic humanoids,
from military hardware to everyday houseware, let
us be your guide.

Table of Contents

Introduction

This book, first and


foremost, is intended as a
supplement to Fallout: The
Big Apple Wasteland. You
will need a copy of those
rules, containing the core
mechanics, to play.
This book is only a
supplement to the core
game, intended to add
gear based on the power
of the atom: laser
weapons, plasma
weapons, power armors,
etc. It also adds a few new
perks, traits, recipes,
Genetics, and
backgrounds, and various
other equipment and
things based on Fallout 4
mechanics.
There is also a small
section at the end with a
Quest involving Weaver
Conglomerated Science
and Research. It is purely
fictional and unrelated to
the Fallout world as it is
currently known. Use it at
your own risk.

RobCo Eyebot
The RobCo eyebot is a personal
media transmitter perfect to
entertain those well-to-do socialites
at your next house party. With
RobCo Modular Attachments, it can
even help cater!

New Genetics

Synthetic -

Synths are androids created by The


Institute, and escaped Synths have begun
to spread thanks to the efforts of The
Railroad in freeing Synthetics from Institute
bondage. Generation 3 Synthetics have
bio-mechanical bodies, and are capable of
Respiration, bleeding, consumption, and
feeling emotional and physical sensation.
Outside of taking one apart or being told, it
is nearly impossible to tell a synthetic from a
standard human.
Synths are built for various functions as
needed. The Institute tampers with builds to
ensure that each model suits its purpose to
a tee. Because of this, the Synthetic
background allows you 4 free stat points to
assign as you please, and you receive 4 tag
skills as opposed to 3. However, Luck
begins at 3, as Synthetics are some of the
unluckiest bastards right from their creation
to serve as slaves. Also, Synths can never
heal naturally from rest, requiring repair rolls
to build Synth Repair Kits.

To build a synth repair kit, an average roll of


the Repair skill is needed, and scrap
material with weight the amount of healing
needed. Once the repair kit is used, it is not
useable again, and future repairs require
the building of more repair kits. Repair kits
are basically bits of metal, tubing, etc, that
allow the repair of vital systems so that the
Synthetics body can then begin to function
at normal levels.
Your endurance doesnt apply to the health
gain from a Repair Kit, unless you take the
Mind Over Material Trait.

New Backgrounds
The following backgrounds apply purely to
Synth Genetics characters. A non-synthetic
character cannot choose one as his/her
background.
Assaulter
Front line combat troops, these synths are
soldiers, and little more.
+1 Trait
Seeker
Built for reconnaissance and stealth, the
seeker is a scout type Synth.
+1 Sneak, +1 Lockpick
Leader
Developed to serve management functions,
the Leader is meant to prevail as a cooler
head.
+1 Speech, +1 Barter
Blank Slate
The blank slate is either a synth with a
memory reboot, or one whose initial
functions were never decided.
+1 Perk, +1 to any skill

New Core Backgrounds


The following backgrounds apply purely to
non-synth characters. Check with your
game-master to be sure they are allowed.
These will be a little more in-depth than
most of the others, and are recommended
for players who are comfortable with roleplaying games.
Child of The Atom

The Children of Atom believe that each


atomic mass contains within it an entire
universe, and when an atomic mass is split
many universes are created. Therefore,
instead of seeing the Great War as
destructive, the Church believes it was a
creative and unifying holy event. The
Children of Atom also see death more as a
celebration of life and unification to Atom
through "the Glow." "The Glow" is the
earthly embodiment of Atom and the
Children of Atom's direct connection to
Atom. The Children of Atom view the ghouls
as "Atom's forsaken" or those who have
unfinished business and, for denying the
ghouls their unification with Atom himself,
Atom touches them with "the Glow" and
asks that they spread the word of Atom to
those around the world. Those ghouls that
refuse to accept the "gift of the Glow" and
refuse to spread the word of Atom are
doomed to becoming feral ghouls.
Gain +3 damage resistance when
irradiated.

Beastlord
The Beastlords were a group of
cannibalistic tribals who underwent a
mutation which gave them psychic control
over various creatures. Remnants of this
group have survived, and passed on their
telepathic ability through their genetic
material, although the ability is much
weaker when passed down from generation
to generation.
Gain the Cannibal perk, and the Animal
Perk thingy from fallout 4.

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