Interlude Table
Pick 1, 2, or 3 categories, then roll a d10 for each. Use the elements as prompts for a minor story involving your character. Feel free to reroll if you don't like a particular result, or pick freely if something catches your imagination. You can think of the Symbols as a bunch of general themes or moods.
Mutation table
Deuce: This waster cashed in his chips in the mutation casino. Whatever their mutation is, it alters their body so drastically that it kills them -- or ghoulifies them. Draw to see if the character Ghoulifies. If this comes up in character creation, redraw one card (no matter how many the waster drew originally).
Three: The radiation twists the mutant's body or mind, and he loses one die type in a random trait (minimum d4).
Four: The mutant suffers some physical debilitation.
Roll 1d6:
1=Ailin’ (Major)
2=Bad Eyes (Major)
3=Elderly
4=Hard of Hearing (Major)
5=Lame
6=Small
Five: Radiation bakes the mutant’s brain.
Roll 1d6:
1=Bloodthirsty
2=Clueless
3=Delusional (Major)
4=Overconfident
5=Vengeful (Major)
6=Yellow
Six: Radiation erodes the mutant’s body or coordination.
Roll 1d6:
1=All Thumbs
2=Ailin’ (Minor)
3=Bad Eyes (Minor)
4=Hard of Hearing (Minor)
5=Heavy Sleeper
6= Obese
Seven: The mutant gains some new insight, and by “insight” we mean a case of the crazies.
Roll 1d6:
1=Cautious
2=Death Wish
3=Delusional (Minor)
4=Mean
5=Stubborn
6=Vengeful (Minor)
Eight: Some mutations are just flat out unappealing. The mutant gains the Ugly Hindrance.
Nine: The mutant suffers some handicap that penalizes him in a particular area. He loses one die type in a random skill.
Ten: The waster's mutation is purely cosmetic. He gains the Mutant Hindrance but no other effects.
Jack: The mutant gains some physical or mental advantage that grants him an advantage in a particular area. He gains one die type in a random skill, which could be a d4 in a new one.
Queen: Radiation sharpens the mind, granting the mutant an Edge.
Roll 1d10:
1-2=Alertness
3-4=Combat Reflexes
5-6=Improvisational Fighter
7-8=Level Headed
9-10=Linguist
King: Radiation enhances the mutant’s physique, granting him an Edge.
Roll 1d6:
1=Ambidextrous
2=Brawny
3=Dodge
4=Fleet-Footed
5=Nerves of Steel
6=Quick.
Ace: The radiation enhances the mutant’s body or mind, and he gains one die type in a random trait.
Roll a d10:
1-2=Agility,
3-4=Smarts,
5-6=Spirit,
7-8=Strength,
9-10=Vigor.
Red Joker! - Mutated: The character has won the mutation lottery. They gain the Arcane Background (Mutated) Edge and a free d4 in Focus (if they don't already have it). If the character has a different Arcane Background already (or gets this result again), they instead gain the Power Points Edge.
Black Joker! - Ghoulification: The poor sod has lost the mutation lottery in a way that doesn't leave them dead, but might make them wish it were so. The character loses their current Ancestry and becomes a Ghoul. If the character is a Ghoul already, they luck out and may take any Edge available through random mutation (including Arcane Background (Mutated), if desired).
Scrounging Table
So your posse’s looking for a little easy loot, eh? The tables here are guidelines on what they find. Don’t be afraid to change the results to suit your campaign or your whim, Marshal. Oh, and just so you don’t feel left out of the fun, you can draw for an encounter each day they waste poking around in the pre-war leftovers.
Spades (Weapons & Armor)
The heroes hit the jackpot, and stumble across an abandoned military bunker, depot, or even the remains of a battlefield.
- Deuce (Primitive Weapon): Roll 1d20: 1-3=bow; 4-5=boomerang; 6=crossbow; 7-11=knife; 12-15=compound bow; 16=bowie knife; 17-19=sharpened hubcap; 20=shuriken.
- Three�“Four (Pistol): Roll 1d20: 1=Colt Peacemaker; 2=flintlock; 3-4=IW-91; 5-6=Marlin .22 target pistol; 7-8=Police Pistol; 9-10=NA officer's sidearm; 11=Ruger Redhawk; 12=Ruger Thunderhawk; 13-14=SA officer’s sidearm; 15-16=S&W .38 snub; 17-18=S&W model 85; 19-20=S&W model 683.
- Five-Six (Rifle): Roll 1d20: 1-2=blunderbuss; 3-6=lever-action; 7-9=HI Damnation; 10-13=Hunting Rifle; 14=IW-40; 15=NA M-42; 16-17=NA XM-21; 18=SA M-50; 19=SA XM-40 "Ripper"; 20=Springfield Musket.
- Seven-Eight (Shotgun): Roll 1d10: 1-3=Double-Barreled Scattergun; 4-7=Double-Barrel; 8-9=Pump Shotgun; 10=Auto-Shotgun.
- Nine (Submachine Gun): Roll 1d10: 1=HI Blazer; 2-3=HI Thunderer; 4-5=NA commando; 6-7=SA commando; 8-9=HK MP-20; 10=Tokarev machine pistol.
- Ten (Heavy Weapon): Roll 1d12: 1=NA SAW; 2=SA SAW; 3-4=Armco Grenade Launcher; 5-8=NA M-720; 9-11=SA M-230; 12=Rocket Launcher.
- Jack (1d4 Grenades): Roll 1d12 for each grenade: 1=Bean Bag, 2-3=Buckshot, 4-5=Flash Bang; 6-7=Frag; 8=Inferno; 9-10=Smoke; 11-12=Riot Control.
- Queen-King (Hand Weapon): Roll 1d20: 1-3=Axe; 4-5=Bayonet; 6=Mini-Chainsaw; 7-8=Brass Knuckles; 9-10=Knife; 11-12=Bowie Knife; 13-14=Machete; 15=Great Axe; 16-18=Spear; 19-20=Sword.
- Ace (Armor): Roll 1d20: 1-3=Boiled Leather Shirt; 4-6=Boiled Leather Pants; 7-8=Cold Weather Gear; 9=Improvised Armor (Legs); 10=Improvised Armor (Arms); 11-12=Improvised Armor (Torso); 13=Improvised Armor (Head); 14=Infantry Battle Suit; 15=Infantry Helmet; 16= Civilian Executive Protection Armor; 17=Kevlar Vest; 18-19=Motorcycle Helmet; 20=NBC Suit.
Hearts (food & supplies)
The heroes stumble across a cache of food, fuel, or some other consumable.
- Deuce (Preserved Food): The heroes find a cache of canned goods, boxed dinners, or other preserved food item. There’s 2d20 meals’ worth.
- Three (Milrats): The posse finds an old military surplus shop, or perhaps a long abandoned reconnaissance camp. They find 2d20 milrats.
- Four (Clean Water): 1d4 gallons of clean water.
- Five (Soda): 1d6 cans of assorted sugary colas.
- Six (Bubbly-Fizz Soda): The posse finds a case (24 cans) of Bubbly-Fizz cola. See page 172 for more on this stuff.
- Seven (Dr. Pepper): 1d6 cans of Dr. Pepper (see page 44).
- Eight (Batteries): 2d10 batteries. Roll 1d10: 1-5=small batteries; 6-7=medium batteries; 8-9=large batteries; 10=ghost rock batteries (reroll for size ignoring results of 10).
- Nine (Raw Ghost Rock): The posse finds a small vein or cache of 10 pounds of ghost rock.
- Ten (Spook Juice): The posse finds a cache of spook juice, or a wrecked vehicle with a full tank. Either way, they salvage 10 gallons’ worth.
- Jack (Liquor): The scavengers find an old still or pre-war liquor store that hasn’t been picked clean. Roll 1d4: 1-3=2d4 bottles of post-war rotgut; 4=1d4 bottles of the good stuff.
- Queen (Tobacco): The posse finds d6 cigars.
- King (Water Purification Kit): See page 45 for details.
- Ace (Luxuries): The posse finds 1d6 x $100 worth of luxury items.
Diamonds (equipment)
The posse stumbles across an abandoned shipping crate or a store/warehouse that hasn’t yet been picked clean.
- Deuce (Camping Gear): Roll 1d4: 1=Bedroll; 2=Iron Skillet; 3=Mess Kit; 4=Tent (2 Person).
- Three (Tools): Roll 1d10: 1=Wood Axe; 2=Drill; 3�“6=Rope, 7=Hammer, 8-9=Shovel, 10=Pick.
- Four (Leisure Item): Roll 1d4: 1=Guitar; 2=Harmonica; 3=Pipe; 4=Cards.
- Five (Time Piece): Roll 1d6: 1-3=Digital Wrist Watch; 4-5=Analog Wrist Watch; 6=Pocket Watch.
- Six (Survival Gear): Roll 1d10: 1�“2=Backpack; 3-4=Canteen; 5=Compass; 6-8=Box of Matches; 9-10=Water Test Kit.
- Seven (Personal Hygiene Supplies): Roll 1d6. 1-4=Soap, 5-6=Toothpaste.
- Eight (Eyewear): Roll 1d6. 1-3=Sunglasses; 4-5=Binoculars; 6=Night Vision Goggles.
- Nine (Salvage): Roll 1d6: 1-2=Flashlight; 3-4=Handcuffs; 5=Geiger Counter; 6=Lockpicks.
- Ten (Motorcyle): Roll a d8: 1-2=ATV; 3-4=Dirt Bike; 5-6=Street Bike; 7=Motorcycle w/sidecar; 8=hover bike.
- Jack (Weapon Accessory): Roll 1d8: 1-2=Bandolier; 3-4=Holster; 5=Laser Sight; 6=Scope; 7=Suppressor (Pistol); 8=Suppressor (SMG).
- Queen (Vehicle): Roll 1d4: 1=SUV; 2=Van; 3=Tractor trailer; 4=Sports car.
- King (Military Transport Vehicle): Roll a d6: 1-4=HMMWV; 5-6=APC.
- Ace (Military Armored Vehicle): Roll a d6: 1-3=Tank; 4-6=Air Defense Vehicle.
Clubs (Ammo)
The heroes find bullets (the caliber found depends on the value of the card drawn).
- Deuce (Projectiles): Roll a d6: 1-4=Arrows, 5-6=Crossbow Bolts (3d10)
- Three (.22): 20+2d10 rounds
- Four (.38): 10+2d10 rounds
- Five (9mm): 10+2d10 rounds
- Six (10mm): 10+3d12 caseless rounds
- Seven (.45): 3d12 rounds
- Eight (.30/.30—06): Roll a d6: 1-3=.30; 4-6=.30-06 (3d12)
- Nine (5.56mm): 4d12 rounds
- Ten (7.62mm): 4d10 rounds
- Jack (Magnum): Roll a d6: 1-3=.357; 4-6=.44 (3d12)
- Queen (Shotgun Shells): Roll a d6: 1-5=12-Gauge Shells; 6=Slugs (3d12)
- King (.50): Roll a d6: 1-4=.50 pistol/SMG; 5-6=.50 rifle/MG (3d12)
- Ace (gyrojet): Roll a d6: 1-3=.50 pistol; 4-5=.50 rifle (3d10); 6=TSAR (1d6)
Joker (Memento)
- The hero finds a memento that reminds him of his past. This might be a wind-up musicbox, a toy similar to one he bought a child before Judgment Day, or a postcard from a place he remembers visiting in better times.
At any given time, the hero can “expend” the memento for a Bennie. Once the Bennie is used, the memento no longer has any power. It may be kept or it may be lost or destroyed, but it has no game effect once triggered.
Wild Wasteland Table
The truth about the Maelstrom is that it's a psychic field, created from a combination of Zetan artifacts, mad science, and eldritch interference, centered around a psychic gestalt entity that calls itself Ixilat, The Shattered And Fused One. Ixilat is a broken entity with a massive collection of memories and lives and almost no experience or context with which to sort through the things it knows. Its touch is powerful and reality-warping, and it draws power from a permanent Rift that gives it glimpses of alternate realities, which further confuse it.
Jokers
- BJ! -- Dream Halls!: The characters wander into the Dream Halls of Ixilat, the mad mind at the heart of the Phoenix Maelstrom, the next time they enter a structure (including a tent), and have to navigate the area to find an exit that doesn't simply loop them around.
- RJ! -- Bobblehead!: The characters encounters Limited-Edition Vault-Tec Bobblehead, possession of which permanently increases a current and maximum Attribute and Skill by one. Only one character can benefit from the increase -- the bobblehead becomes a simple collectible for the group after one character has claimed the bonus (though NPCs can still benefit, and those who know of the bobblehead might try to get it from them by means fair or foul). The Luck Bobblehead instead bestows the Weirdness Magnet Edge on the character that claims it.
♠ Spades - Critters
- KS - Michigan J. Deathclaw: An intelligent, tap-dancing Deathclaw with a bowler hat and monocle appears in the scene while singing "Hello, My Baby!" If questioned, he claims his name is "Pip Clawington III." He is not hostile unless the heroes are.
- QS - The Bondage Tree: A particularly grabby treefolk. They aren't tentacles, they're tendrils. Honest.
- JS -- Yao Guai Berra: Yao Guai with a hat and tie, possibly encountered with a regular bear with a blue bowtie. They're rummaging through long-abandoned picnic baskets in a camping/recreation area. The Yao Guai is a mutant with human intelligence, and is spouting off phrases like "It ain't over 'til it's over," "it's deja vu all over again," "You can observe a lot by watching," "Predictions are hard, especially about the future," "A nickle ain't worth a dime anymore," "When you come to a fork in the road, take it," "half the lies they tell about me aren't true," and the like. If already encountered, then there's an encounter with one of the following:
- 10S - Mars Attacks!: A gang of hostile 1d4+1 Zetans with disintegrator weapons attack the party. Coincidentally, Slim Whitman's "Indian Love Call" plays on Bradshaw Mountain Radio -- if anyone is tuned in to the channel and has the wherewithal to increase the volume while it plays, the Zetans must make Vigor checks or their heads explode.
- 9S - Morte: A skull named Morte floats around the wasteland, having landed in the Fallout world after accidentally going through a portal in a brothel window in Sigil, the City of Doors.
- 8S - Crazy Robots! Crazy Robots Everywhere!: An insane Protectron runs past, screaming (Draw a card and consult the suit):
- 7S - A Very Lost Securitron: A securitron from new Vegas has found its way to the southeast. It has one of the following personalities (Draw a card):
- 6S - Wind-Brahmin Wrangler: A Nightkin appears out of thin air to sell "wind-brahmin" to passers-by. His "wind-Brahmin" are what appear to be tumbleweeds (they aren't, they're actually 2d6 tumblebleeds). How many caps does he want for them? All. If denied, or if his stock is insulted, he gets mad and attacks, with his "herd" joining in.
- 5S - Rudolph, The Red-Nosed Radstag: A sleigh pulled by nine radstags or radelopes pass by at a distance. One of them has a red nose that glows.
- 4S - The Jackalope of Caerbannog: The party comes across a cave, ruin, or other prime exploration spot is also the lair of a particularly vicious Legendary Jackalope.
- 3S - Un Caballo Malo de un Color Diferente: A Legendary Caballo Malo with a radioactive mane that doesn't just glow green, it glows in a rainbow of colors. She can talk, calls herself "Semental Trasero,"
- 2S - Goodest Boys Playing Poker: A pack of cyberdogs gathered around a poker table. They aren't hostile unless their game is interrupted or they're attacked.
- AS - The Cowboys of Moo Mesa: A group of 1d4+1 Minotaurs riding Brahma Bulls (male brahmin, use Buffalo stats) and leading a herd of 3d4 brahmin.
♥ Hearts - Misfits
- KH
- QH - The Dairy Queen: Legend has it that there's a raider gang that rustles bramin all over the territory, led by another self-styled "queen" who has taken to riding into raids on bramin-back. She's said to be one stone-cold bitch, demanding all who come before her to bow down or face a blizzard of gunfire from her "Dillyboys," or a mini-nuke to the face from her Fat Man, which she's apparently named her "Buster Bar." Rumors of her gang have surfaced all across the Weird Waste, from The Grand Canyon to Two-Sun.
- JH - M'aiq The Liar:
- 10H - Mystery, Inc.: 4 teens and a large dog in a psychedelically-painted bus labeled as The Magical Mystery Tour. They're looking for "fellow travelers" to come with them to check out a rumor from the County Rumor Table.
- 9H - The Generous Salesman: The heroes meet a traveling salesman in a brightly painted van or animal-drawn wagon hawking wondrous wares purported to do things like cut through steel and remove the stubbornest stains. He also sells elixirs that may or may not have magical qualities. If they do, make up a single elixir, based on a single power from Savage Worlds, that confers its effect to whoever drinks it. He also has wares he sells for ridiculously low prices, including at least one Legendary or Unique item that seems perfect of a particular PC. He seems oddly reluctant to sell this last, and makes a show of not wanting to sell it unless someone actively begs or threatens him. The item works a advertsied, but what he doesn't advertise is the awful curse that comes with it.
- 8H: Shield
- 7H - "Grenade" Guy: "Grenade Guy," a lunatic who mimes driving on a motorcycle and throwing grenades, complete with mouth sound effects, appears on the scene for some reason.
- 6H - Tunnel Snakes Rule!: A gang of 2d4 male Vault Dweller Common Folk wearing Vault 69 jumpsuits, leather jackets with snakes on the back, and sporting slicked back "greaser" haircuts, standing around smoking, swearing, and drinking beer. They posture cringily and boast "Tunnel Snakes Rule!" at passersby. If there's a female Vault Dweller from 69 present, they get self-conscious and defensive and look chagrined. If made hostile or defending themselves from attack, they're armed with switchblade knives (str+d4) and pipe guns (10/20/40, 2d6, 6 shots). They are otherwise cringey but mostly harmless.
- 5H - The Girl With Kaleidoscope Eyes: The Girl With Kaleidoscope eyes appears. She asks for tales of the posse’s exploits in exchange for a rumor or legend of interest specific to the area 9or a psychic reading involving one of the PCs). No matter if it’s true or false, the story leads to adventure.
- 4H: Skull
- 3H - Two Bears High-Fiving: A tribal with the name Two-Bears-High-Fiving, who speaks only Rez, appears out of nowhere to cheer the party on before heading away. He doesn't have much to day beyond "iz goot!" if questioned about anything.
- 2H: Crown
- AH: Tower
♦ Diamonds - Trinkets
- KD:
- QD:
- JD - Vault-Tec Lunchbox: A Vault-Tec limited edition lunchbox, that opens with a pop of confetti and releases a prize. Draw a card and consult the suit. The box contains:
- 10D - Benevolent Architecture: During the next encounter, some of Ixilat's more benevolent or whimsical thoughts seep energy into the surroundings. 1d6 features in the area, while not sentient, can inspire strange emotions in the heroes, making Support rolls to assist a hero once per round as a free action. For instance, a rack of gleaming swords might use Battle to strengthen a heroes' resolve, a tiny abandoned doll might use Persuasion to remind a hero of loved ones back home, or a laughing skull might Taunt a hero into doing better. The features have a single skill at d6 and act on their own initiative card (if in turns). Breaking the feature stops the effect.
- 9D - Broken Pip-Boy: A broken Pip-Boy with "DON'T PANIC" written in large, friendly letters on the casing. If repaired (requiring a Repair roll, 1d6 Junker Components, and 1d6 hours), the same message (and an image of The Vault-Boy giving his thumbs-up) appears on the OS loading screen. There's 1d6 markers on the automap to places the characters have not yet gone. It is otherwise a normal Pip-Boy, and sells as such.
- 8D - Trusty Vault 13 Canteen: A hip flask wrapped in a fabric coating featuring a "13" in the distinctive Vault jumpsuit coloring. It always seems to have water in it when a character wants to drink from it, refilling itself every Watch Action, which means one hero is unlikely to suffer from Thirst while they own it. It also slowly heals the character who possesses it -- they make Natural Healing rolls once per day instead of once every 5 days.
- 7D - Where Is The Earth-Shattering Kaboom?: A mini-nuke marked as an "Illudium q-36 Explosive Space Modulator", 1d6 nuka-grenades inscribed with "the Pause that Refreshes," or
53 Holy Hand Grenades.
- 6D - Needful Things Key: A key to "Cougar & Dark's Needful Things." If a character is wearing a Pip-Boy, a marker appears for the building, which is a curio shop located in Scottsdale inside the Maelstrom and contains 1d4 Unique Items as well as clues to one or more mysteries the party may be investigating at the time. Yes, the Unique items are mildly cursed.
- 5D - Book or Magazine: A random intact skill book or magazine, preferably in an unusual, unlikely, or suggestive location.
- 4D - :
- 3D: heart
- 2D: crown
- AD: tower
The Players find a copy of "I just got Isekai'd to the Wasteland and now I'm a Super Mutant that can understand everything?!" It is a magazine that provides the (temporary) perk to understand any language spoken to you, even those noises made by animals.
The Player Characters discover a Replicator capable of producing 3 common materials or 1 uncommon material per day so long as it receives solar power
♣ Clubs -- Oddities
- KC - Readings From The Gospel According To John, Paul, George and Ringo: A Beatles reference, apropos of nothing, appears incorporated into the scene, as Ixiliat's influence bleeds into reality a little.
- QC - Cat's Paw Magazine: This, uh, cat fancier's magazine has no redeeming value. You'll learn nothing of use to you in the wastes when you read about...cats. Upon further inspection, you still have no idea what this is. This could also be Boethiah's Pillow Book or The Patriot's Cookbook. No words can describe what you see. Or what you think you see.
- JC - Teddy Bear Tableau: 1d4 teddy bears with various props have been placed in cute but unsettling positions somewhere in the scene. The tableau can be dismantled for 1d6 Junker Components.
- 10C - It Just Works!: Something "glitches out" - a random person or object ragdolls, T-poses, clips into something else, stretches, turns partly invisible, floats in the sky, swims through air, or similar nonsense.
- 9C - Note from Preston Garvey: A map marked with a nearby (within 6 hexes) settlement tucked away. Someone has scrawled on it: "Another settlement needs our help. Here, I've marked the location down for you." If the party travels there, there is, in fact, some sort of complication going on (shortages, an illness, raiders, political problems, etc.).
- 8C - Mine, All Mined: An empty shack, checkpoint, mine entrance, or similar pathway has been mined by a long-dead paranoid nutjob, whose remains are near by (in pieces). The area is littered with 1d4+1 mines that will explode in a MBT for 3d4+1 damage (any injuries caused happen to the arms or legs). The mines can be evaded, or a character can forgo the Evasion roll and attempt a Thievery or Electronics roll (with the same penalty) -- on a success, the mine is disarmed before it blows and can be collected, on a Critical Failure the mine does an extra d6 of damage to the one who attempted to disarm it. There may or may not be salvage available (Overseer's call).
- 7C: Sword
- 6C - Mouth of Madness: During the next encounter, some of Ixilat's more hostile or depressed thoughts seep energy into the surroundings. 1d6 features in the area, while not sentient, can inspire strange emotions in the heroes, allowing them to make Tests against the heroes once per round as a free action. For instance, a pile of bloody bones and entrails might Intimidate a hero, laughing whispers in a ghostly mist might Taunt them, or an acute angle acting obtuse might use Athletics to trip them up. The features have a single skill at d6 and act on their own Initiative card. Breaking the feature stops the effect.
- 5C - We're Doomed: 1d4 holotapes with apocalyptic logs detailing some sort of implied tragedy.
- 4C - Do They Never Clean These Up?: 1d4-1 (Min 1) corpses or skeletons in unlikely, suggestive, or compromising positions (apparent suicides, engaged in sexy times, positions the corpse had to have been placed in post-death, like around a tea table, etc.)
- 3C - Rest in Shame: A roadside ofrenda/shrine to someone the makers detested -- any pictures are defaced, any cards read stuff like "Don't let the door hit you on the way down to Satan," "I wish you Hell," "So long, and thanks for nothing" and the like, any flowers are all made of tacky plastic, and there might be a holotape of "good Riddance" by Green Day done in a jazzy style.
- 2C - Fetch Quest: A letter, note or holotape that implies some sort of treasure or useful item at a random location that is nowhere within 6 hexes of where it's found. The treasure may or may not still be there if followed up on.
- AC - "Protection on a budget!": A Pulowski Preservation Shelter, even in incongruous settings or far out in the wilderness. When opened, a recorded voice says "Pulowski: Nu-cle-ar prrrotection on a budget!" Draw a card and consult the suit. The shelter contains:
1 - Tower:
2 - Crown:
3 - Heart:
4 - Skull:
5 - Sun:
6 - Moon:
7 - Sword:
8 - Shield:
9 - Target:
0 - Wand: