Do you wish to adventure in a world 200 years after the Nuclear Apocalypse? Then you've come to the right place, wanderer.

Fallout: Vaults and Deathclaws is a thorough rerevision of Fallout PNP that aims at balancing the rules while preserving aspects from the Interplay Fallout titles and implementing new concepts and ideas introduced by Bethesda's installments. The main goal of the project is to produce well-designed and user-friendly media. Due to its nature as a fan effort, this project's updates will be few and far between.

HOW TO PLAY

Requirements
1. A set of polyhedral dice.
- Each die has its own individual use and is labeled by how many sides it has. You'll need a d4, d6, d8, d10 (and a d%), d12, and a d20. At least one full set is necessary, but it is preferred that everyone has their own.
2. A Character Sheet.
- Every player will need their own character sheet to keep track of their character's stats and inventory. You can find the official character sheet in the downloads section.
3. Overseer's Guide and Courier's Guide.
- The overseer will need both documents to understand the rules of the game and to know what animals and factions are present in the wasteland.
4. A Campaign - This is a necessity unless you plan on improvising everything. You can try the Fallout: El Dorado campaign or write your own. 5. Pencils and erasers.
- You won't be able to write on a character sheet without these.

PLAYERS

The Overseer
In other tabletop games this role is often called the GM (Short fpr Game Master). The Overseer controls the flow of the game and presents the other players with a story and obstacles. The Overseer will not need their own character but will play as every character that the players meet.
Party Leader / Focus Character
Anybody can be this character, but it is not a necessary role to be filled. Typically, this kind of character will lead the party and/or have some background connecting them to the narrative. A great example of this would be the Chosen One from Fallout 2. He and his gang search the Wasteland to find the G.E.C.K to save his tribe.
Other Player Characters
I doubt you'd want to run a game with only one player. Like the Party Leader, every player should have their own motivation. In a sense, each one should have their own reason why they are traveling through the wasteland. Revenge or salvation are both good ideas to work off of.

CHANGES FROM FALLOUT PNP 2.0

Half Mutant race removed
Reasons: Retcon against the whole plot of Fallout. Mutants can't reproduce.
Dog race removed
Reasons: Rules are too vague and not worth updating. Dogs aren't intelligent species capable of taking complex role play.
Robot race expanded
Reasons: Ruling for robot was too vague and didn't consider the array of robots present in the Fallout universe. The system has been completely revamped to make a robot worth playing.
Deathclaw race revised
Reasons: While still not recommended for play, Deathclaws have been revised to match the lore established in Fallout 2 and not conflict with Fallout 4.
Gas resistance removed
Reasons: Previously, all characters start with 0% gas resistance. Wearing any breathing will give 100% resistance, so it becomes unnecessary. It's also unlikely that gas damage will ever be used. But if it does, you will either be affected by it or not at all.
Pilot ruling simplified
Reasons: Before, rules around using a vehicle were too complex and strayed away from how vehicles were used in Fallout 2 and Fallout Tactics.
Core Region updated
Reasons: Fallout PNP 2.0 contains information on Las Vegas that no longer holds true due to the release of Fallout New Vegas. The entire Core Region has been updated to reflect the world as last seen in Fallout:New Vegas.
Damage system overhauled
Reasons: Originally, you'd have to roll a complex equation to deal damage. This stretches the length of combat. Now it has been completely replaced so that each weapon and attack has its own damage roll. You simply roll the dice and deal the damage.
D20 system implemented
Reasons: Before, all players had to roll a d10 and d% to do almost anything. This overcomplicates everything and has been replaced with a simple d20 system with modifiers.
Character sheet revised
Reasons: The original charcter sheet from Fallout PNP 2.0 contains no design and looks like it was hastily made in Microsoft Word. The new character sheet has been developed in Adobe InDesign and contains a format that is extremely similar to Dungeons and Dragons 5th Edition.