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Drugs and Addiction:

Pen and Paper rules made the addiction rules far too harsh and needed to be changed.
Drugs no longer have immediate penalties after a drug is taken. After the effect wears off the character goes back to normal stats. However, upon taking a dose of the drug, they roll against addiction. If they succeed, they suffer from the addiction and will suffer withdrawal symptoms based upon the drug after going 24 hours without a hit. Each drug has a different withdrawal effect and a different duration. Should a character take the drug while in withdrawal, he will return to normal for 24 hours. Should the character suffer through the addiction for the full duration, they are no longer addicted.

Withdrawal penalties and duration are as follows:

Jet: -2 AP, -3 STR, -3 PE for 2 weeks.
Buffout: -3 STR, -3 AGI, -2 END for 1 week.
Mentats: -4 PER, -4 INT, -3 CHA for 1 week.
Afterburner: -1 STR, -2 PER for 5 days.
Voodoo: -2 AGI, -3 LCK, 0% DR Normal for 3 days.
Psycho: -3 AGI, -25% DR Normal for 1 week.
Radaway: -20% Rad Resistance for 10 days
Tragic: -1 PER, -1 AGI for 1 week.
Nuka-Cola: -1 PER, -1 AGI for 3 days.
Mutie: -4 STR, -4 PER, -2 CHA, -2 INT for 1 week.

Crafting in the Wastes:

In order to produce any object, a character needs the parts, a workshop to do it, any rare components, a schematic or sample, time, and a successful skill check.


This is where a character has all the tools and kits in order to create the object. Not all workshops are the same however and only certain ones can be used to produce particular items. Their are four kinds of workshops.

Mechanic Shop

Creates: Conventional Weapons, Conventional Armour, Vehicles.
Rather common in most ruins and towns they are equipped with heavy machinery and tools.

Medical Station

Creates: Implants, Chemicals, drugs, etc.
Uncommon and limited mostly to old-world hospitals, research facilities, and military installations. They contain various chemicals and tools to conduct complex medical procedures and create medicines and drugs.

Outdoorsman Camps

Creates: Conventional Weapons, Conventional Armor, Ammo, Chemicals, supplies
The most common kind of workshops, these can be found in nearly every settlement and a successful outdoorsman check can create one anywhere. (-50% penalty to create). These involve basic tools and involve the collection of raw materials from the local area.

Science Labs

Creates: Ammo, Advanced Weapons, Advanced Armour
Extremely rare, these facilities are limited to ancient laboratories and installations. They require functioning power sources and include various advanced tools and devices for creating equipment and electronics.


The materials required to create an item are equal to two-thirds the market price of the item and are generally bought from suppliers. Raw materials found in the wastes or acquired from the break down of other items can be used to reduce the monetary price of the materials.

Rare Components

Some items need advanced and hard to find items in order to produce. Some of these items can be crafted themselves, but most are too difficult to replicate and often must be simply found either out in the wastes or pay a pretty penny if they find it in a shop.

Schematic or Sample

A recipe, blueprint, or similar advanced document needs to be found that details the construction of the object. This could be anything from the chemical formula for gunpowder, to the instructions on how to heat and shape the metal for a knife, to the specific measurements and density of the parts to a motor engine. If a character has a working version of the object they were trying to create, they recieve a circumstancial bonus of +5%.


It takes 1 hour per $100 in the value of the final product.

The Skill

After achieving all other parts and spending the time needed, an inventor must make a crafting roll. The skill used is the most appropriate for what is being crafted. Medicine for medical tools/poisons/stims/etc, or outdoorsman for more universal tools such as makeshift ropes and flashlights. Success means the item is produced.


Failure results in a % loss of materials (round up) equal to the difference between the goal and your roll. Only raw materials can be lost this way due to how valuable the rare components are. A critical failure means ALL of the raw materials are lost and rare components are damaged and will likely be useless too

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Fallout ( Unofficial Revised Ed.) DMTibernius