๐ŸŽฒ 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.

๐Ÿ‘ค Wasteland Survivor Names (d100)

Names and nicknames for wastelanders, raiders, and vault dwellers

1-25

  1. Rusty
  2. Ash
  3. Scrap
  4. Doc Mercer
  5. Rattlesnake Kate
  6. Tinker Tom
  7. Maya "Dust"
  8. Old Man Hendricks
  9. Cricket
  10. Junkyard Jake
  11. Red
  12. Prophet Ezra
  13. Sparks
  14. Luna Ravenscar
  15. Diesel
  16. Mother Salem
  17. Wrench
  18. Caravan Master Chen
  19. Bullet
  20. The Collector
  21. Grease
  22. Sister Abigail
  23. Rads
  24. Marlowe the Trader
  25. Ghost

26-50

  1. Scar
  2. Vault-Tec Vanessa
  3. Machete Mike
  4. Dr. Keller (Pre-War)
  5. Spike
  6. Moira the Scribe
  7. Scorpion
  8. Elder Morrison
  9. Nitro
  10. Cassandra "Cass"
  11. Rivet
  12. Father Domingo
  13. Halflife
  14. Merchant Rosa
  15. Buckshot
  16. The Librarian
  17. Chrome
  18. Mama Hicks
  19. Hazard
  20. Vault 42 Victor
  21. Shiv
  22. Doctor Graves
  23. Fallout Felix
  24. Sarah Songbird
  25. Nuke

51-75

  1. Junker Joe
  2. The Seamstress
  3. Slider
  4. Captain Hayes
  5. Patch
  6. Preacher Mann
  7. Razorwire
  8. Auntie Radiation
  9. Bolt
  10. Mad Dog Marcus
  11. Gauge
  12. Three-Finger Pete
  13. Burnout
  14. Miss Atomic
  15. Circuit
  16. The Wanderer
  17. Cinders
  18. Vault Keeper Knox
  19. Slag
  20. Doctor Payne
  21. Trigger
  22. Grandmother Willow
  23. Isotope Izzy
  24. Clutch
  25. Baron Brass

76-100

  1. Viper
  2. Old World Blues
  3. Gunner
  4. Madame Curie
  5. Shrapnel
  6. The Archivist
  7. Torque
  8. Sister Mercy
  9. Breaker
  10. Caravan Master Wu
  11. Glowstick
  12. Judge Blackwood
  13. Striker
  14. The Surgeon
  15. Rad-Away Ray
  16. Professor Stone
  17. Knuckles
  18. Water Witch Wanda
  19. Cleaver
  20. Elder Ruth
  21. Geiger
  22. Blackjack Betty
  23. Warhead
  24. The Mechanic
  25. Fallout Jones

๐Ÿ—ฃ๏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."

๐Ÿ” Scavenge Results (d20)

What survivors find in ruins, wrecks, and the wasteland

d20 Item Found
1Sealed pre-war rations. Still edible. Expiration date was 180 years ago. Tastes terrible but provides full nutrition.
2Vault-Tec lunchbox containing bottle caps (23), rusted scissors, photo of smiling family. Photo dated day before the bombs.
3Functional Pip-Boy 2000. Cracked screen but working. Previous owner's data still stored: diary, maps, quest log. Last entry ominous.
4Military-grade gas mask with 3 filters. One filter unused. Tag inside: "Property of Vault 108 - Security Division."
5Pre-war medical kit. Stimpaks (2), RadAway (1), Med-X (1). Plus syringe full of unknown substance. Label illegible.
6Broken robot parts. Salvage value high. But memory core intact. Contains pre-war surveillance footage. Someone died here.
7Ammunition (2d6 rounds). Wrong caliber for your weapons. Right caliber for weapons you saw raiders using yesterday.
8Pre-war book. "Wasteland Survival Guide" by Moira Brown. Published 2077. Problem: bombs fell in 2077. Book discusses post-war survival.
9Nuka-Cola Quantum (3 bottles). Glows blue. Highly radioactive. Also highly valuable. Rumored to have strange effects on ghoul physiology.
10Holotape labeled "Terminal Password - Red Sector Access." No indication where Red Sector is. Coordinates on back lead to crater.
11Weapon parts. Enough to repair or improve one weapon. Or combine into something new. Some parts are clearly post-war manufacture.
12Hazmat suit. Used but functional. Previous owner's name tag: Dr. J. Hendricks. Dog tags in pocket: different name, different person.
13Box of pre-war cigarettes. 200-year-old tobacco. Extremely valuable to addicts. One cigarette has handwritten note inside: "Check the basement."
14Geiger counter. Still working. Immediately starts clicking. Rapidly. You've been here five minutes and radiation seems normal. What's it detecting?
15Pre-war identification. Driver's license, social security card, credit cards. Person in photo looks exactly like someone in your settlement.
16Fusion core at 23% charge. Enough to power armor for a few hours or settlement lights for a week. Or something else. Your choice.
17Locked safe (requires lockpicking). Heavy. Definitely something valuable inside. Also definitely trapped. Previous scavenger's skeleton nearby suggests caution.
18Stealth Boy (1 charge remaining). Pre-war military cloaking device. Works once. Makes you invisible for 5 minutes. Or until you attack. Yours now.
19Bag of mutated seeds. Unknown crop. Might be edible. Might be poisonous. Might be neither. Vault agricultural logs mention "never plant outdoors."
20Pristine pre-war flag. Somehow undamaged. Some survivors would pay anything for symbol of old world. Others would burn it and you for having it.

๐ŸŽญ NPC Personality Quirks (d20)

Quick traits for wastelanders and vault dwellers

d20 Personality Quirk
1Vault dweller. First time outside. Everything terrifies them. Sky is too big. Horizon goes on forever. Won't stop staring upward.
2Pre-war ghoul. Remembers "before." Refers to everything as "used to be better." Usually right. Occasionally breaks down crying over parking meters.
3Radiation cultist. Worships the glow. Seeks out hotspots. Claims radiation gives visions. Disturbingly healthy for someone with that much exposure.
4Scavenger obsessive. Can't pass ruins without searching. Pockets always full of "useful" junk. Knows exact value of everything. In bottle caps.
5Brotherhood sympathizer. Hoards technology. Won't share or sell. "Too dangerous for wastelanders." Elitist and probably right to be concerned.
6Raider reformed. Trying to go straight. Reflexively sizes everyone up as threat or target. Catches themselves. Apologizes. Trying hard.
7Conspiracy theorist about the war. Thinks they know why bombs fell. Has evidence. Actually compelling evidence. Dangerous knowledge to share.
8Caravan trader. Knows every route, every settlement. Never stays long. Paranoid about raiders. Checks exits constantly. Missing three fingers.
9Doctor with pre-war medical training. From vault or cryosleep. Frustrated by lack of proper equipment. "This is Stone Age medicine."
10Mutant sympathizer. Treats mutants as people. Makes others uncomfortable. "They didn't choose this." Gets defensive. Has lost friends over it.
11Gun 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.
12Settlement builder. Sees potential everywhere. "We could farm here, build there, defend from that ridge." Exhausting optimism in wasteland.
13Chem addict. Functional but barely. Hands shake without fix. Knows every dealer for 50 miles. Would do anything for next dose. Anything.
14Child of the wasteland. Never knew pre-war world. Doesn't understand "nostalgia." This IS normal to them. Disturbing adaptation to horror.
15Religious zealot. Apocalypse was divine judgment. Seeks meaning in radiation. Quotes scripture mixed with vault-tec manuals. Sincere but unsettling.
16Ex-slave. Free now but scarred. Collar marks on neck. Flinches at sudden movements. Deadly with makeshift weapons. Never talks about before.
17Storyteller. Remembers or invents tales of pre-war. Entertaining and possibly lying. Or possibly not. Some details too specific to fake.
18Mechanic genius. Can fix anything with scrap and time. Covered in grease and radiation burns. "It'll hold." It always does. Somehow.
19Lone wanderer. Doesn't do groups. Helps people then leaves. No explanations. Mysterious past they refuse to discuss. Skills suggest military training.
20Institute conspiracy believer. Thinks synths are everywhere. Paranoid about replacements. Tests everyone. Sometimes they're actually right. That's the problem.

โš ๏ธ Wasteland Complications (d12)

When things are going too smoothly, roll for obstacles

d12 Complication
1Radiation Storm: Geiger counter screaming. Green clouds rolling in. Need shelter now. Exposure means sickness. Maybe worse. No good options nearby.
2Raider Ambush: They were waiting. Knew you'd come this way. Someone talked. Or someone's tracking you. Either way, surrounded.
3Equipment 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.
4Creature Territory: Deathclaw scratches on trees. Or radscorpion burrows. Or worse. You're in something's hunting ground. It knows you're here.
5Radiation Exposure: Geiger counter spiked. Didn't notice until too late. Accumulating rads. Need RadAway soon. Don't have enough.
6Supply Shortage: Out of water, food, or ammo. Thought you had more. Calculations wrong or someone's been stealing. Either way, problem.
7Rival Scavengers: Someone else found this place. Got here first. Not willing to share. Armed. Desperate. You are too.
8Contaminated Resources: Water source is irradiated. Food supply spoiled. Medicine expired dangerously. Discovered only after using some. Effects pending.
9Settlement Needs You: Radio call. Emergency back home. Need to return immediately. But mission here time-sensitive. Can't do both.
10Old Enemy: Someone from your past. Vault exile, former raider buddy, or person you wronged. They remember. They're not happy. They're armed.
11Trap Triggered: Mine, tripwire, or worse. Pre-war security still active. Or raiders set it recently. Either way, incoming. Seconds to react.
12Chem 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.