GURPS: FALLOUT
by VARIOUS AUTHORS compiled, compil ed, EDITED E DITED AND A ND UPDATED BY Natha than n Ro Roberts bertson on
GURPS Fallout
by VARIOUS AUTHORS compiled, compil ed, EDITED E DITED AND A ND UPDATED BY Nathan than Roberts Ro bertson on
GURPS © 2 008 – Steve Jackso Jackson n Games Fallout © 2007 Bethesda Softworks LLC, a ZeniMax Media company All Rights Reserved
2
GURPS Fallout
by VARIOUS AUTHORS compiled, compil ed, EDITED E DITED AND A ND UPDATED BY Nathan than Roberts Ro bertson on
GURPS © 2 008 – Steve Jackso Jackson n Games Fallout © 2007 Bethesda Softworks LLC, a ZeniMax Media company All Rights Reserved
2
Tabl able e of Contents
PART 1: CAMPAIGN BACKGROUND
4
Chapter 1: A Record of Things to Come
5
Chapter 2: The Brotherhood of Steel
11
Chapter 3: The Enclave
14
Chapter 4: The Republic of New California
15
Chapter 5: The Vaults
16
Chapter 6: GUPRS Fallout Gazetteer
18
Settlements
18
Selected Ruins
26
Design Your Own Settlement!
27
Chapter 7: Environmental Hazards
28
PART 2: CHARACTER CREATION
30
Chap Chapte terr 8: 8: Cha Chara ract cter er Crea Creati tion on Gu Guid idel elin ines es for for the the GU GURP RPS S Fal Fallo lout ut camp campai aign gn
31
Chapter 9: Wasteland Advantages, Disadvantages and Skills
36
Chapter 10: GURPS Fallout Racial Templates
37
Chapter 11: GURPS Fallout Occupational Templates
42
Fallout Job Table
43
Chapter 12: Equipment
45
Equipment
45
Vehicles
56
Weapons
63
Armor
71
Chapter 13: A Wasteland Bestiary
73
PART 3: APPENDICES
86
Appendix 1: Random Encounters for GURPS Fallout
87
Appendix 2: Designing Ruins For GURPS Fallout
90
Appendix 3: Scavengig Rules for GURPS Fallout
91
Appendix 4: Sample Adventure: Gremlins!
93
Appendix 5: Bibliography
97
3
Part 1: Campaign Background
4
A Countdown to the End Times
CHAPTER 1: A Record of Things to Come
Much of the following text comes from the timeline in Fallout Bible 0 written by Chris Avellone. Much of the information in Avellone's timeline comes from the original Fallout 1 timeline created by Brian Freyermuth and Scott Campbell, some post-FO1 stuff was laid out by Rob Hertenstein, and some dates were added by Chris Avellone himself.
It’s all over and I’m standing pretty, in the dust that was a city. - Nena, 99 Luftballoons GURPS Fallout, like the Fallout computer game series, takes place in an “alternate universe.” This means that, sometime after World War II, “real” history and Fallout history diverged, although where this happened is not exactly clear. The alternate reality, henceforth referred to as the “Fallout Universe,” is awfully close to the real world, but with some major differences. The Soviet Union survived well into the 21st Century before it finally splintered in the Resource Wars. The microchip was never invented, and fashions, weapons, vehicles, and computers keep a very “retro” feel, almost as if the 1950s never truly died. This did not hinder the advances in technology, as supercomputers, advanced robotics, and fusion power all flourished before the War.
Note that the Fallout world is not our own, but it diverged from ours soon after World War II. So while it takes place in the future, it is not our future, but the future as imagined in 1950s science fiction. See: Divergence for more details. Though I've only carried the original timeline through to the end of the Resource Wars (October 27, 2077), the current year is 2277. For a complete version of this timeline, visit http://fallout.wikia.com/wiki/Timeline 1942 Sierra Army Depot is erected. Its mission is to store and maintain a defensive supply of military ordinance. This mission continued until 1991. This is a real event, bef ore the Fallout universe diverged from ours.
It should also be noted that the nuclear weapons used in the Fallout universe are not as strong as the nukes in modern arsenals; they are much closer in yield to warheads developed and tested in the late 1940s and 1950s, which means that the level of devastation is slightly different (and potentially far less severe) than it would be in the “real” world. In addition, the dust cloud necessary for nuclear winter never formed, so that phase of nuclear war is unheard of in Fallout.
1943 The Los Alamos Nuclear Research and Development facility, codename: The Reservation, completes construction. Los Alamos becomes part of the research team for the Manhattan Project.
In 2052, the Resource Wars erupted, threatening to tear the world apart. Famines in Africa and the Indian subcontinent, massive pollution in Southeast Asia, religious extremists in the Middle East and the Pacific Northwest, coupled with an ever-growing need for irreplaceable fossil fuels, led the planet to a breaking point. American corporations, desperate for now-nonexistent cheaper labor and new markets so they could continue to make profits, became more and more brazen about their ties to the American government, which in turn became more and more brazen about its imperialistic tendencies.
1945 The Second World War comes to an end. Shortly after this, the Fallout Universe begins to diverge from ours, at first in minor respects, then major. 1961 May 5: Captain Carl Bell of the United States Space Agency (U.S.S.A.)
China, along with the European Commonwealth, began its own form of imperialism, raiding resources in the American sphere of influence. While the world had not experienced a massive war in over 100 years, the house of cards created by ailing superpowers and limping business interests could not withstand the strong breeze. As the EC and the Middle East squabbled over oil, China turned its attentions towards North America. There was no one incident that decisively led to the declaration of war on China by America (or on America by China), but the Chinese invasion of Alaska and its still-flowing oilfields in 2066 was all the excuse either side needed. After brutal but indecisive trench-and-plane warfare dragged on for months and then years, it became obvious that both sides had too much to lose to back out – and the corporations running both countries would never allow such a profitable war to quit. America eventually took back most of the Alaskan frontier, but more than a decade of intense warfare left a good deal of the formerly-pristine land a scorched, useless wreck.
became the first human in space. This claim is disputed by both the Soviet Union and China. Captain Bell's flight in Space Capsule Defiance 7 lasted twelve minutes and seven seconds, and made a full revolution around the Earth. Bell died when the capsule crashed on its return to Earth. 1969 By this year, the United States is divided into thirteen commonwealths, each of which encompasses several states. The national flag is changed to reflect this and depicts t hirteen stars - twelve in a circle and o ne in the middle. July 16: The Virgo II Lunar Lander Valiant 11 with U.S.S.A. astronauts
Captain Richard Wade, Captain Mark Garris, and Captain Michael Hagen lands on the moon. The astronauts become the first humans t o walk on a celestial body other than Earth. November 14: Virgo III Lander Valiant 12 lands on the Moon.
1992
In the early morning hours of October 23, 2077, the war became the War, and reached its inevitable conclusion. Spears of fire rained from the sky, destroying the planet’s major cities, polluting the oceans, and creating nightmares no scientist could imagine. Tens of thousands of soldiers, scientists, artists, and wealthy people reserved spaced in enormous underground shelters called Vaults, but because of the constant false alarms, only a fraction made it inside on that day. High-ranking US officials took refuge on an oil platform off the coast of San Francisco, evidence at last of the corporate control over the government and its army.
The mission of Sierra Army Depot is changed. It is now responsible for the demilitarization of stores of surplus ammunition that have been deemed unfit or obsolete for military purposes. This mission is to be overseen by the Industrial Operations Command (I.O.C.) in cooperation with the Environmental Protection Agency (E.P.A.), providing a greener, cleaner way to dispose of military ordnance. This mission continued until 2050. 2010
As the radioactive dust coated the planet and the last matchsticks of civilization snapped, the surface survivors died by the billions, leaving those that were left to try to fend for whatever scraps they could find. The Government, safe on Poseidon Oil’s provided offshore platform, took to calling itself the Enclave and secretly began plotting the return of their “pure” version of humanity to the mainland. Their sense of genetic and mental superiority allowed them to justify their actions, just as regular survivors stronger than the others justified atrocities by the same twisted logic. Fortunately, the Enclave’s influence was limited to the extreme American West by its location on the platform, and the rest of the world limped toward civilization – or descended into darkness – at its own pace. Eventually, though, t he Vaults opened, some at pre-appointed times, others by apparent mechanical or planning errors, releasing the inhabitants to mix with surface survivors in a much-changed United States, on a much-changed planet Earth: the setting for F allout Unlimited.
5
The Delta IX rocket is commissioned by the U.S.S.A. The Delta IX rocket is the last of the manned rockets to the Moon. 2021 Hubris Comics begins publishing comic books. 2034 The Delta IX rocket is converted for U.S. military purposes. Crew and instrument sections are replaced with a nuclear warhead. 2037 The Mr. Handy series of robots is first brought to market as a general construction and maintenance unit by General Atomics International.
2039
2053
Prometheus Coal, a division of Poseidon Energy, opens a coal mine in central Utah. A small village opens up nearby. It is called Eagle Rock.
The socially transmitted "New Plague" arises, killing tens of thousands. The United States closes its borders and the f irst-ever national quarantine is declared. The source of the plague is unknown, but rumors persist that it is a genetically engineered weapon.
An early bug in Mr. Handy robots that caused interference in the operation of the multiple arms is fixed with a hardware update, with no major problems since then.
ZAX 1.0 goes on-line, developed by Vault-Tec. Initially a prototype of some of the systems designed to govern the vaults, it is given to the government to help the Department of Energy collect resource data. Within a year, it is taken by the military for plague and tactical research; one version, ZAX 1.2 is constructed for West Tek (below).
2040 The Tibbets Prison is commandeered by the United States government in association with Vault-Tec and Poseidon Oil to tie int o their Safehouse project. On 5 April 2040, the Secretary of the Army makes the decision to build a new Disciplinary Barracks, with a capacity for 456 inmates. A cost ceiling of $363 million in allocated construction dollars is set. The target budget year for funding this project is fiscal year 2041. Construction begins in the Fall of 2 042, with completion projected for the Fall of the year 2045. 2042 A major earthquake takes place in Mexico City. The Mr. Handy general construction robot becomes the leader in sales in Mexico. July: discussions with Vault-Tec to determine space and functional
December: Like an exclamation mark on the end of a very bad year, a
terrorist nuclear weapon destroys Tel Aviv. 2054 January: Limited nuclear exchange in the Middle East raises fears
throughout the world. In light of the Euro-Middle Eastern conflict and the plague scare, the United States officially sets Project Safehouse in motion. The project, financed by junk bonds, is designed to create shelters, called Vaults, for the populace in the event of a nuclear war or deadly plague. Construction begins late in 2054 and proceeds rapidly due to advances in construction technology.
requirements for the new Tibbets facility. 2055
September 3: the Combined Arms Center Commander is given a decision
The West Tek Research Facility starts working on a new virus to kill t he New Plague. Their viral research and close ties to the federal government eventually lead to them being chosen for t he Pan-Immunity Virion Project twenty years later as well as Power Infa ntry Armor and laser research.
brief of the USDB project, and selects one of three design options for further development. He also requests the Corps of Engineers to research an alternate location for the placement of this facility, since the geological evaluation of the site adjacent to the Trustee Unit revealed unsuitable subsurface conditions. Discussions involving the possible movement of the prison and relocation projects are also discussed, leading to the eventual three-rail system.
ZAX 1.2 is brought in to regulate conditions in West Tek. It is not part of the Vault-Tec preservation software, so it does not have any orders to protect humanity after the bombs fall. In the meantime, it calmly calculates data and plays chess with the scientists. Many scientists claim that ZAX is a "big ol' cheater" and draws the game out too much for a computer of his considerable abilities.
2044 Nuka-Cola is invented by John Caleb-Bradberton. The Great Passion Fruit Famine hits America. People actually notice the taste difference in Nuka-Cola when the flavor was changed.
2059 The Anchorage Front Line is established, as the United States increases its military presence in Alaska to protect its oil interests. The Anchorage Front Line causes tensions in the United States and Canada, as the United States attempts to pressure Canada into allowing American military units to guard the Alaskan pipeline.
The X277 Viper Magnetic Rail Cannon developed for the U.S. Mili tary by West-Tek is deemed too costly to produce on a mass scale and abandoned. 2050
The first artificial intelligence is born. Limited by memory constraints, its expansion is rapidly halted. The discovery paves the way for future A.I. research in laboratories throughout the United States.
The mission of Sierra Army Depot is changed again. It is refurbished with the latest in technology and is f rom now on used as a secret research installation for developing and testing robotic, biological and conventional weapons until 2076.
2060 Traffic on the streets of the world stops moving. Fuel becomes too precious to waste on automobiles, so alternatives are explored - electric and fusion cars begin to be manufactured, but factories can only make limited amounts while conserving fuel. The U.S. economy teeters on bankruptcy. Pressure on fusion research increases.
2051 Seeking to protect business interests and their oil supply, the United States begins to exert increasing pressure on Mexico, citing the political instability and pollution stemming from Mexico as a threat t o the United States. Various economic sanctions serve to destabilize Mexico, and the United States military enters Mexico to keep the oil refineries running and making sure oil and fuel continue to make their way north across the border at Mexico's expense.
The Euro-Middle Eastern War ends as the oil fields in the Middle East run dry. There is no longer a goal in the conflict, and bot h sides are reduced almost to ruin.
The N99 10mm Pistol becomes standard issue military sidearm following the phase out of the N80.
The European Commonwealth dissolves into quarreling nation states, fighting over the remaining resources.
July 27: The United Nations is officially disbanded.
2061
The United States closes its borders to the f lood of immigrants.
March: Construction of Vault 108 begins.
The last manned mission to the moon occurs.
2062
The widely known Nuka-Cola’s Dazzling Blue bottle color was adopted as standard after market research programs indicated that the blue color was the favorite in 86 people out of a hundred polled.
May: Construction of Vault 92 begins.
Despite quarantine measures, the New Plague continues to spread, fueling national paranoia. Many Mormon congregations come together t o purchase places in Vault 70, located in Salt Lake City, Utah. U.F.O. codenamed "Paladine" crashed just north of Hagerstown, Maryland. Could not be recovered.
6
2063
2067
August: The construction of most Vaults completed, except for Vault 13,
The first suit of T-45d Power Armor is deployed in Alaska. While lacking the full mobility of future versions, this Power Armor is incredibly effective against Chinese tanks and infantry. Its ability to carry heavy ordnance becomes key in various localized conflicts, and it has the power to destroy entire towns without endangering the wearer. China rushes to create its own versions, but they are many years behind the United States.
whose construction finally gets off the ground...heralding a development cycle that seems plagued with problems. Drills begin in the oth er cities with completed Vaults, but the increasing frequency of the drills has a "cry wolf" effect, and the turnouts for drills trickle off as the years go on. Dr. Willem Clark, a top nuclear physicist in his day, is put in charge of all scientific endeavors at the Reservation. Colonel Green, a career soldier in the U.S. army, is put in charge of security.
Senator Todd Peterson decides to build a secret bunker to house himself and his family should war break out. Senator Peterson is a wealthy man in his own right, but lacks the f unds necessary for such a project. Through secret dealings with Poseidon Oil and a covert branch of the government known as the Enclave, the final funding for the project is attained. A construction site is chosen in southern Colorado and work begins.
2064 March: Construction of Vault 106 begins.
2065 February: Construction of Vault 76 begins.
By this year, a Nuka-Cola machine can be found on almost every street in America.
June: Due to enormous demands for electricity from a 17+ million
2068
population, a nuclear reactor in New York City goes supercritical during the summer of this year, almost causing a meltdown. The near meltdown brings into effect power rationing, and the term "H ot Summer" is used to refer to the New York incident.
May: Construction of Vault 92 ends. November: Construction of Vault 112 begins.
2069
August: Increasing need for mobility in the United States mechanized
cavalry leads the military to focus the efforts on creating a man-based tank - essentially, a two-legged walking armored unit: Power Armor.
Canada begins to feel the pressure from the United States military as the U.S. draws upon Canadian resources for the war effort. Vast stretches of timberland are destroyed, and other resources in Canada are stretched to the breaking point. Many Americans refer to Canada as Little America, and Canadian protests are unheard.
2065 - 2067: Power Armor research grows and several prototypes are
developed, many of which prove to be unworkable in the field. These prototypes pave the way for future advances in military, construction, and fusion technology.
March: Vault 13 is finally completed - it is the last of the Vaults on the West
Coast, and drills begin. Due to i ts late completion, the "cry wolf" effect that hurt the other Vaults is not as pronounced.
The Reservation is given orders to research and produce nuclear missiles that can be fired from an orbiting space platform.
October: Construction of Vault 76 ends.
2066
December: Construction of Vault 106 and Vault 108 ends. Vault 108 was in
May: Construction of Vault 87 begins.
construction for 8 years due to work stoppage.
Spring: As the oil resources dry up across the globe, China's fossil f uel
2070
dependency causes an energy crisis in the nation. China, bordering on collapse, becomes more aggressive in its trade talks with the United States. Unwilling to export oil to China, talks between the United States and China break down.
The first of the Chryslus Motors fusion-driven cars are developed. Reassuringly big and American, the limited models carry a hefty price tag but are sold out within days. Many Chryslus plants have long since been converted into making military ordinance.
Summer: Adding further insult to the Sino-American relations, the first
crude fusion cell is unveiled, one of t he results of the Power Armor project. Devices designed for the fusion cell begin to be manufactured. Incorporating fusion power into the general U.S. infrastructure begins, but the process is too slow to supply power to the regions that need it. Nearly eleven years later, few sections of the United States were supplied with fusion power.
2071 December: Construction of Vault 87 ends.
2072
Line becomes a true battleground.
The United States' increasing demand for Canadian resources causes protests and riots in several Canadian cities. An attempted sabotage of the Alaskan pipeline is all the military needs as an excuse to begin its annexation of Canada, which had already begun in 2067.
Winter: As a sign of increasing tension between the two countries, Canada
June 3: Canada fully annexed by U.S.A.
Winter: In the winter of 2066, China invades Alaska. The Anchorage Front
proves reluctant to allow American troops on Canadian soil or allow American planes to fly over Canadian airspace. American and Canadian tensions rise, but Canada eventually backs down, and U.S. troops pass through Canada. This sets the stage for the Canadian annexation in 2076.
Completed B.O.M.B. missiles are sent to different space centers around the U.S. so they can be carried into space and installed into the B.O.M. B. satellites. The process is slow, but it is being carried out f airly regularly.
The U.S. Navy Missile Cruiser U.S.S. Ebon Atoll is accidentally sunk by the U.S. Navy Submarine U.S.S. Interference during the Anchorage Campaign. The Interference mistook the Ebon Atoll for an enemy vessel and shot it with a nuclear torpedo killing all on board. It is one of the worst U.S. Navy disasters since World War II.
2073 August: The Ballistic Orbital Missile Base, or B.O.M.B.-001, is completed
Resource rationing in Denver causes riots. Midwest U.S.A. and Mexico start having food shortages and can't supply Denver with the food it needs. Food riots occur. National Guard called in. With more important things to spend their money on, Poseidon Energy closes the inefficient and dangerous Eagle Rock mine complex and sells it to the U.S. government.
7
and partially functional (for security and maintenance bots) using a temporary on-board generator. The only thing the base needs are the manually inputted final launch instructions and codes, and the main power reactor. September 15: As China becomes increasingly aggressive with their use
of biological weapons, the United States government felt that a countermeasure was needed. The Pan-Immunity Virion Project (PVP) is officially formed and plans are made to begin experiments at the WestTek research facility in Southern California.
April 15: Once all secondary tests and studies are done on the test
2074
subjects, all dogs f rom the batch 11-101a FEV tests at West Tek are terminated...from a safe distance.
Negotiations between the U.S. and other world powers come to a dramatic end, with the President walking out of oil talks with the ot her world powers. After a much heated debate, the President stormed out of the meeting and declared that the last known supply of petroleum will be used exclusively by the U.S. and the U.S. will not sell or trade any oil to outside parties.
June: Power Armor prototype completed, resulting in the T-51b Power
Armor. This is the pinnacle of Power Armor technology before the Great War. Many of these units are sent to China, and they begin to carve a swath through the Chinese forces. The Chinese resources are strained to the breaking point, and the supply lines from the nations China has annexed begin to break down.
Contrary to their claims of seeking only to retake Alaska from the Reds, American Power Armor units, infantry, and mechanized divisions are deployed to China, but they become bogged down on the mainland, putting a further drain on American resources and supply lines.
July: Flotation Homes and Seaweed book is published by Vault-Tec.
Government decision makers order the dumping of radioactive waste into Eagle Rock's lower mines. Enclave politics help secure a contract for Poseidon Energy to develop and use their AGRICOLA mining robots in the operation of the dumping ground. Not surprisingly, the AGRICOLA lab turns out to be a pretty good bunker as well.
August: Food and energy riots begin in major cities throughout th e United
States. Military units begin to be deployed in cities within the United States to contain rioters, and many temporary jails are constructed. A state of emergency is declared, and martial law soon follows. August: Hermes-13 & 14 space rockets are completed and await final
June: Construction of Vault 112 ends.
funding and the orders to launch.
July: The new Bloomfield Space Center completes construction. The
October: Production of B.O.M.B. nuclear missiles is put on hold due to
facility’s first task is to complete the space rocket Hermes-13 to fly to B.O.M.B.-001 (originally slated for a Mars mission before new orders arrived). The mission: have the crew deliver and install the base’s main power reactor, manually enter final launch i nstructions, manual check for safety nets and protocols, and do a manual i nspection of the station.
budget cuts. The Reservation is put on reserve. October: Due to the seriousness of world events and the threat of nuclear
war, Hermes rockets' launch is postponed while funds are routed to vault technology. Launch is rescheduled for 2077. October 4: At West Tek, fifteen chimpanzees are infected with batch
2075
11-111. The most successful test to date, growth and immunities in th e chimpanzees surpass all other subjects to date. The military practically drools over the results. Plans are made in secret to begin testing in small quarantine towns in North America, and the Mariposa Military Base construction is sped up in anticipation of moving t he West Tek project to a location under military supervision.
The Sierra Army Depot A.I. (Skynet) becomes self-aware. RobCo Industries copyrights the Unified Operating System. This system is used for operating the Robco terminals. The copyright is renewed for each of the next two years. March 21: PVP experiments continue at West Tek with batch 10-011, in the
wake of successful tests of the virus on single-celled organisms. Experiments on plant cells are postponed. The pan-immunity virion is renamed FEV - the Forced Evolutionary Virus.
November: Enclave personnel seize control of Bloomfield Space Center
and begin researching and developing a way to convert Hermes-13 into a personnel transport to transport important individuals off-planet. December: Fifteenth edition of Coping W ith Mr. Virus! is published by
May 9: FEV experiments continue at West Tek with batch 10-011, in the
Vault-Tec.
wake of successful tests on flatworms, the flatworms exhibit increase size and heightened resistance to viral contagions. Experiments with insects have less success, and further experimentation on insects is postponed by Major Barnett.
2077 New Plague hits Denver. Rioters burned down large parts of the city in their fear of contamination and anger at their treatment. Many panicked and fled the city by car, clogging the freeways when they ran out of gas and trapping everyone behind them.
June 30: FEV experiments continue at West Tek with batch 10-011, with
white mice as subjects. I ncreased size, muscle density, and intelligence are noted.
January
November 9: FEV experimentation (batch 10-011) on rabbits is concluded.
Increased size, intelligence, and (this time) aggressiveness is noted. Apparently, it was hard to determine whether the flatworms in the previous experiments were angrier and more violent than normal. Frankly, the researchers cannot be blamed for this.
January 7: Major Barnett orders transfer of all FEV research to th e newly-
2076
held by the Americans.
January 3: A military team under the command of Colonel Spindel is sent
January 22: The first domestic use of Power Armor within the United
to the West Tek research facility to monitor t he experiments in the interest of national security. Captain Roger Maxson (the grandfather of John Maxson, the High Elder of the Brotherhood of Steel in 2161) is among the team personnel.
States for crowd and quarantine control. Units originally serving in China and the Anchorage Front Line fi nd themselves fighting Americans at home. Food riots increase, and many civilians are killed. Several soldiers defect from the military both in Canada and t he United States. They are captured, and are sent to military prisons.
constructed Mariposa Military Base, despite objections by the research team. January 10: Alaska is reclaimed, and the Anchorage Front Line is again
January 12: Splicing in several new gene sequences into their test virus,
dogs are injected with batch 11-101a at West Tek. Although increased strength was noted, increased int elligence was not. Using batch 11-011, experiments are conducted on raccoons. Same results are noted, but the attempted escape of several infected raccoons causes Major Barnett to terminate the escape...and the test subjects. Two pairs of raccoons, however, are unaccounted for.
February February: FEV Research is leaked to the world through an unknown
source. Protests in many major cities and governments around the world, as well as accusations that the U.S. was responsible for the New Plague. FEV is seen as the threat it is, and serves only to fuel t ensions. The governments of the world fear what the U.S. is up to. Speculating anything from trying to make a breed of super soldier, to trying to make Hitler's master race, they begin to panic.
Note: Scott Campbell and Brian Freyermuth intended these escaped raccoons to form an intelligent animal community NW of the Glow called the "Burrows". This location was never implemented.
March
January: The United States annexation of Canada is complete. Canadian
Prepared for a nuclear or biological attack from China, the President and the Enclave retreats to remote sections around the globe and make contingency plans for continuing the war.
protesters and rioters are shot on sight, and the Alaskan Pipeline swarms with American military units. Pictures of atrocities make their way to the United States, causing further unrest and protests.
Vault Dweller's Survival Guide is published by Vault-Tec.
8
July
The Pre-War World
Between July 10 and October 23: Sierra Army Depot is evacuated.
The following countries were mentioned in the bits of information about the world before the Great War. For chronology of the events leading to the War, see the timeline of the Fallout universe.
August Sometime prior to August 15, General Constantine Chase, the hero of the Anchorage Reclamation, begins testing a virtual reality simulation of the Reclamation at the VSS Facility in Washington, D.C.
Canada Canada was an independent country north of the United States of America. It gained autonomy from Great Britain in 1867, and gained full international and diplomatic independence in 1931. As a country it was much larger than the United States at a total size of 9,093,507 sq km, while its population was relatively average. It is important to note that northwestern Canada touches Alaska, while southern Canada touches the northern United States.
September September 6: Technicians at the VSS F acility notice General Chase is
making radical, unrealistic changes to the Anchorage simulation. They believe Chase is becoming obsessed with the simulation and is gradually going insane, but refrain from confronting him out of fear that they will lose their jobs to military contractors.
Canada had been annexed as a state by the United States, involving both the oil crisis and the War with China. Alaska and Canada served as a front line during the war, because the oil interests vested in the north by the United States.
October October 10: Captain Roger Maxson and his men discover that the
scientists at Mariposa have been using "military volunteers" (military prisoners who didn't have their brains scooped for use in Brain Bots) as test subjects in their experiments. Morale in the base breaks down, and in light of the mental breakdown of Colonel Robert Spindel stationed at the base, Maxson's men turn to him for leadership.
China China was the primary rival of the United States during the 21st century, with the U.S.A. having developed relatively warm diplomatic relations with the Soviet Union during the 20th century. It was a military and economic superpower, able to compete with the U.S.A. and is consistently portrayed as an equal or, in certain fields, even superior to America. For instance, China attempted to be the first to drill the last oil resource in the world.
October 13: After an interrogation, Maxson executes Robert Anderson, the
chief scientist. October 15: Colonel Spindel commits suicide. All scientists are executed.
himself to be in full d esertion from the army (via radio)...and nothing happens.
It is implied that Americans sabotaged this attempt and that without such sabotage the Chinese would have been successful. In addition, China developed the unique Hei Gui stealth armor that America replicated in the unstable, wrist-mounted Stealth Boys.
October 21: Maxson orders all families stationed outside the base moved
Political System
October 20: Captain Roger Maxson, now in control of Mariposa, declares
inside the Mariposa facility. bombs are first dropped. Due to its lat e release, Quantum is now labeled a rare item.
In the 2070s, China was still a communist nation with a one-party system. The ruling political party was the Communist Party of China. China's last head of state before the Great War was President Xin, while Chairman Cheng was the country's military leader.
October 23: Great War: Bombs are launched; who struck first is
Prior to the Sino-American War
October 23: Nuka Cola Quantum is released to the public hours before the
unknown... and it is not even known if the bombs came from China or America. Other countries, seeing the missiles on their way, launch their planes and fire their warheads as well. Air raid sirens sound, but very few people go into vaults, thinking it is a false alarm. The Vaults are sealed. What ensues is two hours of nuclear bombardment upon the earth's surface. The effects are far worse than most imagined. The earth's faults shift violently. Mountain ranges thrust themselves through the soil. Whole lands are submerged under floods of water.
Relations were strained with China even before the Sino-American War, as it raced with the United States to tap the last remaining oil fields deep beneath the Pacific Ocean. Their work was sabotaged by American spies, allowing the U.S.A. to erect an oil rig of their own and claim the resource. The strained relations eventually lead to the Chinese invasion of Alaska, where the Anchorage Front Line becomes a real battlefield.
Sino-American War (2066-2077)
October 23: Necropolis Vault never closes. Once it becomes known that
The exact details on China as a nuclear power are sketchy at best. It is not actually known how much nuclear power China brought to the final blasts of the Great War or even if it was the only country throwing bombs at the United States, who was at that time in dispute with many countries.
the other vaults have sealed, people within Bakersfield attempt t o force their way into Vault 12 to protect themselves and their families. October 23: The West Tek research facility is hit by warheads, breaking
open the FEV tanks on levels four and f ive and releasing it into the atmosphere. Mutated by radiation, it loses its mutagenic abiliti es, but it later complicates things for the Master.
2066: Chinese forces under the leadership of General Jingwei
successfully invaded Alaska, claiming its pipeline and oil reserves for itself. 2067: The Anchorage Reclamation commences, with first suits of T-45d
October 23: The Mariposa Military Base survives, the soldiers and
scientists within protected from the radiation and FEV flooding the wasteland.
Power Armor deployed there.
October 23: Two Poseidon scientists are still trapped in the Eagle Rock's
weapons.
2073: China became increasingly aggressive with their use of biological
AGRICOLA lab. 2074: During the Yangtze Campaign, American T-45d Power Armour units,
October 23: All Enclave personnel leave Bloomfield to either take cover or
maintain "hot spots." Sub-reactor is turned off. Bloomfield, B.O.M.B.-001, and Hermes-13 & 14 are completely forgotten.
infantry, and mechanized divisions were deployed to China, but they became bogged down on the mainland, putting a further drain on American resources and supply lines.
October 25: Two days later at Mariposa, a scout in Power Armor (Platner)
2076: The T-51b Power Armor finally finished development, and the first
is sent out to get specific readings on the atmosphere. He reports no significant radiation in the area surrounding the facility.
unit was sent to China where th ey finally began to carve a swath through Chinese forces. Chinese supply lines from the nations China had annexed began to break down.
October 27: After burying the scientists in the wastes outside of Mariposa,
the soldiers seal the military base, then head o ut into the desert, taking supplies and weapon schematics with them. Captain Maxson leads his men and families to the government bunker at Lost Hills. (This event was called the "Exodus," and the surviving soldiers went on to eventually form the Brotherhood of Steel.).
2077: At some point, one of the powers began launching nuclear weapons,
which results in massive retaliatory response culminating in nuclear annihilation. All nation states now effectively cease to exist. It is unknown whether the Chinese government took steps to ensure the survival of itself or its citizens.
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Infiltration of Washington, D.C.
Middle East
Chinese commandos infiltrated mainland America, in order to spy on and sabotage the U.S. war effort. Their focus was Washington, DC, penetrated under the cover of Mama Dolce's factory and the L.O.B. Enterprises, supported by several special forces teams. A large amount of Chinese arms was also covertly transported to the capital, possibly in order to equip Communist sympathizers and spark an insurrection that would severely affect the American ability to effectively wage war.
In 2052, the Resource Wars began. Many smaller nations went bankrupt, and Europe, dependent on oil imports from the Middle East, responded to the Middle East's rising oil prices with military action. The long drawn-out war between the European Commonwealth and the Middle East began. In January 2054, limited nuclear exchange in the Middle East raised fears throughout the world.
Attempted sabotage of Hoover Dam Shortly before the Great War started, a Chinese infiltration and sabotage team discovered the Hoover Dam secret genetics laboratory - Classified Sub-Level 1C and tried to destroy Hoover Dam, so the genetic work could never be used against them. Some of the Chinese stealth soldiers made it into Sub-Level 1C, while others were planting bombs in the main generator rooms - Scum Pits. One of the bombs went off prematurely and alerted all of Hoover Dam, including the guards in S1C. Things become cloudy in the reports due to the chaos that ensued, but suffice it to say that the Chinese were defeated, the generators were heavily damaged, and S1C was compromised. A couple of Chinese stealth solders and f our scientists were trapped in S1C after the hatch was sealed. Infiltration of Limit-115 Laboratory
Eventually, Eventually, Euro-Middle Eastern War ended in 2060, as the oil fields in the Middle East ran dry... there was no longer a goal in the conflict, and both sides were reduced almost to ruin. Soviet Union The Soviet Union did not collapse in the 20th century in the Fallout world and still existed in the 21st century, century, prior to Great War. War. The Soviet Union had consular service and very likely foreign service, including consular relations with USA. In fact, i t's very likely the Soviet Union wasn't at war against USA in 2077. However it is unknown whether during the Great War the Soviet Union was an ally of China, its enemy, or was neutral towards it, and it is unknown whether it still had i ts sphere of influence in Europe. The name of the state still confirmed its continuity, so it still likely had a kind of quasi-federal communist-like system of government in the 21st century.
Chinese "Black Ghosts" (Hei Gui) managed to steal some Limit-115 samples also, but they were killed in Denver in a crowded public area, breaking the vials with the virus, unleashing the New Plague on Denver.
The Soviet Union is not mentioned at all in other parts of the background, especially in background concerning the Great War.
The Shi in San Francisco
United States of America
The Shi inhabitants of San Francisco claim to be d escendants of the Chinese Navy submarine Shi-Huang-Ti (named after the first Chinese emperor), washed ashore in the great blackout following the Great War. The Chinese survivors managed to adapt themselves to the post-nuclear reality, reality, salvaging the submarine's supercomputer, christened the Emperor by the Shi. In time, the Shi dismantled much of the submarine, eventually turning San Francisco into a center of research and higher learning.
The history of the Fallout world diverged from the real world's shortly after World War II. In that world, the Cold War never ended, and it stopped being cold. Nonetheless, the United States of America remained one of the world's major superpowers.
The Commonwealths Prior to the Great War, the United States had an intermediate level of government between the state and federal powers. The nation was divided into thirteen commonwealths. The United States flag was changed as well. Accordingly, the new flag depicted thirteen stars - twelve in a circle and one in the middle.
European Commonwealth The European Commonwealth is the Fallout equivalent of the real-world European Union integrated into one state-like entity (although it is not known which European states were its members; the only confirmed member was the United Kingdom). In 2052 Europe was dependent on oil exports from the Middle East and responded to rising oil prices with military action, starting the Resource Wars. It suggests that not unlike today's EU, the EC had a military power. Some time after the war ended, as the Middle Eastern oil fields went dry in 2060, the European Commonwealth dissolved into quarreling nation states fighting for the remaining resources.
It was believed that the new administrative division of the country would help create legislation broad enough to affect states with common concerns, but narrow enough to leave dissimilar states alone. In reality, it created even more strife, as commonwealths typically did everything they could to promote their own interests at the expense of other commonwealths. The thirteen commonwealths were:
United Kingdom An island nation in Europe far to t he east of the core region/known world for the Fallout series. Before the Great War it was a wealthy country and most likely a nuclear power (like its real world counterpart). It was the leader of the states in both the normal Commonwealth and European Commonwealth. Allistair Tenpenny Tenpenny is known to have come from the United Kingdom before traveling across the Atlantic. No details are known about the state of the British Isles after the Great War.
Columbia - Washington, D.C., Maryland, Virginia
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East Central – Ohio, Kentucky, Tennessee
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In the Fallout world before t he Great War, the country of Israel was most likely still a place of Jewish-Arab conflict as in the real world, as in December 2053 a terrorist nuclear bomb destroyed Tel Tel Aviv. Aviv.
Four States – Utah, Colorado, Arizona, New Mexico
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Gulf – L ouisiana, Mississippi, Alabama, Florida
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Midwest – Wisconsin, Minnesota, Illinois, Indiana, Michigan
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The weapon Desert Eagle .44 is of Israeli origins, having been developed by the IDF. Mexico
New England – Maine, New Hampshire, Vermont, Massachusetts, Rhode Island, Connecticut North – Montana, Wyoming, North Dakota, South Dakota Northwest – Northern California, Washington, Oregon, Idaho, Alaska
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Plains – Nebraska, Kansas, Iowa, Missouri, Oklahoma
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Southeast – Georgia, South Carolina, North Carolina
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Mexico was a country to the south of the United States. While it was never annexed like Canada was, the US, seeking to protect business interests and their oil supply, put a lot of pressure on Mexico in 2051 and finally invaded it, though presumably never claiming it as a part of their own country.
Eastern – West Virginia, Delaware, Pennsylvania, New Jersey, Jersey, New York
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Israel
The Fallout NPC Tycho had traveled to Mexico.
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Southwest – Southern California, Nevada, Hawaii Texas – Texas, Arkansas
Canada It is unknown whether there were any changes to that after the annexation of Canada. It is possible that Canada was under military rule until annexation was finalized (2075 or 2076). Because of the number of its population Canada was equal to US Commonwealths. Borders corrections were also possible, eg. concerning Alaska and the pipelines.
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The Enclave At some point in the 21st century, the Enclave, a shadow government of the United States, was formed. Members of the Enclave both embraced the idea of a nuclear war and knew that the common man could not survive it. They believed that as long as the "important people" of the United States survived, they could regroup quickly and wipe out communism once and for all. Though not technically part of the Enclave, many powerful corporations benefited from the Enclave’s actions and their research facilities were protected during the "firestorm" of 2077. In 2073, as the global race to exploit the handful of remaining natural resources reached its fevered peak, the United States managed to stake a claim on the world's last known supply of crude oil, buried thousands of feet beneath the Pacific Ocean. Poseidon Energy, a major U.S. energy concern, was contracted to build an oil rig and extract the oil. Before long, the oil ran dry and the oil rig was abandoned by Poseidon. Come 2077, with total nuclear war rapidly arriving at America's doorstep, the President of the United States and a number of other United States government officials leave their posts to take refuge in a number of secret locations around the world. Among them was the Poseidon Oil Rig. Here, the President himself set up a secret base from which the U.S.A. could continue to exist and wage war on China, with the eventual goal of retaking the continental United States. From now on, the remnant of the government, survived on the oil rig, started to openly call itself the Enclave. The Flag The United States of the Fallout timeline, at least since the formation of the Commonwealths seems to use the highly obscure Cowpens Flag, used in the battle of Cowpens, South Carolina in 1781 and one of the major victories of the young nation:
Chapter 2: The Brotherhood of Steel
Overview The ranks of the BOS is generally recognized as being composed of t he best and the brightest, which means the BOS is a relatively small organization, at least compared to the New California Republic. They make up for this with their frightening arsenal of pre-war and post-war technology: They have laser weapons, Power Armors, Armors, surgical enhancements, combat implants, and the Brotherhood Paladins who have the ability to erase an e ntire town from a map without a scratch. The v ast majority of BOS members are born in the Brotherhood - they very rarely accept outsiders into their ranks. Those born in the Brotherhood that want to be neither Scribes, Knights nor Paladins are free t o leave - the Brotherhood does not believe in forcing anyone to serve them against their will. While they're generally not hostile to ot hers without a good reason, unlike the legendary chivalrous knights (and very much like historical military and religious orders like the Knights Templar), Templar), members of the Brotherhood are not interested in justice for the obviously weaker and less fortunate around them. They largely focus on keeping their secrecy and preserving and developing technology, technology, which, in many cases, they put a bove human life. Their motives are often unclear, and Brotherhood members are not people to be trifled with. It is safe to say, say, however, that if a group of Brotherhood knights appears to be helping some less fortunate people, t heir motives are not altruistic. The Brotherhood doesn't like to share their choicest technological bits, despite the obvious benefits their technology could bring t o the wasteland. It's commonly accepted within the Brotherhood that the people of the wasteland are not responsible enough to use (and maintain) all of the technology the BOS has at their disposal. They are known for trading some of their technologies with frontier communities and NCR states in exchange for food and other resources, but they keep the more sensitive technologies to themselves. While they have great reverence for technology, most of the Brotherhood members have little regard for non-technical fields of knowledge (and even for non-combat technology). Even most of the Scribes don't care about history, and some Initiates don't even know who Roger Maxson, the founder of the Brotherhood, was.
United Nations In May 2052, the United Nations began to collapse, due to the Resource Wars, after the United Nations tried to keep the peace, many nations withdrew. It was finally disbanded on July 27, 2052 after many members had withdrawn from it. Its last president was Sakugama Okiri.
The Brotherhood's attitude towards mutants ranges from dislike (e.g. in the case of ghouls) to outright hostility (in case of super mutants). Early contact with the Master's super mutants was mostly hostile, and the BOS helped drive the majority of the mutant armies away from California. While after the Master's defeat many super mutants settled peacefully among humans, the hostility between the two groups didn't disappear. BOS contact with ghouls has been limited, but negative - it's difficult for t he BOS to respect a stumbling crew of emaciated scavengers that tend to dismantle or FUBAR old world technology. technology. BOS' anger grew even further when various salvaging operations began in the Glow, a location which the BOS came to regard highly both for their fallen comrades and the Pre-War technology there, with Dayglow ghouls at the f orefront. Most BOS members see ghouls as filthy scavengers. West Coast The headquarters of the Brotherhood is the Lost Hi lls bunker, the seat of the BOS High Elder and the ruling council, a nd the place where the organization was founded. It is also t he center of their research and military activities. However, by 2242, the BOS is spread across the wastes of California in small bunkers and installations hidden f rom the eyes of common folk, and finding them all and wiping them out would be a difficult and dangerous task. Their installations include bunkers in the Den, San Francisco and Shady Sands (capital of NCR). All Brotherhood outposts are formally subject to the Lost Hills authorities, even if they sometimes tend to act independently, especially if they're located far from California and contact with the headquarters is rare. The Lost Hills bunker is surrounded by the town of Maxson, which, while named after the founder of the Brotherhood, is officially outside BOS rule and is a member of the NCR.
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On October 10, Maxson and his men discovered, to their horror, that the scientists at Mariposa were using military prisoners as test subjects in their experiments with the Forced Evolutionary Virus. Morale in the base broke down, and Spindel suffered a mental breakdown, eventually committing suicide 5 days later. Maxson's men turned to him for leadership.
Southwest Maxson Bunker is a Brotherhood of Steel outpost in the Arizona area, commanded by General Andrea Brixley. Brixley. The bunker was intended to be used as a staging area for exploration teams scouting the east. However, once the war broke out with the New California Republic the bunker became a forward base of operations against Hoover Dam, an NCR outpost. The war effort has gone poorly for both sides. The BOS has superior technology, technology, but the NCR has superior numbers of troops. As a result, the war has been at a stalemate for years. Morale on both sides has plummeted but the BOS has been severely affected. In the wake of these troubles, a covert group of former BOS operatives has come into existence. Calling themselves the Circle of Steel, this group raids caravans and villages, confiscates any advanced technology t hey may have, and does so in the name of salvaging mankind from itself.
After interrogating Robert Anderson, the chief scientist, and learning about the extent of their actions, Maxson executed him, and the other scientists soon followed. Maxson, now in control of the entire base, declared himself to be in full desertion from the army via radio on October 20. Strangely, he got no response, as the rest of the army was busy fighting the Chinese threat. Three days later, the bombs were launched, and the Great War ended two hours after it started. Exodus
Midwest Much further East there lie the territories of the Midwestern Brotherhood of Steel, a splinter faction which lost contact with Brotherhood leadership at Lost Hills and has been an independent organization since the 2160s, where the airships of its founders crashed near Chicago. Unlike the original, isolationistic Brotherhood, this faction rules over a large part of the area between the former states of Illinois and Kansas and drafts tribals from villages under Brotherhood protection into its ranks. In an even more glaring contrast, while the Midwestern Brotherhood treats mutants and ghouls as, at best, second class citizens, some of them were actually allowed to join the organization. W hile more open to the outside world, this Brotherhood is by no means altruistic - the villagers under Brotherhood rule, while protected from raiders and mutants, live in fear of the infamous Brotherhood Inquisitors. The Midwestern BOS bunkers are called Bunker Alpha, Bunker Beta, Bunker Gamma, Bunker Delta and Bunker Epsilon. East Coast On the East Coast, a faction known as the Capital Wasteland Brotherhood of Steel established a base called the Citadel, built into and beneath the ruins of the Pentagon in Washington, DC. This faction is led by the idealistic Elder Owyn Lyons who decided to make protection of human inhabitants of Capital Wasteland from super mutants, instead of the acquisition and preservation of technology, his top priority. While Lyons is officially recognized by the ruling council at Lost Hills, because of his changed priorities he receives no support from California and his faction is mostly independent. Without reinforcements from the West Coast, Lyons has been forced to recruit locally, but most new conscripts are overeager, unskilled, or both, and as a result their survival rate is atrocious. Elder Lyons’ daughter Sarah commands her own elite squad, Lyons’ Pride. A group of disgruntled members who preferred to stay faithful to the Brotherhood's original goals left the Citadel and became known as the Outcasts.
Symbolism of the Insignia In the Brotherhood symbol, the gears represent their engineering knowledge, the sword is their will to defend themselves, the wings are the uplifting hope, and the circle is the wholeness that makes it a brotherhood. Another interpretation is that it represents each of the orders. The sword represents the Paladins, the wings represent the Elders (the "wings" control the movement of the sword), the large gear represents the Knights, and the two smaller gears represent the Scribes and the Apprentices, whose services keep the Knights supplied with the information and the manpower to get their jobs done. While both the original Brotherhood and the Capital Wasteland division use different colors for different elements of the symbol (blue for the wings, grey for the sword and black for the gears), the Midwestern Brotherhood uses several monocolor variations. A blue version is used by the Knights and Paladins, a black one by the Scribes and an orange one by the Elders. The golden/yellow variant seems to symbolize the Brotherhood as a whole. The Midwestern version is also reversed horizontally - the large gear is to the right of the smaller ones, not to the left.
History Mariposa The founder of the Brotherhood was Captain Roger Maxson. He was a member of a military team commanded by Colonel Robert Spindel, originally sent to the West Tek research facility on January 3, 2076 to monitor the experiments in the interest of national security. On January 7, 2077, all West Tek research was moved to the newly constructed Mariposa Military Base, along with Spindel's team.
The Mariposa Military Base survived, the soldiers within protected from the radiation and FEV flooding the wasteland. Two days later at Mariposa, a scout in Power Armor (Platner) was sent out to get specific readings on the atmosphere. He reported no significant radiation in the area surrounding the facility. After burying the scientists in the wastes outside of Mariposa, the soldiers sealed the military base, then headed out into the desert, taking supplies and weapon schematics with them. Captain Maxson led his men and families to t he government bunker at Lost Hills, and this event was later called t he Exodus. In November, after a few weeks in the Wasteland, the soldiers and their families arrived at t he Lost Hills, suffering many casualties along the way, including Maxson's wife (but not his teenage son). The Lost Hills bunker became the headquarters of the newly formed Brotherhood of Steel. Early years Not much is known about the early years of the Brotherhood. In 2134, a faction led by Sergeant Dennis Allen gained strength, and they urged the Elders to let them explore the southeast ruins of West Tek, Tek, called the Glow after being hit by a nuclear bomb, for artifacts. The Elders refused, so Allen and his divisionist group split away from the Brotherhood of Steel, taking some technology and weapons with them. Despite that, under the leadership of Roger Maxson, the Brotherhood grew in strength, developing their technology, and the orders of Knights, Scribes and Paladins were formed. In 2135, Roger Maxson died of cancer, and his son took over as the High Elder of the Brotherhood. Growing power In the 2150s, the Brotherhood established its control over the areas surrounding the bunker, becoming one of the major powers in the region. Around the early 2150s a raider group known as the Vipers began to establish a power base in the badlands to the South of the Lost Hills Bunker. Driven by a religious frenzy (and the need to provide for their much larger numbers of soldiers and disciples), they began raiding more frequently than before, eventually attracting the attention of the Brotherhood of Steel. In 2155, The Brotherhood sent out a few squads of scouts to track the Vipers down. This was more of a training exercise conducted by the High Elder than anything else, as the Brotherhood was convinced that a small detachment of troops in Power Armor would be sufficient to deal with a group of raiders, no matter how large. One Brotherhood squad, led by Maxson, found the Vipers. Expecting the raiders to break and run, Maxson didn't take into account the religious zeal and ferocity of the Vipers . . . or their poisoned weapons. A single arrow nicked him while his helmet was off, causing him to die a f ew short hours later. John Maxson, the grandson of Roger, took up the role of Elder, and Rhombus became the new head of the Paladins. The Paladins, now led by Rhombus, began a f ull scale campaign against the Vipers, tracking them down and wiping out almost all of their members within the span of a month. Some of the Vipers were able to fl ee north and east into the mountain range. During the campaign, the Brotherhood sent a few scouts and emissaries to the Hub to track down Vipers members, and from these beginnings, the Hub and the Brotherhood began full trade relati ons (caravans had delivered to the Brotherhood before, but not long after the destruction of the Vipers, caravan trains ran directly from the Hub to the Brotherhood on a regular basis).
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Super mutant threat
War with the NCR
Several years later, the Brotherhood were to face an enemy far greater than any band of raiders. In October 2161, a Brotherhood of Steel patrol came across a dead super mutant in the badlands. They took the corpse back to the Scribes, and Head Scribe Vree began to study it. After several long examinations, it was shown to be completely sterile.
In 2250s, the BoS leadership, led by Jeremy Maxson, favored a return to power by wresting all advanced tech from the hands of "lesser people" by any means necessary. This attitude didn't win them any friends, and because many in the Brotherhood disagree with such brutal methods, the whole organization was on the verge of civil war.
In February 2162, a man known as the Vault Dweller came to the Lost Hills bunker, wanting to join the Brotherhood. Not taken seriously, he is told to go to the ruins of the West Tek facility, which was now called the Glow, after being hit by a nuclear bomb during the Great War. When, after some time, he returned alive, and brought with himself a holodisk with the record of a lost expedition of several Brotherhood Paladins to the Glow, he was the first outsider in a very long time to be accepted as a member of the Brotherhood of Steel, even though some prominent members of the BOS resisted his joining the organization.
In the year 2242, Jeremy Maxson renamed Peterson's bunker, found by Andrea Brixley's expedition in 2231, after his famous ancestor, Roger Maxson. He then sent a full compliment of troops for occupation. Brixley was promoted to Elder, given the rank of General, and placed in charge. The remainder of her exploratory team was given the titl e of Elder as well. It was not long aft erward that the war with the New California Republic was announced.
It was from the Vault Dweller that the Brotherhood learned about the Master's army and his plans to turn everyone into a super mutant. With the support of John Maxson, he managed to convince the Council of Elders to send a squad of paladins to the Mariposa Base (which had been, ironically, where the BOS originally came from, although by that time even John Maxson didn't remember it), where the Master's FEV vats were located. With the help of the Brotherhood, the Vault Dweller eventually managed to defeat the Master, and was never seen again in the Lost Hills bunker. Aftermath After the death of M axson, Rhombus, head of the Paladins, became the new High Elder. After the death of the Master, the Brotherhood of Steel helped the other human outposts drive the mutant armies away with minimal loss of life on both sides of the conflict. Without the ability to create more mutants and enforce their harsh brand of justice, the majority of the mutant armies fled to the east, beyond the no-man's land. A much smaller faction, under the leadership of Attis, tried to recreate the mutant army in Texas, but was eventually defeated by the Brotherhood. Midwestern Brotherhood The Brotherhood found themselves at odds with their need f or new blood versus their code of technological secrecy. The debate went lightly. Finally, the elders ruled against sharing the technology with outsiders, convinced that they would endure what they had before. Further discussion was discouraged and the elders ordered the minority on a mission across the wastes. The Brotherhood constructed airships and dispatched the minority East, to track down and assess to the extent of the remaining super mutant threat. However, a great storm broke the main airship and flung it far from its course. The mighty airship was badly damaged. The smaller sections were torn from the main craft and never t o be seen again. Many of the expedition leaders were lost to the winds. The fraction of the crew that still survived, struggled to keep their ship aloft before finally crashing on the outskirts of the ruins of Chicago. The survivors eventually formed an organization called the Midwestern Brotherhood, which diverged greatly from the ideals of the ol d Brotherhood. In time, they established a harsh rule over the towns and villages in t hat area. After long fights with countless raider bands, a warlike technological cult known as the Reavers, and a super mutant army led by mad Paladin Latham, a survivor of one of the other BOS airships, in 2198 the Brotherhood eventually faced their greatest enemy - a robotic army commanded by the Calculator, mad AI of Vault 0. Eventually, the robots were defeated, but in the course of the war, the Midwestern Brotherhood lost many of its men, and territory. As of 2242, the splinter faction has yet to meet the original, West Coast Brotherhood again. Decline After the defeat of t he Master, the Brotherhood had become a shadow of its former self. No longer the sole custodian of advanced technology in the wasteland, the Brotherhood was struggling to find a new identity. After they first encountered the Enclave, they started to raise small bunkers in various cities throughout Northern California, and in 2242 they eventually came across the Chosen One, the granchild of the Vault Dweller who, with Brotherhood's help, destroyed the Master in 2162. They sent him t o Navarro to retrieve the vertibird plans for them, but it is not known if t hey eventually got them.
For years the war waged on and was considered a victory f or the Brotherhood of Steel. However, no matter how many troops fell to the Brotherhood's superior technology, the NCR always seemed to have more replacements available. The Brotherhood, however, was not so fortunate. Being an elitist group, replacements were short in arriving. It soon became obvious that the Brotherhood was doomed to lose the war to the NCR's greater numbers. Morale at the bunker began to falter as the war seemed more and more hopeless. Eventually the inevitable happened. Lower ranking members of the Brotherhood began to desert their posts. In an effort to end the war once and for all, the Brotherhood began to use newly discovered subversive technology known as StealthBoys. These devices could create a field of energy that would bend light around the user, thus making him virtually invisible to sight. This allowed Brotherhood operatives to penetrate deep into NCR territory for the gathering of intelligence. However, it was soon discovered that the devices had severe side effects. Paranoia, delusions, and eventual schizophrenia were the major ones. The Brotherhood disallowed the use of StealthBoys and once again fell behind in their war effort. Now the Brotherhood of Steel is facing yet another problem. The side effects of the StealthBoys were not discovered until the team using them had already begun to feel their effect. When the team was disbanded, paranoia over the reason began to set in and the team plotted against their leaders. They stole the StealthBoys, fled the bunker as deserters, and formed a covert group known as the Circle of Steel. The goal of the COS is to recover lost technology and rebuild the glory of the Brotherhood at any cost. Capital Wasteland The Brotherhood's ruling council decided to send a contingent of soldiers to the East Coast, to recover any and all advanced technology from Washington, DC and to investigate the reports of super mutant activity in the area. When the group reached the East Coast, they found the Pentagon largely destroyed, but they found there a technological marvel that, if restored, could help the Brotherhood rebuild a strength and reputation that had been declining steadily for years. After the discovery, Paladin Owyn Lyons, the leader of the expedition, was promoted to Elder. A permanent base known as the Citadel was built into and beneath th e ruins of the Pentagon. Lyons and his soldiers also found the super mutants in the urban ruins of downtown D.C. and helped stop the mutant tide from overtaking the entire region, by at least keeping them at bay. Eventually, Lyons decided to make protection of innocent inhabitants of Capital Wasteland from super mutants his main priority. In response, the Lost Hills elders cut off all support t o the East Coast faction, while still recognizing him as a leader of the Brotherhood of Steel, and the Citadel as their D.C. headquarters. However, some members of the Capital Wasteland Brotherhood believed that by abandoning t he Brotherhood of Steel’s primary mission of acquiring new technologies, Elder Lyons had abandoned the very values that defined the order itself. One night, the dissenters departed from the Citadel, absconding with weapons, Power Armor, and other pieces of technology and equipment. Lyons branded the dissenters “Outcasts,” traitors to the Brotherhood of Steel – it was a name they would ultimately wear like a badge of honor, proud of the distance it put between themselves and Lyons’ “soldier sycophants.” Without reinforcements from the West Coast, Lyons was forced to recruit locally.
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Chapter 3: The Enclave
Overview One of the few old world organizations to survive the Gr eat War, the Enclave was once the shadow government of the United States. Members of the Enclave were hardliners who both embraced the idea of a nuclear war and knew that the common man could not survive it. They believed that as long as the "important people" of the United States survived, they could regroup quickly and wipe out communism once and for all. Though not technically part of the Enclave, many powerful corporations benefited from the Enclave’s actions and their research facilities were protected during the firestorm of 2077. In 2073, as the global race to exploit the handful of remaining natural resources reached its fevered peak, the United States managed to stake a claim on the world's last known supply of crude oil, buried thousands of feet beneath the Pacific Ocean. Poseidon Oil, a major U.S. energy concern, was contracted to build an oil rig and extract the oil. Before long, the oil ran dry and the oil rig was abandoned by Poseidon. Come 2077, with total nuclear war rapidly arriving at America's doorstep, the President of the United States and a number of other United States government officials leave their posts to take refuge in a number of secret locations around the world. Among them was the Poseidon Oil Rig. Here, the President himself set up a secret base from which the U.S.A. could continue to exist and wage war on China, with the eventual goal of retaking the continental United States.
According to Chris Avellone, (In one of the Fallout Bibles) the Super Mutants at Mariposa did not get all their armaments from the Enclave officers. Instead, with the help of Melchior, a Magician from Redding who retained his intelligence even after exposed to FEV, the Mutant slaves had in fact been hiding weapons from the Enclave for some time, only to arm themselves against a squad of 10 Enclave soldiers left behind when all other personnel had returned to the Rig. The slaves were "no longer useful" to the Enclave since the required FEV samples had already been taken to the Enclave main base at the Poseidon Oil Rig. Because of this, the last remaining Enclave at the site sealed Mariposa shut using liberal amounts of explosives, which remains shut until the Chosen One arrives several years later. Still, even though things went badly at Mariposa, the Enclave still had the samples of FEV they needed. Back at the Oil Rig, the United States Chemical Corps began work on the serum immediately. They found that it would be possible to make from FEV an incredibly potent and lethal toxin. But, in order for research to progress, they would need test subjects. They needed two test groups: one of clean, pure humans and another composed of the 'mutants' that lived all over the mainland, suffering radiation and FEV exposure for decades that, to the Enclave, made them unclean. The unclean sample was easily obtained by kidnapping the entire population of Arroyo: who would notice if one isolated Tribal village disappeared overnight? Most civilized people in the wastes hated Tribals anyways. The clean group would be more difficult, though. The Enclave wouldn't allow the Chemical Corps to use people living on the Oil Rig (presumably because they were all too important to the Enclave's various projects). So, they had to look elsewhere. Once again, the mainland provided the needed stock.
Now, the Enclave essentially represents those parts of the US government that managed to escape t he Great War. The Enclave's scientists continued to do research on armor and weapons after the War and thus have even fancier toys than the Brotherhood of Steel, who only have U.S. Military standard issue from when the Great War broke out. Its president in 2241 was Dick Richardson, the son of a previous president, and his vice-president was Daniel Bird.
The Vault Experiment Program
The Enclave excavated the Military Base (ruined by the Vault Dweller in Fallout), largely using slave labor gathered from the nearby mining town of Redding, eventually finding the Vats deep inside the lower levels of the base. Though they had been buried in rock and forgotten for decades, the Vats still contained that old familiar green bubbling gunk, Forced Evolutionary Virus. The Enclave gathered samples to be sent back to the Oil Rig for further analysis. Before long, though, the slave miners, some being fully exposed to raw FEV, others likely falling into the Vats accidentally, began to mutate into a second generation of super mutants. The mutant slaves soon overthrew their guards. Seizing their weapons, hardware left behind by the first Mutant Army or anything lying around, the super mutants stormed the upper levels and quickly overran the troops in the base. Panicked and retreating, the Enclave troopers on the upper levels f led the base and used explosives to seal the entrance, trapping the second generation mutants inside the base.
command to the Vault's computers to open the Vault door. After taking care of some mild resistance, the Enclave troops rounded up the residents of Vault 13 and shipped them off to the Oil Rig in vertibirds to take part in the Chemical Corps' FEV experiments.
The Vaults were funded by the U.S. government and, accordingly, the government had control over them. Overtly, they were intended to allow a selection of privileged United States citizens to survive the Great War. Secretly, however, a large part of the Vault Project had a far more sinister goal. The U.S. government's real plan to survive a nuclear war was simply to find another planet to live on after blowing up this one. A spacecraft designed to ferry the human race to another planet was either under construction or ready The Enclave's Plan to go before the War. The plan was for the government to flee to the Oil Rig, wait out the War and then pack up the populations of the Vaults to go into For a long time after the Great War, the Enclave sat quietly in its Oil Rig, space. However, the spacecraft was likely destroyed, disabled or rendered consolidating its forces and working on gaining a technological edge over anyone on the mainland. Eventually, though, when they felt it would be safe, inaccessible by the nuclear bombs, so the Enclave had to abandon that plan they decided it was time to move out and start working towards the r ebirth of and focus on retaking the continental United States. America. Using their rather impressive Vertibirds, the Enclave sent out Any voyage to space would have been very difficult and fraught with scouting parties all over California, the closest state to the Oil Rig. unforeseeable complications. Thus, to test the aptitude of the average American person to travel to another planet, several of the Vaults were What they found there scared them considerably: mutancy was rampant. designed to have some sort of critical flaw. Vault 12, in Bakersfield (better The Enclave scouting parties arrived in California after Fallout 1 ended, and known as the Necropolis), had a faulty Vault door that wouldn't close all the so saw super mutants and ghouls littering the land and the destruction and way, allowing dangerous radiation to leak in, leading to the creation of ravages they caused. When this was reported to the higher ups at the California's ghoul population. Vault 15, which is a few miles east of Vault 13, Enclave, it was decided that all the mutants would have to go. It occurred to was built normally (the rockslide that buried its control center was accidental), the Enclave that those who had lived out in the open on the mainland for but it was populated with a diverse mix of races and peoples to see what sort over a hundred years since the end of the War must have been of tensions arise when varied backgrounds are packed into a small contaminated or compromised somehow by radiation... or worse (indeed, environment. Vault 13, the home of the Vault Dweller in Fallout, was intended most people living in the wasteland were inoculated with an airborne to stay shut for a full 200 years to test the effects of long term isolation (the mutation of FEV immunizing them to the f ull effects of the real serum). troubles with the water chip forced the Overseer to improvise, potentially These mutants too, then, would have to be destroyed before true humanity, ruining the experiment as much of the Vault's population left to found Arroyo). true America, could once again lay claim to the mainland. The types and purposes of the experiments go on. Vault 8 (which is the Vault that Vault City was built around) was a control group, a Vault intended to exist Reconnaissance and exploration of California continued: the Enclave didn't have any means of carrying out their genocidal ambitions short of destroying normally to serve as a reference point for the other Vaults. the world all over again with nuclear weapons. Eventually, Enclave troops In order to monitor the populations being experimented upon, the Enclave's Oil stumbled across the old abandoned Mariposa Military Base, where research Rig possessed a great deal of equipment that allowed them to observe and on the Forced Evolutionary Virus had been done before the Great War. FEV control the Vaults. For example, the Enclave sent the all clear signal to Vault 8 was what created the super mutants that most threatened the Enclave, and shortly after the War, prompting them to leave their Vault and build their City. it would eventually come to be the Enclave's solution to these same These monitoring tools also let the Enclave see that the population of Vault 13 mutants. was largely intact. Thus, they traveled in f orce to Vault 13 and sent a
The Final Solution Before long, the Chemical Corps developed their supertoxin. It was found to be 100% lethal to tainted humans. Just as the Enclave was preparing to launch the poison into the jet stream to kill the entire population of the mainland, the Chosen One arrived at the Oil Rig on the Poseidon Oil tanker that had sat in San Francisco for years. He freed the survivors of both the Vault 13 population as well as the Arroyo tribals and started a self destruct sequence in the Oil Rig that destroyed the entirety of the Enclave's headquarters, saving the world from horrible death at the hands of the mutant FEV.
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Common NCR Laws include:
Chapter 4: The New California Republic
The New California Republic (NCR) is a federation of towns in Northern California. The capitol of NCR is the town of the same name (population: 3000+), previously known as Shady Sands. It is west of the Rockies, in the middle-eastern portion of California (almost straight east inland from San Francisco). In 2241 the Republic consists of 5 states - Shady, Los Angeles, Maxson, Hub, and Dayglow. The population is about 700,000 people. The NCR is arguably the largest known power group in the world of Fallout, and maintains the largest standing army.
Government The government of NCR is much like the Pre-War United States, with a House of Congress staffed by elected representatives (Congressmen elected by their states). These representatives decide upon the President and Vice-President to head the council and govern the republic - under advice from the representatives, of course (NCR, at the time, has no existing term limits - Tandi was currently serving her tenth year at the beginning of Fallout 2). The titles for these representatives have ranged from "Councilor," "Counselor," "Councilman," "Representative," "Senator," and in particular, the Hub (in its own obstinate way) prefers to call their representatives "Governors." (There is a lot of friction between the Hub and Shady for a variety of reasons, usually related to trade rights and caravan routes.) In any event, all titles are recognized and accepted outside of the council chambers, but within the chambers, the titles are occasionally used as insults and spark furious debates - nothing more than petty displays of each state trying to exert its independence. NCR has outlawed slavery in their territories, have one of the best and largest standing armies in the wastes, and have benefited under their current President, Tandi, who has been with the Republic since she was a young girl in Shady Sands (see History, below). On the plus side, the NCR has outlawed slavery in their territories, has attempted to bring civilization and law back to the wasteland, and they don't (openly) discriminate against ghouls and mutants. There is little to no sexism in NCR (unlike most other territories in the wastes), most likely due to the community's origins in Vault 15 and because of Tandi's extended presidency. The republic also has shown little discrimination against ghouls and mutants, though many political analysts argue that this is because NCR has had limited contact with them (NCR had little contact with Necropolis or the Master's Army). While Aradesh believed in the teachings of Dharma, Tandi always believed in the separation of church and state - and resisted any attempts to canonize the Vault Dweller within the city limits (the statue's fine, but that's it). Both Aradesh and Tandi found politics and religion don't mix, especially when they got more exposure to the people of the Hub and visits from a few well-spoken members of the Followers of the Apocalypse. In any event, the NCR allows any non-psychotic religions within their capitol (they are all for freedom of religion, as long as it doesn't involve human sacrifice or dipping people in Vats). The NCR military is composed of several Divisions, including special cavalry and mechanized units. One of their "Special Forces" units consists of the New California Rangers, a select group that is pledged to protect the people of the Wastes much like the Texas Rangers of old. The Rangers are said to have numerous safehouses throughout the wastes, and they use these to strike at slavers outside of NCR territory (usually in the North). As expected, the two groups hate each other with a passion. NCR was also in the habit of establishing marshals in the major population centers in their territories, responsible for enforcing the laws of NCR throughout the Republic. Ghouls, super mutants, and humans were all known to serve in the NCR armed forces, even in the rangers. Although nearly hitting a hundred years of age, Tandi has done more to unite the people of the wastes than any other leader born from the ashes of the Great War, and she is revered as a saint and even a "Great Mother" by some of the tribals outside of the Republic territories. Tandi's State of the Republic messages were famous for inspiring countless people to join the "service" and rebuild civilization. Under her rule, the republic has grown, and she has focused efforts on rebuilding the pre-war infrastructure to support the growing population, finding new forms of transportation and manufacturing, clearing roadways and rail lines, building forts, fostering caravans and trade in the republic (and with other territories), and dealing with threats swiftly and efficiently. In all her years, she has never forgotten her roots in the small village of Fallout 1, and she has always strived to put the welfare of the common man above the wheels of progress. When people talk about "good people," Tandi is good people.
No weapons may be carried openly within the city limits. Public drunkenness and drug use is grounds for arrest. Slavery, gambling, and prostitution are not permitted within the city limits. These laws were more relaxed in the outlying settlements, but became more rigidly enforced the closer one came to a major NCR population center.
History The New California Republic was born out of the remnants of the survivors of Vault 15, a sister vault to Vault 13 that opened earlier and released its occupants out onto the wasteland. Abandoning their vault (after scavenging most of what they could from the surviving technology and collapsed lower levels), the former residents of Vault 15 founded the small walled community of Shady Sands, a town midway between Vault 13 and 15. In the period of Fallout 1, this community was led by Aradesh and his daughter, Tandi, eventually rose to become president of the sprawling New California Republic in Fallout 2. (Without the efforts of the Vault Dweller in F1, however, the raiders in the region - the Khans - would have claimed Shady Sands and stamped out the republic before it even got started). At the time of Fallout 2, NCR's main resource are its great brahmin herds, which provide most of the wasteland with as much meat and leather as they require. The brahmin barons and ranchers in NCR (along with the Stockmen's Association) hold a great deal of sway with the caravans and the government. The NCR's relationship with their old Vault has undergone some violent upheavals over the years. From nests of monsters, raiders, Vault 15 worshippers, ghoul scavengers, to more innocent (and not-so-innocent) Squatters and Salvage Teams and the Republic arguing over excavation rights, it seems to be difficult for the government or any other inhabitant of the wasteland to leave the area alone... because, well, it's a Vault. The brahmin herders hatred of radscorpions is famous, and it dates all the way back to the founding of Shady Sands. Rumors of herds being attacked by talking deathclaws are unfounded. Even though the relationship between the NCR and the Brotherhood of Steel was never without some tensions, it got much worse when Jeremy Maxson became the leader of the Brotherhood. He favored a return to power by wresting all advanced tech from the hands of "lesser people" by any means necessary. Some time after 2242 the war with the New California Republic was announced. For years the war waged on and was considered a victory for the Brotherhood of Steel. However, no matter how many troops fell to the Brotherhood's superior technology, the NCR always seemed to have more replacements available. The Brotherhood, however, was not so fortunate. Being an elitist group, replacements were short in arriving. It soon became obvious that the Brotherhood was doomed to lose the war to the NCR's greater numbers. Moral at the bunker began to falter as the war seemed more and more hopeless. Eventually the inevitable happened. Lower ranking members of the Brotherhood began to desert their posts. At some point between 2241 and 2253, Hoover Dam joined the NCR. During the war with the Brotherhood, the Dam lost contact with the rest of the NCR and it currently considers itself the capital city of the Republic.
The Hard Sell For your country's sake today. For your own sake tomorrow. - NCR propaganda posterNCR has a decent marketing and public relations department, and they are constantly sending couriers out into the wastes to nail up NCR posters or disseminate NCR propaganda. Famous among these is the frontiersman Thomas Moore, who bravely enough is out in the breach, currently passing out anti-Vault City and pro-NCR propaganda in the middle of Vault City. Talk about bra ve, huh?
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Chapter 5: The Vaults
Known Vaults
A Vault is a type of a subterranean installation designed by Vault-Tec. Officially, they were designed for the sole purpose of sheltering up to one thousand dwellers from a nuclear holocaust.
Designation
Description
Location
LA Vault
The Vault-Tec demonstration Vault. It was not part of the experiment, and was the Master's Vault under the Cathedral in Fallout.
Southern California, near Los Angeles
History Commissioned by the United States government as part of Project Safehouse, Vault-Tec built 122 such Vaults over the country. However, when the storm of nuclear war came in 2077, t he Vaults were sealed without many of their dwellers due to t he Cry Wolf effect training drills had on the populace.
Vault 8
A control Vault, intended to open and re-colonize the surface after 10 years. Vault City is the result.
Northern California (Vault City)
Vault 12
The first Vault was built in Los Angeles, intended to demonstrate the viability of such a facility. The demonstration Vault was built beneath the city, within its limits and unlike other Vaults, wasn't part of the experiment. Most Vaults were completed by 2063, except for Vault 13, which was the last one to be completed.
I n order to stu dy the eff ect s of radiation on the selected population, the Vault Door was designed not to close. This is the Necropolis Vault... and the ghouls were the result.
Bakersfield (Necropolis)
Vault 13
Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war.
Northern California
Vault 15
Intended to stay closed for 50 years Northern California and include people of radically diverse ideologies. The birthplace of three Raider groups and Shady Sands.
Vault 27
This Vault would be overcrowded deliberately. 2000 people would be assigned to enter, double the total sustainable amount.
Unknown
Vault 29
No one in this Vault was over the age of 15 when they entered. Parents were redirected to other Vaults on purpose.
Colorado
Vault 34
The armory was overstocked with weapons and ammo and not provided with a lock.
Unknown
Vault 36
The food extruders were designed to produce only a thin, watery gruel.
Unknown
Vault 39
Original purpose unknown.
Abilene, Texas
Vault 42
No light bulbs of more than 40 watts were provided.
Unknown
Vault 43
Pop ulat ed by t went y men, t en women, and one panther.
Unknown
Vault 53
Most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly.
Unknown
Vault 55
All entert ainment t apes were removed.
Unknown
Vault 56
All entert ainment t apes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55.
Unknown
Vault 68
Of the one thousand people who entered, there was only one woman.
Unknown
Vault 69
Of the one thousand people who entered, there was only one man.
Unknown
Vault 70
All jumpsuit extruders fail after 6 months. Most of the inhabitants were Mormons.
Salt Lake City, Utah
Before Project Safehouse was privatized, ODYSSEUS, an extremely advanced AI was designed with the intent to coordinate and operate all of the Vaults. True purpose Officially, the Vaults were nuclear shelters designed to protect the American population from nuclear holocaust. However, with a population of almost 400 million by 2077, the U.S. would need nearly 400,000 Vaults the size of Vault 13, while Vault-Tec was commissioned to build only 122 such Vaults. The real reason for the existence of these Vaults was to study pre-selected segments of the population to see how they react to the stresses of isolation and how successfully they re-colonize Earth after the Vault opens. The shadow government, the Enclave, responsible for the experiment (officially known as the "Societal Preservation Program"), have considered themselves prime candidates for recolonizing the world after a nuclear holocaust and to this end commissioned the construction of their own shelters, isolated from the Vault network. The purpose of the Vault experiments was to help prepare the Enclave for either re-colonizing Earth or colonizing another planet if Earth turned out to be uninhabitable by unmutated humans. The total number of vaults is a government secret and has been lost; there were the aforementioned "public" vaults, which numbered 122 and an undisclosed number of "private" vaults. I nformation on whether Vault-Tec was an international corporation and were there vaults made by them in other parts of the world, or were they strictly U.S. based, cannot be released due to Vault-Tec and US Government regulations. Of the 122 Vaults, only 17 were control, meaning that only 17 were made to public expectations, all others were designed to i nclude a social experiment, sometimes with a select few of the inhabitants observing the occupants.
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It should be noted that due to scaling, the size of Vaults in games shouldn't be taken at face value - after all, Vault 13 or any Vault in Fallout 3 in-game couldn't possibly hold 1000 people, despite their stated capacity. capacity.
Known Vaults, Continued Designation
Description
Location
Vault 76
T hi his Vault was desi gn gned as a control group for the vault experiment (like Vault 8), intended to open and re-colonize the surface after 20 years.
Unknown (Capital Wasteland?)
Vault ault 77 77
Stat Stated ed in in Penn Penny y Arca Arcade de com comic ic to to be populated by one man and a crate full of puppets.
Unknown
Vault ault 87 87
Forc Forced ed Evo Evolu lutio tiona nary ry Viru Virus s rese resear arch ch..
Capi Capita tall Was Waste tela land nd
Vault ult 92 92
Popu Popula late ted d la large rgely by re renow nowned ned musicians, this vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions.
Capital Wasteland
Vault ault 101 101
Eval Evalua uati tion on of perf perfor orma manc nce e of of an an omnipotent Overseer in a closed community.
Capital Wasteland
Vault ault 106 106
Psyc Psycho hoac acti tive ve dru drugs gs wer were e rele releas ased ed into the air filtration system 10 days after the Door was sealed.
Capital Wasteland
Vault ault 108 108
The The vaul vaultt hous houses es a clon cloning ing lab lab and and all residents are clones of one man called Gary.
Capital Wasteland
Vault ault 112
Home Home of Tranq ranqui uili lity ty Lane Lane virt virtua uall reality simulator.
Capital Wasteland
Unfinished Vault
A fenced construction place in a small cave north from Vaults 13 and 15.
Northern California
Vault ault 0
A spec specia iall Vau Vault lt des design igned ed to "mo "moni nito tor r and control" other Vaults.
Mount Cheyenne (Colorado)
Secret Secret Vault Vault
A secret secret Vault-T Vault-Tec ec facility facility with vats filled with the Forced Evolutionary Virus.
Los
Realistically speaking, many of the Vaults are flawed. The powerful blasts caused by nuclear weapons detonated would likely cause the entrance shaft to collapse entirely, as the shafts seem to have no visible means of support. This would block the blast door, causing the inhabitants to be entombed by the above building(s) and or rocks. This may have happened to Vault 87, which suffered a direct nuclear blast outside its door that still produced high levels of radiation 200 years after the fact. However, this would only occur when a nuke is detonated on the ground, meaning the Vaults Vaults were only rated for an airburst detonation, which would be more likely in a nuclear war being that the radiation and heat wouldn't be blocked by terrain. It is also possible th at the designers believed that the vaults would not be primary targets in a war, and so only constructed them to protect against radiation and distant nuclear explosions. Also, Also, some of the vaults, such as vault 112, have a reinforced steel entrance shaft and as such would not collapse due to a surface detonation. Entrance The entrance houses the Vault's only connection to the outside world - the airlock. Closed from the inside by a reinforced high-security door and from the outside by a massive, gear-shaped four yard thick blast door (which was rumored by Three Dog to weigh over thirteen tons), it's the only means of leaving the Vault. Security codes are required to both leave and enter the Vault, and they are usually only known to a handful of people within the facility. Vault 87 had two additional entrances reachable through Lamplight Caverns. The automated narrator of the the Vault-Tec Vault-Tec vault demonstration in Washington DC's Museum of Technology Technology states that the doors had a projected 2% failure rate in case of a direct hit by a nuclear missile. So far, the only known vault to have been hit directly (or very nearly) by a nuclear weapon is Vault 87. According to the terminal of Vault 87's overseer, the blast caused the vault's main door to completely and ut terly fail, apparently damaging it "beyond repair." Though this could be considered unfortunate and ironic happenstance, it is more likely an indicator that Vault-Tec's Vault-Tec's failure rates were completely fabricated. Most Vaults use a Seal-N-Safe Vault Door Model No. 343 to secure the airlock, however, some older Vaults (such as Vault 101) use a different, more crude blast door model. Vault 8, the control Vault, had also a second, much larger, blast door built, that secured the entry hallway leading to the entrance to the Vault. Vault.
Overview The Vaults were one of the most expensive shelters in the pre-War world, as according to the Vault Vault Dweller's Survival Guide for Vault 13 (otherwise known as the Fallout manual), the intended budget for that particular installation was 400 billion dollars, and by the end of its construction reached 645 billion. The Vaults were located in various locations, and little information is available as to why those particular sites were chosen. For example, Vaults Vaults 13 and 15 were located in rather remote locations, far from population centers, while Vaults 12 and 101 lay near or in cities themselves. Each Vault Vault was designed to hold one t housand occupants at any given time, although hot bunking was required at maximum capacity, capacity, and equipped with all facilities and supplies needed by th em to survive in isolation for the designated time. The facilities and supplies included complete construction equipment, hydro-agricultural farms, a water purification system, defensive weaponry to equip 10 men, communication systems and surface monitors, social and entertainment files (for total duration) as well as one or two G.E.C.K.s, intended to help the inhabitants repopulate the post-nuclear world after the All Clear signal is sent following the conclusion of the social experiment.
In addition, the Entrance level also houses the Emergency Medical Lab complete with an AutoDoc. A Vault Vault medic was required t o be present at the EML 24 hours a day. The lab had the equipment to treat nearly all injuries and illnesses, ranging from simple bruises to irradiation. Living Quarters Standard pre-War design of the living quarters was that of a single room with a sanitary annex. Vault 13 had one hundred living quarters, and at maximum capacity, capacity, ten people would be assigned t o a single living quarter, in a hot bunking system. A standard level had 20,000 square feet of usable area. The lights used in the Vaults used SimuSun technology, technology, making it feel just like the outdoors, with only a fraction of a sunburn risk. The lights i n Vault Vault 101 were kept on all the time to prevent a Radroach infestation. New Entertainertrons were used to play holotapes, and used as a slide projector in the classroom of Vault 101. Command Center
Different types of power sources were utilized for the Vaults. Vault Vault 13 relied primarily on geothermal energy, with backup power available from a General Atomics Nuclear Power generator, and could sustain one thousand inhabitants for two hundred years. Vault 8 on the other hand, relied on an unspecified type of reactor, which, while enough for Vault City to emerge, could only support a relatively small, highly advanced settlement, and in 2241 was nearing its capacity, after which further growth would be impossible.
Heart of the Vault, the command center was where the Overseer's seat was located. The operations center, apart from the seat of power, included the computer lab, where the water purification system was located, and an armory, armory, where the Vault's arms were stockpiled. A security guard was posted in the command center at all times, to ensure that the armaments are properly secured, and handed out only to people possessing the proper clearance from the Overseer.
All Vault Dwellers wore blue-and-yellow jumpsuits, although the design varied between different Vaults. An average Vault Vault Dweller living in a properly maintained Vault Vault could expect to live at least 92.3 years.
Apart from that, the level also contained the computer core, housing data processing units, a library playing an important role in educating Vault Dwellers and information, a meeting room for the dwellers and the primary store room, where the most important supplies would be stored.
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The Overseer is also able to see anyone inside the Vault Vault with the Eye-onyou cameras. Equipped with dual 5mm miniguns i n some Vaults, the Overseer's command post can be considered the last line of defense in case the Vault security is breached. Differences •
•
•
•
•
Vault Vault 29 (Van Buren) was outfitted with a ZAX AI, which replaced the Overseer. Vault Vault 12 had its Overseer's room sealed due to the fact that the main door of the vault was doomed never to close. East Coast Vaults (87, 92, 101, 106, 108, 112) use a different, older door mechanism (as evidenced by extensive rusting and meager safety precautions). The East Coast Vault opening mechanisms are contained entirely within the Vault itself, pulling the door inwards and simply rolling it to one side. The doors seen on West Coast Vaults, however, pull the seal outwards and use an external clamp to slide it aside.
Chapter 6: GURPS Fallout Gazetteer
This section includes information on the more notable settlements found in in post apocalyptic America, circa 2277 AD. Information is based as much as is possible on original games, but in many cases guesstimates are needed - In the games, populations always were smaller than written background stuff suggested, for example, vaults had populations of 1000 or so, but in the computer games you could only see a few dozen inhabitants. So, for the purposes of this conversion it is assumed that 'real' populations of locations are always much higher than you can count heads in the computer games. Population values given are only rough estimates, so GM is always free to differ from the numbers suggested here. In addition, a random system (a bit similar to one found inGURPS in GURPS Space and/or GT:First and/or GT:First In for colonies/cities) is provided for determining what kinds of services and shops can be found in a given settlement, based on it's population rating and other factors. This is intended both for use with adding detail to existing settlements as well as an aid for the GM to create new locations.
Settlements Arroyo
East Coast Vaults lack storage rooms in t he Overseer's office; they are instead located near the Atrium. The Vault-Tec Vault-Tec Secret Vault had an entirely different layout than other vaults.
Results Sadly, Sadly, most of the vault's experiments were complete failures. Only a few managed to successfully have their experiments last after over twohundred years. Even so, most of the known vault's experiments failed. In Vault Vault 112, the player has the choice of killing all of the residents in the neighborhood by activating the Chinese Invasion program resulting in the Vault's Vault's ultimate failure. In Vault 106, the insane survivors inside must have killed the vault's Overseer (though strangely they do not kill each other), and took over resulting in the vault's failure. In Vault 101, the Overseer's lie caused most of the vault's residents, including the Overseer's daughter, to turn against him. Either way the character chooses, the vault's experiment fails. The other vaults out farther west than the Capital Wasteland were no better. Only Vault 08 managed to become an effectively successful vault, in which Vault City came from. Most other vault's inhabitants either fled t o the surface to make a better lif e for themselves, or stayed. The midwestern vaults were not so lucky. Most inhabitants either stayed in the vault, or rose to the surface, where the more hostile Enclave killed those who came from within.
Population: 20+ (PR:1)
Government: Clan/Tribal
CR: 2
TL: 3
Arroyo is a small isolated village of hunter-gatherers in southwest Oregon founded by the Vault Dweller after he was exiled from Vault 13 by the Overseer. After the Enclave's destruction, the refugees of Arroyo and Vault 13 resettled, building the tow of New Arroyo on the site of the old village with the aid of the Garden of Eden Creation Kit.
LA Boneyard Population: 1000 (PR:3)
Government: Ruled by Gangs
CR: 1
TL: 4; up to TL7 (Gunrunners)
The Boneyard, or Angel's Boneyard, is what remains of Los Angeles, named so both for its decimated skyscrapers, reduced to their metal "skeleton", and for skeletons of the dead that littered the city after the Great War. The headquarters of Vault-Tec Vault-Tec was located somewhere in the Los Angeles area, and a Vault-Tec Vault-Tec demonstration Vault, which was not part of the Vault Experiment, was built there. LA was pretty much decimated during the Great War. The majority of people in LA are people who came to the city after the destruction. Most to scavenge what they could, be it equipment, food or people. Los Angeles houses gunrunners, gangs, and various people with delusions of grandeur. The largest concentration of people live in a "suburb" called Adytum. Most people in LA died after the bombs dropped, due to radiation poisoning, disease, famine (and each other). Some, however, took shelter in the demonstration Vault, and eventually most of them emerged in 2092, founding the Boneyard. Many of them were the founders of Adytum, a fenced town in the suburbs of the old Los Angeles. Some, however, founded other communities, like the Blades, the Rippers, the Followers of the Apocalypse and the Gun Runners. In 2155, the Master learned the location of the LA Vault, conquered the inhabitants and set up operations there, and the human cultists began to use the Vault as their powerbase. Eventually, a monumental building known as the Cathedral was constructed above the Vault. The Cultists thus became known as the Children of the Cathedral. Of those that remained in the Vault, most became the Master's servants and members of the Children of the Cathedral. Those that left could be part of almost any organization in LA. In the 2150s, a pack of deathclaws appeared in the Boneyard, taking over the base of the Rippers. In 2159 Jon Zimmerman, the town's mayor, hired a band of mercenaries known as the Regulators to help protect Adytum from the deathclaw and the odd random attack by raiders, who by 2161 were in control of Adytum. The Cathedral was destroyed in 2162 either by a man known as the Vault Dweller or by the Master himself, when he learned that his super mutants were sterile.
A Vault Control Room
By 2241, Los Angeles became one of the states of the New California Republic and Adytum became known as New Adytum.
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Broken Hills
The Citadel
Population: 300+ (PR:2)
Government: Rep. Democracy
Population: 500+ (PR:3)
Government: Council of Elders
CR: 2
TL: 5
CR: 2
TL: 6+4 - 9+1
Shortly after the Master's defeat, super mutant Marcus wandered aimlessly until he encountered Jacob, a Brotherhood of Steel paladin in a Power Armor who had pledged himself to the extermination of all mutants. Marcus and Jacob fought for a day or two, but they soon realized the futility of their battle and became friends (though Marcus always thought that Jacob would have been improved by a dip in the FEV vats, while Jacob disagreed, which was always a bone of contention between the two). As they wandered through the wastes, they attracted a following of other refugees from the war, who believed that Marcus's strength and Jacob's power armor gave them the closest thing available to safety. Eventually, Marcus and Jacob lead the refugees to settling in Broken Hills to exploit the uranium mine there. Broken Hills uranium mine is worked on by the towns super mutant population. The radiation in the mine has minimal effect on them and their great strength aids in the physically taxing labor. The mine however does require an air purifier as toxic gas build up makes the mine inoperable less it is regularly filtered. The towns life blood comes from the uranium mine. Broken Hills has its own operational refinery operated by ghouls. If you can purchase uranium ore from a caravan the refinery will produce refined uranium for you. The town is powered by a small reactor that runs off of uranium slugs. This produces ample power for the Broken Hills community. The uranium trade runs to the NCR and Vault City as well as trafficking Brahmin Herds across the wastes. The uranium trade is so important to so many towns existence that Vault City will check their unabiding bigotry for outsiders and mutants and trade valuable medical supplies and money for uranium ore. Ever since the mines air purifier broke down uranium production has halted leading to an economic crisis in Broken Hills.
With the vast demographics and races occupying Broken Hills, a rift between the super mutants, ghouls and select humans groups has grown. This has culminated in a conspiracy to rid Broken Hills of it's mutated brethren through a conspiracy led by human purist and store owner Joseph. The conspiracy has resulted in the arrest and incarceration of several of Josephs supporters as well as the murder of several civilians dumped deep in the towns caves and sewers to attempt at destabilizing Broken Hills and starting conflict. Joseph also sabotaged the mines air purifier temporarily halting mine operation. he ultimately hoped to d etonate the purifier and bring the whole mine down on all super mutants working inside. In opposition to Joseph are the mines f oreman and the super mutant Francis. Capital Wasteland
The Citadel is the heavily defended headquarters of the Capital Wasteland Brotherhood of Steel, built into and beneath the ruins of the Pentagon in present-day Arlington, Virginia. The ruling council of the Brotherhood of Steel, based in the Lost Hills bunker in South California, decided to send a contingent of soldiers to the East Coast, to recover any and all advanced technology from Washington, DC and to investigate the reports of super mutant activity in the area. The Pentagon, as they had feared, was largely destroyed. But its sub-levels remained intact, and contained enough pre-war technology and weaponry to keep Brotherhood forces going indefinitely (once the defense robots were destroyed). But there was something else, as well… They found Liberty Prime, a technological marvel that, if restored, could help the Brotherhood rebuild a strength and reputation that had been declining steadily for years. The discovery was significant enough to earn Paladin Owyn Lyons a battlefield promotion to Elder, and a new directive from his superiors – to establish a new, permanent Brotherhood base in the Capital Wasteland, and continue the search for any other advanced technology hidden in the capital’s ruins. Lyons accepted his new post gladly, and founded the Citadel, built into and beneath the ruins of the Pentagon. It was a fortress the Brotherhood of Steel desperately needed, and one they rushed to fortify, thanks to their other great discovery – Super Mutants. The Citadel can be found on the west end of Arlington Memorial Bridge, northeast of Arlington Library.
The Den Population: 1500+ (PR:3)
Government: Ruled by Gangs
CR: 0
TL: 5
The dangerous Den is a safe haven for drug and slave trading. In some ways, the Den might be considered a "mini-New Reno." They are both semi-stable anarchies with no central authority: while the Den is more focused on slaving, and New Reno is more focused on prostitution, they both share an economy dependent on gambling, prostitution, drugs, and slavery. Gambling is under the control of Rebecca Dyer, who also sells the cheapest alcohol in the Den, as she has her own still, rather than importing it from New Reno. Uncharacteristically given both her location and her business, she is an scrupulous and decent woman, and a passionate opponent of the slave trade that underpins the Den's economy. Her craps tables are unique in the game in that they are truly (pseudo)-random like an honest game of craps (although, unlike a real game of craps, there are ways of playing it that allow the player to beat the house on average). Her tables do not check the player's gambling skill.
The Capital Wasteland is the general name given to the ruins of Washington D.C. and the region immediately surrounding it. It stretches from Raven Rock in the northwest to Rivet City in the southeast, with the Potomac River dividing the Wasteland roughly in two. Before the Great War, this area was part of the Columbia Commonwealth and contained the District of Columbia as well as the major cities of Arlington, Andale, Bethesda Ruins, Springvale, Germantown, and Olney. Olney. During the events of 2077, the city of Washington D.C. was hit by a bombardment of nuclear bombs that completely destroyed the White House, ruined the city, and irradiated the surrounding area.
For those residents of the Den who tire of the booze, whores, theft, drugs, and slavery that are so widespread in most of the Den, Mom's restaurant provides a welcome respite. Mom ensures that the atmosphere is respectful and bans fighting, cursing, and unlike most Den businesses (but like the Slaver's Guild), no orphan children stand outside her doors stealing from those who enter or leave. Mom specializes in rat dishes, offering ratloaf, rat-pie, and spaghetti with rat sauce.
Some missiles in this bombardment also t argeted nearby Fort Bannister. Not only did the fort suffer a direct hit, the bombs also decimated the surrounding countryside, an area that as of 2277 is a lifeless and barren desert on the western edge of t he Capital Wasteland that contains large pockets of radiation. The nuclear holocaust turned Bethesda into a Raider-infested ruin, Olney became Old Olney, an area overrun by Deathclaws, and Annandale has become Andale, a town of inbred cannibals. Arlington is nothing more than Mama Dolce's and the national cemetery, Springvale is a bombed-out, deserted town, and Germantown is now a home for Super Mut ants. Many historic landmarks of the former United States of America such as the Capitol Building, the Museum of Technology, Technology, the Museum of American History, History, and the National Mall are now Super Mutant infested ruins or, like the White House, just radioactive craters. However, new towns such as Megaton, Rivet City, the Republic of Dave, Tenpenny Tenpenny Tower Tower and even Underworld have since risen out of the ashes of war.
Smitty, also one of the more respectable people in the Den, is a local mechanic. He has a Chrysalis Highwayman in near-perfect condition, but it lacks a Fuel Cell Controller. He also occasionally sells other things, such as microfusion cells and super tool kits. There are two shops in the Den: Tubby and Flick. Tubby's is mostly focused on selling drugs, whereas Flick's sells a wider variety of goods. Both merchants' shops are supplied, at least in part, by orphaned children who stand beside the doorways of shops and steal from passersby, but Flick's in particular depends on this. Prostitution is primarily under the control of Frankie, proprietor of the Hole. He also sells drinks imported from New Reno, and is amazed and angry that Becky can sell her drinks so cheaply.
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Another businessman of the Den styles himself "The Great Ananias". He claims to have found a great "jan-u-wine" (genuine) mummy and to have a haunted house next door. In fact, the "mummy" is a sleeping, comatose ghoul named Woody. The haunted house has more basis in fact: Anna Winslow's ghost recently has become restless b ecause her locket was stolen from the haunted house by Joey, a local thug and jet dealer. Finally, the richest and most powerful business in the Den is the Slaver's Guild. Headed by Metzger, this heavily-fortified guild prevents casual infiltration and ensures member loyalty by tattooing its symbol on the foreheads of all members. It sells slaves to New Reno and Vault City. Although Metzger's primary investments are in the slave trade, he also is looking for a way into the drug business as well. In the current arrangement, raw chemicals from Vault City are exported to New Reno, where the families, especially the Mordinos, synthesize them into drugs. Metzger seeks to short-cut this chain by synthesizing the chemicals in the Den, but his teams have made little headway in deciphering the manufacturing process.
Hoover Dam Population: 800+ (PR:2)
Government: Rep. Democracy
CR: 2
TL: 5
The town of Hoover Dam is a town built along the top and sides of the dam. At the bottom of the dam there's a slummy area, and the dam's rim is home to all the rich f olk and military. The Dam became part of the New California Republic some time after 2242. The town has lost contact with t he central government of the NCR in Shady Sands, and Governor Joseph Dodge, the leader of Hoover Dam assumed that it was destroyed by the remains of t he Enclave (possibly from Navarro). He's determined to hold the NCR together, and declared himself the president of NCR (or what is left of it). Unfortunately, Dodge is a weak leader, and he fights an ongoing war with t he Brotherhood of Steel. The Hub
Gecko Population: 300+ (PR:2)
Government: Dictatorship
CR: 3
TL: 5; Power TL7
Gecko is a ghoul town northeast of Vault City. Its economy is based on the operation of an old, half-functional Poseidon Energy nuclear power plant. Harold is the de facto mayor of G ecko, while he is assisted by Lenny, who also serves as Gecko's doctor. The power plant is administered by Festus. Gecko's citizens are divided between the renewal cultists and the more ordinary ghouls, who resent the cult. The renewal cultists seek to "renew," i.e. become human again. They are headed by a giant, sentient mole rat who lives in an underground cave adjacent to the reactor, known as the Brain, who seeks to take over the world. I n the short term, he seeks to build an alliance between Gecko and Vault City based on power from Gecko being sent to Vault City in exchange for medical research on how to "restore" the ghouls to humanity. The cult is symbolized by the ankh, and its members wear ankh necklaces. The Harp is a bar tended by W ooz. It serves the usual drinks of Gecko, specialized for ghouls' unique resistance to radiation: Gamma Gulp Beer and Roentgen Rum. Wooz is a rather eccentric ghoul: he tells strange stories of severed heads in hell and is obsessed with playing Tragic: the Garnering, although he isn't as good as it as he thinks. The Survival Gear Locker is a general store of Gecko. Percival Crump, a.k.a. Percy owns this store. He offers a decent selection of rad-resistance drugs, weapons, and ammunition. His friend, Woody. has recently gone missing. The Manager's Office is the seat from which Harold tries to keep Gecko together. It supplies part requisition forms and oversees reports concerning the power plant. Skeeter is a "ghoul gadgeteer" who serves as a sort of mechanic for Gecko. He can perform weapon upgrades and, more importantly, has a fuel cell controller. However, he is considered unreliable by the ghouls who administer Gecko's supply locker/storage room, since he once caused a fire, and as such he is typically denied part requisition forms. He is assisted by "Lumpy" John, a human refugee from Vault City who has no visible mutations like the ghouls, but is considered unacceptably mutated by the Citizens in Vault City because of his unusual resistance to radiation. Lumpy also helps guard Gecko's brahmin. Gordon is a ghoul who believes that if everyone would follow their own self-interest, everyone would be better off. He proudly believes that greed is good, and wants to optimize Gecko's power plant and establish trade with Vault City based on their mutual self-interests. He is also a member of the renewal cult. Finally, the nuclear power plant is the heart of Gecko's economy. The plant's supply cabinet and storage room are administered by Jeremy, the plant overall is managed by Festus, and the reactor control room is watched by Hank.
Population: 12000+ (PR:4)
Government: Ruled by Guilds
CR: 3
TL: 6+1
The Hub is a major trading city in Fallout. It is a large community of traders, barterers, gamblers, and other interesting scum. The Hub is a stopover point for caravans north to Shady Sands and Junktown and south to the Boneyard. The wide variety of people passing through ensures that there is always something interesting going on. The t own, not unlike New Reno, is divided into districts controlled by powerful groups (only merchants not mafia). Unlike New Reno, however, the town has a neutral police. The Hub was founded in 2092 by a man named Angus, who set up camp around a filthy oasis in the desert, and proceeded to begin trading with other settlements. In 2096, a man called Harold rose t o the level of a caravan boss in the Hub. His caravans suffered occasional attacks in the wastes, but Harold's caravan outfit survived and prospered... until the mutant attacks begin to pick up a few years later. Increasing mutant attacks on Harold's caravans caused Harold to get so pissed, in 2102 he financed an adventuring party to try and find out where these damnable mutants were coming from. Consulting with a scientist and doctor at the Hub, a man by the name of Grey, the two of them decide to join f orces. A few months later, Harold was found by traders and taken back to t he Hub. But he wasn't human anymore - he was mutating into a ghoul-like mutant. His former caravan partners and employees, horrified by his condition, abandoned him left him without even two bottlecaps to rub t ogether. However, he soon became the leader of the Hub's small g houl population. In 2120 Angus established himself as the governor of the growing Hub. Five years later he managed to stop the Vipers' attempt to raid the Hub. In the winter of the same year, however, he was murdered, which threw the Hub into chaos. In 2125 the Great Merchant Wars started when a band of merchants seized the water tower in the Hub. They demanded anyone wanting water must pay a toll. The war lasted for 2 years. The Water Merchants sealed up the town, but were outnumbered. A man named Roy Greene (Justin Greene's grandfather) made the peace and negotiated a settlement. The Hub's Central Council was formed, composed of two representatives from each of the Hub caravan companies. A long period of indecisiveness and meetings maintain the status quo in the Hub. In 2131, the Master began ordering his super mutants to gather human stock from caravans. For many years, the caravan disappearances were blamed on monsters in the desert, and even when the abductions begin to occur on Hub caravans, the deathclaws were blamed. The Hub Underground was formed by a man called Decker in 2140, who quickly started pulling the strings in the town. The three merchant groups running the town are the Water Merchants, Crimson Caravan and the Far Go Traders. The Underground is led by Decker. There is also the Thieves' Guild, which is led by Loxley. The Hub was overrun by fleeing mutants after the Vault Dweller destroyed the Master and the vats. Though much of the city was razed it managed to survive and joined the NCR. Representatives in the NCR congress from the Hub call themselves "Governors."
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Finally, when one of the adults inside Vault 87 told the children to go away (saying that they were "already dead"), the kids turned against all “Mungos” and became an entirely prepubescent society, kicking out residents once they turned 16.
Junktown Population: 2000 (PR:3)
Government: Rep. Democracy
CR: 1
TL: 4
Junktown is one of the smaller towns in southern California. It was founded soon after the War by a soldier called Darkwater. Instead of the ruins of an old town, he thought it would be better to begin from the ground up. As the name suggests, it was built after the Great War out of random pieces of junk, mostly of broken cars. The town mostly lives out of trading and has a reputation of open hospitality. Around 2161, the mayor of Junktown was Killian Darkwater, grandson of the town's founder, who also ran a general store, Dark Waters. Another big player in the town was Gizmo, a small-time crook and casino owner. While Gizmo's casino brought a lot of tourists and money into the town, problems also came with it. Other important places in Junktown at that time included Crash-House Inn, home to the Skulz and the Skum Pitt, a bar owned by Neal. Doc Morbid was the town's doctor. Tycho, a Wasteland Ranger, also resided in Junktown for a while at that time. Drawing weapons in town is not permitted except in self-defense. The gates to the town are closed in the night. In 2161, Lars headed the guards in Junktown, working for Killian Darkwater. The gates were guarded by Kalnor. They also had a jail, which is guarded by Andrew. The guards were aware of the illegal activities of Gizmo and the Skulz, but they didn't want to act without proper evidence.
Little Lamplight consists of a group of shacks set up inside the cave, lit by a system of lamps. The city is inhabited only by children, who live on the cultivation and trade of radiation-absorbing fungus that grows in the cave. Upon their 16 th birthday, inhabitants are forced to leave Little Lamplight. Many of the inhabitants of Big Town are “mungos” (adults) who migrated from Little Lamplight. Several non-aggressive dogs also wander about the cave. Lost Hills Bunker Population: 1000 (PR:3)
Government: Council of Elders
CR: 2
TL: 6+4 - 9+1
Lost Hills is an old government bunker in Southern California; the headquarters of the Brotherhood of Steel. Lost Hills is located northwest of Junktown and the Hub, southeast of the Mariposa Military Base and south of Vault 13.
By 2241, Junktown has become a member of the New California Republic. Currently, it is part of t he state Shady.
During the Great War, the Mariposa Military Base soldiers were protected from the radiation and FEV flooding the wasteland. Two days later, a scout in Power Armor (Platner) was sent out to get specific readings on the atmosphere. He reported no significant radiation in the area surrounding the facility. After burying the scientists in the wastes outside of Mariposa, the soldiers sealed the military base, then headed out into the desert, taking supplies and weapon schematics with them. Captain Roger Maxson led his men and families to the government bunker at Lost Hills, and this event was later called the Exodus. In November, Maxson and his men, and their families, arrive at the Lost Hills later, suffering many casualties along the way, including Maxson's wife (but not his teenage son). The Lost Hills bunker became the headquarters of the newly formed Brotherhood of Steel.
Klamath
Megaton
In 2161, Gizmo hired a man to assassinate Killian, in order to gain full control over the town. Unfortunately for him, in December 2161 Gizmo was eventually killed by a man known as the Vault Dweller, who earlier helped Killian gather evidence of Gizmo's involvement in the assassination plot. Killian then took firm control of Junktown, drove out the last of Gizmo's kind, and then enforced his own brand of frontier justice.
Population: 350+ (PR:2)
Government: Rep. Democracy
Population: 750+ (PR:2)
Government: Rep. Democracy
CR: 1
TL: 4
CR: 3
TL: 5
Klamath is a town built upon the ruins of the city of Klamath Falls in Southern Oregon. It is a small community of trappers that hunt the giant, mutant lizards called geckos in the area. Highly prized for their pelts, geckos and golden geckos are the lifeblood of this small community. Klamath is the stopping point for caravans on their way to the tiny tribal villages to the north like Arroyo, and also serves as a place where members of those tribes can come and exchange information, goods, and news about the larger world.
Little Lamplight Population: 60+ (PR:1)
Government: Dictatorship
CR: 1
TL: 2
Little Lamplight is a Capital Wasteland settlement run entirely by children. On October 23rd, 2077, 82 students from the Early Dawn school went on a field trip to Lamplight Caverns with a couple of teachers (including the fourth grade teacher, Carrie Delaney) and a few parent chaperons. There the group spent many hours touring the deep caverns. Just as they were packing up to leave, the caverns began to shake. The kids began to scream as the lights went out, and one man from the group went out to see what was going on. Upon his return he informed those within that the entire Washington D.C. area was covered in mushroom clouds. The adults slowly died off, some from leaving the cavern, others from accidents within. Eventually Miss Delaney, last of the adult survivors, decided to go on a scavenger run and never returned, leaving the kids to fend for themselves. One of the older kids, Jason Grant, assumed power after no others would step forward. Within the next month of exploring the caves the children came upon Vault 87, where they would pound on the door for hours pleading for assistance.
Megaton is a sprawling settlement, set in a crater and surrounded by impenetrable walls. It features a sliding front gate - guarded by a sniper named Stockholm and a Protectron named Deputy Weld - and is one of the two largest civilian settlements in the Capital Wasteland. Megaton is south of Springvale and west of Grayditch, on the border of the wasteland northwest of the urban DC areas. Megaton was built by a large group of people who originally planned to seek shelter in Vault 101 but were denied access. So without shelter, they sought refuge in a large crater made by a large megaton bomb (though not due to an explosion of the bomb) and a large commercial aircraft. They then constructed a place to call home out of pieces of metal/aircraft found nearby at a decimated air station, which was either Dulles International or Reagan National Airport. They were aided by the Children of the Atom, who worshiped the undetonated bomb in the crater they were building around. The large plane still can be seen in pieces throughout the town. The cockpit and nose cone are built into Craterside Supply apparently housing inaccessible living space to Moira. The main section of the fuselage is used as the armory, and the rear end of the plane is on the roof of Lucas Simms' house providing an extra sniper nest and speculated residence to Stockholm. You can get there via a trap-door in the ceiling of the Sheriff's house. The wings make up the two large "fins" that are symmetrically aligned next to Megaton's main gate, and the two engines are separated. One is used to work the pulley mechanism for the main gates, and the other one is above the path to the common house providing breeze. Modoc Population: 350+ (PR:2)
Government: Dictatorship
CR: 2
TL: 4
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Modoc is a small farming community located west from Vault City. A dwindling collection of survivalists, Modoc is built on the edge of the former Modoc National Forest. For a long time it traded in leather and meat from Brahmin, but as other places were offering the same goods at cheaper rates, and people began herding and raising their own Brahmin, Modoc has been on the decline. It is mostly a sleepy mountain community, with a centrally located Bed and Breakfast for the traveler. Modoc is beginning to change to a trade city, taking its cue as a stopover place for the Vault City trade routes, but the change may not be enough t o save it. Necropolis Population: 4000 (PR:3, all Ghouls)
Government: Dictatorship
CR: 2
TL: 4
The Necropolis, a town built upon the charred remains of Bakersfield, is the grim aftermath of Vault 12; it is best described by Killian Darkwater: "The climate ain't good, rain or shine." The true purpose of that vault was to keep the doors open regardless of the conditions, which spelled disaster to anyone attempting to seek relief f rom the radiated aftermath of the Great War. The residents of t he Necropolis were ghouls, individuals ravaged by the effects of radiation after the Great War. To most of postWar California's residents Necropolis was a haunted city, at times a myth used to frighten children, a "city of cannibals" inhabited by brain-eating ghouls. On October 23, 2077 the bombs were launched; who struck first is unknown... and it is not even known if the bombs came from China or America. Air raid sirens sounded, but very few people went into vaults, thinking it was a false alarm. Once i t became known that the other vaults were sealed, the people of Bakersfield attempted to f orce their way into Vault 12 to protect themselves and their families.
New California Republic Population: 3000+ (PR:3)
Government: Rep. Democracy
CR: 3
TL: 6+1
The city of New California Republic (or NCR; previously known as Shady Sands) is the capitol of a federation of Northern California towns of the same name. It is west of the Rockies, in the middle-eastern portion of California (almost straight east and inland from San Francisco). The NCR is arguably the largest known power group in the world of Fallout, and maintains the largest standing army. The government of NCR is much like the Pre-War United States, with a House of Congress staffed by elected representatives (Congressmen elected by their states). These representatives decide upon the President and Vice-President to head the council and govern the republic - under advice from the representatives, of course (NCR, at the time, has no existing term limits - Tandi was currently serving her tenth year at t he beginning of Fallout 2). The titl es for these representatives have ranged from "Councilor," "Counselor," "Councilman," "Representative," "Senator," and in particular, the Hub (in its own obstinate way) prefers to call their representatives "Governors." (There is a lot of friction between t he Hub and Shady for a variety of reasons, usually related to trade rights and caravan routes.) In any event, all tit les are recognized and accepted outside of the council chambers, but within t he chambers, the titles are occasionally used as insults and spark furious debates - nothing more than petty displays of each state trying to exert its independence. NCR has outlawed slavery in their territories, have one of the best and largest standing armies in the wastes, and have benefited under their current President, Tandi, who has been with the Republic since she was a young girl in Shady Sands (see History, below). On the plus side, the NCR has outlawed slavery in their territories, has attempted to bring civilization and law back to the wasteland, and they don't (openly) discriminate against ghouls and mutants.
In the summer of 2083, the city of Necropolis was founded by the ghoul survivors of Vault 12. In spring of 2084, Set took control of Necropolis, wresting control from the original Overseer. The Vault 12 Overseer, not willing to take a dirtnap, was driven north and history lost sight of him. In 2157, the Master learned the location of the Bakersfield Vault, and sent a detachment of super mutants there to seize t he vault. Many ghouls are snapped like twigs in the attack, and Set finally parleys with the super mutants, telling them that the ghouls are the Vault survivors the super mutants are looking for. The super mutants, angered at failing to find an intact Vault, set up a small garrison at the watershed to watch the inhabitants and insure Set's... cooperation in the war to come. In March of 2162, the super mutant army attacked Necropolis, killing many of the town's inhabitants. Most ghouls, however, managed to escape, leading to the Great Migration across the wastes to towns such as Gecko, Dayglow and Broken Hills. The ghoul population was divided into three groups: The surface dwellers were what could be called the public f ace of Necropolis, as they were by far the most numerous of t he three groups, and controlled most of the city's surface. They were typically the first thing outsiders encountered in Necropolis, and were likely the cause of the aforementioned rumors surrounding the City of the Dead. Their operations were based out of the Hall of the Dead, where their leader Set did his business. Paranoid and intolerant of outsiders and non-ghouls, the surface dwellers were often violent, attacking strangers on sight and harboring a particularly deep hatred of super mutants. This was most likely due to the super mutant garrison newly established around Necropolis' important Watershed. Though Talius mentions heated resistance to the super mutant presence in the city by Set's surface dwellers, by the time the Vault Dweller arrives there appears to be a sort of stalemate between the two groups, though Set does not hesitate in employing the outsider to eliminate the super mutants garrison. The Glowing Ones were heavily irradiated ghouls who lived in the old Vault 12. Shunned by even their own kind, they hate other ghouls as much as they do normal humans. The so-called underground ghouls, who were forced to live in the city's sewers, though they were by far the most peaceful of Necropolis' residents and were much more tolerant of outsiders than either of the other groups.
There is little to no sexism in NCR (unlike most other territories in the wastes), most likely due to the community's origins in Vault 15 and because of Tandi's extended presidency. The republic also has shown little discrimination against ghouls and mutants, though many political analysts argue that this is because NCR has had limited contact with them (NCR had little contact with Necropolis or the Master's Army). While Aradesh believed in the teachings of Dharma, Tandi always believed in the separation of church and state - and resisted any attempts to canonize the Vault Dweller within the city limits (the statue's fine, but that's it). Both Aradesh and Tandi found politics and religion don't mix, especially when they got more exposure to the people of the Hub and visits from a few well-spoken members of the Followers of the Apocalypse. In any event, the NCR allows any non-psychotic religions within their capitol (they are all for freedom of religion, as long as it doesn't involve human sacrifice or dipping people in Vats). The NCR military is composed of several Divisions, including special cavalry and mechanized units. One of their "Special Forces" units consists of the New California Rangers, a select group that is pledged to protect the people of the Wastes much like the Texas Rangers of old. The Rangers are said to have numerous safehouses throughout the wastes, and they use these to strike at slavers outside of NCR territory (usually in the North). As expected, the two groups hate each other with a passion. NCR was also in the habit of establishing marshals in the major population centers in their territories, responsible for enforcing the laws of NCR throughout the Republic. Ghouls, super mutants, and humans were all known to serve in the NCR armed forces, even in the rangers. Although nearly hitting a hundred years of age, Tandi has done more to unite the people of the wastes than any other leader born from the ashes of the Great War, and she is revered as a saint and even a "Great Mother" by some of the tribals outside of the Republic territories. Tandi's State of the Republic messages were famous for inspiring countless people to join the "service" and rebuild civilization. Under her rule, the republic has grown, and she has focused efforts on rebuilding the pre-war infrastructure to support the growing population, fi nding new forms of transportation and manufacturing, clearing roadways and rail lines, building forts, fostering caravans and trade in the republic (and with ot her territories), and dealing with threats swiftly and efficiently. In all her years, she has never f orgotten her roots in the small village of Fallout 1, and she has always strived t o put the welfare of the common man above the wheels of progress.
22
When people talk about "good people," Tandi is good people.
Paradise Falls can be located by traveling nearly directly north from Vault 101 or Vault 106. It is north of Arefu and west of Minefield, and is recognizable from quite a distance by its most prominent landmark: a gigantic statue of a boy holding an ice cream cone.
Common NCR Laws include: •
No weapons may be carried openly within the city limits.
•
Public drunkenness and drug use is grounds for arrest.
•
The Pitt
Slavery, gambling, and prostitution are not permitted within the city limits.
Population: 2500+ (PR:3; Mostly slaves) Government: Ruled by gangs CR: 1
These laws were more relaxed in the outlying settlements, but became more rigidly enforced the closer one came to a major NCR population center. The New California Republic was born out of the remnants of the survivors of Vault 15, a sister vault to Vault 13 that opened earlier and released its occupants out onto the wasteland. Abandoning their vault (after scavenging most of what they could from the surviving technology and collapsed lower levels), the former residents of Vault 15 founded the small walled community of Shady Sands, a town midway between Vault 13 and 15. In the period of Fallout 1, this community was led by Aradesh and his daughter, Tandi, eventually rose to become president of the sprawling New California Republic in Fallout 2. (Without the efforts of the Vault Dweller in F1, however, the raiders in the region - the Khans - would have claimed Shady Sands and stamped out the republic before it even got started). At the time of Fallout 2, NCR's main resource are its great brahmin herds, which provide most of the wasteland with as much meat and leather as they require. The brahmin barons and ranchers in NCR (along with the Stockmen's Association) hold a great deal of sway with the caravans and the government. The NCR's relationship with their old Vault has undergone some violent upheavals over the years. From nests of monsters, raiders, Vault 15 worshipers, ghoul scavengers, to more innocent (and not-so-innocent) Squatters and Salvage Teams and the Republic arguing over excavation rights, it seems to be difficult for the government or any other inhabitant of the wasteland to leave the area alone... because, well, it's a Vault. The brahmin herders hatred of radscorpions is famous, and it dates all the way back to the founding of Shady Sands. Rumors of herds being attacked by talking deathclaws are unfounded. Even though the relationship between the NCR and the Brotherhood of Steel was never without some tensions, it got much worse when Jeremy Maxson became the leader of the Brotherhood. He favored a return to power by wresting all advanced tech from the hands of "lesser people" by any means necessary. Some time after 2242 the war with the New California Republic was announced. For years the war waged on and was considered a victory for the Brotherhood of Steel. However, no matter how many troops fell to the Brotherhood's superior technology, the NCR always seemed to have more replacements available. The Brotherhood, however, was not so fortunate. Being an elitist group, replacements were short in arriving. It soon became obvious that the Brotherhood was doomed to lose the war to the NCR's greater numbers. Moral at the bunker began to falter as the war seemed more and more hopeless. Eventually the inevitable happened. Lower ranking members of the Brotherhood began to desert their posts. NCR has a decent marketing and public relations department, and they are constantly sending couriers out into the wastes to nail up NCR posters or disseminate NCR propaganda. Famous among these is the frontiersman Thomas Moore, who bravely enough is out in the breach, currently passing out anti-Vault City and pro- NCR propaganda in the middle of Vault City. Talk about brave, huh?
Paradise Falls Population: 75+ (PR:1)
Government: Dictatorship
CR: 0
TL: 5
Paradise Falls, a converted shopping mall, is a hub for nearly all Slaver activity in the Capital Wasteland and a constant source of fear for all its denizens. Led by Eulogy Jones, who regulates the purchase and selling of slaves, Paradise Falls is populated mainly by battle-grizzled, fearless slavers who have absolutely no qualms with the profitable business of slavery. Paradise Falls is infamous for its unabated incursions into Big Town, and into Little Lamplight on rare occasions. Paradise Falls is heavily guarded by its Slaver inhabitants, all of whom are armed with weapons and are not reluctant to use them. Paradise Falls is also often featured on the Daring Dashwood program on Galaxy News Radio.
TL: 5
The Pitt is an industrial raider town located in the remains of Pittsburgh, about 500 kilometers to the northwest of Capital Wasteland. It is a place where three irradiated rivers come together and many of the t owns inhabitants are mutated. The Pitt was originally a place of pure chaos, full of rape and torture squads. As part of the early recon when the Brotherhood of Steel fi rst arrived in the East Coast area, Owyn Lyons led his paladins in a n attack against the Pitt from over Mount Wash, later called "The Scourge". Even though they were completely outnumbered, they still razed much of the city to the ground. During this operation the Brotherhood lost only one member of the strike force, Ashur (his comrades thought that he had died in a steel mill explosion), who would lat er go on to unify the raiders and take control of the city. As they swept through the Pitt the Brotherhood policed up every nonmutated child they could find, of which there were around twenty. Lyons brought the children back to the Citadel and enlisted them into the Capital Wasteland Brotherhood of Steel. One of these children grew up to be Paladin Kodiak. While not as much of a threat as before the Scourge, the Pitt is still a center of raider and slaver activity. Three Dog might have lived there as through a dialogue choice say he was born in a town filled with mutants. There is also a raider named 0-Dog in the Pitt, possibly a relative or a childhood buddy of some sort. Raven Rock Population: 1000+ (PR:3)
Government: Military Hierarchy
CR: 2
TL: 6+4 - 9+1
Raven Rock is the Enclave's main base of operation in 2277. It can be found in the northwestern part of the Capital Wasteland. Note: Raven Rock Mountain Complex is a real-world government complex that became operational in 1953. New Reno Population: 4000 (PR:3)
Government: Crime Families
CR: 1
TL: 5
A large city, New Reno is known for it s casinos, such as the Shark Club and the Desperado. It is home t o, among many other things, the Golden Globes studio, the Jungle Gym and the Cat's Paw brothel. There is also a substantial weapons outfit called New Reno Arms. The town is currently run by four different families, the M ordinos, the Bishops, the Wrights, and the Salvatores, all of which are willing to make The Chosen One a Made Man in exchange for a little help. The Las Vegas of the wastes, if you will. Reno was spared the atomic fire of th e Great War, but with the destruction of the rest of t he United States, law and order broke down as mobster families ascended to power. To this day, New Reno h as no official government or police force. However, aside from their internecine conflicts, the families generally keep order and make the city safe for tourists from the wastes, sending any trouble makers who disrupt the tourist trade to Golgotha, a burial site near New Reno. The tourists are glad to partake of the gambling, prostitution, and drugs (particularly jet, which was developed near New Reno in the Stables by boy-genius Myron) offered by the city's mobsters. Jet is distributed from f amily supported dealers and independent ones alike such as Jagged Jimmy. New Reno, lead by the Mordino family, is scheming to take over Redding, primarily by addicting Redding's miners to jet en masse. New Reno also acts as a major trading partner in the Big Circle trading Brahmin, as well as trading routes between The Den f or slaves and chemicals from Vault City caravans. Both these trades are overseen by the head of the Slavers Guild, Metzger.
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Redding Population: 800+ (PR:2)
Government: Rep. Democracy
CR: 2
TL: 4
Redding is a mining town, located south of Vault City. There are two major mining companies in Redding, as well as a saloon, a sheriff and a doctor. The mayor of Redding, Ascorti, runs an establishment called Ascorti's Ace casino. Redding mines gold for shipment to New Reno and the New California Republic, and the miners are some of the l argest consumers of Reno's drugs. The town is a collection of wooden buildings, and can be a wild and wooly place. There is no real police force to speak of , and the mining companies deal with internal disputes. A Sheriff exists, but mainly works as a mediator between different mining companies. Redding has also been avoiding the influence of the NCR, although there are elements in town that strongly favor joining, if just to get rid of the rampant drug problem.
The Republic of Dave
CR: 4
TL: 3
Population: 2966 (PR:3)
Government: Rep. Democracy
CR: 3
TL: 5, up to 9+1 (Labs)
Rivet City is the largest human settlement in the Capitol Wasteland or Washington, DC area. Its inhabitants live in individual rooms inside of the vessel, and a number of guards rotate 24 hours a day to protect the ship from Raiders, Super Mutants, and any other threats t o security. Rivet City includes a shopping area called "The Rivet City Marketplace" as well as an American History Museum, Science Lab, bar and hotel.
The primary political division in Redding exists over the growing drug issues and the future governance of Redding. The two large mining companies in Redding primarily dictate policy however they are divided by bitter hatred toward each other's policies. Marge LeBarge the owner of the Kokoweef Mine supports merging with the NCR. The Morningstar Mine run by "Dangerous" Dan McGrew is in favor of alliance with New Reno. The dispute often culminates in tensions and violence occasionally, usually down at the Malamute Saloon. In additi on to the political division Reno is struggling to contain its drug problem and the law enforcement is taxed thin particularly after the sheriff had his leg accosted by a gecko. Further havoc is being sewn by a band of gangsters led by Frog Morton of the Morton Brothers. Mayor Ascorti is a questionable politician as well as apearing to be primarily a profiteer. His motives all seem to be generated by money as seen by his gambling hall and high rent demanded of impoverished elderly citizens.
Government: Rep. Democracy
The history of the Republic of Dave is fairly simple. In his earlier days, Dave is believed to have been in exile from the Kingdom of Tom, wandering the wastes, gaining experience and maturing into a Mercenary. He returned, instigated a rebellion, overthrew his father, Tom, and renamed the Kingdom to the "Republic of Dave" where all citizens were safe from dictatorship, replaced with democracy (however much it has changed is up to debate). Rivet City
Although Redding may appear unassuming it has great economic clout. Redding is northern California's primary producer and distributor of gold. Being the center of gold mining several larger political f actions have volleyed for control of Redding to gain dominance in the gold trade. The two largest competitors for Redding are the NCR and New Reno run by the Mordino family. Mordino looks to fuel and exploit the growing jet addiction of Redding miners to create a broken town dependent on Mordino's drugs. The NCR offers law and security in exchange for Redding's wealth and sovereignty. Redding is also a stop during Brahmin drives and part of the Big Circle. Caravans from Redding head in all directions, to NCR, Vault City, and New Reno.
Population: 9 (PR 0)
The "school" here is one of only three active in the entire Capital Wasteland, the others being inside Vault 101 and Little Lamplight. The elections are a fairly important time in the Republic of Dave, though it does seem to be biased (Dave being the only Presidential Candidate), the population blindly believe that Dave is their ri ghtful leader and will vote f or him unless convinced otherwise. The law of the Republic of Dave is also another crucial element. Everybody should refer to him as "Mr. President", and treat him with the utmost respect or they will have an hour t o leave the republic, or be executed.
Rivet City's inhabitants are arguably the most "normal" (next to vault dwellers), as they carry no diseases and are excluded from the outside post nuclear world. Rivet City lies in the most southeastern part of the Capital Wasteland, near Anacostia. It is easiest to reach by following the eastern side of the river Potomac, crossing near the Tepid Sewer or at the Citadel, or by s wimming across from Arlington Library. You can also walk from the Jefferson Memorial. If you are coming from the back door of the GNR Building, you can come all the way underground from Collapsed Car Tunnel, past the Museum Station, continuing South to the Anacostia station. Rivet City is located inside of a n aircraft carrier that was docked at the Washington Navy Yard at t he time of t he Great War, and left stranded when the water level in the Anacostia and Potomac rivers dropped. The community was founded by members of the pre-War Naval Research Center, who moved to the vessel to make use of its on-board f acilities and comparatively defensible position. By 2277, Rivet City was the sole supplier of edible, non-irradiated food in the Capital Wasteland, trading it for essential raw materials with other communities.
The Republic of Dave is a fortified homestead/ranch run by a man called Dave, along with his two wives. The republic is located in the northeast part of the Capital Wasteland, nearly in the top right corner of the map. The republic's economy seems to prosper despite its exceptionally small size, with trading happening, however rarely, with th e trade caravans nearby. It also has its own agricultural sector to the left of the entrance into the Republic of Dave.
Inside the enclosed "city", there is a clear separation of social classes, with those living on the lower decks of t he ship treated as dregs and undesirables by the "upper-deckers". Rivet City contains a large and thriving marketplace, as well as other institutions, such as:
The country's standing is as follows: • •
•
•
The Republic of Dave Military: Joint Security Force, consisting of Dave and Bob. The Immigration Bureau: You cannot become a citizen of the Republic, but for asylum (the right to stay temporarily) you can first tell Dave that you are looking for asylum, or for a "special asylum" you can become a "refugee" within the country, you must either pay the 250-cap immigration fee or offer a weapon as a gift to do so.
•
Saint Monica's Church a Christian-like religious community The Capitol Preservation Society with a museum of pre-War historical artifacts and knowledge
•
The Weatherly Hotel
•
A well-stocked and well-guarded armory
•
The Muddy Rudder bar.
The broken bow of the ship was separated from the main carrier superstructure and half-flooded. The lower levels are inhabited by Mirelurks, while the upper levels contain Pinkerton's laboratory and home.
The Tourism Office: Answers any questions an Ambassador from the Wastes is likely to ask upon arriving.
While the size may be deceptive, Dave wishes to remind visitors that there IS a Museum, School, Capitol Building and Men and Women separate sleeping quarters that you can not sleep in.
24
San Francisco
Underworld
Population: 6000 (PR:3, mostly Shi)
Government: Dictatorship
Population: 400+ (PR:2, all Ghouls)
Government: Rep. Democracy
CR: 2
TL: 8
CR: 3
TL: 7
San Francisco is a city in Northern California. After the Great War, its population consists mostly of the Shi, who are the descendants of the crew of a Chinese submarine that crashed there, and of the members of a religious cult known as the Hubologists. The Shi have managed to keep many of their ol d traditions and customs, which is more than many American groups can say. Somehow, the city was spared a good deal of destruction, although radiation levels were high for a while. As of 2242, two clans currently battle for control of San Francisco, and the style of martial arts t hat will reign in the future. The Shi manage to run an extensive weapons trade, offering pieces of technology usually only available to groups like the Brotherhood of Steel. Where they manage to get these items is unknown. There is also a population of artists, disenchanted people from various cities, and ex-military personnel that have taken over an old oil tanker still floating in the harbor. They will usually trade expertise for goods, although they prefer to be left alone.
Underworld is an area where the ostracized sapient ghouls (as opposed to their feral brethren) of Washington, DC live. It exists as a small city, complete with a bar, inn, clinic, and "stylist." Most humans are tolerated, as long as they do not cause trouble. The Brotherhood of Steel are not welcome, however, as they tend to shoot Ghouls on sight. It is located inside the Museum of American History. The museum was featuring an exhibit on the mythology of Hell and the afterlife during the time of the Great War, as most of the remaining exhibits (including the name of that section of the Museum as well) are all themed as such. One of the robots in Underworld is named "Cerberus," who jokingly is referred to as the "Guard Dog". This is a reference to Greek and Roman mythology, in which Cerberus is a multi-headed dog which guards the gates of Hades. (Cerberus is a Mr. Gutsy robot, which has three independently mobile sensor modules.)
The third major group, which does not trade, is a religious community called the Hubologists. They are obsessed with an old space shuttle t hey found parked at the airport, and are attempting to make it fly again, so they can join their "gods" in the heavens above.
Charon, the grouchy thug at the bar, also owes his name to Greek mythology, in which Charon was the ferryman of Hades who carried souls of the newly deceased across the river that divided the world of the living from the world of the dead.
The New California Republic has little influence in San Francisco, and the Shi are quite happy to avoid them while the Hubologists don’t concern themselves with such things.
There is a ghoul in the back of the top floor, main room, named Snowflake, who has clean hair, unlike the other ghouls. He will give you a free haircut. This is because he says that other ghouls pay no attention to their appearance, and he is dying to work on someone who actually has hair.
There are few foreigners in San Fran and newcomers are easily noticed. Due to its location in between the Military Base, Navarro and a highly desolate flat patch of hazardous land in the wastes it is logical to assume few but heavily armed caravans traverse these paths. Super Mutants and remnants of the M asters army, Enclave Patrols, Press gangs, Hubologists, and aliens plague the surrounding area making it inaccessible to weak or crudely armed travelers. San Francisco is populated by the Shi and governed by the Emperor. The Emperor and his aids live in a steel palace on the east side of San Fran. The palace contains vast and advanced scientific labs of various fields and the scientists working there are some of the best i n the wasteland. Their main opposition are the Hubologists who have scientists of their own yet have proven to be significantly behind the technological innovation of the Shi. The Brotherhood of Steel has a large outpost stationed in San Francisco. The outpost is indiscernible from other Brotherhood outposts yet contains a more extensive basement stocked with Brotherhood technology and armaments. The brotherhood maintains a low profile and sails below anyones radar. This is a sign of the brotherhoods waning influence. Tenpenny Tower Population: 70+ (PR 1)
Government: Dictatorship
CR: 4
TL: 3
Tenpenny Tower is located southwest from Megaton. This old luxury hotel is now the refuge of Allistair Tenpenny who allows people in for the right price - Ghouls need not apply. •
Boutique Le Chic: Run by Lydia Montenegro and sells a variety
of goods including misc. and apparel. •
New Urban Apparel: Run by Anthony Ling and primarily sells
clothing and armor. •
Cafe Beau Monde: Run by Margaret Primrose and sells food,
drink, and stimpaks. •
The Federalist Lounge: This bar is run by Shakes, who sells
only liquor and stimpaks.
Vault City Population: 4000+ (PR:3; Mostly slaves) Government: Dictatorship
CR: 4
TL: 6+1
Vault City was built with the help of a Garden of Eden Creation Kit by the vault dwellers who emerged from Vault 8. The city is built around the vault and run by the First Citizen. First Citizen Lynette runs Vault City with cold hands and an iron grip. The main style of the city is bureaucratic, sleek and antiseptic, with a lot of technology, rules, regulations and guards. The city is automatically antipathetic to all outsiders, and are pro-Slavers in policy, although they prefer the term "Servants". They claim that it's legitimate because they give the servants shelter, food and protection, but people like Thomas Moore object to this heavily, and calls it hypocrisy since they frown at those who openly call it slaves and do slaving (The Den, for instance). They won't share their technology with the outside world, either, because they view everyone else as "thieves and baggarts" of the wasteland. Generally, the only normal way to become a Citizen of Vault City is to be born into it. Personal intervention by the Senior Councilor (currently McClure) or the First Citizen (currently Lynette) can grant a non-citizen citizenship (though this is never done lightly). In addition, non-citizens can take a citizenship test (administered by the Proconsul, currently Gregory), which is intentionally designed to be so difficult as to be virtually impossible (for someone of extraordinary intelligence, perception, and luck, it might be done, but the overwhelming majority of Vault City Citizens would fail it if they were required to take it). Full Citizens have access to all of Vault City, including the original Vault 8 itself, although few people still use it much, except for its medical bay, and it is mostly used for storage (including a huge number of Water Chips, which were accidentally shipped to Vault 8 instead of Vault 13, while Vault 8's second GECK was shipped to Vault 13 instead of Vault 8). While Citizens of Vault City have a high material standard of living compared to most other places in the Wastes, they pay a price for it in the form of a crushing sense of conformity and regulation in their lives. Many -perhaps most -- Vault City Citizens never see Vault City's external courtyard (more on that below), let alone another city. Possibly because of chromosomal damage, they are unable to conceive children naturally and must use artificial insemination techniques in cycles which produce uniformly aged generations of children. They are forbidden the use of drugs such as buffout, jet, psycho, mentats, and natural alcohol, though artificial alcohol is still used in bars.
25
Day passes are issued to non-citizens able to provide a bona f ide reason for entering Vault City, such as being slave, uranium, gold, or gecko pelt traders (though generally they are charged a hefty fee), diplomats, or some other, exceptional reason, such as being a non-citizen agent of Vault City. Day passes allow a non-citizen access to Vault City proper during daylight hours, but not the original Vault 8 itself. W hile the customs office is nominally strict in its rules regarding the issuance of day p asses, there are some corrupt elements willing to sell false citizenship papers. Except slaves, non-citizens without a day pass are not permitted access to Vault City proper, but they are permitted access to the courtyard, a fencedoff area outside of the "real" Vault City. The courtyard is kept peaceful and protected from the raiders of the wastes by Vault City, but its denizens are subjected to harsh rules a nd regulations and taxed heavily. Denizens of the courtyard feel squeezed between the desolate horror of the wastes outside and the suffocating repression of Vault City: they hold both new arrivals from the wasteland and the Citizens of Vault City in contempt. Vault 8 was designed as the control group for the vault experiments. Opening ten years after the war it is in pristine condition. Every element of the vault is intact from the overseers chair to the original computer. It is off of the Vaults geothermal and nuclear energy production that Vault City's power is supplied, though it has quickly reached maximum capacity. The medical technology is the best in northern California. Annual inoculations are administered as well as advanced grafting technology and other methods stored in the database. It is from the vault that Vault City can produce and distribute medicine and chemicals for trade. The majority of the vault is now unoccupied and used for storage. Selected Ruins Mariposa Military Base Mariposa Military Base was a top-secret United States military facility built to house Forced Evolutionary Virus research previously conducted at West Tek, located somewhere in the area of the Mariposa unincorporated community in California. The name Mariposa means "butterfly"[1] in Spanish. The construction of Mariposa started in October 2076 when large progress was made in FEV research, and the government preferred to move the project to a location under military supervision. On January 7, 2077, Major Barnett ordered transfer of all FEV research to the n ewly-constructed Mariposa Base, despite objections by the research team. Along with the scientists, a military team commanded by colonel Robert Spindel, which previously monitored the experiments at West Tek was sent to Mariposa. Spindel's second-in-command was captain Roger Maxson. The FEV project was moved to Mariposa and tested on human subjects. The vats were giant tanks fill ed with liquid F EV. As part of t he research project, human subjects were dipped inside them and then examined to learn how to control and harness the process. The experiments on humans were kept secret even from Spindel and his soldiers. The Vats were later found by a bunch of explorers seeking to find the source of mutated animals which seemed to originate from the area. Dr. Richard Grey, was one of t he explorers, and after falling into t he Vats, became the Master. Richard grew to be a powerful mutant, he was vastly intelligent, and not dumb like many other mutants (i ndeed, the FEV was supposed to make subjects more intelligent, but failed to do so on various occasions). He soon learned he could assimilate other minds into his own, and started preying on different creatures. He soon devised the idea of the Unity. He knew he was perfect a nd wanted to unify the entire wasteland so everyone could bask in his glory. He knew, of course, there would be resistance, and so used the Vats to create the mutant army. The Military base became the main base of the mutant army, and the super mutants were dipped and created there. In 2162, a man known as the Vault Dweller managed to destroy the Vats, and the Mariposa base collapsed. In 2236, the Enclave discovered the remnants of the M ariposa Base. Soon, assault squads combed the desert for slaves they could use to mine the military base and get to t he Vats. One of the squads included soldier Frank Horrigan. Enclave construction crews, as well as human and super mutant slaves began excavations. In September they uncovered FEV, and mutations began to occur in the human workers. Frank Horrigan comes into contact with the virus and is sent to the Enclave labs for study.
In 2237, having obtained the FEV data, the Enclave abandoned the site after more mutations occurred, causing 2nd Generation super mutants to arise - the Enclave left a single squad behind to wipe out the super mutants, but the mutants, using armaments they have cached in the base during excavation, reduced the squad to ashes after suffering heavy casualties. The remaining 1st and 2nd Generation super mutant slaves decided to remain in the Base, and the group forms a new community under the leadership of Melchior, whose magician talents had allowed them to hide the weapons.
Navarro Navarro refers to the area where a Poseidon Oil refinery and an Enclave military base are located, located north of San Francisco along the coastline. A company brand gas station is also present here, but it's fuel reserves have been empty for a long time. Before the War, Navarro served as a Poseidon Oil refinery for the Oil Rig, where the Enclave headquarters are located. Adjacent to the oil installations, a government-funded military base was constructed, together with a satellite uplink station and maintenance and repair facilities. Years after the Great War, the base was commandeered by the Enclave, who converted it into their primary mainland outpost, establishing a refueling station for the Vertibirds. Due to the relatively short range of the Vertibird, as well as frequent malfunctions, especially in post-War conditions, Vertibird Schematics were almost always present on site for necessary repairs and maintenance, but were prone to be lost (for instance, in 2242, four were ordered, but by the time the Chosen One arrived, three were already lost). The Navarro military base is divided into two segments - the surface and underground areas. The surface houses the Vertibird landing pad, as well as a Vertibird hangar, maintenance workshop, air traffic control station, the barracks and drill sergeant's quarters, with the adjacent kennels. The underground areas of the base contain the base's armory, mainframe, commander's office and the soundproofed science lab, operated by Dr. Schroeber, participating in the Deathclaw intelligence enhancement project. In 2242 the recent construction and retrofitting of Navarro meant the base had yet to meet its full staffing requirements. To hide the Enclaves operations at Navarro they have utilized the old service station as cover. An Enclave agent referring to himself as "old Chris" keeps watch outside the gates and claims to be the proprietor of the gas station turning any wanderers away as well as guarding an entrance to the underground section of the base via manhole. Should someone attempt to circumnavigate Chris and sneak through the woods they are confronted with heavily booby trapped expanses of land, though the rocky path leading to the base is clear. For those who are interested in enlisting as Enclave recruits,a specific password would be required by the entrance guard. The base itself is crawling with enclave troopers clad in advanced power armors and armed with plasma rifles and to further enhance security, the Enclave constructed several plasma and mini gun turret emplacements. The scientists in Navarro are also issued Laser Pistols for self-defense purposes.
Sierra Army Depot Visitor Welcome Sign, Sierra Army Depot, California (circa 2242)The Sierra Army Depot is located northwest of New Reno, approximately two to three days' hike from the city. Its existence is largely forgotten by the residents of the wastes, and may have remained lost were it not for its accidental discovery by a group of explorers who then reported its location to family Wright in New Reno in 2241. Wright's job to open and loot Sierra Army Depot is a dangerous proposition. The perimeter is guarded by a number of defensive turrets, each armed with a pair of miniguns. Managing to fight or sneak past these turrets brings one to another problem: the blast door. After being sealed for 164 years, the doors will never open again - at least not as intended. The only way to open the doors is to blow them apart. Commandeering a howitzer locked in a topside storage shed, not to mention finding ammunition for it, is the only way to open the base. Inside, Sierra Army Depot's security is still working, despite the nearly two centuries that have passed. The interior of the base crawls with floating eyebots and sentry robots, and none are pleasantly-disposed to intruders. Finding a way to bypass or deactivate these robots should be an intruder's first priority.
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Transportation between Sierra's four levels is accomplished via elevator, but these elevators are security-locked by a retinal scanner. If someone is able to penetrate Sierra Army Depot's perimeter and circumvent its substantial security setup, a cornucopia of destrucive devices waits for the taking. Firearms of almost all descriptions are stored in SAD's vaults, along with mountains of ammunition. Medical supplies and other goods are also kept in storage lockers and safes. Base Layout Sierra Army Depot is broken up into four levels, plus its exterior. The Exterior The outside of Sierra Army Depot is guarded by a double-layer chain link fence. Between fence lines lie several automated gun turrets. Two topside storage shacks hold equipment left over from SAD's evacuation. The shack to the southwest holds explsove ordnance, while the small garage to the east houses a useable howitzer. Along the Depot's east wall is a transformer farm which supplies power to the Depot's security systems. Level 1, Personnel The first level of the base, at ground level, houses personnel facilities. Entry-point security controls the single entry into the base, while the rest of the level holds barracks, a gym, and the infirmary. Level 2, Storage The primary storage warehouse of Sierra Army Depot, Level 2 is half-filled with boxes. This level contains the bulk of the Depot's stores, as well as the quartermaster's offices. Level 2 is also home to the armory, a high-security vault protected by force fields, shock-plate floors, and a small army of security robots.
During the war, a nuke directly hit the facility, shattering the FEV containment tanks and releasing the radiated virus into the atmosphere. Mutated by radiation, it loses its mutagenic abilities, but it later complicates things for the Master. Due to its high radiation, the place came to be known as the Glow, surrounded by legends among the people of Southern California. In 2134, a faction within the Brotherhood of Steel led by Sergeant Dennis Allen gained strength, and they urged the Elders to let them explore the southeast ruins of West Tek, called the Glow after being hit by a nuclear bomb, for artifacts. The Elders refused, so Allen and his divisionist group split away from the Brotherhood of Steel, taking some technology and weapons with them. Other members of the team included Soto, Jensen and Camarillo. Unfortunately for them, they were killed by security robots and radiation. The Brotherhood of Steel used to send people who wanted to enlist into the Brotherhood (but they don't want) there on a "quest", just to laugh about it later when they ended up dead because of the high amount of radiation in the area. It was quite a surprise to them when one known as the Vault Dweller actually fulfilled the quest, bringing with him a holodisk that recorded Allen's ill-fated expedition, and got initiated into the Brotherhood. Some time after 2162, some ghoul survivors from Necropolis settled north and west of the Glow, and founded the town of Dayglow, whose inhabitants formed partnerships with scavenging companies from New Adytum and the Hub and have built quite a profitable corporation from their salvage efforts. Design your own settlement!
Step 1, Determining Population Rating (PR):
Level 3, Robotics One of two maximum-security levels, Level 3 is home to the robotics division, as well as the base AI, Skynet. An experimental robotics lab is on this level, and it still holds a half-completed robobrain. Level 3 also holds the base CO's quarters. Level 4, Bio Storage and Research The deepest level of Sierra Army Depot, and also the one under the highest security restrictions, holds the biological research facilities and their associated storage systems. Little more than a series of prison cells adjacent to a surgical suite and a cryogenics storage facility, Bio Storage holds Sierra Army Depot's most sinister secrets.
West Tek Research Facility West Tek Research Facility was a high-tech weapons-research facility. West Tek created a number of useful things for the American military. Laser and plasma weapons were being experimented with here. Power Armor, massive self-contained suits that turned a single soldier into a walking tank, was developed here. And most importantly, vitally important research into immunity drugs was being conducted at West Tek. The Forced Evolutionary Virus was originally developed there.
PR
Population
Description
0
1-9
Farm
1
10-99
Village
2
100-999
Town
3
1000-9999
Large Town
4
10,000-99,999
City
Harsh environmental conditions (desert climate, radiation etc.) combined with lack of resources means that the biggest known population centers are PR 4 at most - these bigger settlements always have some special resource explaining their ability to provide for so many people – The Hub has it's water production, San Francisco has higher technology, New Reno has it's entertainment industry which attracts lots of tourists...
Most settlements out there in th e wastes are usually PR 2 or less. For determining the PR of a post-nuclear settlement randomly, roll 3D6 and use the following table: 3D6
Roll PR
3-8
0
9-11
1
12-14
2
15-16
3
17+
4
During the war, the facility was hit by a nuclear warhead and, because of its high radiation, it came to be known as The Glow. In 2055, West Tek Research Facility started working on a new virus to kill the New Plague. The ZAX 1.2 computer was brought in to regulate conditions in West Tek. It calmly calculated data and played chess with the scientists. Many scientists claimed that ZAX is a big ol' cheater and draws the game out too much for a computer of his considerable abilities. As China became increasingly aggressive with their use of biological weapons, the United States government felt that a countermeasure was needed. The Pan-Immunity Virion Project was officially formed on Sept. 15, 2073 and plans were made to begin experiments at West Tek. After a series of experiments, the pan-immunity virion was renamed FEV the Forced Evolutionary Virus in March 2075, as increased size, muscle density, and intelligence are noted among test animals. On January 3, 2076 a military team under the command of Colonel Robert Spindel was sent to the West Tek research facility to monitor the experiments in the interest of national security. Captain Roger Maxson, future founder of the Brotherhood of Steel, was among the team personnel. In October 2076 large progress was made in FEV research, and the government preferred to move the project to a location under military supervision. On January 7, 2077, Major Barnett ordered transfer of all FEV research to the newly-constructed Mariposa Base, despite objections by the research team. Along with the scientists, Spindel's military team was sent to Mariposa.
Step 2, Settlement Governing Authority: Roll 2D-7 and add the settlements PR to the result, then consult the table: 2D-7
Governing Structure
0>
None (Anarchy, CR 0)
1
Athenian Democracy
2
Dictatorship
3
Ruled by Guilds
4-5
Ruling Family or Families
6-9
Representative Democracy
Exception: For a PR 0 settlement, ignore t his step entirely.
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Step 3, Control Rating:
Roll 3D6
Special Resource
Most settlements have fairly simple set of rules, and their law enforcement depends on the local people if official guards or police do not exist. Only in very few places is CR 3 or more enforced, CRs between 0 and 2 being the more common levels of legal control.
3
Automated Factory.
4
High Technology (TL8).
5
Nuclear Powerplant.
Roll 2D-7 and use the following table to determine CR;
6
Large Scale Water Pumping and Storage.
7
Science Lab.
8
Mine.
9
Vault (the settlement is built into or around a Vault).
10
Tourist Attractions or Raider/Slaver Organization.
11
Fuel Production Plant (Methanol Still or oil pump/refinery).
12
Pre-war Military Hardware Cache.
13
Robots and robot maintenance infrastructure.
14
Airfield and civilian aircraft.
15
Weapons of Mass Destruction (nuclear, biological or chemical).
16
Psionics Lab (can be used to make mutant psykers from human subjects) or Super Mutant Procreation System (FEV vat).
17
Large Oceangoing Vessel (oil tanker, submarine or carrier) If the settlement is inland, Military Airfield & Combat Aircraft instead.
18
Oil Rig (actually functional or not, it's a resource) If the settlement is inland, Large Military Base instead.
2D-7
CR
0>
0 (effective anarchy, no taxes, might makes right)
1-2
1 (very free, voluntary taxes, any laws benefit the individuals)
3
2 (free, light taxes, most laws benefit the individuals)
4
3 (moderate)
5
Roll D6; 1 to 3 = CR 4, 4 or 5 = CR 5, 6 = CR 6
Step 4, Services and Infrastructure: Note: For a PR 0 settlement, ignore this step. Only services likely to be available is strictly agricultural stuff, and bartering for the odd imported random item at a high price.. Quality and scope of the services always depends on the size of the settlement in question - As a rule of thumb, larger settlements always tend to have better quality of services. As an optional rule, the GM can use the margin of success for the presence roll of a service as a guide for it's quality: A Weapons Store which only succeeded barely (margin of 0) might only carry simpler or cheaper products under the 100 bottlecap price range, while another Weapons Store made it's roll by the highest possible amount (margin of 4) sells almost everything a customer might demand, including quite a few pre-war items like lasers or heavy weapons. It would be possible to write these services up as Weapons Store[X]' where X is the margin of success. Roll 1D6 once for each category, to see if the settlement has the following services; General Store is present on a 1D6 roll of PR+2. It sells mostly basic hardware, but other items can also be randomly available, especially if there are no competing specialist businesses nearby.
Chapter 7: Environmental Hazards
As if it were not enough that the wasteland is crawling with hostile mutated organisms and merciless human scum, the environment itself also poses several hazards for travelers not well enough versed in survival skills. After the nuclear exchange, there was a nuclear winter lasting for a few years, causing a kind of man-made mini ice age over most of the civilized world. However, after the nuclear winter, the climate shifted permanently the other way - Many areas on t he planet, like most of t he North American continent, became vast desert wastelands, hot during the days and cool during the nights. Milder climate zones got p ushed further away towards the polar regions, and this all occurred in the space of less than a d ecade..
Weapons Store is present on a 1D6 roll of PR+1. Vehicle Garage is present on a 1D6 roll of PR. Guardhouse is present on a 1D6 roll of PR+2. If CR is 0, t his is a Mercenary or Criminal Organization instead (roll D2 as to which).
Surviving a typical day in the north American wasteland environment:
Hotel is present on a 1D6 roll of PR. If no hotel is present, then a much less modest place to stay overnight can be found, like an inn or a guest room for rent.
Heat
Hospital is present on a 1D6 roll of PR-2. If the roll is missed by just one, there is a Doctor's Clinic, and if it is missed by two, there i s a less skilled medic available.
A fairly normal peak desert temperature is +100 Fahrenheit (+38 deg C), it is quite a bit more comfortable during the early morning and night hours though. As described on Basic Set 3e page 434, roll against HT (or Desert Survival skill) to avoid losing fatigue due to desert heat.
See GURPS Basic Set page 434 for the Heat rules.
Power Grid with some kind of a power plant is present on a 1D6 roll of PR+1. Without electric power, there will be no street lights at night, and each inhabitant will need a personal power source if they are going to use any electric equipment. Water Grid is present on a 1D6 roll of PR. Of course, the actual quality of tap water depends on the local water resources available...
A likely HT roll scheme for a desert day:
Sewage System is present on a roll of PR+2. W ithout any kind of waste disposal system, chances of infectious diseases spreading are highly elevated.
•
Between 0900 and 1130 hours: Roll versus HT five times
•
Between 1130 and 1430 hours: Roll versus HT-1 six times
•
Between 1430 and 1630 hours: Roll versus HT-2 four times
•
Between 1630 and 1900 hours: Roll versus HT-1 five times
•
Between 1900 and 2000 hours: Roll versus HT two times
Black Market is present on a roll of PR+1, if CR is 2 or above. Special Resource of some kind is present on a roll of PR-2. If the roll is successful, roll again for another Special Resource with a cumulative -1 penalty. These kinds of resources probably ensure a steady population growth of the community in the future. However, note that Settlements with PR 4 always have at least one Special Resource at their disposal to begin with:
* For every l evel of the Temperature Tolerance advantage, add +1 bonus for these rolls (+2 bonus if t he tolerance is only versus heat, +0 bonus if the tolerance is only versus cold). * For a more unfavorable situation, like walking o utside in an urban/ruined environment (lots of concrete and asphalt in the surroundings increases the temperature), apply a -1 modifier to the rolls.
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* For comfortably resting in a good shade, add a +2 bonus and roll only f or the hottest hours between 1430 and 1630. * A vehicle with functioning air conditioning, like the Chryslus Motors Highwayman, can maintain a perfectly comfortable temperature inside. There's no need for extra water supplies, or Heat HT rolls as long as the AC unit works. * A fast vehicle with exposed seats (like a motorcycle or an open top) can provide enough air current for cooling the rider. This means that there is no need to make the HT+0 rolls at all, and the other HT rolls are made with a +2 bonus. (Using this kind of a vehicle would give a penalty of -2 on any HT rolls versus freezing, unless going very slow...) * Choosing a travel route which stays close to a large body of water like an ocean, lake or a large river evens out the temperature quite a bit, giving a +1 HT bonus against heat of the day, and this can also reduce the chances of getting lost on the way due to inferior orienteering skills or poor quality maps, at the potential cost of increased overall travel distance.
* Other modifiers for more favorable/unfavorable weather, winds and the like are of course up to GM discretion. Each failed roll causes 1 point of fatigue, until FP is down to 3, after which each failed roll will cause 1 HP of actual damage. This heat damage can be reduced by increased water consumption - Half quart of additional water used will reduce heat based fatigue losses by 1 FP (no effect on actual HP damage). This can mean that inexperienced desert travelers will need a caravan trailer to carry enough water for a lengthy journey. (Alternatively, it might be possible to find a comfortably cool resting place, where it is possible to recover lost FP at the normal resting rate.) Optional: It is possible to simplify all of the daily heat related rolls into just one roll, this can speed up gameplay a lot. Roll vs. HT-2 and in case of failure multiply the margin of failure by itself to get the amount of fatigue taken, maximum heat damage being 22 points (Alternatively, player may choose to roll every single roll after one failed roll for that day).
An average adult human being needs three meals worth of food daily (1.5 Lbs of food per day) and at least 2 quarts of water. See the rules for 'Starvation and Dehydration' on Basic Set page 426.
Radioactivity See GURPS Basic Set page 435-436 for Radiation Exposure rules. It has been 88 years since the global thermonuclear war, this means that radiation levels have for the most part normalized. Only very localized pockets of lethal radiation remain, like nuclear waste dumping sites, ruined nuclear powerplants and the craters left by surface impacts of nukes. Of these, the nuclear waste dumping sites are usually the most highly radioactive places (frex, plutonium has a half life in excess of 250 000 years, 88 years does just about nothing to radiation levels of stuff like this). Typical radiation levels right outside the primary crater of a great war nuclear detonation (like in the leftover ruins of a pre-war city) are mostly around 0.001 or less rads per hour. Hard/smooth wind-swept surfaces like asphalt or building roofs/exposed floors are always the least radioactive, while soil and vegetation can still retain more radioactive particles and are thus more radioactive. Whereas a particularly nasty nuclear waste dump with numerous broken barrels can give up to around 1000 rads/hour to anybody foolish enough to actually wade through the brightly glowing ooze wearing only rubber boots for protection. 'Glowing One' ghouls sometimes like to take hot baths in places like this, though... Some highly radioactive creatures, like Glowing Ones or Chimeras inflict radiation damage in close combat. Rads inflicted this way usually equal the ordinary unarmed damage rolled for the attack.
Biohazards
Sunburn can become a serious problem, if the traveler has skin exposed to direct sunlight for hours - It is especially important to wear a wide brimmed hat with a closed crown (or just wrap a rag around the head), and a good loose clothing coverage can be a lot better protection from the sun than sunblock.. An insufficiently clothed Caucasian takes D-3 HP of damage after being out in the sun for most of a desert day. Toughness protects against sunburn damage at full value. People with more pigmentation (darker skin) can be practically immune to sunburn, but an albino might die in a day or two from sunlight exposure, so thick clothing with total coverage is highly recommendable in that case.
While most bioweapons (like Anthrax) last only 50 years, superviruses like FEV can stay potent for very long times. Also, some interspecies viruses (like the bubonic plague or bird influenza) may find a plentiful carrier species, like mutated rats, and survive indefinitely.. Getting bitten by a rat is never a good idea - Most dangerous biohazards are usually spread by mutated animal plague carriers. Exposure to small concentrations of FEV virus is not too harmful, as by now practically all lifeforms have developed a certain level of resistance to it. Being immersed in the stuff still does change people into supermutants, and combined exposure to both evaporated raw FEV and radiation results in ghouls.
Also, serious wounds have a tendency to get infected, since disinfectants or antibiotics are not always readily available (although the dry desert On a normal night, it does not get colder than 50 Fahrenheit (10 deg C) in environment is a lot safer in this regard than a jungle would be). This is the north American wasteland. Assuming dry environment, sensible clothing one of the main reasons why warriors of the wasteland prefer armors with and fairly limited amounts of wind chill, this does not warrant any HT rolls good overall coverage instead of maximal protection of vital areas only. In due to coldness. practice, all hit locations are vital i n most post-nuclear combat situations, just one hit getting t hrough with a simple festering spear can spell the Most people without vehicles travel during the comfortable early morning doom of a fighter without decent limb armor.. and night hours - that is, somewhere between 2000 and 0900 hours. Travelers with vehicles often choose to travel during the day, simply Chemical Hazards because of the better visibility - they can see where they are going, and thus can more readily avoid many potential hazards of driving off-road. Many kinds of toxins besides just radioactivity were introduced into t he environment during the great war. Nobody bothered to clean up the Weather pollution afterwards. Some of the dangerous chemicals were broken down Rainfall amounts have decreased notably after the climate change, (even in to harmless compounds in the 88 years after the war, but others were not. the best places it usually rains only 200mm or so per year, exception being coasts and edges of major mountain ranges) but there is an occasional Not all military bases were nuked. Some storage facilities were left intact, thunderstorm, especially near the coastlines. Sandstorms are a fairly just waiting for the f oolish looters who could not tell the difference between common occurrence inland, especially during the driest seasons. Wearing a persistent nerve gas mortar round and a normal one.. It is a good idea to eye protection and breathing through a respirator (failing that, breathing wear a respirator with NBC filters when moving around a ghost town or through a cloth is better than nothing) will usually bring the traveler through abandoned ruins of a military base. Also, if purity of water source is in any a sandstorm unharmed. doubt, wise and often long-lived people prefer to take the time to filter and boil it before consumption. Starvation and Thirst Cold
These two are the number one killer in the post-nuclear world. Without these two basic resources people tend to die in a matter of days, but many would rather fight and kill others and take their food supplies instead of dying - This is one of the main reasons behind the formation of many wasteland raider gangs, for them it is simply a way to stay alive. Some of the most desperate savages even resort to cannibalism, a practice widely condemned by human societies.
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Part 2: Character creation
30
Chapter 8: Character Creation Guidelines for the GURPS Fallout campaign
•
Point Value New characters should be built on 100 points with a maximum of -60 points in disadvantages and -5 points in quirks. Playable Races include Humans, Ghouls, Super Mutants, Robots & Psykers. For optional Racial Traits, see the Race sections.
Converting Attributes GURPS ST, IQ, DX and HT are equivalent to appropriate Fallout attributes multiplied by 2, except for the following exceptions:
Attributes
•
The upper attribute limit for normal humans is 16, but may be purchased up to 20 with GM permission. Attribute levels of 9-12 are to be considered normal, 13 is good and 14+ is both impressive and immediately obvious. Technology Level (see GURPS 4ed p512 for TL by field)
•
For most of the places in t he Wastes, TL is supposed to be as in the following table. One should nevertheless consider that these are average TLs, and that they may vary in some specific places or due to specific individuals.
This TL may also indicate what kind of stuff could commonly be found at these places. Tribals
Small Town
Towns
Vaults
= = = = = = =
Unluckiness [-10] No Advantage/Disadvantage Luck [15] Luck [15] and Serendipity 1 [15] Luck [30] and Serendipity 1 [15] Luck [30] and Serendipity 2 [30] Luck [30], Serendipity 2 [30], Daredevil [15]
(Note: For an action oriented character, it is possible to replace 15 points worth of other Luck related advantages with the 'Daredevil' advantage if so desired.) •
3-4
4-5
5-6
Weapons
3
4-5
5-6
7-8
9+1
Power
3
4-5
5-6
8-9
8-9+1
Medicine
3
4-5
5-6
9
9+1
6+1
6+2-6+3
6+4
7
Fallout skills do not directly translate into GURPS terms. Instead of any rules set in stone, you might want to use the 'Skill Templates' section below as an aid for representing the Fallout characters skills in GURPS.
Skill Templates for GURPS Fallout (A bit like the 'Tag' skill choices of S.P.E.C.I.A.L. , these templates offer a widespread proficiency within their area of expertise. Feel free to modify them in any way to better suit the character in question.)
Divergent TL in the wastes:
•
Energy/science: At TL 9+1, almost no nanotechnology is known, and there is neither antimatter power nor antimatter weapons. Portable fusion power is known at TL 9+1.
Unarmed Combat [+10 points] Karate (DX/H) at DX-1 [2]; Brawling (DX/E) at DX+1 [2];Judo (DX/H) at DX-1 [2]; Wrestling (DX/A) at DX [2]; First Aid (IQ/E) at IQ+1 [2].
Weapons: Blaster weapons appeared at TL 9+1. Armor suits (Ballistic and Tactical suit) are available at TL8. •
Small Arms [+10 points] Guns(Choice) (DX/E) at DX+1 [2]; Guns(Light-automatic) (DX/E) at DX [1]; Guns(Pistol) (DX/E) at DX [1] ; Fast-Draw (Pistol) (DX/ E) at DX [1]; Fast-Draw(Magazine) (DX/E) at DX [1]; Armoury (Firearms) (IQ/A) at IQ [2]; Tactics (Urban) (IQ/H) at IQ-1 [2].
Medicine: Cellular rejuvenation is known at TL9 but only f or radiation healing. Computers: In the Wastes, computers can be powerful and even become sentient (Artificial Intelligence or something like that), but they are usually bulky and very little user-friendly designed.
•
Since prices are already designed for the average TL5 of the campaign, do not increase the price of starting equipment with an higher TL than the average TL5 of the campaign.
Big Guns [+10 points] Armoury(Firearms) (IQ/A) at IQ [2]; Gunner (Machine gun) (DX/ E) at DX+1 [2]; Gunner(Cannon) (DX/E) at DX+1 [2]; Guns (Light Antitank Weapon) (DX/E) at DX [1]; Electronics Operation (Sensors) (IQ/A) at IQ-1 [1]; Gunner (Beam) (DX/E) at DX+1 [2].
TL and Price of Starting Equipment:
•
Melee Combat [+12] Fast-Draw (Knife) (DX/E) at DX+1 [2]; Knife (DX/E) at DX+1 [2]; (Melee Weapon of choice) (DX/A) at DX [2]; Fast-Draw (Melee Weapon of choice) (DX/E) at DX+1 [2]; Feint (Melee Weapon of choice) (H) at +0 [4].
Advantages and Disadvantages: The standard starting wealth for the campaign is $1,000. Extra starting funds may be purchased at a rate of +1 pts per $500. Exotic and Supernatural Advantages may not be purchased as a rule; feel free to ask your GM about advantages that are important to the character concept.
•
Forget about Fallout experience levels. GURPS does not have experience levels, as it is entirely points-based system. Instead of 'leveling up' GURPS characters gain additional character creation points as experience rewards - These can be used to further improve and develop the character in a wide variety of ways.
Piloting Skills [+13] Driving (Automobile) (DX/A) at DX [2]; Driving (Motorcycle) (DX/ A) at DX-1 [1]; Pilot (Light Airplane) (DX/A) at DX [2]; Pilot (Helicopter) (DX/A) at DX [2]; Pilot (Jet) (DX/A) at DX [2]; Driving (Tracked) (DX/A) at DX [2]; Navigation (Land) (IQ/A) at IQ-1 [2].
Fallout S.P.E.C.I.A.L. to GURPS Character Conversion Notes •
Fallout Luck attribute = GURPS Advantage/Disadvantage;
BOS/Enclave
Transportation
Computers
Charisma: Each level over 5 equals +5 character points in GURPS advantages which result in reaction bonuses, such as Charisma, Appearance, Voice or Fashion Sense. Each level under 5 equals -5 character points in reaction penalty disads.
1 to 3 4 to 5 (Average) 6 7 8 9 10
The average TL of the world is 5. (It is GM’s choice to increase or lower this value, depending on when and where the campaign takes place).
TL
Use the appropriate 'Traits' section to represent the Fallout characters Traits in GURPS. If the desired trait is not li sted, instead use GURPS advantages to get the desired effect. Traits go into the 'Advantages / Disadvantages' section of the GURPS character sheet.
•
Athletics Skills [+10] Running (HT/A) at HT-1 [1]; Swimming (HT/E) at HT [1]; Climbing (DX/A) at DX [2]; Acrobatics (DX/H) at DX [4]; (Sport of choice) (DX/A) at DX-1 [1]; First Aid (IQ/E) at IQ [1].
31
•
Outlaw Skills [+12]
•
Streetwise (IQ/A) at IQ [2]; Pickpocket (DX/H) at DX-1 [2]; Lockpicking (IQ/A) at IQ [2]; Stealth (DX/A) at DX [2]; Electronics Operation (Security) (IQ/A) at IQ [2]; Holdout (IQ/A) at IQ [2]. •
•
Prerequisites: Acting 12+, Disguise 13+. Game Effect: The character can always create a believable disguise given time and the most unlikely of materials. As long as the disguise is appropriate (disguising yourself as a Blackspear tribesman and then trying to blend into Vault City obviously is never going to work), it will always go unquestioned.
Social Skills [+11] Savoir Faire (IQ/E) at IQ [1]; Diplomacy (IQ/H) at IQ [4]; Sex Appeal (HT/A) at HT [2]; Leadership (IQ/A) at IQ [2]; Merchant (IQ/A) at IQ [2].
•
Game Effect: When rolling for damage from any HtH attack, the character can improve the results of all damage dice by +1, if the original result is 5 or less. This means that if no sixes are rolled, character gets to add +1 damage per damage die.
Medical Doctor [+20] Physician (IQ/H) at IQ [4]; Diagnosis (IQ/H) at IQ+1 [8]; Surgery (IQ/VH) at IQ-1 [4]; Electronics Operation(Medical) (IQ/A) at IQ+1 [4].
•
•
Game Effect: While using Unarmed or Melee combat skills, the
character gets one additional attack per turn. •
GURPS can use Talents to simulate Fallout Perks, this section contains guidelines on how to do this. Please note that the inclusion of th ese Perks in any GURPS Fallout game is entirely optional.
•
•
Game Effect: Increases the Move statistic by +2, but it does not
affect characters sequence or dodge. If this increase is enough to bring Move up to 10+, characters 'Step and X' movement rate is also increased by +1. •
Game Effect: When rolling for damage from any ranged attack,
Perks are advantages which are gained through experience or training, and have various prerequisites which must be met before they can be bought.
the character can improve the results of all damage dice by +1, if the original result is 5 or less. This means that if n o sixes were rolled, character gets to add +1 damage per damage die.
Perks can be bought during and after the character creation, provided that the character first has all of the prerequisites met.
•
Game Effect: When using any semi-automatic firearm, the
character gets a +1 bonus to the weapons RoF. •
Advanced Research [+10] (Humans and Ghouls only)
Brutish Hulk [+10] (Deathclaw only) Prerequisites: ST 14+, HT 10+ Game Effect: SM +1 (10' Long); HP +5.
•
Bulk Trader [+5] (Humans and Ghouls Only) Prerequisites: Merchant 12+ Game Effect: When buying or selling items in bulk, the character gains a +2 bonus to all Merchant skill checks.
Adrenaline Rush [+6] Prerequisites: ST cannot be raised over racial max, cannot
have Low Pain Threshold
•
Game Effect: Right after character has lost half of the total hit
Cautious Nature [+10] Prerequisites: Perception at 12+
points, ST is at +2 bonus for HT minutes.
Game Effect: the character has learned to always look out for
danger, and gains a +6 bonus to Perception rolls for spotting ambushes or traps only.
Awareness [+8] Prerequisites: Perception at 10+, Tactics 10+ Game Effect: The character has reached a special combat
•
awareness, which allows him to correctly guesstimate the exact hit points, Damage Resistance and armaments of an opponent he can clearly see. Ability can be used once per combat turn, it is a free action and automatically successful. •
Bonus Rate of Fire [+10] Prerequisites: DX 14+, IQ 12+, Perception 12+, Guns 12+
If the GM f eels that any of these perks are abusive, he may wish to ban some of them. Especially perks like Sniper or Slayer may lead to munchkining or powergaming.
Game Effect: Gives a +2 bonus to all of the prerequisite skills. Requires a Complete Workshop.
•
Bonus Ranged Damage [+12] Prerequisites: Luck, Ranged Weapon Skill 12+
Prerequisites: IQ 14, Armoury (Any f irearm) 13+, Armoury (Power armor) 13+, Electronics Repair 13+, Engineer (Electronics) 13+, Engineer (Hydraulics) 13+, Machinist 13+.
•
Bonus Move [+10] Prerequisites: Move 12+, DX 10+
Talents for GURPS Fallout
•
Bonus HtH Attack [+18] Prerequisites: DX 12+, HtH/Melee Combat Skill 16+
Gadgeteer [+30] Engineer (Electric) (IQ/H) at IQ+1 [8]; Mechanic(Electric) (IQ/A) at IQ+1 [4]; Electronics Operation(Any) (IQ/A) at IQ+1 [4]; Engineer (Any other) (IQ/H) at IQ [4]; Mechanic(Any other) (IQ/A) at IQ [2]; Scrounging (Per/E) at Per+1 [2]; Math (IQ/H) at IQ-2 [1]; Computer Operation (IQ/E) at IQ [1]; Computer Programming (IQ/H) at IQ [4].
•
Bonus HtH Damage [+6] Prerequisites: Luck, DX 12+, HtH Combat Skill 12+
Outdoorsman [+14] Survival (Desert) (Per/A) at Per+2 [8]; Survival (Any other) (Per/ A) Per [2]; Tracking (Per/A) at Per [2]; Traps (IQ/A) at IQ [2].
•
Body Snatcher [1] (Human Only)
Comprehension [+20] Prerequisites: IQ 14+, Native Literacy Game Effect: Being a very smart f ellow, the character learns
much faster than others. Reduce learning time by -10% for each level of IQ over 10, up to maximum time reduction of -80%.
Better Criticals [+10] •
Prerequisites: Luck advantage, Perception 12+, Any Combat
Death Sense [+15] (Deathclaws only)
Skill 12+
Prerequisites: Must be a Deathclaw.
Game Effect: This ability allows the character to adjust any
Game Effect: Night Vision +5; Per +2.
Critical Hit roll by one line on the Critical Hit Table.
32
•
•
Demolition Expert [+8]
•
Prerequisites: Explosives (Demolition) 14+
Prerequisites: Thrown Weapon 12+ or Throwing 12+
Game Effect: Explosives set by this expert always blow up
Game Effect: Each level (up to 3 maximum) of the perk adds
perfectly as intended, and cause twice the normal damage on the intended target. In case of any critical failure (or malfunction) while setting or defusing a bomb, character gets another roll to avoid disaster.
ST +2 bonus for calculating 1/2D and Max ranges of thrown weapons/items. •
Prerequisites: HT 12.
Prerequisites: DX 12+
Game Effect: DR 5 (Tough Skin -40%); Immunity (Radiation);
Resistance (Poison; HT+8); Resistance (Disease; HT+8).
means.
•
Prerequisites: Unarmed Combat Skill 13+
Prerequisites: Combat Reflexes, Tactics 12+
Game Effect: While parrying, blocking or dodging HtH attacks,
the character can add a bonus equal to his best unarmed combat skill divided by 8. This bonus is due to superior footwork, and is lost if the character has heavy encumbrance or fights on bad terrain.
allows for much faster reaction times, for each level of this perk the character gets a +2 bonus to his Turn Sequence, up to 3 levels maximum. •
Educated [+5]
Game Effect: Opponents can't make called shots with thrown weapons or firearms when you are within 1 hex and are only holding melee weapons or are unarmed. They also suffer a -1 penalty to hit with those weapons against all targets.
Game Effect: This perk gives a +1 skill bonus with any purely
knowledge based 'non-creative' mental skills - most sciences, area knowledge etc. (For 'creative' mental skills, take the Versatile advantage instead.) •
Explorer [+10]
Junk Merchant [5] (Humans and Ghouls Only) Prerequisites: Merchant 12+
Prerequisites: Cannot have Unluckiness
Game Effect: When selling items that have a base value of 1-5 bottlecaps, the character gains a +2 bonus to all Merchant skill checks.
Game Effect: While wandering the wastes, the character often
finds strange and interesting special encounters. For the most part, these special encounters are beneficial to the character in one way or another, but any substantial rewards often require some sort of a challenge, like having to shoot those alien bounty hunters to get their weapons... •
In Your Face! [+15] Prerequisites: Combat Skill 16+
Prerequisites: IQ 12+
•
HtH Evade [+15]
Earlier Sequence [+8/level] Game Effect: Extensive combat experience of the character
•
Hide of Scars [+19] (Deathclaws only)
Dodger [+15] Game Effect: Character gets a +1 bonus when dodging by any
•
Heave Ho! [+5/level]
•
Kama Sutra Master [+8] Prerequisites: Sex Appeal 13+, Erotic Art 8+, HT 10+, DX 10+
Game Effect: Gives a +3 bonus to Erotic Art skill (as well as to
Faster Healing [+15]
any sex related HT rolls).
Prerequisites: HT 12+ •
Game Effect: Character automatically makes all healing rolls,
Prerequisites: Cannot have Heavy Frame or Overweight/Fat
and heals 20% of his total hit points daily. Recovery rolls versus crippling injuries are made at a +5 bonus. •
Light Step [+2] disadvatage, DX 12+, Stealth 12+ Game Effect: Gives a +3 bonus to Traps skill, but only for
Fortune Finder [+15]
avoiding setting off traps on the ground/floor.
Prerequisites: Luck and Serendipity
Game Effect: Random encounters always yield twice the usual
•
Prerequisites: Physician 16+, Physiology 12+
valuables (like bottlecaps), but the character still has to take these items off the dead bodies of opponents. •
Living Anatomy [+20] Game Effect: Because of in depth knowledge of how living
beings function and where the most vital spots of vital organs are, character with this perk gets a x1.5 multiplier on damage getting through into any living being. Instead of the Hippocratic oath, this doctor took a hypocritical one... Perk also gives a +3 bonus to the Physiology skill.
Ghost [+1] Prerequisites: Stealth 12+
Game Effect: While moving in darkness or shadows, the
character gets an extra +1 bonus to Stealth skill if moving, +2 if still. This perk only works with appropriate dark colored clothing.
•
Magnetic Personality [+5/level; Maximum of 5 levels] Prerequisites: Leadership 12+, Charisma +1 for each level
•
Harmless [+4]
Game Effect: Character with this perk is so cool that she can
Prerequisites: Must not have negative reputation, Pickpocket
easily recruit an entourage of some less capable but more or less like-minded 1-50 point characters for free, who worship the ground she walks on. If mistreated, these 'fans' will probably disperse and go away, but it is always easy to find new ones from almost any population center. Number of these traveling companions is limited to the level of the perk. Note that unlike with Dependent/Ally, character is not penalized just because any/all of these companions happen to die.
12+ and either Piti able or Above Suspicion. Game Effect: Gives a +3 bonus to the Pickpocket skill •
Healer [+5] Prerequisites: Physician 12+, DX 12+, IQ 12+
Game Effect: When using First Aid, the healer can add +1 to
any hit points healed dice roll result of 5 or less. When using Physician skill for long term healing, character can heal +1 HP daily on one patient of choice with an extra Physician roll.
33
•
Master Thief [+8]
•
Prerequisites: Pickpocket 13+, Lockpicking 13+, Electronics
Prerequisites: Fast-Talk 16+ and a Reaction Bonus total of +2 or more.
Operation (Security) 13+, Streetwise 13+ and IQ 12+ Game Effect: Gives a +2 bonus to all of the prerequisite skills. •
Suicide King [1] (Humans, Super-Mutants and Ghouls)
Benefit: You have a way of t alking people into to doing things against their better judgment (such as talking people int o staying in combat when the lead is t hick in the air and they've already been plugged in the gut). When any PC/NPC in range of your voice needs to test their morale in combat, they do so with +3 bonus.
Master Trader [+10] Prerequisites: Merchant 12+, Reaction Bonus total of +2 or
more Game Effect: This perk increases the perceived value of the
character's goods by a factor of x1.25, in addition to any other considerations. The perk also adds a +2 bonus to the M erchant skill.
•
Pathfinder [+5] Prerequisites: HT 12+, Survival 13+ and Navigation 12+ Game Effect: Increases the daily travel rate of the party by
•
25%, but only to offset penalties for terrain.
Medic [+12] Prerequisites: First Aid 12+ and Physician 12+
•
Game Effect: This perk gives a +2 bonus to any and all Medical
Pyromaniac [+8] Prerequisites: Luck, Guns(Flamethrower) 12+
skills.
Game Effect: As for the 'Bonus Ranged Damage' perk, except •
this only works for any fire-based attacks. The pyromania disadvantage is not required, but is common for people wit h this perk....
Mental Block [+10] Prerequisites: Will 12+ Game Effect: Character is at a +5 bonus to resist psionics, and
any mindreading attempts suffer from a -5 penalty. Could be that the character was trained by a mystic, or simply has spent t oo many boring nights at a local bar.. These same bonuses also apply for resisting hypnosis.
•
Quick Pockets [+10] Prerequisites: DX 12+ Game Effect: With this perk, the character can fast-draw
anything he carries in a pocket or a holster with a straight DX roll. •
More Criticals [+15 pts/level; Max 2 levels] •
Prerequisites: Any Combat Skill 16+ and; Luck or Daredevil
Quick Recovery [+5] Prerequisites: Acrobatics 12+
Game Effect: This perk adds +1 per level to the criti cal hit
Game Effect: It takes 1 second less time than n ormal for the
chances of the character.
character to stand up after being knocked down. •
Mr. Fixit [+12] •
Prerequisites: Mechanic 12+, Scrounging 12+, IQ 12+
Prerequisites: Perception 12+, Survival 12+, Tracking 12+
Game Effect: This perk gives a +2 bonus to any and all skill
Game Effect: Adds a +2 bonus to Tracking and Survival skills.
rolls to repair or build almost anything. •
•
Ranger [+4]
Mysterious Stranger [varies]
•
Sharpshooter [+3]
Prerequisites: Luck or Serendipity
Prerequisites: Perception 14+, IQ 12+, Any Guns Skill 12+
Game Effect: Adds the 'unknown' modifier to the Ally
Game Effect: Gives a +2 bonus to all Guns skills, but only for
Advantage, this reduces advantages point cost by -5 points. The character does not know who the Mysterious Stranger is or even why he helps the character, but in any hostile random encounter, there is a chance that the stranger will appear to help in the fight, only to disappear after the fight is over...
countering range penalties. •
Silent Death [+10] Prerequisites: DX 14+, Stealth 13+ and; Unarmed Skill 13+ or
Knife 13+
Negotiator [+10]
Game Effect: While sneaking undetected, any HtH attacks done
Prerequisites: Merchant 12+, Fast Talk 12+
from behind the target receive an extra x2 modifier for any damage getting through the Damage Resistance.
Game Effect: Adds a +2 bonus to all social Influ ence Skill rolls. • •
Pack Rat [+5/level; Max 2 levels]
Prerequisites: DX 12+, Stealth 12+
Prerequisites: Cannot have Light Frame trait, ST 10+
Game Effect: This perk allows the character to use the Stealth
skill at no penalty while running at half move. For running at full move, the usual penalty is reduced by two, into -3. It is not possible to actually sprint and use Stealth skill at the same time. Note that in order for this perk to work, character must have proper soft footwear and must take some care on how she carries her equipment (i.e. no metal bits clanging together).
Game Effect: Character's ST is increased by 4 for
encumbrance purposes. Note that ST cannot be raised over racial maximum (20 for humans). •
Silent Running [+1]
Strong Back [+5] Prerequisites: Cannot have Light Frame trait or Skinny
disadvantage, ST 12+
•
Slayer [+60]
Game Effect: Basically the Lifting ST advantage - Light
Prerequisites: DX 16+, ST 16+, Unarmed Skill 16+
Encumbrance becomes 6xST, Medium encumbrance becomes 10xST, heavy encumbrance becomes 20xST and extra heavy encumbrance becomes 30xST.
Game Effect: In HtH/melee combat, all attacks of the character
which successfully get through the active/passive defenses are converted to Critical Hits. Attacks which miss the target are unaffected, and so are critical failures.
34
•
•
Sniper [+60]
•
Prerequisites: DX 16+, Perception 16+, IQ 12+, Guns 18+
Prerequisites: Guns 10+, DX 12+
Game Effect: Any ranged attacks getting through the targets
Game Effect: While firing from a moving vehicle or the li ke, the
active/passive defenses are converted to Critical Hits. Attacks which miss the target are unaffected, and so are critical failures.
character with this perk can ignore up to -4 worth of movement/stability penalties.
Stonewall [10]
•
Prerequisites: DX 12+, Combat Reflexes
Light Frame trait.
Game Effect: Whenever the character is hit by an explosion or
Game Effect: Add a +4 bonus to ST for resisting any kind of
an area attack, being an experienced warrior, he is always flat on the ground, taking only half damage. If there is good enough hard cover available in the characters hex, he also gets its benefit. Note that while this perk allows hitting the deck in an instant, it does not confer any ability to get up faster.
Weapon Handling [+6] Prerequisites: DX 12+, ST 10+, Any Combat Skill 12+, Cannot
have the Light Frame trait
•
Game Effect: Being a natural leader, the characters presence
Min ST requirements of weapons - This bonus has no effect on basic damages or throwing distances of weapons.
has an inspiring effect on her nearby squadmates under her command, granting them a +2 bonus to their Fright Checks.
Bluff Master [+5] •
Prerequisites: Charisma +1, Fast Talk 10+
Lead Foot [+10] Prerequisites: DX 12+, Perception 12+, Ground vehicle skill
Game Effect: With this perk, the character can automatically talk
12+
himself out of trouble once when he is caught stealing. If he is caught second time by the same person/authority, the perk is of no help at all. •
Leader [+5] Prerequisites: Charisma +2, Leadership 12+
Game Effect: Gives a +3 bonus to ST, but only for meeting the
•
Hit the Deck [+5]
Prerequisites: ST 12+, Cannot be Skinny, Cannot have the
knockdowns, takedown or slam attacks. Stonewall rarely falls down. •
Gunner [+8]
Game Effect: Character can drive like a professional off-road
race driver, getting a +25% bonus to the vehicles Off-Road Speed stat, or on a road is able to constantly maintain a speed +25% above the normal cruising speed of the vehicle. This speed increase is routine, and does not instill any extra penalty or rolls. Note that this does not mean that the ride would be by any means comfortable for the passengers...
Bonsai [+1] Prerequisites: Must be a Ghoul, Survival 10+, Biology (Botany)
10+ Game Effect: Due to careful nurturing, a small mutated fruit tree
now grows from the Ghoul characters head. It lives by tapping the ghouls bloodstream for nutrients (it eats only waste products from the blood and thus is not harmful to the ghoul), and produces a small harvest of 1D6 perfectly good edible fruits once per month. •
•
Prerequisites: Vehicle skill 12+, Ranged combat skill 12+ Game Effect: While driving a vehicle (like a car or a
motorcycle), the road warrior can simultaneously fire a single handed weapon (like a machine pistol) without the usual -4 penalty for doing two things at once.
Bracing [+4] Prerequisites: Combat Skill 12+, Cannot have the Light Frame
trait
•
Stat! [+8] Prerequisites: Combat Reflexes and First Aid 13+ or Physician
Game Effect: Gives a +2 bonus to ST, but only for meeting the
12+
Min ST requirements of weapons. •
Road Warrior [+8]
Game Effect: Medic with this perk is phenomenally fast at
patching up people, taking only half the usual time performing First Aid or applying bandages.
Brown Noser [+4] Prerequisites: IQ 12+, Reaction Modifier total 0+, Savoir Faire
12+
•
Game Effect: Within any rank hierarchy, the Brown Noser may
Prerequisites: SM+1 or more (Super Mutant) or Robot, ST 12+
with a successful IQ roll and minimal effort behave in one instance as if he had one level higher rank, since he is on such good terms with his superiors. Because of this, he is also likely to be next on the promotions list, regardless of his actual abilities and achievements... •
Game Effect: Because of the great bulk and stability of the
character, he can ignore -1 worth of weapon recoil penalty, this reduction is in addition to any high ST recoil reduction and could make many small arms effectively recoilless for the character. •
Cancerous Growth [+40]
Game Effect: Character always takes half damage from falling or
Game Effect: the Regrowth advantage - Even lost limbs grow
collisions, in addition to other considerations. He also gets a +1 bonus to all Vehicle skills.
back at the ghouls usual regeneration rate.
•
Stunt Man [+10] Prerequisites: ST 12+, HT 12+, DX 12+
Prerequisites: Must be a Ghoul, ST less than 14
•
Steady Arm [+6]
Die Hard [+8]
•
Tunnel Rat [+4]
Prerequisites: First Aid 10+, HT 12+
Prerequisites: DX 12+
Game Effect: While at or under 30% of his hit points, the
Game Effect: Character with this perk can crawl like a baby - a
character gets a +1 bonus to Damage Resistance and +2 bonus to all HT rolls.
very fast baby. Move while crawling is increased by +1 yard per second.
Drunken Master [+10]
•
Talon of Fear [+9] (Deathclaws only)
Prerequisites: Unarmed skill 12+, HT 10+
Prerequisites: Brawling 16+; ST 12+
Game Effect: Gets a +2 bonus to all HtH skills while drunk.
Game Effect: Innate Toxic Attack (2d; Follow-Up: Claw Hits,
+0%; Cyclic (1 minute), +40%; Onset (1 minute), -10%; Resistible (HT-2), -15%).
35
Chapter 9: Wasteland Advantages, Disadvantages and Skills
Brotherhood of Steel Rank Cost
Level
Advantages
0
0
Initiate
Deadly Karma [15 points/level]
5
1
Senior Initiate
Once per game session (per level of this advantage), you can change any Success Roll made by your character, or against your character (such as an enemy attack) into a Critical Success or Critical Failure.
10
2
Apprentice
15
3
Journeyman
20
4
Senior Knight
Senior Scribe
25
5
Head Knight
Head Scribe
30
6
Junior Paladin
35
7
Paladin
40
8
Senior Paladin
Destiny (Page B48)
45
9
Head Paladin
“There is no fate but what we make.” The Destiny advantage is not allowed. Go forth and make your own fortune!
50
10
Elder
For every time you invoke this power, the GM will turn a future Success Roll against you in the same fashion (it need not be the same type of roll). The GM may not kill your character outright wit h this (it's more deadly to your foes than to you!), but should otherwise reserve the "karmic backlash" as maliciously as possible to do harm to your character. The GM may reserve backlash criticals between sessions, if he wishes.
Knight
Scribe
Military rank in the Enclave follows the model of the old U.S. Army. I have divided the ranks into Enlisted and Officer ranks:
Gadgeteer (Page B56-57) The Gadgeteer advantage is not allowed. Instead use t he Basic Set guidelines for inventions. That is, just spend the points to buy high enough skill levels.
Enclave Enlisted Rank Point Cost
Rank (Page B29) 0 5 10 15 20 25 30 35 40 45 50 55 60
Most types of Rank have been eliminated for the GURPS Fallout campaign, though there are still a few available: Academic Rank: All of the major Institutions of Learning have become
vine-choked ruins in the 200-years since the holocaust. Thus, Academic Rank has been eliminated. Administrative Rank: The leader of any size community in the wastes
would have some level of Administrative rank; a village Headman might have 3 levels, the mayor of a large town might have 5. The President of the NCR has 6 levels of Administrative rank, while the President of the Enclave has 8 levels.
Enlisted Rank 0 1 2 3 4 5 6 7 8 9 10 11 12
Rank Private Private 1st class Corporal Sergeant Staff Sergeant Sergeant 1st class First Sergeant Sergeant Major Warrant Officer Chief Warrant Officer 2 Chief Warrant Officer 3 Chief Warrant Officer 4 Master Chief Warrant Officer
Merchant Rank: All of the old Trade Unions collapsed with the f ormer
United States; Free Traders run the show now. Therefore, Merchant Rank is not used.
Enclave Officer Rank Point Cost
Military Rank: There are two primary types of Military Rank available:
Brotherhood of Steel, and Enclave. The New California Rangers and Mercenary bands may also have their own ranking system, but the Enclave model is used for simplicity's sake.
10 20 30 40 50 60 70 80 90 100
The BOS uses the following system of Military Rank: I nitiates are trainees who are expected to perform well enough in the training process to be promoted to Senior Initiates, and later to Apprentices. After proving themselves, Apprentices are promoted to Journeyman Knights or Scribes. The next rank is Senior Knight/Scribe, and finally the leader of each of these orders is the Head Knight and Head Scribe. Scribes are responsible for copying the ancient technologies, maintaining the current technology and even experimenting with new weapons and other useful devices. Scribes rarely leave the safety of the BOS bunkers, but they are sometimes called into the fi eld to examine a piece of technology or perform a task beyond the skills of t he Brotherhood soldiers. Knights are responsible for manufacturing the weapons and other pieces of technology. After many years of service and experience, the best Knights are promoted to Paladins - the pinnacle of t he Brotherhood military. Paladins are in charge of all security and outside activities. The Paladin ranks are Junior Paladin, Paladin, Senior Paladin, and Head Paladin. As all Paladins are also Knights, the Head Paladin is usually also the Head Knight. Paladins who survive to their later years become Elders, and they number among the Brotherhood ruling council. The leader of the council and the Brotherhood itself is the High El der, usually descended from the Maxson family.
Officer Rank 1 2 3 4 5 6 7 8 9 10
Rank Second Lieutenant First Lieutenant Captain Major Lieutenant Colonel Colonel Brigadier General Major General Lieutenant General General
Police Rank: The only known organized police force in the waste is the
Vault City Guard. There are just t hree ranks in this organization, all are shown below: Vault City Guard Rank Point Cost
Rank
Title
0
0
Guard
5
1
Sergeant
10
2
Captain of the Guard
The Vault City Guard act as a universal police force, enforcing the law within town, defending it and securing Vault City perimeter. The Captain of the Guard reports directly to the F irst Citizen.
36
Religious Rank: All of the old religious orders are dust, and a new order
Chapter 10: GURPS Fallout Racial templates
has yet to arise (aside from a f ew cults such as the Hubologists and the Children of the Cathedral). Thus, Religious rank is not used.
Humans Status (Page B28-29) With the breakdown of society, status becomes much more compressed. Status of greater than 2 should not be allowed at campaign start. Here are examples of social status with associated costs of living.
Humans are unaltered, and (mostly) unmutated examples of the species Homo Sapiens. Still by far the most common intelligent species on t he post apocalyptic Earth. Attributes: All average at 10 and have maximums of 20. Note that also
secondary characteristics such as Perception and Willpower max out at a total level of 20 for humans. Attributes of 8-12 are normal, 13 is exceptional, 14 is very good, 15+ is awesome.
Status and Monthly Cost of Living Level
Example
Monthly Cost of Living
4
Mayor of a large town
$2500
Free Skills: Native Language (Native); Area Knowledge (@ IQ; Home city
3
Mayor of a town
$1500
2
Village Leader
$800
1
Technician, Doctor
$400
Being a human gives no bonuses or penalties, and thus costs no points.
0
Ordinary person
$200
Traits: A human character may take maximum of two Advantage /
-1
Poor
$100
-2
Tribal
$75
Disadvantage packages which replace S.P.E.C.I.A.L. systems traits in GURPS. These can be taken in addition to normal Advantages / Disadvantages.
-3
Beggar
$50
-4
Slave
$50
or area). Literacy is rare, unless the character comes from a Vault, the Brotherhood of Steel or the Enclave.
•
Light Frame [+5] DX +1. Heavy Enc max threshold is 8x ST.
Wealth
•
The Wealth advantage should only be allowed at Wealthy or lower at campaign start. There exists a strong barter economy in the wases, where services and goods are often paid in kind. The wealth of a farmer will be expressed in the amount of land he holds and how many animals he owns. A local Mayor may have little spare money, but may have large amounts of land and a sizable home.
ST +1, Lifting ST +1, DX -1. •
Kamikaze [+0] Combat Reflexes, On The Edge (-12).
•
Disadvantages
Heavy Frame [+0]
Bruiser [+8] DR+2 (Crushing damage only), HP +4, ST +2, DX-1.
Cursed (Page B129)
•
Cursed is never recommended as a disadvantage for a player character. It ensures a very short lifespan for the character and probably spoils all enjoyment for the player.
Using primary arm only +2 DX, using secondary arm only -1 DX, using both arms -1 DX. •
Destiny (Page B131)
One Hander [+5]
Strong Immune System [+2] (Prerequisite HT11+) Immune to Disease, Fit, Weakness (Cyber Rejection), Sterile.
The Destiny disadvantage is not allowed. •
Skills
Tough Luck [+5] Deadly Karma, Unluckiness.
Wildcard Skills (Page B175) Bows! skill is available. It allows the character to use any and all bows, crossbows and slingshot type weapons, including siege engines. Bows! is DX/Hard.
•
Resistant (Radiation; HT+3), Doubled rad recovery rate. •
Guns! skill is like above, except it works for all firearms and IQ bonus is applicable (as for the normal guns skills).
Radiation Resistant [+2]
Bloody Mess [+0] Frighteningly Gruesome Deaths for all kills. (Everyone who witnesses the character killing a living being larger than a rat must roll a fright check, including the character himself...).
Melee! skill works for all close combat weapons, it is DX/Hard. However, while using this Wildcard skill, any special weapon-type specific bonuses like increased parry are lost.
•
Sex Appeal Talent [+5] Beautiful/Handsome, Sex Appeal skill bonus +3, Enemy: Slavers.
Tactics (Page B224) Optional Specializations for the Tactics IQ/Hard skill include; Air, Land, Sea and Urban.
•
Good Natured [+5] IQ+1, Sensitive, Charitable, Versatile.
•
Alert [+5] Hearing +5, Light Sleeper.
•
Night Person [+0] Night Vision 9, -5 to Perception in bright daylight.
•
Heavy Handed [+0] Unarmed Damage +1, DR +1 (Hands only), Ham-Fisted 1.
37
•
Fast Shot [+0]
•
No called shots, Semi-auto ROF is at +(DX/8) (Does not affect melee or unarmed attacks).
Immunity (Radiation). •
•
Trigger Happy [+10 or +5] •
•
Triggerhappy [+10 or +5] Combat Reflexes, Automatic Reflexes L1 or L2 (L1 allows for a Will roll to resist any i nappropriate instinctive actions, L2 does not.)
•
Super Berserker [+15] Hyper-Strength (ST+3; costs 1 FP per second), Berserker (-12).
Feral Kid [-1] Animal Empathy; Animal Friend 4; Low TL 5 (TL 0); You start the game with no language skills (though languages may be learned normally later).
•
Tough Customer [+5] DR +4 (Tough Skin -40%), HP +4, Bad Temper (-12).
• •
Hammerfist [+5] Striking ST +2 (Both arms), Unarmed DMG+2, DR +1 (Hands only), Bad Grip 2.
One In a Million [+10] Whenever you critically hit or miss, a second check is made. On a re-checked critical hit, a roll of 3-6 (regardless of skill) adjusts the critical rolled up by three li nes! On the other hand, a roll of 17-18 is a critical failure; if your original roll was a critical hit, it now becomes a standard critical miss. If your original roll was also a critical miss, it's adjusted up t he table by three rows! If neither a second critical hit or miss is rolled, a standard critical event occurs.
•
Alert [+5] Acute Hearing +5, Light Sleeper.
Combat Reflexes, Automatic Reflexes L1 or L2 (L1 allows for a Will roll to resist any inappropriate instinctive actions, L2 does not.) •
Radiation Immunity [+5]
Red Scare [+5]
Bruiser [+8] DR+2 (Crushing damage only), HP+4, ST+2, DX-1.
Combat Reflexes; Paranoia. •
Super Mutants Super Mutants are gigantic gray or green skinned humanoid creatures who once were humans. They were created when an entity called 'the Master' dipped large amounts of humans in huge vats of glowing green fluid (modified version of the FEV virus), in an attempt to create a new dominant species - an army of Super Mutants - to replace humanity. The Vault Dweller destroyed the vats and killed t he Master, after which the remnants of the Super Mutant army split up a nd went their separate ways..
Combat Reflexes, On The Edge (-12). •
One Hander [+5] Using primary arm only +2 DX, using secondary arm only -1 DX, using both arms -1 DX.
•
Tough Luck [+5] Deadly Karma, Unluckiness.
Super Mutant [+25 points] Attribute Adjustment: +3 ST [30]; +1 HT [10]; DX -1 [-20]; IQ-2 [-40].
•
Bloody Mess [+0] Frighteningly Gruesome Deaths for all kills. (Everyone who witnesses the character killing a living being larger than a rat must roll a fright check, including the character himself...).
Secondary Characteristic Adjustment: Per +1 [5]; HP+6 [12]; Basic Move +1 [5]; SM +1 (2.4-3.4 yards tall, 300-800 Lbs weight) [0]. Racial Advantages: DR 1 (Tough Skin -40%) [3]; High Pain Threshold [10]; Lifting ST 2 [6]; Unaging [15]; Rapid Healing [5]; Resistance (Radiation; HT+8) [5]; Resistance (Poison; HT+3) [5]; Resistance (Disease; HT+3) [3]; Very Fit [15].
•
Good Natured [+5] IQ+1, Sensitive, Charitable, Versatile.
Racial Disadvantages: Appearance -2 (Ugly) [-8]; Bad Grip 1 [-5]; HamFisted 1 [-5]; Overconfidence (-12) [-5]; Racial Reputation (M urderous mutant; -2 Reaction; Almost everyone; All the time) [-10]; Social Stigma -3 (Mutant) [-15].
•
Racially Learned Skills and Skill Bonuses: Either Gunner (Machinegun), Guns (Hvy. Weapons; choose specialty) or Liquid Projector (Flamethrower) (DX/E) DX+2 [4].
•
•
One In a Million [+10] Whenever you critically hit or miss, a second check is made. On a re-checked critical hit, a roll of 3-6 (regardless of skill) adjusts the critical rolled up by three lines! On the other hand, a roll of 17-18 is a critical failure; if your original roll was a critical hit, it now becomes a standard critical miss. If your original roll was also a critical miss, it's adjusted up the table by three rows! If neither a second critical hit or miss is rolled, a standard critical event occurs.
Note: Bad Grip disadvantage in this case gives penalties on using
ordinary human sized firearms and equipment, except for larger stuff like light or medium machineguns, rocket launchers, flamethrowers or heavy energy weapons. •
Disadvantage packages which replace S.P.E.C.I.A.L. systems traits in GURPS. These can be taken in addition to normal Advantages / Disadvantages. Traits suitable for a Super M utant are listed below:
Fast Shot [+0] No called shots, Semi-auto ROF is at +(DX/8) (Does not affect melee or unarmed attacks).
Features/Taboos: Sterile [0].
Traits: Super Mutant character may take maximum of two Advantage /
Night Person [+0] Night Vision 9, -5 to Perception in bright daylight.
Free Skills: Language (Native); Area Knowledge (at IQ; Home City). Few Super Mutants are literate.
•
Kamikaze [+0]
Red Scare [+5] Combat Reflexes, Paranoia.
Vat Skin [+10] DR +6 (Tough Skin -40%), Bad Smell, Extra HP +4.
38
Ghouls
•
Ghouls are mutated humans, suffering from the effects of radioactive fallout combined with exposure to the forced evolutionary virus. Extremely ugly with zombie-like appearance, they look like decayed, dried up walking corpses. Despite their apparent physical frailty, ghouls are very long-lived and are highly radiation resistant by nature. (Majority of ghouls, especially most of the glowing ones, are non-sentient creatures, they h ave IQ scores of 7 or below, and are not suitable for player characters - a PC ghoul must have at least IQ 8.)
Night Vision, -5 to Perception in bright daylight. •
Fast Shot [+0] No called shots, Semi-auto ROF is at +(DX/8) (Does not affect melee or unarmed attacks).
•
Trigger Happy [+10 or +5] Combat Reflexes, Automatic Reflexes L1 or L2 (L1 allows for an IQ roll to resist any inappropriate instinctive actions, L2 does not.)
Ghoul [5 points] Attribute Adjustment: ST -2 [-20]; DX+1 [20]. Secondary Characteristic Adjustment: Per +3 [15]; Basic Move -2 [-10].
•
One In a Million [+10] Whenever you critically hit or miss, a second check is made. On a re-checked critical hit, a roll of 3-6 (regardless of skill) adjusts the critical rolled up by three lines! On the other hand, a roll of 17-18 is a critical failure; if your original roll was a critical hit, it now becomes a standard critical miss. If your original roll was also a critical miss, it's adjusted up the table by three rows! If neither a second critical hit or miss is rolled, a standard critical event occurs.
Racial Advantages: Unaging [15]; Immune to Disease [15]; Regeneration (Slow) [10]; Temperature Tolerance +6 [6]. Racial Disadvantages: Appearance -4 (Hideous) [-16]; Skinny [-5]; Racial Reputation (Mutant; -2 Reaction; Almost everyone; All the time) [-10]; Social Stigma -3 (Mutant) [-15]. Free Skills: Language (Native); Area Knowledge (at IQ; Home City). Most ancient Ghouls are literate.
•
Racially Learned Skills and Skill Bonuses: Nil
Red Scare [+5] Combat Reflexes, Paranoia.
Features/Taboos: Sterile [0].
Grey Tribe Deathclaw
Traits: A ghoul character may take maximum of t wo Advantage /
Disadvantage packages which replace S.P.E.C.I.A.L. systems traits in GURPS. These can be taken in addition to normal Advs/Disadvs. Traits suitable for a ghoul are listed below: •
Night Person [+0]
The Stench of Rotten Flesh [+0] 5 yard radius, -1 to IQ and DX of everyone exposed. Gives -3 to all social reaction rolls.
As an optional PC race, GMs may allow players to create PC Deathclaws. While a Deahclaw of any type has t he benefit of being a walking killing machine, there are some definite drawbacks. First of all, Deathclaws aren't designed to use humanoid weapons or armor. Second, most people think “talking Deathclaws” are a myth, and will treat the character for what it is: a monster. The character won't be welcome in many places (and even face possible attack), and will have to enter most human setlements in disguise. Grey Tribe Deathclaw [+77 points]
•
Glowing One [+10] 10,000 rads, x100 rad recovery rate, radiates 1 rad per h our to nearby people (unarmed attack also inflicts rads equal to the damage done), illuminates surroundings, no permanent lifetime rad history; Increased Life Support (Radioactive).
•
Frightening Looks [+5] Monstrous Appearance, Fright Checks at -3 upon seeing the character, also gives a +3 bonus f or the Intimidation skill.
•
Light Frame [+5] DX +1. Heavy Enc max threshold is 8x ST.
•
Kamikaze [+0] Combat Reflexes, On The Edge (-12).
•
Tough Luck [+5] Deadly Karma, Unluckiness.
•
Bloody Mess [+0] Frighteningly Gruesome Deaths for all kills. (Everyone who witnesses the character killing a living being larger than a rat must roll a fright check, including the character himself...).
•
Secondary Characteristic Adjustment: Per +4 [20]; Will +2 [10]; HP+6 [12]; Basic Move +1 [5]; SM +1 (7.5' Long) [0]. Racial Advantages: Combat Reflexes [15]; Claws (Long Talons) [11]; DR 3 (Tough Skin -40%) [9]; High Pain Threshold [10]; Impaling Striker (Horns) [8]; Night Vision 4 [4]; Resistance (Radiation; HT+8) [5]; Resistance (Poison; HT+3) [5]; Resistance (Disease; HT+3) [3]; Sharp Teeth [1]. Racial Disadvantages: Appearance -5 (Monstrous) [-20]; Bad Grip 3 [-15]; Clueless [-10]; Ham-Fisted 2 [-10]; Increased Consumption 1 [-10]; Low TL 5 [-25]; Restricted Diet (Carnivore) [-10]; Social Stigma -3 (Monster) [-15]. Free Skills: Language (Native); Area Knowledge (@ IQ; Home City). All Deathclaws are illiterate.
One Hander [+5] Primary arm +2 DX, Secondary arm -1 DX, Both arms -1 DX.
•
Attribute Adjustment: ST +4 [40]; HT+3 [30]; IQ -2 [-40]; DX +2 [40].
Racially Learned Skills and Skill Bonuses: Brawling (DX/E) DX+2 [4]. Features/Taboos: Unnatural Features (Large Humanoid Lizard; Can't use items designed for the human form) [0]. Traits: Deathclaw characters may take maximum of two Advantage /
Disadvantage packages which replace S.P.E.C.I.A.L. systems traits in GURPS. These can be taken in addition to normal Advantages / Disadvantages. Traits suitable for a Deathclaw are listed below: •
DX +1. Heavy Enc max threshold is 8x ST.
Good Natured [+5] IQ+1, Sensitive, Charitable, Versatile.
•
Light Frame [+5]
•
Heavy Frame [+0] ST +1, Lifting ST +1, DX -1.
Alert [+5] Hearing +5, Light Sleeper.
39
•
•
Kamikaze [+0]
Robot [+40 points]
Combat Reflexes, On The Edge (-12).
Attribute Adjustment: HT 11 [10]; ST+4 [40]; DX+2 [40]; IQ-2 [-40].
Bruiser [+8]
Secondary Characteristic Adjustment: HP +6 [12].
DR+2 (Crushing damage only), HP +4, ST +2, DX-1. •
Racial Advantages: Damage Resistance +5 [25]; High Pain Threshold [10]; Lightning Calculator [2]; Eidetic Memory (Photographic) [10]; Machine [25]; Unfazable [15].
One Hander [+5] Using primary arm only +2 DX, using secondary arm only -1 DX, using both arms -1 DX.
•
Strong Immune System [+2] (Prerequisite HT11+) Free Skills: Language (Native); Area Knowledge (at IQ; Home City). All robots are literate.
Immune to Disease, Fit, Weakness (Cyber Rejection), Sterile. •
Tough Luck [+5]
Racially Learned Skills and Skill Bonuses: Mechanic (Robotics/TL 8) (IQ/A) IQ-1 [1].
Deadly Karma, Unluckiness. •
Features/Taboos: Cannot Float [-1]; Neutered [-1]; No Extra-Effort [0]; No Fatigue [0].
Radiation Resistant [+2] Resistant (Radiation; HT+3), Doubled rad recovery rate.
•
Note: Purely physical attributes like ST, DR or HP can vary from the average values presented above, but only if altered during the character creation.)
Bloody Mess [+0] Frighteningly Gruesome Deaths for all kills. (Everyone who witnesses the character killing a living being larger than a rat must roll a fright check, including the character himself...).
•
Racial Disadvantages: Fragile (Unnatural) [-50]; Non-Volitional AI [-38]; Vulnerability (EMP damage; x4 damage) [-20].
Traits: Robot character can take maximum of up to two traits, but is
limited to this selection of robot-specific traits; Exception: 'Infiltrator Android' counts as two traits.
Sex Appeal Talent [+5] Beautiful/Handsome, Sex Appeal skill bonus +3, Enemy: Slavers.
•
Trigger Happy [+10 or +5]
•
Combat Reflexes, Automatic Reflexes L1 or L2 (L1 allows for an IQ roll to resist any inappropriate instinctive actions, L2 does not.) Beta Software [+0]
Alert [+5] Hearing +5, Light Sleeper.
•
•
DX+1, IQ+1, All failed rolls count as critical failures. Real critical failures cause mental stun for 1D6 turns.
Night Person [+0] Night Vision 9, -5 to Perception in bright daylight. •
•
Heavy Handed [+0]
EMP Shielding [+5] Immune to EMP, Reduced Move -3.
Unarmed Damage +1, DR +1 (Hands only), Ham-Fisted 1. • •
Trigger Happy [+10 or +5]
DR+10, Reduced Move -3
Combat Reflexes, Automatic Reflexes L1 or L2 (L1 allows for a Will roll to resist any inappropriate instinctive actions, L2 does not.) •
•
Infiltrator Android [+20] No social stigma, no eunuch, Sterile, Handsome or Beautiful Appearance, DR+2 (Crushing only), Rubber Skin (doesn't fully fool touch), Foreign accent (Accented speech level in Native language), Can wear human armor. (Note: Counts as two traits).
Rabid [+5] Bad Temper (12-); Berserk (Battle Rage; 12-); Enhanced Move ½ (Accessibility: Only while berserk, -40%); Injury Tolerance (Homogeneous; Accessibility: Only while berserk, -40%).
•
Heavy Armor Plating [+10]
•
Tracks Subassembly [+0] Move is doubled, but basic Dodge is halved.
Domesticated [+10] You have undergone extensive house training and have developed higher than normal Intelligence. However you do less unarmed damage.
•
Robot's endurance is unlimited, and it can also recharge external energy cells. Plutonium generator gives power for thousands of years to come. Assume 1kW of output for external applications. If the robot is destroyed, there might be significant plutonium leakage.
IQ +1; ST -1. Robots Robots suitable for use as a player character are more or less human shaped autonomous models with learning neural net computers. All robots are either genuine pre-war items, or are based on advanced pre-war technologies - Functional robots are extremely rare, and spare parts are hard to come by. Note that ST and HT attributes of a robot are fixed at creation - A robot's physical form can be improved only with a ref it or a serious tune up. Because the robot can learn, it is possible to buy off any mental disadvantages from the racial package, either with xp-points or at creation. Even though the robots basic shape is often generally humanoid, they cannot wear unmodified rigid human armor. In the case of 'serious wounds' of over 8 hit points, only half of the damage can be repaired with work - the other half must be replaced with spare parts (which are either hard to find or cost at least D6x100 bottlecaps per HP replaced).
40
Nuclear Powerplant [+10]
•
Tight Nuts [+0] Extra HP+20, but any repairs take twice the usual t ime
•
Targeting Computer [+0] Must always take 1 turn to aim, but is at +2 to hit with ranged attacks. This does not apply to melee attacks.
•
Duct Tape Wonder [+0] Can use cheap scrounged parts as spares, but has to make a HT roll or suffer a malfunction whenever placed under physical stress. Also often has other minor 'quirks' like leaking oil.
•
Backup Components [+20]
1D6 minutes after the robot is 'killed' by any reason, it instantly regains up to half the hit points it took damage - If this is enough to bring the robot back to positive hit points, it will reactivate. This will only work once in the robots l ifetime, unless new replacements for the robots broken primary systems can be found and installed. •
After rescuing Quincy, the same squad was sent to the Beastlords' lair in Mardin in order to eliminate the psychic cannibals that delayed their expansion and possibly learn how to control the beasts themselves. While the tribals were eliminated, the latt er was not achieved, since that would require undergoing the same mutation as the Beastlords did.
Artificial Intelligence [+25]
No Unfazeable, no Low Empathy nor No Sense of Humor. Curious. IQ+1, DX+1. •
Around 2197, the township of Quincy petitioned th e Midwestern Brotherhood of Steel for protection from a l arge group of the Beastlords. These Beastlords, under the leadership of Duff the beast master and an unnamed beastlord commander, took over certain parts of Quincy and were using hostages to ensure they have control over the rest of the town. Among those captured was Hillary Eastwood, the mayor. A Brotherhood squad was sent to rescue the mayor and assist in dealing with the Beastlords.
Industrial Toolkit [+15]
Robot has an assortment of built-in TL8 tools, including a medium laser torch which can also be used as a weapon. The tools count as a TL8 mini-toolkit suitable for almost any kind of task.
PSI-devices unique for the Fallout Setting •
Psykers Psykers are mutated humans with psionic powers. They are very rare in the Fallout world, and most have been created more or less deliberately with combinations of brain surgery, FEV virus i njections and radiation treatments. A 'natural' randomly occurring psyker mutation would probably mean other mutations in the physiology as well, and is highly unlikely. Another thing to keep in mind is t hat humans 'gifted' with psionic ability through FEV injections (or other such means) tend to suffer from a high rate of insanity.
Mental Nullifier. This is an unpowered device consisting of iron bands which wrap around the wearer's head. It i s an impenetrable barrier for all mind alteration powers. The design is not commonly known, but it is easy enough to build with a TL7 Mechanic Toolkit, costs 200 bottlecaps if available f or sale, and weighs about 4 lbs. If worn by a psyker, the psyker's own mind alteration abilities can be used at a -10 penalty.
A Tinfoil Hat also offers some protection, but it is not as good – It only gives -4 penalty to TP, PV and EK powers. It costs 10 bottlecaps and has negligible weight. Well known design, but wearing it is usually worth a small reaction penalty (-1). Wearers own mind alteration abilities can be used at a -2 penalty through the tinfoil hat.
I order to create PC Psykers, Players must follow the following t wo guidelines: •
•
In order to purchase psionic powers, the character must first take the advantage Unusual Background (Psyker) [+15]. A PC Psyker must specialize in a single 'school' of psychic power; once the school has been chosen it may not be altered, and all powers from the other schools will be off limits to the character. Available 'schools' from the Basic Set (pp. 255- 257) include ESP, Psychic Healing, Psychokinesis, and Telepathy. The Teleportation 'school' (pg. B257) is not allowed. Schools from GURPS Powers that may be included are Animal Control (P121; see Beastlords, below), AntiPSI (P122), Astral Projection (pp. P122-123), Body Control (P123-124), Electrokinesis (P126-127), Heat/Fire (Pyrokinesis; P129), Illusion (P129), Light (Photokinesis; P130), Sound/Vibration (Sonokinesis; P133) or Vampirism (Psychic Vampirism; P135). Another great source for powers/schools is GURPS Psionic Powers by Jason Levine.
Reducing The Cost of Psychic Powers The cost of psionic powers may be reduced by adding on one or more of the following Limitations: Emergencies Only (B112), Sense-Based (Vision or Touch; B115), Unconscious Only (B115), Uncontrollable (B116) or Unreliable (B117). Another option is for the unfortunate character to take one of the af orementioned 'mental afflictions' (any Mental Disadvantage is a likely candidate). Sample Psykers: Beastlords Beastlords were a group of cannibalistic tribals who underwent a mutation which gave them psychic control over various animals. They were fond of poison, which can cause problems for even the most stalwart of bands. Their leader was Emperor Dar. Dar, Emperor of the Beastmen
The Beastlords inherent telepathic suggestion was a unique abilit y, acquired through prolonged exposure to an unknown radiation present within Mardin's underground caves. The creatures controlled by Beastlords included giant cockroaches, giant wasps, komodo dragons, brahmins, dogs, wolves, giant rats and radscorpions. While they weren't able to control the intelligent deathclaws, they forced them to serve them by holding the Deathclaw Matriarch hostage.
41
Bio-Tech
Chapter 11: GURPS Fallout Occupational templates
Bioengineer/Gengineer (Page 203. Enclave only), Epidemiologist (Page 205), Nurse (Page 207), Senior Citizen (Page 210).
Brotherhood of Steel All members of the Brotherhood are required to take the Advantages Claim to Hospitality (Brotherhood bunkers) [5], Military Rank (BoS) 0 [0] and Patron (Powerful Organization, 9 or less, Equipment +50%, Minimal Intervention -50%) [15]; as well as the Disadvantages Code of Honor (Soldier's) [-10] and Duty (9 or less, Extremely Hazardous) [-10]. Intolerance (Mutants) is also very common. On the skill front, the Soldier skill is also required.
Fantasy (Most of the Templates below require heavy modification)
All members of the Brotherhood should take a wide variety of weapon skills, both melee and firearms. In addition, Brotherhood knights should take the skill Armoury, and consider taking the Gadgeteer skill package as well. Any knight who wants to become a leader of men should also take Leadership, Strategy and Tactics skills.
Infinite Worlds
Bandit (Page 116. Change Riding skill to Driving; Change Weapon skills to appropriate firearms skills), Holy Man (Page 120; minus any and all supernatural powers), Village Sage (Page 125), Courtesan (Page 214), Engineer (Page 215, modified appropriately), Gladiator (Page 215, modified appropriately), Magistrate (Page 216).
Brotherhood Scribes, on the other hand, should take either the Gadgeteer or Medical Doctor skill package, or just modify the Academician, Doctor, Engineer, Epidemiologist, Historian, Nurse, Scientist or Technician templates (see below) as outlined above. The Battlesuit skill, while important, is not a requirement until the character reaches the Paladin ranks (when he is issued his first suit of power armor). The Enclave All Enclave grunts are required to take the Advantages Military Rank (Enclave) 0 [0] and Patron (Powerful Organization, 9 or less, Equipment +50%) [23]; as well as the Disadvantages Code of Honor (Soldier's) [-10] and Duty (9 or less, Extremely Hazardous) [-10]. Intolerance (Mutants) is also very common, as is Fanaticism (Extreme patriotism) [-15]. On the skill front, the Soldier skill is also required; t he Battlesuit skill is required of all NCOs and any member of the officer corps. All Enclave troopers should take a wide variety of weapon skills, both melee and firearms. Armoury (Firearms or Power Armor) should also be considered. Any trooper in a leadership position should also take the Leadership, Strategy and Tactics skills.
Expatriate (Page 197), Historian (Page 197). Lands Out of Time Tribal Chief (Page 15), Tribal Chief (Jungle Princess) (Page 16), Tribal Warrior (Page 16), Tribal Shaman (Minus any supernatural powers; Page 16), Tribal Wanderer (Page 17), Tribal Wanderer (Tribal Outcast; Page 17), Tribal Wanderer (Visionary; Page 17). Martial Arts (Particularly useful for campaigns set in San Francisco) Assassin (Page 31), Contender (Page 32), Duelist (Page 34), Instructor (Page 34), Student (Page 38). Mysteries That Darn Kid (Page 106). Traveller: Interstellar Wars Academician (Page 146 ), Bureaucrat (Page 148), Capitalist (Page 148), Diplomat (Page 150), Doctor (Page 150), Entertainer (Page 150), Policeman (Page 152), Politician (Page 152), Rogue (Page 153), Scientist (Page 154), Spy (Page 155). Space Bounty Hunter (Page 227), Con Man (Page 228), Explorer (Page 230), Merchant (Page 230), Soldier (Page 233), Technician (Page 235), Thief (Page 235).
The Soldier template (from GURPS Space) may instead be taken, and modified as outlined above. Tribesmen Tribesman characters may be created quickly and easily be using the Tribal templates from Lands Out of Time (see below). Tribal characters should be limited to TL 3 or less (see the TL chart on page 22). Tribal shamans have several choices in regard to religion; ancestor worship is a popular choice (a practice they hold in common with many raider gangs), as is tech-worship (many tribes live in the ruins of pre-war cities and installations). The cult of the Brahmin god is another popular choice common to the tribes of the Midwest. Vault Dwellers Characters who have escaped from a Vault made be made relatively quickly and easily by using the templates from the Historical Folks sourcebook (some of which may require modification). Another option is to use the templates below (Policeman for Vault security, Doctor for a Vault medical officer, Bureaucrat for a Vault overseer, etc.). Any Vault character created, however, should be made to take the Clueless disadvantage, the Incompetence quirk or a similar disability; after all, most Vault dwellers have spent their entire lives locked away from the real world!
Templates from Other GURPS Sourcebooks I've listed several templates from other GURPS 4th edition sourcebooks that may be useful to a player designing a character for the GURPS Fallout campaign; be aware that most of the t emplates below will require some heavy modification to make them “Fallout computable”: Banestorm Mystic (Page 212, modified appropriately). Basic Set Soldier of Fortune (Characters 260).
42
Fallout Job Table Job (prerequisites)
Monthly Income
Success Roll
Critical Failure
Poor Jobs (Cost of Living $100 or less, status -1 or less) Bum (None)
50*
Scrounging or Streetwise or IQ-5
-1i / 3D
Laborer (ST 11+, HT 10+)
100*
HT
-1i / LJ,3D
Dealer (Merchant 8+ and Streetwise or Scrounging)
110*
PR-1
-1i / LJ,3D
Struggling Jobs (Cost of Living $100 or $200, Status -1 or +0) Raider (Weapon Skill, Intimidation 8+, Stealth, Streetwise)
220*
Best PR
LJ,3D / 5D,jailed
Desert Nomad (Survival (Desert), Tracking)
200*
Survival
1D / 3D
Poor Farmer (Farming, Merchant 9+)
300*
PR+1
-1i,1D / LJ,-2i,2D
Fisher (Fishing and either Boating or Explosives (demolitions) or SCUBA)
300*
Fishing
-1i,1D / -1i,1D
Fortune-Teller (Precognition, Fortune Telling (Augury) or Fast Talk)
200*
PR
-2i / -4i,1D
Servant (No attribute below 8, Savoir Faire)
200
Savoir Faire
1D / LJ,2D
Door to Door Salesman (Merchant, Fast Talk)
260*
Best PR
-2i / -3i,2D
Mechanic (Mechanic 11+)
220
PR+2
LJ / LJ,2D
Streetwalker (Sex Appeal, Professional Skill: Streetwalker, Average or better appearance)
200*
Best PR + Appearance Reaction Bonus
-2i / LJ,-2i,1D
Thief (4+ thief skills at 13+ or 2 at 16+)
250*
Best PR-2
-2i,3D / 4D,jailed
Thug / Bouncer (ST 13+, Combat Skill 14+)
300*
PR-2
LJ,3D / LJ,5D
Skill x 20
PR
-2i,1D / LJ,3D
200
IQ + Reaction Bonus
LJ / LJ
Skill x 17*
PR
-3i / LJ, 1D
Driver/Chauffeur (Driving or Teamster) Shop Clerk (Merchant 10+) Actor/Actress (Acting 10+, Performance 10+)
Average Jobs (Cost of Living $200, Status 0) Law Enforcer (Legal Enforcement Powers, Weapon Skill, Law 8+, Unarmed Combat Skill)
400
Best PR
2D / LJ,2D
Gunner (Electronics Operation(Sensors), Gunner 14+)
600
Gunner
2D / -1i,6D
Cleric (Theology, Public Speaking, Savoir Faire)
330
Theology
2D / LJ,2D
Doctor (Diagnosis 14+, Physician 14+, Surgery 11+)
600*
PR
-3i / LJ,-4i
Farmer (Farming 13+, own piece of land)
400*
PR
-1i,1D / LJ,-2i,2D
Animal Trainer (Animal Handling 14+, Teaching)
330*
PR
-1i,1D / LJ
Caravan Guard (Weapon Skill, Tactics 6+, Savoir Faire 8+, Survival)
600
Best PR
2D / LJ,2D
Hunter (Survival, Tracking 14+, Weapon Skill and; Fishing or Merchant or Naturalist at 11+)
330*
Survival or Tracking
-1,1D / -3i,1D
Mercenary (3 Combat Skills totaling over 40, Tactics, equipment)
800*
Best PR
3D / LJ,5D
Scav (Scrounging 14+, Stealth, Area Knowledge, Weapon Skill, Streetwise)
500*
Best PR
3D / -2i,5D
Shopkeeper (Own Shop, Craft Skill 13+, Merchant 13+)
600*
Best PR
-2i / -4i
Musician (Any musical skill 13+, instrument)
330*
Best PR-3
-1i,1D / -3i,2D
Schoolteacher (Teaching, Savoir Faire, IQ 9+)
330*
Savoir Faire+1
-2i / LJ,-2i
Worst PR x 30*
Worst PR-2
LJ,2D / LJ,6D
Courtesan (Sex Appeal 13+, Professional Skill:Courtesan, Average or better appearance)
Skill x 30*
PR + Appearance Reaction Bonus
-2i / -4i,2D
Criminal Enforcer (ST 12+, Ranged Weapon Skill, Unarmed Combat Skill)
IQ x 30*
Best PR-4
LJ,3D / 8D,jailed
600*
PR
LJ,3D / 8D,jailed
(Worst PR-6) x 30*
Worst PR
-2i / LJ,3D
Best PR x 25*
Worst PR
-3i,2D / LJ,4D
PR x 30*
PR
-3i,2D / -5i,LJ
330 + (70 x Rank)
Best PR-2
-2i,2D / -5i,LJ
Bounty Hunter (Ranged Weapon Skill, Survival 10+, Tracking 13+)
Slaver (Guns, Unarmed Combat Skill, Tactics 6+, Streetwise) Lab Worker (Computer Operation, Research 11+, Science Skill 10+) Private Detective (Criminology and Law or Streetwise) Prospector (Prospecting 10+) Soldier (Combat Skill 10+, Tactics 6+)
43
Fallout Job Table, Continued Job (prerequisites)
Monthly Income
Success Roll
Critical Failure
Comfortable Jobs (Cost of Living $400 for Status +1, $800 for Status +2) Master Artisan (Craft 20+, Merchant 14+)
900*
PR-3
LJ / LJ,-2i
Loan Shark (Area Knowledge(Region) 13+, Streetwise, Merchant 14+, Status +1)
1300*
Merchant-4
-4i / -8i
Scribe - Brotherhood of Steel (Military Rank 1+, Teaching 14+, Administration 15+, Accounting, Research, Savoir Faire, Science Skill )
1200 + (70 x Rank)
Worst PR
-2i / -4i,LJ
Knight - Brotherhood of Steel (Weapon Skill, Armoury, Tactics 8+, Brawling, Savoir Faire(Military), Electronics Operation, Battlesuit, Rank 1+)
1200 + (70 x Rank)
Best PR
-2i,2D / -5i,LJ
Paladin - Brotherhood of Steel (Power armor, Rank 6+, Tactics, Battlesuit 14+, 3 Weapon Skills at 15+, Electronics Operation(Robotics), Leadership 14+, Savoir Faire(Military) 15+)
(Battlesuit x 100) + (70 x Rank)*
Tactics or Savoir Faire (Military)
-2i,3D / -3i,5D
Farmer, Ranch Owner (Land, Farming 13+, Area Knowledge (Own Land) 14+, Merchant 13+)
670*
Worst PR
-3i / -6i
Judge (Legal Enforcement Powers, Law 15+ and; Reputation +2 or Politics 14+)
900
IQ-1
-1i / LJ
900*
Worst PR
-2i / -4i
Leadership or Tactics
-2i,3D / LJ,-3i,5D
Worst PR x 100*
Worst PR
-2i / -4i,LJ
Worst x 100*
Worst PR
-4i,4D / 8D
PR x 130*
Worst PR
-4i,4D / LJ,8D
(Best PSI skill – 10) x 170 + (Power Levels x 170)
Best PR
LJ,1D / LJ,4D
Lawyer (Law 15+, Public Speaking or Fast Talk 13+)
Mercenary Captain (Equipment, Vehicle Skill or Battlesuit 14+, Leadership (Tactics-10)x70 + 14+, Tactics, Reputation +2, 5 Weapon Skills at 14+, Status +1 (70 x Rank + Rep + Status)* Scientist (Computer Operation, Teaching 14+, Specialty Skills 15+, Research 14+, Writing 14+, History) Assassin (Stealth and; Beam Weapons or Crossbow or Guns) Slaver Boss (Streetwise, Psychology, Physiology, Merchant, Status 1+) Psyker (PSI power level(s) 3+, psionic skill(s), Paraphysics)
Wealthy Jobs (Cost of Living $1500 for Status 3, $2500 for Status 4) Rich Merchant (Shops, Merchant 16+, Savoir Faire 14+, contacts)
1300*
Merchant-4
-2i / -7i
Surgeon (Diagnosis, Electronics Operation(Medical) 10+, Physician 14+, Surgery 16+, Status 0+)
Best PR x 220*
Worst PR
-3i / -10i,LJ
Porn Star (Acting, Sex Appeal, Erotic Art 8+, Status 1+, Very Attractive or better appearance, Reputation)
(Best PR x 170) + (Reaction Bonuses x 170)*
Best PR
-5i / LJ,1D
Status x 1000
IQ
-4i,1D / -12i,-title
Village Leader (Administration, Leadership, Status 2)
1500
PR
-3i,LJ / LJ,jailed
Mayor of a Town (Administration, Leadership, Status 3
3000
PR
-3i,LJ / LJ,jailed
Mayor of a Large Town (Administration 13+, Status 4)
(Administration-13) x 700 + (Status x 700)
PR
-4i,LJ / LJ,jailed
Crimelord (Streetwise 20+, Status 2+, Reputation)
(Streetwise x700) + ((Status-3) x700) + (Reputation x 700)*
Streetwise-4
-4i,4D / 8D,jailed
Idle Rich (Status 3+)
See the wealth level modifiers table from GURPS Basic Set pages 264-265. Also note the wealth level effects on working hours per week. Where the exact level of a prerequisite skill is not given, assume required level of 12+. All wages are expressed as bottlecaps (1$ = 1 Bottlecap), wages marked with '*' are freelance jobs - any given months income depends on the margin the success roll is made by. These job entries are only intended as guidelines - For example, a particularly successful raider band might have higher prerequisites as well as higher incomes. Also, in some cases it should be possible to compensate for a missing job prerequisite with higher level of skill in a primary prerequisite - This is especially appropriate for self-employed freelance jobs. Use GM discretion.
44
The Fallout Master Equipment List
Chapter 12: Equipment
Starting Money Average starting money is 1000 Bottlecaps, all of it available f or gear. 1 Bottlecap = 1 GURPS $ = 1 liter (quart) of clean drinking water (Value of Bottlecaps are backed by the Water Merchants of the Hub, the l argest trading city of the California region.). If adventuring in the Midwest, Pulltabs (pt) take the place of Bottlecaps (bc) among the tribesmen of the area (at the same monetary value). Yet another common form of currency is Brotherhood of Steel scrip (1 bs = 1 bc (or pt) = 1 liter of water), which only has value in a Brotherhood bunker. Heroes may be Dead Broke (0 bc), Poor (200 bc), Struggling (500 bc), Comfortable (2000 bc), or Wealthy (5000 bc) at the usual point costs. Very Wealthy and Filthy Rich is off-limits (at least at character creation – see the Advantages section, page 27).
The charts below contain weapons, armor and general equipment your characters might find on their journeys across the wasteland. This is by no means a comprehensive list; in fact, it's strongly recommended that all GMs running a GURPS: Fallout campaign invest in and use the GURPS 4ed books High-Tech and Ultra-Tech. Any equipment from High-Tech that a GM wishes to include is perfectly acceptable, as is all gear from UltraTech up to TL 10 (as long as it fits the genre, of course). Clothing and Personal Items Just like the name says; clothing and small, personal it ems the character may need on his journeys. Clothing and Personal Items Item
Signature Gear
Clothing
Any adventurer may designate a nonexpendable item as Signature Gear and pay 1 point (instead of cash) per 500 bc in value. This makes it part of his abilities, buying the GM’s word that he won’t often be without it. The GM has the final say on what may be purchased i this manner.
Clothing, Ancient Toiletries Kit
Weight
Cost
TL
2
10
1
Varies
Varies
8+
1
20
5
Clothing: Most of the clothing PCs will be starting the game with are made from leather, wool, linen, etc. Styles vary by culture.
Extra Money In addition, starting characters may trading points for money (p. B26). Since Signature Gear is worth 500 bc / point, it’s fair to give the same oomph to those blowing points on things that do risk being broken or worn out. Each point sacrificed yields 500 bc – not merely 100 bc – in extra starting money. Dead Broke PCs cannot do this! To encourage adventurers to go on adventures, this option isn’t available after the campaign begins. Equipment Quality Very Cheap equipment costs 1/4 normal cost, Cheap equipment costs 1/2 cost. Cheap weapons are at -1 to Acc, Very Cheap weapons suffer twice as severe penalties. Armor and other items which are not weapons have 'Ablative' DR if cheap, and ablate t wice as fast if very cheap (when DR reaches zero, the item is broken).
Clothing, Ancient: Some finds consist of rare and weird clothing that only harks back to a time when mankind was able to be frivolous and wasteful. Rare and exotic textiles were used to create fantastic and futuristic clothing in the years leading up to the Fall; from fancy three-piece suits made of black shimmer velvet to liquid gold gowns for the ladies. Other textiles included Synthisilk (just like the real thing, all but impossible to get after Red China spread the Silk Plague), SexySatin (a cross between satin and crushed velvet), Luminessence (glowing and color-shifting fabric), and Neosamite (synthesized gold thread intertwined with real fur follicles – the latter a real rarity prior to the Fall). Toiletries Kit: Good hygiene disappeared when civilization did. A toiletries kit contains miscellaneous hygiene items such as a comb and toothbrush, as well as consumables such as soap and shampoo.
Fuel Costs
Cybernetics
Fossil based fuels like Gasoline are scarce and cost at l east x10 times the normal price when available. On the other hand, renewable fuels like wood, coal, hydrogen or methanol cost only 1x the price where available at considerable quantities.
All cybernetics from Ultra-Tech pages 207-221 are available, up to TL10. Special note should be paid to the Surgical Procedures table on UT207, as it overrides the Surgical Modifications rules on B295.
Notes on Equipment List: •
•
•
•
All equipment is TL 7 unless otherwise noted. 'Rolls to Build' = Skill rolls with modifiers required to both acquire the parts and to build the item. 'Design Blueprints' = The minimum time required to design the item. 'Limited Production' = The minimum time required to build the item, after the necessary parts have been acquired.
Cybertech should be kept rare... and expensive. There are very few active hospitals after all, and even fewer people with the know-how required to install cybernetics. The GM may require either an Unusual Background or Patron advantage in order to purchase cybernetics. Another limiting factor is finding the cybernetic parts themselves. Possible sources include abandoned hospitals and military complexes, or perhaps salvaged robot parts or bits from that non-functioning suit of power armor. Lastly, cybernetic enhancements in the GURPS: Fallout campaign are very noticeable and extremely ugly (at least 1 level of the Unnatural Features disadvantage). They may also be Unreliable (See B116) or Rejected (highly likely in the case of salvaged robot bits; see below). Cyborgs will also gain the Disadvantage Social Stigma -2 (Cyborg) at standard point cost. Rejected
-20%/-40%
This is a result of i mproper quality control, and also often occurs with equipment salvaged from dead bodies. Each week, the wearer must make a roll against HT (this roll always fails on a 15 or higher). If the roll fails, his body begins to reject the cyber implant. Each day thereafter, he must make a roll against HT (again, 15 or higher is always a failure); a failed roll means that he takes one point of damage. This is systemic damage, but a competent physician can treat this just as he would a normal injury. The condition cannot be cured, however, until a cybernetic engineer removes the offending cyberware and makes repairs (and the character pays back the extra points, if necessary!). The normal version of this is a -20% limitation. Sometimes the problem is more subtle: in this case, the rolls to avoid rejection and damage are against HT+1 (same maximum rolls). However, the condition can only be detected by a Diagnosis-6 roll, and it cannot be treated on an ongoing basis at all, although it can be cured by removal and overhaul, as above. This version is a -40% limitation.
45
Common implants in the GURPS: Fallout setting include Subdermal Armor (UT211), “Assault Enhanced” Subdermal Armor (as Subdermal armor, but DR is increased to 8 and 6 respectively; this procedure always reduces the recipient's Appearance by 1 level, as th e subdermal plates are large and blocky). Two species of cyberware unique to the Fallout setting are outlined below: Phoenix Armor Implants This heat-absorbing armor is implanted under the skin, and is mutually exclusive with Subdermal Armor. Statistics: DR 8 (Limited, Heat, Laser and Plasma Attacks, -20%; Tough
Skin, -40%) [16]; DR 4 (Tough Skin, -40%) [12]. 28 points. Availability: Radical procedure (major at TL10-12). 2,000 bc. LC2.
Language Translator: A special device, testament to the genius of the Ancients before the fall of mankind, a language translator consists merely of a small angular box, often with a leather or rubber strap allowing it to be slung over the shoulder or strapped to the arm. A translator listens to any vocal emissions in the area (i.e. talking), taking 5d minutes to analyze the vocal emissions fully. Once a comparison with its memory banks can be made the translator translates any spoken communication into the language in which it was programmed (for instance, an American-made translator translates anything spoken nearby into English). The translator can either display the translation on a screen or can emit the translation through its speakers. The translator translates the closest or loudest speaker in its range of 25 ft. The translator works on all forms of verbal communication, including “alien” languages (such as post-apocalyptic languages). However, it only translates into a known language from before the Fall. Complexity 5. Power Source: Small Energy Cell.
Phoenix Assault Enhancement Statistics: As above, but DR is increased to DR 10 and 6 respectively.
Due to the large, blocky plates, Appearance is always reduced by 1 level. Availability: Radical procedure (major at TL10-12). 4,000 bc. LC2.
Motion Detector (TL8): This item appears to be a large metal device, with a glass T.V. tube on its upper side. The device, when activated and pointed in a certain direction, detects all motion in a cone (at 30 degrees) some 50 ft long. Things that are moving within this area appear as dots on the screen, showing their relative position in the cone and the rate of their speed. The detector will only detect motion by things Tiny or larger. A motion detector is unaffected by darkness, smoke or fog, or concealment.
Electronics
Durability: DR 3, HP 3
Useful consumer electronics from the years before the fall. This is by no means a complete list, but the it ems listed are the most commonly found.
Power Source: Small Energy Cell.
Night Vision Goggles or Visor: These devices use near-infrared and computer-enhanced light intensification to amplify ambient light levels. Night Vision Goggles grant Night Vision 9 and 4x magnification. However, they have no effect on the -10 penalty for total darkness.
Electronics Item
Weight
Cost
TL
Antigrav Pods
50
5,000
10
Communicator
1-2
500-2,000
6+
Hologram Projector
3
1,000
10
Language Translator
1
2,600
9
Motion Detector
4
5,000
8
Night Vision Goggles or Visor
4
2,000
9
Optic Scanner
3
8,000
8
Pipboy 2000
3
5,000
8
Stealthboy
3
5,000
9
Durability: DR 3, HP 1
Power Source: Small Energy Cell.
Optic Scanner: An alternative security lock is the “optic scanner”, which guards computer terminals, doorways, and buildings in the manner of ID cards. Mutants with aberrant eye deformities (including albinism, photosensitivity, mongoloid, bilirubin imbalance, etc.) are not recognized by such scanners and will not be granted admission by them. Such security systems can be bypassed through normal means (by way of the Electronics Operation (Security) skill; most optic scanners are of exceptional or maximum security, giving a skill check penalty of -2 or -3). Pip-Boy 2000 (TL8): Small, simple but very rugged laptop/PDA computer which was mass-produced by the Vault-Tec corporation before the Great War. Complexity 1, with a 40 gigabyte hard-drive. Comes complete with Vault-Tec operating system, datalink, automapping and GPS software. Powered by a small integrated plutonium battery, which lasts for centuries.
Antigrav Pods: This small metallic pod, 3 feet in length, is shaped somewhat like a torpedo. It generates an antigravity field when activated. It supports the first 1200 pounds of mass attached to it. The pod must be secured to the object in question as securely as if it actually held the weight, or else the pod tears itself free. The most common source for antigrav pods are scrapped robots.
Skills to use: Computer Operation or Computer Programming Durability: DR 5, HP 3
Power Source: Microfusion Pack
Communicator: The Ancients used a wide variety of portable communications devices, from those similar to walkie-talkies, to headset communicators or hand-held gizmos with similar parameters. A typical communicator uses either radio or microwave emitters/receivers, giving a range from 1 to 10 km and weighs about 1-2 lbs. Power Source: Small Energy cell.
Hologram Projector: This item appears similar to a flat black trophy stand, with a button or dial concealed inconspicuously on the front, back, or bottom. When the button is pressed an emitter creates a 3D holographic image, floating roughly three inches to a foot above the unit. The image created rotates a full 360 degrees over the course of thirty seconds. The image programmed into the hologram projector can be virtually anything; a commemorative image of a popular movie star, medical diagrams, flashy advertisements, an American flag billowing in the wind, etc. A small port on the side permits a different image card to be inserted if desired, but such cards are exceedingly rare finds so long after the Fall. Power Source: Microfusion Cell.
Stealth Boy (TL9): The RobCo Stealth Boy 3001 is a personal stealth device worn on one's wrist. It generates a modulating field that transmits the reflected light from one side of an object to the other, making a person much harder to notice (but not completely invisible; gives a +5 bonus to Stealth skill, And removes the penalty for hiding without a natural hiding place). The technology was developed by Robert Mayflower, based on captured Chinese Hei Gui stealth suits, belonging to the Black Ghost counterinsurgency/terror units. Though the Stealth Boy is more portable and capable of projecting a more powerful stealth field, it has severe drawbacks. The effects of the stealth f ield only last for about an hour, at which the Stealth Boy will run out of power and require recharging if possible. Also, repeated usage has been found to have unpleasant mental side-effects on the user, as was found by the Brotherhood of Steel, who quickly discontinued it in light of this discovery (make a Will check per hour of use; on a failure the user gains t he Paranoia disadvantage). After the war, it was used by the Nightkin elite super mutant units of the Master's army. Power Source: Small Energy Cell.
46
Foodstuffs
Power Bar: These large candy bars are packaged in silver wrapping, and can remain preserved for a great deal of time. Although the taste is far from delicious, these bars are full of protein and vitamins; each provides for about one-half a meal’s worth of nutrients.
What Ancient foodstuffs that still exist are, in general, those products t hat were made mostly with preservatives to withstand the years since civilization’s fall. As a result, the value of certain food it ems may vary considerably. For example, even though a certain food has the same nutritional value as another, the fact that it is canned (and thus less likely to have been tampered with) may increase its appeal.
Pre-War Liquor: All the brands and flavors you've come to know and love are still out there, for those who know where to look. Readi-Meal: These excellent examples of pre-Fall food technology come in either tray, envelope, or cylinder form, and are the ultimate in preserved foods. At one end of the package (regardless of shape and size) is a pull ring, which when peeled off creates a chemical reaction in the package that either heats, cools, or rehydrates the food within (depending, of course, on the type of dish). In addition, a spork is usually attached to the package to eat with. Ready meals remain preserved for centuries due to space-age packaging, and are actually quite delicious and nutritious. The nutrition value of one meal is equal to a full day’s nutritional requirements.
Foodstuffs Item
Weight
Cost
TL
1
5
5
---
20
9
Dried Meat
.5
1.5
0
Goo Tube
---
5
9
HEVE Candy
---
20
9
Nuka Cola
1
3
9
Power Bar
---
10
7
Pre-War Liquor
.5
20
9
Readi-Meal
1
20
9
Salt Pills
---
20
8
Soup Mix
---
5
5
Canned Food Dehydrated Pills
Salt Pills: Salt pills increase the salt content in the body, which as a result helps retain ingested moisture. One pill, taken daily, reduces the need for ingested moisture by one half for 1-4 weeks. Soup Mix: A variety of soup mixes (most from oriental companies) are available even decades after the holocaust. Dehydrated and vacuumpacked, these mixes are somewhat nutritious (equal to about one full meal), but require mixing with a certain amount of heated, drinkable water – a rarity in a world without adequate water resources.
Hazard Detection Devices
Canned Foods: Super-advanced food preservation techniques developed years prior to the Fall (even beyond modern methods) permitted the canning of perishable and non-perishable goods alike. Though so far in the future such delectable foods are increasingly rare, they are nonetheless valued as a commodity and as trade goods everywhere. Canned foods, if intact, are almost impervious to outside contamination, the effects of age, and tampering. In addition, they contain real food, fruit, etc. – considered a luxury by most wasteland communities. A single can of food provides for about one meal’s worth of nutrition. Dehydrated Pills: Developed for use in long-range space missions, these food items are small colored pills that are simply “meals” reduced in size due to the extraction of all moisture. Quite tasty (they come in various flavors, such as French fries, hamburger, etc.), they also manage to meet the nutritional requirements of a full meal.
Dried Meat: This well spiced brahmin jerky stays chewy-licious for years. Cost and weight are per meal's worth of the stuff. Goo Tube: A so-called “goo tube” is a disposable plastic container filled with a nutrient-rich “mush”. This mush comes in one of four flavors – green, red, yellow, and white (though what these flavors were once meant to duplicate, one can only guess). The product of super-advanced foodprocessing techniques, the goo tube is only the size of a roll of quarters but is enough to feed a man for an entire day. Goo tubes also have the benefit of never spoiling, and their packaging protects them fully from chemical contamination. Goo tubes were an increasingly common food item during the latter years of civilization as food resources worldwide became more and more scarce, replacing Readi-Meals as real food grew rare. HEVE Candy: The name, HEVE, stands for “high-energy vitamin-enriched”, but was also a common nickname used by soldiers to describe what the taste made them want to do. This candy, when eaten, supplements nutrition intake (each candy cube provides for one full meal).
Nuka Cola: The ingredients of Nuka-Cola are Carbonated Water, Caramel Color, Aspartame, Phosphoric Acid, Potassium Benzoate (To Protect Taste), Natural Flavors, Citric Acid and Caffeine. What gives it the unique flavor is the essence of seventeen different fruits mixed in just the right proportion to give the beverage its trademark taste. During th e Great Passion Fruit Famine of 2044, people actually noticed the taste difference when the flavor was changed. Some versions of the drink also include vitaminerals and health tonics. There are several types of Nuka-Cola, including Nuka-Cola Classic, Cherry Nuka-Cola, Nuka-Cola Quantum (it has twice the calories, twice the carbohydrates, twice the caffeine and twice the taste!. .. It also causes the drinker's urine to glow), Nuka-Cola Clear is also said t o exist, but if so it's very rare.
There are various types of chemical/biological/nuclear detection devices available; some are hand-held devices, some are worked into clothing, others are mounted on helmets and gloves. The numerous models, produced during the final stages of civilization’s wars, vary in size, shape, color, and name, but pretty much work the same. The three main types are as follows: Hazard Detection Devices Item
Weight
Cost
TL
Chemical Sensor
1
10,000
8
Geiger Counter
3
10,000
8
Neg.
300
7
Rad Tab
Chemical Sensor: These devices, typically hand-held and p ossessing a microphone-like protrusion, detect the general presence of toxic chemical gasses in the vicinity. Such an item detects only chemical agents (not radiation), including hazardous chemicals (any form), chemical contaminants, and various nerve/irritant/blood agents. A chemical sensor’s range is 50 ft. Power Source: Small Energy Cell Skill to use: Electronics Operation(Sensors) or NBC Warfare Durability: DR 5, HP 3 Rolls to build: Scrounging -5, Engineer(Electric) +0 Tools: Basic Toolkit (Electronics) Design Blueprints: 14 hours Limited Production: 5 hours
Geiger Counter: This type of item can be hand-held, mounted on a shoulder harness, or even installed in some advanced infantry combat suits like a modified “HUD”. Such an item detects t he exact Rad level in an area, displaying it on a numbered dial (sometimes digital), emitting a highpitched whine when the user gets close to the source of radiation. A Geiger counter has a range of 75 f t and weighs 3 lbs. Power Source: Small Energy Cell Skill to use: Electronics Operation(Sensors) or NBC Warfare Durability: DR 5, HP 3 Rolls to build: Scrounging -5, Engineer(Electric) +0 Tools: Basic Toolkit (Electronics) Design Blueprints: 14 hours Limited Production: 5 hours
47
Rad Tab: Such items come in all shapes and sizes, but are usually installed as a colored strip on an I.D. badge, arm band, etc. The strip changes color when the wearer comes close to dangerous radiation level areas. Such an item changes from black to yellow at mild levels, yellow to orange at low levels, and orange to red at moderate levels or more. After exposure to radiation, a Rad Tab cannot be used again. Range is immediate.
Medicine Item
Auto-Doc (TL 9+1)
2,000
200,000
Diagnostic Scanner (TL 9+1)
.5
10,500
Healing Powder (TL4)
0.5
10
1
50
neg.
40
Super Stimpack (TL9)
1
600
Trauma Pack (TL 9+1)
1
750
0.5
1000
1
150
Afterburner Gum
neg.
350
Mentats (TL8)
neg.
100
Buffout (TL8)
neg.
100
Psycho (TL8)
0.5
175
Mutie (TL9)
0.5
700
Jet (TL8)
neg.
25
Rad-X (TL9)
neg.
600
Radaway (TL9)
neg.
400
First Aid Kit
5
400
Doctor's Bag
10
600
Pocket Nurse (TL9)
2
1000
UV Sterilizer
2
800
Identity Cards
Voodoo (TL4)
The Ancients used a variety of identification cards for a variety of reasons; credit management, purchasing of goods, and access to certain areas. These cards come in a variety of degrees, and were only issued t o those who had the right clearance - some allow passage into police armories, others into medical facilities, others into personal homes. They are typically color-coded, and allow passage into areas monitored and kept secure by robots and electronic security systems.
Stimpack (TL9)
If a character does not have a card of the appropriate level, he may attempt a Electronics Operation (Security) check to disable the card lock. Identity Cards Color
Rank
Notes
Access
Disable Lock Penalty
Cost
White
Stage IC
Typical citizen’s ID card
IC
-0
1,000
Yellow
Stage IIC
Technician’s access card
IIC
-1
2,000
Civil Authority access card
IC, IIC, IIIC
Blue
Stage IIIC
-2
7,000
Purple
Stage IVC Federal Authority IC,IIC,IIIC,IVC access card
-2
10,000
Red
Stage VC
Regional Governor’s access card
VC
-3
25,000
Black
Stage VIC
Presidential access card
VC, VIC
-4
30,000
Lead
Stage IM
Enlisted Military ID card
IM/C
-1
1,000
Copper
Stage IIM
NCO access card
IM/C, IIM/C
-2
6,000
Bro nze
Sta ge IIIM
Off icer ac ces s card
IM/C,IIM/C,III M
-2
10,000
Silver
Stage IVM
Base Armory access card
IVM
-3
14,000
Gold
Stage VM
-3
32,000
-4
42,000
Base Commander IM/C,IIM/C,III access card M,IVM,VM
Platinum Stage VIM Military Research
VIM
access card
Medicine Numerous drugs and chemicals were devised by th e Ancients, some capable of saving lives, others capable of enhancing mankind’s inherited abilities - dictating what was once the sole domain of nature. These items, though limited in uses (i.e. they are consumed when used) are often among the greatest treasures.
Weight Cost (bc)
Ultra Stimpack (TL 9+1) Antidote
Auto-Doc: This most advanced of all Ancient medical devices is a machine used by some doctors to assist in patient recovery and the healing the serious wounds. An Auto-Doc is a robotic “doctor” consisting of a steel table with several mounted robotic arms ending in surgical tools and scanners. Note that attempting to use a malfunctioning Auto-Doc could result in an extremely gory death. Such devices require a great deal of power to operate effectively, usually coming from the reactor of a medical facility. The patient is effectively unconscious and vulnerable while strapped to the machine. An Auto-Doc has the skills Diagnose, Physician and Surgery at a level of 20. Diagnostic Scanner: This hand-held electronic device, when used within 10 ft. of a given subject (the scanner must be directed towards the target), will scan its bloodstream, electrical impulses, and general chemical content with a variety of sophisticated sensors. The scanner has a compressed memory bank filled with a large library of diseases and general illnesses, and the information gleaned from the scan is crossreferenced with its memory to diagnose whatever disease or sickness (if any) is affecting the target. The diagnostic scanner detects and accurately identifies diseases, chemical contaminant levels, the presence of parasitic infestations, radiation levels, broken bones, degenerative genetic illness, poison, etc. It also grants a +3 bonus to Diagnosis checks. Power Source: Micro Fusion Cell
Medicines are known by many names in the post holocaust world. To the primitive wasteland dwellers, they are “good juju”, or “good magic”, while to those who hold some semblance of civilization they are known as “drugs” or simply “meds”. Medicines, though vastly misunderstood by the savage survivors of the holocaust, are still considered priceless because of their “magic” - they are some of t he few things that maintain th eir value over time (due to futuristic preservation techniques, that is).
48
Healing Powder (TL4): Mixture of powdered mutant plants Brock Flower and Xander Root, a dose of healing powder acts as a coagulant, painkiller and intoxicant, all at once. Healing p owder is applied to the wound, it then almost instantly heals +1 hit points worth of damage and gives +4 bonus to any bleeding related HT rolls. As with stimpacks, only one dose of healing powder can be applied per wound.
Antidote: This antidote, coming in a bottle or syringe, is usually made from distilled poisons and antibodies. The exact formula (and efficiency) depends on who made the antidote. Form: Beverage or injection. Beverages take 3 seconds to apply, injections
take 1. Injections require a First Aid roll with a +2 bonus. Drawbacks: None.
Form: Powder (Applied). It takes about 3 seconds to apply one dose of
Time: Takes 1 minute to take effect (beverage) or immediately (i njection).
Healing Powder. Drawbacks: The mildly intoxicating effect gives a cumulative -1 penalty per
dose to any Perception rolls, and this penalty applies also to any ranged attacks like firing a gun or throwing a spear. If senses go down to zero, the patient passes out and sleeps until the penalties have gone away. Accumulated sense penalty decreases at the rate of 1 per hour. The healing powder is most commonly made by Tribal medicine men, it is carried in small pouches which contain one dose each.
Afterburner Gum: Afterburner is an amphetamine gum legalized before the war. “It's time to kick ass and chew gum, and I'm all outta gum!” Afterburner gives +1 ST, +1 DX and High Pain Threshold for 25-HT minutes. Form: Gum. Takes 3 seconds to apply.
Drawbacks: Gives -1 ST and -2 DX at the end of the duration, lasting an
amount of time equal to t he time the drug was in effect.
Time: Takes effect immediately.
Time: Takes 1 minute to take effect.
Voodoo (TL4): Voodoo is a potion brewed by tribal witchdoctors from the parts of dead critters. Drinking it will make the user feel invincible: 2 DX, +1 active defenses. The effects last 25-HT minutes.
Mentats (TL8): The ultimate 'smart drug', a dose of mentats greatly increases the patients intelligence for a short period of time. Mentats give +2 IQ, +2 Perception, +1 Charisma for (25-HT)/4 hours.
Form: Beverage. It takes about 3 seconds to apply one dose of Voodoo.
Drawbacks: -2 IQ, -2 Perception, -3 Charisma and Absent Mindedness at
Drawbacks: Gives Overconfidence for the duration. Also gives -2 DX, -1
the end of the duration, lasting the same amount of time the drug was in effect.
active defenses and Chronic Depression (12) for a number of minutes equal to the time it was in effect.
Time: It takes about 1 second to apply a dose of Mentats.
Time: Takes effect in 1 minute.
Stimpack (TL9): A small disposable first-aid item, when a Stimpack is injected into a wound, it instantly closes the wound and restores +5 hit points. Only one Stimpack can be used per wound, except for a gunshot wound which goes all the way through the patie nt (one stimpack for entry wound, another for the exit wound, heals a total of +10 hit points). Millions of stimpacks were made before the war, and any surviving high-tech medlabs can produce these.
Buffout (TL8): A dishonest olympic weightlifters dream come true, Buffout greatly increases recipients strength and endurance for a short period of time. Gives +2 ST, +2 DX, Hard to Kill 2 ad Hard to Subdue 2 for (25-HT)/4 hours. Drawbacks: -3 ST, -3 DX, and -1 HT at the end of the duration, lasting the
same amount of time the drug was in effect. Time: It takes about 1 second to apply a dose of Buffout
Psycho (TL8): A pre-war combat drug cocktail with nasty side effects, high addiction rate and very impressive increase in combat ability for a short period of time. Gives +2 DX and +1 Speed for (25-HT)/4 hours.
Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes
about 1 second to apply one Stimpack. Drawbacks: None.
Drawbacks: -2 IQ and hallucinations for the duration; also gives -3 ST, -3
Time: Takes effect immediately.
DX, Low Pain Tolerance, and Paranoia at the end of the duration, lasting the same amount of time the drug was in effect.
Super Stimpack (TL9): Fitted around the arm, the Super Stimpack is ready to inject chems into a soldier's body during combat. W hen activated, a Super Stimpack restores +15 hit points.
Time: It takes about 1 second to apply a dose of Psycho. Injections require
Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes
Mutie (TL9): Mutie is a chemical that duplicates the mutative effects of FEV for a short period of time. Mutie gives the user a boost of +4 ST and +4 Perception, lasting 1 week.
about 1 second to apply one Super Stimpack. Drawbacks: The healing comes with a cost. The user will lose 10 fatigue
a First Aid roll with a +2 bonus.
Drawbacks: -4 Charisma and -4 IQ for the duration, ad the loss of 10 hit
points after HT minutes.
points when the drug wears off that must be recovered naturally.
Time: Takes effect immediately.
Time: It takes about 1 second to apply a dose of Mutie. Injections require a
Trauma Pack (TL 9+1): Developed by the Brotherhood of Steel, a Trauma Pack is basically an advanced Super Stimpack. When activated, a Trauma Pack will restore +25 hit points. Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes
about 1 second to apply one Trauma Pack.
First Aid roll with a +2 bonus. Jet (TL8): Courtesy of New Reno, Jet is the premier street drug of the Wastelands (after 2240). Jet gives the user +2 Speed, +1 ST, and +1 Perception for (25-HT)/4 hours. Drawbacks: Gives -2 Speed, -3 ST and -3 Perception at the end of the duration, lasting for the same amount of time the drug was in effect.
Drawbacks: After HT minutes, the user will lose 10 fatigue and 5 hits (the
hits must be healed naturally) after HT minutes.
Time: It takes about 1 second to inhale a dose of Jet.
Time: Takes effect immediately.
Ultra Stimpack (TL 9+1): Used by both the Enclave and the Brotherhood of Steel, an Ultra Stimpack iwill restore +25 hit points when used. Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes
about 1 second to apply one Ultra Stimpack. Drawbacks: After HT minutes, the user will lose 15 fatigue and 5 hits (the
hits must be healed naturally) after HT minutes. Time: Takes effect immediately.
Rad-X (TL9): Anti-radiation drug, which protects against radiation damage. Must be taken before the radiation exposure. One dose gives an effective Protection Factor (PF) of 2, every additional dose after the first doubles the PF if HT+3 roll minus the amount of doses taken succeeds. Duration is equal to the margin of success on this HT roll, in hours - However, even with a failed roll the duration is always at least 1 hour. Rad-X is not addictive. Time: It takes 1 second to apply one dose, which takes effect after 10
minutes.
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Radaway (TL9): This drug heals radiation damage, but cannot heal patients 'Lifetime Radiation History' damage, which never heals. One dose cures 1D6 rads worth of damage upon application, after which HT roll is made after each hour, for 1D6 hours - Successful HT roll results in additional 1D6 rads being healed.. Taking Radaway results in symptoms such as diarrhea and vomiting, which results in some dehydration - It is advisable to drink lots of water while under the influence of radaway. Dehydration damage points equals to the duration of the drug in hours (Fatigue points are lost first, until fatigue drops into 3, after which actual hit points are lost - Drinking one quart of water restores 1 point of dehydration damage).
Taking more than one dose simply increases the duration of the drug, too many doses might result in life-threatening dehydration damage. Radaway is not addictive.
Special Drug Rules, Continued: Radaway: No cumulative effects. But successive doses will increase the duration. * If many stims are used within the day, the penalty to the HT roll is the sum of the penalties of the previous stims. For example, if somebody has already taken two stimpacks and a trauma pack, roll HT-5 if taking any other stim. First Aid Kit: More than a simple bandage (or spray of plastiskin or whatever), here is a complete kit for treatin g wounds. Gives +1 to First Aid skill. Doctor's Bag: Contains what is needed for treating serious wounds. Gives +2 to First Aid skill.
Time: It takes 1 second to apply one dose, which takes effect after 10
minutes. Special Drug Rules: HT Roll (HT): Make a HT roll modified by the given difficulty to reduce the drawbacks of the chemical occurring for its duration. On a success, halve the negative effects. On a critical success, ignore the drawbacks. This roll has no effect on the backlash and drawbacks occurring at the end of the duration. Addiction: Many of the above chemicals are addictive. Make a HT roll modified by the addiction factor: on a success, there are no addiction effects. On a failure, the character suffers from withdrawal effects (GM's discretion) for (25-HT) hours. During that time, the character makes a W ill roll with the same modifier if th e chemical is avaible. A failure means the character will want to take another dose of the chemical (and the process restarts). On a critical failure on t he HT or the Will roll, t he character may gain the Addiction disadvantage (GM's discretion). Successive Doses: Healing Powder: No cumulative effects. (except for drawbacks). Voodoo: No cumulative effects. But successive doses will increase the
duration. Stimpack: No cumulative effects. For each dose after the f irst within 24h,
make a HT roll (-1 per dose*). Failure means heart attack.
Pocket Nurse (TL9): This is a flat, rectangular metal device f ixed to an adjustable belt, attached either to t he hip or worn around the waist. T hree cylindrical ports line the top of the device, where special “drug cylinders” can be inserted. The “pocket nurse” is a marvel of advanced technology that monitors the vital functions of the wearer, injecting one of three chemicals into his system as needed. The pack can carry a maximum of three drugs of any kind, injecting t hese as needed, one at a time, once per round, immediately following an injury, poisoning, etc. The pack will always use the most potent chemical first to remedy the threat (such as in the case of loading a Stimpack and a Super Stimpack, it will use the Super Stimpack first). Since the pack itself does all t he work, this is considered a free action. The pack can be reloaded, one drug at a time, as a standard action. The Pocket Nurse runs a small energy cell. UV Sterilizer (TL9): This electronic device was used for scientific and medical research before the fall of civilization. The device appears to be a small hand-held “television” or flash screen, used much like a hand-held scanner. The UV sterilizer emits a continuous pulse of UV-C (at a short wavelength from 2800A to 150A), a strong enough radiation to sterilize surfaces, killing all known viruses and bacteria. Whatever the UV ray passes over is totally “cleansed” in a matter of 1 d minutes. This works on all viruses and bacteria, but is harmful to living tissue (inflicting 1d in heat damage for every two minutes of direct exposure; 3d vs. fungi and plantlike creatures). One discharge is used for each minute of operation. The UV sterilizer runs on one Micro Fusion pack. Power Sources
Super Stimpack: No cumulative effects. But successive doses will
increase the duration. For each dose after the first within 24h, make a HT roll (-2 per dose*). Failure means heart attack. Trauma Pack: No cumulative effects. But successive doses will increase
the duration. For each dose after the first within 24h, make a HT roll (-3 per dose*). Failure means heart attack.
Various items of this type were created to supply power to the various technological devices of mankind’s creation, just prior to the end of civilization. The power source (or “fuel cell”) is an electrochemical device that converts the chemical energy of the fuel into a direct-current output, like a “continuous-process battery”. Most fuel cells made on preholocaust Earth used hydrogen as a fuel.
Ultra Stimpack: No cumulative effects. But successive doses will increase
Power Sources
the duration. For each dose after the first within 24h, make a HT roll (-4 per dose*). Failure means heart attack.
Item
Weight Cost (bc)
Antidote: N o cumulative effects.
Induction Transformer
0.5
30,000
Afterburner Gum: No cumulative effects. But successive doses will
Small Energy Cell (TL8)
0.5
300
Micro Fusion Cell (TL8)
2
800
Micro Fusion Pack (TL8)
20
10,000
Fusion Cell (TL10)
20
35,000
Portable Petrol Power Generator
100
20,000
Solar Panel Battery Charger
1
20
Solar Panel
8
350
increase the duration. Mentats: No cumulative effects. But successive doses will increase the
duration. Buffout: No cumulative effects. But successive doses will increase the
duration. Psycho: No cumulative effects. But successive doses will increase the
duration. Mutie: No cumulative effects. But successive doses will increase the
duration. Jet: No cumulative effects. But successive doses will increase the
duration. Rad-X: Taking two pills gives a total PF10. No other cumulative effects.
Induction Transformer: The induction transformer, or “leech”, appears to be a small electronic device, no larger than a cigarette pack, with a small digital readout, numerous buttons, and ports for numerous kinds of plugs of all types. An attached cord of durable rubber, with a jack on one end, can be uncoiled from a slender compartment on one side. The induction transformer, when jacked into any form of generator or industrial-sized storage capacitor that will permit it, draws off some of the machine’s power to re-charge a smaller, depleted power battery also
50
hooked to it. Assuming the source-generator is currently in operation (or, in the case of a power storage unit, charges are still left in it), the transformer will recharge any power cell at a rate of one charge per hour. If the transformer’s hook-ups are detached at any time, the charge is lost from both source and destination. A transformer itself requires no power. Small Energy Cell (TL8): Small Energy Cells are a kind of advanced fuel cells. Each cell weights half a pound and its size is about 2.5×5×5cm (1×2×2"). The recharging process is rarely known (except for Vaults or BOS for example). This process requires specific h ardware (TL 9), 4 hours and an Electronics Repair roll (Power Sources - TL9). Failure means the cell lost half his capacity, critical failure means the cell is destroyed (becomes useless). Micro Fusion Cell (TL8): Micro Fusion Cells are ultra-powerful cells. They weigh about two and a half pound each, and their size is about 5×10×10cm (2×4×4"). The recharging process is even more difficult and dangerous. In addition of the specific hardware (TL 10), it requires 8 hours and an Electronics Repair roll (Power Sources – TL10). Failure means the cell is destroyed (useless). Critical failure means the cell shatters (6d cr[ex]+6d burn). Micro Fusion Pack (TL8): Micro Fusion Pack is like a big MFC, designed to hold much more energy. It is designed to be recharged, and so, despite the need of specific hardware, the process is easy: Electronics Repair roll at +3 (Power Sources – TL10).
With the degenerate and backwards mentality of the chaotic wasteland, what constitutes “professional equipment” often becomes the basis for a community’s entire way of life. As a result, common kits, instruments, and individual tools are often considered strategic resources to be jealously guarded. A simple chemical kit could become the basis for a community’s drug-based economy, or an electronics tool kit could be vital to keeping a sheltered dome community in power. Professional equipment is seldom for sale.
Professional Equipment Item Astronaut Pen
Weight
Cost
TL
---
100
8
Books
2
Boron Solution Spray
3
1,000
9
Electronic Skeleton Key
2
60,000
9
Ion Bonding Tape
12
800
9
Lockpicks
---
30
3
Lockpicks, Advanced
---
250
5
4
7,000
8
Portable Up-Link Communicator
3,000-10,000 Varies
Astronaut Pen: This is a fantastic pocket pen made from high-durability titanium, with a 1,000-year guarantee of operation. An astronaut pen can write on wet surfaces (even underwater), upside down, and for a n unlimited period of time.
Fusion Cell (TL10): A portable fusion reactor. It may produce a huge amount of power. It is not radioactive while it is sealed. Fusion Cells Power Source
Uses
Power
Small Energy Cell
Gizmos, small electronic devices
1 year use
Micro Fusion Cell
Energy weapons, large electronic devices
By weapon Type*
Micro Fusion Pack
Energy Weapons
By weapon Type*
Fusion Cell
Unknown
Unlimited**
* When used to power non-discharge items, will provide indefinite use. ** 20 uses per day. Portable Petrol Power Generator: This appears to be a heavy machine with plastic or metal carrying bars (it’s the size of maybe two or three car batteries, very heavy, but still man-portable). This t ype of miracle device uses petrol (25% of these devices use alcohol instead) to generate a steady current of electricity. The generator produces 1 Megawatt per half liter of petrol, per hour. The tank in the generator generally holds two liters. It can generally only be linked to household devices (not weapons), but it’s flow is enough to power most devices in a small community. Solar Panel Battery Charger: About the size of a small book, recharges any standard sized batteries and some internals.
Professional Equipment
Books: Books are among the last evidence that a culture beyond the warring, desperate civilizations of today once existed on the Twisted Earth. The books, propaganda, and other educational devices of the Ancients are called “Arcanum”, and are as revered as artifacts as firearms, fancy armor, and their fancy gizmos. Some cults actually worship old books and readings – “Archie” comics and Disney storybooks have spawned a number of odd cults in the wasteland. Books are useful as well, providing in many cases access to skills otherwise denied primitive or uneducated people (e.g. texts on cybernetics, robotic repair, and the use of laser weapons). In game terms, the referee may permit the owner of a book on a certain skill to earn th at skill, one rank at a time, through study, even without a mentor. Most books are written in the language of the Ancients, however, requiring knowledge of that language to be used with any appreciable effect. Boron Solution Spray: This advanced tool looks just like a portable fire extinguisher, except that it contains a special chemical mixture (primarily of boron powder) used to dampen and inhibit neutron activity (in other words, it reduces radioactivity). When the solution is sprayed on any radiating source (a cracked power cell, nuclear waste, anything emitting radiation), it lowers the level of Radiation by one level for each application (thus, applying two charges of spray on a high radiation source would bring it down to low radiation). Each boron spray container generally contains 2d spray charges.
Power: 0.012kW
Solar Panel: About one square yard in area when assembled. Used to convert sunlight into electric power, which is usually either stored into batteries or used for powering other equipment. Can fully recharge a typical car battery in a bit over one hour under ideal conditions. Skill to use: Any Electronics Operation. No roll necessary except with
default skill. Durability: PD 2, DR 3, HP 1 Power: 0.2 kW Rolls to Build: Scrounging-5, Electronics Operation+0 Tools: Mini-toolkit (Electronics) Design Blueprints: 19 hours Limited Production: 7 hours
Electronic Skeleton Key: This type of device was highly illegal before the Fall, and is thus very rare. Used by safecrackers and burglars, the electronic skeleton key looks like a small metal box with a computer chip sticking out of one end. This end is inserted into keycard slots, and the device automatically attempts to duplicate the electric signal produced by the required card. Using the key, a normally invincible keycard lock can often be bypassed. Using an electronic skeleton key provides a +3 bonus to Electronics Operation (Security) checks to open electronic locks. Military security of stage IV and above cannot be bypassed with this device, however. Power Source: Cell.
Ion Bonding Tape: This is a super-advanced form of binding material that bonds easily to most surfaces, even slippery metal. A typical roll has about 2,000 feet of tape. Ion tape requires an ST check to tear or detach. Lockpicks: Basic lockpick set. Allows lockpicking at no penalty to skill.
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Lockpicks, Advanced: Comprehensive fine quality lockpick set. Professional thieves choice of tools. Gives a +1 skill bonus for picking any mechanical lock. Portable Up-Link Communicator: This appears to be a small metal box (a portable computer of sorts), with a telemetry dish a nd plexiglass screen. When activated, the communicator makes a direct link to one of several orbital platforms around the planet. Since none of these platforms are still operable, however, the effects of using this device will vary depending on the referee’s whim. The up-link communicator weighs 4 lbs. Power Source: Pack.
Services Item
Weight
Cost
TL
Armor Repair
---
Varies
---
Bodyguard
---
Varies
---
Hunting Party
---
15/day
---
Manual Labor
---
5/day
---
Slave
---
Varies
---
Trade Labor
---
Transportation
---
Varies
---
Whore
---
Varies
---
Wilderness Guide
---
Varies
---
Riding and Draft Animals After the Resource War and the nuclear Armageddon that followed, both riding and draft animals became scarce (and therefor valuable). The following prices are for threaded , or non-mutated specimens. Mutie livestock will sell for half the listed price. Riding and Draft Animals Item
Weight Cost
TL
Brahmin
2,500
1,500 - - -
Cavalry Horse
1,400
4,000 - - -
500
1,000 - - -
Draft Horse
2,000
2,000 - - -
Heavy Warhorse
1,900
5,000 - - -
Mule
1,400
2,000 - - -
Pony
800
1,500 - - -
Saddle Horse
1,200
1,200 - - -
Bit and Bridle
3
35
1
Horseshoes
4
50
3
Saddle and Tack
15
150
2
Saddlebags
3
100
1
Spurs
---
25
2
Stirrups
20
125
3
War Saddle
35
250
3
Donkey
20 --1000/day
Armor Repair. Repair of any type of armor using construction, smithing, chemistry, and/or armor repair skills, including labor and materials. The cost to repair one DR on any piece of armor is equal to ¼ of the cost of an undamaged piece of armor of the same type. Bodyguard: The cost of hiring one person skilled in combat skills, who will defend you in hostile circumstances. How much you’ll be able to trust him depends on how much you are willing to pay. Bodyguards usually bring their own equipment, but you might want to provide better gear if you can afford it. Cost: 35 per day or much more, depending on the danger. Hunting Party: The cost of hiring one person skilled in o utdoorsy skills such as Stealth, Tracking, Search, and Missile Weapon skills for use in a hunting party. Manual Labor: Employing someone to lift, carry, or other similar mindless duties. Slave: Many markets around the globe allow for slave trading. Slave trading is not officially condoned, though many people do use slave labor. Keep in mind that you must feed and water your slaves, so there will be additional costs. 1,000 is a good cost base for a young, healthy slave. Trade Labor: The minimum cost of hiring a person to perform skilled labor or provide information as the result of a skill. Does not include any equipment costs, raw materials, or cost of finished products.
Brahmin: Brahmin are mutated Brahman cattle with two heads. In the real world, "Brahman" are a kind of cow named after the priestly caste of India. When the bombs fell, cows mutated and grew two heads, and were given the name Brahmin. They also have 8 stomach compartments, twice as many as normal cows. Donkey: The best kind of pack animal around, donkeys are stolid in the face of danger, they are hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey is willing (th ough not eager) to enter strange and threatening places. Combat Horse (Cavalry, Warhorse): A combat horse is identical to a riding horse (see below), except that it has been trained for use in combat. See Mounted Combat, GURPS 4ed page 396. For more information on horses, see page 124 of the GURPS 4ed.
Transportation: The costs of private transportation inside a town or city and the surrounding farms or communities. Usually on carts or animals. 60 per trip or 100 per day i s generally a good cost base. Whore: The cost of hiring one person skilled in attending your sexual needs. Some may charge more (or less) than the standard price for obvious (or not so obvious) reasons. Cost: 40 per night, sometimes varying depending on the nature of the service. Wilderness Guide: The cost of hiring one person skilled in Pharmacy (Herbalism), Naturalist, Navigation, Tracking, Climbing, Survival, and Search. Expeditions longer than two weeks cost an additional 50 $ per week. Cost: 25 to 50 p er day, depending on area.
Mule: The sterile offspring of a horse and a donkey. Large enough to ride, but more frequently used as a draft animal. Pony: A small horse (too small for an adult to ride). Saddle Horse: The horse is a good all-around work animal and the best mount for riding. Horses can be skittish, however, and riding horses are not trained for combat. For more information on horses, see page 124 of the GURPS 4ed.
52
Surveillance Gear
Survival Gear
Like computer equipment, surveillance gear is a dwindling category of gear in the post-nuclear world. In most cases characters would be very hard pressed to locate operable examples of this type of equipment. Black boxes, caller ID defeaters, cellular interceptors, lineman’s buttsets, tap detectors, and telephone taps do exist, but their usefulness in a world without widespread electronic communication would be limited at best. Metal detectors and night vision goggles, however, would be far more useful to most characters.
Of the various basic categories of equipment, survival gear is by far the most important to the inhabitants of the post-nuclear world. While there is great demand for most items useful in surviving the world’s terrible dangers and climate hazards, a number of communities have virtual “cottage industries” that produce these vital items to make life in the wasteland possible.
Survival Gear Item
Weight
Cost
TL
Advanced Breathing Apparatus
8
19,000
7
Bedroll
5
5
4
---
90
6
Cooling Suit
5
600
8
Emergency Raft
2
1,000
7
Firestarter Cube
---
25
9
Gas Mask
1
12,000
5-8
Gas Mask Filter
.5
250
5-8
Halazone Tablets
---
50
6
Instant Pillow
---
50
7
Light Rod
---
15
7
Magnesium Firestarter
---
350
5
5
500
6
---
200
5
Surveillance Gear Item
Weight
Cost
TL
Impulse Detector
3
5,000
9
Portable Detection Radar
5
14,000
9
X-Ray Goggles
4
25,000
10
Cigarette Lighter
Impulse Detector: This device looks vaguely like a boxy, hand-held set of binoculars, with a digitalized display on the user ’s end. The impulse detector, when pointed at a subject within 20 feet, uses a combination of microwave and x-ray sensors to detect unnatural electric impulses occurring within the target. In effect, the device detects whether the subject is natural and organic, or artificial and robotic. Using an impulse detector is a standard action. However, if a full-round action is t aken, the detector also reveals the presence of built-in weapons or special android features, such as infrared photoreceptors, an internal power source, etc. Such devices were used by late-war Ancients (the few remaining left) to find human-mimicking androids within their midst. An impulse detector is 100% effective in determining whether or not a target is an android. Power Source: Micro Fusion Cell.
Portable Stove Potassium Iodine Tablets
Portable Detection Radar: This appears to be a plastic screen on a metal backing, attached to a small tripod-mounted radar dish. The radar is lightweight, can be carried easily, and can detect movement by Mediumsized or larger creatures within 3 miles. The radar detects in a 120-degree arc, and monitors general size, distance, and speed, displaying this information on its screen. A Portable Detection Radar is unaffected by darkness, smoke or fog, or concealment
Survival Kit
4
300
9
Tent, 2-man
12
80
4
Tent, 4-man
30
150
4
Water Flask
1
10
4
---
2
6
Power Source: Small Energy Cell.
Water Purifier
2
7,500
8
X-Ray Goggles: This form of super-advanced eyewear permits the wearer to see into and through solid matter. The range is as per normal sight (not limited by darkness, however), with the viewer seeing as if he were looking at something in normal light even if there is no illumination (for example, if looking through a wall into a darkened room, he can see beyond even if it is utterly dark). The vision provided by x-ray goggles can penetrate 20 feet of cloth, wood, or similar animal or vegetable matter. It can see through up to 10 feet of stone, 10 inches of iron, steel, copper, and brass, but cannot penetrate lead, gold, or platinum. Power Source: Small Energy Cell.
Waterproof Matches
Advanced Breathing Apparatus: This is a generic term used to describe a variety of breathing-assistance devices, such as diver air tanks, firefighter oxygen masks, or internal air supply systems for spacesuits, radiation suits, etc. Most apparatus include a backpack-mounted air tank (not always the case, as in the case of the most advanced - which employ oxygen recycling systems, negating the need for tanks), good for 1 hour of use (some are even good for up to 10 hours of use). Unlike a gas mask, which only filters air, the apparatus generates or carries its own supply. The apparatus renders the wearer immune to inhaled toxins, including poisonous gas, inhaled radiated dust, and airborne diseases. Bedroll: Either hides, blankets, or an ancient sleeping bag used for a bed while camping. Cigarette Lighter: This tiny, priceless object creates a steady flame even in wet or windy conditions due to a shielded cover. They come in a number of colors and styles. A typical lighter will have d100 “charges”. Cooling Suit (TL8): This flexible undergarment uses electric power to keep the wearer at comfortable temperature even in the midday heat of a desert. Especially useful for wearing full armor suits in hot climates, it can cancel out any temperature related fatigue losses as long as the power lasts. As it reduces sweating a lot, it also allows the wearer to get by with drinking notably less water. Using one power cell, the Cooling Suit can reduce the effective temperature by 10 degrees for 16 hours, 20 degrees for 8 hours, 30 degrees for 4 hours and so on. Can also attach larger energy cells or a powerplant externally if longer operating duration is required. Note that the Cooling Suit offers no protection at all to extremely high temperatures, such as produced by bonfires, flamethrowers or plasma blasters. Power Source: Micro Fusion Cell.
53
Emergency Raft: This is essentially a bright orange plastic container (cylindrical or box-shaped) with a thick rubbery shoulder strap for easy carrying. When opened and a tab pulled, an auto-inflating raft literally “pops” out. The raft is generally large enough to support eight Mediumsized people steadily on all but the roughest seas, remaining buoyant for about 1-2 weeks. A fold out tent top can be deployed to protect against cold and high winds. It can be used only once, however, and cannot be repackaged. Firestarter Cube: A clear plastic cube, 1 in x 1 in; when the side tabs are pulled, the cube heats chemically to ignite flammable materials within contact, even in extreme dampness or high winds. Ideal for starting a campfire in a storm.
Water Flask: 1 quart metal canteen, covered with quilted felt. Waterproof Matches: Will light even after being underwater (dry them off first). One box contains one hundred matches. Water Purifier: A variety of models of this device exist, but in use, it operates along the same principle as a water filt er; it purifies water of any kind and makes it digestible by the human metabolism. The purifier runs on electricity, which is used to separate the chemicals in the water. This device requires one hour to purify one day’s water requirement for a Medium-size creature. Power Source: Micro Fusion Cell.
A firestarter cube is a one-use item.
Tools
Gas Mask: Old-style gas masks are found in a wide variety of styles, shapes, and colors, from military to police issue, and even some colorful (and stylish) ones of civilian manufacture (used extensively during civilization’s final years). Gas masks, in general, work to filter out biological and chemical agents that work through inhalation (they have no effect against skin-affecting agents), but not radiation. The masks work to absorb all inhaled agents, for up to four hours of continuous use, before the filter must be replaced.
A few tools in the right hands can turn scrap into wonders. Henry Ford’s first engine was built from a discarded steam pipe; his first workshop was a backyard shed. Charlie Taylor hand-built the Wright brothers’ airplane engine in a bicycle shop in just six weeks, using little more than a drill press and a lathe. Tools Item
Gas Mask Filter: Gas mask filters appear in a number of varieties, from cylinders to “hockey pucks”. In the later stages of civilization, most were made to a universal specification. As stated under the gas mask, such items work for up to four hours at a time before becoming clogged and useless. All filters are disposable (they cannot be re-used). Halazone Tablets: One of these tablets, when combined with one liter of water, will purify it of most simple contaminants and parasites. Heavily contaminated water sources (GM’s discretion) may require the use of two tablets per liter. Halazone tablets will not work on salt water, or water tainted with gritty minerals.
Weight
Cost
TL
Ammunition Kit
10
500
5
Autograpel
6
3,000
8
Backpack, Heavy
10
100
3
Backpack, Small
3
60
3
Binoculars
2
400
5
Candle
---
5
0
Compass
---
60
5
Instant Pillow: This item is often packaged in a “high-tech” looking metallic package, no larger than a pack of sealed baseball cards. When torn, the slip of pink material inside is cast on the ground, where a chemical reaction (the stuff is made of a material that foams on contact with simple atmospheric nitrogen) turns it into a good-sized pillow. The pillow only opens up once, however, and cannot be re-packaged. The item was, obviously, ideal for weekend camping trips for the whole family.
Entrenching Tool
3
60
6
Ethanol (2 Gallons)
10
20
5
Ethanol Still, Large
40
5,000
5
Ethanol Still, Small
20
3,000
5
Fire Extinguisher
4
600
6
Light Rod: These are hard plastic rods (three feet in length), filled with two chemicals which, when combined by pulling a tab on the rod, glow brightly and intensely. Colors range from vibrant orange to fluorescent blue. The glow of a light rod provides illumination up to 50 ft, and lasts up to eight continuous hours, before the rod is used up.
Flashlight
2
90
6
Food Canner
25
300
5
Gasoline (1 Gallon)
5
20
6
Gun Cleaning Kit
1
20
4
Magnesium Firestarter: These are high quality magnesium starters, operable in even the wettest conditions. The starter consists of a magnesium bar, which when scraped produces magnesium shavings that are highly flammable (a built-in sparking rod is included).
Metal Detector
3
5,000
7
Multitool
.5
80
5
Parachute, Ram-Air
25
3,500
8
Portable Stove: For individual use while camping or for survival in the wilderness, this is a small rectangular device with two burners attached to it, adequate to heat two small pots or pans. Foldout metal utensils are stored in a compartment in the device’s side. There are many versions of this item available; some older models are powered by gas cylinders, but the majority are powered by electric cells.
Rope, Hemp (1,000 lbs., 30 feet)
10
25
5
Rope, Nylon (1000 lbs., 30 feet)
5
50
7
Shell Casings (10)
1
*
5
Shovel / Pick
8
30
2
Power Source: Micro Fusion Cell
Toolkit
Varies
Varies
5-8
Potassium Iodide Tablets: These pills help reduce the amount of radioactivity the body absorbs during a 24 hour period. For a character that has taken a potassium iodide tablet, calculate the time of radiation exposure normally, but drop the final result by one category. For example, a character that has spent 10 minutes exposed to radiation counts as only having been exposed for 1 minute. There is no additional benefit for taking more than one pill in a 24-hour period.
Torch
1
3
0
Web Belt
2
100
6
Wire (100 feet)
4
20
2
*Shell Casings cost 10% of original ammunition cost.
Survival Kit: This type of item was issued to soldiers in the field, and many types are available. The kit contains a water-purification bag (which holds up to one liter of water), four halazone tablets, a simple sewing kit, a book of 20 matches, compass, four gobs of chewing gum, eight pieces of sweet candy (these offer no nutrition, but consuming one raises the eater’s energy level due to sugar content), a razor blade and holder, thirty pieces of HEVE candy, and a single Stimpack.
54
Ammunition Kit: This kit includes everything needed to reload ammunition, provided the user has shell casings and the Armoury (Firearm Ammunition) skill.
Multitool: An improved version of the Swiss Army knife, this tool can replace a small toolkit. Skill penalty of -3 applies when working with only the multitool.
Autograpnel: This piece of equipment appears to be a plastic rectangular device with a hard steel grapnel on one end, and an internal coil of tensile plastic rope. The autograpnel may be used to fire t he grapnel (which draws the rope with it) up to 75 ft. straight into the air; the device may be used to retract from 5 ft. to 60 ft. per minute (it can, for example, be used to draw a person up into the air after the grapnel; the rope is strong enough to support the weight of roughly two SM 0 beings).
Parachute, Ram-Air: A highly maneuverable parachute. It can glide at Move 15 relative to the ground – and with a good tailwind at 20,000’, jumpers routinely cruise as fast as Move 35, flying dozens of miles under canopy in the right conditions. Jumpers attempting such stunts require an advanced breathing apparatus to avoid passing out due to lack of oxygen; see Atmospheric Pressure (p. B429). Maximum suspended weight is 400 lbs.
Power Source: Small Energy Cell.
Shell Casings: Ammunition kits allow characters to reload ammunition—if they have the shell casings to reload. Empty shell casings are valuable trade commodities. Characters can collect shell casings (theirs and those of their opponents) after a battl e. Doing so requires a successful Search skill check; failure indicates that only half t he fired shell casings are found.
Backpack, Heavy: This pack has a metal frame and numerous pockets and straps, can contain up to 100 Lbs of gear and in addition it is possible to strap a packed sleeping bag and a small tent on top of i t. Backpack, Small: Typical frameless backpack, with side pockets. Can contain up to 40 Lbs of items.
Toolkits: •
•
Special Upgrade: Can be fitted with a folding seat, this adds 2
Lbs to the weight and 10$ to the cost. Candle: A candle dimly illuminates a 5-foot radius and burns for 4 hours. Ethanol: Any vehicle or device that uses gasoline can be modified to accept ethanol, although doing this takes a toll on the vehicle’s performance. Rather than being able to increase speed up to the Acceleration score each turn (as standard GURPS rules), speed may only be increased by ½ the Acceleration score each turn. Furthermore, a vehicle running on ethanol subtracts 5 miles per gallon from its mileage. Ethanol Still: An ethanol still converts biological material into fuel. T he still is most effective if f ood items are used as raw material, but it can run on plant roughage also. A small still creates 12 gallons per batch. A large still creates 36 gallons per batch.
If the 'Skill' gives two values, use the first for major repairs and t he second for minor repairs.
•
TL8 versions of the toolkits cost x4 th e price, if available.
•
Using a TL7 kit to repair a TL8 item gives a -2 skill penalty.
•
•
Using a kit of another specialty can be done with -3 skill modifier, so a wrong kind of kit is much better than nothing. Note that a workshop also requires an external power source capable of at least 0.5 kW constant power output while the powertools are being used. To meet this requirement, it is possible to combine the outputs of several solar panels or to use a bunch of car batteries.
Toolkit
Skill
Mini-Toolkit
Using Food: Each pound of food produces 3 gallons of et hanol. (A small
still requires 4 pounds of food to produce a full batch; a large still requires 12 pounds to produce a full batch.) The distilling process takes 24 hours. Using Plant Roughage: Each pound of plant roughage (rotten vegetables,
corn husks, straw) produces 1 gallon of ethanol. (A small still requires 12 pounds of plant roughage to produce a full batch; a large still requires 36 pounds to produce a full batch.) The distilling process takes 48 hours. In addition, the roughage must be gathered and prepared, which t akes one person 30 minutes per pound (six hours to fully load a small still; 18 hours to fully load a large still). Fire Extinguisher: There are various models of this type of device available. Chemical extinguishers usually work poorly because of years of chemical settling, but some surviving examples so far in the future still perform their function admirably. Flashlight: This wand-sized light source typically illuminates a cone 60 feet long and 20 feet wide at the end. A flashlight weighs 2 lbs.
Wght
Cost
Specialty
-4 / -2 2
400
Electronics or Armoury
Portable Toolkit
-2/+0
20
600
Mechanic or Engineer
Portable Toolkit
-2/+0
10
900
Armoury or Electronics
Basic Toolkit
+0
100
1200
Electronics or Armoury
Basic Toolkit
+0
300
800
Mechanic or Engineer
Workshop
+2
1500
7000
Electronics
Workshop
+2
3000
4000
Engineer, Armoury or Mechanic
Complete Workshop
+2
10,500 19,000 All in one
Torch: A typical torch is a length of wood capped with old cloth soaked in turpentine or other solvents. A torch burns for 1 hour, brightly illuminating a 20-foot radius and providing shadowy illumination to a 40-foot radius. If a torch is used in combat, treat it as a one-handed axe/mace weapon that deals sw-1 points of bludgeoning damage plus 1 point of fire damage. Utility Belt: Big belt with pockets, straps and hooks for holding equipment. Can carry up to 20 lbs of gear easily accessible.
Power Source: Small Energy Cell.
Food Canner: A pressure cooker and/or mechanical canner, plus all of the tools and supplies needed for canning in glass jars; double price for equipment to seal tin cans. Gasoline: The standard fuel for cars, trucks, tanks, electrical generators, and other internal combustion engines. What little gasoline t o be found is generally scavenged. Gasoline is more valuable than ethanol, because it lasts longer and doesn’t affect vehicle performance.
Web Belt: This is an efficiently designed belt used by military, police, or technicians for tools and other equipment. The typical web belt has six to eight clip-sized pockets (as well as a pistol holster f or military and police versions). Drawing a clip or other Small object is a standard action. Wire: Insulate electrical wire is as tough as rope, but thinner. It can be used to tie up items (and people) just like rope can be, but it’s too thin and smooth to grip easily, so it can’t be used for climbing. W ire can also be used to connect electrical devices to a power source.
Gun Cleaning Kit: Basic tools required to clean and maintain guns. Especially useful for cleaning up black powder residue from automatic firearms. Thorough cleaning of a gun may take over half an hour or more, if it is especially dirty. Metal Detector: This appears to be a long metal staff with a circular or donut-shaped pad at one end. The device chirps and whines as it nears any source of metal within 10 feet (getting stronger as one gets closer). Power Source: Small Energy Cell.
55
Vehicles
½ Ton Truck
This is a brief summary of vehicles in the Fallout universe. It should be noted that most vehicles have been damaged, modified, or otherwise changed in the two hundred years since the war. New vehicles, and new vehicle parts, have not been manufactured for a long time, and perishable parts like tires are especially hard to find.
This is a basic pickup truck, with a bed in the back for carrying people and equipment. Can travel over some fairly rough terrain, depending on the kind of tires and suspension the truck has. Trucks do not normally have weapons attached. It requires 3 fully-charged Micro Fusion Cells (6 Small Energy Cells) to attain full range.
Vehicles are powered by energy cells, can use either Small Energy Cells or Micro Fusion Cells to recharge themselves. This is only a sample of vehicles; when a vehicle is encountered in an adventure, the a ppropriate statistics should be given at that t ime, using these as reference points. If the vehicle has a mounted weapon, it is noted below the vehicle’s stats. For more information on the use of a vehicle’s statistics, see B462-463.
ST/HP: 55 Lwt.: 2.2 DR: 5
Chrysalis Motors Highwayman The Highwayman was a combination sports car and family car that became the staple of American life in the years before the war. It is roomy and can travel over most kinds of flat terrain. The basic highwayman does not have a weapon, and requires 3 f ully-charged Micro Fusion Cells (6 Small Energy Cells) to attain full range. Hnd/SR: 0/3 Load: 0.5 Range: 250
HT: 11x SM: +3 Cost: 15K
Move: 2/39 Occ. 1+4 Locations: G4W
Can you name the truck with 4-wheel-drive, that smells like a steak and seats 35? Canyonero! Sport Utility Vehicles were popular before the War due to their rugged appearance and relative safety compared to smaller cars. They are somewhat sluggish, but quite a few managed to survive at least partially intact. An SUV is not normally equipped with a weapon, and takes 5 fully-charged Micro Fusion Cells (10 Small Energy Cells) to attain full range. Hnd/SR: -1/4 Load: 1.5 Range: 400
HT: 14x SM: +3 Cost: 45K
Move: 3/50 Occ. 1+4 Locations: G4W
The Corvega was a car model manufactured by Chryslus Motors, popular in Pre-War USA. There were at least three models produced before the war in this line. According to the Fallout intro the Corvega does not have electronic parts (only analog system) and can go from 0 to 60 mph in .5 second. It i s still unknown when the Corvega came onto the market, but in 2056 it was already available for customers. Its 2060's cost (directly after the invasion of US forces into Canada) was 199,999.99 dollars, indicating that the prices were boosted by inflation or that i t is a higher end luxury automobile. They are not equipped with weapons and require 3 f ully-charged Micro Fusion Cells (6 Small Energy Cells) to attain full range. Hnd/SR: +1/4 Load: 0.4 Range: 500
HT: 10x SM: +3 Cost: 85K
Move: 5/75 Occ. 1+3 Locations: G4W
ST/HP: 72 Lwt.: 4.1 DR: 8
Hnd/SR: 0/5 Load: 1 Range: 300
HT: 11x SM: +3 Cost: 7,000
Move: 3/33 Occ. 2+2 Locations: G4WX
Notes: Improved brakes (High Tech p. 229). Run-flat tires (High Tech p. 229).
Put together from bits and pieces of other vehicles, these flimsy cars are the most common motor vehicles in the wastes. Raiders will often use these to run hit-and-fade operations, as they are decent medium-range vehicles. Buggies are no match for other vehicles in speed, armament, toughness, or range. Buggies are not normally equipped with any weapons, and require 2 fully-charged Micro Fusion Cells (4 Small Energy Cells) to attain full range. Hnd/SR: +1/4 Load: 0.4 Range: 695
Built by the Midwestern Brotherhood of Steel using old VW parts. It's great for fast recon work. The cockpit is almost entirely enclosed although th e armor is really only effective against light weapons. It holds one man, in relative discomfort, and has a reasonable cargo capacity. It requires 3 fully-charged Micro Fusion Cells (6 Small Energy Cells) to attain full range. ST/HP: 72 Lwt.: 3.5 DR: 8
Hnd/SR: 0/3 Load: 0.6 Range: 200
HT: 10x SM: +3 Cost: 6,500
Move: 2/38 Occ. 2+2 Locations: G4W
Trucks (All Require Driving (Heavy Wheeled))
HT: 10x SM: +2 Cost: 2,000
This is a much larger truck, used for carrying troops and supplies before the war. Can generally travel only on roads or flat terrain. These trucks usually have no weapons, and take 5 fully-charged Micro Fusion Cells (10 Small Energy Cells) to attain full range. ST/HP: 88 Lwt.: 8.5 DR: 5
Hnd/SR: -1/4 Load: 3 Range: 375
HT: 11x SM: +4 Cost: 17K
Move: 1/24 Occ. 1+2 Locations: G6W
Truck Cab Trucks, or lorries to our European friends, were used extensively for hauling freight before the War. They are rough, tough customers and can take a lot of punishment. There aren’t many left, but since truck cabs are relatively easy to repair and maintain, those that are left are in good working order. Trailers can be attached for extra space. Truck cabs take 10 fully-charged Micro Fusion Cells (20 Small Energy Cells) to attain f ull range. ST/HP: 104 Lwt.: 10.3 DR: 5
Dune Buggy
ST/HP: 33 Lwt.: 0.4 DR: 2
A military jeep designed to carry small amounts of people over rough terrain, and to engage light infantry in combat. Can travel over many kinds of terrain at relatively high speeds. See HT242 for further details (and more models). The HMMWV comes equipped with a pintle mount that will hold a light machine gun, and t akes 3 fully-charged Micro Fusion Cells (6 Small Energy Cells) to attain full range.
2 ½ Ton Truck
Chrysalis Motors Corvega
ST/HP: 57 Lwt.: 1.8 DR: 4
Move: 3/50 Occ. 1+1 Locations: G4W
Scouter
Canyonero SUV
ST/HP: 68 Lwt.: 4 DR: 5
HT: 11x SM: +3 Cost: 20K
HMMWV
Cars (All Require Driving (Automobile))
ST/HP: 47 Lwt.: 1.3 DR: 5
Hnd/SR: 0/4 Load: 0.85 Range: 450
Hnd/SR: -1/5 Load: 0.3 Range: 1,200
HT: 12x SM: +4 Cost: 60K
Move: 2/55 Occ. 1+2 Locations: G6W
Trailer Trailers attach to truck cabs for extra carrying space. Trailers can be outfitted to haul many different things, from dry goods to oil and gas to liquid nitrogen. While hauling this 48' trailer, Hnd/Sr is -3/4, and Move is 1/30. The trailer is HP 100, Load 24, SM +5, and DR 3.
Move: 5/35 Occ. 1+1 Locations: G4W
56
Bus
Crotch Rocket
Buses, or coaches in Europe, are large vehicles designed to haul a lot of people in relative comfort. They aren’t really designed for hauling cargo, but if someone were to tear all the seats out of a bus, there would be plenty of room inside. Busses are not equipped with weapons, and take 10 fullycharged Micro Fusion Cells (20 Small Energy Cells) to attain full range.
Crotch Rockets sacrifice the style and range of their larger brothers for speed and maneuverability. They are sleek bikes, and are much more difficult to maintain as they require high-end components. Crotch Rockets are fairly rare, mostly because it is impractical to ride them on any but the flattest surface. They require 2 fully-charged Micro Fusion Cells (4 Small Energy Cells) to attain full range.
ST/HP: 100 Lwt.: 14.7 DR: 4
Hnd/SR: -2/4 Load: 6.7 Range: 400
HT: 11x SM: +6 Cost: 120K
Move: 1/30 Occ. 1+66 Loc: G6W
ST/HP: 30 Lwt.: 0.42 DR: 3
Steam Truck Steam-powered trucks were vehicles used by the super mutants in the Master's Army. They were used during the invasion of Necropolis. As they run on steam, no energy cells are required. ST/HP: 75 Lwt.: 6.7 DR: 5
Hnd/SR: -1/4 Load: 3.3 Range: 110
HT: 12 SM: +4 Cost: 1,000
Move: 1/19 Occ. 1+2 Locations: G4W
Notes: Halve Load when driving off-road.
Hnd/SR: +2/2 Load: 0.2 Range: 150
HT: 10x SM: 0 Cost: 11K
Move: 9/78 Occ. 1+1 Locations: E2W
Indian Chief Possibly the greatest bike ever made, the Indian Chief is the perfect marriage of substance and style. A relatively fast bike, the Chief performs well and gives the rider a smooth, comfortable ride while guaranteeing that eyes will turn. Indian Chiefs take 2 fully-charged Micro Fusion Cells (4 Small Energy Cells) to attain full range. ST/HP: 33 Lwt.: 0.5 DR: 4
Hnd/SR: +1/2 Load: 0.2 Range: 200
HT: 11x SM: 0 Cost: 8K
Move: 8/55 Occ. 1+1 Locations: E2W
Cadillac-Gage LAV-150 ST The LAV-150 is a partially-amphibious, better armed version of the Dragoon. The wheeled LAV-150 is a much more common vehicle, being the backbone of US transport forces since its full introduction in the mid-1970s. The LAV-150 is armed with a 20mm Cannon and one .50 BMG-caliber M2HB machine gun and one 7.62 mm NATO M60 machine gun. Other equipment included the XM174 40 mm grenade launcher and searchlights. It can handle off-roading better than the Dragoon, but is still at home on relatively flat terrain. The LAV-150 takes 20 fully-charged Micro Fusion Cells (40 Small Energy Cells) to attain full range.
Boudicca-78/S
ST/HP: 111 Lwt.: 12.5 DR: 50/35
ST/HP: 33 Lwt.: 0.4 DR: 4
Hnd/SR: -3/5 Load: 1.6 Range: 300
HT: 11x SM: +4 Cost: 120K*
The Boudicca-78/S was a reliable modern motorcycle used by the British Royal Armored Corps, Arabia. The U.S. National Guard used several such motorcycles during the time of quarantine right before the war. The bike's 78hp engine runs off of small energy cells and has a small amount of storage space on the back of the sidecar. The Boudicca requires 2 fully-charged Micro Fusion Cells (4 Small Energy Cells) to attain full range.
Move: 1/20 Occ. 1+11S Loc: GC4W
Weapon
Dmg
Acc
Range
RoF Shots
Browning M2HB, .50 Browning
7dx2 pi+
5
1800/7600
20 mm Autocannon, 20x102mm
6dx3 pi++
5
1250/5300 66!/ 100!
follow-up
2d [1d] cr ex
---
---
Saco M60, 7.62x51mm
7d pi
5
XM174 40 mm grenade launcher
4d(10) cr ex
linked
4d+1 [2d] cr ex
8
Rcl
100 (5)
2
Var.
2
---
---
---
1000/4200
9!
100 (5)
2
2
35/2200
6
32 (5)
2
---
---
---
---
---
Hnd/SR: +1/2 Load: 0.1 Range: 200
There are still a few working aircraft out there. Usually, the only people who have the skills required to fly t hese aircraft are members of paramilitary organizations like the Enclave. Airship Some time after the fall of the Master, the Brotherhood of Steel constructed airships (zeppelins) and dispatched them to the East, to track down and assess to the extent of the remaining super mutant threat. Airships take 10 fully-charged Micro Fusion Cells (20 Small Energy Cells) to attain full range. ST/HP: 120 Lwt.: 18 DR: 1 Stall: 0
Hnd/SR: -4/3 Load: 4 Range: 2,300
Notes: Piloting (Lighter than Air)
Motorcycles are two-wheeled vehicles designed primarily for speed. Some are much faster than others. Quite a few motorcycles managed to survive, due largely to the fact that they are relatively easy to maintain and require fewer parts than other vehicles. Motorcycles do not have weapons.
Ultra-Light
Sport Hawg The sport hawg is a good all-around motorcycle, offering comfort and utilitarian speeds and range. These are by far the most common types of bikes in the wastes, as they can be assembled in a matter of days from old components by a knowledgeable mechanic. Sport Hawgs require 2 fullycharged Micro Fusion Cells (4 Small Energy Cells) to attain full range. Hnd/SR: +1/2 Load: 0.1 Range: 200
HT: 10x SM: 0 Cost: 1.5K
Move: 5/32 Occ. 1+1 Locations: E2W
Move: 5/32 Occ. 1+2 Locations: E2W
Aircraft
Motorcycles (All Require Driving (Motorcycle))
ST/HP: 33 Lwt.: 0.4 DR: 4
HT: 10x SM: 0 Cost: 1,500
HT: 10f SM: +10 Cost: 30K
Move: 1/38 Occ. 10A Locations: S
Ultralights are tiny, one-person aircraft and are probably the only working motorized, heavier-than-air vehicles in the wastes that aren’t controlled by paramilitary organizations. They might be used for recon or intimidation; ultralights could easily succumb to antiaircraft flak – or a well-placed rock. Ultralights take 3 fully-charged Micro Fusion Cells (6 Small Energy Cells) to attain full range. ST/HP: 43 Lwt.: 0.9 DR: 3 Stall: 20
Hnd/SR: +2/3 Load: 0.2 Range: 500
Notes: Piloting (Light Airplane)
57
HT: 10x SM: +2 Cost: 10K
Move: 2/40 Occ. 1 Loc: G2WWi
Vertibird
M4 Sherman
Vertibirds are Enclave helicopter vehicles used as scouts and troop transports. In 2241 one of them crashed near the trapper town of Klamath, and was the first sign of the Enclave encountered by the Chosen One. The Chosen One later stole the Vertibird Plans from the Navarro base, but it is not certain whether he gave them to t he Brotherhood of Steel, the Shi, or simply kept them.
It's a tank! Possibly a Sherman but it 's been heavily modified over the years. Basically all of your preconceived ideas about tanks being heavy, slow but virtually unstoppable are born out by t his baby.
The Vertibird is a lateral twin-rotor (non-synchronized) helicopter design. An actual experimental prototype for this type of aircraft was the PlattLePage XR-1/XR-1A tested by the US Army in the 1940's. Others included the German Fa 223 and the McDonnell XHJD-1 "Whirlaway". The XR-1 was the first American military helicopter to takeoff and hover with good control, but the lateral design was generally plagued by signifi cant vibration and control problems when in motion. Synchronized lateral rotor aircraft like the Kellett XR-10 worked better, but the concept was eventually abandoned in favor of the tandem (fore-aft) t win-rotor configuration that is in use today (e.g. the Chinook). Note that while the Vertibird bears an interesting resemblance to the V-22 OSPREY, it is not a tilt-rotor design like the Osprey. For example, the long thin rotor blades are not "proprotors" that can be used as propellers. Note that a standard Vertibird is set up to use aviation fuel, not power cells.
Turret armament consists of a Watervliet M1 cannon with 71 rounds (39 APEX and 32 HE). A Browning M1919A4 machine gun is mounted coaxially with this. The gunner has a 3x sight (+1 Acc). An M3 mortar with 12 smoke shells is installed in the turret roof. There’s a Browning M2HB heavy machine gun with six 100-round belts at the commander’s hatch, and a gun port on th e turret’s left side. Turret rotation takes three Ready maneuvers per facing. A second M1919A4 is fitted in the body front. Its gunner also operates the radio (10-mile range). Total ammo for the M1919A4s is 25 250-round belts. Top and underbody armor is DR 50. The turret has DR 210 in front, DR 140 to the sides, and DR 70 on top. This tank is even rarer than most to find in working condition (do to it's age). A Sherman that has been set up to use Energy Cells takes 30 fullycharged Micro Fusion Cells (60 Small Energy Cells) to attain full range. ST/HP: 158 Lwt.: 35 DR: 210/105
Hnd/SR: -3/5 Load: 2 Range: 120
HT: 10x SM: +4 Cost: 477.5K
Move: 2/12 Occ. 5 Loc: 2CTX
Notes: Higher DR is for body front, lo wer DR is for body sides. Fire
ST/HP: 87 Lwt.: 10 DR: 5/20 Stall: 0
Hnd/SR: +1/2 Load: 3.5 Range: 370
HT: 11f SM: +5 Cost: 8M
Move: 3/110 Occ. 3+14 Locations: GH3W
extinguisher in engine compartment.
Notes: Rotors are DR 20, the rest is DR 5. APCs and Tanks (All Require Driving (Tracked)) Tanks were invented in t he early 20th Century as military personnel realized the great effectiveness of improved cannon (artillery pieces), and the invention of the automobile allowed these pieces of machinery to become relatively mobile. Tanks are basically artillery cannons operated by a heavily protected crew, and their treads allow them to move over all sorts of terrain. Tanks are definitely the rarest vehicles in the wastes, and if any still work, they are probably in the possession of large organizations, or technology mongers like the Enclave or the Brotherhood of Steel. Bradley M2A3 Infantry Fighting Vehicle (IFV) The Bradley M2 IFV is designed to protect a squad of soldiers in a combat zone. A tracked vehicle with decent armament, it is more than capable of defending itself against many other vehicles. The M2 was once one of the most common infantry vehicles in the US. The Bradley M2 takes 20 fullycharged Micro Fusion Cells (40 Small Energy Cells) to attain full range. It is armed with a TOW-II missile launcher, an M240C machine gun, and a M242 25 mm chain gun. In addition, there are slots in the sides where the soldiers inside can safely fire at hostiles outside. ST/HP: 111 Lwt.: 12.5 DR: 50/35
Hnd/SR: -3/5 Load: 1.6 Range: 300
HT: 11x SM: +4 Cost: 120K
Move: 1/20 Occ. 1+9S Locations: 2X
Dmg
Acc
M240C, 7.62x51mm
7d pi
5
25 mm Chain Gun, 25x137mm
6dx4 pi++
follow-up
3d+2 [1d+1] cr ex
---
6dx12(10) cr ex
3+3
8dx5 cr ex
---
BGM-71D TOW 2, linked
Range
6+3 2400/3300 --360/4165 ---
3 --1 ---
Acc
Range
RoF Shots
Rcl
Watervliet M1, 76.2x539mmR
6dx10(2) pi++
5+1
4900/16100
1
1 (3)
6
follow-up
5d [4d-1] cr ex
---
---
---
---
---
Browning M1919A4, .30-06
7d pi
5
1100/4500
10!
250 (5)
2
Watervliet M3, 51 mm
6d [2d+2] cr ex
1
50/530
1
1 (2)
---
M1A1 Abrams Credited with defeating the vastly inferior Soviet-built T-72s and T-55s Iraq used in the Gulf War, the M1 Abrams is the finest vehicle in the US Cavalry going into the 21st century. The unequaled range and reloading speed of the M68A1 120mm gun, and the thickest, most effective armor of any tank, make the Abrams the most feared vehicle on the battlefield. In addition to the cannon, the Abrams has 2 M2HB support machine guns, and a TOW-II missile defense system built-in. There are rumors of M1A1s constructed with energy weapons, but these are unconfirmed. The M1A1 takes takes 35 fully-charged Micro Fusion Cells (70 Small Energy Cells) to attain full range. ST/HP: 180 Lwt.: 45.7 DR: 1,155/165
Hnd/SR: -3/5 Load: 2 Range: 310
HT: 10x SM: +4 Cost: 350K
Move: 2/21 Occ. 1+3S Loc: 2CTX
suppression system (p. HT229).
RoF Shots
1000/4200 12!
Dmg
Notes: Higher DR is for body front, lo wer DR is for body sides. Fire-
Notes: The higher DR applies only to attacks from the front. Weapon
Weapon
100 (5)
2
30 (5)
2
--1 (20) ---
RoF Shots
Rcl
3500/10300
1/8
22
10
---
---
---
---
---
7dx2 pi+
5
1800/7600
8
100 (5)
2
BGM-71D TOW 2,
6dx12(10) cr ex
3+3
360/4165
1
1 (20)
---
linked
8dx5 cr ex
---
---
---
---
---
Rcl
---
Weapon
Dmg
Acc
Range
M68A1 rifled gun
6dx7(10) cr ex
5+3
linked
6dx4 cr ex
Browning M2HB, .50 Browning
-----
58
VEHICLE MODIFICATIONS
Armored
Vehicle modifications are add-ons a character can apply t o an existing vehicle, or build into a newly-crafted vehicle. Modifications range f rom deadly spikes to fend off “boarders”, to heavy armor plating, smoke screens, and souped-up engine performance. Whether serving as heavy cargo transports, personal vehicles for crossing miles of dangerous desert, or as fast-striking mounts for the lightning raids of road bandits, the vehicles of the post-apocalyptic world are motley weapons of war.
An armored vehicle makes use of scrap metal and sheet metal on its body, and armored slats or screens on the windows, making it far more durable in battle. In effect armor plating surrounds the exterior of a car and protects the vital machinery - and occupants – within.
For the purposes of applying vehicle modifications all vehicles are broken down into one of four categories, Light, Medium, Heavy, or Super-Heavy. In addition to dictating how many modifications a vehicle can have (the larger the vehicle the more modifications it can have), certain modifications are only available to heavier vehicles - and others for lighter. Light (SM 0 to +1): ATV, battle cycle, dirt bike, motorcycle,
personal watercraft). •
(rounded up). Driver-Controlled Weapon A driver-controlled weapon is a machine gun, laser, or other ranged weapon built into the vehicle itself and toggled by the driver with switches, levers, or buttons rigged to the steering wheel or located on the dash.
Benefit: A driver-controlled weapon can be fired by the driver of a vehicle
Heavy (SM 4 to +5): Armored truck, limousine, blockade runner,
hummer, minivan, runabout, SUV. •
Special: A vehicle with this feature has its Move score decreased by 10%
Vehicle Types: All.
Medium (SM +2 to +3): Battle car, economy car, sports car,
sedan, pick-up. •
Benefit: A vehicle with the Armored modification has its DR increased by
+1 (maximum +3).
Vehicle Limits
•
Vehicle Types: Medium, Heavy, Super-Heavy.
Super-Heavy (SM 6+): Bus, cabin cruiser, truck cab.
Tracked tanks, tracked APCs, light helicopters, transport helicopters, prop planes, corporate jets, and military helicopters are not included in these rules they are rarely found (intact) in the post-apocalyptic environment.
as a regular attack, once per round. However, the weapon is confined to a single facing (“front”, “rear”, “left side”, or “right side”), and can only fire in a 90 degree arc outwards. Normal modifiers for firing from a moving vehicle still apply. Special: If the weapon is powered, it must have a normal power supply
(Micro Fusion Cell, etc) to draw from. Fuel Cell Converter
Vehicle Type
Max. # Modifications
Light
1
Medium
2
Vehicle Types: All.
Heavy
4
Benefit: A fuel cell converter makes the energy that a vehicle runs off of
Super-Heavy
6
A vehicle with this modification has been tinkered with to get the best performance possible of it.
more efficient. It extends a vehicle’s Range by 50%. Handholds/Footholds
More Space
This modification is generally only seen on the largest of trucks, allowing the crew to clamber out and climb all over the vehicle to repel boarders. Typically seen on the fuel and water trucks used by merchant caravans to transport their wares through raider-infested territory.
At the GM’s discretion a character could conceivably increase the maximum number of features her vehicle can carry by sacrificing cargo capacity, eliminating passenger space, or through other means (for example, encountering some epic-level genius mechanic deep in the wasteland who can make the “super vehicle” the player has always wanted). No matter the circumstances, however, no v ehicle should be allowed to have more than one or t wo features above the maximums.
Vehicle Types: Medium, Heavy, Super-Heavy. Benefit: The modifier for using the Climbing skill on t he exterior of a
vehicle with this modification is +1.
MODIFICATIONS
Hoverfan
More than fifteen possible modifications are detailed here (though others are possible). Each modification has a base price, which is either a set bc value (“500 bc”) or a modifier based on the vehicle t ype itself (“+50% base cost”). In the latter case, the cost of the modification is based on the cost of the base vehicle and calculated before other modifications are added on.
A vehicle with this modification employs a high-speed hoverfan, replacing wheels and ground movement with the ability to “skim”.
In addition to cost, all vehicle modifications require a Mechanic skill check to be successfully incorporated into a vehicle. Costs and modifiers are listed on Table 1. All vehicle modifications are listed below, with a brief description followed by information on which vehicle types (Light, Medium, etc.) can have them, and any special rules concerning how they affect play.
Vehicle Types: Light, Medium. Benefit: A vehicle with a Hoverfan ignores the effects of ground terrain or
obstacles, as it hovers anywhere from 1 to 5 ft. above the surface. In certain circumstances it is also unaffected by road hazards (though larger obstacles and hazards still threaten, such as vehicle wrecks, walls, etc), and may even skim over calm water and/or other surfaces at the GM’s discretion. Special: A hoverfan vehicle is generally more difficult to drive than a
normal vehicle, and as such whenever a Driving skill check is called for, a -2 modifier should be applied.
Armor Spikes Kicker
The vehicle sports all manner of spikes and scythe blades, making it deadly in fast-paced, toe-to-toe racing.
The vehicle has a special turbocharger or nitrous oxide intake valve that gives it extra juice at t he driver’s command, albeit for only a short time.
Vehicle Types: All.
Vehicle Types: All.
Benefit: A car with armor spikes does an additional 1d damage in
sideswipe (see pages B430) attacks, though collateral damage from the attack is not increased against the spiked vehicle. In addition, any vehicle ramming or striking a spiked vehicle takes damage as if it had been sideswiped. Finally, anyone attempting to board a vehicle with armor spikes while it is in motion (successful or not) takes an automatic hit as if she had been sideswiped.
Benefit: A vehicle with this feature can be made to increase its Move score
by +10% (rounded up), but only for up to five minutes of total operation. The speed gain is not cumulative if used consecutively. Special: Recharging a Kicker requires a Mechanic skill roll and an hour’s
effort. Kicker cannot be combined with the Steam or Solar f eature.
59
Light Frame
Steam
A vehicle with this feature has been stripped down to the bare essentials in an effort to increase speed. Vehicle Types: All.
In parts of the wasteland, technology has dwindled to such a point that steam power has replaced more complex machinery. Though crude in design and dangerous to operate, steam-powered vehicles are particularly common among the Master's Super Mutant hordes.
Benefit: A Light Frame vehicle has its Move score increased by 20%
Vehicle Types: Heavy, Super-Heavy.
(rounded up). Special: A Light Frame vehicle suffers a reduction in its HT of -1 (to a
minimum of 1). Light Frame cannot be combined with the Armored feature. Mounted Weapon The vehicle has a weapon mounted in it, either set in a small turret or in a ring mount similar to a tank hatch. Large crossbows, flamethrowers, and machine guns are the most common, but lasers, mass drivers, and other unconventional weapons are possible. Vehicle Types: All. Benefit: A passenger (“gunner”) is required to operate t he mounted
Benefit: A vehicle with this modification uses water instead of gasoline or electricity to move. The amount of water needed f or the vehicle to run equals twice the vehicle’s normal tank capacity (in liters), but this water is recycled through condensers and used over and over again, extending the vehicle’s range (treat the vehicle as if it only uses up 1/4 the normal tanks for its size per day). A Steam engine relies on constant feeding with coal, wood, or any ot her combustible substance (even garbage or, in some cases, “bricks” made from human or animal waste) to create heat. The engine must be fed once each minute either by the driver or an on-board passenger. Failing this the vehicle begins to slow to a halt as if disabled.
weapon. Mounted weapons can include all forms of ranged weapons of Medium-size or larger, without restriction on the firer’s size. Normal modifiers for mounted combat still apply, however.
Special: Steam boilers are extremely volatile. If the vehicle is reduced to 0
Special: If the weapon is powered, it must have a normal power supply
Steam cannot be combined with the Kicker or Solar feature.
hit points while in motion due to damage it immediately explodes (normally a vehicle is just disabled). See Explosion, pp. B414-415.
(Micro Fusion Cell, etc) to draw from.
Supercharged
Radar An invaluable tool for truck-borne merchants, an operable radar set is just as priceless to lone road warriors braving raider-infested highways. Radar allows a vehicle driver to detect other vehicles on the road in relation to her current position. Most radar sets are scavenged portable detector sets, while others are motley post-Fall creations made by crazy inventors using parts from the auto junkyard.
This modification indicates the vehicle has a souped-up engine that permits the driver to push the limits of performance. Vehicle Types: All. Benefit: A supercharged vehicle increases its Move score by 20%
(rounded up). Special: A vehicle with the Supercharged modification uses up 50% more
Vehicle Types: All.
fuel (or additional power cells) to reach maximum Range.
Benefit: This modification simply duplicates the ability of a small radar
Targeting Computer
(page HT46).
Rare pre-Fall military fire-control computers, originally mounted in tanks and infantry fighting vehicles, have been known to find their way into the vehicles of mechanically-inclined road warriors and raiders. These computers (which are often considered priceless) help aim vehicle mounted weapons.
Special: To operate, the Radar modification must have a power pack to
draw from. Ram Plate The vehicle is equipped with reinforcing plates or a huge dozer-blade for ramming at high speed.
Vehicle Types: All.
Vehicle Types: Medium, Heavy, Super-Heavy.
Benefit: Having a Targeting Computer means a Driver-Controlled Weapon
fires without the normal penalty for firing from a moving vehicle.
Benefit: When a vehicle equipped with a ram plate is used to ram an
opponent, the vehicle with the plate suffers only ½ damage from the collision.
Special: A Targeting Computer requires a Micro Fusion Cell to operate.
Smoke Screen A vehicle with this modification either injects fuel directly into its exhaust, or emits fumes from special ports, creating a thick billowing screen of smoke behind it.
Few vehicles have this medication, which replaces the typical wheeled configuration with primitive treads. The benefit for such a modification is to allow the vehicle to drive over soft surfaces (such as sand and mud) and literally “crawl” over low obstacles.
Vehicle Types: All.
Vehicle Types: All.
Benefit: This modification is the same as Smoke Dischargers (page
Benefit: A vehicle with Treads can move at normal speed over all but the
Treads
softest and most difficult terrain. It can also drive over considerable obstacles (in general, any obstacle lower than the top of the tread) when moving at 25% of it's Move score.
HT229), except that no smoke grenades are required. Solar Not long after the Fall some surviving communities began converting old vehicles to solar power, dispensing with the need for fuel as it became almost impossible to acquire. A vehicle with this feature has photovoltaic screens that power the vehicle, though the technology is less than perfect.
Special: The drawback to Treads is a reduction in speed. A vehicle with
Vehicle Types: All.
The section on Vehicle Modifications introduced rules for mounting weaponry on vehicles. While machine guns and flamethrowers are all favorite choices for vehicle weapons, the road warriors and nomads of GURPS:Fallout have come up with other, low-tech, vehicle-specific weapons as well. This section presents rules for some of these ingenious and infernal - killing devices.
Benefit: A vehicle with the Solar feature does not need fuel (or any other
power source) to operate, but it will not run at night. Solar cannot be combined with the Kicker or Steam feature.
this modification has its Move score reduced by 50% (rounded up). VEHICLE-MOUNTED WEAPONS
60
Flail-Hurler
TABLE 1: VEHICLE MODIFICATIONS
Designed to kill boarders or vehicle defenders, this weapon resembles a small cannon and fires a pair of spiked cannonballs connected to one another by a thick chain. Once launched, the f lail-like projectile whirls through the air, entangling its target and using the combined weight of the cannonballs to pull the victim off her f eet and off of the vehicle while in motion. Most victims are killed either from the flail’s spikes, being thrown from the vehicle, or in rare cases, from decapitation by the chain. A flail-hurler is only useful against creatures of SM+1 or smaller. In addition to taking damage a creature struck by a flail-hurler must make a DX check or become entangled and pushed 10 ft. away from the direction of the attack. A creature can break free from a flail-hurler with an Escape skill check or a DX check (-6) as a full-round action. Grapeshot Cannon The grapeshot cannon is a specialized weapon used to kill boarders (or defenders) climbing all over prize vehicles such as fuel and water trucks. A grapeshot cannon is powered either by gunpowder or compressed air, and fires shards of glass, metal frags, etc. over a large area. A grapeshot cannon is essentially a giant shotgun, spraying shrapnel i a 6yard cone. Harpoon Crossbow Similar in design to the vehicle crossbow, the harpoon crossbow fires a barbed armor-piercing harpoon that is used to anchor one vehicle to another (usually a faster, maneuverable raider vehicle with a lumbering merchant truck) while in motion. A spool of rope or cable keeps the firing vehicle connected to the harpoon, and is often used to allow boarders to climb onto the target vehicle. If a harpoon crossbow hits its target both vehicles are considered connected by the cable. A character attempting to cross the rope must make an Acrobatics skill check or fall a nd suffer appropriate damage. The 1” steel cable itself has DR 56, 36 HP and can be damaged normally.
Special Feature
Cost
Mechanic Skill Roll Modifier
Armor Spikes
500 bc
0
Armored
+50% base cost
0
Driver-Controlled Weapon*
2,000 bc
-1
Fine-Tuned**
+50% base cost
-2
Handholds/Footholds
500 bc
0
Hoverfan**
+200% base cost
-2
Kicker
2,000 bc
-1
Light Frame
+25% base cost
-1
Mounted Weapon*
1,000 bc
0
Radar
10,000 bc
-1
Ram Plate
500 bc
0
Smoke Screen
1,000 bc
-1
Solar
+25% base cost
-1
Steam**
-50% base cost
0
Supercharged**
2,500 bc
-1
Targeting Computer**
2,000 bc
-2
Treads**
+50% base cost
-2
* The cost of the actual weapon is not included. Optional Rule - Maintenance As an optional rule, all f eatures marked with two asterisks (**) on Table 1 require regular maintenance. A Mechanic skill check must be made every 1d days or the feature in question will cease working; this lasts until a successful Mechanic skill check is made. If a vehicle has more than one such modification, a Mechanic check must be made for each.
The maximum length of the cable is 50 f t., and as such any variation in movement is generally not enough to cause it to snap. If at any time one vehicle or another moves beyond 50 ft., however, the cable automatically snaps (and anyone still climbing along it length f alls). Tire-Shredder This type of weapon fires an elongated b arbed projectile that is designed to slice up tires and remains embedded, so that it continues to inflict damage as it spins around. A tire-shredder does normal damage against all kinds of targets. However, if it strikes a tire, in addition to normal damage, every round thereafter the tire automatically suffers the same damage again. The tire-shredder will continue doing damage this way until either the tire is destroyed or the target vehicle comes to a stop. A tire-shredder can be removed as a full-round action, but the vehicle in question must not be in motion. Triple Crossbow These large weapons, a favorite of raiders, resemble oversized crossbows, and are typically mounted on ring mounts. A triple crossbow fires three bolts at once in a rough “line”; though damage is not increased, a triple crossbow is almost guaranteed to hit i ts target with at least one bolt. The firer of a triple crossbow is not subject to the normal penalties for firing from a moving vehicle. Vehicle Crossbow The so-called “vehicle crossbow” is far heavier than the typical manportable weapon, and launches a large ballista javelin when f ired. Though designed to do damage to a vehicle’s frame, the vehicle crossbow is even more devastating against a t arget vehicle’s crew. For further possible vehicle modifications, see High-Tech pp. 228-229, or the 3rd book GURPS Autoduel.
61
TABLE 2: VEHICLE-MOUNTED WEAPONS (All require the Gunner skill) Ammo
TL
Weapon
Damage
Type
Acc
Range
Weight
RoF
Shots
ST
Bulk
Rcl
Cost
Flail
5
Flail-Hurler
2d
cr
2
30/70
125/5
1
1 (4)
18M
-7
2
375 bc
Debris
5
Grapeshot Cannon
3d-1
pi
2
30/70
125/3.8
1
1 (30)
18M
-7
5
375 bc
Harpoon
3
Harpoon Crossbow
5dx2
imp
3
30/120
75/40
1
1 (20)
26M
-8
5
350 bc
Bolt
5
Tire Shredder
1d+2
imp
2
40/90
75/0.1
1
1 (4)
26M
-8
2
350 bc
Bolt
3
Triple Crossbow
2d+2
imp
4
40/90
75/0.1
1
1 (15)
26M
-8
2
350 bc
Javelin
5
Vehicle Crossbow
5d+1 imp
imp
3
30/120
90/20
1
1 (20)
25M
-8
5
250 bc
SAMPLE VEHICLES
Battle Fortress
To show how these rules can be put to use in a GURPS: Fallout campaign, a few sample vehicles are presented below.
Though legendary, the “battle f ortress” is actually quite rare, being far too heavy, slow, and expensive to be of practical use. Still, some merchants employ battle fortresses in their convoys, especially when the cargo (or passengers) is of vital importance. A battle fortress is usually positioned at the center of the convoy, and serves as a strong point in whose shadow the other merchant vehicles cluster for protection.
Raider Cycle Typical raider motorcycles are well-oiled machines that are individually personalized and decorated by the raider that rides them into battle. Like pirates of old most raiders prefer lightweight, maneuverable, and fast vehicles, since this allows them to make the most of hit-and-run tactics and to avoid being tracked and chased down.
Base Vehicle: Truck Cab Modifications: Armored, Armor Spikes, Handholds/Footholds, Mounted
Weapon (M2HB), Mounted Weapon (M2HB), Ram Plate.
Base Vehicle: Crotch Rocket Modifications: Light Frame.
Convoy Scout Car Whether they rely on lumbering cargo trucks or mule trains, many merchant clans invest in convoy scout cars, souped-up buggies that they use to scout ahead of the main caravan, especially off-road. Convoy scout cars are usually lightweight tracked vehicles that can drive over sand and loose gravel where no trails exist, and can find trouble - and get out of it in no time at all. Not intended for combat, such scout cars are easy prey if immobilized. Base Vehicle: Dune Buggy Modifications: Light Frame, Treads.
Brotherhood of Steel Hummer The workhorse of the BoS, the hummer is used as a scout vehicle, armored personnel carrier, prime mover, and even as a mobile fire platform that gives needed support - thanks to its minigun armament - to BoS paladins marching into battle. Base Vehicle: HMMWV. Modifications: Armored, Mounted Weapon (Rockwell Minigun CZ4000).
Water Merchant “Q-Ship” Ever the cunning merchants, the Water Merchants of the Hub first revived the concept of the “Q-ship”, in this case to defend their merchant convoys. A Q-ship resembles a normal cargo truck on the outside, but is in reality heavily-armed, its weapons and additional crew concealed within the vehicle until raiders get close. When the convoy comes under attack, the Q-ship reveals its weapons and catches the attackers by surprise with a complement of heavy armaments. Base Vehicle: 2 ½ Ton Truck. Modifications: Mounted Weapon (M-60), Mounted Weapon (M-60),
Mounted Weapon (Tire-Shredder), Mounted Weapon (Triple Crossbow). Water Merchant Blockade Runner The Water Merchants (and a few other communities who can afford them) use “blockade runners” to smash through sieges, raider blockades, and the front lines of enemy armies, to carry vital messages or supplies to a besieged defender or to escape with VIP personnel. A blockade runner is essentially a truck that has been stripped down for speed, but armed to allow it to fight its way through enemy lines before getting away. Base Vehicle: ½ Ton Truck. Modifications: Light Frame, Kicker, Mounted Weapon (Flamethrower),
Ram Plate.
62
Melee Weapons and Firearms Weapon malfunctions in the wastes: In the wastes, weapons are often old and have been exposed to dust and other severe conditions. These weapons
are more supposed to suffer a malfunction. So, Malf. value will usually be one or two points below the usual Malf. of the weapon. Thus Malf. will be usually 15 for TL 5 and 16 for TL6+. These weapons cost the listed price. Weapons with Malf. 14 at TL5 and 15 at TL 6+ will usually cost half the li sted price (well, if you find an honest merchant). However, new weapons (never used or just built) have the same Malf. than described in GURPS 4ed p279. They cost twice the price listed on the Fallout Weapons tables. Melee Weapons (Look at GURPS 4ed. pp. 271-274 and High Tech p. 100 for more info on other melee weapons.) Two-Handed Sword (DX-5; Broadsword-4) TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
7
Spring Sword
sw+2 cut thr+3 imp
1,2 2
0
150
5
10
2H, 1 turn to ready
8
Shishkebab
sw+1 cut
1
0
200
3
10
--
---
thr+2 imp
1
0
---
---
---
If any damage gets through the target's DR, add 2 points of burn damage. See the Incendiary modifier (p. B105).
Two-Handed Axe/Mace (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4) 8
Auto Axe
sw+3 cut (2)
1
0U
200 bc
20
14
2H, 1 turn to ready. Uses 1 small energy cell, which provides 25 hits.
7
Steel Mace
sw+3 cr
1,2
0U
150
5
12
2H, throwable, 1 turn to ready
8
Super Sledgehammer
sw+1d+2 cr
1,2
0U
5000
12
14
2H, 1 turn to ready
Short Sword (DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3) 7
Cattle Prod
1d-3 burn HT-3(0.5)aff
1
0
600
4
7
Uses 1 small energy cell, which provides 25 hits.
7
Super Cattle Prod
1d-2 burn HT-4 aff
1
0
1200
5
8
2H, Uses 1 small energy cell, which provides 25 hits.
8
Ripper
sw+4(2) cut
C,1
0
4350
5
10
Maximum damage is 4D+4(2). Uses 1 small energy cell, which provides 25 hits.
Knife (DX-4, Force Sword-3, M ain-Gauche-3, or Shortsword-3) 7
Survival Knife
sw-2 cut thr imp
C,1 C
-1
100
1.5
6
Boxing, Brawling, Karate, or DX 7
Spiked Knuckles
thr+3 cr
C,1
0
60
1.5
---
7
Punch Gun
4d (pi++)
C,1
0
120
3
7
Reloading takes 2 seconds, also inflicts normal punch damage in addition to the blast.
8
Power Fist
thr+2 cr
C
0
1800
1.25
8
Uses 1 small energy cell, which provides 25 hits
8
Mega Power Fist
thr+3 cr
C
0
2200
1.5
8
Uses 1 small energy cell, which provides 25 hits
3
Deathclaw Gauntlet
thr+2 cr (2)
C
0
150
10
12
Spring Sword: This sword is made out of a large truck leaf-spring, straightened with hammer and anvil, sharpened at the edges, sword is otherwise durable (and somewhat flexible) but does not hold its edge as well as a 'real' quality sword. For breaking purposes, treat as Fine weapon, but for damage, treat as only Good quality weapon.
The Axe inflicts large amounts of damage with its sharp rotating blades. It functions just like the Ripper, not like an actual axe. It can also be repaired using Rippers.
Tools: Hammer, anvil and sharpening wheel.
Steel Mace: Lethal melee weapon, this mace has been made out of a steel tube and choice bits of tool steel pieces for flanges. It is very durable and not too difficult to make with the right tools. Weapon is effectively of Very Fine quality.
Limited Production: 5 hours
Rolls to Build: Scrounging -2, Armoury/TL7(Hand Weapons) +0
Rolls to Build: Scrounging +2, Armoury/TL7(Hand Weapons) +4
Tools: Portable Armoury Toolkit
Shishkebab: The Shishkebab is a "flaming sword" that can be constructed from a motorcycle gas tank (which holds the fuel and is worn as a backpack), a motorcycle handbrake, a lawnmower blade and a pilot light.
Limited Production: 5 hours
Super-Sledgehammer: This ultra-tech melee weapon is manufactured by the Brotherhood of Steel. It uses a kinetic energy storage device to increase the impact of blows, and the all metal construction makes it an extremely durable weapon of effectively super-fine quality.
Rolls to Build: Scrounging +2, Armoury/TL7(Hand W eapons) Tools: Portable Armoury Toolkit. Limited Production: 5 hours
Auto Axe: The Auto Axe appears to be a modified industrial tool, strongly resembling a concrete saw or chainsaw. The original blade seems to have been removed and replaced with a blade of a different kind. This modification could have been (and most probably was) made for more heavy-duty cutting like the one seen in The Pitt trailer.
Super-Sledgehammer is powerful enough to cause some impact damage even if targets body armor stops the blow - In the case of a blow stopped by DR, divide super-sledges damage by target locations hit points and round up - The resulting number is hit points of 'impact' damage suffered by the target location (for the purposes of impact damage, head counts as having only half of the total hit points). Against non-rigid armors, supersledge also causes blunt-trauma damage in addition to the impact damage.
63
Cattle Prod: Since this weapon is designed to knock a cow unconscious, imagine what it can do to a human. The cattle prod looks a littl e like an overgrown tuning fork, except that an arc of electricity passes between the prongs on the end whenever the user presses the button. Super Cattle Prod: An upgraded cattle prod. Any biological critter hit with this tool has a 75% chance of being knocked unconscious. The Super Cattle Prod requires two hands to use.
For better performance against rigid armor, Punch Gun can fire slugs. It is advisable that Punch Gun be fired only by a person equipped with eye protection and complete suit of armor, to protect against any pellets ricocheting off the target. Ammo Type: 18.5x76mmR (12 gauge 3" magnum) Rolls to Build: Scrounging-2, Armoury/TL7(Firearms)+2 Tools: Portable Armoury Toolkit Design Blueprints: 11 hours
Ripper: Bastard offspring of a shortsword and an electric chainsaw, the Ripper cuts through meat and bone like a hot knife through butter. Powered by a single small enery cell, the weapon has an operating endurance of about 25 minutes before needing a recharge/replacement cell.
Limited Production: 4 hours
Power Fist: The "Big Frigger" Power Fist from BeatCo. Considered by many to be the ultimate weapon to use in unarmed combat. A Power Fist is a metal glove that f its over the hand and uses small motors to e nhance the power of a punch. It holds 25 charges, and uses small energy calls to recharge. The glove will “sense” when the user throws a punch and automatically adjusts for greater damage, using energy even if the p unch doesn’t connect.
The Chain consists of linked superalloy teeth, which are a lot tougher than steel and thus the chain does not break as easily as that of an ordinary chainsaw - the weapon is effectively of very fine quality. Survival Knife: A large knife with built-in survival accessories. Allows for survival rolls at no penalty and includes compass, small saw, fishing lines with hooks and a small whetstone on the scabbard for sharpening the knife. Fine quality combat blade is at +1 to damage.
Mega Power Fist: A more powerful version of the "Big Frigger." This one has upgraded power servos for increased strength. The Mega Power Fist holds 25 charges of small energy cells. Like the smaller version, it uses a charge every time a punch is thrown, even if it doesn’t connect.
Spiked Knuckles: This punch enhancing weapon takes the idea of brass knuckles one step further, with triangular spikes like three small knifeblade-tips sticking out the knuckles. Although the damage type is listed as crushing, wounds caused by this weapon are subject to the bleeding rules.
Deathclaw Gauntlet: As its name suggests, the Deathclaw Gauntlet is a craftable unarmed weapon that is made out of a Deathclaw's forearm, fist, and claws, a medical brace for extra structure, a l eather belt to render the hand rigid (and as a handle for the user's hand), and WonderGlue to hold it all together.
Rolls to Build: Scrounging+2, Armoury/TL7(Hand Weapons)+2 Tools: Portable Armoury Toolkit Limited Production: 3 hours
Rolls to Build: Scrounging+4, Armoury/TL3 (Hand Weapons)+2
Punch Gun: This dangerous home-made weapon straps a very small 12 gauge shotgun on top of the fist. Firing is accomplished by punching the target hard, the impact of t he blow triggers the weapon at contact range, sending a very closely packed mass of shotgun pellets into the struck target, with very messy results. Simple safety pin can be used to lock the hammer into place, preventing accidental firings.
Tools: Portable Armoury Toolkit Limited Production: 3 hours
Punch gun is a breech loader, and holds only one round at a t ime. While it would be theoretically possible to fire the gun at ranges further than point blank, it would be horribly inaccurate (Acc 0) and the shot would spread in a fairly wide cone, slowing down to harmless velocities after only dozen yards or so - while a slug would go a lot further, it would be even less accurate (Acc -2). Primitive Ranged Weapons (Look at GURPS 4ed. pp. 275-276 and High Tech p. 100 for more info on other primitive ranged weapons.) Sling (DX-6) TL
Weapons
Damage
Acc
Range
Weight
RoF
Shots
Cost
ST
Bulk
7
Super Slingshot
Thr cr
2
x10 / x15
1
1
1
20
7
-4
Super Slingshot: Y-shaped device which uses heavy rubber band to hurl small pellets or metal darts. Rolls to Build: Scrounging+6 and Armoury/TL7(Bowyer)+8 or IQ+3 Tools: Small knife Limited Production: 2 hours Option: Ergonomic pistol-grip doubles the cost and gives +2 to Acc.
64
Notes
Automatic Pistols (Look at GURPS 4ed. pp. 278 and High Tech pp. 94 and 101 for more info on other handguns.) Guns (Pistol) (DX-4, or most other Guns at -2) Ammo
TL
Weapon
Damage
Type
Acc
Range
Weight
RoF
Shots
ST
Bulk
Rcl
Cost
6 7 7 6
Colt 1911A1 Smith & Wesson M4506 Heckler & Koch USP Tactical Ruger P90
2d 2d 2d 2d
pi+ pi+ pi+ pi+
2 2 2 2
175/1700 175/1700 175/1700 175/1700
2/0.6 1.7/0.6 1.5/0.8 2/0.6
3 3 3 3
7+1 (3) 8+1 (3) 12+1 (3) 7+1 (3)
10 10 10 10
-2 -2 -2 -2
3 2 2 3
350 500 600 350
9 mm
8 7 6 7 6
Glock 17 Sig Sauer P220 Browning High Power Beretta M1951 / M 81 Walther PPK
2d+2 2d+2 2d+2 2d+2 2d+2
pi pi pi pi pi
2 2 2 2 1
150/1850 150/1850 150/1850 150/1850 150/1850
1.2/0.8 1.5/0.4 2/0.5 1.5/0.5 1/0.4
3 3 3 3 3
17+1 (3) 8+1 (3) 13+1 (3) 12+1 (3) 8+1 (3)
9 9 10 9 8
-2 -2 -2 -2 -1
2 2 2 2 2
700 300 400 350 600
.30
6
Mauser C96
2d
pi
2
120/1200
2.5/0.8
3
20+1 (3)
10
-3
2
1000
.40/10 mm
8 7 8
Glock 20 Colt 6520 Heckler & Koch P7M10
2d 2d 2d
pi+ pi+ pi+
2 2 2
150/1900 150/1900 150/1900
2/0.7 3/0.6 2.5/0.5
3 3 3
15+1 (3) 12+1(3) 10+1 (3)
11 11 11
-2 -3 -2
2 2 2
600 350 450
SS 190
8
FN Five-Seven
3d+1
pi -
2
150/1500
1.2/0.3
3
20 (3)
9
-1
2
1300
.357
7
IMI Desert Eagle
3d-1
pi
2
185/2000
3.5/0.6
3
9+1 (3)
10
-3
3
700
.44
8
IMI Desert Eagle
3d
pi+
2
200/2500
3.5/0.6
3
8+1 (3)
12
-3
3
1000
.50 AE
8 8 8
Automag V IMI Desert Eagle IMI Desert Eagle, 10" barrel
3d+1 3d+2 4d
pi+ pi+ pi+
2 2 3
180/1800 220/2400 220/2400
3/0.6 3.5/0.7 4.5/0.7
3 3 3
7+1 (3) 8+1 (3) 8+1 (3)
11 11 12
-3 -3 -4
4 4 4
1200 1500 1600
.223 & 5.56 mm
7 8
Pistolet .223 Bushmaster Carbon 15
4d+1 4d+1
pi pi
2 2
400/3000 400/3000
4/0.5 2.5/0.5
3 3
5+1 (3) 10+1 (3)
13 12
-4 -4
4 4
1800 2000
.50 BMG
8
Maadi-Griffin Pistol
8d-1
pi+
3
440/3000
15/0.3
1/4
1 (3i)
14
-6
3
2500
.45 ACP
Revolvers .22 LR
8
Taurus Model 941
1d+1
pi
2
75/900
1.5/0.25
3
8 (3i)
8
-2
2
250
7
Ruger Standard MK1
1d+1
pi
3
70/1400
2.5/0.25
3
9+1(3)
7
-2
2
300
.36
5
Confederate Navy
2d-1
pi
2
120/1100
2.5/0.24
3
6 (3i)
9
-2
2
1000
.45 LC
5
Colt Peacemaker
2d-1
pi+
2
100/1000
2.5/0.3
3
6 (3i)
9
-2
2
1000
.38
6 6 6
Colt Detective Special Smith & Wesson Chiefs Special Ruger GP 100
1d+2 2d-1 2d-1
pi pi pi
1 2 2
120/1500 120/1500 120/1500
1.5/0.2 1.5/0.2 2/0.2
3 3 3
6 (3i) 5 (3i) 6 (3i)
8 8 8
-1 -2 -2
3 3 3
250 400 400
.357
7 7 7
Colt Python / King Cobra MP412 REX Manhurin MR-73
3d-1 3d-1 3d-1
pi pi pi
2 2 2
185/2000 185/2000 185/2000
2.5/0.2 2/0.2 2/0.2
3 3 3
6 (3i) 6 (3i) 6 (3i)
10 10 10
-2 -2 -2
3 3 3
500 500 500
.44
7 7
Colt Anaconda Smith & Wesson Model 29
3d 3d
pi+ pi+
2 2
200/2000 200/2000
3/0.3 3/0.3
3 3
6 (3i) 6 (3i)
11 11
-3 -3
4 4
900 900
.454 Casull
8 8
Ruger Super Redhawk Freedom Arms Casull
3d+2 3d+2
pi+ pi+
2 2
200/2000 200/2000
3/0.4 3/0.4
3 3
6 (3i) 6(3i)
11 11
-3 -3
4 4
1200 1200
3/0.01
1
1 (20)
10
-3
2
200
Black Powder Pistols .51 Ball
4
Flintlock Pistol
2d-1
pi+
1
75/450
Handguns of the Future 2 mm GN
10
PPK12 Gauss Pistol
4d (5)
pi -
2
700/2900
3/0.4
4
20 (3)
11
-3
2
10,000
Needle
8
Needle Pistol
1d (0.2)
pi -
2
30/100
3.5/0.5
1
8+1 (3)
9
-3
2
1800
Notes on the Handgun Table Characters who wish to either construct (or modify) their own firearms will fi nd that the Rolls to Build, Design Blueprints, and Limited Production scores for handguns vary by TL (See Below): Rolls to Build: The skills Scrounging and Armoury (Firearms) are always required to build or modify a handgun. These skills start at a base bonus /
penalty of 0 at TL 7, with a -1 penalty per TL above 7 (to a -3 maximum penalty). Similarly, a +1 bonus is accrued for each TL of the firearm below 7, to a maximum of +3. Tools: A Basic Armoury Toolkit is always required when working on a firearm. Design Blueprints: Unless the character has somehow managed to acquire blueprints beforehand, it takes a base of 18 hours to design a TL7 firearm, with an additional 2 hours per TL over 7. Similarly, it takes 2 hours less per TL below 7. Limited Production: Once the parts have been either scrounged or machined and the pl ans drawn up, it takes a base of 5 hours to actually construct a single TL 7 pistol, with an additional hour tacked on per Tech Level over 7. There is no time bonus to construct firearms of lower TL.
65
Sniper Rifles (Look at GURPS 4ed. pp. 279 and High Tech p. 120 for more info on other rifles.) Guns (Rifle) (DX-4, or most other Guns at -2) Ammo
TL
Weapon
Damage
Type
Acc
Range
Weight
RoF
7 7 7 7
Dragunov SVD Walther WA2000 Steyr Scout HK PSG1
7d 7d 7d 7d
pi pi pi pi
6+3 5+3 5+3 6+3
1000/4500 1000/4500 1000/4500 1000/4500
8.5/0.9 14/0.5 6.5/0.9 14/1.7
3 3 3 3
.338 Magnum
8
AI Arctic Warfare AWM
9d+1
pi
6+3 1500/5500 17.5/0.8
1
4+3 (3)
9x39 mm subsonic
8
VSS Silenced Sniper
5d+1
pi
5+2
300/1000
6/1.8
8
.50 BMG
8 8
AI Arctic Warfare .50 Barrett M90
13d+1 13d+1
pi+ pi+
6+3 6+3
1800/7400 1800/7400
30/2 20/2
14.5 mm Russian
8
Mechen NTW 20
16d
pi +
6+3 2300/8000
15.2 mm Steyr
8
Steyr AMR
17d+2 (2)
pi
20 mm
8 8
Mechen NTW 20(20x85mm) RT-20 (20x110mm)
15d+2 18d+2
pi++ pi++
7.62 mm
Bulk
Rcl
Cost
-6 -5 -5 -6
3 3 3 3
2400 2200 2500 2500
11†B
-6
3
4500
20+1 (3)
9†
-5
2
3000
1 1
5+1 (3) 5+1 (3)
13†B 12†B
-7 -7
4 4
7000 7000
58/2
1
3 (3)
15†B
-8
5
12000
7+3 1500/6000
36/2
1
5+1 (3)
13†B
-7
5
25000
6+3 5+3
52/2 40/2
1 1
3 (3) 1 (3)
15†B 15†B
-8 -8
5 5
12000 16000
1500/4000 1800/5000
Shots
ST
10+1 (3) 10† 6+1 (3) 11†B 10+1 (3) 8† 20+1 (3) 11†B
Self-Loading Rifles .22 LR
6
Sport .22 Rifle
1d+1
pi
5
100/1200
5/0.2
3
8+1 (3)
7†
-4
2
300
.223/5.56 mm
6
.223 Hunting Rifle
5d
pi
5
500/3500
6/0.5
3
10+1 (3)
8†
-4
2
1000
.30-06/7.62 mm
6 6 6
FN49 M1 Garand M1903 Springfield
7d 7d 7d
pi pi pi
5 5 5
1000/4200 1000/4200 1000/4200
8.5/0.7 8.5/0.6 8/0.4
3 3 3
10+1 (3) 8+1 (3) 5+1 (3)
10† 10† 10†
-5 -5 -5
3 3 3
1300 1200 1100
Railroad Spike
5
Railway Rifle
3d
pi
3
200/2500
9/1.0
3
8+1 (3)
8†
-4
3
2 mm GN
10
M72 Gauss Rifle
6d+2 (5)
pi -
8.5/0.4
4
20 (3)
10†
-4
2
25,000
7+2 1200/4800
Assault Rifles 4.7 mm Caseless
7
H&K G11
5d
pi
4+2
400/3000
7/1
10
50 (3)
9†
-3
2(a)
2500
7 7 7 7 8 8 8
Steyr Aug FAMAS AK 101 / 102 / 104 / 105 M16A1 Colt M4A1 H&K XM8 Bushmaster M-17s
5d 4d+2 5d 5d 4d+2 4d+2 5d
pi pi pi pi pi pi pi
5+2 4 5 5 5 4+2 4
500/3500 400/3000 500/3500 500/3500 400/3000 400/3000 400/3000
7.5/1 7.5/1 6/1 6/1 5/1 4/1 7.5/1
11 17 10 12 15 12 15
30+1 (3) 30+1 (3) 30+1 (3) 30+1 (3) 30+1 (3) 30+1 (3) 30+1 (3)
9† 9† 9† 9† 9† 9† 9†
-4 -3 -4 -4 -3 -3 -3
2 2 2 2 2 2 2
2000 1500 1500 1500 1700 2000 1500
5.56 mm & 20mm HE
8
H&K XM-29 SABR
4d+2 7d ex [3d]
pi cr
4+2 4+2
400/3000 1000/1000
11/2.5
12 1
30+1 (3) 6 (3i)
10†
-5
2
4000
7.62 mm S (7.62x39 mm)
7 8
AK 47 AK 103
5d+1 5d+1
pi pi
5 5
1000/4200 1000/4200
8.5/2.5 6.5/2.5
10 10
30+1 (3) 30+1 (3)
10† 9†
-5 -5
3 3
1800 2000
7.62 NATO (7.62x51 mm)
6 7 7
M14 FN FAL IMI Galil
7d 7d 7d
pi pi pi
5 5 5
1000/4200 1000/4200 1000/4200
10/1.7 8.5/2.5 8/2.2
12 11 11
20+1 (3) 30+1 (3) 25+1 (3)
11† 10† 10†
-5 -5 -5
3 3 3
1800 1800 1800
9x39 mm
7
OC-14 "Groza"
5d+1
pi
4
300/1000
6/1.8
12
20+1 (3)
10†
-3
2
2500
5.56 mm
(a): Rcl 1 (recoilless) for 3 shots bursts.
For notes on RoF and ST, see GURPS 4ed p. 268 – 271.
Railway Rifle: The Railway Rifle is a custom-built weapon in Fallout 3, made from a crutch that comprises the stock and grip part of the gun, a Pressure Cooker that acts as a firing chamber, a Fission Battery that acts as the firing pin and a Steam Gauge Assembly that comprises the grip, ammo storage and barrel of the gun. Though it lacks the damage potential of most other rifles, it does devastating damage to exposed extremities, often crippling them with a single shot (in game terms, add 1 row to any critical hits made with this weapon to an opponent's arms, legs or head). Ammo Type: Railroad Spikes Rolls to Build: Scrounging-2, Armoury/TL5 (Firearms) Tools: Portable Armoury Toolkit Design Blueprints: 11 hours Limited Production: 4 hours
66
SMGs (Look at GURPS 4ed. pp. 278 and High Tech p. 124 for more info on other SMGs.) Guns (SMG) (DX-4, or most other Guns at -2) Ammo
TL
Weapon
Damage
Type
Acc
Range
Weight
RoF
Shots
ST
Bulk
Rcl
Cost
7 7 7 7 7 6
Calico M960 Scorpio VZ83 H&K MP5 Mini – Uzi Walther PML H&K MP38
3d-1 2d+2 3d-1 2d+2 3d-1 3d-1
pi pi pi pi pi pi
4 2 4 2 4 3
160/1900 140/1700 160/1900 140/1700 160/1900 160/1900
4.5/2.5 2.5/1 5.5/1.5 5/1.1 6/1.5 8/1.5
13 14 13 15 9 8!
50 20 30 25 32 32
10† 12 10† 12 10† 10†
-4 -2 -4 -3 -4 -4
2 3 2 3 3 2
1200 1200 1200 900 1200 700
SMG .45 ACP
6 6 7
Thomson "Tommy Gun" M3A1 "Grease Gun" Ingram M10
2d+1 2d+1 2d
pi+ pi+ pi+
3 3 2
190/1750 190/1750 160/1500
10/2.5 8/1.5 6/1.5
11 8! 18
50 30 30
11† 11† 13
-4 -4 -3
3 3 3
1500 1500 1300
SS190
8
FN P90
3d+2
pi -
3
200/1800
5/1.5
15
50
8†
-3
2
2200
SMG 9mm
Shotguns (Look at GURPS 4ed. pp. 279 and High Tech p. 104 for more info on other Shotguns.) Guns (Shotgun) (DX-4, or most other Guns at -2) Type
TL
Weapon
Damage
Type
Acc
Range
Weight
RoF
Shots
ST
Double Shotgun
6 6
Winchester Sawed-off Beretta 470 Silverhawk
1d+2 1d+1
pi pi -
2 3
25/50 50/125
5/0.3 6.5/0.3
2x9 2x9
2 2
13 10†
-4 -5
1 1
300 350
Pump Shotgun
7 8 7
Benelli Beretta 1201FP Police Mossberg 590
1d+1 1d+1 1d+1
pi pi pi -
3 3 3
50/125 50/125 50/125
7/0.8 5.7/0.8 6.5/1.2
2x9 2x9 2x9
6* 9* 6*
10† 10† 10†
-5 -5 -5
1 1 1
400 400 450
Semi-auto and Auto Shotguns
8 8 8 8 8
Saiga H&K CAWS USAS 12 Benelli M4 Jackhammer
1d+1 1d+1 1d+1 1d+1 1d+1
pi pi pi pi pi -
3 3 3 3 3
50/125 50/125 50/125 50/125 50/125
7/1.2 7.5/1.5 11/3 7.5/0.8 9/1.5
3x9 3x9 4x9 3x9 4x9
8+1 10+1 20 6* 10
10† 10† 11† 10† 10†
-5 -5 -5 -5 -5
1 1 1 1 1
1000 1200 2000 1500 1800
(*): Reduce shotgun capacity by 1 if using 12G Magnum ammo.
Bulk Rcl
Cost
For notes on RoF and ST, see GURPS 4ed p. 268 – 271.
Light Machine Gun (Look at GURPS 4ed. pp. 281 and High Tech p. 137 for more info on other Light Machine Guns.) Guns (LMG) (DX-4, or other Guns at -2) Ammo
TL
Weapon
Damage
Type
Acc
Range
Weight
RoF
Shots
ST
Bulk Rcl
Cost
4.7 mm Caseless
8
Vindicator Minigun
5d+1
pi
2
400/3000
30/15 (a) 100! 1000 (5) 14†M
-7
2
7000
5.56 mm
7 7 8
M249 Squad Auto Weapon SA80 Light Support Weapon Rockwell Minigun CZ4000
5d+1 5d+1 5d
pi pi pi
5 5+1 2
800/3500 800/3500 800/3500
15/7 12! 200 (5) 12†B 15/1 12! 30 (3) 11†B 30/25 (a) 100! 1000 (5) 15†M
-6 -5 -7
2 2 2
3500 3500 6000
7.62 mm
6 6 8
M60 FN MAG Gatling M134
7d 7d 7d
pi pi pi
5 5 2
1000/4200 1000/4200 1000/4200
20/6 9! 100 (5) 12†B 26/6 15! 100 (5) 13†B 38/50 (a) 100! 1000 (5) 16†M
-6 -6 -8
3 2 2
3000 3500 8000
.50 BMG
6
Browning M2
13d+1
pi+
6
1800/7400 76+40/32
8!
100 (5)
20†M
-8
2
10,000
5.5/0.5
1
1 (3)
11
-3
2
3000
Guns (Grenade Launcher) (DX-4, or other Guns at -4) 40 mm
7
M79 Grenade launcher
4d ex [2d]
cr
2
150/440
Guns (LAW) (DX-4, or other Gunner at -4) 72 mm
8
Rockwell L72 Rocket Launcher
6d×3 ex
cr
3+1
300/1000
15/3
1
1 (4)
10†
-6
1
2500
84 mm
8
M136 AT4 LAW
6d×6 (10) ex
cr
3+2
330/2300
15
1
1 (-)
10†
-5
1
3500
Mini-Nuke
9
Fat Man Tactical Nuclear Catapult
7dx40 ex
cr
0
90/450
15/5
1
1 (4)
11†
-7
3
4000
---
--
linked
5dx40 ex* rad sur
burn
---
---
---
---
---
---
---
---
---
Liquid Projector (Flamethrower) (DX-4, or other Liquid Projector at -4) Flamer Pack
6
Flambe 450 Flamethrower
3d
burn
-
50/50
70/20
jet
10
10†
-8
-
2000
172/62
1
1 (20)
20M†
-10
1
20,000
Artillery (Guided Missile) (IQ-5) 127mm
7
Hughes BGM-71D TOW 2
6dx12 (10) ex
cr
7
360/4165
(a): in order to fire, all miniguns require a Micro Fusion Cell in addition to standard ammunition. * Divided by distance from the blast center, rather than by 3 x distance.
67
Beam Pistols (Look at GURPS 4ed. pp. 280 and Ultra Tech pp. 113-124 for more info on other Beam Weapons.) Beam Weapons (Pistol) (DX-4, other Beam Weapons-4, or Guns (Pistol)-4) Ammo
TL
9 10 Small Energy 10 Cell 11 10 10
Weapon
Damage
Spasm Gun Wattz 1600 Laser Pistol Glock 86 Plasma Pistol Alien Blaster YK32 Pulse Pistol Mesmeron
Type
1d-3 HT-4(2) burn aff (b) 3d (2) burn 3d (5) burn 6d (3) burn 4d (10) burn (b) Special ---
Acc
Range
Weight RoF
Shots
ST
3 4 3 4 2 2
40/80 250/750 300/900 100/200 75/150 40/80
2.2/0.5 3/0.5 4/0.5 1.5/0.5 3/0.5 2/0.5
20 (3) 12 (3) 8 (3) 10 (3) 15 (3) 5 (3)
8 10 11 7 10 8
-2 -2 -3 -2 -3 -4
1 1 1 1 1 1
2200 1400 2800 15,000 12,500 500
20 (3) 20 (3) 10 (3) 10 (3) 15 (3)
9† 10† 10† 10† 10†
-5 -6 -6 -6 -5
1 1 1 1 1
3500 5000 7000 10,000 18,000
500 30
15†M 12†
-8 -8
1 -
7500 15,000
3 3 3 4 4 2
Bulk Rcl
Cost
Beam Weapons (Rifle) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4) 9 H&K 31415 Laser Carbine 10 Wattz 3120b Laser Rifle Micro Fusion 10 Winchester P94 Plasma Rifle Cell 10 Turbo Plasma Rifle 10 YK42b Pulse Rifle
5d (2) 6d (2) 6d (5) 8d (5) 8d (10)
burn burn burn burn burn (b)
6+1 700/2100 8+3 1100/3300 4 200/400 4 300/600 2 300/600
8/2.5 15/2.5 15/2.5 17/2.5 15/2.5
3 3 3 3 3
Beam Weapons (LMG) (DX-4, other Beam Weapons-4, or Guns (LMG)-4) Micro Fusion 10 Pack 10
Gatling Laser Plasmathrower
6d (2) 8d (5)
burn burn
2 -
700/2100 50/50
50/30 50/30
50! jet
(b): these damages have the surge damage modifier (Gurps 4ed. P105) Mesmeron: The Mesmetron is an experimental pre-war "non-lethal pacification" weapon that was being tested in the months immediately preceding the nuclear war. It operates by sending a signal pulse into a human target's brain that scrambles higher-level mental functions, leaving the target extremely susceptible to suggestion. Still in it s testing phase, the weapon was found to have the potential to trigger two undesirable sideeffects... 1) extremely increased aggression, or 2) "spontaneous cranial eruption". To determine which of the three effects befalls your unfortunate opponent, roll 2d:
(Roll 8-10) Frenzy: This second effect causes the victim to go into a state
of frenzy, attacking anyone nearby (as if under the effects of the Berserk disadvantage, except all beings within line of sight are treated as opponents). (Roll 11-12) "Explosive Cranial Deformation": This final effect of the
mesmetron may not be the most useful, but is definitely the most spectacular. If a victim is affected by the mesmetron in this way, they will become hostile (and either run, stand still, or attack) for just a moment before their head literally explodes (which means instant death. GMs may allow an HT check to avoid this effect).
(Roll 2-7) Mesmerize/Stun: This first effect stuns the victim f or 1d seconds,
during which time they are extremely susceptible to suggestion (the effects of which are exactly as explained under the Hypnotism skill, pg. B201). Armor Piercing Slug: 5d (2) pi+ damage, range (200/2000), RoF x×9 becomes RoF x. Ammo price ×2.
Ammunition Rifle Ammunition TL
Abbreviation
Name
6+
HP
Hollow Point
7+
AP
Armor Piercing
8+
APDS
Armor Piercing Discarding Sabot
Armor Piercing Discarding Sabot Slug: 6d+1 (2) pi+ damage, range (300/3000), RoF x×9 becomes RoF x. Ammo price ×5. Electromagnetic Pulse Slug: 5d (10) burn damage, range (200/2000), Surge RoF x×9 becomes RoF x . Ammo price ×10. Other Ammunition
Hollow Point: Improves damage type (i.e. pi becomes pi+) but ammo has Armor Divisor (0.5). Not designed for weapons already inflicting pi++ damage. Ammo price unchanged. Armor Piercing: Damage type degrades if caliber < 20mm, Armor divisor (2) (pi- damage type u nchanged). Ammo price ×2. Armor Piercing Discarding Sabot: Same as AP, but range +50% and +1 damage per die. Ammo price ×5. Shotgun Ammunition TL
Abbreviation
Name
7+
F
Flechette
7+
S
Slug
7+
APS
Armor Piercing Slug
8+
APDSS
Armor Piercing Discarding Sabot Slug
9+
EMPS
Electromagnetic Pulse Slug
TL
Abbreviation
Name
7+
HE
High Explosive
7+
HEAP
High Explosive Armor Piercing
7+
T
Tracer
High Explosive: Damage: dmg/2 cr, ex[dmg/4] (dmg is the basic weapon damage). For all guns. Ammo price ×3. High Explosive Armor Piercing: Same damage as HE, but adds armor divisor (10). For 20 mm, 40 mm and L72. Costs twice HE price. Tracer: Adds +1 to gun skill when firing at RoF 3+ with an automatic gun. For any kind of ammo. Price +10%
Flechette: Armor divisor (2), range (75/160). Ammo price x2. Slug: 5d pi++ damage, range (200/2000), RoF x×9 becomes RoF x. Ammo price unchanged.
68
Daylight Laser Sight (DL; late TL7): Adds +2 to hit when the dot can be seen. Works perfectly even in direct daylight.
Ammo Price and Weight Ammo
Qty
Weight
Price
Small Energy Cell
1
0.5
300
Micro Fusion Cell
1
2
800
Micro Fusion Pack
1
20
10,000
Flamer Pack
1
20
2,000
40 mm HE
2
1
500
HE Rocket
1
3
1500
EMP Rocket
1
4
4000
.22
20
0.15
15
.30
20
0.35
35
.357
20
0.7
70
.38 Sp
20
0.65
65
.44
20
1
100
.45
20
1
100
.45 LC
20
1
100
.454 Casull
20
1.1
120
.50 AE
20
1.1
120
9 mm
20
0.45
45
10 mm
20
0.45
45
2 mm GN
20
0.2
2000
4.7 mm
20
0.3
600
.223 / 5.56 mm
20
0.55
.308 / 7.62 mm
20
9×39 mm
Telescope Sight +1 (TS+1; TL7): Gives a +1 Acc bonus for aimed shots. Also improves Vision rolls by +1 when panning around the scenery, and by +2 when focused on a target. Telescope Sight +2 (TS+2; TL7): Gives a +2 Acc bonus for aimed shots. Also improves Vision rolls by +2 when panning around the scenery, and by +4 when focused on a target.
Telescope Sight +3 (TS+3; TL7): Gives a +3 Acc bonus for aimed shots. Also improves Vision rolls by +3 when panning around the scenery, and by +6 when focused on a target. Digital Gun Camera (CAM; TL7): When combined with a telescopic sight, allows the shooter to take pictures or short video films. the DeathCam setting takes a picture immediately after firing a shot. Grenades, Land Mines and Incendiaries After the nuclear war, the entire face of the wasteland is often littered with the remnants of the brutal conflict that ravaged the world. In addition to radiated hotspots and destroyed cities, old battlefields are often encountered where military hardware can be scavenged. Among those items prized by scavengers are military-grade explosives; this section details a broad selection of such items. Grenades Throwing (Grenades) (DX-3 or Dropping-4) and Land Mines Explosives (IQ-5 and others) TL
Weapon
Damage
Wt.
6
AN-M-8 HC Smoke Grenade
spec. (3 yd.)
1.5
2
15
1, 2
80
6
Molotov Cocktail
spec. (1 yd.)
1
Spec.
2
1, 7
1.1
110
6
Impact
10
1, 6
1
100
8d(10) cr ex [2d]
2.5
20
RPG-6 Anti-Tank Grenade
.338 LM
20
1.8
200
6
RPG-43 Anti-Tank Grenade
6d(10) cr ex
2.7
Impact
10
1, 6
SS 190
20
0.25
100
7
6d(10) burn
2
4
70
2, 4
.50 BMG
10
3.3
350
AN-M14 TH3 Thermite Grenade
14.5 mm
10
4.5
450
7
spec. (2 yd.)
1.5
2
25
2, 5
15.2 mm
10
3
3000
M25A2 Tear-Gas Grenade
20 mm
5
2.8
280
7
MA72 Blood Agent Grenade
spec. (2 yd.)
1
2
10
2, 4
12 Gauge
20
2.8
280
7
Concussion Grenade
5dx2 cr ex
1
4
40
2
7
M26A1 Frag Grenade 8d+2 cr ex [2d]
1
4
25
1
Usually Price=Weight(lbs)×100. Price listed is for black powder. White powder costs double.
7
M34 WP Grenade
2d cr ex [2d]
2
4
45
1, 3
7
M61 Frag Grenade
6dx2 cr ex [2d]
1
4
40
1
7
M67 Frag Grenade
6dx2 cr ex [3d]
1
4
40
1
8
Nuka Grenade
8dx2 cr ex [4d]
1
4
50
1
8
EMP Grenade
spec. (2 yd.)
2
4
40
1
10
Glitter Grenade
spec. (3 yd.)
1
2
20
1
10
Radiation Grenade
spec. (3 yd.)
2
4
1000
1
10
Plasma Grenade
6d(10) cr ex
2
4
500
1
8
Bottlecap Mine
4dx3 cr ex
3.5
0
100
8
7
M25 Anti-personnel Mine
2d cr ex
0.25
0
200
---
7
M16A1 Anti-personnel Mine
3dx2 [2] cr ex
8
0
500
---
7
M18A1 “Claymore” Mine
6dx3 cr ex
3.5
---
200
8
10
Plasma Mine
3d (10) cr ex
6
0
500
---
8
Pulse Mine
Spec. (2 yrd)
3
0
400
---
Firearm Accessories Item
Weight Cost (bc)
Low-light Laser Sight (LS; late TL7)
neg.
20
Tactical Light (FL; TL7)
0.2
20
Daylight Laser Sight (DL; late TL7)
0.1
650
Telescope Sight +1 (TS+1; TL7)
0.5
100
Telescope Sight +2 (TS+2; TL7)
1
250
Telescope Sight +3 (TS+3; TL7)
2
500
Digital Gun Camera (CAM; TL7)
1
500
Low-light Laser Sight (LS; late TL7): Adds +2 to hit in dim lighting, when the dot can be seen. In direct daylight, gives no bonuses. Tactical Light (FL; TL7): Small flashlight mounted under th e barrel. Adds +1 to hit at short distances of 25 yards or so in dim lighting conditions, when the lighted circle can be seen. Negates any d arkness penalties for firing the gun within the 25 yard range.
Fuse Cost Notes
69
Notes:
1.
Takes one Ready maneuver to draw the grenade and a second Ready maneuver to pull the pin. Detonates as indicated by the fuse, depending on grenade type.
2.
Fills a 3-yard radius with white smoke. The cloud lasts about 120 seconds under normal conditions.
3.
Anyone hit by a fragment will take an additional 1d of burning damage each second for 20 seconds, or until the fragment i s removed. See M-15WP (p. W98).
4.
5.
Concussion Grenade (TL7): This type of grenade appears to be a cardboard cylinder with a metal end; when detonated, it explodes in a deafening and concussive blast. This type of grenade deals nonlethal damage. If the nonlethal damage exceeds the t arget’s Fatigue rating, the target must make an HT check or be knocked unconscious. Fragmentation Grenades (M26A1, M61, M67; TL7): The fragmentation grenade (commonly known as a "frag") is an anti-personnel weapon that is designed to disperse shrapnel upon exploding. The body is made of hard plastic or steel. Flechettes, notched wire, ball bearings or the case itself provide the fragments. When the word "grenade" is used without specification, and context does not suggest otherwise, it is generally assumed to refer to a fragmentation grenade.
Effect is directional through the base of the grenade if set upright. Any other orientation gives 6d(5) burn damage; if thrown, determine orientation randomly. Used to destroy equipment and light fires. Fills a 3-yard radius with tear gas; see Tear Gas (p. B439). The cloud lasts about 80 seconds under normal conditions.
Nuka Grenade (TL8): A Nuka Grenade is a craftable grenade that does much more damage than a standard Frag Grenade. Required components include Nuka-Cola Quantum, a Tin Can, Turpentine, a nd Abraxo Cleaner.
6.
Equipped with a small parachute to insure the grenade lands correctly. -5 to Throwing skill roll to attack a non-horizontal target.
7.
See Molotov Cocktails and Oil Flasks (GURPS 4ED Characters, p. 411).
8.
wind (21+ mph) disperses it in 1 minute. Each round a target remains in the gas, he must make an HT check or suffer 2d damage.
Rolls to Build: Scrounging-2, Explosives/TL8 (Demolition) Tools: Portable Explosives Toolkit Design Blueprints: 11 hours Limited Production: 4 hours
Fires a multiple-projectile attack (p. B409) to the front: Dmg 2d(0.5) pi-, Range 55/270, RoF 1x700, Rcl 1.
M34 WP Grenade (TL7): This is a bursting type grenade, scattering white phosphorus particles over a 25 yard diameter area, causing 1d of burning damage each second for 20 seconds, or until the f ragment is removed.
AN-M8 HC Smoke Grenade (TL6): Smoke grenades are used to produce dense clouds of white smoke for signaling and screening, lasting 2 to 3 minutes. The smoke contains hydrochloric acid fumes that can irritate the eyes, throat and l ungs. For that reason, if used in a closed space, protective masks should be employed by friendly forces.
WP produces an instantaneous dense white smoke upon exposure to air, burning at 5000°F for 60 seconds. WP grenades were developed for screening purposes, but they were found to be effective anti-personnel weapons as well.
If damaged with exposure of the fill er material, spontaneous ignition can occur, particularly in the present of moisture and air. Molotov Cocktail (TL6): The Molotov cocktail, also known as the petrol bomb, gasoline bomb, or Molotov bomb, is a generic name used f or a variety of improvised incendiary weapons. Simple to make, they are frequently used by rioters. Anti-Tank Grenade (RPG-6, RPG-43; TL6): This type of grenade appears to be a heavy black metal canister with a dial or two on top, allowing it to be set for a certain designated time (up to 60 seconds after being armed). The grenade uses highly explosive to blast straight through armor plate. Because its explosive features a shaped charged designed to penetrate the armor of military vehicles, the anti-tank grenade ignores up t o 10 DR if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects wit hin the burst radius. AN-M14 TH3 Thermite Grenade (TL7): The AN-M14 TH3 incendiary hand grenade is used to destroy equipment. It can damage, immobilize, or destroy vehicles, weapons systems, shelters, or munitions. T he grenade may also be used to start fires in areas containing flammable materials. A single thermite grenade can burn a hole through half an inch of hardened steel (DR 100); it produces its own oxygen and will even burn under water. M25A2 Tear-Gas Grenade (TL7): Perhaps the most commonly used chemical grenade. This is a special-purpose bursting type of munition used for control of riots and f or training purposes. The grenades are filled with chloracetophenone, a type of tear gas that causes irritation and watering of the eyes, resulting in temporary, partial, or total blindness. The body of the grenade is spherical and is made of plastic. It contains about 3.5 ounces of a mixture of CS and weighs about 7.5 ounces. This grenade does not have a safety lever as ot her grenades do. To prevent the grenade from activating after the safety pin is removed, you must keep pressure on the top of the arming sleeve with the thumb of your throwing hand. MA72 Blood Agent Grenade (TL7): This type of grenade jellifies the lungs of those who breathe it (chemicals used include mustard gas and chlorine gas). On the round that it is thrown, a grenade of this type fills 2 yards around it with a cloud of gas. It disperses after 10 minutes, though a moderate wind (11+ mph) disperses the gas in 4 minutes and a strong
EMP Grenade (TL8): This type of grenade comes in a variety of forms, from hand-held grenades to grenade launcher shells, to rockets, missiles, and even artillery shells. The bomb, when it explodes, creates an incredible dampening field that confuses, jams, and creates a general “haywire” effect on electrical equipment in the area of effect. This temporarily shorts-out all forms of electronic equipment (including powered weapons and armor) within the burst radius for 1d+2 minutes. Glitter Grenade (TL10): This type of grenade utilizes a sheath of finite chromium crystals around a central detonator core of explosives. When detonated, the grenade explodes into a cloud of glittery reflective particles, which reflect and diffuse laser light shot at or through the cloud. The grenade is used as a deterrent/screen, preventing lasers from being fired in its area of effect. On the round that it is thrown, a grenade of this type fills the three yards around it with a cloud of glitter. It disperses after 10 minutes, though a moderate wind (11+ mph) disperses the glitter in 4 minutes and a strong wind (21+ mph) disperses it in 1 minute. Lasers will not affect targets in or f ire through the glitter cloud. Targets within the cloud have an effective 1⁄4 cover. Radiation Grenade (TL10): This type of insidious grenade, when detonated, emits a cloud of quickly expanding uranium hexaflouride creating a radioactive cloud of acid gas in t he area of effect. On t he round that it is thrown, a grenade of this type fills the three yards around it with a cloud of radioactive acid gas. It disperses after 10 minutes, though a moderate wind (11+ mph) disperses the gas in 4 minutes and a strong wind (21+ mph) disperses it in 1 minute. Each round a target remains in the gas cloud, it suffers 1d damage as well as exposure to high or severe radiation (see GURPS 4ed, pg. 4 35-436). Plasma Grenade(TL10): The super-advanced plasma grenade is the ultimate in anti-personnel grenades. The compact device contains an internal cylinder kept under constant magnetic pressure, inside of which is sustained a super-heated gas (i.e. “plasma”). When detonated, the plasma grenade explodes with a flash of pure energy, tearing through flesh and metal plate with equal ease. These grenades are exceptionally powerful, but are hard to maintain; they must be kept in a powered crate when not in use to maintain the plasma field (otherwise, the grenades become unstable and detonate after 1-4 days once their power holding is gone).
70
Anti-Personnel Mine (M25, M16A1; TL7): Anti-personnel mines are a form of mines designed for use against humans as opposed to anti-tank mines, which are designed for use against vehicles.
Wasteland Armors Armor Generalities:
M18A1 Claymore (TL7): This directional, above-ground weapon consists of a convex block of C4 explosive with 700 st eel pellets embedded in the front, enclosed in a plastic case about t he size of a pocket book.
•
Weight (Wgt.): The first number corresponds to the body armor
weight the second one to t he leggings or pants weight and the third one to the arms armor weight.
It comes in a 5-lb. bandoleer with blasting cap, 33-yard wire, and 0.75-lb. military blasting machine. With its folding legs deployed, t he mine is pointed toward the desired area of effect and can be detonated remotely or by tripwire.
If there is a single weight, armor is always a full suit with an helmet. Body Armor
Bottlecap Mine (TL8): This is essentially a home-made Claymore mine. “Ingredients” include a Lunchbox, a Cherry Bomb, a Sensor Module and 10 bc. Plasma Mine (TL10): This mine, similar to frag mines (only more powerful), erupts into a fiery cloud of green plasma when it explodes. Pulse Mine (TL8): The Pulse Mine consists of a proximity fuse and miniaturized EMP device enclosed in a gray metal casing screwed to the base. Armed status is indicated by four red diodes situated on top of the cover. Explosives (IQ-5 and others)
TL
Armor
DR
Cost
Weight
Notes
1
Leather Jacket
1
250
5/3/-
*
2
Combat Leather Jacket
2
1,000
7/4/-
*
8
Environmental Armor
2
600
20
1, *
9
Environmental Armor, Mk II
3
900
25
1, *
1
Leather Armor
2
700
8/4/2
---
2
Leather Armor, Mk II
3
1,000
10/5/3
---
3
Metal Armor
5
1,100
35/20/15
---
4
Metal Armor, Mk II
6
1,900
35/20/15
---
9
Tesla Armor
30
4,500
35
2
8
Combat Armor
12/5
6,500
9/5/3
3, *
9
Combat Armor, Mk II
20/10
8,000
10/6/3
3,4,5, *
TL
Weapon
Damage
Wt. Fuse Cost Notes
6
Dynamite (per stick)
10d cr ex
0.5
var.
150
---
7
Composition C4 (block)
7d×2 cr ex
1.2 5
var.
200
---
8
Satchel Charge A
3d cr ex
2
---
500
---
3
Super Mutant Armor, Mk I
5
250
50/30/15
---
8
Satchel Charge B
6d cr ex
4
---
1000
---
4
Super Mutant Armor, Mk II
6
320
60/35/20
---
8
Satchel Charge C
10d cr ex
8
---
1500
---
2
Ghoul Armor
2
40
10/4/2
*
9
Mini Nuke
7dx40 ex
5
---
2500
---
3
Superior Ghoul Armor
3
100
12/5/3
---
--
linked
5dx40 ex rad sur
--
---
---
---
2
Raider Armor
2
700
8/4/2
*
3
Vandal Armor
3
1,000
10/5/3
---
7
Reaver Banding
8/4
2000
20
1,3,6
7
Greater Banding
12/6
3500
30
1,3,6
Dynamite (TL6): Dynamite was invented in 1867 to circumvent the problems of nitroglycerin. It consists of nitroglycerin soaked into a stabilizing material, such as kieselguhr (diatomaceous earth) or sawdust, to make it more difficult to detonate. It’s so safe that it won’t explode if set on fi re. (It burns beautifully, too.) Dynamite must be detonated by the shock of an explosion – typically by a blasting cap that is itself set off electrically or by a burning fuse. Composition C4 (TL7): Plastic explosives – also called “plastique” – consist of high explosives mixed with binding agents (“plasticized”) to make them pliable. Their texture is similar to plastic putty, allowing them to be cut and formed to shape. They’re also extremely stable, only exploding if set off by a detonator or another explosion. These factors make plastic explosives easy to work with and highly effective – they account for the majority of special-ops demolition jobs and well-planned terrorist bombings.
1.
Sealed. Provides Filter Lungs, Protected Smell. Requires NBC Suit skill.
2.
DR applies only to electrical damage. DR 6 against other damage types.
3.
Split DR #: The first number is for piercing and cutting damage, the second for other damage types.
4.
Provides the Sealed advantage when used with an appropriate helmet. Requires NBC Suit skill.
5.
Biomedical sensors for remote monitoring: +1 to Diagnosis skill when examining the wearer. Armor Suit is also climate controlled.
6.
Provides the Protected Vision advantage.
Satchel Charge A (TL8): The smallest type of “damage pack”, this weapon is roughly the size of a remote control. They were used primarily for covert detonation, but are still highly useful.
* Flexible Armor
Satchel Charge B (TL8): The standard demolition charge, still easily transportable by the foot soldier, the B charge is roughly the size of a small portable radio.
Leather Jacket: A heavy black leather biker jacket of pre-war manufacture. There are a lot of these f loating around the wasteland, and make for relatively cheap protection.
Satchel Charge C (TL8): This type of detonation device is the largest of the satchel charges, being roughly the size of an attaché case.
Combat Leather Jacket: An improvement over the basic Leather Jacket, the Combat model is mounted with studs, bits of metal, etc. in all the vital places.
Mini Nuke (TL9): The Mini Nuke is a tactical nuclear warhead designed for use in a shoulder-launched missile weapon. It is used as ammunition for the Fat Man and its unique variants. Mini-Nukes rank among most expensive piece of ammunition, ranging from 2500 to 4000 caps (due to rarity as well as power – there where only 7 available to scrounge in the entire Capital Wasteland).
Environmental Armor: Environmental Armor was developed for use in heavily contaminated environments, and is prized in the wasteland for its ability to protect against biological threats. Environmental Armor is basically an armored Environment Suit (see HT74). Eastern Brotherhood of Steel Knights sometimes wear these suits as protection them against radiation, chemical and biowarfare agents.
71
Environmental Armor, Mk II: An improved version of Environmental Armor, featuring light-weight composite armor plates (which allows for an increase in their thickness, and therefore protection value).
Helmets TL
Armor
Location
DR
Wt.
1
Leather Helm
skull, face
2
0.5
60
---
3
Greathelm
skull, face, neck
6
10
150
5
6
Steel Pot
skull
4
3
250
---
6
Gas Mask
eyes, face
2
4
500
2,5
7
Frag Helmet
skull
5
3
300
---
7
+ Visor
eyes, face
1
+ 1.5
+70
1
8
Combat Helmet
skull
12
3
700
---
8
+ Visor
eyes, face
10
+3
+250
1
9
Combat Helmet Mk II
skull
18
3
1500
---
9
+ Visor
eyes, face
15
+3
+500
1
9
BOS Hardsuit Helmet
head
18/12
5
5000
2,3,6
7
Reaver Helmet
head
4
6
1000
2
7
Reaver Helmet Mk II
head
6
7
1200
2
3
Super Mutant Helmet skull, face, neck
7
15
300
2
Leather Armor: A lightweight armor made from padding covered with tanned brahmin hide. Originally designed for Motorcycle Football and other dangerous contact sports, leather armor is a popular choice among the scum of the wasteland. Mark II leather armor is simply an improved version with extra layers of protection. Metal Armor: Metal armor consists of polished metal plates (old street signs and such), crudely forming a suit of armor. Mark II metal armor is simply a more finely crafted version of the same armor (think plate mail). Tesla Armor: Tesla Armor was constructed from plans left by Nikola Tesla decades before the war started. Though his plans looked completely insane, they worked like a charm. The result was a metal shining armor providing superior protection against energy attacks thanks to the three Tesla Attraction Coil Rods which disperse a large percentage of directed energy attacks. Against conventional weaponry it acts as regular metal armor. Combat Armor: Combat Armor is a high-tech armor made from advanced defensive polymers, intended as an advanced personal armor for the 22nd century police officer or military trooper. It is highly effective against most types of damage, and is relatively lightweight. Combat Armor Mark II (or Brotherhood armor) is a superior version of Combat Armor produced by the Brotherhood of Steel, who have made many improvements over the standard version. The armor is issued to all Initiates of the Brotherhood of Steel.
Price Notes
7
Hockey Mask
Face
3
1
100
---
7
Motorcycle Helmet
Head
4
1
250
---
7
Welder's Mask
Face
4
3
200
---
1.
Provides the Protected Vision advantage.
2.
Provides Filter Lungs, Protected Smell.
Super Mutant Armor: A crude armor that uses straps of leather and metal bands to form a sparse but effective covering. It is designed to only fit a super mutant.
3.
Provides Protected Hearing, Radio, Protected Vision, Infravision, Night Vision 9 and Telescopic Vision 1.
4.
Gives Hyperspectral Vision.
Super Mutant Armor Mk II is a somewhat heavier armor using lightweight plastic straps and metal encased in leather panels. It can only be worn by super mutants.
5.
Gives the No Peripheral Vision disadvantage.
6.
Split DR #: The first number is for piercing and cutting damage, the second for other damage types.
Ghoul Armor: Ghoul Armor is a light leather armor designed by and for a ghoul's slender frame. Superior Ghoul armor is a mixture of leather and metal patches, all held together by rubber straps. Enhanced Ghoul Armor may only be worn by ghouls (or abnormally slender humans). Raider Armor: Raider Armor is worn by various raider gangs. I t consists of rough leather panels held together with wire and string.
Power Armor TL
Armor
DR
Cost
Wgt
Notes
9
Hei Gui Armor
20/10
14,500
20
1,2,4,5,6,*
8
T-45d Power Armor
70/50
70,400
800
1,2,3,4,5
9
T-51b Power Armor
105/75
90,000
180
1,2,3,4,5
10
Advanced Power Armor
150/100
150,000
165
1,2,3,4,5
Enhanced Raider armor (also called “Vandal armor”) is a superior version of the basic Raider Armor, incorporating metal plating under the leather panels.
10
ATHENA Power Armor
200/150
300,000
480
1,2,3,4,5
10
HERMES Power Armor
70/50
17,000
25
1,2,4,5,6
Reaver Banding: Reaver Banding is an armor worn by members of the Reaver cult. An effective armor made from woven cloth interspersed with steel cables.
10
Prototype Medic Power Armor
105/75
90,000
180
1,2,3,4,5
Greater Banding is a bulky but effective armor that combines woven steel cables with plates and interlocking steel mesh, encased in cloth panels.
1.
Split DR # first for a torso, skull or underfoot hit, second for other locations.
2.
Biomedical sensors for remote monitoring: +1 to Diagnosis skill when examining the wearer. Armor Suit is also climate controlled.
3.
Gives Lifting & Striking ST 7 (10 fo r the Advanced and ATHENA Power Armor). Provides Doesn't Breathe (for 12 hours), Vacuum Support, Sealed and Protected Smell. Requires Battlesuit skill. Powered by a small micro-fusion reactor (TL 10 for the reactor), the suit will work for over 100 years. Armor provides PF 10 against radiation (and as it is sealed, it totally protects from fallout). Don't count armor weight toward encumbrance.
4.
Provides Filter Lungs, Protected Smell.
5.
Provides Protected Hearing, Radio, Protected Vision, Infravision, Night Vision 9 and Telescopic Vision 1.
6.
Provides the Sealed advantage. Requires NBC Suit skill.
* Flexible Armor
72
Hei Gui Armor: The Chinese solution to invasion by U.S. f orces in power armor was its Hei Gui stealth armor, worn by elite Chinese "Black Ghost" counterinsurgency/terror units. The suit has active camouflage systems (+5 bonus to Stealth skill, And removes the penalty for hiding without a natural hiding place) as well as technology that enhances reflexes (provides the Combat Reflexes advantage). Standard on-board systems include GPS, hearing protection, and biomedical sensors. Its helmet electronics include a hyperspectral visor, a medium radio, and a small laser comm.
Chapter 13: A Wasteland Bestiary
This section contains mutant animals/creatures common to the postnuclear world of Fallout. For more mundane animals like dogs or cats, see GURPS Basic Set 4ed pgs. 455-461. Statistics of the creatures are in GURPS terms, except the 'Other Attributes' bit, which includes special features not otherwise obvious f rom the statistics, explanations of these terms follow:
Hei Gui armor will run for a week on a small energy cell, a month on a micro fusion cell, and a year on a micro fusion pack. Hei Gui armor requires the NBC Suit (not the Battlesuit) skill.
•
Hei Gui technology was also the basis for the unstable "Stealth Boy" wrist units developed in the U.S.
•
T-45d Power Armor: The T-45d Power Armor model was the first version of Power Armor to be successfully deployed in battle. These suits were lacking the mobility of later versions (such as the T-51b Power Armor), limiting the wearer's agility (-1 DX for maneuverability-based tasks). The first version to hit the front lines ran on Small Energy Cells, burning through them at an alarming rate. In response, later versions were manufactured with built-in Micro Fusion Packs. T-45d armor will run for a week on a small energy cell, a month on a micro fusion cell, and a year on a micro fusion pack. T51b Power Armor: T-51b Powered Infantry Armor or Power Armor was the peak of armored infantry technology before the Great War, developed in the West Tek Research Facility laboratories. Now, only the most technologically advanced factions with ties to pre-War military or government, such as the Brotherhood of Steel or the Enclave, have access to this type of armor. The armor is fitted with a back-mounted TX-28 MicroFusion Pack which generates 60,000 Watts during its lifetime, to power the HiFlo hydraulic systems built into the frame of the suit. Made of the poly-laminate composite, the outer shell of the T-51b is lightweight and capable of absorbing over 2500 Joules of kinetic impact. The 10 micron silver ablative coating can reflect laser and radiation emissions without damage to the composite subsurface. It usually has enough fuel to last a hundred years. The Brotherhood of Steel does not possess the technology required to manufacture new Power Armor and relies only on pre-war suits. Power Armor is worn only by Brotherhood paladins. In the Enclave, this armor is seen as obsolete, as it was replaced by Advanced Power Armor and Advanced Power Armor Mk II, though it should be noted that it is still used by soldiers who have not been issued the newer armor most likely due t o slow production rates. Advanced Power Armor: Advanced Power Armor is an advanced armor invented and used by the Enclave. A few captured models are also used by the Eastern Brotherhood.
•
•
•
Aggressive: Critter attacks anything not of the same or related species at sight, sometimes even if the opponent is much bigger. Hive: The species forms a hive-like community, much like a nts or bees. With the cooperative efforts, a hive can accomplish much more than any single critter could, and can coordinate their efforts much better than an ordinary pack could. Hive creatures always build some kind of a hive, which they d efend fiercely against any intruders. Pack: Critter is from a species which prefers to move around in small groups. Territorial: Creature occupies an area of it's choice, and is v ery keen on keeping it for i tself, attacking any trespassers with the intent to either kill or to chase them away. It does not much care about what goes on outside of it's turf. Solitary: the Critter usually hunts alone.
RATS Mutant Rat Description: Larger and meaner mutated version of a common rat.
ST: 6 DX: 12 IQ: 3 HT: 10 Dodge: 9
HP: 6 Will: 10 Per: 11 FP: 10 Parry: N/A
Speed: 5.50 Move: 6 SM: -3 (2' long); 10-20 lbs. DR: 0
Bite (12): 1d-4 cut. Claw (12): 1d-3 crush. Traits: Blunt Claws; Combat Reflexes; Discriminatory Smell, Flexibility, Night Vision 5, Quadruped, Resistant to Disease (HT+8), Sharp Teeth, Disease Carrier, Wild Animal. Skills: Climbing-14, Stealth-13, Survival -13. Class: Wild Animal.
This powered armor is composed of lightweight metal alloys, reinforced with ceramic castings at key points. The motion-assist servo-motors appear to be high quality models as well. This power armor model was constructed by the Enclave after the Great War, as opposed to the preWar T-51b.
Notes: Aggressive; Pack.
ATHENA Power Armor: An incomplete power armor project pioneered by the Enclave in conjunction wit h Poseidon Energy. According to initial tests, it had defensive capabilities above and beyond any other infantry armor i n use before the apocalypse. This is essentially the Command Battlesuit from Ultra-Tech pg. 184.
ST: 8 DX: 12 IQ: 3 HT: 12 Dodge: 9
HERMES Power Armor: Developed by a division of Poseidon Energy working in conjunction with the Department of Defense, HERMES armor was intended to be the next g eneration of combat armor used by elite light combat troops. HERMES armor never moved out of the prototype phase because members of the U.S. shadow government, the Enclave, tried to keep its development secret. HERMES armor offers all of the protection of power armor without the cumbersome weight or strength enhancements.
Bite (14): 1d-4 cut. Claw (14): 1d-3 crush.
Tough Mutant Rat Description: Even tougher and bigger version of a mutant rat.
HERMES armor features the same basic electronics suite as the Hei Gui armor, and runs for a week on a small energy cell, a month on a micro fusion cell, and a year on a micro fusion pack.
HP: 8 Will: 10 Per: 11 FP: 12 Parry: N/A
Speed: 6 Move: 6 SM: -2 (3' long); 20-30 lbs. DR: 2
Traits: Blunt Claws; Combat Reflexes; Discriminatory Smell, DR 2, Flexibility, Night Vision 5, Quadruped, Resistant to Disease (HT+8), Sharp Teeth, Disease Carrier, Wild Animal. Skills: Brawling -14, Climbing-14, Stealth-13, Survival -13. Class: Wild Animal. Notes: Aggressive; Pack.
Prototype Medic Power Armor: Exactly the same in form and function as the T-51b armor, but includes a built-in Pocket Nurse (see pg. 50).
73
Pigrat
Greater Molerat
Description: Nasty small critter which looks like a mixture of pig and
Description: As the standard Molerat, only bigger.
hairless rat. ST: 11 DX: 12 IQ: 4 HT: 13 Dodge: 10
HP: 11 Will: 11 Per: 12 FP: 13 Parry: N/A
ST: 18 DX: 11 IQ: 5 HT: 13 Dodge: 9
Speed: 6.25 Move: 7 SM: -1 (4.5' long); 20-40 lbs. DR: 1
HP: 18 Will: 11 Per: 9 FP: 13 Parry: N/A
Speed: 6 Move: 6 SM: +1 (9' long); 500-800 lbs. DR: 2
Bite (14): 1d+2 cut. Claw (14): 1d+3 crush.
Bite (14): 1d-1 cut. Claw (14): 1d crush.
Traits: Blunt Claws; Combat Reflexes; Discriminatory Smell, Disease Carrier, DR 2, Flexibility, Night Vision 5, Quadruped, Resistant to Disease (HT+8), Sharp Teeth, Temperature Tolerance 2, Wild Animal.
Traits: Bad Temper (12); Blunt Claws; Combat Reflexes; Discriminatory Smell, DR 1, Night Vision 5, Quadruped, Resistant to Disease (HT+8), Sharp Teeth, Disease Carrier, Wild Animal.
Skills: Brawling -14, Survival -13.
Skills: Brawling -14, Climbing-14, Stealth-13, Survival -13.
Class: Wild Animal.
Class: Wild Animal.
Notes: Aggressive; Pack.
Notes: Aggressive; Pack. INSECTS & ARACHNIDS
Greater Pigrat
Mutant Praying Mantis
Description: A larger version of the common Pigrat.
ST: 15 DX: 12 IQ: 4 HT: 14 Dodge: 10
HP: 15 Will: 12 Per: 12 FP: 14 Parry: N/A
Description: A three foot long mutated praying mantis, these
Speed: 6.50 Move: 8
move around the wasteland in big swarms and try to eat up almost anything plant or meat-based, including people. Large enough swarm can make short work of a small farming community.
SM: 0 (4' long); 30-50 lbs. DR: 2
Bite (14): 1d+1 cut. Claw (14): 1d+2 crush. Traits: Bad Temper (12); Blunt Claws; Combat Reflexes; Discriminatory Smell, DR 2, Night Vision 5, Quadruped, Resistant to Disease (HT+8), Sharp Teeth, Disease Carrier, Wild Animal.
ST: 9 DX: 12 IQ: 2 HT: 12 Dodge: 10
Skills: Brawling -14, Climbing-14, Stealth-13, Survival -13. Class: Wild Animal.
HP: 18 Will: 12 Per: 10 FP: 13 Parry: N/A
Speed: 6 Move: 8 SM: -2 (3' long); 100-350 lbs. DR: 1
Claw (14): 1d cut.
Notes: Aggressive; Pack.
Traits: Wild Animal; DR 1; Combat Reflexes; Sharp Claws; 360° Vision. Molerat
Skills: Brawling -14.
Description: It looks a bit like a mixture of a mole and a rat, except that it is
almost the size of a small bear. ST: 13 DX: 11 IQ: 4 HT: 12 Dodge: 8
HP: 13 Will: 10 Per: 9 FP: 12 Parry: N/A
Class: Wild Animal. Notes: Aggressive; Pack.
Speed: 5.75 Move: 5
Small Cockroach
SM: 0 (6' long); 100-350 lbs. DR: 2
Description: These cockroaches would not be so small by
pre-war standards - They are about one foot in size, and eat anything they can chew through, including careless people. Not too dangerous singly, but often move around in small swarms.
Bite (14): 1d cut. Claw (14): 1d-3 crush. Traits: Blunt Claws; Combat Reflexes; Discriminatory Smell, Disease Carrier, DR 2, Flexibility, Night Vision 5, Quadruped, Resistant to Disease (HT+8), Sharp Teeth, Temperature Tolerance 2, Wild Animal. Skills: Brawling -14, Survival -13. Class: Wild Animal. Notes: Aggressive; Pack.
ST: 3 DX: 11 IQ: 2 HT: 11 Dodge: 8
HP: 6 Will: 10 Per: 10 FP: 11 Parry: N/A
Speed: 5.50 Move: 5 SM: -4 (1.5' long); 10-15 lbs. DR: 1
Bite (12): 1d-6 crush. Acid (12): 1d-3 corrosive Traits: Wild Animal; DR 1; Toxic Attack (½D 15, Max 15, Acc 3, RoF 1, Rcl 1); Weak Bite; 360° Vision. Skills: Brawling -12; Innate Attack -12. Class: Wild Animal. Notes: Territorial; Pack.
74
Big Cockroach
Ant, Giant Queen
Description: Larger more heavily mutated version of a cockroach, this
ST: 14 DX: 9 IQ: 2 HT: 12 Dodge: 8
critter can grow bigger than a man. It spits poisonous slime at range, and tries to gnaw apart anything which gets to melee distances. ST: 9 DX: 11 IQ: 2 HT: 11 Dodge: 8
HP: 9 Will: 10 Per: 10 FP: 11 Parry: N/A
Speed: 5.50 Move: 5
HP: 17 Will: 10 Per: 11 FP: 12 Parry: N/A
Speed: 5.25 Move: 8 SM: +2 (10' Long) DR: 3
Bite (12): 1d+1 pi+ SM: -2 (3' long); 100-300 lbs. DR: 2
Bite (12): 1d-3 crush.
Traits: 360° Vision; Discriminatory Smell; Enhanced Move ½; Extra Legs (Six Legs); Horizontal; Infravision; Lifting ST 5; No F ine Manipulators; Wild Animal.
Acid (12): 1d-2 corrosive
Skills: Brawling-12; Tracking -14.
Traits: Wild Animal; DR 2; Toxic Attack (½D 15, Max 15, Acc 3, RoF 1, Rcl 1); Weak Bite; 360° Vision.
Class: Wild Animal. Notes: Territorial; Hive.
Skills: Brawling -12; Acid Throwing -12. Class: Wild Animal.
Giant Ant, Fire
Notes: Territorial; Pack.
The Fire Ants are a variation of Giant Ants that is even more mutated than the "regular" giant bugs. Their name comes from their ability to literally breathe fire, similarly to the Fire Geckos from the Core Region.
Giant Ant
The fire ants were created by Doctor Lesko, a Capital Wasteland scientist, and can only be found in that area. He was attempting to return giant ants to their normal size through genetic manipulation and accidentally created the fire ants.
Description: It's an ant, except that it is the size of a not-so small dog.
Usually build their hives in underground tunnel networks, often using existing caves/mines and expanding on them. Ant, Giant Worker ST: 10 DX: 10 IQ: 2 HT: 10 Dodge: 8
HP: 10 Will: 10 Per: 11 FP: 10 Parry: N/A
Dr. Lesko's Ambition was to make the ants exponentially smaller through generations, ie. the offspring is born smaller than parent. But as he reasons, one small tweak of an error has left the ants with a completely different mutation.
Speed: 5.00 Move: 8 SM: -3 (2' Long) DR: 3
Giant Fire Ants conform to standard Giant Ants (above), except that Giant Soldiers replace their Sting attack with Breath Fire (Jet attack, 2d burn damage, Range 10m, Rof 1/5), and add t he skill Innate Attack -12.
Bite (10): 1d-1 pi Traits: 360° Vision; Discriminatory Smell; Enhanced Move ½; Extra Legs (Six Legs); Horizontal; Infravision; Lifting ST 5; No Fine Manipulators; Wild Animal. Skills: Brawling-10; Climbing-14; Tracking -14. Class: Wild Animal. Notes: Territorial; Hive. Ant, Giant Soldier ST: 13 DX: 10 IQ: 2 HT: 12 Dodge: 8
HP: 15 Will: 10 Per: 11 FP: 12 Parry: N/A
Speed: 5.50 Move: 8 SM: -3 (2' Long) DR: 3
Bite (12): 1d+1 pi Sting (12): 1d toxic Traits: 360° Vision; Discriminatory Smell; Enhanced Move ½; Extra Legs (Six Legs); Horizontal; Infravision; In nate Toxic Attack (1d; Follow-Up; Resistible: HT); Lifting ST 5; No Fine Manipulators; Wild Animal. Skills: Brawling-12; Climbing-14; Tracking -14.
Radscorpion Description: Looks like an emperor scorpion, except that it is a lot bigger
and sometimes hunts in packs. Can grow to a l ength of several yards. Often uses a nasty tactic of digging itself under soil, lying in ambush untill the prey comes close enough.. Radscorpion Antidote can be made from radscorpion tails, which are worth 12 bottlecaps and weigh about 10-20 lbs, usually giving enough materials for 1-2 doses of antidote per tail. ST: 7 DX: 12 IQ: 2 HT: 12 Dodge: 10
HP: 7 Will: 10 Per: 12 FP: 12 Parry: N/A
Speed: 6 Move: 7 SM: -4 (1.5' long); 20-30 lbs. DR: 2
Claw (14): 1d-3 cut/imp. Sting (14): 1d-1 imp + Poison. Traits: Wild Animal; Combat Reflexes; DR 2; Long Impaling Striker (Tail, Toxic Attack); Claws (Talons); 360° Vision. Skills: Brawling -14. Class: Wild Animal. Notes: None.
Class: Wild Animal. Notes: Territorial; Hive.
75
Insect Section Notes:
Greater Radscorpion Description: Like a standard Radscorpion, only bigger.
ST: 15 DX: 12 IQ: 2 HT: 12 Dodge: 10
HP: 15 Will: 11 Per: 12 FP: 12 Parry: N/A
•
SM: -2 (3' long); 100-300 lbs. DR: 3
•
Cockroach Acid: see GURPS p428 if acid splashes on the face.
•
Giant Wasp Venom: Follow-up poison, 30 sec delay, HT-3 to
resist. 1d damage, repeating every 30 min, for 8 cycles. People allergic to wasp-stings go into anfylactic shock, and die automatically without immediate medical treatment - Anfylactic shock occurs on a natural 18 HT roll to resist the poison.
Claw (14): 1d+2 cut/imp. Sting (14): 1d+3 imp + Poison. Traits: Wild Animal; Combat Reflexes; DR 3; Long Impaling Striker (Tail, Toxic Attack); Claws (Talons); 360° Vision.
MAMMALS
Skills: Brawling -14.
Brahmin Description: Two-headed cow. This mutant strain h as effectively replaced
Class: Wild Animal.
the pre-war species of cows in the post-nuclear world. Easily domesticated. Monetary value of a domesticated and trained brahmin in good shape is about 1000 bottlecaps. Often used as a draft animal to pull caravan trailers, either singly or in pairs.
Notes: None. Giant Wasp
Speed: 6.50 Move: 6 (12 Flight)
ST: 22 DX: 8 IQ: 4 HT: 14 Dodge: 8
SM: -4 (1.5' long); 5-10 lbs. DR: 2
Horn Gore (8): 2d+2 impaling. Bite (8): 2d-3 crush.
Description: About one foot long wasp. Usually not a ggressive, unless
their hive is threatened. ST: 6 DX: 14 IQ: 3 HT: 12 Dodge: 9
Radscorpion Venom: Follow-up poison, 30 sec delay, HT-3 to
resist. 1d damage, repeating every 30 min, for 8 cycles.
Speed: 6 Move: 8
HP: 6 Will: 12 Per: 10 FP: 12 Parry: N/A
HP: 22 Will: 12 Per: 10 FP: 14 Parry: N/A
Speed: 5.60 Move: 4 SM: +2 (3 Hexes); 2,500 lbs. DR: 2 (Skulls only)
Traits: Bad Sight (Motion Sensitive); Domestic Animal; Enhanced Move 1 (ground); Hooves; Night Vision 4; Peripheral Vision; Parabolic Hearing 2; Quadruped; Striker (horns; impaling); Temperature Tolerance 1 (cold); Ultrahearing; Weak Bite.
Sting (12): 1d-2 imp + Poison. Traits: Wild Animal; DR 2; Impaling Striker (Sting); Flight; 360° Vision. Skills: Brawling -12.
Skills: None.
Class: Wild Animal.
Class: Domesticated Animal.
Notes: Territorial; Hive.
Notes: None.
Bloatfly Description: The Bloatfly is a common mutated Capital Wasteland pest
resembling an oversized blow-fly. ST: 6 DX: 12 IQ: 3 HT: 12 Dodge: 9
HP: 6 Will: 11 Per: 12 FP: 12 Parry: N/A
Speed: 6.00 Move: 6 (12 Flight) SM: -4 (1.5' long); 5-10 lbs. DR: 2
Bite (12): 1d-4 cut. Traits: Wild Animal; DR 2; Sharp Teeth; Flight; 360° Vision. Skills: None. Feral Dog
Class: Wild Animal.
Description: Man's best friend (before the war anyway), dogs now run in
Notes: Territorial, Hive.
feral packs, bringing down whatever game they can.
Boom Bug Description: A giant mutant strain of ladybug with unstable body chemistry.
Explodes when agitated, disturbed, angry or bored. ST: 6 DX: 12 IQ: 3 HT: 10 Dodge: 8
HP: 6 Will: 11 Per: 12 FP: 10 Parry: N/A
Speed: 5.50 Move: 5 (10 Flight) SM: -5 (10” long); 1-3 lbs. DR: 3
Bite (12): 1d-6 cut. Traits: Wild Animal; DR 3; Weak Bite; Flight; 360° Vision; 3d Crushing Attack (Affects a 15' radius area; this kills the bug).
ST: 9 DX: 11 IQ: 4 HT: 12 Dodge: 8
HP: 9 Will: 10 Per: 12 FP: 12 Parry: N/A
Speed: 5.75 Move: 10 SM: -2 (3' long); 50-75 lbs. DR: 0
Bite (13): 1d-2 cut. Claw (13): 1d-1 crush. Traits: Acute Smell 3; Bad Sight (Motion Sensitive); Discriminatory Smell; Domestic Animal; Enhanced Move 1 (land); Night Vision 4; Quadruped; Sharp Teeth; Temperature Tolerance 1 (cold); Ultrahearing; Vibration Sense (air; based on hearing).
Skills: None.
Skills: Brawling -13; Intimidation -10; Running -12; Stealth -12; Survival -12; Swimming -12; Wrestling –13.
Class: Wild Animal.
Class: Wild Animal.
Notes: Territorial; Solitary.
Notes: Territorial; Pack.
76
Wolf
•
Description: The wolf packs of post-apocalyptic America are in constant
competition for food with roaming packs of feral dogs. ST: 10 DX: 12 IQ: 4 HT: 12 Dodge: 9
HP: 10 Will: 11 Per: 14 FP: 12 Parry: N/A
•
Speed: 6 Move: 9
Mutant’s Toxic Attack: Inflicts 1 rad per point of damage, plus poison. Mutant’s Poison: Follow up poison, no delay, HT-4 to resist. Inflicts 2d toxic damage.
Very Nasty Floater
SM: -1 (4' long); 100-125 lbs. DR: 1
Description: As above, but bigger, tougher and much meaner.
Bite (14): 1d-2 cut. Claw (14): 1d-1 crush. Traits: Acute Smell 3; Bad Sight (Motion Sensitive); Combat Reflexes; Discriminatory Smell; Enhanced Move 1/2 (land); Night Vision 4; Parabolic Hearing 2; Quadruped; Reduced Consumption 2 (Cast Iron Stomach); Sharp Teeth; Temperature Tolerance 1 (cold); Ultrahearing; Vibration Sense (air; based on hearing); Wild Animal. Skills: Brawling -14; Intimidation -11; Running -12; Stealth -12; Survival -12; Swimming -12; Tracking -16; Wrestling -14.
ST: 16 DX: 12 IQ: 4 HT: 16 Dodge: 11
Skills: Brawling -14.
Notes: Territorial; Pack.
Notes: Aggressive. •
Yao Guai Description: The Yao Guai are a species of mutant bears. Although
generally found alone, Yao Guai -- when found in pairs -- seem to exhibit a gentle, familial bond toward one another, provided they do not f eel threatened by the observer's presence. Speed: 5.50 Move: 9 (13 Run)
•
Mutant’s Toxic Attack: Inflicts 1 rad per point of damage, plus poison. Mutant’s Poison: Follow up poison, no delay, HT-4 to resist. Inflicts 2d toxic damage.
Centaur/Chimera Description: A Centaur looks like a random hodgepodge of body parts from
many different animal species, has several legs and at least two if not three heads. Hit locations provide no damage multiplier to attacks, because the critter has several 'backup' vital organs.
SM: 1 (9+' Feet Tall) DR: 1
Bite (11):1d cut Claw (11): 2d cr Traits: Acute Smell 2; Bad Temper (12-); Blunt Claws; Discriminatory Smell; Enhanced Move ½ (land);Hard to Subdue 3; Night Vision 4; No Fine Manipulators; Parabolic Hearing 2; Semi-Upright; Sharp Teeth; Temperature Tolerance 1 (cold); Ultrahearing; Vibration Sense (air; based on hearing); Wild Animal. Skills: Brawling -11; Intimidation -11; Stealth -10; Survival -12; Swimming -12; Tracking -16; Wrestling -11.
ST: 14 DX: 12 IQ: 5 HT: 14 Dodge: 10
HP: 14 Will: 11 Per: 10 FP: 14 Parry: N/A
Speed: 6.5 Move: 5 SM: 0 (6' long); 100-300 lbs. DR: 2
Bite (12): 1d-1 cr + toxic attack. Traits: Wild Animal; Combat Reflexes; Night Vision 4; Toxic Attack (bite). Skills: Brawling -12. Class: Mutant.
Class: Wild Animal.
Notes: Aggressive.
Notes: Territorial. •
MUTANTS •
Floater Description: A weird mutant creature, consisting of a plate-like head and
strong stalk/leg which it uses for movement, giving an illusion of a floating head. Does not bear resemblance to any pre-war animal species. Attacks by lashing out with a sharp long t ongue. ST: 9 DX: 12 IQ: 4 HT: 14 Dodge: 11
SM: 0 (6' long); 150-300 lbs. DR: 4
Traits: Wild Animal; DR 10 (vs. non-energy damage); Combat Reflexes; Night Vision 4; Toxic Attack (bite); Sharp Teeth.
Class: Mutant.
HP: 15 Will: 10 Per: 12 FP: 12 Parry: N/A
Speed: 7 Move: 6
Bite (14): 1d+1 cut + toxic attack.
Class: Wild Animal.
ST: 15* DX: 10 IQ: 4 HT: 12 Dodge: 8
HP: 21 Will: 11 Per: 10 FP: 16 Parry: N/A
HP: 14 Will: 11 Per: 10 FP: 14 Parry: N/A
Speed: 7 Move: 6 SM: -2 (3' long); 50-150 lbs. DR: 3
Bite (14): 1d-2 cut + toxic attack. Traits: Wild Animal; DR 10 (vs. non-energy damage); Combat Reflexes; Night Vision 4; Toxic Attack (bite); Sharp Teeth. Skills: Brawling -14. Class: Mutant. Notes: Aggressive.
77
Mutant’s Toxic Attack: Inflicts 1 rad per point of damage, plus poison. Mutant’s Poison: Follow up poison, no delay, HT-4 to resist. Inflicts 2d toxic damage.
Wannamingos (Flayers)
Mutant Cannibal
Description: Strange 'xenomorph' organism with two legs, two tentacles,
Description: Mutant cannibals are one of the results of environmental
thick chitin armor plating and long smooth rounded head with no obvious sensory organs. Usually seen moving in groups with apparent sense of purpose, much like hive-minded insects. Though some believe Wannamingos to be extraterrestrials, they are actually the initial result of the same series of Enclave genetic experiments that resulted in the Deathclaw.
disaster in the Grand Canyon. Their mutation is characteristic for the place of its origin. Mutant cannibals are about 5 ft. tall. While their jaws remained normal-sized, the crania are visibly oversized. Moreover, their fingers are very long and their nails turned to claws. Dark skin and bulging eyes are also typical.
ST: 14 DX: 12 IQ: 4 HT: 14 Dodge: 11
HP: 19 Will: 11 Per: 11 FP: 14 Parry: N/A
ST: 11 DX: 10 IQ: 8 HT: 12 Dodge: 8
Speed: 7 Move: 8 SM: -1 (4.5' long); 100-200 lbs. DR: 3
HP: 11 Will: 8 Per: 10 FP: 12 Parry: 8
Speed: 5.50 Move: 5 SM: 0 DR: 0
Teeth (12): 1d-2 cut Claws (12): 1d+1 sw cut/1d-1 thr cut
Bite (15): 1d cut. Tentacle Flail (15): 1d+2 (2) pi
Traits: Compulsive Eating* (9-); Fearlessess +3; Night Vision +5; Sharp Claws; Sharp Teeth.
Traits: Wild Animal; DR 10 (vs. non-energy damage); Combat Reflexes, Long Piercing Striker; Night Vision 4; Sharp Teeth.
Skills: Brawling -12; Climbing -12; Shadowing -14; Stealth -14; Survival (Desert) -12.
Skills: Brawling -15. Class: Mutant.
*When the cannibal makes a kill, it must roll vs. Self-Control or stop fighting to feast on the corpse.
Notes: Territorial; Hive.
Class: Mutant. Wannamingo Queen
Notes: Territorial, Pack.
Description: Larger than other Wannamingos, the queen lays eggs from
which her brood are born. Usually stays in the hive and guards the eggs, but can be extremely dangerous to any trespassers who accidentally enter the egg chamber... ST: 30 DX: 12 IQ: 5 HT: 16 Dodge: 11
HP: 35 Will: 12 Per: 11 FP: 16 Parry: N/A
Gehenna Description: Gehennae are horrible monsters found only in Burham
Springs. They are slightly larger than humans and appear to be made of black tar and shiny oil. They are vaguely human-shaped, but their f eatures are hard to analyze through the flames that constantly sputter across their bodies. Their eyes are bulbous glowing orange spheres that seem stuck into their ovoid heads. The Gehennae are dangerous both for their fiery melee attacks and the toxic fumes they breathe onto enemies. When they die, they collapse into a disgusting pile of smoking black goo. Gehennae are fairly mindless monsters, usually attacking anyone they see who moves too quickly. They have very poor senses, and can sometimes overlook creatures that stand still. They are related to the even more dangerous molechs.
Speed: 7 Move: 8 SM: +1 (9' long); 300-600 lbs. DR: 5
Bite (15): 3d cut. Tentacle Flail (15): 3d+2 (2) pi Traits: Wild Animal; DR 10 (vs. non-energy damage); Combat Reflexes, Long Piercing Striker; Night Vision 4; Sharp Teeth. Skills: Brawling -15.
ST: 12 DX: 10 IQ: 3 HT: 12 Dodge: 8
Class: Mutant. Notes: Territorial; Hive; Egg-Layer.
HP: 12 Will: 12 Per: 10 FP: 12 Parry: 8
Speed: 5.50 Move: 5 SM: +1 (7.5 to 9' Tall) DR: 2
Super Mutant Behemoth
Unarmed (12): 1d+2 sw cr / 1d-1 thr cr + 1d burn
Description: Super Mutant Behemoths are giant Super Mutants living in
Traits: Bad Sight (Motion Sensitive); Hard of Hearing; Injury Tolerance (Homogeneous); Toxic Attack 2d (Cone, 1 yard; Limited Use, 3/day; Reduced Range, x1/10); Vibration Sense (air).
the ruins of Washington, DC. ST: 35 DX: 10 IQ: 8 HT: 13 Dodge: 8
HP: 40 Will: 10 Per: 10 FP: 15 Parry: 8
Speed: 5.75 Move: 10
Skills: Brawling -12; Stealth -13.
SM: +3 (20' tall); 1000-2400 lbs. DR: 3
Class: Mutant. Notes: Territorial, Pack.
Unarmed (15): 6d+1 sw cr / 4d-1 thr cr Fire Hydrant Mace (15): 6d+3 cr Shield Bash (12): 4d-1 cr Traits: Bad Grip 1; DR 3 (Tough Skin); Enhanced Move: Ground (x2); Ham-Fisted 1; High Pain Threshold; Overconfidence (-12); Rapid Healing; Resistance (Radiation; HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Very Fit. Skills: Brawling -15; Shield -12. Class: Mutant. Notes: Solitary.
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Molech Description: Molechs are huge, hulking, heavily irradiated Gehennas that
exist primarily in the toxic caves of Burham Springs. They are similar in appearance to the Gehennas, but less humanoid and more monstrous. They do not have identifiable eyes, but small glowing green spheres of various sizes poke out from the skin all over their bodies. Their long, serpentine necks have a head that is essentially a huge, fanged mouth. Molechs spray streams of toxic bile from their green spheres and bite with their disgusting mouths. Molechs are more likely to spot immobile creatures than their Gehenna cousins. ST: 14 DX: 11 IQ: 3 HT: 13 Dodge: 8
HP: 14 Will: 12 Per: 12 FP: 13 Parry: 8
Speed: 6.00 Move: 6
Mirelurk Hunter: A much larger, reddish-brown colored version of the Mirelurk. In additional to their two main arms, Hunters also have 2 pairs of small, vestigial crab limbs growing out of their chest. Mirelurk Hunters inhabit the Northern Wastes and several sewers and caves near the Metropolitan area of the Capital. Hunters are very violent and are more difficult to kill due t o their increased strength and health. ST: 22 DX: 10 IQ: 5 HT: 15 Dodge: 9
HP: 22 Speed: 6.25 Will: 12 Move: 4 (Water Move 4) Per: 11 FP: 15 SM: +2 Parry: 9 (Wrestling) DR: 4
Pincer (14): 2d+2 cut. Traits: Amphibious; Cutting Striker (Pincers); Doesn’t Breathe (Gills); DR 5 (Except o the face, which is DR 0); Extra Arms (2 arms; Short; No Physical Attack; Weak); Infravision.
SM: +2 (9' to 11' Tall) DR: 2
Bite (13): 1d-1 cut Traits: Bad Sight (Motion Sensitive); Hard of Hearing; Injury Tolerance (Homogeneous); Long Neck (Stretching 1; Accessbility: Neck Only; Always On); No Fine Manipulators; Sharp Teeth; Toxic Attack 3d (Cone, 1 yard; Reduced Range, x1/10); Vibration Sense (air).
Skills: Brawling-14; Camouflage-13 (14 in rocky areas); Jumping-13; Swimming-16; Wrestling-13. Class: Mutant. Notes: Territorial, Pack.
Skills: Brawling -13; Stealth -13. Mirelurk King: Mirelurk Kings are different than other Mirelurk variants, mainly because they do not resemble their crab-like cousins, but appear more like mermen. They are fully humanoid, and do not have a heavily armored carapace, making them easy to distinguish from standard Mirelurks. Mirelurk Kings lack the Mirelurks' armored shell, but to compensate they have extremely high health. Kings are found few and f ar between in the Capital Wasteland, outside, but more so i n caves and sewers.
Class: Mutant. Notes: Territorial, Pack. MIRELURK
Mirelurk: The Mirelurks are a species of bipedal, mutant crabs from the Capital Wasteland area. Most Mirelurks are surrounded by a carapace which is difficult to penetrate, even with powerful ballistic and laser weaponry. The face is more vulnerable, but is small and hard to hit, and when charging, Mirelurks lower their head, protecting this area.
ST: 19 DX: 10 IQ: 5 HT: 13 Dodge: 8
Mirelurk Meat Meat, especially of the Softshell variety, is highly nutritious and grants some of the highest HP replenishments of all the food in the game. Both still are slightly radioactive, but no more than typical food. ST: 19 DX: 10 IQ: 5 HT: 13 Dodge: 8
HP: 19 Speed: 5.75 Will: 12 Move: 5 (Water Move 5) Per: 11 FP: 13 SM: +1 Parry: 9 (Wrestling) DR: 0
Pincer (13): 2d+1 cut.
HP: 19 Speed: 5.75 Will: 12 Move: 5 (Water Move 5) Per: 11 FP: 13 SM: +1 Parry: 9 (Wrestling) DR: 4
Sonic Pulse (13): Can create a 6-yard-wide x 6-yard-long cone of sonic energy that deals 2d cr. Traits: Amphibious; Cutting Striker (Pincers); Doesn’t Breathe (Gill s); Infravision; No Fine Manipulators.
Pincer (13): 2d+1 cut.
Skills: Brawling-13; Camouflage-13 (14 in rocky areas); Innate Attack (Beam)-13; Jumping-13; Swimming-16; Wrestling-13.
Traits: Amphibious; Cutting Striker (Pincers); Doesn’t Breathe (Gills); DR 5 (Except o the face, which is DR 0); Infravision; No Fine Manipulators.
Class: Mutant.
Skills: Brawling-13; Camouflage-13 (14 in rocky areas); Jumping-13; Swimming-16; Wrestling-13.
Notes: Territorial, Pack.
Class: Mutant. Notes: Territorial, Pack.
79
DEATHCLAWS Baby Deathclaw Description: Looks like a semi-upright lizard, about the size of a large dog.
Traits: Bad Grip 3; Combat Reflexes; Claws (Long Talons); DR 4 (Tough Skin); Ham-Fisted 2; High Pain Threshold; Impaling Striker (Horns); Night Vision 4; Resistance (Radiation; HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Sharp Teeth; Temperature Tolerance 2.
Young offspring of a deathclaw, while not as dangerous as t he adult variety, can still pose a serious threat to lightly armored people in close combat due to the sharp claws and teeth.
Skills: Brawling -15.
ST: 10 DX: 11 IQ: 5 HT: 10 Dodge: 9
Speed: 5.75 Move: 7
Notes: Aggressive; Pack or Solitary.
SM: +1 (9' long); 300-600 lbs. DR: 3
Grey Tribe Deathclaw
HP: 15 Will: 11 Per: 12 FP: 10 Parry: N/A
Class: Deathclaw.
Description: Grey Tribe Deathclaws are the end result of Enclave genetic
experimentation to create the perfect shock troop. Though not as large as it's savage cousins, Grey Tribe Deathclaws are much more intelligent,and most are even capable of speech.
Claw (12): 1d+1 sw cut (imp)/ 1d-1 thr cut (imp). Bite (12): 1d-3 cut. Horns (12): 1d-1 imp. Traits: Bad Grip 3; Combat Reflexes; Claws (Long Talons); DR 3 (Tough Skin); Ham-Fisted 2; High Pain T hreshold; Impaling Striker (Horns); Night Vision 4; Resistance (Radiation; HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Sharp Teeth; Wild Animal. Skills: Brawling -12.
Notes: Aggressive; Pack or Solitary. Deathclaw Description: Looks like a huge semi-upright version of a mutated li zard. It's
large sharp claws and teeth can cut through steel pl ate and deathclaws have been known to charge right through crossfire to rip off limbs from fully armored warriors with a single slash. Extremely dangerous and fairly clever mutant animal which is thought to be at the top of post-nuclear food chain. HP: 25 Will: 12 Per: 13 FP: 10 Parry: N/A
Skills: Brawling -15. Class: Deathclaw. Notes: Aggressive; Pack or Solitary.
Speed: 7 Move: 9 SM: +1 (9' long); 200-600 lbs. DR: 4
Traits: Bad Grip 3; Combat Reflexes; Claws (Long Talons); DR 3 (Tough Skin); Ham-Fisted 2; High Pain T hreshold; Impaling Striker (Horns); Night Vision 4; Resistance (Radiation; HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Sharp Teeth; Wild Animal. Skills: Brawling -15. Class: Deathclaw. Notes: Aggressive; Pack or Solitary. Eastern Deathclaw Description: A deathclaw subspecies living in the area of the former states
of Illinois, Missouri and Kansas developed patches of fur to better cope with the colder climate. Furthermore, some of them were noted to be capable of speech as early as in 2197, which means that they either developed speech through spontaneous mutation, or were experimented on by someone other than the Enclave. It is also possible that they were a different species altogether, called "deathclaws" by the Brotherhood only because of their similarities to the f erocious reptiles from the West. They were also more matriarchal than their Western counterparts, with packs being led by Matriarchs. HP: 25 Will: 11 Per: 13 FP: 10 Parry: N/A
Speed: 6.25 Move: 7 SM: +1 (7.5' Long); 150-400 lbs. DR: 3
Traits: Bad Grip 3; Combat Reflexes; Claws (Long Talons); DR 3 (Tough Skin); Ham-Fisted 2; High Pain Threshold; Impaling Striker (Horns); Night Vision 4; Resistance (Radiation; HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Sharp Teeth.
Claw (15): 3d+5 (2) sw cut (imp)/ 2d+1 (2) thr cut (imp). Bite (15): 2d-2 cut. Horns (15): 2d+1 (2) imp.
ST: 20 DX: 13 IQ: 7 HT: 13 Dodge: 11
HP: 20 Will: 10 Per: 12 FP: 13 Parry: N/A
Claw (15): 2d+2 (2) sw cut (imp)/ 1d+1 (2) thr cut (imp). Bite (15): 1d-1 cut. Horns (15): 1d+1 (2) imp
Class: Deathclaw.
ST: 20 DX: 13 IQ: 6 HT: 13 Dodge: 11
ST: 14 DX: 12 IQ: 8 HT: 13 Dodge: 11
Speed: 7 Move: 9 SM: +1 (9' long); 200-600 lbs. DR: 4
Claw (15): 3d+5 (2) sw cut (imp)/ 2d+1 (2) thr cut (imp). Bite (15): 2d-2 cut. Horns (15): 2d+1 (2) imp.
80
GECKO
MISC. BADDIES
Gecko
Giant Leech
Description: Upright white-scaled bipedal lizard about the size of a large
Description: The Hoover Dam Scum Pits are occupied by giant leeches
dog. Gecko pelts are good raw materials for all sorts of leather goods, they are usually worth at least 5-10 bottlecaps apiece (weighing about 2-4 lbs per pelt). ST: 10 DX: 12 IQ: 2 HT: 11 Dodge: 8
HP: 10 Will: 10 Per: 10 FP: 11 Parry: N/A
Speed: 5.75 Move: 5
that swim in and out of the large holes in the ground where th e power generators used to be. These leeches are the size of a full frown potbellied pig and have been known to suck out enough blood to kill a super mutant. These critters are very slow and will attack on sight. They also attack the giant albino rats in the Scum Pits.
Claw (13): 1d-2 cr.
ST: 10 DX: 14 IQ: 2 HT: 14 Dodge: 8
Bite (13): 1d-3 cut.
Bite (13): 1d-3 cut.
Traits: Wild Animal; DR 1; Blunt Claws; Sharp Teeth.
Traits: Wild Animal; Sharp Teeth; Vampiric Bite (may spread disease as well).
SM: -1 (4.5' long); 40-80 lbs. DR: 1
Skills: Brawling -13.
HP: 10 Will: 12 Per: 10 FP: 14 Parry: N/A
Class: Misc.
Notes: Territorial; Pack.
Notes: Pack.
Golden Gecko
Spore Plant Description: Stronger, tougher version
of a gecko with golden scales. Mildly radioactive (pelts must be cleaned carefully to remove harmful radioactive contaminants). Golden gecko pelts are valuable merchandise, usually worth at least 100 bottlecaps each. HP: 13 Will: 12 Per: 11 FP: 12 Parry: N/A
Description: A spore plant is a mutated form of some venus-fly-trap-like
plant, it has basically two ways of attacking. One is a spore which it spits at its enemies. The other form is a bite with its thorned maw. ST: 12 DX: 9 IQ: 3 HT: 10 Dodge: 8
Speed: 6.25 Move: 6
HP: 12 Will: 12 Per: 10 FP: 10 Parry: N/A
SM: -1 (4.5' tall); 15-20 lbs. DR: 0
Poison Spit (12): 1d-2 corr. SM: -1 (4.8' long); 50-100 lbs. DR: 3
Traits: Body of Wood; Sharp Teeth; Toxic Attack (½D 15, Max 15, Acc 3, RoF 1, Rcl 1). Skills: Brawling -12.
Bite (15): 1d cut.
Class: Misc.
Traits: Wild Animal; Combat Reflexes; DR 3; Blunt Claws; Sharp Teeth.
Notes: Pack.
Skills: Brawling -15.
•
Venom: Follow-up poison, 30 sec delay, HT-3 to resist. 1d
damage, repeating every 30 min, for 8 cycles.
Class: Gecko Notes: Aggressive; Territorial; Pack.
ROBOTS
Fire Gecko Description: Subspecies of gecko lizards with dark violet scales and
heavily mutated digestive system, which allows these creatures to actually breathe fire. Unlike most beasts, fire geckos are not kept at bay by a campfire. HP: 11 Will: 12 Per: 12 FP: 12 Parry: N/A
Speed: 6.50 Move: 6 SM: -1 (4.6' long); 40-80 lbs. DR: 4
Claw (15): 1d cr. Bite (15): 1d-1 cut. Traits: Wild Animal; Combat Reflexes; DR 4; Blunt Claws; Sharp Teeth; Fire Attack. Skills: Brawling -15. Class: Gecko Notes: Aggressive; Territorial; Pack. •
Speed: 4.75 Move: - - -
Bite (12): 1d+2 cut + Poison.
Claw (15): 1d+1 cr.
ST: 11 DX: 13 IQ: 2 HT: 12 Dodge: 10
SM: -4 (1.5' long); 5-10 lbs. DR: 0
Skills: Brawling -13.
Class: Gecko
ST: 13 DX: 13 IQ: 3 HT: 12 Dodge: 10
Speed: 7 (3 on land) Move: 7 (3 on land)
Fire Gecko Fire Jet: Jet attack, 2d burn damage, Range 10m, Rof 1/5.
81
Agricola Robot
Behemoth
Description: Built for pre-war uranium mining waste disposal, the Agricola
Description: The Behemoth is the largest and most
robots can often be found in abandoned mines and nuclear waste facilities. They are extremely well armored and, more importantly, use vacuum tubes instead of integrated circuits. This makes them almost impervious to the electromagnetic pulse weapons that are so deadly to other robots. Agricola Robots are most often equipped with drills and lasers for cutting rock. Used against human beings, they are quite effective.
dangerous robot roaming the wastes. This six-legged walker is similar to the quadrupedal Pacification Robot, but larger and equipped with machine guns.
ST: 12 DX: 14 IQ: 5 HT: 10 Dodge: 9
HP: 20 Will: 10 Per: 10 FP: - - Parry: 10
Speed: 6 Move: 12 (Flight)
ST: 45 DX: 13 IQ: 12 HT: 10 Dodge: 8
SM: -1 (4.5' tall); 120 lbs. DR: 30
Minigun (16): 5d+1 pi. Trample (12): 5d (10) cr.
Rock Drill (14): 2d-1 imp. Laser (14): 3d (2) burn.
HP: 50 Will: 12 Per: 10 FP: - - Parry: N/A
Speed: 5.75 Move: 10 SM: +4 (30' tall); 80 tons. DR: 200/100
Traits: Drone; Machine; Absolute Direction; Burning Attack (½D 250, M ax 750, Acc 4, RoF 3, Rcl 1); DR 30; No Fine Manipulators; No Legs; Flight; Immune (EMP Attacks); Unfazeable.
Traits: Machine; Weak Dedicated AI; Absolute Direction; Combat Reflexes; Detect (Radio, Lasers, and Radar; Signal Detection); DR 200 (100 for legs); Extra Attack 1; Extra Legs (6 legs); Hyperspectral Vision; No Manipulators; Telescopic Vision 1; Vulnerability (EMP Attacks); Piercing Attack (½D 400, Max 3000, Acc 2, RoF 100!, Rcl 2); Reprogrammable; Sealed; Unfazeable.
Skills: Beam Weapons (Pistol) -14; Brawling -14.
Skills: Guns (Light Machine Gun) -16.
Class: Robot
Class: Robot
Notes: Solitary.
Notes: Solitary. Cyberdog
Auto-Cannon Description: The Auto-Cannon is an autonomous defense turret equipped
Description: Cyberdog is a generic term for any dog that has been
with twin minigun cannons and relatively heavily armored. They are usually part of an automated defense system.
modified robotically. For some dogs, such as Dr. Henry of NCR's Robodog, the modifications are basically physical modifications, such as robotic enhancements to limbs. Ot hers, such as Dr. Schreber of Navarro's K-9, are more extensively modified, with enhancements to the brain and vocal organs allowing intelligence and speech.
They can be found at such locations as Navarro, and can also be found in such pre-War locations as the Sierra Army Depot. ST: - - DX: 10 IQ: 5 HT: 10 Dodge: 8
HP: 20 Will: 10 Per: 10 FP: - - Parry: N/A
Speed: 5 Move: - - -
ST: 12 DX: 13 IQ: 4 HT: 14 Dodge: 8
SM: 0 (6' tall); 300 lbs. DR: 30
Minigun (16): 5d+1 pi.
Speed: 6.75 Move: 6 SM: -2 (3' long); 150-300 lbs. DR: 20
Bite (13): 1d-1 cut. Claw (13): 1d+2 crush.
Traits: Drone; Machine; DR 30; Combat Reflexes; Extra Attack 1; Hyperspectral Vision; No Legs; No Manipulators; Vulnerability (EMP Attacks); Piercing Attack (½D 400, Max 3000, Acc 2, RoF 100!, Rcl 2); Sealed; Unfazeable.
Traits: Cyborg Brain; Machine; Discriminatory Smell; DR 20; Sharp Teeth; Blunt Claws. Skills: Brawling -13; Tracking -13.
Skills: Guns (Light Machine Gun) -16.
Class: Robot
Class: Robot
Notes: Solitary. This is a generic example; individual cyberdogs vary wildly by the options that have been built into them.
Notes: Solitary. •
HP: 15 Will: 10 Per: 15 FP: 14 Parry: N/A
Gun Turret: Optionally, the twin miniguns may be replaced by
either dual plasma cannons, lasers (treat as rifles), grenade launchers or even rocket launchers. In such a case, the Piercing attack advantage should be changed to either Burning or Crushing (as appropriate), the Extra Attack 1 advantage may be removed altogether (in the name of play balance).
Floating Eye Description: The Floating Eye bot is a hovering security bot equipped with
a taser. Resembling an eyeball, it's upper portion houses the CPU, motivator and the sensors. The extending arm below is equipped with a low power energy prod. The robot is quick, but fragile and was mostly used as a sentry or for patrolling important areas in vital facilities, such as the Sierra Army Depot. ST: 8 DX: 16 IQ: 5 HT: 10 Dodge: 9
HP: 10 Will: 10 Per: 10 FP: - - Parry: 10
Speed: 6.5 Move: 12 (Flight) SM: -3 (2' tall); 100 lbs. DR: 20
Taser (16): 1d-3 pi- + HT-5 (0.5) aff. Traits: Drone; Machine; Absolute Direction; Combat Reflexes; DR 20; Flight; No Fine Manipulators; No Legs; Piercing Attack (½D 7, Max 7, Acc 0, RoF 1, Rcl 2; Follow-Up: HT-5 (0.5) aff); Vulnerability (EMP Attacks); Unfazeable. Skills: Guns (Pistol) -16. Class: Robot Notes: Solitary.
82
Hover Bot
Mr. Handy
Description: The Hover Robot is a guard or patrol robot of some kind, most
The Mr. Handy series of robots was first brought to market in 2037 as a general construction and maintenance unit by General Atomics International. Primarily used in the United States and Mexico (where it was the leader in sales after the Mexico City quake of 2042), the Mr. Handy was a reliable robot. An early bug that caused interference in the operation of the multiple arms was fixed with a hardware update in 2039, with no major problems since then. A key selling feature is the nuclear power unit (a model 238B, licensed from Calpower) and self-maintenance modes. Multiple Mr. Handys are capable of keeping themselves in working condition and are also fully programmed to perform nuclear fuel replacements. Secondary programming handles radiation cleansing after refueling.
likely designed before the Great War. It's are very similar to Floating Eye robot but far more heavily armed. It uses a very quiet propulsion system to stealthily approach its target. It's armed with few rockets and a deadly melee attack. ST: 12 DX: 16 IQ: 5 HT: 10 Dodge: 9
HP: 15 Will: 10 Per: 10 FP: - - Parry: 10
Speed: 6.5 Move: 12 (Flight) SM: -3 (2' tall); 100 lbs. DR: 30
Rocket Launcher (16): 6d6x3 ex cr. (4 rockets onboard) Claws (16): 1d-1 cut. Traits: Machine; Weak Dedicated AI; Absolute Direction; Claw (Talons); Combat Reflexes; Detect (Radio, Lasers, and Radar; Signal Detection); Discriminatory Hearing; DR 30; Flight; Hyperspectral Vision; No Fine Manipulators; No Legs; Crushing Attack (½D 300, Max 1000, Acc 3+1, RoF 1, Rcl 1); Telescopic Vision 1; Ultrahearing; Vulnerability (EMP Attacks); Reprogrammable; Sealed; Unfazeable.
ST: 12 DX: 14 IQ: 12 HT: 10 Dodge: 9
Skills: Brawling -16; Guns (LAW) -16; Stealth -15. Class: Robot
HP: 15 Will: 12 Per: 10 FP: - - Parry: 10
Speed: 6 Move: 12 (Flight) SM: 0 (6' tall); 300 lbs. DR: 20
Notes: Solitary.
Punch (12): 1d-1 cr.
Humanoid Robot
Traits: Machine; Weak Dedicated AI; DR 30; Extra Arms (6 Arms); No Legs; Flight; Vulnerability (EMP Attacks); Reprogrammable; Unfazeable. Skills: Electronics Repair (Robotics) -14; Housekeeping -16.
Description: As the name states, Humanoid
Robots are bi-pedal, two armed robots, about the size of a large man. With whatever arms can be found, they are attempting to exterminate all life.
Class: Robot Notes: Solitary.
The humanoid robot was not designed to infiltrate human society. It appears to be designed to adapt to human technology and weaponry. It can use most normal human equipment, with any sort of RS-231.5 interface required by most robotics.
ST: 20 DX: 13 IQ: 10 HT: 12 Dodge: 9
HP: 25 Will: 10 Per: 10 FP: - - Parry: 8
Mr. Gutsy
Speed: 6.25 Move: 6 SM: 0 (6.5' tall); 500 lbs. DR: 45
Punch (15): 2d-1 cr. Or By Weapon Type (15). Traits: Machine; Weak Dedicated AI; Absolute Direction; Combat Reflexes; Detect (Radio, Lasers, and Radar; Signal Detection); Discriminatory Hearing; DR 45; Hyperspectral Vision; Silence 1; Telescopic Vision 1; Ultrahearing; Vulnerability (EMP Attacks); Reprogrammable; Sealed; Unfazeable.
Skills: Brawling -15; Guns! -15.
A model of Mr. Gutsy is used by the Brotherhood Outcasts as well; this one has a red-and-black flecked paint job and a Brotherhood Outcast emblem in place of the usual US military iconography.
Class: Robot Notes: Squad. Loadlifter Robot Description: The Loadlifter Robot is a pre-War utility robot model. The
Loadlifter has very strong motivators and is exceedingly dangerous in close-combat.
ST: 30 DX: 8 IQ: 4 HT: 10 Dodge: 7
Mister Gutsy is a military robot model created by General Atomics International, and it is, functionally, a militarized version of the Type-II Mr. Handy, an earlier, civilian-model robot created by the same company for use in household duties. The Gutsy, unlike the Handy, is a dedicated combat robot, and is easily distinguished from the Handy by its army drab olive green paint job, WWII-era US Army roundel insignia, and replacement of its British butler voice unit with an American drill sergeant voice . It was commissioned by the U.S. Army just before the Great War in 2077. They have distinctive, "soldierly" personalities, with an advanced AI somewhat similar to that of the civilian-model Mr. Handy. More likely than not due to the conflict with China that caused the nuclear war in the game, Mr. Gutsies often scream anti-communist epithets, much l ike Liberty Prime.
HP: 35 Will: 10 Per: 10 FP: - - Parry: 6
Speed: 4.5 Move: 4 SM: +1 (9' tall); 700 lbs. DR: 20
ST: 12 DX: 14 IQ: 12 HT: 10 Dodge: 9
HP: 15 Will: 12 Per: 10 FP: - - Parry: 10
Speed: 6 Move: 12 (Flight) SM: 0 (6' tall); 300 lbs. DR: 45
Sawblade (16): 1d cut. Plasma Projector (16): 3d (5) burn. Flamer (16): 3d burn.
Punch (12): 3d cr.
Traits: Machine; Weak Dedicated AI; DR 30; Extra Arms (6 Arms); No Legs; Flight; Vulnerability (EMP Attacks); Reprogrammable; Unfazeable.
Traits: Drone; Machine; Absolute Direction; DR 20; Vulnerability (EMP Attacks); Unfazeable.
Skills: Beam Weapons -16; Brawling -16; Electronics Repair (Robotics) -14; Liquid Projector -16.
Skills: Brawling -12. Class: Robot Notes: Solitary.
Class: Robot Notes: Solitary.
83
Scurry Robot
Pacification Robot Description: The Pacification Robot is a
quadrupedal robot, built rather like a rhino or a bear on all fours, with f our stun cannons protruding out of the "head". It stands about 5 to 6 feet tall. Its purpose is crowd control and incapacitating tougher units to be dealt wit h by humanoid robots. ST: 25 DX: 13 IQ: 12 HT: 10 Dodge: 8
HP: 30 Will: 12 Per: 12 FP: - - Parry: N/A
Speed: 5.75 Move: 8
ST: 8 DX: 14 IQ: 4 HT: 10 Dodge: 7
SM: 0 (6' tall); 3 tons. DR: 45
Stun Cannon (16): HT-5 (10) aff. Trample (12): 2d+2 (10) cr.
HP: 10 Will: 10 Per: 10 FP: - - Parry: N/A
Speed: 6 Move: 8 SM: -5 (1' tall); 50 lbs. DR: 20
Impaling Limb (12): 1d-3 imp.
Traits: Machine; Weak Dedicated AI; Absolute Direction; Combat Reflexes; Detect (Radio, Lasers, and Radar; Signal Detection); DR 45; Extra Attack 1; Hyperspectral Vision; No Manipulators; Telescopic Vision 1; Vulnerability (EMP Attacks); Fatigue Attack (½D 400, Max 3000, Acc 2, RoF 1, Rcl 1); Reprogrammable; Sealed; Unfazeable.
Traits: Drone; Machine; Absolute Direction; DR 20; Claws (Talons, Impaling); Silence 1; Vulnerability (EMP Attacks); Unfazeable. Skills: Camouflage -8; Stealth -15. Class: Robot Notes: Pack.
Skills: Beam Weapons (Rifle) -16. Class: Robot
Protectron
Notes: Solitary.
Description: Protectron is a pre-war
Robobrain
Robobrains or brain bots are multi-purpose robots whose memory and programs are stored inside an organic or partially organic brain contained in its dome shell atop the machine. Robobrains were created before the Great War by General Atomics International for the U.S. military. They are considered superior to most robots, as their human brains allows it a wider range of responses and functions that other robots. Their hands are suited to use most tools and weapons usable by humans. Robobrains were going to be the next wave in warfare but their costs made it slow to implement. They use mostly human brains taken from "volunteers" pre-war. Most often these volunteers were criminally insane, so the robobrains aren’t the most stable group of 'bots ever assembled. Thanks to some pre-war technology, the brains are kept alive even 200 years after the Great War. ST: 10 DX: 12 IQ: 10 HT: 12 Dodge: 9
The Scurry Robot is a utility robot model that was most likely designed before the Great War. Like many of the other smaller robots, they could be seen in a variety of locations. They patrolled the pipes and sewers in robot controlled areas. It has ability to hide under the sands of desert and pop out just before unsuspecting victim. Usually appears in groups. It does not have any ranged attacks.
HP: 15 Will: 10 Per: 10 FP: - - Parry: 8
Many Protectrons in various areas have been programmed differently; the Protectrons within the Nuka-Cola Factory, for example, mention that they are operating under the authority of Nuka-Cola as they attack you, with the words "Nuka-Cola!" being dubbed in from an exterior source. Other Protectrons have even been supplied with sophisticated personalities, such as the one guarding The National Archives, but these are the exception rather than the rule.
Speed: 6 Move: 6
Many Protectron robots were commissioned by the U.S. Army before the Great War. They are painted a dark olive drab with the Army's white star on their chest. The Lone Wanderer will encounter these mechanized soldiers still wandering the wastes, attacking everything from Radroaches to Brotherhood Outcasts. Interestingly, you will also see the Brotherhood Outcasts using their own Protectrons, which have a Orange-and-Blackflecked paint job.
SM: 0 (6' tall); 300 lbs. DR: 45
Punch (12): 1d-2 cr. Traits: Cyborg (or human) Brain; Machine; Absolute Direction; Combat Reflexes; Detect (Radio, Lasers, and Radar; Signal Detection); Discriminatory Hearing; DR 45; Hyperspectral Vision; No Fine Manipulators; Telescopic Vision 1; Ultrahearing; Vulnerability (EMP Attacks); Sealed.
The Protectron is armed with a trio of laser weapons - one in each hand, and one mounted in its head as well. All three are roughly as powerful as a AEP7 Laser Pistol, and it can only use one of its lasers at a time, changing up only when the Protectron needs to shoot over or around obstacles.
Skills: Depends wholly on the “donor” brain used.
ST: 14 DX: 12 IQ: 10 HT: 12 Dodge: 9
Class: Robot Notes: Solitary. •
robot type, shaped per the classic Robbie the Robot model. Their primary function seems to be protection, their secondary programming is very modular and they can do many things from being greeters, to ticket-takers and bartenders, to even functioning as celebrity/historical figure impersonators. They were created by the RobCo corporation.
Mark II Robobrain: The Mark II, or “Humanoid”
Robobrain is essentially the same critter, but in a more humanoid configuration. Add Silence 1, Claws (Talons) and remove No Fine Manipulators.
HP: 20 Will: 10 Per: 12 FP: - - Parry: 8
Speed: 6 Move: 6 SM: 0 (6.5' tall); 500 lbs. DR: 20
Punch (12): 1d cr. Laser (14): 3d (2) burn. Traits: Machine; Weak Dedicated AI; Absolute Direction; Combat Reflexes; Discriminatory Hearing; DR 20; Hyperspectral Vision; Silence 1; Telescopic Vision 1; Ultrahearing; Vulnerability (EMP Attacks); Reprogrammable; Sealed; Unfazeable.
Skills: Beam Weapons -14; Brawling -12. Class: Robot Notes: Solitary.
84
Sentry Bot Description: Sentries are walking mechanical
monstrosities armed with miniguns and rockets. They are apparently between 8 and 10 feet tall and match the appearance of the Supermutants. They seem to be PreWar models, as they can be found in locations that had been isolated from the Wasteland. For example inside the bunker in the lower levels of the Toxic Caves in Fallout 2.
ST: 30 DX: 13 IQ: 10 HT: 12 Dodge: 9
HP: 35 Will: 10 Per: 10 FP: - - Parry: 8
Speed: 6.25 Move: 6 SM: +1 (8' to 10' tall); 1 ton. DR: 60
Minigun (15): 5d+1 pi. Rocket Launcher (15): 6d6x3 ex cr. (6 rockets onboard). Traits: Machine; Weak Dedicated AI; Absolute Direction; Combat Reflexes; Crushing Attack (½D 300, Max 1000, Acc 3+1, RoF 1, Rcl 1); Detect (Radio, Lasers, and Radar; Signal Detection); Discriminatory Hearing; DR 60; Hyperspectral Vision; Piercing Attack (½D 400, Max 3000, Acc 2, RoF 100!, Rcl 2); Telescopic Vision 1; Ul trahearing; Vulnerability (EMP Attacks); Reprogrammable; Sealed; Unfazeable.
Skills: Guns (Light Machine Gun) -15; Guns (LAW) -15. Class: Robot Notes: Solitary. Tank Track Robot Description: The Tank Track Robot was an utility
robot used in a griculture before the Great War. After the War, it was adapted for close range combat. It attacks with it's spinning flails doing great deal of damage. Though highly resistant it can be easily defeated because it can't fit trough most doorways and lacks ranged attack. ST: 30 DX: 8 IQ: 4 HT: 10 Dodge: 7
HP: 35 Will: 10 Per: 10 FP: - - Parry: 6
Speed: 4.5 Move: 4 SM: +1 (12' tall); 1000 lbs. DR: 20
Flails (12): 5d+5 cr. Trample (8): 3d (5) cr. Traits: Drone; Machine; Absolute Direction; Crushing Attack (½D 1, Max 1, Acc 0, RoF 1, Rcl 0); DR 20; Vulnerability (EMP Attacks); Unfazeable. Skills: Farming -15; Flail -12. Class: Robot Notes: Solitary.
85
Part 3: Appendices
86
Appendix 1: Random Encounters for GURPS Fallout
3D6
Remains
3
4D Corpses on battlefield (4D-4)
4
Corpse of SpecOps Soldier (2D-2)
5
Corpse of Soldier (D-1)
6
Corpse of Lone Wanderer (roll)
7
Bones of 2D6 animals
8
Bones of 2D6 humans (D3-1)
At first, roll 3D6 on the Main Table, to determine which subtable to use.
9
Bones of a human (D2-1)
In the subtables, when it specifies critters in the plural, roll 1D3 per p arty member, or 1D6 if t he critters are small. When it specifies critters in singular, assume 1 critter per party member.
10
Bones of an animal
11
Grave (D2-1)
12
Bones of 2D6 humans (D3-1)
13
Bones of 2D6 animals
14
Graveyard (D4-1)
15
Corpse of Lone Wanderer (roll)
These tables are intended merely as a source of inspiration f or the GM, they are not to be t aken as rules set in stone. While traveling, roll a random encounter once for every 20 miles, or once every 6 hours, whichever is more often. If rolling for a new location (like Ruins etc) while party is staying still, ignore the result and assume that nothing special happens. In case of an ' or' table entry, either choose the more appropriate result or roll dice to determine which alternative applies.
Dice roll or a number in parenthesis - like (2D-2) – indicates the number of loot items concealed in the location or remains. Successful scrounging rolls and some time are necessary for acquiring the items. 3D6
Main Table
3
Special Encounter
16
Impaled human corpse
4
Moving Vehicle or Ultra-tech Bunker
17
Corpse of Survivalist (2D-2)
5
Small Settlement
18
Hangar w. 4D remains (3D-3)
6
Lone Wanderer
7
Caravan or Wasteland Gang
3D6
Vehicle (Junk)
8
Ruins
3
Main Battle Tank (2D6-2)
9
Vehicle (junk)
4
APC (3D6-3)
10
Animals
5
Hummer (3D6-3)
11
Remains
6
Solar Car (D6-1)
12
Ruins
7
Highwayman (D3-1)
13
Trap or Ambush
8
Scout Car (D3-1)
14
Raiders or Slavers
9
Dune Buggy (D4-1)
15
Super Mutants or Cannibals
10
Caravan Trailer (D3-1)
16
Fortification
11
Motorcycle/Trike (D2-1)
17
Military Unit or Military Outpost
12
Dune Buggy (D4-1)
13
Semi-Truck (2D4-2)
14
Truck (2D6-2)
18
Special Encounter
3D6
Animals
15
Hang-glider (D2-1)
3
Tiger or some other exotic animal
16
Single Prop Airplane (3D6-3)
4
Pre-sentient mutant humans
17
Chopper (2D6-2)
5
Giant ants
18
Jetfighter (D6-1)
6
Pack of wolves or wild dogs
7
Radscorpions
8
Rattlesnake
9
Radscorpion
10
Small cockroaches or Geckos
11
Mutant Rats or Pigrats
12
Molerats or Geckos and Golden Geckos
13
Big and Small Cockroaches
14
Mutant Praying Mantises
15
Deathclaw or Baby Deathclaws
16
Centaurs or Floaters
17
Aliens or Fire Geckos
18
Deathclaws
87
3D6
Ruins
3D6
Lone Wanderer
3
Ghost Town ((2D6-2)x100)
3
BOS Paladin
4
Abandoned Fort ((D6-1)x10)
4
Heavily armed badass hero(ine)
5
Abandoned Survival Bunker (D10-1)
5
Samaritan Medic or BOS Knight
6
Looted Survival Bunker (2D4-2)
6
Helpless and pitiable victim
7
Ruined Gas-station (D8-1)
7
Desert ranger with assault rifle
8
Abandoned Farmstead (D6-1)
8
Survivalist with AR-7 or bow or crossbow
9
Ragged Tents (D4-1)
9
Hunter with bow or rifle or spear
10
Rubble (D3-1)
10
Drifter with knife or other light weapon
11
Ruined Building (D4-1)
11
Scav with pistol or slingshot
12
Burned and looted Village (D6-1)
12
13
Ruined Highway Motel (D8-1)
13
Raider with .223 rifle
14
Lots of Rubble (2D4-2)
14
Mercenary with AK-47
15
Burned General Store (2D6-2)
15
Super Mutant with flamethrower or machinegun
16
Abandoned Camo-net tents (D10-1)
16
Elite Mercenary with AR-15A2 HBAR
17
Hidden Cache ((D6-1)x10)
17
Hostile Cannibal/Serial Killer with Ripper
18
Radioac tiv e Crat er surrounded by ruins ((D6-1)x10)
18
Hostile Evil Sniper with PSG-1 or Barret M82A2
3D6
Trap
3D6
3
Anti-Tank Mine
Military Unit (Note: Usually either BOS or Unity Mutants or Mercenaries)
4
Rockslide Trap
3
Four PCA squad with HMGs
5
Gas Trap
4
Two PCA Troopers
5
Special Ops Squad
6
Paratroopers
7
Two Armed Dune Buggies
8
Ten Man Squad
9
Five Man Squad
10
Two Man Patrol
11
Five Man Squad
12
Ten Man Squad
13
Two HUMVEEs
14
Two APCs
15
Four APCs
16
Chopper Transport + Gunship
17
AFV formation (4 AFVs)
18
Jetfighter Wing of 2
6
Poison Dart-Thrower
7
Anti-personnel Mine
8
Tripwire but no mine
9
Pit with sharp sticks
10
Rabbit Snare
11
Mousetrap
12
Bear-Trap
13
Man-snare
14
Grenade Trap
15
Large Cage with Bait
16
Used up Trap (roll again for type)
17
Car-bomb
18
Treasure Ambush Trap
88
Tribal hunter with bow or spear
3D6
Moving Vehicle
3
Heavy MBT
4
Light or medium AFV
5
Improvised APC
6
Hummer
7
Scout Car
8
Highwayman
9
Dune Buggy
10
•
The deck seems to be stacked against them in other ways as well - Any hit getting through DR of their armor always disables them, no matter how little actual damage was done..
•
Motorcycle
12
Trike
13
Semi-Truck
14
Truck
15
•
•
Hang-glider or para-glider
16
Single Prop Airplane
17
Dual prop transport airplane
18
Military Aircraft (chopper or jet) •
Special Encounters Instead of rolling randomly, GM selects an appropriate Special Encounter. Most Special Encounters are not re-usable, and can only appear in the campaign once. This list can never be complete, so feel free to come up with entirely new ideas for special encounters... •
Crashed Shuttle: Odd smashed up rectangular vehicle, which
•
has the letters 'C.P.P. Stiga' written onto it's sides. Corpses of the jumpsuited (red-shirted) crew lie scattered around on the ground. Successful scrounging roll will give the following items of loot; 3x Healing Hypo, 1x Hand Twinkler, 3x P-Fleet Comm Badge. •
•
•
Recent corpse of a whale lying next to a broken flower pot. Pair of Alien Bounty Hunters armed with TL9 Plasma Blaster Carbines, will only blast small hairy things unless disturbed. 1980s Pontiac Trans Am, Black, in perfect condition. It will tell too nosy people to go away with an obviously artificial voice, doors cannot be opened and any use of weapons will prove it to be just about indestructible...
•
•
•
•
A tracked vehicle with huge nuclear warhead bolted onto it's back (10 megatons). If the warhead is t ampered with, it will detonate... There are bullet holes in the vehicle, and several (already looted) raider corpses are scattered around it. Driver side door of the vehicle is open. Seems like it could be a risky ride trying to take the warhead to any place which might be interested in it... Fallout Troopers: Group comes across a platoon of Brotherhood
Grok: Party encounters a thin, beautiful man wandering in t he
Rusted giant metal statue of an Atlas battlemech half buried in glassed desert sand.
My name is...: When party is in the city a man dressed in a
smart black suit (with a beautiful girl next to him) comes into a bar that players where just passing by. After a moment some noises can be heard: gunshots, some burst from automatic weapons, explosions, noise of broken furniture and glass... Then everything stops and the same guy in suit (no evidence of what have happened inside can be seen on him) comes out of the building with a different beautiful girl. When he is passing near surprised player he says to the girl: "Forgive me my lack of manners, I forgot to introduce myself. M y name is Bond, James Bond".
Metal cube mostly buried under sand. On it's top there is a hatch with advanced TL8 electric lock (Skill 20). Inside there is one intact hibernation capsule with a sleeping cyborg inside.
Ruined Net-cafe with one active fully functional desktop computer still connected to the Internet. Seems that only adware, viruses, scams and porn websites survived the war... Blue Telephone Booth suddenly appears from thin air, only to disappear moments later.
Usaf: The party comes upon an underground chamber, with an
enormous, warm metal statue inside. Inscribed on the side of the statue is the name of the deity - Usaf. The sheer might and power of the statue is enough to make anyone in the party a believer. The statue of Usaf is, of course, a missile with "U.S.A.F." on the side.
If awakened, the cyborg will attempt to assimilate all sentient carbon based lifeforms on the planet. •
Lightly damaged black zeppelin has been moored down for repairs. Skull and crossbones insignia and words 'Bad Year' can be seen written on the zeppelins sides in big bold white letters. The Sky Pirates are mainly concerned about repairing their ride, and clever surprise tactics might allow the party to defeat them...
desert. He asks them if they grok. Answer no, nothing happens. Answer yes, and they have gained an interesting ally...
• •
On the coast, from thick fog comes an ancient sailship. The oriental crew promises to take any willing champions to the 'Island' for the 'Tournament'...
(or Enclave) soldiers called the Roughnecks holed up in a bunker. If they stay for a while, the bunker is surrounded by thousands of GiAnts, Mantis', Roaches, and any ot her bugs. The leader orders his troops to "give it everything they've got", even though there isn't nearly enough ammo for all the bugs. Resolution is up to the GM (a dropship to pull them out? ). •
•
Odd group of robed people wearing WW2 gas masks passes by in a single line, carefully stepping into each other's footsteps... The Player Character with the highest level of Desert Survival skill cannot resist saying: "...sand people, they always travel in a single file to hide their true numbers..."
Bicycle or Caravan Trailer
11
Concrete bunker with the words 'Stormtrooper Marksmanship Academy' written over it's sliding doors. Mercs dressed into white combat armor live inside the bunker, and for some odd reason they will always miss with their first shot or burst directed against a major character like a player character...
•
California Smith: A guy in a brown fedora and a leather jacket
will be fighting against some Enclave troopers over a tribal piece of art, all the while yelling stuff like, “this belongs into a museum!" or “I hate these damn Enclaves!" If t he players help him, he will give them some water out of the tribal cup- it actually has healing powers! (strong medipac).
Shot-down UFO with 'sectoid' aliens trying in vain to effect repairs. Sectoids are armed with Plasma Rifles and have telepathic powers. Highway motel and a bar in the middle of nowhere. Words 'Titty Twister' read in brightly lit neon-letters...
89
Danger Amid the Ruins
Appendix 2: Designing Ruins For GURPS Fallout
A creative GM can come up with all sorts of threats to put in a ruin. Some possibilities include:
Ruins
Physical Dangers
Most Post-Apocalyptic settings feature extensive ruins - cities and other areas men once lived and worked in that were destroyed in the apocalypse... And GURPS: Fallout is no exception. In a post-apocalyptic world, ruins can be a source of supplies, shelter, and even wealth... but they can also harbor enemies and other dangers. From a GMing perspective, what you need to know is (a) the condition of a ruin, (b) the dangers (if any) posed by that ruin, and (c) what the characters might find in that ruin. The rules for finding and salvaging items are below; this section only addresses the first two points.
Condition of the Ruins Typically the easiest way to establish the condition of a ruin is for you to choose it yourself based on the dramatic needs of the adventure you’re creating. In some cases, though, you might want to determine what state a ruin’s in randomly using the accompanying table. It establishes four states of ruination:
First and foremost, the ruin itself may pose a danger if the structure’s not safe (i.e., it’s suffered Major or greater damage). Some of the things that could happen to the character include: Floor giving way: The floor beneath a character could break. Roll 2d and
apply the Encumbrance modifier for Dodge to the roll. O n a 2-6, the character breaks entirely through the floor and falls down t o the floor below (if that floor is rotten, he may break through and keep falling, and so on and so on until he reaches the ground). Use the rules for Falling damage, but with a minimum of 2d to represent the trauma of breaking through the floor. On a 7-12, the character’s f oot or leg simply breaks through the floor; he’s trapped and at ½ DX until he uses a Full Action to free himself. At the GM’s option, a character who may break through a floor can make a DX Roll, for every point he succeeds by, add +1 to th e roll. Ceiling Collapse: Part or all of a ceiling collapses on the character. He
Pristine: The building is undamaged, or virtually so. This may mean no one’s ever explored it, so it’s filled with salvage... but security devices and other threats may remain intact and functional.
takes 1d of damage from the impact, and on a 1 on 1d6 i s pinned by the debris (he has to make a ST Roll or Escape roll [either modified by the GM as appropriate] to get free).
Minor Damage: The building has suffered minor damage — some cracks here and there, perhaps a few collapsed interior walls — but is basically intact and structurally safe to venture into.
Wall Collapse: Part or all of a ceiling collapses on the character. He takes
Major Damage: The building’s been damaged to the point where it’s not entirely structurally safe to go into. Every character who ventures inside has to make a Survival (Ruins) roll (or if he doesn’t have that skill, a Per roll at -5). If he succeeds, nothing bad happens to him. If he fails, he suffers a mishap: a rotten floorboard breaks beneath him and he falls; a wall or ceiling collapses on him; or the like. See the Dangers Amid The Ruins section below for suggested rules.
Building Collapse: An entire building might collapse on the PCs if they’re
2d of damage from the impact, and on a 1-3 on 1d6 is pinned by debris as described above.
Severe Damage: The building’s been so badly damaged that going into it means taking your life in your hands. Use the rules for Major Damage, but the Survival (Ruins) roll is at -2 (and the Per roll at -7). A failed roll is likely to be even more disadvantageous or dangerous. Collapsed: The building has totally collapsed. Getting inside will probably involve using the Escape (or similar) skill, spelunking, or heavy labor. Once the characters do get “inside,” it’s probably fairly safe (roll as for Major Damage, if appropriate), but the odds of finding usable salvage are slim.
not careful (this is most likely if the building’s already suffered Severe Damage). Everyone in the building takes a minimum of 3d6 of damage, and in particularly grim campaigns the GM may simply rule there are no survivors. Anyone who does survive is almost certainly trapped, as described above. Other Dangers Inhabitants: Perhaps the ultimate danger is that an animal or human
(either of them mutated or otherwise) lives in t he ruin and will fight to protect its home (or perhaps sees the PCs as prey to be stalked). This implies that the ruins are physically safe, at least for that inhabitant (a small, agile predator may be able to live safely in a ruin that a big, lumbering human would quickly make collapse). Berserk Machines: Security devices, cleaning-bots, and other highly-
automated devices could continue functioning long after the apocalypse... though damage to their programming may affect them. They may regard PCs exploring “their” home as dangerous animals to be exterminated, or perhaps mistake them for their “creators” and get angry when it turns out they’re not.
Ruins Table Roll (2d)
Condition
2
Pristine
3
Minor
Live Wires: If the ruin still has electrical current, exposed wiring could
4
Minor
deliver a nasty shock to the PCs... especially if their society has long since forgotten what electricity is.
5
Major
6
Major
7
Major
8
Severe
over the years and centuries. If exposed to open flames or other sources of heat they can ignite, causing deadly explosions. More insidiously, an odorless gas might cause the characters to suffocate if they get into an area that has too little oxygen and then can’t get back out.
9
Severe
Trapping Barriers: Either by causing a collapse or accidentally activating a
10
Severe
11
Collapsed
security device, the heroes may trap themselves inside a ruin! Suddenly thoroughly exploring the place and finding an exit becomes not a luxury or a treasure-hunt, but a desperate matter of survival....
12
Collapsed
Pockets Of Gas: Dangerous gasses such as methane can build up in ruins
Modifiers +2
Primarily wooden structure
-1
Primarily metal and steel structure
-2
Primarily brick or concrete structure
-1 or more
A particularly sturdy or well-protected structure
+1 or more
A structure that’s flimsy, highly exposed to the elements, or the like
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Appendix 3: Scavenging RULES For GURPS Fallout
Finding Salvage Circumstance
Scavenging
Scrounging Roll Modifier
Condition of Ruin
One of the most intriguing aspects of GURPS: Fallout play is exploring ruined areas and similar locations for usable items — what’s called scavenging. This is the Post-Apocalyptic equivalent of the Fantasy treasure hunt; it offers the promise of both wealth and power... with the attendant threat of danger. In many cases the best way to deal with scavenging in your game is to determine in advance what the PCs can find in any given location, including its condition and how to use it. But that can be a lot of work, and gets tricky when a scenario goes in an unexpected direction. To make things easy on you, here are some rules that let you determine, either randomly or by guided choice, what a group of heroes on a salvage mission find. To find out how successful characters are likely to be at scavenging, you need to determine four things: whether the heroes find something; if so, what they find; the condition of scavenged items; and whether the PCs can figure out how to use an item.
To determine if a character finds salvage, he must make a Scrounging skill roll (or Per-4). The accompanying Finding Salvage table lists appropriate modifiers. If the roll succeeds, the character finds one or more usable items of salvage as discussed in the next section (there might be plenty of junk in any given ruin; these rules only care a bout whether the character finds something of value). If the roll fails, he’s found nothing of value. If more than one character searches a ruin, designate one character as the lead scavenger. All the other characters’ rolls are Complementary to his. Alternately, you can let each character roll separately and make his own finds.
+3
Minor Damage
+0
Major Damage
-1 to -2
Severe Damage
-3 to -4
Collapse
-5 to -8 (if scavenging is possible at all)
Previous Scavenging Never before scavenged
+3
Rarely scavenged
+1
Occasionally scavenged
+0
Frequently scavenged
-1 to -3
Thoroughly picked over
-4 or more
Type of Building
Modifier
Examples
Very Likely to have useful salvage
+2
Armory/mili tar y inst al lat ion
Likely to have useful salvage
+1
Factory/industrial facility, retail store, warehouse
Average chance of useful salvage
+0
Government facility, residence, service business
Unlikely to have useful salvage
-1
Office
Finding Salvage The first issue to deal with is whether the heroes find anything at all. Many ruins will have nothing of value left intact, or will already have been picked over by other scavengers.
Pristine
Found Salvage
What's Found The next thing to determine is what the heroes found, and how much/ many of it. Usually the question of what the heroes fi nd is one you should decide based on the circumstances, the type of building their searching, the dramatic needs of the story, game balance, and other factors. For example, characters much more likely to find weapons and ammo in a military facility than a residence, and more likely to find those things in a residence than an office building. If they search an abandoned gas station, the odds are good if they f ind anything it’s going to be f uel, tools, car parts, or perhaps an intact automobile. But if you prefer to roll randomly, use the Found Salvage table. If a character’s Scrounging roll succeeded exactly, he finds one item of salvage. (In some cases, “one item” may be a container holding multiple objects of some sort; that’s up to you.) For every 2 full points by which th e Scrounging roll succeeds, the character finds another item (either multiples of the first thing he found, or a different item).
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Roll (2d)
Found Item(s)
1
Ammunition
2-3
Food (canned food, dried food...)
4
Fuel (gasoline, batteries, power cells...)
5
Household Goods (clothes, shoes, bedding, dishware, cooking gear...)
6
Liquor/Recreational Drugs
7
Luxury Items/Valuables (jewelry, gold bullion, silver...)
8
Medical Supplies (bandages, first aid kit, medicinal drugs...)
9
Outdoor Gear (tents, camping clot hes, rope, surv iv al supplies...)
10
Tool (hammer, pliers, hatchet...)
11
Vehicle/Vehicle Parts (car, motorcycle, prop plane...)
12
Weapon (knife, pistol, rifle...)
Condition of the Salvage Just because the characters find some salvage doesn’t mean it will be in good condition. A successful Scrounging roll means they’ve found something usable, but that doesn’t mean it’s easily used, safe to use, or is in perfect working condition. You can either roll on the accompanying Salvage Condition table, or determine the condition of t he salvage based on the dramatic needs of the story. The table lists five condition categories for salvage: Excellent Condition: The salvage is virtually undamaged; it works like
character either (a) cannot understand or work it until he permanently increases the appropriate Skill level by at least 1 (no rerolls are possible at this time); (b) damages or destroys the device (but can reroll i f desired); and/or (c) somehow hurts or harms himself or a companion (and can reroll if desired). These rules typically apply t o relatively complex technological devices. Characters generally don’t have to make any rolls to figure out what a dish is for, how to use a simple hand tool (like a hammer or file), and so on. Repairing Technology
normal.
If a salvaged device isn’t in excellent condition, characters may want to try to repair it. That may not be possible; you may rule that they lack the spare parts, tools, and/or technical know-how to do the job. If it’s possible at all, a character needs to have a relevant Skill (such as Electronics Repair for an electrical device, Mechanic for a car, or Armoury for a weapon). For each step up the “Item Condition” list (Poor to Average, for example, or Good to Excellent) requires one successful Skill Roll. The base time for the Skill Roll depends on the item’s complexity (as indicated above for skill rolls to make an item work), and the “Item Complexity” and “Miscellaneous Modifiers” from the Analyzing Found Technology table also apply. If the roll succeeds, the character repairs the item, making its condition one step up (better) on the table. If the roll fails, he can’t repair it, though he can roll again. If the roll fails badly (by 4 or more), he either (a) cannot repair it until he permanently increases the Skill’s level by at least 1 (no rerolls are possible at this time); (b) damages or destroys the device (but can reroll if desired); and/or (c) somehow hurts or harms himself or a companion (and can reroll if desired).
Good Condition: The salvage is hardly damaged at all. If it’s an item, it
may have an Malfunction Roll of 16; if it’s a weapon, it may not have its usual damage or full range (but suffers no further penalties); i f it’s food, it may not taste good; if it’s fuel, it may only operate vehicles/equipment at no more than 90% effect. Average Condition: The salvage is damaged, but not terribly so. If it’s an
item, it probably has a Malfunction Roll of 14; if it’s a weapon, it suffers a -1 'to hit' (in addition to the faults listed above); if it’s food, it may not provide the full nutrition value it would when fresh; if it’s fuel, it may only operate vehicles/equipment at no more than three-quarters (75%) effect. Poor Condition: The salvage is badly damaged. If it’s an it em, it probably
has a Malfunction Roll of 12; if it’s a weapon, it suffers a -2 'to hit' (in addition to the faults listed under Good ); if it’s food, eating it may make a character sick; if it’s fuel, it may only operate vehicles/equipment at no more than half (50%) effect. Very Poor Condition: The salvage is virtually unusable. If it’s an item, it
Analyzing Found Technology
probably has a Malfunction Roll of 10; it suffers a -3 'to hit' (in addition to the faults listed under Good ); if it’s food, eating it will almost certainly make a character sick; if it’s fuel, it may only operate vehicles/equipment at no more than one-third (33%) effect.
Circumstance
Condition
2-3
Excellent
4-6
Good
7-8
Average
9-10
Poor
11-12
Very Poor
Modifier
Circumstance
-2
Minor Damage
+0
Major Damage
+1
Severe Damage
+2
Collapse
+3
Excellent
+2
Good
+1
Average
+0
Poor
-2
Very Poor
-4
Item’s Complexity
Condition of ruin found in (if any) Pristine
Examples
Item’s Condition
Salvage Condition Roll (2d)
Modifier
Simple
+1
Firearm, musical instrument
Average
+0
Compass, simple home electronics
Complex
-1
Most vehicles, complex home electronics
Very Complex
-2
Computer, laser weapon
Devilishly Complex
-4
Supercomputer, robot
Miscellaneous Modifiers Character has experience with this type of tech
Using the Salvage
+1 or more
Character ’s never seen anything like this before
-1 or more
Character has and can read labels/directions/manuals
+1 or more
Manufacturing Technology
Just because characters find some salvage doesn’t mean they know what it’s for or how to use it — after generations or centuries, much technical know-how may have been lost forever. If appropriate, the GM may require characters to make rolls to figure out what a device is intended to do, how to turn it on, how to operate it, and so forth. The Skills used for this task could include Engineer, Electrician, Mechanic, etc. (or an IQ-5 roll). The roll is modified by the complexity and condition of the device, as detailed in the Analyzing Found Technology table. The base time required to make a Skill roll to figure out a device (and, if appropriate, get it to work) depends on its complexity: for a Simple device, 10 Seconds; for an Average device, 1 or 5 Minutes; for a Complex device, 20 Minutes; for a Very Complex device, 1 Hour; for a Devilishly Complex device, 1 Day. If the Inventor roll succeeds, the character has figured out how to operate the device, and understands at least a littl e something about what it was used for. If the roll fails, he can’t start it and doesn’t u nderstand its purpose, though he can roll again. If the roll fails badly (by 4 or more), the
Rather than spend time scavenging for salvaged tech which they may not find, may not be able to figure out, or may not be able to repair, some characters decide to try to manufacture their own devices. They buy the relevant Skills and then set out to remake the world... or at least to arm themselves more heavily. In general, you should restrict or forbid this unless it’s part of your overall plan for development of the story and the setting. Heroes in PostApocalyptic stories don’t generally go into business running their own machine shops or factories (though some Low Post-Apocalyptic stories are an exception to this rule). If they have any technology at all, it’s something they scavenged (and perhaps repaired). To the extent actual manufacturing or similar activities take place at all, they’re background elements of society or the province of master villains who intend to use what they make to conquer, enslave, and destroy. But as long as you keep things under control and the PCs don’t get too ambitious with their building projects, there’s no reason you can’t let the heroes make a few things from whatever raw materials they have lying around, or “upgrade” devices they already possess.
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Appendix 4: Sample Adventure: Gremlins!
Gremlins is a GURPS: Fallout Adventure which can be located in any medium to large town at moderate tech level within the Fallout setting. This module is devised to be played by a single thief-type character. If this adventure is played by a party of people, the GM is advised to raise the number of opponents encountered. The adventure is mainly meant to be a challenge for thieving characters. The Story Imagine a house full of pre-war technology. Imagine being the only one who knows about it. Located within a more or less forgotten part of town lies the Gunsus Facility. Before the great war, this place had been a construction site for rocket guidance microchips. Now, it is just a big construction with broken windows and a cracking paint coat. The place has been stripped of all usable machinery long ago, and there is nothing else of interest left except the big power generator outside the building. Since the rest of the place is completely infested with cave rats, no one really enjoys entering it. Three weeks ago, the old generator had been successfully repaired by nearby residents. Some had working on it for years, but th e real breakthrough came with a trader called Inos. He installed some new plugs and got the machine running, thus becoming the mos popular guy in town. The fact that he’s now dealing with electricity doesn’t bother people much. As to the facility… When the generator was reactivated, an emergency system below the facility got powered up again. It’s f irst directive was to reactivate the machines on the first level of the facility. However, the system quickly realized that this was not possible. During the past three weeks, it had been rebuilding its systems and gaining intelligence about the surrounding area. Knowing that it would need resources to repair t he whole facility, it sent out scouts to search for spare parts and e quipment. Last night, the scouts stole different objects from all the traders in the neighborhood. Well, from all but one… our “hero”, of course, wasn’t robbed. McGee will pay the character a visit f or some business and some gossip. He will actually be more interested in the latter and will talk a bit to the character: Yesterday, someone robbed Inos’ place. Got into that old building- people heard gunshots outta there y’know. Wonder what anyone’d like to have from that old coot. Now that I think of it- Betty told me that Ron’s place was emptied, too. And there’s also that greasy boy there’s missin’ some parts. Not that I’d cry seein’ that bastard loose some merchandise, but still- it’s weird, ain’t it?
system's scouts is Inos, who has armed all the traps around his place and locked himself in his house. If t he character somehow makes it past the booby traps (using his Traps skill), he might get a chance to talk to Inos. He is known to be the only one who has the keys to t he old facility, so the character will have to talk to Inos at some point of the adventure. Unfortunately, Inos has (more or less) lost his mind and goes on rambling about “Gremlins”. If the character somehow can calm him down, Inos will say that he lost the keys to Greasy Johnson during a dart game. Since Johnson won’t give the keys away, the only way is to steal them from him, win it in a d art game (3 rolls- Thrown Weapons, highest result wins) or try to enter the building without the keys. Without the keys, one would have to climb the walls of the facility to enter through the broken windows (some 24 feet above ground) or pick the locks on the door (lockpicks AND tool kit are needed). Once inside, a careful search will reveal a small entry behind a piece of heavy machinery leading down. Rummaging around will stir up a lot of annoying rats, though (see below). The level below ground is inhabited by a family of pig rats, which are gnawing on the remains of a big cat. It is possible (but difficult) to sneak past these creatures into a stairway leading below. An electronic lockpick (or some patience) is needed to get through the door to the main f acility. The door will open every twelve hours and let out a “Gremlin” in search of raw materials and spare parts. The thief might be able to sneak past (-2 due to heightened senses of the Gremlin). Inside are various Gremlins attending to tasks involving repairs and processing of equipment. As long as the thief does not stir up too much attention, the Gremlins will ignore him and go on with their business. The only Gremlin who will notice the thief is a large red one. Getting rid of the red one will put the whole system on alert, so more subtle ways (such as Stealth) are needed. The computer room of the facility will have the reactivation log files on the network. So, using the Computer Operation skill might help there. Disabling the system (by cutting the connection to the power generator, shutting the generator down or blowing up the network) will deactivate the red unit but will also let all the other Gremlins loose. They might continue with their last assignment or just do random tasks- this is up to you, the GM. Knowing what’s going on, the thief might eit her uncover the whole thing, consequently gaining some regard (and thus strengthening his cover- after all, who’d suspect a respected adventurer and businessman to be a thief ?) or use the situation for his advantage (by returning from time to time and stealing some of the equipment each time). Either way- some good money is guaranteed. One last word: Please read the descriptions of t he NPCs before heading off for the adventure. Besides stats and characterization, there are also rumors, NPC knowledge and story details listed below. So take your time reading through the descriptions. People and Places
Oh, by the way- you been missin’ anythin’, too? Thought I’d ask youy’know with everyone missin’ stuff an’ all. Don’t mind me askin, do ya?
Inos
Now, even if it doesn’t become clear to the character at t his point of time, it should soon become clear that he’s heading towards being the main suspect here. He’s the only one whose shop hasn’t been rifled. Btw, if the player had opted not to play with a facade, then the GM should make him clear that someone else is obviously pushing into his turf! If that too i sn’t motivation enough for the character, then the GM could have him encounter one of the systems’s scouts during the night (see below). It would also be possible to have the character sent out for an investigation through the local thief guild (or local crime lord). This however is only possible if the character is part of such an organization. If the character opts into being in a guild, the GM may take t he one below or create an individual one. The Outcome There are different kinds of people interested in solving t he mystery behind the robberies. The traders want to have their merchandise back and to punish the thieves. The residents are afraid of being the next in line. The authorities are interested in returning the so called peace. Furthermore, the local thieves guild wants to know who’s challenging their territory. For detailed descriptions of the factions, see people & places section below. Solving the mystery will not be easy as the o nly one who actually saw the
In Short: Inos is a small Asian man in his late fifties. He developed a
nervous twitch and speaks with a hissing voice, clutching at his Shotgun the whole time. Calming him will not be easy, as he saw how one of the small Gremlins ripped through his guard dog, Teddy, with o nly one strike. Inos has been traveling the wastes for a while. During his last stop, he discovered that some plugs he was carrying fit into th e generator of the building he had the guts to stay in. He had intended to live off the rats for a while, but decided to live off “his generator” instead. As he encountered the system scouts, he nearly lost his mind. He i s afraid of leaving his house and of meeting the “Gremlins” as he calls them. He killed one of them while it was trying to steal the remaining high-tech plugs. He tied the “corpse” of the small creature onto a small stick and stuck it into the ground at his front door. He has now set up a v ariety of traps around his house and the f acility since he fears that the Gremlins will return to avenge their kind. He hasn’t been out of house for a week.
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ST: 10 DX: 12 IQ: 16 HT: 10 Dodge: 8
HP: 10 Will: 12 Per: 14 FP: 11 Parry: 9
Speed: 5.5 Move: 5
The traders all have their own stores and usually do not go to the marketplace. The marketplace is used by the residents of this part of town to exchange goods and to buy food or water. There are hunters, traveling merchants, caravans and all kinds of other professions concentrated in the marketplace, with an average of some 100 people being there at one time.
SM: 0 DR: 0
Unarmed (10): 1d-2 thr / 1d sw cr. Mossberg 590 (10): 1d+1 pi-.
Residents
Traits: None of note.
Betty
In Short: An old woman with a shaven head and golden front teeth. She
Skills: Physician -16; Diagnosis -17; Surgery -15; Electronics Operation (Medical) -17; Engineer (Electric) -17; Mechanic (Electric) -17; Electronics Operation (Security) -17; Scrounging -15; Math -15; Computer Operation -17; Computer Programming -17; Traps -16.
likes smiling a lot- but the smile doesn’t look nice or comforting- more like a shark’s smile. Nobody really knows what Betty does for living, but she seems to get by pretty good. Betty knows every action of everyone at any time. In truth, she’s a “retired” thief who hit the big one long ago. She feels that this isn’t just thievery going on and will be interested in solving the problem.
Inventory: Mossberg 590 Shotgun, Doctor's bag, Tool Kit, Big Book of Science, 30x gold coins, 2 stim packs, Lockpicks.
Larson
Tom
In Short: a young lad, claiming to be Caren’s boyfriend. This witty boy
In Short: Tom is almost deaf, so talking to him is a real pain in t he ass as
he will want everything repeated x times. Tom is an honest shop owner and very heavy smoker. He deals in all kinds of household items, equipment, some books and few weapons and armor. He’s a strong looking, big bald man with a rough and loud voice, who’s pretty pissed at being robbed. He’s been at home all the ti me and can’t explain how the thief actually got into the building. He found small footsteps at the fireplace near the chimney, though and suspects a little gal called Caren. He still hasn’t cleaned his room, because he wants the authorities to take “fingerprints”. He has set up a reward of 200 coins for the thief’s arrest. ST: 12 DX: 10 IQ: 10 HT: 10 Dodge: 8
HP: 12 Will: 10 Per: 8 FP: 10 Parry: 8
Speed: 5 Move: 5 SM: 0 DR: 3 (Leather Armor Mk. II)
McGee
In Short: Dancin’ McGee is the owner of the Smooth Bar and the leading
“authority” as well. He’s young enough to rumble, but old enough to know better. Since he has a secret agreement with the thieves guild, McGee knows that it couldn’t have been t hem (although he checked with each member just to be sure). He’s been asking everyone if they’ve noticed anything unusual, but so far th e only thing he got was something about “Speaking Rats” from that drunkard Ren. He didn’t pay much attention to Johnson’s or Tom’s speculations since he knows that neither Caren nor Larson would dare picking their way into three houses, sneaking past the owners and getting away with it. So far, he is cluelessand this is bothering him a lot. He thinks about adding into the pool of rewards to put up a total of 600 (which would include Johnson’s, Tom’s and the residents money), but he would prefer t he money for himself.
Traits: Addiction (Tobacco); Hard of Hearing. Skills: Brawling -13; Guns (Pistol) -14; Merchant -14; Thrown Weapons -15; Two-Handed Axe/Mace -16. Inventory: Sledgehammer; Leather Armor MK II; 3 stimpacks, light er, 2 packs of cigarettes. Greasy Johnson
In Short: Full-time psycho and major asshole, Johnson is the wealthiest
(and most irritating) person around. He keeps his hair “nice n shiny” but it actually looks greasy. Johnson sells weapons, armor and all kinds of mechanical gizmos including nun-functioning junk. He may not be smart or a good trader, but he know’s when he’s screwed and acts very briskly. As soon as he realized that his super tool kit was stolen, he sent out for McGee and his boys to clear things up. He hasn’t been in the shop t hat night since he was playing darts in t he Smooth Bar. He’s got an ugly old cat called Ripper who occasionally goes out for a stroll through a small opening in the door. Ripper hasn’t been around for a while. He thinks that the “scrap-diggin’ rat” Larson might have stolen his goods, so he refuses to buy anything from the boy. HP: 14 Will: 10 Per: 12 FP: 10 Parry: 8
There are some three hundred to four hundred residents at this part of town, but there are just some people which are known by almost everyone. The two above are such persons. Feel free to add others and to add subplots at will. Authorities
Unarmed (13): 1d-1 thr / 1d+2 sw cr. Maul (16): 1d+6 cr.
ST: 14 DX: 10 IQ: 10 HT: 10 Dodge: 8
usually runs around bare-footed and with a load of scrap metal on his back, selling his findings to the traders. After being put off by Johnson, Larson went to Inos to sell his latest findings. He actually saw Inos f ight against the “small people” and left t he place in a hurry. Dominik hasn’t believed him and he was too shy to ask McGee, so he left it at that this was two weeks ago.
Speed: 5 Move: 5 SM: 0 DR: 0
Unarmed (13): 1d thr / 2d sw cr. Switchblade (16): 2d-3 cut / 1d-1 imp. 9mm Mauser (13): 3d-1 pi-. Traits: Odious Personal Habits -3 (Prick); Wealth (Comfortable). Skills: Brawling -11; Guns (Pistol) -13; Knife -16; Merchant -12. Inventory: Switchblade, 9mm Mauser, 2x 9mm, 43x gold coins, 3x stimpack, 4x psycho.
ST: 10 DX: 10 IQ: 10 HT: 11 Dodge: 8
HP: 10 Will: 10 Per: 13 FP: 10 Parry: 8
Speed: 5 Move: 5 SM: 0 DR: 5 (Metal Armor)
Brass Knuckles (15): 1d-1 cr. H&K CAWS (17): 1d+1 pi-. Traits: Greed; Legal Enforcement Powers; Secret (In bed with the Thieves Guild). Skills: Axe/Mace -14; Brawling -15; Guns (Shotgun) -17; First Aid -10; Thrown Weapons -14. Inventory: H&K CAWS, Brass Knuckles, Metal Armor, 19x 12-Guage Slugs, 72x gold coins, 2x stimpack. Dominik I n Short: A dimwit if you ever met one. Big, strong, slow. Dominik is
McGee's employee (and son, though that fact i s tightly hidden from everyone- including Dominik). He is a act first- don’t t hink at all person who will bore you to death with all the details of caverat-ball and the art of brewery. He hasn’t paid atte ntion to the latest happenings as he was too busy drinking with his pal, Ren and hanging around wit h his girl Caren. As Larson tried to tell him something about “small people”, he just shoved the boy off, telling him that he’d squash him like a bug if he told any fairy tales again.
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ST: 15 DX: 8 IQ: 7 HT: 12 Dodge: 8
HP: 15 Will: 7 Per: 10 FP: 12 Parry: 8
Speed: 5 Move: 5
Ren
In Short: Ren likes to drink… a lot. His constantly red nose above the unkempt beard have been his trademark for years. Although he has seen the Gremlins a couple of times, Ren hasn’t paid attention to them since he thought them to be just another drinking fantasy. He has seen them while he was trying to picklock his way into M cGees bar and stopped his efforts because he thought that he was too drunk to steal anything. Ren talks about all kinds of things when h e’s drunk, so getting information out of him is an easy task. Because of this, he’s never allowed to accompany the others to Shadow’s hideout. Yet, since he’s not the curious type, this doesn’t bother him much.
SM: +1 DR: 2 (Leather Armor)
Spiked Knuckles (14): 1d+3 cr/imp. Throwing Knife (14): 1d imp. Traits: Legal Enforcement Powers; Odious Personal Habits -1 (A terrible bore). Skills: Axe/Mace -12; Brawling -14; Guns (Shotgun) -12; Thrown Weapons -14. Inventory: Throwing Knife, Spiked Knuckles, Leather armor, 4x Throwing Knife, rope, stimpack. The law in town consists of only two people – McGee and his deputy Dominik. If McGee runs into trouble he can't handle, he also has the authority to deputize townsfolk.
HP: 11 Will: 10 Per: 13 FP: 11 Parry: 10
Speed: 6.25 Move: 6 SM: 0 DR: 2 (Leather Armor)
Spiked Knuckles (16): 1d+1 cr/imp. Combat Knife (15): 1d-1 cut/imp. Traits: Alcoholic; Addition (Tobacco, Jet); Chummy.
Thieves Guild The Guild consists of some 20 people, half of them being kids. Listed below are the important people within the guild.
Skills: Brawling -16; Climb -12; Guns (Pistol) -15; Knife -15; Lockpicking -16; Pickpocket -14; Stealth -14; Thrown Weapons -15. Inventory: Spiked Knuckles, Combat Knife, Leather Armor, stimpack, 18x gold coins, buffout, Cigarettes, jet.
Shadow
In Short: S ince he keeps his face covered, nobody really knows just who
(or what) the shadow is, or what he (she?) looks like. Since he agreed on stealing from merchants and travelers only, Shadow’s been having a good time. This also shows in his latest choice of employees (or partners, as he calls them). Shadow is very interested in finding out more about the situation. He knows that it can’t be any of his thieves, so he has guessed that there must be a new pl ayer in town. There aren’t any obvious newcomers around, so the person behind this must be operating from the shadows (like himself). He has guessed that the ideal place to start an operation would be the one located right in the middle of the events – the old facility. He plans to send some of his thugs in there to see “what’s going on”.
ST: 10 DX: 12 IQ: 14 HT: 10 Dodge: 8
ST: 11 DX: 14 IQ: 10 HT: 11 Dodge: 9
HP: 10 Will: 14 Per: 13 FP: 10 Parry: 9
Speed: 5.50 Move: 5 SM: 0 DR: 5 (Metal Armor)
Stimpy In Short: A young, athletic & curious man, Stimpy acts as a trader. Stimpy
has been in the thieves guild for years and is a very loyal henchmen of Shadow. He often acts as a spy for Shadow and usually does the dirty work. He’s not a good burglar, but a very silent killer. A couple of months ago, he got addicted to jet and has since then become more and more paranoid. He was one of the first to gather information on the “Gremlins” and is burning to find out more about them. He will be hanging around in shops and the bar, talking to people casually about the latest events, including the burglaries.
ST: 14 DX: 14 IQ: 10 HT: 11 Dodge: 9
HP: 14 Will: 10 Per: 13 FP: 11 Parry: 10
Speed: 6.25 Move: 6 SM: 0 DR: 2 (Leather Armor)
Spiked Knuckles: (17): 1d+2 cr/imp. Switchblade (16): 2d-3 cut / 1d-1 imp.
Unarmed (15): 1d-2 thr / 1d sw cr. Colt 6520 (17): 2d pi+. M26A1 Frag Grenade (15): 8d+2 cr ex [2d].
Traits: Addiction (Tobacco, Jet); Paranoia.
Traits: Paranoia.
Skills: Brawling -17; Climb -15; Electronics Operation (Security) -13; Guns (Pistol) -16; Knife -16; Lockpicking -12; Pickpocket -12; Stealth -15; Thrown Weapons -15.
Skills: Brawling -15; Climb -15; Electronics Operation (Security) -13; Guns (Pistol) -17; Knife -16; Lockpicking -14; Pickpocket -15; Stealth -17; Thrown Weapons -15.
Inventory: Spiked Knuckles, Switchblade, Leather armor, 33x gold coins, jet, stimpack, buffout, Cigarettes.
Inventory: Colt 6520 10mm Pistol, Metal Armor, 3x 10mm JHP , 31x gold coins, Cigarettes, stimpack, buffout, 2x jet, 2x mentats, 2x Frag Grenades.
Caren
In Short: Young (16), beautiful, but naïve, poses as a huntress Caren is yet
new to the guild and still has to prove herself. She hasn’t been interested in the events, but has been around the marketplace, pretending to listening to people while going after their purses. She’s actively looking for a boyfriend while trying to keep Larson away from her at the same time. She hangs around with Dominik a lot and pretends to be “his girl”, only to get the latest information from the authorities. She will report anything interesting to Shadow and will also try everything to gain in rank within the guild. She isn’t the brightest one though- so far, her efforts have been futile. ST: 11 DX: 12 IQ: 8 HT: 12 Dodge: 9
HP: 11 Will: 8 Per: 16 FP: 12 Parry: 10
Spiked Knuckles (14): 1d+1 cr/imp. Colt .223 Rifle (16): 5d pi.
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Speed: 6.25 Move: 6 SM: 0 DR: 2 (Leather Armor)
Traits: None of note.
Maps
Skills: Brawling -14; Climb -15; Guns (Rifle) -16; Knife -12; Lockpicking -15; Pickpocket -15; Stealth -13. Inventory: Colt .223 Hunting Rifle, Spiked Knuckles, Leather armor, 3x . 223 FMJ , 39x gold coins. The System Gunsus Facility was once owned by GunsRus Corporation, but when the Company had to close during the war, the army took over and turned the facility into a plant for military equipment. The main generator, as well as all surface systems, were destroyed by the nuclear shockwave and the system went to stand by and waited for the reactivation of the generator. Now that the Gunsus System is back up again, it is trying to continue with its directive: produce as much equipment as possible with available resources. The semi-AI of the System figured that it vital systems had to be repaired and thus assembled work drones. Since the only functioning machines were some old leftovers from GunsRus, the system used those. Strangely enough, these were oversized mechanical children’s toys. A little modification was enough to turn these into a task force. The old maintenance bot who created the first drones was dismantled by the drones in return. Since there were NO resources available at all, the system started searching for some in order to get at least the critical systems running again. If left alone, it will have reactivated 80% of the facility within another 3 weeks. It will then start production and produce the following: Geiger Counters, Motion Sensors, Holodisk Readers, Two-way radios, and Metal Detectors. The Gremlins
Due to the fire within the facility, all the plastic covering of these children’s toys have melted, so these figures actually look very distorted and misshapen. The big red one also has organic matter incorporated within its body (pig rat limbs) and has a direct link to the system. It serves as the eyes ad ears of the system and commands the other robots. The whole system is alarmed if anything happens to the red one.
The town 1. Marketplace 5. Smooth Bar
2. Facility 6. Tom
3. Ison 7. Johnson
4. Generator 8. Thieves Guild
Ison’s Place
Gremlin
ST: 8 DX: 14 IQ: 4 HT: 10 Dodge: 7
HP: 10 Will: 20 Per: 10 FP: - - Parry: N/A
Speed: 6 Move: 8 SM: -5 (1' tall); 50 lbs. DR: 10
Impaling Limb (16): 1d-3 imp. Fusion Torch (16): 1d burn. Traits: Drone; Machine; Absolute Direction; Combat Reflexes; DR 10; Claws (Talons, Impaling); Silence 1; Vulnerability (EMP Attacks). Skills: Brawling -16; Stealth -15. Class: Robot Notes: Pack. •
The Big Red Gremlin is as above, but change Drone to Cyborg Brain, and increase Brawling to 17. Ison has locked himself into his house - he has food and water to last him for two months and he doesn’t think of coming out. Every x is a trap - the door and windows are shut and trapped, too. The entry to the generator house is also trapped, there’s chicken wire all around the location. The house is a brick building with a wooden / metal roof. The traps around the house are explosives, those at the buildings are use frag grenages. Ison has put up warning signs all over the place to show that he means it.
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Geiger Counter, Motion Sensor, Holodisk Reader, Two-way radio, Metal Detector, .357 Desert Eagle, Radaway, 2 Stimpacks, 2 Flares. Also, the production schemes of various pieces of equipment can be found on the system and can be loaded onto an empty holodisk (finding one could be a major problem, though).
The Smooth Bar
Appendix 5: Bibliography
Games Interplay. Fallout: A Post Nuclear Role Playing Game (Interplay 1997). Interplay. Fallout 2: A Post Nuclear Role Playing Game (Interplay 1998). Interplay. Fallout: Van Buren Tech Demo (Interplay Ureleased). Interplay. Fallout Tactics: Brotherhood of Steel (Interplay 2001). Bethesda Softworks. Fallout 3 (Bethesda Softworks. 2008). This is McGees Smooth Bar. It is a very popular place with a nice atmosphere and moderate prices. McGee sometimes tends to his customers himself, but usually there is a bartender called Bob. The back room behind the bar is McGees office. At the north side of the building, you’ll see a sheriff star above the door. Dominik ca be found there most of the time. The Facility (Ground Floor)
Books Jason Mical. Fallout: Unlimited Edition (Circle Nine Games, 2002). David L. Pulver and Sean M. Punch. GURPS Basic Set: Characters, 4th edition (Steve Jackson Games 2004). David L. Pulver and Sean M. Punch. GURPS Basic Set: Campaigns, 4th edition (Steve Jackson Games 2004). David L. Pulver and Kenneth Peters. GURPS Ultra-Tech, 4th edition (Steve Jackson Games 2007). Shawn Fisher, Michael Hurst and Hans-Christian Vortisch. GURPS HighTech, 4th edition (Steve Jackson Games 2007). Chris Davis and Dominic Covey. Darwin's World Survivors Handbook (RPG Objects 2003). Steven S. Long. Post-Apocalyptic Hero (Hero Games 2007).
This place is inhabited by cave rats and pig rats. Old production machines and robot parts are scattered around the place. The roof is mainly broken down and debris covers the floor. The stairs below are in the right upper corner.
Eric Cagle, Darrin Drader, Charles Ryan, Owen K.C. Stephens. D20 Apocalypse (Wizards of the Coast, 2005).
The Facility (Sub Level)
Eric's Cyberdungeon ( http://members.cox.net/cyberdungeon/ )
Websites
Fallout GURPS ( http://gurps.fallout.free.fr/ ) Duck and Cover ( http://www.duckandcover.cx/ ) The Vault – A Fallout Wiki ( http://fallout.wikia.com/wiki/Main_Page ) And various ideas shamelessly stolen from t he Steve Jackson Games web forums ( http://forums.sjgames.com/ ). Thanks!
Most doors are broken down, the whole place is dusty and dirty. The stairs above are occupied by a family of pig rats. T he entry is locked and guarded by two Gremlins. The main hallway is used by the droids frequently. There’s a 50% chance to meet the red one at any one place. Turning the main system down is the only way to get rid of all droids at once. The labs have computers to access the system. Shutting down the generator or cutting down the power connection (see map) will also work. Most droids are in the production and t esting halls, assembling equipment and machinery and repairing systems. The illumination is down to the red flicker of the emergency lights. There are various pieces of equipment to be found in (mostly locked) chests and lockers:
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