Fallout: The Roleplaying Game Origins

There are six playable origins in Fallout: The Roleplaying Game. Each origin defines the background of a character and can also determine the race of the character. Origins defines limits SPECIAL attributes, skills, and a mandatory trait, with only the survivor origin having a list of possible traits.

Trait: The Chain That Binds

 * Gain one additional Tag skill from either Energy Weapons, Science, or Repair.

As a member of the Brotherhood of Steel, they are bound by the chain of command: The Chain That Binds. They must carry out the orders of their immediate superiors, and are responsible for their subordinate siblings. If they do not carry out their duty, they are expelled from the Brotherhood and their technology will be reclaimed—by any means necessary.

Trait: Necrotic Post-Human

 * Immune to radiation damage. In fact, ghouls are healed by it and regain 1 HP for every 3 points of radiation damage inflicted upon them.
 * Resting in an irradiated location, ghouls may re-roll your dice pool when checking if your injuries heal.
 * Survival becomes a Tag skill, increasing it by 2 ranks.
 * Ghouls age at a much-decreased rate, and are probably older than unmutated companions—ghouls may even have survived the Great War of 2077—but are sterile: “the first generation of ghouls is the last” as the saying goes.
 * Ghouls may face discrimination from “smoothskins” (humans who aren’t ghouls), increasing the difficulty or complication range of Charisma tests depending on your opponent’s beliefs.

Trait: Forced Evolution

 * Initial Strength and Endurance attributes are increased by +2 each, and the maximum for Strength and Endurance are increased to 12.
 * Maximum Intelligence and Charisma are both reduced to 6. Super mutants may not have more than 4 ranks in any skill.
 * Super mutants are completely immune to radiation and poison damage.
 * Super mutants stand over seven feet tall, and their body is bulky and muscular. Their skin is green, yellow, or grey, regardless of what color it was when you were human. You do not seem to age, but you are sterile.
 * Super mutants can only wear armor which has been made to fit a super mutant.

Trait: Mister Handy Robot

 * 360° vision and improved sensory systems that can detect smells, chemicals, and radiation, reducing the difficulty of Perception tests that rely on sight and smell by 1.
 * Immune to radiation and poison damage
 * Mister Handies cannot use chems, nor can they benefit from food, drink, or rest. They move by jet propulsion, hovering above the ground, unaffected by difficult terrain or obstacles.
 * Carry weight is 150 lbs.
 * Cannot be increased by Strength or perks, but it can be increased by modified armor.
 * Mister Handies cannot recover from injuries or heal health points without receiving repairs or using repair kits.
 * Mister Handies cannot manipulate the physical world like every other origin, instead they have three of the arm attachments in the Arm Attachments table, determined by your choice of equipment pack.

No Pincer?
A Mister Handy can choose not to have a pincer attachment, but in doing so, will be unable to make unarmed attacks, manipulate objects, and cannot make attempt tests that use the Lockpick, Repair, or Throwing skills.

Survivor
The descendants of the forebears that survived the original Great War.

Trait: Vault Kid

 * With a healthier start to life at the hands of trained doctors and sophisticated auto-docs reduces the difficulty of all END tests to resist the effects of disease. In addition, a carefully-planned upbringing means one additional tag skill of choice.
 * Optionally work with the Gamemaster to determine what sort of experiment took place within their Vault.
 * Once per quest, the GM may introduce a complication which reflects the nature of the experiment the Vault Dweller unwittingly took part in, or introduce a complication related to the Vault Dweller's early life of isolation and confinement within the Vault.
 * If the GM does this, immediately regain one Luck Point.

Ghoul Vault Dwellers
With GM permission, one may choose to have a vault dweller be a ghoul. Gain the Necrotic Post-Human trait instead of the Vault Kid trait. May choose one of the Vault Dweller equipment packs instead of one of the Wastelander ones.