Background

Character Backgrounds

All characters must choose a starting background before choosing an Occupation. Some backgrounds will have limitations on what Occupation a character can have. As a rule All mutants and “Freshie” ghouls were at one time human so they can choose any background and occupation, Though, most Super mutants don’t do much in the way of Helpful work in the Wasteland.

Tribals

Tribal have converted back to the old ways of natives and nomads before the time of Technology. Tribals CAN use fire arms, but most don’t because most caravans avoid contact with them due to ….hostilities, so ammunition is scarce amongst tribals. So most relying on weapons that can easily made and repaired.
Any Non-Robot can take this background option. This Background is limited to the following Occupations:
Adventurer – Apothecary – Drifter – Gladiator – Outcast – Religious

Bonuses:

  • Bonus Feats – Track ,Archaic weapon Prof (pick one unless Deathclaw) Compound Bow, Machete or Hatchet and Brawl
  • Add an additional + 3 to the selected Occupational skills
  • Bonus Occupational Skill – Survival.

Penalties:
Illiterate

Hostilities:

  • - 5 to Diplomacy/Bartering in Cities/with caravans
  • - 10 with Military Groups (Enclave/Brotherhood)
  • -20 with Reavers.
  • Tech Fear – Tribals can use firearms (1 feat), Energy weapons require 2 feats and a -10 penalty to computer use.
  • FEV exposed – +3 to Radiation Resistance
  • Deathclaws are limited to the Gladiator Occupation.

All backgrounds below get bonus feat Personal firearms Proficiency

Colonizer

The Vault Opened! And now you are stuck in the waste…. And there are terrible things out there.
Colonizer occupations are:
Academic – Adventurer – Colonist – Blue Collar – Doctor – Law Enforcement – Technician – White Collar
Bonuses:

  • Bonus Feat- Personal Firearms and Exotic Firearms – Energy or Power Melee
  • Literacy – English
  • Add an additional + 3 to the selected Occupational skills.
  • 5% chance for +1 to drive

Penalties:

  • Non FEV exposed
  • Aberration Fear: Will Save DC 15+1 for each additional Wasteland Creature appearing. If the character fails their save – moral penalty equal to the number of Wasteland creatures appearing for the duration of the encounter. Brahmin DO NOT Impose a fear check

Paramilitary
These groups are forged from the survivors of the Great War.

Enclave
We ARE still in control of the United States.
A Deathclaw character may choose this background at the discretion of the GM. The Deathclaws occupation is still Gladiator.

Enclave occupations are:
Academic – Doctor – Emergency Services – Military – Technician

Bonuses:

  • Bonus Feats – Educated, Personal Firearms and Exotic Firearms- Energy or Gauss/Rail
  • Add an additional + 3 to the selected Occupational skills.
  • Literacy
  • 45% chance for +3 to drive and pilot
  • +2 to Arcane Knowledge

Penalties:

  • Non FEV exposed
  • -5 Handle animal and survival

Hostilities:

  • - 10 to Diplomacy/Bartering with all backgrounds save for pre-war and colonizers.The

Brotherhood of Steel
The BoS are divided into two fractions:
The Old Way – We are protecting the future from the past
The Outcast – We can’t hide in our bunkers forever! Now is the time to help Rebuild.

It doesn’t matter which fraction of BoS you are, the available occupations are:
Academic – Doctor – Emergency Services – Military – Religious – Technician – Student

Bonuses:

  • Bonus Feats – Educated Personal Firearms, Exotic Firearms – Energy or Gauss/Rail
  • Add an additional + 3 to the selected Occupational skills
  • +2 Arcane Knowledge
  • Bonus Occupational skill – Religion (Brotherhood)
  • Literacy
  • 25% chance for +1 to drive and Pilot

Penalties:
FEV exposed: +3 to radiation resistance

  • -5 Handle animal
  • - 5 to Diplomacy/Bartering in Cities/with caravans, – 10 with Military Groups (Enclave/Brotherhood “opposite fractions”)

Followers of the Apocalypse
We are trying to learn from the past to save those alive today.

FoA occupations are:
Academic – Adventurer – Creative – Doctor – Investigative- -Law Enforcement – Scavenger – Student – Technician – Blue Collar – Apothecary

Bonuses:

  • Bonus Feats –Educated, Personal Firearms and Exotic Firearms – Energy or Power Melee
  • Add an additional + 3 to the selected Occupational skills
  • Literacy
  • 10% chance for +1 to drive and Pilot

Penalties:

  • FEV exposed: +3 to Radiation Resistance

The Reavers
Our god is Technology!
Reaver occupations are:
Academic – Adventurer – Apothecary – Blue Collar – Dilettante – Doctor – Drifter – Outcast – Religious -Rural – Scavenger – Technician

Bonuses:

  • Bonus Prof – Personal Firearms and Exotic Firearms – Energy or Power Melee
  • Add an additional + 3 to the selected Occupational skills.
  • +2 Arcane Knowledge, Knowledge Technology, Repair
  • Bonus Occupational skill – Religion (Reaver)
  • Literacy
  • 10% chance for +1 to drive and Pilot

Penalties:

  • FEV exposed: +3 to radiation exposure
  • - 10 to Diplomacy/Bartering with all groups, does not apply to those with a Knowledge Technology of 20+. -20 to Diplomacy/Bartering with tribals

Wastelander

You were born in the waste, you live in the waste, you will die in the waste…..
Wastelander Occupations are:
Academic – Adventurer – Apothecary – Athlete – Blue Collar – Celebrity – Colonist – Creative – Criminal – Dilettante – Doctor – Drifter – Emergency Service – Entrepreneur – Gladiator – Investigative – Law Enforcement – Military – Outcast – Religious – Rural – Scavenger – Student – Technician – Transporter – White Collar

The wasteland is your oyster, Wastelander! There are no impossible dreams! Just short life spans!

Bonuses:

  • Bonus Feats – Personal Firearms and Brawl
  • Add an additional + 3 to the selected Occupational skills
  • Can select one additional Occupational skill – Players choice.
  • +2 to Navigate and Gather Information checks in the wasteland
  • Lost knowledge: You have a 5% chance for +1 to drive and Literacy

Penalties:

  • FEV exposed: +3 to radiation exposure
  • Illiterate (unless you have lost knowledge)
  • -5 computer use (no penalty if you have lost knowledge)

Vault Dweller
The door has just opened…… And I want to close it back up again!!!!!
Academic – Athlete – Blue Collar – Celebrity – Creative – Dilettante – Doctor – Law Enforcement – Military – Outcast – Student – Technician – White Collar

Bonuses

  • Bonus feats– Educated, Personal Firearms and Exotic Firearms – Energy or Power Melee
  • Add an additional + 3 to the selected Occupational skills
  • Literacy
  • 5% chance for +1 to drive and 2% +1 pilot

Penalties:

  • Non FEV exposed
  • -5 Handle animal, navigate, survival, and Diplomacy/Bartering ,Gamble, sense motive, VS Wastelanders and Tribals,
  • Aberration Fear: Will Save DC 15+1 for each additional Wasteland Creature appearing. If the character fails their save – moral penalty equal to the number of Wasteland creatures appearing for the duration of the encounter.

Pre-War
Applies to pre-war ghouls and maybe some vault dwellers……
Pre-War Occupations are:
Academic – Adventurer – Apothecary – Athlete – Blue Collar – Celebrity – Colonist – Creative – Criminal – Dilettante – Doctor – Drifter – Emergency Service – Entrepreneur – Gladiator – Investigative – Law Enforcement – Military – Outcast – Religious – Rural – Scavenger – Student – Technician – Transporter – White Collar

Ghoul Bonuses

  • Bonus Feats- Educated, Personal Firearms and Exotic Firearms – Energy or Power Melee
  • Add an additional + 3 to the selected Occupational skills
  • Bonus Occupational skill Survival
  • Literacy
  • +5 to drive, and Arcane knowledge
  • 25% +2 pilot

Penalties:

  1. FEV exposed: +3 to radiation exposure
  2. Ghoul: 1d5 penalty to encounters with non – ghouls

Human Bonuses

  • Bonus Feats- Educated, Personal Firearms and Exotic Firearms – Energy or Power Melee
  • Add an additional + 3 to the selected Occupational skills.
  • Literacy
  • +5 to drive, and Arcane knowledge
  • 25% +2 pilot

Penalties:

  • Non – FEV exposed
  • – 5 to Handle animal, Search, Survival and Gamble, sense motive VS Wastelanders and Tribals
  • Aberration Fear: Will Save DC 15+1 for each additional Wasteland Creature appearing. If the character fails their save – moral penalty equal to the number of Wasteland creatures appearing for the duration of the encounter.