Species of Fallen Britain

Many of the same intelligent species can be found in Fallen Britain as can be encountered in the wastes of Northern America. Humans, ghouls, dwarfs, slags, and even super mutants can be found in the British Isles. American robots are not as common due British machines dominating the local marketplace, but they can still sometimes be encountered along with locally manufactured robots. The only core species which is difficult to explain in a campaign of Fall Britannia are prototype and Gen-3 synths.

In addition, Fallen Britain has some unique denizens, including the vampiric deargh dubh and various robotic models.

Dearg Dubh

Dearg dubh (pronounced JER-igg DOO) are a race of mutants sometimes referred to as vampires that appeared in Fallen Britain shortly after the bombs fell. First encountered in Northern Ireland, by 2092 they had spread to mainland Scotland, England, and the Isle of Man via the Black Ark, a ferry which their race repaired.

Although it is not common knowledge, even among the deargh dubh themselves, the origins of the species were artificial. They are the result of unethical experiments by the British government on Irish citizens that took place in a secret black site in Northern Ireland after the United Kingdom supposedly abandoned that territory in 2064. The purpose of the experiments was to create a form of super soldier. Once perfected on the expendable Irish prisoners, the process would be rolled out to help the UK come out on top in the Resource Wars. The experiments were never completed, and the first deargh dubh escaped from the black site shortly after the collapse of the UK government and military chain.

Whatever changes were enacted on the Irish prisoners occurred on the genetic level, and the vampiric traits of a dearg dubh pass on to their progeny. With each passing generation the dearg dubh have become more widespread throughout both Ireland and Fallen Britain.

Dearg dubh are very tough, and they have the ability to derive sustenance from the lifeblood of other creatures. However, they don't need to do so and can live quite comfortably by consuming food like other creatures. Many people don't understand that, which has contributed to a monstrous reputation that is not wholly deserved. Many dearg dubh just want to be left alone and do their best to get on with their lives like any other wastelander. Very often, a dearg dubh has not consumed blood (or at least, not human blood) in their life time, and wouldn't even consider doing so except in desperation. In some communities where dearg dubh have had more success integrating, humans donate blood for dearg dubh consumption, which in turn leaves more food for the humans.

It is true, however, that a dearg dubh with a taste for blood can be a danger to others. It is said that the untainted blood of non-mutant humans is the most delicious, and once a dearg dubh is used to the taste, all but the most potently seasoned foods begin to taste bland by comparison. Once a dearg dubh prefers blood to any other meal, if they can't come by that blood by legitimate means, they may start making bad choices to satisfy their craving. The violence of hunting unwilling prey for blood and the gradual numbing of a dearg dubh's empathy for humanity as they begin to seem like cattle can be a gateway for darker, more sadistic cravings to emerge. Several of Fallen Britain's most notorious serial killers were dearg dubh, and bands of dearg dubh raiders known as blood hounds are among the most brutal and terrifying monsters the wasteland has to offer.

Dearg Dubh Racial Traits

Ability Scores. +1 to Dexterity, +2 to Constitution.

Size. Medium.

Speed. 30 ft.

Bite. You have a bite attack that deals 1d4 piercing damage. Once per short or long rest, you can choose to consume the blood of a humanoid or warm-blooded beast you have bitten. Your attack deals an additional 2d4 piercing damage and the target must make a Constitution saving throw with a DC equal to 8 + your Constitution bonus + your Proficiency modifier. On a failed save, the target suffers a level of exhaustion, and you are either recover one level of exhaustion or are treated as though you have consumed one meal and one drink (your choice of either benefit). Regardless of whether the target succeeds or fails its save, you gain hit points equal to the amount of damage you dealt to the target.

Bloody Revival. When you are reduced to 0 hit points but not killed outright, you unconsciously react to the presence of a nearby source of blood even in your unconscious state. You can use your bite attack an adjacent creature as a reaction, despite being unconscious. An allied creature may voluntarily allow your attack to succeed. On a success, you gain hit points equal to twice the amount of damage you dealt to the target. Whether your attack succeeds or fails, you can’t use this feature again until you finish a long rest.

Radiation Tolerance. You have advantage on saving throws against radiation sickness.


The ghoul mutation is common across the world, and ghouls make up a fairly substantial portion of the population of Fallen Britain just as they do in North America. They face similar prejudices in Britain as they do elsewhere, but just as in the wastes of America not everyone treats them as monsters. While many settlements might refuse ghouls entry or treat them as second class citizens, there are also places where ghouls can gather together and simply be themselves, as well as communities where they are accepted by their human neighbours.


Although nothing compared to the pre-War population, a large number of humans did survive the nuclear fallout thanks to Bunkers or other lucky circumstances. Despite the number of threats around them and the various mutations that have occurred in the species, baseline humans are still the most populous species in the post-apocalyptic Britain.


Radiation-triggered dwarfism is a random mutation, so can occur in human populations throughout the world. A dwarf is as likely in Fallen Britain as anywhere. Dwarfs do not generally face much in the way of prejudice in Fallen Britain and have as much chance to be a happy, accepted member of their community as any human wastelander. As differences go, a lack of height is tame by comparison to the stranger creatures that exist in the world of Fallout.

Gen-3 Synth

As creations of the Institute, Synths are unlikely to appear on Britain's shores. However, as unlikely as it is, it's definitely not impossible. There is canonical evidence in the Fallout universe to suggest that travel between continents can occasionally happen. In Fallout 3 Colin Moriarty, born in 2227, a full century and a half after the Great War, claims to have arrived in the United States from Ireland as a child along with his grandfather. Assuming this is true, it suggests that at least once since the apocalypse, a seaworthy vessel has been able to make the journey across the North Atlantic Ocean. With GM approval, your character could have made a similar journey in the opposite direction. And after all, what better way for the Railroad to ensure the safety of a synth after their memory reassignment than to help them travel to a different continent?

When choosing to play a Gen-3 Synth in Fall Britannia, a player should be aware that a lot of the narrative potential of their species choice is wrapped up in their false identity and the potential of the Institute discovering them. Given the geographic distance of the Institute, a Gen-3 Synth discovering their true self or being tracked down is unlikely. The GM may not find a way to make these aspects of your character relevant in which case you are, for all intents and purposes, essentially human.


Slags are possible residents of Fallen Britain, as it is a mutation that was caused by living longterm underground among ambient radiation exposure. Makeshift shelters would be fairly common, given many humans weren't offered positions in the bunkers.

Vault Dweller

Vault Born and Vault Survivors are both found in Fallen Britain, though they lived in BunkCo Bunkers rather than Vault-Tec Vaults. The difference is purely cosmetic, for BunkCo and Vault-Tec were one and the same.


Wastelanders are the most common type of human to be encountered in Fallen Britain.

Super Mutant

In 2076, a British intelligence agent named Desmond Lockheart learned of the existence of the Forced Evolutionary Virus being developed at West Tek's research facility in California, and was able to infiltrate the premises and secure a sample. Thus, by the time the bombs fell in late 2077, the British Goverment was running its own Super Mutant experiments in a secret lab under Fort George in Inverness. Based on the same research that would eventually be completed at Mariposa, the British created their own breed of Super Mutant by experimenting on prisoners of war and convicts. The mutants proved too powerful to control and after engineering a breakout they gained control of the facility, along with the means to reproduce via the machines in the lab. By 2290, the Super Mutants of Fort George held military dominance over all of mainland Scotland north of Falkirk, a territory now known as the Province of Georgeland.

Georgeland Super Mutants are very rare outside of Scotland, but some groups have braved the journey south into England in search of a new life away from their oppressive, aggressive leadership. These few groups only grow smaller with time, not larger, given that new Super Mutants can only be created at Fort George. Most inhabitants of Fallen Britain know what a Super Mutant is, or at least have heard distorted rumours about them, but have typically never actually encountered one.

Most Super Mutants created using the Fort George research remember at least a little about who they were before the transformation, often retain full access to their memories. The precise amount can vary depending on the success rate of the transformation process, and it is thought that the more stressful the transformation, the more likely a Super Mutant will remember past. In other words, an unwilling participant has a greater chance of having clear recollections of their past life. Since many Georgeland humans now undergo the process voluntarily, recent generations have been more likely to forget their old lives.

Georgeland Super Mutant Racial Traits

British Super Mutants usually use the baseline statblock as though they were Mariposa Super Mutants, but some come out of the process with inferior intellect and use the East Coast Super Mutant racial statistics instead.

East Coast Super Mutant

Actual East Coast Super Mutants obviously don't exist in Fallen Britain, though an American Super Mutant could potentially travel between continents by boat under exceptional circumstances.

It's possible that a Georgeland Super Mutant emerges from their transition with intellectual defects, making them statistically identical to America's East Coast Super Mutants.

Mariposa Super Mutant

Actual Mariposa Super Mutants don't obviously don't exist in Fallen Britain, though an American Super Mutant could potentially travel between continents by boat under exceptional circumstances.

However, Georgeland Super Mutants are statistically identical to those from the Mariposa Military Base.


The circumstances that led to the evolution of the Nightkin were very specific, and thus were not paralleled in Britain. However, it is theoretically possible that an individual Super Mutant could have turned into a Nightkin if their unique circumstances transpired to overexpose it to a stealth field. As with any other kind of American Super Mutant it is also conceivable, however unlikely, that a Nightkin could make the journey between continents.


The robots available in the core game are American-made. That doesn't mean they're impossible to find in Britain, as they were likely sold on the international market as well as locally. However, British- and European-made robots are more commonly encountered in Fallen Britain.


The ButlerBot was the most successful robotic creation of Sovereign Technologies and a popular addition to many British households and businesses. The ButlerBot has a small but rotund body which is propelled by a single-jet propulsion system, similarly to RobCo's Mister Handy. The ButlerBot has a separate head at the top of its body with one large sensor "eye" and a pair of antennas on either side. It is able to swivel the head with a 360 degree range of motion. The ButlerBot has two arms that appear stubby but can expand telescopically. By default, each arm ends in a grasping claw-like appendage with impressively delicate digits, though various models exist with a variety of alternative attachments.

ButlerBot Racial Traits

Ability Scores. +1 Wisdom.

Size. Small.

Career in Science. You have been programmed to excel at a specific task. Choose one Intelligence-based skill with which you are proficient. You gain expertise in that skill, doubling your proficiency bonus on related skill checks.

Fine Control. Thanks to your delicate digits, you can wield firearms and use delicate tools like bobby pins.


Designed primarily for marketing purposes, Sovereign Technologies commbots were also sold to the government and local councils. Whether programmed to spout advertising, or wartime propaganda and crisis alerts, commbots were stationed in public spaces such as high streets, squares, public transport hubs, and in the proximity of government buildings. They were also popular with the police, who used black and white commbots to help with crowd control, as well as to have an "eye in the sky" during many operations.

Commbots were very similar in appearance to RobCo's eyebot, of which they were a shameless rip-off, having a floating spherical body covered in antennas for receiving digital signals. They were produced after the eyebot but before RobCo could bring their machines to the European market.

Commbot Racial Traits

Commbots are identical to eyebots.


Although beaten to market in Britain by Sovereign Technologies with their very similar commbot design, RobCo did manage to market their eyebot with limited success, primarily to international corporations with which they had existing robotic provision and service contracts.

Mister Handy

The Mister Handy, brought to market as a joint venture between RobCo and General Atomics International, was marketed in Britain with some degree of success. Although its chief competitor the ButlerBot was far more successful among private owners, and could easily be adapted to other purposes, the Mister Handy's three configurable limbs make it especially well-suited for some roles that may require multiple tools, such as in the field of construction. In practice, many businesses owned both types of robots, which worked side by side.


The RobCo made Protectron had stiff local competition in the form of the Securibot, but some protectrons may be encountered in Fallen Britain. As with the eyebot, protectrons are most likely to be found on premises belonging to transatlantic businesses.

Prototype Synth

The chances of a Prototype Synth reaching Fallen Britain are slim, but it is theoretically possible in the same way described for Gen-3 Synths and American Super Mutants. As an obviously inhuman being, a Prototype Synth would be quite alien to the people of Fallen Britain, though many of them would likely assume the Synth was a never-before-seen variant of the securibot.


Securibots are the creation of Rise Robotics, and were the most popular robot for policing and private security before the Great War. Securibots are humanoid in shape though clearly mechanical, similar to a Gen 1 Synth. They have no eyes, seeing by means of concealed sensors hidden behind an impassive featureless faceplate. Police versions of the securibot, nicknamed "bobbybots", were known for their unique head shape which gave them the appearance of wearing a traditional custodian helmet, the magnetic handcuffs at their waist, as well as their yellow high visibility plastic torsos with black and white checkered band. Not all police securibots featured high visibility plastic; those assigned to Special Operations were an intimidating matte black.

Securibot Racial Traits

Ability Scores. +1 Wisdom.

Size. Medium.

Handcuffs. You carry a pair of handcuffs as additional starting equipment. These metal restraints can bind a Small or Medium creature. Escaping the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Your handcuffs open with a five digit passcode, which you know and can reprogram over the course of a minute while the cuffs are not in use. Without the passcode, a creature proficient with Hacking can bypass the electronic lock using a connected computer with a successful DC 15 Intelligence check. Your handcuffs have 15 hit points.

Fine Control. Thanks to your delicate digits, you can wield firearms and use delicate tools like bobby pins.

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