๐ฒ GM Quick Reference
Essential tables for running wasteland campaigns. When you need a survivor name, settlement rumor, or scavenge result on the spot - roll or choose instantly.
๐ค Wasteland Survivor Names (d100)
Names and nicknames for wastelanders, raiders, and vault dwellers
1-25
- Rusty
- Ash
- Scrap
- Doc Mercer
- Rattlesnake Kate
- Tinker Tom
- Maya "Dust"
- Old Man Hendricks
- Cricket
- Junkyard Jake
- Red
- Prophet Ezra
- Sparks
- Luna Ravenscar
- Diesel
- Mother Salem
- Wrench
- Caravan Master Chen
- Bullet
- The Collector
- Grease
- Sister Abigail
- Rads
- Marlowe the Trader
- Ghost
26-50
- Scar
- Vault-Tec Vanessa
- Machete Mike
- Dr. Keller (Pre-War)
- Spike
- Moira the Scribe
- Scorpion
- Elder Morrison
- Nitro
- Cassandra "Cass"
- Rivet
- Father Domingo
- Halflife
- Merchant Rosa
- Buckshot
- The Librarian
- Chrome
- Mama Hicks
- Hazard
- Vault 42 Victor
- Shiv
- Doctor Graves
- Fallout Felix
- Sarah Songbird
- Nuke
51-75
- Junker Joe
- The Seamstress
- Slider
- Captain Hayes
- Patch
- Preacher Mann
- Razorwire
- Auntie Radiation
- Bolt
- Mad Dog Marcus
- Gauge
- Three-Finger Pete
- Burnout
- Miss Atomic
- Circuit
- The Wanderer
- Cinders
- Vault Keeper Knox
- Slag
- Doctor Payne
- Trigger
- Grandmother Willow
- Isotope Izzy
- Clutch
- Baron Brass
76-100
- Viper
- Old World Blues
- Gunner
- Madame Curie
- Shrapnel
- The Archivist
- Torque
- Sister Mercy
- Breaker
- Caravan Master Wu
- Glowstick
- Judge Blackwood
- Striker
- The Surgeon
- Rad-Away Ray
- Professor Stone
- Knuckles
- Water Witch Wanda
- Cleaver
- Elder Ruth
- Geiger
- Blackjack Betty
- Warhead
- The Mechanic
- Fallout Jones
๐ฃ๏ธ Wasteland Rumors (d20)
What survivors hear in trading posts, settlements, and around campfires
| d20 | Rumor |
|---|---|
| 1 | "Vault 47 opened last week. Dwellers came out speaking a language nobody recognizes. They're trading advanced tech for seeds and soil." |
| 2 | "Raider gang hit the northern settlements. But they only took medical supplies and books. Left food, water, and weapons untouched." |
| 3 | "Pre-war bunker discovered in the ruins. Military facility. Automated defenses still active. Three scavenger teams went in. None came out." |
| 4 | "Mutants in the deadzone are organizing. Building structures. Someone saw them farming. Farming! Like they're planning to stay." |
| 5 | "Trader caravan found a working radio tower. Been broadcasting pre-war music for 200 years. Problem is - playlist updated last month." |
| 6 | "Clean water spring appeared overnight in the crater. Geiger counter says it's safe. Doc says everyone who drinks it has the same dreams." |
| 7 | "Someone's been leaving supply caches in the wasteland. Food, water, ammo. No notes, no demands. Sixth cache this month. Who can afford charity?" |
| 8 | "Old world satellite fell from orbit. Crashed east of here. Scavengers say it's still transmitting. To something. Up there." |
| 9 | "Settlement to the south claims they cured radiation sickness. Actually cured it. Sharing the cure freely. Too good to be true?" |
| 10 | "Ghoul elder says the bombs didn't fall by accident. Says she worked for the government. Before. Says they knew. Says it was planned." |
| 11 | "Pre-war grocery store completely intact. Food still good. Not irradiated, not spoiled. Been there 200 years. Physics say that's impossible." |
| 12 | "Children in the settlement keep drawing the same symbol. None of them know where they learned it. Symbol matches marking in the old missile silo." |
| 13 | "Caravan master swears he saw pre-war aircraft. Flying. Not crashing - actually flying. Says it had lights on. Nobody believes him." |
| 14 | "Vault-Tec facility found underground. Experiment logs say Vault 13 was the control group. But there is no Vault 13. Never was." |
| 15 | "Raiders offering bounties on specific pre-war tech. Paying in clean water, antibiotics, fuel. Who's backing them? What do they need it for?" |
| 16 | "Doctor in Megaton claims she's treating a patient who doesn't age. Been treating them for 40 years. Patient still looks 30. Documentation backs it up." |
| 17 | "Scavenger found a working cryopod. Person inside from before the war. Still frozen. Still alive. Vault dwellers want to wake them. What if they shouldn't?" |
| 18 | "Radiation storm lasted 13 days. When it cleared, entire settlement was gone. Not destroyed - just gone. Foundations still there. People aren't." |
| 19 | "AI in the old military base is still running war simulations. Asks every visitor the same question: 'Has peace been achieved?' Reacts badly to 'no.'" |
| 20 | "Cult forming around old ICBM. Worshiping it. Claim it speaks to them. Claim it's not empty. Geiger counter readings support that. Radiation's increasing daily." |
๐ Scavenge Results (d20)
What survivors find in ruins, wrecks, and the wasteland
| d20 | Item Found |
|---|---|
| 1 | Sealed pre-war rations. Still edible. Expiration date was 180 years ago. Tastes terrible but provides full nutrition. |
| 2 | Vault-Tec lunchbox containing bottle caps (23), rusted scissors, photo of smiling family. Photo dated day before the bombs. |
| 3 | Functional Pip-Boy 2000. Cracked screen but working. Previous owner's data still stored: diary, maps, quest log. Last entry ominous. |
| 4 | Military-grade gas mask with 3 filters. One filter unused. Tag inside: "Property of Vault 108 - Security Division." |
| 5 | Pre-war medical kit. Stimpaks (2), RadAway (1), Med-X (1). Plus syringe full of unknown substance. Label illegible. |
| 6 | Broken robot parts. Salvage value high. But memory core intact. Contains pre-war surveillance footage. Someone died here. |
| 7 | Ammunition (2d6 rounds). Wrong caliber for your weapons. Right caliber for weapons you saw raiders using yesterday. |
| 8 | Pre-war book. "Wasteland Survival Guide" by Moira Brown. Published 2077. Problem: bombs fell in 2077. Book discusses post-war survival. |
| 9 | Nuka-Cola Quantum (3 bottles). Glows blue. Highly radioactive. Also highly valuable. Rumored to have strange effects on ghoul physiology. |
| 10 | Holotape labeled "Terminal Password - Red Sector Access." No indication where Red Sector is. Coordinates on back lead to crater. |
| 11 | Weapon parts. Enough to repair or improve one weapon. Or combine into something new. Some parts are clearly post-war manufacture. |
| 12 | Hazmat suit. Used but functional. Previous owner's name tag: Dr. J. Hendricks. Dog tags in pocket: different name, different person. |
| 13 | Box of pre-war cigarettes. 200-year-old tobacco. Extremely valuable to addicts. One cigarette has handwritten note inside: "Check the basement." |
| 14 | Geiger counter. Still working. Immediately starts clicking. Rapidly. You've been here five minutes and radiation seems normal. What's it detecting? |
| 15 | Pre-war identification. Driver's license, social security card, credit cards. Person in photo looks exactly like someone in your settlement. |
| 16 | Fusion core at 23% charge. Enough to power armor for a few hours or settlement lights for a week. Or something else. Your choice. |
| 17 | Locked safe (requires lockpicking). Heavy. Definitely something valuable inside. Also definitely trapped. Previous scavenger's skeleton nearby suggests caution. |
| 18 | Stealth Boy (1 charge remaining). Pre-war military cloaking device. Works once. Makes you invisible for 5 minutes. Or until you attack. Yours now. |
| 19 | Bag of mutated seeds. Unknown crop. Might be edible. Might be poisonous. Might be neither. Vault agricultural logs mention "never plant outdoors." |
| 20 | Pristine pre-war flag. Somehow undamaged. Some survivors would pay anything for symbol of old world. Others would burn it and you for having it. |
๐ญ NPC Personality Quirks (d20)
Quick traits for wastelanders and vault dwellers
| d20 | Personality Quirk |
|---|---|
| 1 | Vault dweller. First time outside. Everything terrifies them. Sky is too big. Horizon goes on forever. Won't stop staring upward. |
| 2 | Pre-war ghoul. Remembers "before." Refers to everything as "used to be better." Usually right. Occasionally breaks down crying over parking meters. |
| 3 | Radiation cultist. Worships the glow. Seeks out hotspots. Claims radiation gives visions. Disturbingly healthy for someone with that much exposure. |
| 4 | Scavenger obsessive. Can't pass ruins without searching. Pockets always full of "useful" junk. Knows exact value of everything. In bottle caps. |
| 5 | Brotherhood sympathizer. Hoards technology. Won't share or sell. "Too dangerous for wastelanders." Elitist and probably right to be concerned. |
| 6 | Raider reformed. Trying to go straight. Reflexively sizes everyone up as threat or target. Catches themselves. Apologizes. Trying hard. |
| 7 | Conspiracy theorist about the war. Thinks they know why bombs fell. Has evidence. Actually compelling evidence. Dangerous knowledge to share. |
| 8 | Caravan trader. Knows every route, every settlement. Never stays long. Paranoid about raiders. Checks exits constantly. Missing three fingers. |
| 9 | Doctor with pre-war medical training. From vault or cryosleep. Frustrated by lack of proper equipment. "This is Stone Age medicine." |
| 10 | Mutant sympathizer. Treats mutants as people. Makes others uncomfortable. "They didn't choose this." Gets defensive. Has lost friends over it. |
| 11 | Gun nut. Can identify any weapon by sound. Names their guns. Talks to guns. Guns might talk back. Hard to tell if serious or coping mechanism. |
| 12 | Settlement builder. Sees potential everywhere. "We could farm here, build there, defend from that ridge." Exhausting optimism in wasteland. |
| 13 | Chem addict. Functional but barely. Hands shake without fix. Knows every dealer for 50 miles. Would do anything for next dose. Anything. |
| 14 | Child of the wasteland. Never knew pre-war world. Doesn't understand "nostalgia." This IS normal to them. Disturbing adaptation to horror. |
| 15 | Religious zealot. Apocalypse was divine judgment. Seeks meaning in radiation. Quotes scripture mixed with vault-tec manuals. Sincere but unsettling. |
| 16 | Ex-slave. Free now but scarred. Collar marks on neck. Flinches at sudden movements. Deadly with makeshift weapons. Never talks about before. |
| 17 | Storyteller. Remembers or invents tales of pre-war. Entertaining and possibly lying. Or possibly not. Some details too specific to fake. |
| 18 | Mechanic genius. Can fix anything with scrap and time. Covered in grease and radiation burns. "It'll hold." It always does. Somehow. |
| 19 | Lone wanderer. Doesn't do groups. Helps people then leaves. No explanations. Mysterious past they refuse to discuss. Skills suggest military training. |
| 20 | Institute conspiracy believer. Thinks synths are everywhere. Paranoid about replacements. Tests everyone. Sometimes they're actually right. That's the problem. |
โ ๏ธ Wasteland Complications (d12)
When things are going too smoothly, roll for obstacles
| d12 | Complication |
|---|---|
| 1 | Radiation Storm: Geiger counter screaming. Green clouds rolling in. Need shelter now. Exposure means sickness. Maybe worse. No good options nearby. |
| 2 | Raider Ambush: They were waiting. Knew you'd come this way. Someone talked. Or someone's tracking you. Either way, surrounded. |
| 3 | Equipment Failure: Critical gear breaks. Weapon jams, armor cracks, or water purifier dies. Can be fixed. Need parts you don't have. Time you don't have. |
| 4 | Creature Territory: Deathclaw scratches on trees. Or radscorpion burrows. Or worse. You're in something's hunting ground. It knows you're here. |
| 5 | Radiation Exposure: Geiger counter spiked. Didn't notice until too late. Accumulating rads. Need RadAway soon. Don't have enough. |
| 6 | Supply Shortage: Out of water, food, or ammo. Thought you had more. Calculations wrong or someone's been stealing. Either way, problem. |
| 7 | Rival Scavengers: Someone else found this place. Got here first. Not willing to share. Armed. Desperate. You are too. |
| 8 | Contaminated Resources: Water source is irradiated. Food supply spoiled. Medicine expired dangerously. Discovered only after using some. Effects pending. |
| 9 | Settlement Needs You: Radio call. Emergency back home. Need to return immediately. But mission here time-sensitive. Can't do both. |
| 10 | Old Enemy: Someone from your past. Vault exile, former raider buddy, or person you wronged. They remember. They're not happy. They're armed. |
| 11 | Trap Triggered: Mine, tripwire, or worse. Pre-war security still active. Or raiders set it recently. Either way, incoming. Seconds to react. |
| 12 | Chem Withdrawal: Someone in party addicted. Out of supply. Withdrawal starting. Combat effectiveness dropping. Judgment impaired. Need fix or need to wait it out. Both dangerous. |