| d20 | Result |
|---|---|
1 |
¡La Fantoma! |
2 |
Astoundingly Awesome Tales |
3 |
Backwoodsman |
4 |
Boxing Times |
5 |
Duck and Cover! |
6 |
Fixin' Things |
7 |
Future Weapons Today |
8 |
Grognak the Barbarian |
9 |
Guns and Bullets |
10 |
Live & Love |
11 |
Massachusetts Surgical Journal |
12 |
Meeting People |
13 |
Programmer's Digest |
14 |
Tales of a Junktown Jerky Vendor |
15 |
Tesla Science Magazine |
16 |
True Police Stories |
17 |
Tumblers Today |
18 |
Unstoppables |
19 |
U.S. Covert Operations Manual |
20 |
Wasteland Survival Guide |
| d20 | Issue | Effect |
|---|---|---|
1-2 |
Blood on the Harp. |
One Successful Melee attack you make inflicts +2CD damage |
3-4 |
Cometh the Trickster. |
Add +1 to the difficulty of another character's skill test to detect you |
5-6 |
Jungle of the Bat-Babies. |
When you suffer Poison damage, gain +3 Poison damage resistance |
7-8 |
In the Bosom of the Corsair Queen. |
One successful melee attack you make automatically inflicts a Critical Hit |
9-10 |
Demon Slaves, Demon Sands. |
One attack against Ghouls inflicts +2 CD damage |
11-12 |
Enter Maula: War Maiden of Mars. |
When you make a melee attack with a Two-handed melee weapon, gain the Piercing 1 damage effect (or +1 to any existing Piercing effect) |
13-14 |
Fatherless Cur! |
Ignore one complication on a melee attack |
15-16 |
Lost in the Snows of Lust. |
Gain +2 Physical damage resistance against one attack |
17-18 |
The Lair of the Virgin Eaters. |
Gain +10 Carry weight for one scene |
19-20 |
What Sorcery is This? |
Gain +2 Energy damage resistance against one attack |
| d20 | Issue | Effect |
|---|---|---|
1-2 |
Life Long Best Friends! |
+1 Maximum Health Points to all party members for one scene |
3-4 |
Nuke-the-Man! |
+1CD damage to attacks from all party members for one scene |
5-6 |
Trim the Fat! |
Regain twice as many HP from fruit of vegetables eaten in one scene |
7-8 |
The Secretary Charmer. |
At the start of one scene, add +1 AP to the group pool |
9-10 |
Talk Yourself Sober. |
Gain 1 Luck points (lost at the end of the scene if not used) when you consume an Alcoholic drink |
11-12 |
Advice from Married Men. |
+1 Physical damage resistance to all party members for one scene |
13-14 |
Beware the Man Handler. |
The group AP pool may contain 1 AP more than normal for one scene |
15-16 |
An Experience to Remember. |
Choose one other Magazine perk you have previously used but not learned; that now takes effect |
17-18 |
I Married a Robot. |
+2 to all damage resistances against Robots for one scene |
19-20 |
Re-roll result |
- |
| d20 | Issues | Effect |
|---|---|---|
1-4 |
Mysteries of the Master Key Exposed! |
You may re-roll 1d10 on a single Lockpicking test |
5-8 |
Bobby Pins: More Effective Than Lockpicks? |
When using a Bobby Pin, reduce the difficulty of a Lockpicking test by a further 1 (minimum 0) |
9-12 |
Confessions of a Housebreaker. |
When scavenging or looting, spend 1 Luck to find 2+2CD Bobby Pins |
13-16 |
Open Any Lock in 5 Seconds Flat. |
When you successfully pick a lock, you may use the Reduce Time AP option without spending AP |
17-20 |
Locksmith Certification Special--Pass with Flying Colors. |
When suffering one or more complications on a Lockpicking test, spend 1 Luck point to ignore those complications |
| d20 | Issue | Effect |
|---|---|---|
1-3 |
Farming the Wastes. |
Consuming a fruit or vegetable food item heals twice as many HP |
4-6 |
Insect Repellent Special. |
Increase all damage resistances by +2 vs an attack from an Insect |
7-9 |
The Bright Side of Radiation Poisoning |
When you consume irradiated food or drink, heal additional HP equal to the roll on the CD |
10-12 |
Coupon Spectacular. |
When buying food or drink items, the price is shifted an additional 10% in your favor |
13-15 |
Water Aerobics for Ghouls. |
Reduce the difficulty of an Athletics test to swim by 1 (min. 0) |
16-18 |
Self Defense Secrets. |
Gain +1 defense against a melee attack |
19-20 |
Hunting in the Wastes. |
When you butcher an animal you've killed, and the amount of meat found can be increased by spending AP, you gain 1 bonus AP for that purpose (this AP is lost if not used) |
| d20 | Issue | Effect |
|---|---|---|
1-2 |
The Future of Hunting? |
One attack against Robots inflicts +2CD damage |
3-4 |
Lasers & Hunting: Acceptable Overkill. |
One attack with a Laser weapon gains the Vicious damage effect if it didn't already have it |
5-6 |
Little Guns for Little Ladies. |
One attack with a Small Guns weapon gains the Vicious damage effect if it didn't have it already |
7-8 |
Street Guns of Detroit. |
Gain an extra 2 AP after one successful attack. This AP must be spent immediately, it cannot be saved |
9-10 |
Avoid Those Pesky Gun Laws! |
When you salvage a weapon, gain 2 AP which may only be spent to salvage additional units of materials |
11-12 |
The Moon: A Communist Doomsday Device?! |
Gain +2 to Physical or Energy damage resistance against one attack at night |
13-14 |
Take Aim, Army Style. |
One aimed attack made with a weapon which lacks the Accurate quality inflicts +2CD damage |
15-16 |
Bear-Proofing your Campsite. |
One attack against Yao Guai inflicts +3CD damage |
17-18 |
Plasma: The Weapon of Tomorrow. |
One attack with a Plasma weapon gains the Vicious damage effect if it didn't already have it |
19-20 |
Guide to Hunting Commies! |
One attack against an enemy with a lower level than you inflicts +2CD damage |
| d20 | Issue | Effect |
|---|---|---|
1-2 |
Attack of the Fishmen! |
+1CD on attacks vs mirelurk |
3-4 |
Rise of the Mutants! |
+1CD on attacks vs super mutants |
5-6 |
Attack of the Metal Men! |
+2 to Physical and Energy damage resistances vs Robots |
7-8 |
The Mad Russian's Revenge! |
+2 to Poison damage resistance |
9-10 |
The Starlet Sniper! |
+1CD on attacks with Accurate weapons |
11-12 |
Curse of the Burned! |
+1CD on attacks vs Ghouls |
13-14 |
Giant Insects Invade! |
+2 to Radiation damage resistance |
15-16 |
Deadly Lasers! |
+1CD on attacks with Energy weapons |
17-18 |
Science Gone Mad! |
+2 to Energy damage resistance |
19-20 |
Surrounded by the Dead! |
+1CD on attacks where you spend one or more Ammunition for bonus damage |
| d20 | Issue | Effect |
|---|---|---|
1-2 |
Get Off My Lawn. |
Find twice as much meat from a butchered creature |
3-4 |
Down Home Cookin' |
Add +2CD damage to a Thrown weapon attack (other than an Explosive) |
5-6 |
Homesteading Horror. |
Reduce the difficulty of crafting a weapon by 1 (min. 0) |
7-8 |
Hardy as a Sasquatch. |
When scavenging from plants, gain twice as much. |
9-10 |
Carnivorous Rabbits of Appalachia. |
Add +2CD damage to an attack against a Mammal or Lizard |
11-12 |
The Appalachia Squirrel Massacre. |
One item of cooked food you make and eat heals +3 HP. |
13-14 |
Art of the Tomahawk. |
Reduce difficulty of a test to resist catching a disease by 1 (min. of 0) |
15-16 |
The Gunsmith of Harper's Ferry. |
When you find ammo, you find +2CD more shots |
17-18 |
The Ohio River Hermit. |
Reduce the difficulty of repairing a damaged item by 1 (min. 0) |
19-20 |
Nightmare in the Garden. |
Heal +2HP when you consume an Alcoholic drink |
| d20 | Issue | Effect |
|---|---|---|
1-2 |
Will Robots Rule the World? |
+2 to Physical and Energy damage resistances vs Robots |
3-4 |
What is Plasma, anyway? |
+2 to Physical and Energy damage resistances vs Plasma weapons |
5-6 |
Rocket Science for Toddlers. |
+2CD damage inflicted by one attack with a blast weapon |
7-8 |
Tomorrow's Technology for Today's Super Soldiers. |
After spending a fusion core charge, you may spend 1 Luck point. If you so the charge is not spent |
9-10 |
Giant Super Weapons! |
Once, when you fire a Gatling weapon, you consume ammunition at 8x the rate, rather than 10x the rate |
11-12 |
Geckos and Gamma Radiation. |
+2CD damage inflicted on on attack against a mutated creature |
13-14 |
U.S. Army Goes to Space. |
One a single attack with an Energy weapon, you inflict a Critical Hit if you inflict 3 or more damage after damage resistances (rather than the normal 5 or more damage) |
15-16 |
10 Number 1 Hits!!! Rock-o-bot Takes the Nation by Storm!! |
Once, when you inflict a Critical Hit, increase the total damage inflicted by +2 |
17-18 |
Future of Warfare? |
One a single attack with a Big Gun, you inflict a Critical Hit if you inflict 3 or more damage after damage resistance (rather than the normal 5 or more damage) |
19-20 |
Re-roll result. |
- |
| d20 | Issue | Effect |
|---|---|---|
1-4 |
Dr. Brainwash and His Army of De-Capitalists! |
Spend 3 Luck points to avoid all damage from a single attack or hazard |
5-8 |
Who Can Stop the Unstoppable Grog-Na-Rok?! |
Spend 2 Luck points to avoid all damage from an attack from a Mutated Human (including Ghouls and super mutants) |
9-12 |
Commie-Kazi vs. Manta Man. |
Spend 1 Luck point to avoid all damage from a Blast weapon |
13-16 |
Trapped in the Dimension of the Pterror-dactyls! |
Spend 1 Luck point to avoid all damage from a single melee attack |
17-20 |
Visit the Ux-Ron Galaxy! |
Spend 1 Luck point to avoid all Energy damage from a single attack |
| d20 | Issue | Effects |
|---|---|---|
1-2 |
FH 5-01 Whistling in the Dark. |
If you are detected while sneaking, you add +2 to Physical damage resistance against the first attack you receive after being detected |
3-4 |
FH 5-02 Urban Camouflage. |
Enemies suffer +1 difficulty on tests to detect you; this does not stack with any difficulty increases for poor light or darkness |
5-6 |
FH 5-03 Facepaint Fundamentals. |
+1 to all damage resistances against attacks from Character NPCs |
7-8 |
FH 5-04 Not the Soldiers You're Looking For. |
+1CD damage inflicted by attacks against Character NPCs |
9-10 |
FH 5-05 Who Goes There? |
When you spend a Luck point to re-roll a d20 on a PER test, instead count that die as if it had rolled a 1 |
11-12 |
FH 5-06 Squeaky Floorboard, Sudden Death. |
Once when you suffer one or more Complications on a Sneak test, ignore the complications |
13-14 |
FH 5-07 Getting the Drop on the Communists. |
Once, when an enemy aims before making an attack against you, you may cause them to lose the benefits of aiming |
15-16 |
FH 5-08 Bushes, Boxes and Beehives: Camouflage Special. |
+2CD damage inflicted by an unarmed attack or an attack made with a knife |
17-18 |
FH 5-09 Look Better in Black. |
Once, when using a Stealth Boy, it lasts for one additional turn |
19-20 |
FH 5-10 Tiptoe Through the Tulips |
When you spend a Luck point to re-roll a d20 on an AGI test, instead count that die as if it had rolled a 1 |