# Community Supplies

Scenario extract. Quantities before the first meal and any purchases from the ghoul. Source: the supplied French Fallout.pdf, using printed page numbers.


::: gm-brief
**Purpose:** Track the household’s finite supplies from breakfast through expedition planning. The baseline is five residents, four eaters and drinkers, before purchases from Sol.
**Track:** Deduct food, water, ammunition, medicine, and crafting materials as used. Split supplies between home and the expedition; check carrying capacity before departure.
:::

**Starting inventory, before breakfast and purchases from the ghoul.** Five residents, four consumers. Totals include carried and stored items; container capacities are separate from their contents.

**Packing:** choose supplies and tools for the journey. Bags, canteens, bedding, and ordinary clothes are already available.

Calculations and details: [water for eight days](#budget-de-l-eau), [menus for sixteen days](#nourriture-seize-jours-de-menus), [medical supplies](#soins-et-consommables), [workshop](#atelier-matériaux-et-énergie), [equipment](#armes-munitions-et-vêtements), [transport](#contenants-outils-et-habitat).

### Total Inventory

| Category | Resource | Total quantity | Allocation or details |
|---|---|---|---|
| Water | Purified water | 112 servings | In the fixed tank; total before the first meal |
| Water | Dirty water | 16 servings | In the jar; to allocate to cooking or purification |
| Water | Other drinks | 0 | No alcohol, Nuka-Cola, juice, milk, or blood packs |
| Food | Razorgrain | 16 | Pantry sack |
| Food | Mirelurk egg | 16 | In the cool storage crate |
| Food | Squirrel bits | 32 | In the pantry; to be cooked |
| Food | Mole rat meat | 32 | In storage; separate from the animals in the garden |
| Food | Brahmin meat | 32 | In storage; to be cooked |
| Food | Pork n' Beans | 32 | Canned; ready to eat |
| Food | BlamCo Mac & Cheese | 32 | Canned; ready to eat |
| Food | Already cooked dishes | 0 | Cook dishes before counting them |
| Food | Other available food | 0 | The two carrots are still in the garden |
| Medical supplies | Stimpak | 3 | Heal 4 HP or treat one injury; see First Aid procedures |
| Medical supplies | Diluted Stimpak | 1 | Heal 2 HP; rulebook profile |
| Medical supplies | RadAway | 1 | Treat 4 points of radiation damage |
| Medical supplies | Diluted Rad-X | 2 | Prevention: +3 radiation DR until the end of the scene |
| Medical supplies | Antibiotics | 1 dose | Disease duration −1 at the end of the day; one dose/day, p. 194 |
| Medical supplies | Robot repair kit | 2 | For Archie: 4 HP or one injury per kit |
| Medical supplies | First aid kit | 1 | Reusable; +2 HP on a successful First Aid action |
| Medical supplies | Other chems and special consumables | 0 | No Addictol, Jet, Psycho, Super Stimpak, Stealth Boy, or blood packs |
| Workshop and energy | Common materials | 96 | 32 fuel materials + 64 for workshop projects |
| Workshop and energy | Uncommon materials | 24 | Abstract rulebook stock: screws, gears, metals, etc. |
| Workshop and energy | Rare materials | 4 | Abstract rulebook stock |
| Workshop and energy | Unscrapped junk | 24 items | 8 alarm clocks, 8 toasters, 4 fans, 4 telephones; none work |
| Workshop and energy | Fixed workbenches | Repair, weapons, and robots | One of each type in the shed; for items, the receiver, and Archie's modules |
| Workshop and energy | Lockpicking module | 1 | Ready to install, not fitted; for Archie's pincer |
| Workshop and energy | Integrated boiler module | 1 | Ready to install, not fitted; consumes dirty water to work |
| Workshop and energy | Ordinary tool set | 1 | Pliers, screwdrivers, hammer, file; no multi-tool bonus |
| Workshop and energy | Cooking stations | 1 fixed + 1 portable | Each starts with 8 hours of fire; the camp station weighs 5 kg, a scenario convention |
| Workshop and energy | Flamer fuel | 20 shots | Total supply for Archie's arm; no additional canister |
| Workshop and energy | Archie's propulsion | 1 maintained tank | Operational throughout the adventure; no daily fuel tracking |
| Workshop and energy | Archie's power | 1 integrated reactor | No spare portable fusion core or household generator |
| Workshop and energy | Generator, shared electricity, spare batteries | 0 | The radio and flashlight have working built-in power supplies |
| Weapons and clothing | Unmodified 10mm pistol | 1 | June; she can lend it |
| Weapons and clothing | 10mm rounds | 24 | All of June's ammunition, including loaded rounds |
| Weapons and clothing | Unmodified hunting rifle | 1 | Shared gun rack |
| Weapons and clothing | .308 rounds | 12 | Shared supply, including loaded rounds |
| Weapons and clothing | Combat knives | 2 | One per PC |
| Weapons and clothing | Sledgehammer | 1 | Biscoto's tool for stakes; the PCs can use it for whack-a-mole |
| Weapons and clothing | Pipe wrench | 1 | June; tool and weapon, a single item |
| Weapons and clothing | Pincer, saw, flamer | 1 each | Arms installed on Archie; the two crated modules are counted above |
| Weapons and clothing | Sturdy clothes | 2 outfits | One per PC, including shoes |
| Weapons and clothing | June's and Biscoto's outfits | Worn | June: work overalls with a 58 patch; Biscoto: fitted harness and trousers, farming plates with no armor bonus |
| Weapons and clothing | Standard Mr. Handy plating | 1 | Installed on Archie, unmodified |
| Weapons and clothing | Heavy coats | 2 | Shared coat hooks; rulebook equipment, separate from ordinary blankets |
| Weapons and clothing | Other weapons, ammunition, armor, and mods | 0 | No grenades, mines, fusion cells, power armor, or hazmat suits |
| Logistics | Fixed clean-water tank | 1 | Capacity 160; holds the 112 purified waters already counted |
| Logistics | Dirty-water jar | 1 | Capacity 32; holds the 16 dirty waters already counted |
| Logistics | Transport containers | 4 usable canisters + 1 damaged tank | Empty; each canister holds 16 waters. The 64-water tank must be repaired or incorporated into the mobile water tank |
| Logistics | Water carrying capacity | **PCs: 68 / 132; household: 72 / 136** | Total canisters and canteens, before / after repairing the tank or assembling the mobile water tank; empty capacity, not additional supplies |
| Logistics | Travel gear for the two PCs | For two travelers | Bag, canteen, bedding, and ordinary protection for each, taken from household equipment; empty canteens; no added protection bonus |
| Logistics | Flashlight | 1 | Working |
| Logistics | Radio | 1 | Working receiver, no contact with a merchant |
| Logistics | Bobby pins | 6 | Lockpicking, rulebook effects |
| Logistics | Rope | 1 | 15 meters |
| Logistics | Household and farming equipment | Available | Household bedding, blankets, tarps, crockery, pans, account book, and garden tools (shovels, hoe, plow); June's and Biscoto's canteens, empty at the start |
| Logistics | Wheelbarrow | 1 | Load capacity 60 kg, by convention; requires passable terrain |
| Logistics | Crate and wire mesh | Available in the garden | Enough to attempt the trap or block access to the crops in Biscoto's scene |
| Logistics | Shared shelter, shed, vegetable garden | 1 each | Two-room road maintenance worker's house; kitchen under an awning; dry living quarters |
| Logistics | Shallow well | 1, dry | Working mechanism, water level too low; no available water |
| Logistics | Connection to the old water network | 1, dry | Links the household to Waterworks No. 3; no initial flow |
| Logistics | Crops | 2 harvestable carrots, 20 young razorgrain plants | The young plants will produce no harvest during the eight days of supplies |
| Logistics | Animals, motor vehicle, Pip-Boy | 0 | The brahmin and Pip-Boy from the past are no longer here |
| Caps and knowledge | Caps | 1,200 | Single cash reserve; no additional personal purses |
| Caps and knowledge | Breakfast recipe cards | 2 | Noodles, rare recipe; omelet, common recipe |
| Caps and knowledge | June's plans | 2 | Compass and wheelbarrow water tank; scenario conventions, neither item built yet |
| Caps and knowledge | Common recipes | Known | Purification and ordinary cooking, with their required ingredients and perks |
| Caps and knowledge | Local map | 1 | Known landmarks, no guaranteed supplies |
| Caps and knowledge | June's research file | 1 | Notes on Vault 58; location unknown |
| Caps and knowledge | Personal trinkets | 2 | One per PC; choose the item with the player |
| Caps and knowledge | Perk magazines, additional rare plans, previously unseen holotapes | 0 | No unprepared bonuses |

**Materials:** the 96 common materials include 32 for fuel and 64 for workshop projects. The two ready-to-install modules are separate items.

## Water Budget

**Scenario allocation: five residents, four consumers.** The two PCs, June, and Biscoto eat and drink. Archie consumes neither water nor food. No food multiplier applies to Biscoto.

**Total starting stock: 112 purified waters + 16 dirty waters.** Use each character's thirst track to determine when they need another drink.

### Calculating Eight Days

**Assumptions:** four omelets and four purified waters at the first meal; all four organic residents are then Hydrated. Temperate weather, light activity, no losses. H+0 means this first meal, after cooking. Individual needs still follow the rulebook.

| Distribution for the four organic residents | Purified water spent | Stock remaining |
|---|---|---|
| H+0: first meal | 4 | 108 |
| 26 distributions, from H+6 to H+181, spaced 7 hours apart | 104 | 4 |
| Just before H+188: final distribution | 4 | 0 |
| Around H+195 | Nothing left to distribute | Dehydration resumes |

**Per person:** the first water covers 6 hours; the next 27 each cover 7 hours if drunk while Thirsty, before becoming Dehydrated. Therefore **28 waters × 4 people = 112 waters**, for a theoretical **6 + 27 × 7 = 195 hours**. **H+192, or eight days, is the practical reference point**, with only three hours to spare in this ideal calculation. Drinking times may fall during the night; combat, exertion, and heat reduce coverage.

**After four omelets and four purified waters:** **108 purified waters + 12 dirty waters** remain. Possible starting allocation: **54 purified for the PCs, 54 for June and Biscoto**, with the 12 dirty waters left at home for cooking. Both groups then have the same supply per person. Add water spent on the garden and preparations before packing the bags.

### What Actually Changes This Budget

- **Four noodle dishes at the first meal:** the four dirty waters also quench thirst. All 112 purified waters remain available: a theoretical **4 + 28 × 7 = 200 hours** of coverage per person, before exertion.
- **Mixed menus:** track each person. One soup's benefit does not give the entire group five extra hours.
- **Drinking dirty water directly:** improves thirst by one step, with normal irradiation. Biscoto is immune to radiation and poison. Remove each unit drunk from the cooking stock.
- **Purification:** the 12 remaining dirty waters yield **4 purified waters**, in **1 hour 20 minutes at one station**, before AP. Distributing them equally adds roughly 7 hours per person to the ideal calculation. They are then unavailable for the next three breakfasts in the sixteen-day menu: find more water or revise those meals.
- **Combat or strenuous exertion:** thirst worsens by one step at the end of the scene. Recalculate the next drinks; Biscoto's heavy labor also counts.
- **Heat above 32 °C:** thirst intervals are halved. This heat is not the starting assumption.
- **Rationing, purchases, or a new source:** adjust stock and timers. Eight days is a reference point, not a deadline imposed despite good decisions.

**At zero water:** continue tracking thirst states, then Fatigue and the specified HP losses. No one automatically dies at H+192. Reassess the water search using the actual reserves, needs, and time required.

References: pages 53-54, 149, 160, 190-192, and 216-217.

## Food: Sixteen Days of Menus

**Stock before breakfast: 192 food items.** The quantities in the table provide **16 breakfasts, 80 other cooked dishes, and 64 canned meals**, plus 16 unused breakfast ingredients depending on choices. No dishes are prepared at the start.

**Preservation:** for this scenario, the salted or dried meat and sheltered pantry ingredients keep for this period. They still need cooking.

| Four-day cycle, repeated four times | First meal, for four | Other meals, for four |
|---|---|---|
| D1, D5, D9, D13 | 4 noodle dishes or omelets | 4 crispy squirrel bits, 12 hours later |
| D2, D6, D10, D14 | 4 crispy squirrel bits | 4 mole rat steaks, 12 hours later |
| D3, D7, D11, D15 | 4 ribeye steaks | 4 ribeye steaks, 12 hours later |
| D4, D8, D12, D16 | 4 Pork n' Beans | At +4 hours: 4 BlamCo; at +8 hours: 4 Pork n' Beans; at +12 hours: 4 BlamCo |

**Total:** 96 dishes and 64 canned meals for four people over sixteen days. The 16 breakfasts consume the **16 starting dirty waters**; purifying or drinking them requires revising those meals. Purified water is counted separately. The menu assumes a new water source before supplies run out, around D8.

**Cooking:** 32 crispy squirrel bits cost 32 squirrel bits; 16 mole rat steaks cost 32 meats; 32 ribeye steaks cost 32 brahmin meats. These common recipes have complexity 1, use Survival, and require no perk. Including the 16 breakfasts: **96 dishes × 20 minutes = 32 hours of work**, spread over time and between the two stations. Archie can cook at the fixed station during the expedition. The PCs can take the second station to prepare meals on the road.

**Canned and raw food:** hunger improves by 1 step; normal irradiation. Solid cooked dishes: hunger improves by 2 steps. Noodles: hunger improves by 1 and thirst by 1. Biscoto suffers no radiation from canned food. Observe the limit of one food consumption per scene; the four meals on the canned-food day are spaced apart. Rationing, harvesting, or changing the menu alters this duration.

References: pages 149-151, 190-191, and 216-217.

## Medical Supplies and Consumables

All kits and doses start in the shared cupboard. The first aid kit is separate from Stimpaks and a doctor's bag.

References: pages 164-170 and 181.

## Workshop, Materials, and Energy

**Materials:** from the starting 96 common materials, a receiver leaves **93**; a compass **94**; the mobile water tank **92 common and 22 uncommon**. These totals include the 32 fuel materials. The 4 rare materials remain available. Prebuilt modules cost no materials to install. Add junk yields when scrapped; remove any tools sacrificed or bartered.

**Cooking:** a station needs one combustible common material after 8 hours of operation. The 32 fuel materials provide **256 additional hours**, to divide between the stations. Put out the fire after use; record actual time burning, not just successful recipes.

**Camp kitchen:** the second station breaks down into pot, grill, and tripod, **5 kg** total by scenario convention. If the PCs take it, it leaves the household: **Archie has only one station left**. Its remaining burn time is whatever remained at departure, after any preparations already completed. Deduct fuel carried from the 32 materials in stock.

**Meals on the road:** four ribeye steaks a day for two PCs use four brahmin meats and **1 hour 20 minutes of cooking**. This ordinary cooking fits within the 16 hours at camp on a day with 8 hours of walking, provided watches and **6 hours of sleep each** remain possible. Additional work exceeding those windows delays departure. Deduct ingredients and fuel used; no free rations are created.

**Workshop limits:** one repair station, one weapons workbench, and one robot workbench, all fixed. No chemistry, armor, or power armor station. No deluxe toolkit or multi-tool; ordinary tools do not reduce difficulty. The prepared stations and modules are part of this adventure's revised allocation.

**Fuel:** the rulebook gives no daily consumption for a Mr. Handy's thruster. The 20 shots supply only the flamer. Keep the radio, flashlight, and propulsion running throughout this adventure without daily tracking or adding recoverable fuel to stock.

References: pages 54, 91, 181-183, 208-210, and 216.

## Weapons, Ammunition, and Clothing

**Starting equipment for all five residents, carried and stored.** Reconcile the PCs' sheets with this inventory before play; character creation adds no extra supplies.

**Ammunition:** count shots without adding a full magazine to the quantities. The flamer's 20 shots appear under Workshop and energy in the main table. Biscoto's natural protection belongs to his profile, not to recoverable items.

References: pages 53-54, 91, 95, 111, 124, and 146.

## Containers, Tools, and Housing

**Container capacities are scenario conventions, expressed in servings.** No volume in liters is inferred from the rules.

**Ordinary equipment:** each PC has a household bag, canteen, bedding, and covering for travel. The two small bags each add **+2.5 × STR kg to maximum carry weight**. The other accessories grant no bonus.

**Water on site:** no usable source, no separate watering reserve. The crops survive on soil moisture and suffer from the lack of water. No water, milk, or animal manure production is added each morning. Any supplies actually gathered during play are added to stock.

**Transport:** filling a container removes the same amount from the fixed tank. The four usable canisters provide **capacity for 64 waters**. Add **2 per canteen**: **68 for the two PCs**, or **72 for all four organic residents**. Repairing the damaged tank or fitting it into the mobile water tank adds **64**, giving **132 for the PCs** or **136 for the household**. These totals describe empty containers, not acquired water.

**Loading:** the allocation of 54 purified waters fits in the PCs' 68 spaces. Count at most 27 kg of water, then containers, food, and equipment; also add the **5 kg camp station** if carried and check each PC's maximum carry weight. The wheelbarrow carries **60 kg, including the container**. A full mobile water tank represents at most 32 kg of water; it occupies the existing wheelbarrow. Do not count a second wheelbarrow or tank after assembly. These loading weights round water to 0.5 kg per serving when preparing the expedition.

**Scenery and salvage:** furniture, housing, and tools can be sacrificed for materials according to their nature. This destroys or impairs their use; no additional yield is credited until that choice is made. Ordinary accessories in this table grant no numerical bonus unless listed.

References: catalog tools pages 181-183; capacities, furniture, and crops set for the scenario.

## Caps, Recipes, and Personal Resources

**Inventory scope:** ordinary accessories are included in the two equipment groupings. Unlisted specialized gear, consumables, and items granting a bonus are unavailable at the start. Known recipes still require their ingredients and perks.

**Assumed standard of living:** sixteen days of menus, medical supplies for a few incidents, maintained tools, two firearms, and savings. No regular trading surplus. For comparison, one purified water costs 20 caps in the catalog: **1,200 caps would buy 60**, only if a seller has them and accepts that price. Sol offers up to that quantity at this price before haggling. Equipment resale value is negotiated separately.

References: pages 21, 160, 209-210, and 216-217. Quantities and allocations: scenario choices.

