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 (2d10)
What survivors hear in trading posts, settlements, and around campfires
| 2d10 | Rumor |
|---|---|
| 2 | "Vault 47 opened last week. Dwellers came out speaking a language nobody recognizes. They're trading advanced tech for seeds and soil." |
| 3 | "Raider gang hit the northern settlements. But they only took medical supplies and books. Left food, water, and weapons untouched." |
| 4 | "Pre-war bunker discovered in the ruins. Military facility. Automated defenses still active. Three scavenger teams went in. None came out." |
| 5 | "Mutants in the deadzone are organizing. Building structures. Someone saw them farming. Farming! Like they're planning to stay." |
| 6 | "Trader caravan found a working radio tower. Been broadcasting pre-war music for 200 years. Problem is - playlist updated last month." |
| 7 | "Clean water spring appeared overnight in the crater. Geiger counter says it's safe. Doc says everyone who drinks it has the same dreams." |
| 8 | "Someone's been leaving supply caches in the wasteland. Food, water, ammo. No notes, no demands. Sixth cache this month. Who can afford charity?" |
| 9 | "Old world satellite fell from orbit. Crashed east of here. Scavengers say it's still transmitting. To something. Up there." |
| 10 | "Settlement to the south claims they cured radiation sickness. Actually cured it. Sharing the cure freely. Too good to be true?" |
| 11 | "Ghoul elder says the bombs didn't fall by accident. Says she worked for the government. Before. Says they knew. Says it was planned." |
| 12 | "New caravan route opened through the eastern deadlands. Takes three days off the old path. Nobody who uses it will say what they saw on the way." |
| 13 | "Raider boss west of the ruins put a bounty on something. Not a person. Won't say what. Reward is three months of provisions. Nobody's collected yet." |
| 14 | "Settlement started electing leaders again. Proper vote, paper ballots, the whole thing. Some folks think that's hopeful. Others think it's bait." |
| 15 | "Someone's been mapping the old underground systems. Storm drains, subway tunnels, utility lines. Leaving copies at trading posts. No name on them." |
| 16 | "Water merchant near the southern ridge started asking questions before selling. Name, destination, who you're traveling with. Might be cautious. Might be compiling a list." |
| 17 | "Three settlements tried to merge into one last season. Two backed out at the last minute. The third one hasn't been heard from since." |
| 18 | "Pre-war government bunker supposedly has an intact seed vault. Real seeds. Unirradiated. Someone found the entrance. Nobody's come back to confirm what's inside." |
| 19 | "Something's been following caravans through the pass. Not attacking. Just watching. Scouts say it moves like a person but the footprints are wrong." |
| 20 | "Word is there's a working broadcast station somewhere in the ruins. Not old recordings. Live voice. Giving directions to something. Only comes through on old pre-war frequencies." |
๐ Scavenge Results (2d10)
What survivors find in ruins, wrecks, and the wasteland
| 2d10 | Item Found |
|---|---|
| 2 | Sealed pre-war rations. Still edible. Expiration date was 180 years ago. Tastes terrible but provides full nutrition. |
| 3 | Vault-Tec lunchbox containing bottle caps (23), rusted scissors, photo of smiling family. Photo dated day before the bombs. |
| 4 | Functional Pip-Boy 2000. Cracked screen but working. Previous owner's data still stored: diary, maps, quest log. Last entry ominous. |
| 5 | Military-grade gas mask with 3 filters. One filter unused. Tag inside: "Property of Vault 108 - Security Division." |
| 6 | Pre-war medical kit. Stimpaks (2), RadAway (1), Med-X (1). Plus syringe full of unknown substance. Label illegible. |
| 7 | Broken robot parts. Salvage value high. But memory core intact. Contains pre-war surveillance footage. Someone died here. |
| 8 | Ammunition (2d6 rounds). Wrong caliber for your weapons. Right caliber for weapons you saw raiders using yesterday. |
| 9 | Pre-war book. "Wasteland Survival Guide" by Moira Brown. Published 2077. Problem: bombs fell in 2077. Book discusses post-war survival. |
| 10 | Nuka-Cola Quantum (3 bottles). Glows blue. Highly radioactive. Also highly valuable. Rumored to have strange effects on ghoul physiology. |
| 11 | Holotape labeled "Terminal Password - Red Sector Access." No indication where Red Sector is. Coordinates on back lead to crater. |
| 12 | Hand-drawn map of local ruins with locations marked "cleared," "avoid," and one location just marked with a large X. No legend. No date. |
| 13 | Pre-war toolbox, mostly intact. Screwdrivers, pliers, wire cutters. Everything usable. Bottom of the box has a false panel. False panel is empty. Recently emptied. |
| 14 | Set of leather-bound journals. Post-war. Recent handwriting. Last entry is two weeks ago. Writer was clearly alive and heading somewhere specific. Journal ends mid-sentence. |
| 15 | Sealed hazmat canister, corporate markings. Geiger counter reads clean. Contents unknown. Label says "Experimental - Do Not Expose to Atmosphere." Seal intact, so far. |
| 16 | Pre-war personal safe, combination unknown. Judging by weight, not empty. Salvageable but heavy. Professional cracker needed or time and a very large rock. |
| 17 | Functional shortwave radio. Picks up a signal. Steady, repeating, not static. Numbers and letters in rotating sequence. Changes every six hours like clockwork. |
| 18 | Prototype weapon, pre-war military. Functional but unstable. Twice the stopping power of standard issue. One in four chance of venting superheated gas on the shooter. |
| 19 | Sealed vault-quality container holding a single data drive. Encryption is pre-war government grade. Contains population registry data for a region that no longer exists. Names, locations, fates. |
| 20 | A child's backpack, barely touched. Inside: water purification tablets, a functioning compass, a handwritten note that reads "find the ones with the blue flag, they kept their word." |
๐ญ NPC Personality Quirks (2d10)
Quick traits for wastelanders and vault dwellers
| 2d10 | Personality Quirk |
|---|---|
| 2 | Vault dweller. First time outside. Everything terrifies them. Sky is too big. Horizon goes on forever. Won't stop staring upward. |
| 3 | Pre-war ghoul. Remembers "before." Refers to everything as "used to be better." Usually right. Occasionally breaks down crying over parking meters. |
| 4 | Radiation cultist. Worships the glow. Seeks out hotspots. Claims radiation gives visions. Disturbingly healthy for someone with that much exposure. |
| 5 | Scavenger obsessive. Can't pass ruins without searching. Pockets always full of "useful" junk. Knows exact value of everything. In bottle caps. |
| 6 | Brotherhood sympathizer. Hoards technology. Won't share or sell. "Too dangerous for wastelanders." Elitist and probably right to be concerned. |
| 7 | Raider reformed. Trying to go straight. Reflexively sizes everyone up as threat or target. Catches themselves. Apologizes. Trying hard. |
| 8 | Conspiracy theorist about the war. Thinks they know why bombs fell. Has evidence. Actually compelling evidence. Dangerous knowledge to share. |
| 9 | Caravan trader. Knows every route, every settlement. Never stays long. Paranoid about raiders. Checks exits constantly. Missing three fingers. |
| 10 | Doctor with pre-war medical training. From vault or cryosleep. Frustrated by lack of proper equipment. "This is Stone Age medicine." |
| 11 | Mutant sympathizer. Treats mutants as people. Makes others uncomfortable. "They didn't choose this." Gets defensive. Has lost friends over it. |
| 12 | Former settlement leader. Stepped down or was pushed out. Still gives orders reflexively. Corrects every decision nearby. Occasionally correct. Mostly unwelcome. |
| 13 | Compulsive builder. Can't stop improving their shelter, their gear, their camp. Never satisfied. Arguably the most useful person in any group. Exhausting to travel with. |
| 14 | Keeps a tally. Every person helped, every favor owed, every wrong done to them. Never lets it drop. Repays debts exactly. Collects exactly. Always balanced. |
| 15 | Spent years alone in the waste. Conversation skills have degraded noticeably. Means well. Says the wrong thing constantly. Doesn't understand why people flinch. |
| 16 | Deeply superstitious about pre-war objects. Carries lucky junk for every occasion. Certain rituals before entering ruins. Remarkably good survival rate. Correlation unclear. |
| 17 | Obsessed with rebuilding something specific. An old institution, a road, a pre-war tradition. Won't explain why. The focus keeps them going. Losing it would break them. |
| 18 | Was part of something terrible. Won't say what. Doing penance through service. Excessive helpfulness masks guilt. Pushes past any reasonable limit of self-sacrifice. Eventually this ends badly. |
| 19 | Claims to have found a working vault with its original occupants still inside. Describes it in exhaustive detail. Story is consistent across multiple tellings. Has never taken anyone there. Never will. |
| 20 | Knows what caused the war. Not a theory. Not a rumor. Names, dates, the exact sequence. Has documentation. Has been running for years. The documentation is real. So is whoever wants it back. |
โ ๏ธ Wasteland Complications (2d10)
When things are going too smoothly, roll for obstacles
| 2d10 | Complication |
|---|---|
| 2 | Radiation Storm: Geiger counter screaming. Green clouds rolling in. Need shelter now. Exposure means sickness. Maybe worse. No good options nearby. |
| 3 | Raider Ambush: They were waiting. Knew you'd come this way. Someone talked. Or someone's tracking you. Either way, surrounded. |
| 4 | 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. |
| 5 | Creature Territory: Deathclaw scratches on trees. Or radscorpion burrows. Or worse. You're in something's hunting ground. It knows you're here. |
| 6 | Radiation Exposure: Geiger counter spiked. Didn't notice until too late. Accumulating rads. Need RadAway soon. Don't have enough. |
| 7 | Supply Shortage: Out of water, food, or ammo. Thought you had more. Calculations wrong or someone's been stealing. Either way, problem. |
| 8 | Rival Scavengers: Someone else found this place. Got here first. Not willing to share. Armed. Desperate. You are too. |
| 9 | Contaminated Resources: Water source is irradiated. Food supply spoiled. Medicine expired dangerously. Discovered only after using some. Effects pending. |
| 10 | Settlement Needs You: Radio call. Emergency back home. Need to return immediately. But mission here time-sensitive. Can't do both. |
| 11 | Old Enemy: Someone from your past. Vault exile, former raider buddy, or person you wronged. They remember. They're not happy. They're armed. |
| 12 | Unstable Structure: Building groans underfoot. Ceiling cracked. One wrong step. One loud noise. Evacuation or caution, pick one. Either takes time you might not have. |
| 13 | Hostile Weather: Acid rain, dust storm, or temperature extreme hits without warning. Gear takes damage. Visibility drops. Moving means exposure. Staying means delay. |
| 14 | Trapped Route: The path forward is rigged. Tripwires, pressure plates, something improvised but effective. Someone was here recently and didn't want visitors. |
| 15 | Wounded Stranger: Someone in bad shape, can't move under their own power. Helping costs time and supplies. Leaving has its own costs. They know something useful. Might be bait. |
| 16 | Territorial Faction: You've crossed into claimed territory without knowing. Patrol found you before you found the border markers. Explaining yourself is now the mission. |
| 17 | Misinformation: The map, the directions, or the intel was wrong. Not slightly wrong. Fundamentally wrong. Either an honest mistake or someone sent you here deliberately. |
| 18 | Swarm: Insects, feral animals, or something mutated and hungry moving in numbers. Not one creature to fight. Hundreds. Running is the only option. Running is becoming difficult. |
| 19 | Vault Automated System: Pre-war defense grid activates. Turrets, gas, or containment protocols. Designed to stop everything from leaving. Including you. Override terminal somewhere. Maybe. |
| 20 | The Bomb: Unexploded ordinance, unstable fusion core, or pre-war chemical weapon. Still active. Disturbed by recent activity. Yours or someone else's. Timer may already be running. |