GURPS - Fallout - Física Experimental (2024)

GURPS: FALLOUTGURPS: FALLOUT

by VARIOUS AUTHORS

compiled, EDITED AND UPDATED BY

Nathan Robertson

GURPS Fallout

by VARIOUS AUTHORS

compiled, EDITED AND UPDATED BY

Nathan Robertson

GURPS © 2008 – Steve Jackson Games

Fallout © 2007 Bethesda Softworks LLC, a ZeniMax Media company

All Rights Reserved

2

Table of Contents

PART 1: CAMPAIGN BACKGROUND 4

Chapter 1: A Record of Things to Come 5

Chapter 2: The Brotherhood of Steel 6

Chapter 3: The Enclave 9

Chapter 4: The Republic of New California 10

Chapter 5: The Vaults 11

Chapter 6: GUPRS Fallout Gazetteer 12

Settlements 12

Ruins 17

Design Your Own Settlement! 18

Chapter 7: Environmental Hazards 20

PART 2: CHARACTER CREATION 22

Chapter 8: Character Creation Guidelines for the GURPS Fallout campaign 23

Chapter 9: Wasteland Advantages, Disadvantages and Skills 27

Chapter 10: GURPS Fallout Racial Templates 29

Chapter 11: GURPS Fallout Occupational Templates 33

Fallout Job Table 34

Chapter 12: Equipment 36

Equipment 36

Vehicles 42

Weapons 44

Armor 52

Chapter 13: A Wasteland Bestiary 53

PART 3: APPENDICES 62

Appendix 1: Random Encounters for GURPS Fallout 63

Appendix 2: Scavenging Tables For GURPS Fallout 66

Appendix 3: Sample Adventure: Gremlins! 69

Appendix 4: Bibliography 73

3

Part 1: Campaign Background

4

CHAPTER 1: A Record of Things to

Come

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.

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.

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.

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.

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.

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, the 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 Fallout Unlimited.

A History of the Resource Wars

The Resource Wars was a series of conflicts which began in April 2052 with

the start of the war between European Commonwealth and the Middle

East, and ended with the Great War on October 23, 2077. Some of the

conflicts include the annexation of Canada by the United States and the

Chinese invasion of Alaska.

2052

April: The Resource Wars begin. Many smaller nations go bankrupt, and

Europe, dependent on oil imports from the Middle East, responds to the

Middle East's rising oil prices with military action. The long drawn-out war

between the European Commonwealth and the Middle East begins.

May - July: The United Nations, already suffering, begins to collapse. In a

series of heated debates, many nations withdraw from the organization as

the UN tries to keep the peace. At the end of July, the United Nations is

disbanded.

Note: This information comes from Chris Avellone's Fallout Bible timeline.

According to the Sierra Depot GNN Transcript holodisk, which Avellone

discards as non-canon, as it was supposedly modified by the Sierra Army

Depot soldiers, the UN still existed in 2074

2053

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.

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.

2060

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 both sides are reduced

almost

,

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.

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 folk and military.

The Dam became part of the New California Republic some time after

2242. The town has lost contact with the 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 the 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 the Brotherhood of Steel.

The Hub

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 town, 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 to 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 forces. A few months later, Harold was

found by traders and taken back to the 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 together. However, he soon became the leader of the

Hub's small ghoul 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."

13

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.

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.

By 2241, Junktown has become a member of the New California Republic.

Currently, it is part of the state Shady

Klamath

Population: 350+ (PR:2) Government: Rep. Democracy

CR: 1 TL: 4

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.

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.

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.

Modoc

Population: 350+ (PR:2) Government: Dictatorship

CR: 2 TL: 4

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 to 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 from the radiated aftermath of the Great

War. The residents of the Necropolis were ghouls, individuals ravaged by

the effects of radiation after the Great War. To most of post-War 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 it became known that the other vaults

were sealed, the people of Bakersfield attempted to force their way into

Vault 12 to protect themselves and their families.

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 the 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 face of

Necropolis, as they were by far the most numerous of the 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.

14

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 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.

Common NCR Laws include:

• 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.

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?

New Reno

Population: 4000 (PR:3) Government: Crime Families

CR: 1 TL: 5

A large city, New Reno is known for its casinos, such as the Shark Club and

the Desperado. It is home to, 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 Mordinos, 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.

15

Reno was spared the atomic fire of the Great War, but with the destruction

of the rest of the United States, law and order broke down as mobster

families ascended to power. To this day, New Reno has 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 family 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 for slaves and chemicals from Vault City

caravans. Both these trades are overseen by the head of the Slavers

Guild, Metzger.

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 largest 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.

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 factions 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.

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 addition 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.

San Francisco

Population: 6000 (PR:3, mostly Shi) Government: Dictatorship

CR: 2 TL: 8

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 old 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 that 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.

The third major group, which does not trade, is a religious community

called the Hubologists. They are obsessed with an old space shuttle they

found parked at the airport, and are attempting to make it fly again, so they

can join their "gods" in the heavens above.

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 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 Masters 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 in 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 Steal 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.

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).

16

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.

Day passes are issued to non-citizens able to provide a bona fide 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. While the customs office is

nominally strict in its rules regarding the issuance of day passes, 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 fenced-

off 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 and 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.

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 newly-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 filled with liquid FEV. As part of the 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 the explorers, and after falling into the Vats,

became the Master. Richard grew to be a powerful mutant, he was vastly

intelligent, and not dumb like many other mutants (indeed, 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 and 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 Mariposa Base.

Soon, assault squads combed the desert for slaves they could use to mine

the military base and get to the 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.

17

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.

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.

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.

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

September 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.

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):

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 the 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

18

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 this step entirely.

Step 3, Control Rating:

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.

Roll 2D-7 and use the following table to determine CR;

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.

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, this is a

Mercenary or Criminal Organization instead (roll D2 as to which).

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.

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 is a less skilled

medic available.

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...

Sewage System is present on a roll of PR+2. Without any kind of waste

disposal system, chances of infectious diseases spreading are highly

elevated.

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:

Roll 3D6 Special Resource

3 Automated Factory.

4 High Technology (TL8).

5 Nuclear Powerplant.

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.

19

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 the planet, like most of the North American

continent, became vast desert wastelands, hot during the days and cool

during the nights. Milder climate zones got pushed further away towards

the polar regions, and this all occurred in the space of less than a decade..

Surviving a typical day in the north American wasteland environment:

Heat

See GURPS Basic Set page 434 for the Heat rules.

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.

A likely HT roll scheme for a desert day:

• 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

* For every level of the Temperature Tolerance advantage, add +1 bonus

for these rolls (+2 bonus if the tolerance is only versus heat, +0 bonus if

the tolerance is only versus cold).

* For a more unfavorable situation, like walking outside in an urban/ruined

environment (lots of concrete and asphalt in the surroundings increases

the temperature), apply a -1 modifier to the rolls.

* For comfortably resting in a good shade, add a +2 bonus and roll only for

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).

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.

Cold

On a normal night, it does not get colder than 50 Fahrenheit (10 deg C) in

the north American wasteland. Assuming dry environment, sensible clothing

and fairly limited amounts of wind chill, this does not warrant any HT rolls

due to coldness.

Most people without vehicles travel during the comfortable early morning

and night hours - that is, somewhere between 2000 and 0900 hours.

Travelers with vehicles often choose to travel during the day, simply

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.

Weather

Rainfall amounts have decreased notably after the climate change, (even in

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

thunderstorm, especially near the coastlines. Sandstorms are a fairly

common occurrence inland, especially during the driest seasons. Wearing

eye protection and breathing through a respirator (failing that, breathing

through a cloth is better than nothing) will usually bring the traveler through

a sandstorm unharmed.

Starvation and Thirst

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.

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.

20

Biohazards

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

environment is a lot safer in this regard than a jungle would be). This is

one of the main reasons why warriors of the wasteland prefer armors with

good overall coverage instead of maximal protection of vital areas only. In

practice, all hit locations are vital in most post-nuclear combat situations,

just one hit getting through with a simple festering spear can spell the

doom of a fighter without decent limb armor..

Chemical Hazards

Many kinds of toxins besides just radioactivity were introduced into the

environment during the great war. Nobody bothered to clean up the

pollution afterwards. Some of the dangerous chemicals were broken down

to harmless compounds in the 88 years after the war, but others were not.

Not all military bases were nuked. Some storage facilities were left intact,

just waiting for the foolish looters who could not tell the difference between

a persistent nerve gas mortar round and a normal one.. It is a good idea to

wear a respirator with NBC filters when moving around a ghost town or

abandoned ruins of a military base. Also, if purity of water source is in any

doubt, wise and often long-lived people prefer to take the time to filter and

boil it before consumption.

21

Part 2: Character creation

22

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.

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 the 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.

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).

This TL may also indicate what kind of stuff could commonly be found at

these places.

TL Tribals Small

Town

Towns Vaults BOS/Enclave

,

Transportation 3-4 4-5 5-6 7

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

Computers 6+1 6+2-6+3 6+4

Divergent TL in the wastes:

Weapons: Blaster weapons appeared at TL 9+1. Armor suits (Ballistic and

Tactical suit) are available at TL8.

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.

Medicine: Cellular rejuvenation is known at TL9 but only for 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.

TL and Price of Starting Equipment:

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.

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.

Fallout S.P.E.C.I.A.L. to GURPS Character Conversion Notes

• 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.

• Use the appropriate 'Traits' section to represent the Fallout

characters Traits in GURPS. If the desired trait is not listed,

instead use GURPS advantages to get the desired effect. Traits

go into the 'Advantages / Disadvantages' section of the GURPS

character sheet.

Converting Attributes

GURPS ST, IQ, DX and HT are equivalent to appropriate Fallout attributes

multiplied by 2, except for the following exceptions:

• 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.

• Fallout Luck attribute = GURPS Advantage/Disadvantage;

1 to 3 = Unluckiness [-10]

4 to 5 (Average) = No Advantage/Disadvantage

6 = Luck [15]

7 = Luck [15] and Serendipity 1 [15]

8 = Luck [30] and Serendipity 1 [15]

9 = Luck [30] and Serendipity 2 [30]

10 = 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.)

• 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.)

• 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].

• 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].

• 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].

• 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].

• 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].

• 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].

23

• 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].

• 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].

• 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].

• 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].

• 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].

Talents for GURPS Fallout

GURPS can use Talents to simulate Fallout Perks, this section contains

guidelines on how to do this. Please note that the inclusion of these Perks

in any GURPS Fallout game is entirely optional.

• Perks are advantages which are gained through experience or

training, and have various prerequisites which must be met

before they can be bought.

• Perks can be bought during and after the character creation,

provided that the character first has all of the prerequisites met.

• If the GM feels 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.

• 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

points, ST is at +2 bonus for HT minutes.

• 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.

• Better Criticals [+10]

Prerequisites: Luck advantage, Perception 12+, Any Combat

Skill 12+

Game Effect: This ability allows the character to adjust any

Critical Hit roll by one line on the Critical Hit Table.

• Bonus HtH Damage [+6]

Prerequisites: Luck, DX 12+, HtH Combat Skill 12+

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.

• Bonus HtH Attack [+40]

Prerequisites: DX 12+, HtH/Melee Combat Skill 16+

Game Effect: While using Unarmed or Melee combat skills, the

character gets one additional attack per turn.

• Bonus Move [+10]

Prerequisites: Move 12+, DX 10+

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.

,

• Bonus Ranged Damage [+12]

Prerequisites: Luck, Ranged Weapon Skill 12+

Game Effect: When rolling for damage from any ranged 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 were

rolled, character gets to add +1 damage per damage die.

• Bonus Rate of Fire [+10]

Prerequisites: DX 14+, IQ 12+, Perception 12+, Guns 12+

Game Effect: When using any semi-automatic firearm, the

character gets a +1 bonus to the weapons RoF.

• Cautious Nature [+10]

Prerequisites: Perception at 12+

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.

• Comprehension [+20]

Prerequisites: IQ 14+, Native Literacy

Game Effect: Being a very smart fellow, 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%.

• Demolition Expert [+8]

Prerequisites: Explosives (Demolition) 14+

Game Effect: Explosives set by this expert always blow up

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.

• Dodger [+15]

Prerequisites: DX 12+

Game Effect: Character gets a +1 bonus when dodging by any

means.

• Earlier Sequence [+8/level]

Prerequisites: Combat Reflexes, Tactics 12+

Game Effect: Extensive combat experience of the character

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]

Prerequisites: IQ 12+

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.)

24

• Explorer [+10]

Prerequisites: Cannot have Unluckiness

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...

• Faster Healing [+15]

Prerequisites: HT 12+

Game Effect: Character automatically makes all healing rolls,

and heals 20% of his total hit points daily. Recovery rolls versus

crippling injuries are made at a +5 bonus.

• Fortune Finder [+15]

Prerequisites: Luck and Serendipity

Game Effect: Random encounters always yield twice the usual

valuables (like bottlecaps), but the character still has to take

these items off the dead bodies of opponents.

• 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.

• Harmless [+4]

Prerequisites: Must not have negative reputation, Pickpocket

12+ and either Pitiable 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.

• Heave Ho! [+5/level]

Prerequisites: Thrown Weapon 12+ or Throwing 12+

Game Effect: Each level (up to 3 maximum) of the perk adds

ST +2 bonus for calculating 1/2D and Max ranges of thrown

weapons/items.

• HtH Evade [+15]

Prerequisites: Unarmed Combat Skill 13+

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.

• 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

any sex related HT rolls).

• Light Step [+2]

Prerequisites: Cannot have Heavy Frame or Overweight/Fat

disadvatage, DX 12+, Stealth 12+

Game Effect: Gives a +3 bonus to Traps skill, but only for

avoiding setting off traps on the ground/floor.

• Living Anatomy [+20]

Prerequisites: Physician 16+, Physiology 12+

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.

• Magnetic Personality [+5/level; Maximum of 5 levels]

Prerequisites: Leadership 12+, Charisma +1 for each level

Game Effect: Character with this perk is so cool that she can

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.

• Master Thief [+8]

Prerequisites: Pickpocket 13+, Lockpicking 13+, Electronics

Operation (Security) 13+, Streetwise 13+ and IQ 12+

Game Effect: Gives a +2 bonus to all of the prerequisite skills.

• 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 Merchant

skill.

• Medic [+12]

Prerequisites: First Aid 12+ and Physician 12+

Game Effect: This perk gives a +2 bonus to any and all Medical

skills.

• 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 too

many boring nights at a local bar.. These same bonuses also

apply for resisting hypnosis.

• More Criticals [+15 pts/level; Max 2 levels]

Prerequisites: Any Combat Skill 16+ and; Luck or Daredevil

Game Effect: This perk adds +1 per level to the critical hit

chances of the character.

• Mr. Fixit [+12]

Prerequisites: Mechanic 12+, Scrounging 12+, IQ 12+

Game Effect: This perk gives a +2 bonus to any and all skill

rolls to repair or build almost anything.

• Mysterious Stranger [varies]

Prerequisites: Luck or Serendipity

Game Effect: Adds the 'unknown' modifier to the Ally

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...

25

• Negotiator [+10]

Prerequisites: Merchant 12+, Fast Talk 12+

Game Effect: Adds a +2 bonus to all social Influence Skill rolls.

• Pack Rat [+5/level; Max 2 levels]

Prerequisites: Cannot have Light Frame trait, ST 10+

Game Effect: Character's ST is increased by 4 for encumbrance

purposes. Note that ST cannot be raised over racial maximum

(20 for humans).

• Strong Back [+5]

Prerequisites: Cannot have Light Frame trait or Skinny

disadvantage, ST 12+

Game Effect: Basically the Lifting ST advantage - Light

Encumbrance becomes 6xST, Medium encumbrance becomes

10xST, heavy encumbrance becomes 20xST and extra heavy

encumbrance becomes 30xST.

• Pathfinder [+5]

,

to ruin.

The European Commonwealth dissolves into quarreling nation states,

fighting over the remaining resources.

2066

Winter: In the winter of 2066, China invades Alaska. The Anchorage Front

Line becomes a true battleground.

Note: This date for the Chinese invasion of Alaska comes from Chris

Avellone's Fallout Bible timeline. According to the Sierra Depot GNN

Transcript holodisk, which Avellone discards as non-canon, as it was

supposedly modified by the Sierra Army Depot soldiers, this happened on

October 10, 2077.

Winter: As a sign of increasing tension between the two countries, Canada

proves reluctant to allow American troops on Canadian soil or allow

American planes to fly over Canadian airspace. The United States and

Canadian tensions rise, but Canada eventually backs down, and US troops

pass through Canada. This sets the stage for the Canadian annexation in

2076.

2067

The first suit of 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.

5

2069

Canada begins to feel the pressure from the United States military as the US

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.

2072

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 in fact, had already begun in 2067.

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 fairly regularly.

2073

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 West Tek

research facility in Southern California.

2074

Negotiations between the US and other world powers come to a dramatic

end, with the President walking out of oil talks with the other 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 US and the US will not sell or trade any oil to outside parties.

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.

Note: This information comes from Chris Avellone's Fallout Bible timeline.

According to the Sierra Depot GNN Transcript holodisk, which Avellone

discards as non-canon, this happened on October 22, 2077.

2075

February 14: Canada, after being almost entirely taken over by US troops,

finally agrees to be annexed by the U.S. The annexation is finalized almost a

year later.

2076

January: The United States annexation of Canada is complete. Canadian

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.

March 30: The U.S. President ordered the Pacific Fleet to the Poseidon

deep sea oil derrick located at a secret location out in the Pacific.

June: Power Armor prototype completed, resulting in model T51-b 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.

2077

January 10: Alaska is reclaimed, and the Anchorage Front Line is again held

by the Americans.

January 22: The first domestic use of Power Armor within the United States

for crowd and quarantine control. Units originally serving in China and the

Anchorage Front Line find themselves fighting Americans at home. Food riots

increase, and many civilians are killed. Several soldiers defect from the

military both in Canada and the United States. They are captured, and are

sent to military prisons.

March: 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.

October 23: Great War: Bombs are launched; who struck first is unknown...

and it is not even known if the bombs came from China or America. Air raid

sirens sound, but very few people go into vaults, thinking it is a false alarm.

The Vaults are sealed.

Chapter 2: The Brotherhood of

Steel

Overview

The ranks of the BOS is generally recognized as being composed of the

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, surgical

enhancements, combat implants, and the Brotherhood Paladins who

have the ability to erase an entire town from a map without a scratch. The

vast 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 to leave -

the Brotherhood does not believe in forcing anyone to serve them against

their will.

While they're generally not hostile to others without a good reason, unlike

the legendary chivalrous knights (and very much like historical military

and religious orders like the Knights 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, which, in many cases, they

put above human life. Their motives are often unclear, and Brotherhood

members are not people to be trifled with. It is safe to say, however, that if

a group of Brotherhood knights appears to be helping some less fortunate

people, their motives are not altruistic.

The Brotherhood doesn't like to share their choicest technological bits,

despite the obvious benefits their technology could bring to 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.

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

,

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.

• Pyromaniac [+8]

Prerequisites: Luck, Guns(Flamethrower) 12+

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 with this perk....

• 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.

• Quick Recovery [+5]

Prerequisites: Acrobatics 12+

Game Effect: It takes 1 second less time than normal for the

character to stand up after being knocked down.

• Ranger [+4]

Prerequisites: Perception 12+, Survival 12+, Tracking 12+

Game Effect: Adds a +2 bonus to Tracking and Survival skills.

• Sharpshooter [+3]

Prerequisites: Perception 14+, IQ 12+, Any Guns Skill 12+

Game Effect: Gives a +2 bonus to all Guns skills, but only for

countering range penalties.

• Silent Death [+10]

Prerequisites: DX 14+, Stealth 13+ and; Unarmed Skill 13+ or

Knife 13+

Game Effect: While sneaking undetected, any HtH attacks done

from behind the target receive an extra x2 modifier for any

damage getting through the Damage Resistance.

• Silent Running [+1]

Prerequisites: DX 12+, Stealth 12+

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).

• Slayer [+60]

Prerequisites: DX 16+, ST 16+, Unarmed Skill 16+

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.

• Sniper [+60]

Prerequisites: DX 16+, Perception 16+, IQ 12+, Guns 18+

Game Effect: Any ranged attacks getting through the targets

active/passive defenses are converted to Critical Hits. Attacks

which miss the target are unaffected, and so are critical failures.

• Stonewall [10]

Prerequisites: ST 12+, Cannot be Skinny, Cannot have the

Light Frame trait.

Game Effect: Add a +4 bonus to ST for resisting any kind of

knockdowns, takedown or slam attacks. Stonewall rarely falls

down.

• Weapon Handling [+6]

Prerequisites: DX 12+, ST 10+, Any Combat Skill 12+, Cannot

have the Light Frame trait

Game Effect: Gives a +3 bonus to ST, but only for meeting the

Min ST requirements of weapons - This bonus has no effect on

basic damages or throwing distances of weapons.

• Bluff Master [+5]

Prerequisites: Charisma +1, Fast Talk 10+

Game Effect: With this perk, the character can automatically talk

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.

• 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.

• Bracing [+4]

Prerequisites: Combat Skill 12+, Cannot have the Light Frame

trait

Game Effect: Gives a +2 bonus to ST, but only for meeting the

Min ST requirements of weapons.

• Brown Noser [+4]

Prerequisites: IQ 12+, Reaction Modifier total 0+, Savoir Faire

12+

Game Effect: Within any rank hierarchy, the Brown Noser may

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...

• Cancerous Growth [+40]

Prerequisites: Must be a Ghoul, ST less than 14

Game Effect: the Regrowth advantage - Even lost limbs grow

back at the ghouls usual regeneration rate.

• Die Hard [+8]

Prerequisites: First Aid 10+, HT 12+

Game Effect: While at or under 30% of his hit points, the

character gets a +1 bonus to Damage Resistance and +2 bonus

to all HT rolls.

26

• Drunken Master [+10]

Prerequisites: Unarmed skill 12+, HT 10+

Game Effect: Gets a +2 bonus to all HtH skills while drunk.

• Gunner [+8]

Prerequisites: Guns 10+, DX 12+

Game Effect: While firing from a moving vehicle or the like, the

character with this perk can ignore up to -4 worth of

movement/stability penalties.

• Hit the Deck [+5]

Prerequisites: DX 12+, Combat Reflexes

Game Effect: Whenever the character is hit by an explosion or 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.

• Leader [+5]

Prerequisites: Charisma +2, Leadership 12+

Game Effect: Being a natural leader, the characters presence

has an inspiring effect on her nearby squadmates under her

command, granting them a +2 bonus to their Fright Checks.

• Lead Foot [+10]

Prerequisites: DX 12+, Perception 12+, Ground vehicle skill

12+

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...

• Road Warrior [+8]

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.

• Stat! [+8]

Prerequisites: Combat Reflexes and First Aid 13+ or Physician

12+

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.

• Steady Arm [+6]

Prerequisites: SM+1 or more (Super Mutant) or Robot, ST 12+

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.

• Stunt Man [+10]

Prerequisites: ST 12+, HT 12+, DX 12+

Game Effect: Character always takes half damage from falling or

collisions, in addition to other considerations. He also gets a +1

bonus to all Vehicle skills.

• Tunnel Rat [+4]

Prerequisites: DX 12+

Game Effect: Character with this perk can crawl like a baby - a

very fast baby. Move while crawling is increased by +1 yard per

second.

Chapter 9: Wasteland Advantages,

Disadvantages and Skills

Advantages

Deadly Karma [15 points/level]

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.

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 with 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.

Destiny (Page B48)

“There is no fate but what we make.” The Destiny advantage is not

allowed. Go forth and make your own fortune!

Gadgeteer (Page B56-57)

The Gadgeteer advantage is not allowed. Instead use the Basic Set

guidelines for inventions. That is, just spend the points to buy high enough

skill levels.

Rank (Page B29)

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.

Merchant Rank: All of the old Trade Unions collapsed with the former

United States; Free Traders run the show now. Therefore, Merchant Rank

is not used.

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.

The BOS uses the following system of Military Rank: Initiates 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 field to examine a piece of

technology or perform a task beyond the skills of the 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 the 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 Elder, usually descended

from the Maxson family.

27

Brotherhood of Steel Rank

Cost Level Knight Scribe

0 0 Initiate

5 1 Senior Initiate

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

45 9 Head Paladin

50 10 Elder

Military rank in the Enclave follows the model of the old U.S. Army. I have

divided the ranks into Enlisted and Officer ranks:

Enclave Enlisted Rank

Point Cost Enlisted

Rank

Rank

0 0 Private

5 1 Private 1st class

10 2 Corporal

15 3 Sergeant

20 4 Staff Sergeant

25 5 Sergeant 1st class

30 6 First Sergeant

35 7 Sergeant Major

40 8 Warrant Officer

45 9 Chief Warrant Officer 2

50 10 Chief Warrant Officer 3

55 11 Chief Warrant Officer 4

60 12 Master Chief Warrant Officer

Enclave Officer Rank

Point Cost Officer

Rank

Rank

10 1 Second Lieutenant

20 2 First Lieutenant

30 3 Captain

40 4 Major

50 5 Lieutenant Colonel

60 6 Colonel

70 7 Brigadier General

80 8 Major General

90 9 Lieutenant General

100 10 General

Police Rank: The only known organized police force in the waste is the

Vault City Guard. There are just three 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 First Citizen.

Religious Rank: All of the old religious orders are dust, and a new order

has yet to arise (aside from a few cults such as the Hubologists and the

Children of the Cathedral). Thus, Religious rank is not used.

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.

Status and Monthly Cost of Living

Level Example Monthly Cost of Living

4 Mayor of a large town $2500

3 Mayor of a town $1500

2 Village Leader $800

1 Technician, Doctor $400

0 Ordinary person $200

-1 Poor $100

-2 Tribal $75

-3 Beggar $50

-4 Slave $50

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.

Disadvantages

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.

Destiny (Page B131)

The Destiny disadvantage is not allowed.

Skills

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.

Guns! skill is like above, except it works for all firearms and IQ bonus is

applicable (as for the normal guns skills).

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.

Tactics (Page B224)

Optional Specializations for the Tactics IQ/Hard skill include; Air, Land, Sea

and Urban.

28

Chapter 10: GURPS Fallout Racial

templates

Humans

Humans are unaltered, and (mostly) unmutated examples of the species

Homo Sapiens. Still by far the most common intelligent species on the

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

total level of 20 for humans. Attributes of 8-12 are normal, 13 is

exceptional, 14 is very good, 15+ is awesome.

Free Skills: Native Language (Native); Area Knowledge (at IQ; Home city

or area). Literacy is rare, unless the character comes from a Vault, the

Brotherhood of Steel or the Enclave.

Being a human gives no bonuses or penalties, and thus costs no points.

Traits: A human character 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.

• Light Frame [+5]

DX +1. Heavy Enc max threshold is 8x ST.

• Heavy Frame [+0]

ST +1, Lifting ST +1, DX -1.

• Kamikaze [+0]

Combat Reflexes, On The Edge (-12).

• Bruiser [+8]

DR+2 (Crushing damage only), HP +4, ST +2, DX-1.

• 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+)

Immune to Disease, Fit, Weakness (Cyber Rejection), Sterile.

• Tough Luck [+5]

Deadly Karma, Unluckiness.

• Radiation Resistant [+2]

Resistant (Radiation) 2, Doubled rad recovery rate.

• 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...).

• Sex Appeal Talent [+5]

Beautiful/Handsome, Sex Appeal skill bonus +3, Enemy:

Slavers.

• Good Natured [+5]

IQ+1, Sensitive, Charitable, Versatile.

• Alert [+5]

Hearing +5, Light Sleeper.

• Night Person [+0]

Night Vision, -5 to Perception in bright daylight.

• Heavy Handed [+0]

Unarmed Damage +1, DR +1 (Hands only), Ham-Fisted.

• 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.)

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 the Master, after which the

remnants of the Super Mutant army split up and went their separate ways..

Super Mutant [+50 points]

Attribute Adjustment: +5 ST [50]; +2 HT [20]; DX -1 [-20]; IQ-2 [-40].

Secondary Characteristic Adjustment: 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].

Racial Disadvantages: Appearance -2 (Ugly) [-8]; Bad Grip 1 [-5]; Ham-

Fisted 1 [-5]; Overconfidence (-12) [-5]; Racial Reputation (Murderous

mutant; -2 Reaction; Almost everyone; All the time) [-10]; Social Stigma -3

(Mutant) [-15].

Free Skills: Language (Native); Area Knowledge (at IQ; Home City). Few

Super Mutants are literate.

Racially Learned Skills and Skill Bonuses: Either Gunner (Machinegun),

Guns (Hvy. Weapons; choose specialty) or Liquid Projector (Flamethrower)

(DX/E) DX+2 [4].

Features/Taboos: Sterile [0].

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.

Traits: Super Mutant character 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 Super Mutant are listed below:

• Vat Skin [+10]

DR +6 (Tough Skin -40%), Odious Racial Habit (Bad Smell) -2,

Extra HP +4.

• Radiation Resistant [+2]

Resistance (Radiation) +2, Doubled rad recovery rate.

• Alert [+5]

Acute Hearing +5, Light Sleeper.

• Hammerfist [+5]

Arm ST +2 (Both arms), Unarmed DMG+2, DR +1 (Hands only),

Bad Grip.

• Triggerhappy [+10 or +5]

Combat Reflexes, Automatic Reflexes L1 or L2 (L1 allows for a Will

roll to resist any inappropriate instinctive actions, L2 does not.)

29

• Super Berserker [+15]

Hyper-Strength (ST+3; costs 1 FP per second), Berserker (-12).

• Tough Customer [+5]

DR +4 (Tough Skin -40%), HP +4, Bad Temper (-12).

• Bruiser [+8]

DR+2 (Crushing damage only), HP+4, ST+2, DX-1.

• Kamikaze [+0]

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.

• 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...).

• Good Natured [+5]

IQ+1, Sensitive, Charitable, Versatile.

• Night Person [+0]

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).

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 have IQ scores

of 7 or below, and are not suitable for player characters - a PC ghoul must

have at least IQ 8.)

Ghoul [+10 points]

Attribute Adjustment: DX+1 [20]; ST-1 [-10].

Secondary Characteristic Adjustment: Perception +2 [10]; Basic Move

-2 [-10].

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

Features/Taboos: Sterile [0].

Traits: A ghoul character 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 Advs/Disadvs. Traits

suitable for a ghoul are listed below:

• The Stench of Rotten Flesh [+0]

5 yard radius, -1 to IQ and DX of everyone exposed. Gives -3 to

all social reaction rolls.

• Glowing One [+10]

10,000 rads, x100 rad recovery rate, radiates 1 rad per hour 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 for the Intimidation skill.

• Light Frame [+5]

DX +1. Heavy Enc max threshold is 8x ST.

• Kamikaze [+0]

Combat Reflexes, On The Edge (-12).

• One Hander [+5]

Primary arm +2 DX, Secondary arm -1 DX, Both arms -1 DX.

• Strong Immune System [+2] (prerequisite HT11+)

Immune to Disease, Fit, Cyber Rejection, Sterile.

• 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...).

• Good Natured [+5]

IQ+1, Sensitive, Charitable, Versatile.

• Alert [+5]

Hearing +5, Light Sleeper.

• Night Person [+0]

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.)

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 refit 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).

30

Robot [+40 points]

Attribute Adjustment: HT 11 [10]; ST+4 [40]; DX+2

,

[40]; IQ-2 [-40].

Secondary Characteristic Adjustment: HP +6 [12].

Racial Advantages: Damage Resistance +5 [25]; High Pain Threshold

[10]; Lightning Calculator [2]; Eidetic Memory (Photographic) [10]; Machine

[25]; Unfazable [15].

Racial Disadvantages: Fragile (Unnatural) [-50]; Non-Volitional AI [-38];

Vulnerability (EMP damage; x4 damage) [-20].

Free Skills: Language (Native); Area Knowledge (at IQ; Home City). All

robots are literate.

Racially Learned Skills and Skill Bonuses: Mechanic (Robotics/TL 8)

(IQ/A) IQ-1 [1].

Features/Taboos: Cannot Float [-1]; Neutered [-1]; No Extra-Effort [0]; No

Fatigue [0].

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.)

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.

• 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]

DX+1, IQ+1, All failed rolls count as critical failures. Real critical

failures cause mental stun for 1D6 turns.

• EMP Shielding [+5]

Immune to EMP, Reduced Move -3.

• Heavy Armor Plating [+10]

DR+10, Reduced Move -3

• 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).

• Tracks Subassembly [+0]

Move is doubled, but basic Dodge is halved.

• Nuclear Powerplant [+10]

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.

• Tight Nuts [+0]

Extra HP+20, but any repairs take twice the usual time

• 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 lifetime, unless

new replacements for the robots broken primary systems can

be found and installed.

• Artificial Intelligence [+25]

No Unfazeable, no Low Empathy nor No Sense of Humor.

Curious. IQ+1, DX+1.

• 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.

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 injections and radiation

treatments. A 'natural' randomly occurring psyker mutation would

probably mean other mutations in the physiology as well, and is highly

unlikely. Normally, human brains are only capable of Empathy (Telepathy

3) and Danger Sense (ESP 5) at most, but a mutant psyker has no such

limits with power levels.

To have points in any psionic skills, the character must take the

advantage Unusual Background (Psyker) [+15].

Optional new advantage for a psyker is:

• Psionic Ability [+10 pts/level]

(This advantage adds to character's IQ when determining

psionic skills or using psionics passively. The bonus also

applies to the Psychotronics and Paraphysics skills.)

Available PSI skills by power category:

• Antipsi: Neutralize, Psi-Static (note: an antipsi cannot have

other psi-powers).

• Astral Projection: Astral Projection, Astral Sight.

• Electrokinesis: Confuse, Cyberpsi, Dampen, Energy Sense,

Energy Shield, Lightning, Photokinesis, Surge.

• ESP: Clairvoyance, Clairaudience, Clairsentience, Combat

Sense, Precognition, Psychometry, Seekersense.

• Healing: Healing, Life Extension, Metabolism Control, Sense

Aura.

• Psychic Vampirism: Drain Emotion, Steal Dreams, Steal

Energy, Steal Power.

• Psychokinesis: Cryokinesis, Pyrokinesis, PK Shield,

Telekinesis (note: For more houserule details, see the

'Psychokinesis Fix' text, below).

• Telepathy: Aspect, Emotion Sense, Erase Signature, Illusion,

Mind Shield, Psi Sense, Signature Sniffer, Sleep, Suggest,

Telereceive, Telescan, Telesend.

• Teleportation: Autoteleport, Exoteleport, Combat Teleport.

Teleportation power must always have the limitation 'Astral Subjects

Only -60%', this means it can only teleport insubstantial stuff like

an astral body.

31

PSI-devices unique for the Fallout Setting

• Mental Nullifier. This is an unpowered device consisting of iron

bands which wrap around the wearer's head. It is 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 for sale, and

weighs about 4 lbs. If worn by a psyker, psykers 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.

Psychokinesis Fix for GURPS Psionics (3e)

Telekinesis

Instead of using the usual method for calculating ST and lift weights,

assume that each level of power buys 1 level of Telekinetic Strength (TK

ST) until ST30, after which each level of power buys 10 levels of TK ST.

For calculating TK lift weight, use the Quad ST rule and encumbrance

modifier depending on the level; 2x for 4 or less, 4x for 8 or less, 6x for 12

or less, 8x for 16 or less and 12x for 17 or over.

Power TK ST Lbs. Dmg Power TK ST Lbs. Dmg

1 1 0.2 0 21 21 530 4d-1

2 2 0.8 0 22 22 590 4d

3 3 1.8 0 23 23 640 4d+1

4 4 3.2 1d-6 24 24 700 4d+2

5 5 10 1d-5 25 25 750 5d-1

6 6 14 1d-4 26 26 820 5d

7 7 20 1d-3 27 27 880 5d+1

8 8 26 1d-2 28 28 950 5d+1

9 9 50 1d-1 29 29 1,000 5d+2

10 10 60 1d 30 30 1,100 5d+2

11 11 73 1d+1 31 40 1,900 7d-1

12 12 86 1d+2 32 50 3,000 8d-1

13 13 140 2d-1 33 60 4,300 9d

14 14 160 2d 34 70 5,800 10d

15 15 180 2d+1 35 80 7,600 11d

16 16 210 2d+2 36 90 9,700 12d

17 17 350 3d-1 37 100 12,000 13d

18 18 390 3d 38 110 14,500 14d

19 19 440 3d+1 39 120 17,000 15d

20 20 480 3d+2 40 130 20,000 16d

+1 +10 +1d

• Top speed of an object moved by Telekinesis is calculated with

the following formulas. Note: This is more or less controlled

movement, with a 'telekinetic grip' maintained on the object all

the time. Object can also be the psyker himself (in which case

this is called levitation).

sf = surface area in square feet, depends on the object; 20sf for a person.

tkSpeed (in mph) = (7500 x (Excess TK ST/sf))^(1/2)

tkAccel (in g:s) = tkSpeed/20

Note: The speed formula only applies if there is at least 1 level of power

over the minimum level required to lift the object.. If the psyker can barely

lift the weight, Move is 1. Also, when using the formula, treat any result

less than 1 as 1.

• When moving very small objects, actual velocity of controlled

movement is limited by the psykers ability to accurately

visualize the objects motion - Usually this means a maximum

move of 50-100 yards per second and limits the distance

between object and psyker to that which

,

the psyker can see the

small object at...

• Actually shooting or throwing away small objects with TK ST

places no such limits on velocity - Use the stats of a typical

stockless TL7 handgun with equivalent damage for shooting

pebbles or ball bearings. Randomly shaped stone pebbles are

at -1 to -2 to Acc, but marbles or ball bearings are at no penalty.

For other thrown objects, simply use the thrown weapons rules

with TK ST instead of normal ST. Use Telekinesis skill to prepare

the TK throw attack, and Throwing or Thrown Weapon skill for

hitting the target.

Telekinesis skill roll modifiers:

• Levitation take-off (no further rolls are necessary to maintain the

power) +0.

• Precise Aim, Slow and Simple Movement (guiding a coin into

a slot) -1.

• Precise Aim, Slow Movement (putting an engine back into a car

properly) -2.

• Precise Aim, Fast Movement (throwing a shuriken) -4.

• Precise Aim, Subsonic Movement (throwing a small rock

quite fast) -5.

• Precise Aim, Supersonic Movement (shooting a bullet) -6.

• Precise Aim, Hypersonic Movement (TK equivalent of a railgun)

-7.

• Fast movement, must maintain orientation (throwing a knife

point first all the way) -3 in addition the above.

• Complex Movement (picking a lock, drawing a picture, operating

a keyboard) -2.

• Grab a moving target, subtract the speed+range penalty (must

be able to see the target).

• Deflect a moving target, as above for Grabbing, but add a +4

bonus, or +6 for long targets like spears.

• Grab a stationary target (a guard just standing there) +0.

• Using TK as a form of radar sense (very lightly touches

everything nearby in a 90 degree arc) -4.

• Using TK ST to add to the psykers own ST (divide the smaller of TK

ST or ST by 4) +0.

• Performing Multiple TK effects at once, cumulative -4 for each

additional effect.

Levitation

This one is simple to fix: There is *no* separate Levitation PSI skill, and

there is no free 'power bonus' for levitation. Instead, 'For Levitation Only

-25%' becomes a possible limitation for the Telekinesis power, in this case

the levitation uses the Telekinesis skill for activation and 'Flight:Wingless'

P/A skill for advanced maneuvering in the air (basic maneuvering or

routine flight takes no skill rolls).

At levels too low to lift the psyker, levitation is still useful for providing

partial 'contragravity' effects and it still does give slow levitation movement

(move 1 and tkAccel:0.1) in zero or microgravity.

Outside an atmosphere, ignore the tkSpeed value and use the tkAccel

statistic as the levitators space maneuvering rating (sMR).

32

Chapter 11: GURPS Fallout

Occupational templates

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.

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.

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; the 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.

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 templates below will require some

heavy modification to make them “Fallout computable”:

Banestorm

Mystic (Page 212, modified appropriately).

Basic Set

Soldier of Fortune (Characters 260).

Bio-Tech

Bioengineer/Gengineer (Page 203. Enclave only), Epidemiologist (Page

205), Nurse (Page 207), Senior Citizen (Page 210).

Fantasy (Most of the Templates below require heavy modification)

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).

Infinite Worlds

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).

33

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

Driver/Chauffeur (Driving or Teamster) Skill x 20 PR -2i,1D / LJ,3D

Shop Clerk (Merchant 10+) 200 IQ + Reaction Bonus LJ / LJ

Actor/Actress (Acting 10+, Performance 10+) Skill x 17* PR -3i / LJ, 1D

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

Bounty Hunter (Ranged Weapon Skill, Survival 10+, Tracking 13+) 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

Slaver (Guns, Unarmed Combat Skill, Tactics 6+, Streetwise) 600* PR LJ,3D / 8D,jailed

Lab Worker (Computer Operation, Research 11+, Science Skill 10+) (Worst PR-6) x 30* Worst PR -2i / LJ,3D

Private Detective (Criminology and Law or Streetwise) Best PR x 25* Worst PR -3i,2D / LJ,4D

Prospector (Prospecting 10+) PR x 30* PR -3i,2D / -5i,LJ

Soldier (Combat Skill 10+, Tactics 6+) 330 + (70 x Rank) Best PR-2 -2i,2D / -5i,LJ

34

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

Lawyer (Law 15+, Public Speaking or Fast Talk 13+) 900* Worst PR -2i / -4i

Mercenary Captain (Equipment, Vehicle Skill or Battlesuit 14+, Leadership

14+, Tactics, Reputation +2, 5 Weapon Skills at 14+, Status +1

(Tactics-10)x70 +

(70 x Rank + Rep +

Status)*

Leadership or Tactics -2i,3D /

LJ,-3i,5D

Scientist (Computer Operation, Teaching 14+, Specialty Skills 15+,

Research 14+, Writing 14+, History)

Worst PR x 100* Worst PR -2i / -4i,LJ

Assassin (Stealth and; Beam Weapons or Crossbow or Guns) Worst x 100* Worst PR -4i,4D / 8D

Slaver Boss (Streetwise, Psychology, Physiology, Merchant, Status 1+) PR x 130* Worst PR -4i,4D / LJ,8D

Psyker (PSI power level(s) 3+, psionic skill(s), Paraphysics) (Best PSI skill – 10)

x 170 + (Power

Levels x 170)

Best PR LJ,1D / LJ,4D

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

Idle Rich (Status 3+) 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

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.

35

Chapter 12: Equipment

Starting Money

Average starting money is 1000 Bottlecaps, all of it available for 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

largest 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).

Signature Gear

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.

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 twice as fast if very cheap (when

DR reaches zero, the item is broken).

Fuel Costs

Fossil based fuels like Gasoline are scarce and cost at least 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.

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.

Hazard Detection Devices

Item Weight Cost (bc)

Geiger Counter 4 200

Chemical Sensor 1 200

RadTab Neg. 30

Hazard Detection Devices

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:

Chemical Sensor: These devices, typically hand-held and possessing 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. Works with a small energy cell for up to a month per charging.

Skill to use: Electronics Operation(Sensors) or NBC Warfare

Durability: PD 3, 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 durable piece of equipment is capable of measuring

radiation, either in immediate surroundings, or with a more focused

scanning with a small probe. Measures radiation in roentgens or rads.

Works with a small energy cell for up to a month per charging. Its

electronics are hardened to withstand EMPs.

Skill to use: Electronics Operation(Sensors) or NBC Warfare

Durability: PD 3, DR 5, HP 3

Rolls to build: Scrounging -5, Engineer(Electric) +0

Tools: Basic Toolkit (Electronics)

Design Blueprints: 14 hours

Limited Production: 5 hours

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.

Survival Gear

Item Weight Cost (bc)

Respirator Mask neg. 20

Respirator Mask NBC-Filters neg. 10

Cigarette Lighter neg. 100

Emergency Raft 2 100

Halazone Tablets neg. 50

Personal Water Purifier 1 60

Water Flask 1 10

Waterproof Matches neg. 2

Cooling Suit (TL8) 5 600

Magnesium Firestarter neg. 35

Salt Pills neg. 20

Survival Kit 4 300

Light Rod neg. 15

36

Survival Gear

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.

Respirator Mask: Simple respirator mask with NBC-filters, keeps any

undesirable foreign microparticles from entering the lungs, including

radioactive fallout, dust and many bioweapons. Filter duration varies with

the amount of microparticles in the breathing air, but should last at least for

a day even in the worst conditions (for weeks in fairly normal conditions).

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”.

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 SM 0 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 re-packaged.

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.

Personal Water Purifier: Removes particles, chemicals and even most

micro-organisms. Water is hand-pumped through it at about a quart a

minute. Will treat about 200 gallons per filter cartridge - Spare filter

cartridges cost $30 each.

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.

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 small energy 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.

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).

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.

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),

,

and a razor blade and holder.

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.

Food

Item Weight Cost (bc)

Nuka Cola 1 3

Dried Meat .5 1.5

Canned Food 1 2

MRE .5 5

Nuka Cola: Popular brand of soft drink. Blue colored liquid with warm and

flat taste. Because of the high concentration of preservatives, it stays

drinkable indefinitely. Nuka Cola is usually available in half quart plastic

bottles.

Dried Meat: This well spiced brahmin jerky stays chewy-licious for years.

Cost and weight are per meal's worth of the stuff.

Canned Food: Well preserved food, which will stay edible for another

decade if kept in cool environment. Spam and beans are the most

common types. Cost and weight are per meal.

Durability: DR 4, HP 1

MRE: Meal, Ready to Eat (or 'Meals Refused by Ethiopians', depending on

who one asks). Meal, eating utensils and paper wipe in one waterproof

package. It has an indefinite shelf life, and cooks itself in few minutes

when a corner is ripped open. Cost and weight are per meal.

Durability: DR 1, HP 1

Electronics

Item Weight Cost (bc)

Nightvision Goggles 4 200

Pip-Boy 2000 (TL8) 3 500

Motion Detector (TL8) 4 500

Identity Card neg. Varies

Stealth Boy (TL9) 3 5,000

Walkie-Talkie 2 250

Nightvision Goggles: Old, bulky but cheap basic nightvision device.

Reduces darkness penalties into -1.

Durability: DR 3, HP 1

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.

Skills to use: Computer Operation or Computer Programming

Durability: DR 5, HP 3

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.

Durability: DR 3, HP 3

Identity Card: 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 to 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.

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.

37

Identity Cards

Color Rank Notes Access Disable

Lock

Penalty

Cost

White Stage IC Typical citizen’s

ID card

IC -0 100

Yellow Stage IIC Technician’s

access card

IIC -1 200

Blue Stage IIIC Civil Authority

access card

IC, IIC, IIIC -2 700

Purple Stage IVC Federal Authority

access card

IC,IIC,IIIC,IVC -2 1,000

Red Stage VC Regional

Governor’s

access card

VC -3 2,500

Black Stage VIC Presidential

access card

VC, VIC -4 3,000

Lead Stage IM Enlisted Military

ID card

IM/C -1 100

Copper Stage IIM NCO access

card

IM/C, IIM/C -2 600

Bronze Stage IIIM Officer access

card

IM/C,IIM/C,IIIM -2 1,000

Silver Stage IVM Base Armory

access card

IVM -3 1,400

Gold Stage VM Base Commander

access card

IM/C,IIM/C,IIIM,

IVM,VM

-3 3,200

Platinum Stage VIM Military Research

access card

VIM -4 4,200

Stealth Boy (TL9): Makes the wearer almost transparent. Gives a +5

bonus to Stealth skill, And removes the penalty for hiding without a natural

hiding place. Takes 1 small energy cell.

Walkie-Talkie: A classical hand-held radio for emission/reception.

Effective range is 5 miles. Takes 1 small energy cell.

Power Sources

Item Weight Cost (bc)

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

Solar Panel Battery Charger 1 20

Solar Panel 8 350

Portable Petrol Power Generator 100 20,000

Power Sources

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 pre-

holocaust Earth used hydrogen as a fuel.

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 hardware (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).

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.

Solar Panel Battery Charger: About the size of a small book, recharges

any standard sized batteries and some internals.

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

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 type 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.

Tools

Item Weight Cost (bc)

Multitool .5 80

Toolkit Varies Varies

Gun Cleaning Kit 1 20

Ethanol Still 2000 5000

Lockpicks (TL3) Neg. 30

Advanced Lockpicks (TL5) Neg. 250

Electronic Lockpick 3 1500

Electronic Lockpick (TL8) 3 6000

Rope (1,000 lbs., 30 feet) 5 25

Climbing Gear 4 50

38

Tools, Continued

Item Weight Cost (bc)

Shovel / Pick 8 30

Entrenching Tool 3 60

Petrol (1 Liter) 0.7 50

Flare 0.5 15

Flashlight 0.5 25

Utility Belt 2 80

Small Backpack 3 60

Heavy Backpack 10 100

Tent, 2-man 12 80

Tent, 4-man 30 150

Compass neg. 60

Binoculars 2 400

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.

Toolkits:

• If the 'Skill' gives two values, use the first for major repairs and the

second for minor repairs.

• TL8 versions of the toolkits cost x4 the 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 Wght Cost Specialty

Mini-Toolkit -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

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.

Ethanol Still: Still with fermentation vats suitable for making drinkable

alcohol. Can produce up to 100 gallons within one week fermentation and

distilling period. The whole distilling process uses up fuel as follows; Either

20 gallons of ethanol ($800), 20cf of coal ($20) or 80cf of wood ($16).

Fermentation vats require 200cf ($1000) of fruits or other quality plant

materials to start with. If the still is operated continuously, it will produce

320 gallons of alcohol per month, with something like 52 man-hours of

work involved in the process.

After the drinkable alcohol is bottled, it will usually sell for $10-$20 or so

per 1 quart bottle.

Durability: DR 5, HP 325

Volume: Takes up 300cf

Rolls to Build: Scrounging+0, Mechanic (Alcohol)+2

Tools: TL7 Basic Mechanic Toolkit or TL8 Portable Mechanic Toolkit

Design Blueprints: 71 hours

Limited Production: 27 hours

Lockpicks (TL3): Basic lockpick set. Allows lockpicking at no penalty to

skill.

Advanced Lockpicks (TL5): Comprehensive fine quality lockpick set.

Professional thieves choice of tools. Gives a +1 skill bonus for picking any

mechanical lock.

Electronic Lockpick: Specialized tool for bypassing electric locks and

security systems. Gives a +3 skill bonus to Electronics Operation(Security)

skill for this purpose, but is at -5 penalty to bypass TL8 security systems.

Electronic Lockpick (TL8): As above, but is at no penalty to bypass TL8

systems.

Utility Belt: Big belt with pockets, straps and hooks for holding equipment.

Can carry up to 20 lbs of gear easily accessible.

Small Backpack: Typical frameless backpack, with side pockets. Can

contain up to 40 Lbs of items.

• Special Upgrade: Can be fitted with a folding seat, this adds 2

Lbs to the weight and 10$ to the cost.

Heavy Backpack: 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 it.

Medicine

Item Weight Cost (bc)

Healing Powder (TL4) 0.5 10

Voodoo (TL4) 1 50

Stimpack (TL9) neg. 40

Super Stimpack (TL9) 1 600

Trauma Pack (TL 9+1) 1 750

Ultra Stimpack (TL 9+1) 0.5 1000

Antidote 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

Medicine

Numerous drugs and chemicals were devised by the 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.

39

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 the few things that maintain their value

over time (due to futuristic preservation techniques, that is).

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 powder 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.

Form: Powder (Applied). It takes about 3 seconds to apply one dose of

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.

Time: Takes effect immediately.

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.

Form: Beverage. It takes about 3 seconds to apply one dose of Voodoo.

Drawbacks: Gives Overconfidence for the duration. Also gives -2 DX, -1

active defenses and Chronic Depression (12) for a number of minutes

equal to the time it was in effect.

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 patient (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.

Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes

about 1 second to apply one Stimpack.

Drawbacks: None.

Time: Takes effect immediately.

Super Stimpack (TL9): Fitted around the arm, the Super Stimpack is

ready to inject chems into a soldier's body during combat. When activated,

a Super Stimpack restores +15 hit points.

Form: Injection. Injections require a First Aid roll with a +2 bonus. It takes

about 1 second to apply one Super Stimpack.

Drawbacks: The healing comes with a cost. The user will lose 10 fatigue

points after HT minutes.

Time: Takes effect immediately.

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.

Drawbacks: After HT minutes, the user will lose 10 fatigue and 5 hits (the

hits must be healed naturally) after HT minutes.

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.

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.

Time: Takes 1 minute to take effect (beverage) or immediately (injection).

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 the time the drug was in effect.

Time: Takes 1 minute to take effect.

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.

Drawbacks: -2 IQ, -2 Perception, -3 Charisma and Absent Mindedness 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 Mentats.

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.

Drawbacks: -2 IQ and hallucinations for the duration; also gives -3 ST, -3

DX, Low Pain Tolerance, and Paranoia 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 Psycho. Injections require

a First Aid roll with a +2 bonus.

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.

Drawbacks: -4 Charisma and -4 IQ for the duration, ad the loss of 10 hit

points when the drug wears off that must be recovered naturally.

Time: It takes about 1 second to apply a dose of Mutie. Injections require a

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.

Time: It takes about 1 second to inhale a dose of Jet.

40

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.

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.

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 Will

roll with the same modifier if the 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 the HT or the Will roll, the 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 first within 24h,

make a HT roll (-1 per dose*). Failure means heart attack.

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.

Ultra Stimpack: No cumulative effects. But successive doses will increase

the duration. For each dose after the first within 24h, make a HT roll (-4

per dose*). Failure means heart attack.

Antidote: No cumulative effects.

Afterburner Gum: No cumulative effects. But successive doses will

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.

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

,

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

the BOS to respect a stumbling crew of emaciated scavengers that tend

to dismantle or FUBAR old world 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 forefront. Most

BOS members see ghouls as filthy scavengers.

West Coast

The headquarters of the Brotherhood is the Lost Hills bunker, the seat of

the BOS High Elder and the ruling council, and the place where the

organization was founded. It is also the 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 from 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.

6

Southwest

Maxson Bunker is a Brotherhood of Steel outpost in the Arizona area,

commanded by General Andrea 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, 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 they may have, and does so

in the name of salvaging mankind from itself.

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. While 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.

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.

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

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 the government bunker at Lost Hills,

and this event was later called the Exodus. In November, after a few

weeks in the Wasteland, the soldiers and their families arrived at the 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

,

Kit: More than a simple bandage (or spray of plastiskin or

whatever), here is a complete kit for treating wounds. Gives +1 to First Aid

skill.

Doctor's Bag: Contains what is needed for treating serious wounds.

Gives +2 to First Aid skill.

Pocket Nurse (TL9): This is a flat, rectangular metal device fixed to an

adjustable belt, attached either to the hip or worn around the waist. Three

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 these 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 the 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 1d 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 plant-

like creatures). One discharge is used for each minute of operation. The

UV sterilizer runs on one Micro Fusion pack.

Cybernetics

All cybernetics from the 3rd edition Cyberpunk book are available, but

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.

In addition, the GM may require either an Unusual Background or Patron

advantage in order to purchase cybernetics. Possible Patrons include the

Brotherhood of Steel and (even more likely) the Enclave.

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 GURPS: Fallout are very noticeable

and extremely ugly (the Unnatural limitation from Cyberpunk). They may

also be Unreliable, Breakdown Prone, or Rejected (highly likely in the case

of salvaged robot bits. See GURPS Cyberpunk, page 31). Cyborgs will

also gain the Disadvantage Social Stigma -2 (Cyborg) at standard point

cost.

41

Vehicles

Mechanical vehicles, especially those running on petrol, are generally non

existent in the Fallout universe. The most common means of transport are

brahmin carts. The super mutant army is also said to have used steam-

powered trucks.

The war was fought mainly for resources. The last resources remaining

were probably depleted in the war itself. Without resources, vehicles

couldn't be driven anymore. Furthermore, it is generally accepted that after

the war, much of the human knowledge was lost. The knowledge of how to

tend to the high tech fusion cars that existed before the war was lost, and

with it the necessary skills to repair the cars.

However, since there are still untouched reserves of pre-war tech (like the

Sierra Army Depot), it is reasonable to assume that vehicles will continue

to have a presence in the Fallout universe. If the Den is capable of

keeping a fusion car from rotting, imagine what a more advanced town

might have squirreled away.

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.

ST/HP: 120 Hnd/SR: -4/3 HT: 10 Move: 1/38

Lwt.: 18 Load: 4 SM: +10 Occ. 10A

DR: 1 Range: 2,300 Cost: 30,000 Locations: S

Stall: 0 Notes: Piloting TL7 (Lighter than Air)

Armored Personnel Carrier: An original design from the Midwestern

Brotherhood of Steel. This is a heavily armored personnel transport. Twin

Tracks carry the vehicle over most terrain and provide for a very small

turning circle. It's slow though so once it's caught out in the open it's a bit

of a sitting duck for heavy artillery.

ST/HP: 111 Hnd/SR: -3/5 HT: 11f Move: 1/20

Lwt.: 12.5 Load: 1.6 SM: +4 Occ. 2+11S

DR: 50/35 Range: 300 Cost: 12,000 Locations: 2CX

Notes: The higher DR only applies to attacks from the front. Mounts a

machine gun (7.64 mm or .50) in a pintle mount on the roof. Driving TL7

(Tracked).

Boudicca-78/S: 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 motorcycle

is dusty black with paint fading and chipped everywhere.

The motorcycle will take three passengers, total. If the PC has more

members in his or her party, characters must be ejected before the bike

can be used.

The motorcycle can travel on the following terrain types: Road, Desert,

Forest, Hills.

ST/HP: 33 Hnd/SR: +1/2 HT: 10f Move: 5/32

Lwt.: 0.4 Load: 0.1 SM: 0 Occ. 1+2

DR: 4 Range: 200 Cost: 1,500 Locations: E2W

Notes: Driving TL7 (Motorycle).

Buggy: Cobbled together by a bunch of drunken raiders in a barn! Very

unreliable so it's not your ideal vehicle for taking on the might of the

wastelands. But it is reasonably fast and maneuverable so it can be used

in hit and run tactics against lightly armed enemies.

ST/HP: 33 Hnd/SR: +1/4 HT: 10 Move: 5/35

Lwt.: 0.4 Load: 0.4 SM: +2 Occ. 1+1

DR: 2 Range: 695 Cost: 2,000 Locations: G4W

Notes: Driving TL7 (Automobile).

Chrysalis Motors Highwayman: The Chrysalis Motors Highwayman can

be charged with either Micro Fusion Cells or Small Energy Cells. A small

energy cell charges it up 20%, while a Micro Fusion cell charges it up

50%.

ST/HP: 47 Hnd/SR: 0/3 HT: 11 Move: 2/39

Lwt.: 1.3 Load: 0.5 SM: +3 Occ. 1+4

DR: 5 Range: 250 Cost: 600 Locations: G4W

Notes: Driving TL7 (Automobile).

42

Hummer: The design is based loosely on the M1025 Hummer as built by

AMG in the late 20th and early 21st century. Many of the parts used are

original and a testament to the quality of the original vehicles. Used by

the Midwestern Brotherhood of Steel as a general purpose work horse,

it's a fast and reliable way to get about. Well armored against handguns.

ST/HP: 72 Hnd/SR: 0/5 HT: 11 Move: 3/33

Lwt.: 4.1 Load: 1 SM: +3 Occ. 2+2

DR: 8 Range: 300 Cost: 7,000 Locations: G4WX

Notes: Improved brakes (High Tech p. 229). Run-flat tires (High Tech p.

229).Driving TL7 (Automobile).

Scouter: 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 the armor is really only effective against light

weapons. It holds one man, in relative discomfort, and has a reasonable

cargo capacity.

ST/HP: 72 Hnd/SR: 0/3 HT: 10 Move: 2/38

Lwt.: 3.5 Load: 0.6 SM: +3 Occ. 2+2

DR: 8 Range: 200 Cost: 6,500 Locations: G4W

Notes: Driving TL7 (Automobile).

Tank: 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 this baby.

Turret armament consists of a Watervliet M1 cannon (High Tech, p. 141)

with

,

71 rounds (39 APEX and 32 HE). A Browning M1919A4 machine

gun (High Tech p. 132) is mounted coaxially with this. The gunner has a

3¥ sight (+1 Acc). An M3 mortar (High Tech p. 146) with 12 smoke shells

is installed in the turret roof. There’s a Browning M2HB heavy machine

gun (High Tech p. 133) with six 100-round belts at the commander’s

hatch, and a gun port on the 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.

ST/HP: 158 Hnd/SR: -3/5 HT: 10f Move: 2/12

Lwt.: 35 Load: 2 SM: +4 Occ. 5

DR: 210/105 Range: 120 Cost: 5,000 Locations: 2CTX

Notes: Higher DR is for body front, lower DR is for body sides. Fire

extinguisher in engine compartment. Driving TL7 (Tracked).

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.

ST/HP: 75 Hnd/SR: -1/4 HT: 12f Move: 1/19

Lwt.: 6.7 Load: 3.3 SM: +4 Occ. 1+2

DR: 5 Range: 110 Cost: 1,000 Locations: G4W

Notes: Halve Load off-road. Driving TL7 (Automobile).

Vertibird: 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 the Brotherhood of

Steel, the Shi, or simply kept them.

The Vertibird is a lateral twin-rotor (non-synchronized) helicopter design.

An actual experimental prototype for this type of aircraft was the Platt-

LePage 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 significant

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) twin-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.

ST/HP: 87 Hnd/SR: +1/2 HT: 11f Move: 3/110

Lwt.: 10 Load: 3.5 SM: +5 Occ. 3+14

DR: 5/20 Range: 370 Cost: 80,000 Locations: GH3W

Stall: 0 Notes: Rotors are DR 20, the rest is DR 5. Piloting

TL7 (Helicopter).

43

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 listed 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

Two-Handed Axe/Mace (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)

7 Steel Mace sw+3 cr 1,2 0U 150 5 12 2H, throwable, 1 turn to ready

8 Super Sledgehammer sw+8 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, Main-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

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.

Rolls to Build: Scrounging +2, Armoury/TL7(Hand Weapons) +4

Tools: Hammer, anvil and sharpening wheel.

Limited Production: 5 hours

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.

Rolls to Build: Scrounging -2, Armoury/TL7(Hand Weapons) +0

Tools: Portable Armoury Toolkit

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.

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, super-sledge also causes blunt-trauma damage

in addition to the impact damage.

Durability: DR 70, HP 10

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 little 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.

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.

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.

Durability: DR 30, HP 6

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.

44

Spiked Knuckles: This punch enhancing weapon takes the idea of brass

knuckles one step further, with triangular spikes like three small knife-

blade-tips sticking

,

out the knuckles. Although the damage type is listed as

crushing, wounds caused by this weapon are subject to the bleeding rules.

Rolls to Build: Scrounging+2, Armoury/TL7(Hand Weapons)+2

Tools: Portable Armoury Toolkit

Limited Production: 3 hours

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 the 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.

Punch gun is a breech loader, and holds only one round at a time. 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).

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

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 fits over the hand and uses small motors to enhance

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 punch

doesn’t connect.

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.

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 Notes

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.

45

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

.45 ACP

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

Revolvers

.22 LR 8 Taurus Model 941 1d+1 pi 2 75/900 1.5/0.25 3 8 (3i) 8 -2 2 250

.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

Black Powder Pistols

.51 Ball 4 Flintlock Pistol 2d-1 pi+ 1 75/450 3/0.01 1 1 (20) 10 -3 2 200

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 find 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 plans 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.

46

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 Shots ST Bulk Rcl Cost

7.62 mm

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

10+1 (3)

6+1 (3)

10+1 (3)

20+1 (3)

10†

11†B

8†

11†B

-6

-5

-5

-6

3

3

3

3

2400

2200

2500

2500

.338 Magnum 8 AI Arctic Warfare AWM 9d+1 pi 6+3 1500/5500 17.5/0.8 1 4+3 (3) 11†B -6 3 4500

9x39 mm

subsonic

8 VSS Silenced Sniper 5d+1 pi 5+2 300/1000 6/1.8 8 20+1 (3) 9† -5 2 3000

.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

1

1

5+1 (3)

5+1 (3)

13†B

12†B

-7

-7

4

4

7000

7000

14.5 mm

Russian

8 Mechen NTW 20 16d pi + 6+3 2300/8000 58/2 1 3 (3) 15†B -8 5 12000

15.2 mm

Steyr

8 Steyr AMR 17d+2 (2) pi 7+3 1500/6000

,

36/2 1 5+1 (3) 13†B -7 5 25000

20 mm 8

8

Mechen NTW 20(20x85mm)

RT-20 (20x110mm)

15d+2

18d+2

pi++

pi++

6+3

5+3

1500/4000

1800/5000

52/2

40/2

1

1

3 (3)

1 (3)

15†B

15†B

-8

-8

5

5

12000

16000

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

2 mm GN 10 M72 Gauss Rifle 6d+2 (5) pi - 7+2 1200/4800 8.5/0.4 4 20 (3) 10† -4 2 25,000

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

5.56 mm

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

(a): Rcl 1 (recoilless) for 3 shots bursts. For notes on RoF and ST, see GURPS 4ed p. 268 – 271.

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

SMG 9mm

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

47

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 Bulk Rcl Cost

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

2 x 9

2 x 9

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

2 x 9

2 x 9

2 x 9

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

3 x 9

3 x 9

4 x 9

3 x 9

4 x 9

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. 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

15/1

30/25 (a)

12!

12!

100!

200 (5)

30 (3)

1000 (5)

12†B

11†B

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

26/6

38/50 (a)

9!

15!

100!

100 (5)

100 (5)

1000 (5)

12†B

13†B

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

Guns (Grenade Launcher) (DX-4, or other Guns at -4)

40 mm 7 M79 Grenade launcher 4d ex [2d] cr 2 150/440 5.5/0.5 1 1 (3) 11 -3 2 3000

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

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

Artillery (Guided Missile) (IQ-5)

127mm 7 Hughes BGM-71D TOW 2 6dx12 (10) ex cr 7 360/4165 172/62 1 1 (20) 20M† -10 1 20,000

(a): in order to fire, all miniguns require a Micro Fusion Cell in addition to standard ammunition.

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 Weapon Damage Type Acc Range Weight RoF Shots ST Bulk Rcl Cost

Small Energy

Cell

9

10

10

11

10

Spasm Gun

Wattz 1600 Laser Pistol

Glock 86 Plasma Pistol

Alien Blaster

YK32 Pulse Pistol

1d-3 HT-4(2)

3d (2)

3d (5)

6d (3)

4d (10)

burn aff (b)

burn

burn

burn

burn (b)

3

4

3

4

2

40/80

250/750

300/900

100/200

75/150

2.2/0.5

3/0.5

4/0.5

1.5/0.5

3/0.5

3

3

3

4

4

20 (3)

12 (3)

8 (3)

10 (3)

15 (3)

8

10

11

7

10

-2

-2

-3

-2

-3

1

1

1

1

1

2200

1400

2800

15,000

12,500

Beam Weapons (Rifle) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4)

Micro Fusion

Cell

9

10

10

10

10

H&K 31415 Laser Carbine

Wattz 3120b Laser Rifle

Winchester P94 Plasma Rifle

Turbo Plasma Rifle

YK42b Pulse Rifle

5d (2)

6d (2)

6d (5)

8d (5)

8d (10)

burn

burn

burn

burn

burn (b)

6+1

8+3

4

4

2

700/2100

1100/3300

200/400

300/600

300/600

8/2.5

15/2.5

15/2.5

17/2.5

15/2.5

3

3

3

3

3

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

Beam Weapons (LMG) (DX-4, other Beam Weapons-4, or Guns (LMG)-4)

Micro Fusion

Pack

10

10

Gatling Laser

Plasmathrower

6d (2)

8d (5)

burn

burn

2

-

700/2100

50/50

50/30

50/30

50!

jet

500

30

15†M

12†

-8

-8

1

-

7500

15,000

(b): these damages have the surge damage modifier (Gurps 4ed. P105)

48

Ammunition

Rifle Ammunition

TL Abbreviation Name

6+ HP Hollow Point

7+ AP Armor Piercing

8+ APDS Armor Piercing Discarding Sabot

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 unchanged). 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

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.

Armor Piercing Slug: 5d (2) pi+ damage, range (200/2000), RoF x×9

becomes RoF x. Ammo price ×2.

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

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%

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

Ammo Price and Weight, Continued

Ammo Qty Weight Price

.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 80

.308 / 7.62 mm 20 1.1 110

9×39 mm 20 1 100

.338 LM 20 1.8 200

SS 190 20 0.25 100

.50 BMG 10 3.3 350

14.5 mm 10 4.5 450

15.2 mm 10 3 3000

20 mm 5 2.8 280

12 Gauge 20 2.8 280

Usually Price=Weight(lbs)×100. Price listed is for black powder. White

powder costs double.

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 the 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 darkness penalties for

firing the gun within the 25 yard range.

Daylight Laser Sight (DL; late TL7): Adds +2 to hit when the dot can be

seen. Works perfectly even in direct daylight.

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.

49

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.

Throwing (Grenades) (DX-3 or Dropping-4)

TL Weapon Damage Wt. Fuse Cost Notes

6 AN-M-8 HC Smoke

Grenade

spec. (3 yd.) 1.5 2 15 1, 2

6 Molotov Cocktail spec. (1 yd.) 1 Spec. 2 1, 7

6 RPG-6 Anti-Tank

Grenade

8d(10) cr ex [2d] 2.5 Impact 10 1, 6

6 RPG-43 Anti-Tank

Grenade

6d(10) cr ex 2.7 Impact 10 1, 6

7 AN-M14 TH3 Thermite

Grenade

6d(10) burn 2 4 70 2, 4

7 M25A2 Tear-Gas

Grenade

spec. (2 yd.) 1.5 2 25 2, 5

7 MA72 Blood Agent

Grenade

spec. (2 yd.) 1 2 10 2, 4

7 Concussion Grenade 5dx2 cr ex 1 4 40 2

7 M26A1 Frag Grenade 8d+2 cr ex [2d] 1 4 25 1

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 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

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 is

removed. See M-15WP (p. W98).

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.

5. Fills a 3-yard radius with tear gas; see Tear Gas (p. B439). The

cloud lasts about 80 seconds under normal conditions.

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).

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 lungs. For that reason, if used in a closed

space, protective masks should be employed by friendly forces.

If damaged with exposure of the filler 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 for 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 to 10 DR if

it strikes a vehicle, building, or object. However, this only applies to the

target struck, not to other objects within 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. The 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 for 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 other 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

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.

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 target’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.

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 fragment is removed.

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.

50

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 fire 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 the 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 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. 435-436).

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).

Explosives (IQ-5 and others)

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 1.25 var. 200 - - -

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 1

8 Satchel Charge A 3d cr ex 2 - - - 500 - - -

8 Satchel Charge B 6d cr ex 4 - - - 1000 - - -

8 Satchel Charge C 10d cr ex 8 - - - 1500 - - -

1. Fires a multiple-projectile attack (p. B409) to the front: Dmg

2d(0.5) pi-, Range 55/270, RoF 1x700, Rcl 1.

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 fire. (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.

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.

M18A1 Claymore (TL7): This directional, above-ground weapon consists

of a convex block of C4 explosive with 700 steel pellets embedded in the

front, enclosed in a plastic case about the size of a pocket book.

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, the mine is

pointed toward the desired area of effect and can be detonated remotely

or by tripwire.

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.

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.

Satchel Charge C (TL8): This type of detonation device is the largest of

the satchel charges, being roughly the size of an attaché case.

Wasteland Armors

Armor Generalities:

• Weight (Wgt.): The first number corresponds to the body armor

weight the second one to the leggings or pants weight and the

third one to the arms armor weight.

If there is a single weight, armor is always a full suit with an

helmet.

Armor Special Properties:

[1]: Split DR # first number for piercing and cutting damage, second for

other damages.

[2]: Split DR # first for a torso, skull or underfoot hit, second for other

locations.

[3]: DR applies only to electrical damage. DR 6 against other damage

types.

[4]: Provides the Sealed advantage (with H2 helmet only). 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]: Gives +7 Lifting and Striking ST. (+10 for the Enclave Advanced

Power Armor). Provides the advantages: 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.

[*]: Flexible armor.

Helmets Special Properties:

[H1]: Provides the Protected Vision advantage.

,

[H2]: Provides Filter Lungs, Protected Smell.

[H3]: Provides Protected Hearing, Radio, Protected Vision, Infravision,

Night Vision 9 and Telescopic Vision 1.

[H4]: Gives Hyperspectral Vision.

[H5]: Gives the No Peripheral Vision disadvantage.

51

Helmets

TL Armor Location DR Wt. Price Notes

1 Leather Helm skull, face 2 0.5 60

3 Greathelm skull, face, neck 6 10 150 H5

6 Steel Pot skull 4 3 250

6 Gas Mask eyes, face 2 4 500 H2,H5

7 Frag Helmet skull 5 3 300

7 + Visor eyes, face 1 + 1.5 +70 H1

8 Combat Helmet skull 12 3 700

8 + Visor eyes, face 10 +3 +250 H1

9 Combat Helmet Mk II skull 18 3 1500

9 + Visor eyes, face 15 +3 +500 H1

9 BOS Hardsuit Helmet head 18/12 5 5000 2,H2,

H3

7 Reaver Helmet head 4 6 1000 H2

7 Reaver Helmet Mk II head 6 7 1200 H2

3 Super Mutant Helmet skull, face, neck 7 15 300 H2

Standard Armors

TL Armor DR Wt. Price Notes

1 Leather Jacket 1 5/3/- 250 *

2 Combat Leather Jacket 2 7/4/- 1000 *

1 Leather Armor 2 10/4/2 700

2 Leather Armor Mk II 3 12/5/3 1000

3 Metal Armor 5 35/20/15 1100

4 Metal Armor Mk II 6 35/20/15 1900

8 Combat Armor 12/5 9/55/3 6500 1,*

8 Combat Armor Mk II 20/10 10/6/3 8000 1,4,5,*

9 Tesla Armor 30 35 4500 3

2 Raider Armor 3 15/8/6 800

3 Enhanced Raider Armor 4 25/15/10 1200

2 Ghoul Armor 2 10/4/2 750 *

3 Enhanced Ghoul Armor 3 12/5/3 1000

3 Super Mutant Armor 5 50/30/15 3000

4 Super Mutant Armor Mk

II

6 60/35/20 4000

7 Reaver Armor 8/4 15/310 /6 2000 1, H1,H2

7 Reaver Armor Mk II 12/6 20/512 /8 3500 1, H1,H2

8 BOS NBC Armor 12/5 45 9000 1,4,5,H1,H2

9 BOS NBC Armor Mk II 20/10 55 10,000 1,4,5,H1,H2

9 Hei Gui Armor 20/10 10/6/3 14,500 1,4,5,*

8 T-45d Power Armor 200/

120

800 270,000 2,5,6,H2,H3

9 T-51b Power Armor 70/50 180 90.000 2,5,6,H2,H3

10 Advanced Power Armor 100/

75

165 150,000 2,5,6,H2,H3

10 ATHENA Power Armor 150/

100

480 300,000 2,5,6,H2,H3

10 HERMES Power Armor 150/

100

480 300,000 2,5,6,H2,H3

Leather Jacket: A heavy black leather biker jacket of pre-war manufacture.

There are a lot of these floating around the wasteland, and make for

relatively cheap protection.

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.

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).

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.

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.

Raider Armor: Raider Armor is worn by various raider gangs. It consists of

rough leather panels held together with wire and string.

Enhanced Raider armor (also called “Vandal armor”) is a superior version of

the basic Raider Armor, incorporating metal plating under the leather

panels.

Ghoul Armor: Ghoul Armor is a light leather armor designed by and for a

ghoul's slender frame.

Enhanced 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).

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.

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.

Reaver Armor: Reaver Banding is an armor worn by members of the

Reaver cult. An effective armor made from woven cloth interspersed with

steel cables.

Reaver Armor Mk II is a bulky but effective armor that combines woven

steel cables with plates and interlocking steel mesh, encased in cloth

panels.

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. This Armor affords the wearer

protection against harmful airborne agents and radiation.

Eastern Brotherhood of Steel Knights are sometimes dressed in

Environmental Armor. This protects them against radiation, chemical and

biowarfare agents. Of course, it also helps with the Brahmin smell.

Environmental Armor Mark II is an advanced version of the regular

Environmental Armor, developed for use in heavily contaminated

environments, and is prized in the wasteland for its ability to protect against

biological threats.

52

Hei Gui Armor: The Chinese solution to invasion by U.S. forces 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 onboard systems

include GPS, hearing protection, and biomedical sensors. Its helmet

electronics include a hyperspectral visor, a medium radio, and a small

laser comm.

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 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 Infantry Armor was an early Power Armor

model (a “Combat Walker”, see Ultra-Tech pg.182), the first one to be

used in military operations. 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.

In 2067, the first suit of T-45d Power Armor was deployed in Alaska during

the Anchorage Reclamation. While lacking the full mobility of future

versions like the T-51b, this Power Armor was incredibly effective against

Chinese tanks and infantry. Its ability to carry heavy ordinance became

key in various localized conflicts, and it had the power to destroy entire

towns without endangering the wearer.

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 to

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.

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 pre-

War T-51b.

ATHENA Power Armor: An incomplete power armor project pioneered by

the Enclave in conjunction with Poseidon Energy. According to initial tests,

it had defensive capabilities above and beyond any other infantry armor in

use before the apocalypse. This is essentially the Command Battlesuit

from Ultra-Tech pg. 184.

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 generation 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. This is essentially the Scout Battlesuit from

Ultra-Tech pg. 184.

Chapter 13: A Wasteland Bestiary

This section contains mutant animals/creatures common to the post-

nuclear 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 from

the statistics, explanations of these terms follow:

• 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 ants

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 defend

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 very

keen on keeping it for itself, 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 HP: 6 Speed: 5.50

DX: 12 Will: 10 Move: 6

IQ: 3 Per: 11

HT: 10 FP: 10 SM: -3 (2' long); 10-20 lbs.

Dodge: 9 Parry: N/A DR: -

Bite (12): 1d-4 cut.

Claw (12): 1d-3 crush.

Traits: Wild Animal; Combat Reflexes; Sharp Teeth; Blunt Claws;

Nightvision 2.

Skills: None.

Class: Wild Animal.

Notes: Aggressive; Pack.

Tough Mutant Rat

Description: Even tougher and bigger version of a mutant rat.

ST: 8 HP: 8 Speed: 6

DX: 12 Will: 10 Move: 6

IQ: 3 Per: 11

HT: 12 FP: 12 SM: -2 (3' long); 20-30 lbs.

Dodge: 9 Parry: N/A DR: 2

Bite (14): 1d-4 cut.

Claw (14): 1d-3 crush.

Traits: Wild Animal; Combat Reflexes; DR 2; Sharp Teeth; Blunt Claws;

Nightvision 2.

Skills: Brawling -14.

Class: Wild Animal.

Notes: Aggressive; Pack.

53

Pigrat

Description: Nasty small critter which looks like a mixture of pig and

hairless rat.

ST: 11 HP: 11 Speed: 6.25

DX: 12 Will: 11 Move: 7

IQ: 4 Per: 12

HT: 13 FP: 13 SM: -1 (4.5' long); 20-40 lbs.

Dodge: 10 Parry: N/A DR: 1

Bite (14): 1d-1 cut.

Claw (14): 1d crush.

Traits: Wild Animal; Combat Reflexes; DR 1; Sharp Teeth; Blunt Claws;

Bad Temper (12); Nightvision 2.

Skills: Brawling -14.

Class: Wild Animal.

Notes: Aggressive; Pack.

Greater Pigrat

Description: A larger version of the common Pigrat.

ST: 15 HP: 15 Speed: 6.50

DX: 12 Will: 12 Move: 8

IQ: 4 Per: 12

HT: 14 FP: 14 SM: 0 (4' long); 30-50 lbs.

Dodge: 10 Parry: N/A DR: 2

Bite (14): 1d+1 cut.

Claw (14): 1d+2 crush.

Traits: Wild Animal; Combat Reflexes; DR 2; Sharp Teeth; Blunt Claws;

Bad Temper (12); Nightvision 2.

Skills: Brawling -14.

Class: Wild Animal.

Notes: Aggressive; Pack.

Molerat

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 HP: 13 Speed: 5.75

DX: 11 Will: 10 Move: 5

IQ: 4 Per: 9

HT: 12 FP: 12 SM: 0 (6' long); 100-350 lbs.

Dodge: 8 Parry: N/A DR: 2

Bite (14): 1d cut.

Claw (14): 1d-3 crush.

Traits: Wild Animal; DR 2; Temperature Tolerance 2; Sharp Teeth; Blunt Claws.

Skills: Brawling -14.

Class: Wild Animal.

Notes: Aggressive; Pack.

Greater Molerat

Description: As the standard Molerat, only bigger.

ST: 18 HP: 18 Speed: 6

DX: 11 Will: 11 Move: 6

IQ: 5 Per: 9

HT: 13 FP: 13 SM: +1 (9' long); 500-800 lbs.

Dodge: 9 Parry: N/A DR: 2

Bite (14): 1d+2 cut.

Claw (14): 1d+3 crush.

Traits: Wild Animal; DR 2; Temperature Tolerance 2; Sharp Teeth; Blunt Claws.

Skills: Brawling -14.

Class: Wild Animal.

Notes: Aggressive; Pack.

INSECTS & ARACHNIDS

Mutant Praying Mantis

Description: A three foot long mutated praying mantis, these

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.

ST: 9 HP: 18 Speed: 6

DX: 12 Will: 12 Move: 8

IQ: 2 Per: 10

HT: 12 FP: 13 SM: -2 (3' long); 100-350 lbs.

Dodge: 10 Parry: N/A DR: 1

Claw (14): 1d cut.

Traits: Wild Animal; DR 1; Combat Reflexes; Sharp Claws.

Skills: Brawling -14.

Class: Wild Animal.

Notes: Aggressive; Pack.

Small Cockroach

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.

ST: 3 HP: 6 Speed: 5.50

DX: 11 Will: 10 Move: 5

IQ: 2 Per: 10

HT: 11 FP: 11 SM: -4 (1.5' long); 10-15 lbs.

Dodge: 8 Parry: N/A 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.

Skills: Brawling -12; Acid Throwing -12.

Class: Wild Animal.

Notes: Territorial; Pack.

Big Cockroach

Description: Larger more heavily mutated version of a cockroach, this

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 HP: 9 Speed: 5.50

DX: 11 Will: 10 Move: 5

IQ: 2 Per: 10

HT: 11 FP: 11 SM: -2 (3' long); 100-300 lbs.

Dodge: 8 Parry: N/A DR: 2

Bite (12): 1d-3 crush.

Acid (12): 1d-2 corrosive

Traits: Wild Animal; DR 2; Toxic Attack (½D 15, Max 15, Acc 3, RoF 1, Rcl

1); Weak Bite.

Skills: Brawling -12; Acid Throwing -12.

Class: Wild Animal.

Notes: Territorial; Pack.

54

Giant Ant

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.

ST: 11 HP: 11 Speed: 5.50

DX: 11 Will: 12 Move: 10

IQ: 2 Per: 10

HT: 11 FP: 11 SM: -4 (1.5' long); 20-30 lbs.

Dodge: 8 Parry: N/A DR: 3

Bite (12): 1d-2 cut.

Traits: Wild Animal; DR 3; Lifting ST 5; Sharp Teeth.

Skills: Brawling -12.

Class: Wild Animal.

Notes: Territorial; Hive.

Radscorpion

Description: Looks like an emperor scorpion, except that it is a lot bigger

and sometimes hunts in packs. Can

grow to a length 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 HP: 7 Speed: 6

DX: 12 Will: 10 Move: 7

IQ: 2 Per: 12

HT: 12 FP: 12 SM: -4 (1.5' long); 20-30 lbs.

Dodge: 10 Parry: N/A 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).

Skills: Brawling -14.

Class: Wild Animal.

Notes: None.

Greater Radscorpion

Description: Like a standard Radscorpion, only bigger.

ST: 15 HP: 15 Speed: 6

DX: 12 Will: 11 Move: 8

IQ: 2 Per: 12

HT: 12 FP: 12 SM: -2 (3' long); 100-300 lbs.

Dodge: 10 Parry: N/A DR: 3

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).

Skills: Brawling -14.

Class: Wild Animal.

Notes: None.

Giant Wasp

Description: About one foot long wasp. Usually not aggressive, unless

their hive is threatened.

ST: 6 HP: 6 Speed: 6.50

DX: 14 Will: 12 Move: 6 (12 Flight)

IQ: 3 Per: 10

HT: 12 FP: 12 SM: -4 (1.5' long); 5-10 lbs.

Dodge: 9 Parry: N/A DR: 2

Sting (12): 1d-2 imp + Poison.

Traits: Wild Animal; DR 2; Impaling Striker (Sting); Flight.

Skills: Brawling -12.

Class: Wild Animal.

Notes: Territorial; Hive.

Insect Section Notes:

• Radscorpion Venom: Follow-up poison, 30 sec delay, HT-3 to

resist. 1d damage, repeating every 30 min, for 8 cycles.

• 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.

MAMMALS

Brahmin

Description: Two-headed cow. This

mutant strain has effectively replaced

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.

ST: 22 HP: 22 Speed: 5.60

DX: 8 Will: 12 Move: 4

IQ: 4 Per: 10

HT: 14 FP: 14 SM: +2 (3 Hexes); 2,500 lbs.

Dodge: 8 Parry: N/A DR: 2 (Skulls only)

Horn Gore (8): 2d+2 impaling.

Bite (8): 2d-3 crush.

Traits: Domesticated Animal; DR 2 (Skulls only); Enhanced Move 1

(Ground Speed 8); Impaling Striker (Horns); Neutered; Quadruped; Weak

Bite.

Skills: None.

Class: Domesticated Animal.

Notes: None.

55

Feral Dog

Description: Man's best friend (before the war anyway), dogs now run in

feral packs, bringing down whatever game they can.

ST: 9 HP: 9 Speed: 5.75

DX: 11 Will: 10 Move: 10

IQ: 4 Per: 12

HT: 12 FP: 12 SM: -2 (3' long); 50-75 lbs.

Dodge: 8 Parry: N/A DR: 0

Bite (13): 1d-2 cut.

Claw (13): 1d-1 crush.

Traits: Wild Animal; Discriminatory Smell; Sharp Teeth; Blunt Claws.

Skills: Brawling -13; Tracking -13.

Class: Wild Animal.

Notes: Territorial; Pack.

Wolf

Description: The wolf packs of post-apocalyptic America are in constant

competition for food with roaming packs of feral dogs.

ST: 10 HP: 10 Speed: 6

DX: 12 Will: 11 Move: 9

IQ: 4 Per: 14

HT: 12 FP: 12 SM: -1 (4' long); 100-125 lbs.

Dodge: 9 Parry: N/A DR: 1

Bite (14): 1d-2 cut.

Claw (14): 1d-1 crush.

Traits: Wild Animal; Discriminatory Smell; DR 1; Temperature Tolerance 1;

Night Vision 2; Sharp Teeth; Blunt Claws.

Skills: Brawling -14; Tracking -14.

Class: Wild Animal.

Notes: Territorial; Pack.

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 tongue.

ST: 9 HP: 14 Speed: 7

DX: 12 Will: 11 Move: 6

IQ: 4 Per: 10

HT: 14 FP: 14 SM: -2 (3' long); 50-150 lbs.

Dodge: 11 Parry: N/A 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.

• 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

Description: As above, but bigger, tougher and much meaner.

ST: 16 HP: 21 Speed: 7

DX: 12 Will: 11 Move: 6

IQ: 4 Per: 10

HT: 16 FP: 16 SM: 0 (6' long); 150-300 lbs.

Dodge: 11 Parry: N/A DR: 4

Bite (14): 1d+1 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.

• 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.

ST: 14 HP: 14 Speed: 6.5

DX: 12 Will: 11 Move: 5

IQ: 5 Per: 10

HT: 14 FP: 14 SM: 0 (6' long); 100-300 lbs.

Dodge: 10 Parry: N/A 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.

Notes: Aggressive.

• 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)

Description: Strange 'xenomorph' organism with two legs, two tentacles,

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.

ST: 14 HP: 19 Speed: 7

DX: 12 Will: 11 Move: 8

IQ: 4 Per: 11

HT: 14 FP: 14 SM: -1 (4.5' long); 100-200 lbs.

Dodge: 11 Parry: N/A DR: 3

Bite (15): 1d cut.

Tentacle Flail (15): 1d+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.

Class: Mutant.

Notes: Territorial; Hive.

56

Wannamingo Queen

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 HP: 35 Speed: 7

DX: 12 Will: 12 Move: 8

IQ: 5 Per: 11

HT: 16 FP: 14 SM: +1 (9' long); 300-600 lbs.

Dodge: 11 Parry: N/A 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.

Class: Mutant.

Notes: Territorial; Hive; Egg-Layer.

DEATHCLAWS

Baby Deathclaw

Description: Looks like a semi-upright lizard, about the size of a large dog.

Young offspring of a deathclaw, while not as dangerous as the adult

variety, can still pose a serious threat to lightly armored people in close

combat due to the sharp claws and teeth.

ST: 10 HP: 15 Speed: 5.75

DX: 11 Will: 11 Move: 7

IQ: 6 Per: 12

HT: 10 FP: 10 SM: +1 (9' long); 300-600 lbs.

Dodge: 9 Parry: N/A DR: 3

Claw (12): 1d-2 cut/imp.

Bite (12): 1d-3 cut.

Traits: Wild Animal; Combat Reflexes, Claws (Long Talons); DR 3; Night

Vision 4; Sharp Teeth, Striker (Horns 1d-2 imp).

Skills: Brawling -12.

Class: Deathclaw.

,

Notes: Aggressive; Pack or Solitary.

Deathclaw

Description: Looks like a huge semi-upright version of a mutated lizard. It's

large sharp claws and teeth can cut through steel plate 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.

ST: 20 HP: 25 Speed: 7

DX: 13 Will: 12 Move: 9

IQ: 7 Per: 13

HT: 13 FP: 10 SM: +1 (9' long); 200-600 lbs.

Dodge: 11 Parry: N/A DR: 4

Claw (15): 2d+2 (2) cut/imp.

Bite (15): 2d-1 cut.

Traits: Wild Animal; Combat Reflexes, Claws (Long Talons); DR 4; Night

Vision 4; Sharp Teeth, Striker (Horns 2d+2 imp).

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 ferocious reptiles from the West. They

were also more matriarchal than their Western counterparts, with packs

being led by Matriarchs.

ST: 20 HP: 25 Speed: 7

DX: 13 Will: 11 Move: 9

IQ: 8 Per: 13

HT: 13 FP: 10 SM: +1 (9' long); 200-600 lbs.

Dodge: 11 Parry: N/A DR: 4

Claw (15): 2d+2 (2) cut/imp.

Bite (15): 2d-1 cut.

Traits: Wild Animal; Combat Reflexes, Claws (Long Talons); DR 4; Night

Vision 4; Sharp Teeth; Temperature Tolerance 2.

Skills: Brawling -15.

Class: Deathclaw.

Notes: Aggressive; Pack or Solitary.

Grey Tribe 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.

ST: 17 HP: 22 Speed: 7

DX: 13 Will: 13 Move: 8

IQ: 9 Per: 13

HT: 13 FP: 13 SM: +0 (7.5' long); 150-400 lbs.

Dodge: 11 Parry: N/A DR: 3

Claw (15): 2d (2) cut/imp.

Bite (15): 1d+2 cut.

Traits: Combat Reflexes, Claws (Long Talons); DR 3; Night Vision 4;

Sharp Teeth, Striker (Horns 2d imp).

Skills: Brawling -15.

Class: Deathclaw.

Notes: Aggressive; Pack or Solitary.

57

GECKOS

Gecko

Description: Upright white-scaled bipedal lizard about the size of a large

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 HP: 10 Speed: 5.75

DX: 12 Will: 10 Move: 5

IQ: 2 Per: 10

HT: 11 FP: 11 SM: -1 (4.5' long); 40-80 lbs.

Dodge: 8 Parry: N/A DR: 1

Claw (13): 1d-2 cr.

Bite (13): 1d-3 cut.

Traits: Wild Animal; DR 1; Blunt Claws; Sharp Teeth.

Skills: Brawling -13.

Class: Gecko

Notes: Territorial; Pack.

Golden Gecko

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.

ST: 13 HP: 13 Speed: 6.25

DX: 13 Will: 12 Move: 6

IQ: 3 Per: 11

HT: 12 FP: 12 SM: -1 (4.8' long); 50-100 lbs.

Dodge: 10 Parry: N/A DR: 3

Claw (15): 1d+1 cr.

Bite (15): 1d cut.

Traits: Wild Animal; Combat Reflexes; DR 3; Blunt Claws; Sharp Teeth.

Skills: Brawling -15.

Class: Gecko

Notes: Aggressive; Territorial; Pack.

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.

ST: 11 HP: 11 Speed: 6.50

DX: 13 Will: 12 Move: 6

IQ: 2 Per: 12

HT: 12 FP: 12 SM: -1 (4.6' long); 40-80 lbs.

Dodge: 10 Parry: N/A 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.

• Fire Gecko Fire Jet: Jet attack, 2d burn damage, Range 10m,

Rof 1/5.

MISC. BADDIES

Giant Leech

Description: The Hoover Dam Scum Pits are occupied by giant leeches

that swim in and out of the large holes in the ground where the power

generators used to be. These leeches are the size of a full frown pot-

bellied 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.

ST: 10 HP: 10 Speed: 7 (3 on land)

DX: 14 Will: 12 Move: 7 (3 on land)

IQ: 2 Per: 10

HT: 14 FP: 14 SM: -4 (1.5' long); 5-10 lbs.

Dodge: 8 Parry: N/A DR: 0

Bite (13): 1d-3 cut.

Traits: Wild Animal; Sharp Teeth; Vampiric Bite (may spread disease as

well).

Skills: Brawling -13.

Class: Misc.

Notes: Pack.

Spore Plant

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 HP: 12 Speed: 4.75

DX: 9 Will: 12 Move: - - -

IQ: 3 Per: 10

HT: 10 FP: 10 SM: -1 (4.5' tall); 15-20 lbs.

Dodge: 8 Parry: N/A DR: 0

Bite (12): 1d+2 cut + Poison.

Poison Spit (12): 1d-2 corr.

Traits: Body of Wood; Sharp Teeth; Toxic Attack (½D 15, Max 15, Acc 3,

RoF 1, Rcl 1).

Skills: Brawling -12.

Class: Misc.

Notes: Pack.

• Venom: Follow-up poison, 30 sec delay, HT-3 to resist. 1d

damage, repeating every 30 min, for 8 cycles.

ROBOTS

58

Agricola Robot

Description: Built for pre-war uranium mining waste disposal, the Agricola

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.

ST: 12 HP: 20 Speed: 6

DX: 14 Will: 20 Move: 12 (Flight)

IQ: 5 Per: 10

HT: 10 FP: - - - SM: -1 (4.5' tall); 120 lbs.

Dodge: 9 Parry: 10 DR: 30

Rock Drill (14): 2d-1 imp.

Laser (14): 3d (2) burn.

Traits: Drone; Machine; Absolute Direction; Burning Attack (½D 250, Max

750, Acc 4, RoF 3, Rcl 1); DR 30; No Fine Manipulators; No Legs; Flight;

Immune (EMP Attacks).

Skills: Beam Weapons (Pistol) -14; Brawling -14.

Class: Robot

Notes: Solitary.

Auto-Cannon

Description: The Auto-Cannon is an autonomous defense turret equipped

with twin minigun cannons and relatively heavily armored. They are

usually part of an automated defense system.

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: - - - HP: 20 Speed: 5

DX: 10 Will: 20 Move: - - -

IQ: 5 Per: 10

HT: 10 FP: - - - SM: 0 (6' tall); 300 lbs.

Dodge: 8 Parry: N/A DR: 30

Minigun (16): 5d+1 pi.

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.

Skills: Guns (Light Machine Gun) -16.

Class: Robot

Notes: Solitary.

• Gun Turret: Optionally, the twin miniguns may be replaced by

either dual plasma cannons, lasers (treat as rifles), grenade

launchers or even rocket launchers. I such a case, the Piercing

attack advantage should be changed to either Burning or

Crushing (as appropriate), ad the Extra Attack 1 advantage

removed altogether (in the name of play balance).

Behemoth

Description: The Behemoth is the largest and most

dangerous robot roaming the wastes. This six-legged

walker is similar to

,

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, 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 few 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 full 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 flee 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 relations (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).

7

Super mutant threat

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 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.

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 Maxson, 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 for 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 to 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 old Brotherhood. In time, they established a harsh

rule over the towns and villages in that 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 the 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 to

Navarro to retrieve the vertibird plans for them, but it is not known if they

eventually got them.

War with the NCR

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 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 title of Elder as well.

It was not long afterward that 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

,

the quadrupedal Pacification Robot,

but larger and equipped with machine guns.

ST: 45 HP: 50 Speed: 5.75

DX: 13 Will: 20 Move: 10

IQ: 12 Per: 10

HT: 10 FP: - - - SM: +4 (30' tall); 80 tons.

Dodge: 8 Parry: N/A DR: 200/100

Minigun (16): 5d+1 pi.

Trample (12): 5d (10) cr.

Traits: Machine; Weak Dedicated AI; Absolute Direction; Combat

Reflexes; Detect (Radio, Lasers, and Radar; Signal Detection); DR 200

(100 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.

Skills: Guns (Light Machine Gun) -16.

Class: Robot

Notes: Solitary.

Cyberdog

Description: Cyberdog is a generic term for any dog that has been

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. Others, 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.

ST: 12 HP: 15 Speed: 6.75

DX: 13 Will: 10 Move: 10

IQ: 4 Per: 15

HT: 14 FP: 14 SM: -2 (3' long); 150-300 lbs.

Dodge: 8 Parry: N/A DR: 20

Bite (13): 1d-1 cut.

Claw (13): 1d+2 crush.

Traits: Cyborg Brain; Machine; Discriminatory Smell; DR 20; Sharp Teeth;

Blunt Claws.

Skills: Brawling -13; Tracking -13.

Class: Robot

Notes: Solitary. This is a generic example; individual cyberdogs vary wildly

by the options that have been built into them.

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 HP: 10 Speed: 6.5

DX: 16 Will: 20 Move: 12 (Flight)

IQ: 5 Per: 10

HT: 10 FP: - - - SM: -3 (2' tall); 100 lbs.

Dodge: 9 Parry: 10 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).

Skills: Guns (Pistol) -16.

Class: Robot

Notes: Solitary.

59

Hover Bot

Description: The Hover Robot is a guard or patrol robot of some kind, most

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 HP: 15 Speed: 6.5

DX: 16 Will: 20 Move: 12 (Flight)

IQ: 5 Per: 10

HT: 10 FP: - - - SM: -3 (2' tall); 100 lbs.

Dodge: 9 Parry: 10 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.

Skills: Brawling -16; Guns (LAW) -16; Stealth -15.

Class: Robot

Notes: Solitary.

Humanoid Robot

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.

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 HP: 25 Speed: 6.25

DX: 13 Will: 20 Move: 6

IQ: 10 Per: 10

HT: 12 FP: - - - SM: 0 (6.5' tall); 500 lbs.

Dodge: 9 Parry: 8 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.

Skills: Brawling -15; Guns! -15.

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 HP: 35 Speed: 4.5

DX: 8 Will: 20 Move: 4

IQ: 4 Per: 10

HT: 10 FP: - - - SM: +1 (9' tall); 700 lbs.

Dodge: 7 Parry: 6 DR: 20

Punch (12): 3d cr.

Traits: Drone; Machine; Absolute Direction; DR 20; Vulnerability (EMP

Attacks).

Skills: Brawling -12.

Class: Robot

Notes: Solitary.

Mr. Handy

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.

ST: 12 HP: 15 Speed: 6

DX: 14 Will: 20 Move: 12 (Flight)

IQ: 12 Per: 10

HT: 10 FP: - - - SM: 0 (6' tall); 300 lbs.

Dodge: 9 Parry: 10 DR: 20

Punch (12): 1d-1 cr.

Traits: Machine; Weak Dedicated AI; DR 30; Extra Arms (6 Arms); No

Legs; Flight; Vulnerability (EMP Attacks); Reprogrammable.

Skills: Electronics Repair (Robotics) -14; Housekeeping -16.

Class: Robot

Notes: Solitary.

Pacification Robot

Description: The Pacification Robot is a

quadrupedal robot, built rather like a rhino or a

bear on all fours, with four 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 with by

humanoid robots.

ST: 25 HP: 30 Speed: 5.75

DX: 13 Will: 20 Move: 8

IQ: 12 Per: 12

HT: 10 FP: - - - SM: 0 (6' tall); 3 tons.

Dodge: 8 Parry: N/A DR: 45

Stun Cannon (16): HT-5 (10) aff.

Trample (12): 2d+2 (10) cr.

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.

Skills: Beam Weapons (Rifle) -16.

Class: Robot

Notes: Solitary.

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.

60

ST: 10 HP: 15 Speed: 6

DX: 12 Will: 20 Move: 6

IQ: 15 Per: 10

HT: 12 FP: - - - SM: 0 (6' tall); 300 lbs.

Dodge: 9 Parry:

,

8 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.

Skills: Depends wholly on the “donor” brain used.

Class: Robot

Notes: Solitary.

• 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.

Scurry Robot

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.

ST: 8 HP: 10 Speed: 6

DX: 14 Will: 20 Move: 8

IQ: 4 Per: 10

HT: 10 FP: - - - SM: -5 (1' tall); 50 lbs.

Dodge: 7 Parry: N/A DR: 20

Impaling Limb (12): 1d-3 imp.

Traits: Drone; Machine; Absolute Direction; DR 20; Claws (Talons,

Impaling); Silence 1; Vulnerability (EMP Attacks).

Skills: Camouflage -8; Stealth -15.

Class: Robot

Notes: Pack.

Humanoid Robot

Description: The Security Robot is a powerful guard or patrol robot model,

most likely designed before the Great War. It typically comes armed with

either 9 mm SMG or a Laser.

ST: 14 HP: 20 Speed: 6

DX: 12 Will: 20 Move: 6

IQ: 10 Per: 12

HT: 12 FP: - - - SM: 0 (6.5' tall); 500 lbs.

Dodge: 9 Parry: 8 DR: 20

Punch (12): 1d cr.

Or By Weapon Type (12).

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.

Skills: Brawling -12; Guns! -12.

Class: Robot

Notes: Squad.

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 Pre-War 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 HP: 35 Speed: 6.25

DX: 13 Will: 20 Move: 6

IQ: 10 Per: 10

HT: 12 FP: - - - SM: +1 (8' to 10' tall); 1 ton.

Dodge: 9 Parry: 8 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; Ultrahearing; Vulnerability (EMP Attacks);

Reprogrammable; Sealed.

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 agriculture 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 HP: 35 Speed: 4.5

DX: 8 Will: 20 Move: 4

IQ: 4 Per: 10

HT: 10 FP: - - - SM: +1 (12' tall); 1000 lbs.

Dodge: 7 Parry: 6 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).

Skills: Farming -15; Flail -12.

Class: Robot

Notes: Solitary.

61

Part 3: Appendices

62

Appendix 1: Random Encounters for

GURPS Fallout

These tables are intended merely as a source of inspiration for the GM,

they are not to be taken 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.

At first, roll 3D6 on the Main Table, to determine which subtable to use.

In the subtables, when it specifies critters in the plural, roll 1D3 per party

member, or 1D6 if the critters are small. When it specifies critters in

singular, assume 1 critter per party member.

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

4 Moving Vehicle or Ultra-tech Bunker

5 Small Settlement

6 Lone Wanderer

7 Caravan or Wasteland Gang

8 Ruins

9 Vehicle (junk)

10 Animals

11 Remains

12 Ruins

13 Trap or Ambush

14 Raiders or Slavers

15 Super Mutants or Cannibals

16 Fortification

17 Military Unit or Military Outpost

18 Special Encounter

3D6 Animals

3 Tiger or some other exotic animal

4 Pre-sentient mutant humans

5 Giant ants

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

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)

9 Bones of a human (D2-1)

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)

16 Impaled human corpse

17 Corpse of Survivalist (2D-2)

18 Hangar w. 4D remains (3D-3)

3D6 Vehicle (Junk)

3 Main Battle Tank (2D6-2)

4 APC (3D6-3)

5 Hummer (3D6-3)

6 Solar Car (D6-1)

7 Highwayman (D3-1)

8 Scout Car (D3-1)

9 Dune Buggy (D4-1)

10 Caravan Trailer (D3-1)

11 Motorcycle/Trike (D2-1)

12 Dune Buggy (D4-1)

13 Semi-Truck (2D4-2)

14 Truck (2D6-2)

15 Hang-glider (D2-1)

16 Single Prop Airplane (3D6-3)

17 Chopper (2D6-2)

18 Jetfighter (D6-1)

63

3D6 Ruins

3 Ghost Town ((2D6-2)x100)

4 Abandoned Fort ((D6-1)x10)

5 Abandoned Survival Bunker (D10-1)

6 Looted Survival Bunker (2D4-2)

7 Ruined Gas-station (D8-1)

8 Abandoned Farmstead (D6-1)

9 Ragged Tents (D4-1)

10 Rubble (D3-1)

11 Ruined Building (D4-1)

12 Burned and looted Village (D6-1)

13 Ruined Highway Motel (D8-1)

14 Lots of Rubble (2D4-2)

15 Burned General Store (2D6-2)

16 Abandoned Camo-net tents (D10-1)

17 Hidden Cache ((D6-1)x10)

18 Radioactive Crater surrounded by ruins ((D6-1)x10)

3D6 Trap

3 Anti-Tank Mine

4 Rockslide Trap

5 Gas Trap

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

3D6 Lone Wanderer

3 BOS Paladin

4 Heavily armed badass hero(ine)

5 Samaritan Medic or BOS Knight

6 Helpless and pitiable victim

7 Desert ranger with assault rifle

8 Survivalist with AR-7 or bow or crossbow

9 Hunter with bow or rifle or spear

10 Drifter with knife or other light weapon

11 Scav with pistol or slingshot

12 Tribal hunter with bow or spear

13 Raider with .223 rifle

14 Mercenary with AK-47

15 Super Mutant with flamethrower or machinegun

16 Elite Mercenary with AR-15A2 HBAR

17 Hostile Cannibal/Serial Killer with Ripper

18 Hostile Evil Sniper with PSG-1 or Barret M82A2

3D6 Military Unit

,

(Note: Usually either BOS or Unity Mutants or

Mercenaries)

3 Four PCA squad with HMGs

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

64

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 Bicycle or Caravan Trailer

11 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...

• Rusted giant metal statue of an Atlas battlemech half buried in

glassed desert sand.

• 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.

If awakened, the cyborg will attempt to assimilate all sentient

carbon based lifeforms on the planet.

• 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.

• 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...

• 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...

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..

• 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..."

• 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'...

• 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...

• A tracked vehicle with huge nuclear warhead bolted onto it's

back (10 megatons). If the warhead is tampered 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

(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 other 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? ).

• Grok: Party encounters a thin, beautiful man wandering in the

desert. He asks them if they grok. Answer no, nothing happens.

Answer yes, and they have gained an interesting ally...

• 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.

• 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. My name is Bond, James

Bond".

• 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 the players help

him, he will give them some water out of the tribal cup- it

actually has healing powers! (strong medipac).

65

Appendix 2: Scavenging Tables For

GURPS Fallout

These tables can be used for randomizing loot items found through the use

of Scrounging skill. Alternatively, GM can simply decide what kinds of items

are found on a corpse, location or in a random encounter.

In a typical ruined area, it usually takes at least 5-10 minutes of effort and

one successful Scrounging roll to find one item of loot. However, if the loot

is easily accessible and visible, as if placed on a very recent corpse or

simply sitting on a shelf, no scrounging rolls are necessary to get it.

If the Scrounging roll is a critical success, skip the main table and roll

directly from the 'Unusual and Greatly Useful' table. If the Scrounging roll

succeeds by 10 or more, it discovers +1D6 more of the available loot items

at once (but of course cannot discover more items than the area contains).

In case of 'or' line either roll randomly or choose between the alternatives.

Optional: There is a 50% chance that any scrounged item will require little

extra work with the right skill (and perhaps some spare part) to get it

working.)

3D6 Main Table

3 Unusual and Greatly Useful

4 Body Armor and Weapon

5 Medical

6 Body Armor

7 Spare parts (3D6x5$ worth)

8 Ammunition

9 Food

10 Consumer Electronics

11 Food

12 Power Sources

13 Bottled Liquid

14 Tools

15 Survival Equipment

16 Weapon

17 Body Armors (1D+1) + Weapons (2D)

18 Vehicle, could be fixed

3D6 Consumer Electronics

3 PipBoy 2000

4 Palmtop Computer

5 Mini-TV

6 Cellular Phone (no signal)

7 Mini-Radio

8 Laser Pointer

9 Walkman or CD Walkman

10 Wristwatch

11 Flashlight

12 Portable Stereo

13 Short-Range Radio Phone

14 Helmet Light

15 Radar/Laser Detector

,

16 Digital Video Camera

17 Nightvision Goggles

18 Thermograph Sensor

3D6 Food (Roll 1D6 for the amount of meals worth found)

3 Fresh and Tasty Quality Food

4 Bottle of Madeira (unspoiling strong wine)

5 Bottle of Wine(gar)

6 Coffee in Thermos-bottle

7 Concentrated Rations

8 Edible Plants

9 Dry Pet Food

10 Canned Pet Food

11 Partly Spoiled Food (some mold and maggots for flavor)

12 Sun-Dried Meat

13 Cereals or Muesli or MREs

14 Bottles of Nuka-Cola

15 Biscuits or Beer

16 Mutated Fruits

17 Brandy

18 Bottle of Rotgut

3D6 Power Sources

3 Fusion Cells: 1D-1 Micro Fusion Packs, 1D Miro Fusion Cells,

1D+1 Small Energy Cells

4 Fusion Cells: 1D-1 Micro Fusion Cells, 1D+1 Small Energy Cells

5 Car Batteries (1D6)

6 1 Fusion Cell

7 Solar Panel Battery Charger

8 Solar Panel

9 1d-3 Solar Panels

10 Portable Petrol Power Generator

11 Solar Panel

12 1d-3 Solar Panels

13 Solar Panel Battery Charger

14 1 Fusion Cell

15 Car Batteries (1D6)

16 Fusion Cells: 1D-1 Micro Fusion Pack, 1D Micro Fusion Cells,

1D+1 Small Energy Cells

17 Fusion Cells: 1D-1 Micro Fusion Cells, 1D+1 Small Energy Cells

18 Fusion Cells: 1D-1 Micro Fusion Packs, 1D Micro Fusion Cells,

1D+1 Small Energy Cells

66

3D6 Ammunition (1D6 lbs. worth)

3 Rocket or Anti-Tank Missile

4 40mm Grenade

5 5.7x28mm or 4.6x30mm

6 .44 Magnum or .357 Magnum

7 12G Shell or 12G Slug or .38 Special

8 9x19mm or .45 ACP or 9x18mm

9 Arrows or Bolts or Javelins

10 Pellets (Slingshot, Prodd or Airgun)

11 .22LR or .25 ACP or Paintballs

12 5.56x45mm NATO or 7.62x39mmR

13 7.62x51mm NATO or 7.62x54mmR

14 12.7x99mm or 14.5x114mm

15 .338 Lapua Magnum or .30-06

16 Hand Grenades

17 4.73x33mmCLTA or 20x82mm Mauser

18 Cannon Shell

3D6 Bottled Liquid (1D6 quarts worth)

3 Mercury

4 Thermite

5 Napalm

6 Gasoline

7 Methanol (toxic, fuel)

8 Booze

9 Juice

10 Water

11 Nuka Cola

12 Coffee

13 Beer

14 Sulphuric Acid

15 Toluene

16 Red Nuka Cola

17 Yellow Nuka Cola

18 Nitroglycerin

3D6 Tools

3 Basic Toolkit

4 Portable Toolkit

5 Belt Toolkit

6 Alcohol Still or Spot Welder

7 Sharpening Wheel or Multitool

8 Chainsaw or Buzzsaw

9 Crowbar or Sledgehammer

10 Hatchet or Hammer or Screwdriver

11 Bolt-Cutters or Wrench

12 Power Drill or Jigsaw

13 Hammer and Anvil

14 Blowtorch or Box of Dynamite

15 Lockpicks

16 Belt Toolkit

17 Portable Toolkit

18 Basic Toolkit

Note: In case of a toolkit, roll D6: 1-5=TL7, 6=TL8.

3D6 Body Armor

3 T-45d Power Armor

4 Combat Armor

5 Environmental Armor or Supermutant Metal

6 Metal Armor or Supermutant Car-Tire

7 Car-tire Armor or Shield or Supermutant Leather

8 Leather Armor

9 Leather jacket and pants (DR1)

10 Heavy Boots (DR 2) or SPECS Goggles

11 Cloth Armor or BDUs (DR1)

12 Riot Helmet with Plexan Visor (DR 4)

13 PASGT Helmet or Flak Vest

14 Combat Helmet

15 Bullet Resistant Vest (DR 12)

16 Light Weave Undersuit (DR 4)

17 Weave Undersuit (DR12)

18 T-51b Power Armor

Note: Roll 3D6 for the ST size the body Armor is made for, it is possible to

wear +/-1 size armor.

Note 2: In case of torso or full armors, roll D2 for the gender it is shaped for;

1=Female, 2=Male.

67

3D6 Survival Equipment

3 Radiation Counter or Solar Panel

4 Survivalists Handbook

5 Issue of Cats Paw Magazine

6 Group Basics or Face Paints

7 Fishing Line and Lures

8 Canteen or Sunglasses

9 Compass+map or Lighter

10 Survival Knife or Sleeping Bag

11 Binoculars or Hatchet

12 Tent or Film Badge

13 Water Filter or Bag of Salt

14 Insect Repellent

15 Ethanol Fireplace

16 Solar Battery Charger

17 Ghillie Suit

18 Environmental Armor

3D6 Medical

3 Emergency Support Unit

4 Radaway or Rad-X

5 Bottle of Tranquilizer

6 Buff-Out Pills

7 Surgery Belt Kit or Radscorpion Antidote

8 Jar of Painkiller Pills

9 Bandaids or Jimmy Hats © Brand Condoms

10 Bottle of Desinfectant or Healing Powder

11 First Aid Kit or Stimpack

12 Jar of Vitamin Pills or Hypodermic needle

13 Stethoscope or Recreational Drugs

14 Jar of Iodine Pills

15 Mentats or Psycho

16 Doctors Bag

17 Contact Lenses or Super-Stimpack

18 Bionic Ear or Bionic Prosthetic

3D6 Weapon

3 Beam Weapon (EMP or Laser or Plasma)

4 .50 cal Sniper Rifle (w. scope)

5 Sniper Rifle (with scope) or PDW

6 SMG or Assault Rifle

7 Semiautomatic Rifle or 12G Shotgun

8 Hunting Rifle or AR-7 Explorer

9 Revolver (often .38 special or .44 Mag)

10 Bow or Spear or Post-Nuclear Saex or Knife

11 Super Slingshot or Sword or Spiked Knuckles

12 Crossbow or Prodd or Steel Bow

13 Automatic Pistol or Kalashnikov

14 .223 Pistol or Flamethrower

15 14mm AP Pistol or Punch Gun

16 Super Sledgehammer or Ripper or H&K G11

17 Rocket Launcher or Grenade Launcher

18 Machine Gun

3D6 Unusual and Greatly Useful

3 Fully loaded combat vehicle in good condition

4 Large Alcohol Still or ATGM Launcher

5 Electronic Lockpick Mk2 or Small Still

6 Vehicle (functional or easy to fix)

7 Basic Toolkit TL8 or off-road bicycle

8 Belt Toolkit TL8 or Electronic Lockpick

9 Solar Panel or Rifle Scope+Guncam

10 Radiation Counter or C4 Breaching Charge or Pipboy2000

11 NV Goggles or Military Rifle or Daylight Laser Sight

12 Environmental Armor Mk2 or Combat Armor

13 Thermograph or Ammo Cache (ammo worth 3D6-2x1000$)

14 Beam Weapon or Machine Gun or Rocket Launcher

15 Hei Gui Armor

16 Advanced Power Armor

17 Suitcase Tactical Nuke with 1-10 kiloton 'dial a yield'

18 Functional Nuclear Reactor or Humanoid Robot

68

Appendix 3: 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 the 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 first 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 the whole facility, it

sent out scouts to search for spare parts and equipment. 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 for 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?

Oh, by the way- you been missin’ anythin’, too? Thought I’d ask you-

y’know with everyone missin’ stuff an’ all. Don’t mind me askin, do ya?

Now, even if it doesn’t become clear to the character at this 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 isn’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 the one below or

create an individual one.

The Outcome

There are different kinds of people interested in solving the 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 only one who actually saw the

system's scouts is Inos, who has armed all the traps around his place and

locked himself in his house. If the 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 the 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 dart 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 facility. 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 either 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 the 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

Inos

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 only 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 the 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 is 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 variety of traps around his house and the facility

since he fears that the Gremlins will return to avenge their kind. He hasn’t

been out of house for a week.

69

ST: 10 HP: 10 Speed: 5.5

DX: 12 Will: 12 Move: 5

IQ: 16 Per: 14

HT: 10 FP: 11 SM: 0

Dodge: 8 Parry: 9 DR: 0

Unarmed (10): 1d-2 thr / 1d sw cr.

Mossberg 590 (10): 1d+1 pi-.

Traits: None of note.

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.

Inventory: Mossberg 590 Shotgun, Doctor's bag, Tool Kit, Big Book of

Science, 30x gold coins, 2 stim packs, Lockpicks.

Tom

In Short: Tom is almost deaf, so talking to him is a real pain in the 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 time 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 HP: 12 Speed: 5

DX: 10 Will: 10 Move: 5

IQ: 10 Per: 8

HT: 10 FP: 10 SM: 0

Dodge: 8 Parry: 8 DR: 3 (Leather Armor Mk. II)

Unarmed (13): 1d-1 thr / 1d+2 sw cr.

Maul (16): 1d+6 cr.

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, lighter, 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 that night since he was playing darts in the

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.

ST: 14 HP: 14 Speed: 5

DX: 10 Will: 10 Move: 5

IQ: 10 Per: 12

HT: 10 FP: 10 SM: 0

Dodge: 8 Parry: 8 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.

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.

Residents

Betty

In Short: An old woman with a shaven head and golden front teeth. She

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.

Larson

In Short: a young lad, claiming to be Caren’s boyfriend. This witty boy

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 fight against the

“small people” and left the 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.

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

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 them (although he checked with

each member just to be sure). He’s been asking everyone if they’ve

noticed anything unusual, but so far the 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 clueless-

and 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 the money for himself.

ST: 10 HP: 10 Speed: 5

DX: 10 Will: 10 Move: 5

IQ: 10 Per: 13

HT: 11 FP: 10 SM: 0

Dodge: 8 Parry: 8 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

In Short: A dimwit if you ever met one. Big, strong, slow. Dominik is

McGee's employee (and son, though that fact is tightly hidden from

everyone- including Dominik). He is a act first- don’t think 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 attention to the latest happenings as he was too

busy drinking with his pal, Ren and hanging around with 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.

70

ST: 15 HP: 15 Speed: 5

DX: 8 Will: 7 Move: 5

IQ: 7 Per: 10

HT: 12 FP: 12 SM: +1

Dodge: 8 Parry: 8 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.

Thieves Guild

The Guild consists of some 20 people, half of them being kids. Listed below

are the important people within the guild.

Shadow

In Short: Since 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 player 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 HP: 10 Speed: 5.50

DX: 12 Will: 14 Move: 5

IQ: 14 Per: 13

HT: 10 FP: 10 SM: 0

Dodge: 8 Parry: 9 DR: 5 (Metal Armor)

Unarmed: (15): 1d-2 thr / 1d sw cr.

Colt 6520 (17): 2d pi+.

M26A1 Frag Grenade (15): 8d+2 cr ex [2d].

Traits: Paranoia.

Skills: Brawling -15; Climb -15; Electronics Operation (Security) -13; Guns

(Pistol) -17; Knife -16; Lockpicking -14; Pickpocket -15; Stealth -17;

Thrown Weapons -15.

Inventory: Colt 6520 10mm Pistol, Metal Armor, 3x 10mm JHP , 31x gold

coins, Cigarettes, stimpack, buffout, 2x jet, 2x mentats, 2x Frag Grenades.

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 McGees bar and stopped his efforts

because he thought that he was too drunk to steal anything. Ren talks

about all kinds of things when he’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.

ST: 11 HP: 11 Speed: 6.25

DX: 14 Will: 10 Move: 6

IQ: 10 Per: 13

HT: 11 FP: 11 SM: 0

Dodge: 9 Parry: 10 DR: 2 (Leather Armor)

Spiked Knuckles (16): 1d+1 cr/imp.

Combat Knife (15): 1d-1 cut/imp.

Traits: Alcoholic; Addition (Tobacco, Jet); Chummy.

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.

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 HP: 14 Speed: 6.25

DX: 14 Will: 10 Move: 6

IQ: 10 Per: 13

HT: 11 FP: 11 SM: 0

Dodge: 9 Parry: 10 DR: 2 (Leather Armor)

Spiked Knuckles: (17): 1d+2 cr/imp.

Switchblade (16): 2d-3 cut / 1d-1 imp.

Traits: Addiction (Tobacco, Jet); Paranoia.

Skills: Brawling -17; Climb -15; Electronics Operation (Security) -13; Guns

(Pistol) -16; Knife -16; Lockpicking -12; Pickpocket -12; Stealth -15;

Thrown Weapons -15.

Inventory: Spiked Knuckles, Switchblade, Leather armor, 33x gold coins,

jet, stimpack, buffout, Cigarettes.

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 HP: 11 Speed: 6.25

DX: 12 Will: 8 Move: 6

IQ: 8 Per: 16

HT: 12 FP: 12 SM: 0

Dodge: 9 Parry: 10 DR: 2 (Leather Armor)

Spiked Knuckles: (14): 1d+1 cr/imp.

Colt .223 Rifle (16): 5d pi.

Traits: None of note.

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.

71

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.

Gremlin

ST: 8 HP: 10 Speed: 6

DX: 14 Will: 20 Move: 8

IQ: 4 Per: 10

HT: 10 FP: - - - SM: -5 (1' tall); 50 lbs.

Dodge: 7 Parry: N/A 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.

Maps

The town

1. Marketplace 2. Facility 3. Ison 4. Generator

5. Smooth Bar 6. Tom 7. Johnson 8. Thieves Guild

Ison’s Place

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.

The Smooth Bar

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)

72

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.

The Facility (Sub Level)

Most doors are broken down, the whole place is dusty and dirty. The stairs

above are occupied by a family of pig rats. The 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 testing 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:

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).

Appendix 4: 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).

Books

Jason Mical. Fallout PnP version 1.1 (????).

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 High-

Tech, 4th edition (Steve Jackson Games 2007).

Chris Davis and Dominic Covey. Darwin's World Survivors Handbook

(RPG Objects 2003)

Websites

Eric's Cyberdungeon ( http://members.cox.net/cyberdungeon/ )

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 the Steve Jackson Games web

forums ( http://forums.sjgames.com/ ). Thanks!

73

http://members.cox.net/cyberdungeon/

http://forums.sjgames.com/

,

http://fallout.wikia.com/wiki/Main_Page

http://www.duckandcover.cx/

http://gurps.fallout.free.fr/

74

ISSUED BY VAULT-TEC DOCUMENTATION

DEPARTMENT, JANUARY, 2077

NOTICE. This document contains information affecting the national defense of the United States within the meaning of the New

Amended Espionage Act, 50 U.S.C., 31 and 32. Its transmission or the revelation of its contents in any manner to an unauthorized

person is prohibited by the law.

Welcome to the Vault of the Future

General

Welcome to Vault-13, the latest in a series of public defense works from Vault-Tec, your contractor of choice when it comes to the best

in nuclear shelters. Vault-Tec, America's Final Word in Homes. This document, VTB-001, the Vault Dwellers Survival Guide, is for the

events following a world-wide nuclear war. In the case of a limited scale nuclear war, or other world ending catastrophe, please refer

to the appropriate documentation (see also page 1.8):

End of World Cause Document # Title

Limited Scale Nuclear War VTB-002 Vault Dwellers Survival Guide (abridged version)

Disease VTD-001 Coping with Mr. Virus!

Starvation VTR-003 How to Eat Rat

Flooding VTF-100 Flotation Homes & Seaweed

Meteor VTM-020B How to Dodge Falling Rocks*

*Document not available at this time, will be available the 3rd quarter of 2078.

While we hope that peace will prevail and the need for such from the ground up to provide the best chance for a good life following

nuclear armageddon. It is the duty of every American citizen to learn and use the skills necessary for a comfortable Vault life.

Dont let what could have happened bother you. We have enough problems to deal with in the here and now. - Overseer

The Vault series of survival shelters are designed from the ground up to provide the best chance for a good life following nuclear

armageddon. It is the duty of every American citizen to learn and use the skills necessary for a comfortable Vault life. The best place

to start is with a description of your new home.

Important Vault statistics

Vault Number ............................13

Starting construction date .......August 2063

Ending construction date ..........March 2069

Starting Budget .........................$400,000,000,000

Final Budget, with interest ........$645,000,000,000

Total number of occupants .......1,000 (at capacity)

Total duration ...........................10 years (at capacity)

Number of living quarters .........100 (hot bunking required if at maximum capacity)

Door thickness ..........................4 yards, steel

Earth coverage .........................3,200,000 tons of soil, at 200 feet

Computer control system .........Think machine

Primary power supply ...............Geo-thermal

Secondary power supply ..........General Atomics Nuclear Power backup systems

Power requirements .................3.98mkw/day

Stores .......................................Complete construction equipment, hydro-agricultural farms, water purification from underground

river, defensive weaponry to equip 10 men, communication, social and entertainment files (for total

duration)

75

http://fallout.wikia.com/wiki/Water_chip

http://fallout.wikia.com/wiki/Timeline#2069

http://fallout.wikia.com/wiki/Timeline#2063

http://fallout.wikia.com/wiki/Vault

http://fallout.wikia.com/wiki/Timeline#2080

http://fallout.wikia.com/wiki/Vault-Tec

http://fallout.wikia.com/wiki/Vault-13

http://fallout.wikia.com/wiki/Timeline#January

Nuclear blast effects

Vault-13 is designed to provide protection from the effects of a nuclear blast. To better understand the protection provided, we have

included a section from the High Energy Weapons FAQ that explains how a nuclear blast causes damage. The first thing bomb victims

experience is the intense flux of photons from the blast, which releases 70-80% of the bomb's energy. The effects go up to third degree

thermal burns and are not a pretty sight. Initial deaths are due to this effect. The next phenomenon is the supersonic blast front. You

see it before you hear it. The pressure front has the effect of blowing away anything in its path. After the front comes the overpressure

phase. It would feel like being underwater a few hundred meters. (At a few thousand meters under the sea, pressurized hulls implode.)

The pressure gradually dies off, and there is a negative overpressure phase, with a reversed blast wind. This reversal is due to air

rushing back to fill the void left by the explosion. The air gradually returns to normal atmospheric pressure. At this stage, fires caused

by electrical destruction and ignited debris turn the place into a firestorm. Then come the middle term effects such as keloid formation

and retinal blastoma. Genetic or hereditary damage can appear up to forty years after initial irradiation.

Atmospheric effects of blasts

The Mushroom Cloud. The heat from fusion and fission instantaneously raises the surrounding air to 10 million degrees C. This

superheated air plasma gives off so much light that it looks brighter than the sun, and is visible hundreds of kilometers (km) away. The

resultant fireball quickly expands. It is made up of hot air, and hence rises at a rate of a few hundred meters per second. After a minute

or so, the fireball has risen to a few kilometers, and has cooled off to the extent that it no longer radiates.

The surrounding cooler air exerts some drag on this rising air, which slows down the outer edges of the cloud. The unimpeded inner

portion rises a bit quicker than the outer edges. A vacuum effect occurs when the outer portion occupies the vacuum left by the higher

inner portion. The result is a smoke ring.

The inner material gradually expands out into a mushroom cloud, due to convection. If the explosion is on the ground, dirt and

radioactive debris get sucked up the stem, which sits below the fire-ball.

Collisions and ionization of the cloud particles result in lightning bolts flickering to the ground.

Initially, the cloud is orange-red due to a chemical reaction when the air is heated. When the cloud cools to air temperature, the water

vapor starts to condense. The cloud turns from red to white.

In the final stages, the cloud can get about 100km across and 40km high, for a megaton class explosion.

Electromagnetic Pulse (EMP). A nuclear explosion gives off radiation at all wavelengths of light. Some is in the radio/radar portion

of the spectrum - the EMP effect. The EMP effect increases the higher you go into the atmosphere. High altitude explosions can knock

out electronics by inducing a current surge in closed circuit metallic objects - electronics, power lines, phone lines, TVs, radios, etc.

The damage range can be over 1000km.

Overview of immediate effects

The three categories of immediate effects are: blast, thermal radiation (heat), and prompt ionizing or nuclear radiation. Their relative

importance varies with the yield of the bomb. At low yields, all three can be significant sources of injury. With an explosive yield of

about 2.5 kilotons (kT), the three effects are roughly equal. All are capable of inflicting fatal injuries at a range of 1km.

The fraction of a bomb's yield emitted as thermal radiation, blast, and ionizing radiation is essentially constant for all yields, but the

way the different forms of energy interact with air and target vary dramatically.

Air is essentially transparent to thermal radiation. The thermal radiation affects exposed surfaces, producing damage by rapid heating.

A bomb that is 100 times larger can produce equal thermal radi-ation intensities over areas 100 times larger. The area of an

(imaginary) sphere centered on the explosion increases with the square of the radius. Thus the destructive radius increases with the

square root of the yield (this is the familiar inverse square law of electro-magnetic radiation). Actually the rate of increase is somewhat

less, partly due to the fact that larger bombs emit heat more slowly which reduces the damage

,

produced by each calorie of heat. It is

important to note that the area subjected to damage by thermal radiation increases almost linearly with yield.

Blast effect is a volume effect. The blast wave deposits energy in the material it passes through, including air. When the blast wave

passes through solid material, the energy left behind causes damage. When it passes through air it simply grows weaker. The more

matter the energy travels through, the smaller the effect. The amount of matter increases with the volume of the imaginary sphere

centered on the explosion. Blast effects thus scale with the inverse cube law which relates radius to volume.

The intensity of nuclear radiation decreases with the inverse square law like thermal radiation. However nuclear radiation is also

strongly absorbed by the air it travels through, which causes the intensity to drop off much more rapidly.

These scaling laws show that the effects of thermal radiation grow rapidly with yield (relative to blast), while those of radiation

rapidly decline.

76

In a small nuclear attack (bomb yield approx. 15kT) casualties (including fatalities) would be seen from all three causes. Burns

(including those caused by an ensuing fire storm) would be the most prevalent serious injury (two thirds of those who would die the

first day would be burn victims), and occur at the greatest range. Blast and burn injuries would be found in 60-70% of all survivors.

People close enough to suffer significant radiation illness would be well inside the lethal effects radius for blast and flash burns, as a

result only 30% of injured survivors would show radiation illness. Many of those people would be sheltered from burns and blast and

thus escape the main effects. Even so, most victims with radiation illness would also have blast injuries or burns as well.

With yields in the range of hundreds of kilotons or greater (typical for strategic warheads) immediate radiation injury becomes

insignificant. Dangerous radiation levels only exist so close to the explosion that surviving the blast is impossible. On the other hand,

fatal burns can be inflicted well beyond the range of substantial blast damage. A 20 megaton bomb can cause potentially fatal third

degree burns at a range of 40km, where the blast can do little more than break windows and cause superficial cuts.

A convenient rule of thumb for estimating the short-term fatalities from all causes due to a nuclear attack is to count everyone inside

the 5 psi blast overpressure contour around the hypocenter as a fatality. In reality, substantial numbers of people inside the contour will

survive and substantial numbers outside the contour will die, but the assumption is that these two groups will be roughly equal in size

and balance out. This completely ignores any possible fallout effects.

Overview of delayed effects

Radioactive Contamination. The chief delayed effect is the creation of huge amounts of radioactive material with long lifetimes

(half-lifes ranging from days to millennia). The primary source of these products is the debris left from fission reactions. A potentially

significant secondary source is neutron capture by non-radioactive isotopes both within the bomb and in the outside environment.

When atoms fission they can split in some 40 different ways, producing a mix of about 80 different isotopes. These isotopes vary

widely in stability; some are completely stable while others under-go radioactive decay with half-lifes of fractions of a second. The

decaying isotopes may themselves form stable or unstable daughter isotopes. The mixture thus quickly becomes even more complex,

some 300 different isotopes of 36 elements have been identi-fied in fission products.

Short-lived isotopes release their decay energy rapidly, creating intense radiation fields that also decline quickly. Long-lived isotopes

release energy over long periods of time, creating radiation that is much less intense but more persistent. Fission products thus initially

have a very high level of radiation that declines quickly, but as the intensity of radiation drops, so does the rate of decline.

A useful rule-of-thumb is the "rule of sevens". This rule states that for every seven-fold increase in time following a fission detonation

(starting at or after 1 hour), the radiation intensity decreases by a factor of 10. Thus after 7 hours, the residual fission radioactivity

declines 90%, to one-tenth its level of 1 hour. After 7*7 hours (49 hours, approx. 2 days), the level drops again by 90%. After 7*2 days

(2 weeks) it drops a further 90%; and so on for 14 weeks. The rule is accurate to 25% for the first two weeks, and is accurate to a

factor of two for the first six months. After 6 months, the rate of decline becomes much more rapid. The rule of sevens corresponds to

an approximate t^-1.2 scaling relationship.

These radioactive products are most hazardous when they settle to the ground as "fallout". The rate at which fallout settles depends

very strongly on the altitude at which the explosion occurs, and to a lesser extent on the size of the explosion.

If the explosion is a true air-burst (the fireball does not touch the ground), when the vaporized radioactive products cool enough to

condense and solidify, they will do so to form microscopic particles. These particles are mostly lifted high into the atmosphere by the

rising fireball, although significant amounts are deposited in the lower atmosphere by mixing that occurs due to convective circulation

within the fireball. The larger the explosion, the higher and faster the fallout is lofted, and the smaller the proportion that is deposited

in the lower atmosphere. For explosions with yields of 100kT or less, the fireball does not rise above the troposphere where

precipitation occurs. All of this fallout will thus be brought to the ground by weather processes within months at most (usually much

faster). In the megaton range, the fireball rises so high that it enters the stratosphere. The stratosphere is dry, and no weather processes

exist there to bring fallout down quickly. Small fallout particles will descend over a period of months or years. Such long-delayed

fallout has lost most of its hazard by the time it comes down, and will be distributed on a global scale. As yields increase above 100kT,

progressively more and more of the total fallout is injected into the stratosphere.

An explosion closer to the ground (close enough for the fireball to touch) sucks large amounts of dirt into the fireball. The dirt usually

does not vaporize, and if it does, there is so much of it that it forms large particles. The radioactive isotopes are deposited on soil

particles, which can fall quickly to earth. Fallout is deposited over a time span of minutes to days, creating down-wind contamination

both nearby and thousands of kilometers away. The most intense radiation is created by nearby fallout, because it is more densely

deposited, and because short-lived isotopes haven't decayed yet. Weather conditions can affect this considerably of course. In

particular, rainfall can "rain out" fallout to create very intense localized concentrations. Both external exposure to penetrating

radiation, and internal exposure (ingestion of radioactive material) pose serious health risks.

Explosions close to the ground that do not touch it can still generate substantial hazards immediately below the burst point by neutron-

activation. Neutrons absorbed by the soil can generate considerable radiation for several hours.

77

The megaton class weapons have been largely retired, being replaced with much smaller yield warheads. The yield of a modern

strategic warhead is, with few exceptions, now typically in the range of 200-750 kT. Recent work with sophisticated climate mod-els

has shown that this reduction in yield results in a much larger proportion of the fallout being deposited in the lower atmosphere, and a

much faster and more intense

,

deposition of fallout than had been assumed in studies made during the sixties and seventies. The

reduction in aggregate strategic arsenal yield that occurred when high yield weapons were retired in favor of more numerous lower

yield weapons has actually increased the fallout risk.

SimTek operations

The Vault-Tec Research Group has determined that after a long period of security, many Vault-Dwellers will feel "uncomfortable"?

with the idea of returning to the outside world. The SimTek 5000 will provide a safe and reassuring return to life on the outside world.

This chapter will give you a brief walk-through of the operation of the SimTek 5000.

RobCo PIPBoy 2000

To help Vault Dwellers record information (and information is extremely valuable, in fact, it might be the most valuable weapon we

have against the end of civilization, so pay attention!), Vault-Tec has selected the RobCo Industries RobCo PIPBoy 2000 as the

Personal Information Processor of choice for its Vault Dwellers.

The RobCo PIPBoy 2000 (hereafter called the PIPBoy), is a handy device that you wear on your wrist. It's small, especially by today's

standards, and it will store a goodly amount of information for you. And using modern super-deluxe resolution graphics to boot!

The PIPBoy 2000 can be used to keep track of important dates and events. Use it to remember everyone's birthday's and anniversaries

so that you (...)

We reprogrammed your PIPBoy to keep track of the number of days remaining in the Vault water stores. This note is the only thing

you should care about until we are safe and have a restored water processing chip.

The note shows the number of days before we croak. If that happens, your adventures on the outside won't be worth a set of thermal

underwear in Death Valley at high noon! We'll be dead. And we don't want that. Go to it!

(...) and it is a very useful tool for scheduling meetings and appointments. And your PIPBoy has been programmed to properly handle

all calendar dates, even after the turn of the century!1

1Your PIPBoy 2000 has a three month limited warranty.

Vault Personnel

The key to a successful reintroduction of civilization follow-ing a massive scale nuclear war is people. Here at Vault-Tec, we are

working to ensure that your fellow man (and woman) is up to the task of bringing America back from the dead.

Equipment

Vault-13 comes prepared with the latest in survival equipment. The items in your storage containers will last

1,000 people over 10 years in comfortable and modern surroundings. When it is time to leave the Vault, and

return to rebuild America, your friends at Vault-Tec have provided you with everything that you will need.

We have ensured that all of your rebuilding needs will be covered (...)

Yeah, right. Who wrote this? What budget did they get? We already used most of the equipment on failed attempts to contact an

outside civilization. And we've been in here a lot longer than ten years. We have little left to give you, but we will give you what we

can.

(...) undergone extensive testing to make sure the equipment is reliable.

78

http://fallout.wikia.com/wiki/PIPBoy

http://fallout.wikia.com/wiki/RobCo

Additional Publications

Flotation Homes and Seaweed

A complete survival guide for the ocean bound. More tips, instructions, and plans than you could possibly ever use.

A PERMANENT STATE OF BEING? WE FIELD-TEST THE LATEST WATERPROOF SPF 900 SUNSCREENS PLANT A

GARDEN YOU CAN COME BACK TO! WATERBEDS- A PRACTICAL ALTERNATIVE COPING WITH YOUR NEW MOBILE

HOME

VTF-100

A Vault-Tec publication

Special Vault Dwellers Issue - July 2076

Houseboat Cruise Control! Coming Soon!

Coping With Mr. Virus!

An extended pamphlet for the whole family! Includes the popular How-To-Burn- Diseased-Bodies section.

Fifteenth Edition - December 2076

Featuring the latest Super Ebola Quarantine Techniques!

WARNING:

All references to the government sanctioned and controlled FEV virus are not allowed in this publication.

Vault Dweller's Survival Guide (abridged version)

A condensed version of the VDSG, containing just the important information you need!

Effective Date March, 2077

For Survivors of a Limited Scale Nuclear War

First Printing VTB-OO2-13

How to Eat Rat

Over 101 recipes, from basic meals to a complete set of dishes, all the way from snacks to desserts!

Second Edition

NEW FOR '77:

15 five-minute Recipes and the tasty Rodent a la King!

How To Dodge Falling Rocks

Available the 3rd quarter of 2078

GECK

Future-Tec, a division of Vault-Tec, presents the following advertisement for your enjoyment!

When the All Clear sounds on your radio, you don't want to be caught without...

THE GARDEN OF EDEN CREATION KIT!!

The kit includes:

• Base Replicator Unit - replicates food and basic items needed for building your new world. Just add water! (powered by

cold fusion)

• Holodisc Reader with Library - includes selections from the Library of Congress, complete set of encyclopedias, and other

life saving information, all contained on four-hundred and sixty handy holodiscs!1 and... A Miniature Pen Flashlight!2 4 out

of 5 nuclear scientists recommend the Garden of Eden Creation Kit over the other leading survival kits!

1 A condensed version is available on three handy holodiscs

2 Not suitable for children under the age of three. A different toy is available for younger children.

79

http://fallout.wikia.com/wiki/Garden_of_Eden_Creation_Kit

80

81

Enlisted Rank

Rank

Officer Rank

Rank

Welcome to the Vault of the Future

General

Important Vault statistics

Nuclear blast effects

Atmospheric effects of blasts

Overview of immediate effects

SimTek operations

RobCo PIPBoy 2000

Vault Personnel

Equipment

Flotation Homes and Seaweed

Coping With Mr. Virus!

Vault Dweller's Survival Guide (abridged version)

How to Eat Rat

How To Dodge Falling Rocks

GECK

,

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 the

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 to 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 the 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.

8

Chapter 3: The Enclave

Overview

One of the few old world organizations to survive the Great 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.

Now, the Enclave essentially represents those parts of the US government

that managed to escape the 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 Enclave's Plan

For a long time after the Great War, the Enclave sat quietly in its Oil Rig,

consolidating its forces and working on gaining a technological edge over

anyone on the mainland. Eventually, though, when they felt it would be safe,

they decided it was time to move out and start working towards the rebirth of

America. Using their rather impressive Vertibirds, the Enclave sent out

scouting parties all over California, the closest state to the Oil Rig.

What they found there scared them considerably: mutancy was rampant.

The Enclave scouting parties arrived in California after Fallout 1 ended, and

so saw super mutants and ghouls littering the land and the destruction and

ravages they caused. When this was reported to the higher ups at the

Enclave, it was decided that all the mutants would have to go. It occurred to

the Enclave that those who had lived out in the open on the mainland for

over a hundred years since the end of the War must have been

contaminated or compromised somehow by radiation... or worse (indeed,

most people living in the wasteland were inoculated with an airborne

mutation of FEV immunizing them to the full effects of the real serum).

These mutants too, then, would have to be destroyed before true humanity,

true America, could once again lay claim to the mainland.

Reconnaissance and exploration of California continued: the Enclave didn't

have any means of carrying out their genocidal ambitions short of destroying

the world all over again with nuclear weapons. Eventually, Enclave troops

stumbled across the old abandoned Mariposa Military Base, where research

on the Forced Evolutionary Virus had been done before the Great War. FEV

was what created the super mutants that most threatened the Enclave, and

it would eventually come to be the Enclave's solution to these same

mutants.

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 fled the

base and used explosives to seal the entrance, trapping the second

generation mutants inside the base.

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.

The Vault Experiment Program

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

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

space. However, the spacecraft was likely destroyed, disabled or rendered

inaccessible by the nuclear bombs, so the Enclave had to abandon that plan

and focus on retaking the continental United States.

Any voyage to space would have been very difficult and fraught with

unforeseeable complications. Thus, to test the aptitude of the average

American person to travel to another planet, several of the Vaults were

designed to have some sort of critical flaw. Vault 12, in Bakersfield (better

known as the Necropolis), had a faulty Vault door that wouldn't close all the

way, allowing dangerous radiation to leak in, leading to the creation of

California's ghoul population. Vault 15, which is a few miles east of Vault 13,

was built normally (the rockslide that buried its control center was accidental),

but it was populated with a diverse mix of races and peoples to see what sort

of tensions arise when varied backgrounds are packed into a small

environment. Vault 13, the home of the Vault Dweller in Fallout, was intended

to stay shut for a full 200 years to test the effects of long term isolation (the

troubles with the water chip forced the Overseer to improvise, potentially

ruining the experiment as much of the Vault's population left to found Arroyo).

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

normally to serve as a reference point for the other Vaults.

In order to monitor the populations being experimented upon, the Enclave's Oil

Rig possessed a great deal of equipment that allowed them to observe and

control the Vaults. For example, the Enclave sent the all clear signal to Vault 8

shortly after the War, prompting them to leave their Vault and build their City.

These monitoring tools also let the Enclave see that the population of Vault 13

was largely intact. Thus, they traveled in force to Vault 13 and sent a

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 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.

9

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.

Common NCR Laws include:

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 brave, huh?

10

Chapter 5: The Vaults

The Vaults are a series of massive underground fallout shelters developed

by Vault-Tec in the mid-21st century.

Overview

The vaults initially appeared as a haven for the endangered U.S.

population. However, there were not nearly enough Vaults to achieve the

task. The true reason for these 'shelters' was that in fact they were a

series of sociological experiments planned by pre-war government. Each

Vault was set up with different conditions and observed to see how the

dwellers within coped with varying conditions and the pressures of

isolation.

The Vaults were never intended to save the population of the United

States. With a population of almost 400 million by 2077, the U.S. would

need nearly 400,000 Vaults the size of Vault 13, and Vault-Tec was

commissioned to build only 122 such Vaults. The real reason for these

Vaults was to study pre-selected segments of the population to see how

they react to the stresses of isolationism and how successfully they re-

colonize after the Vault opens.

Known Vaults

• The total number of vaults is a government secret and has been

lost; there were "public" vaults, which numbered around 100 and

an undisclosed

,

number of "private" vaults.

• The 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.

• Vault 8: A control Vault, intended to open and re-colonize the

surface after 10 years. Vault City is the result. Unfortunately,

because of seals present by Vault door and on Day Passes, that

were similar to one present on the Poseidon oil rig entry level,

some connection with Poseidon Oil could be supossed (also:

similar Vault suits with no numbers as well as Vault-Research

Control station connected to PoseidoNet on the oil rig).

• Vault 12: In order to study the effects 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.

• 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.

• Vault 15: Intended to stay closed for 50 years and include

people of radically diverse ideologies.

• Vault 27: This Vault would be overcrowded deliberately. 2000

people would be assigned to enter, double the total sustainable

amount. The location of this Vault is 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.

Harold is believed to have come from this Vault. Constructed by

Greenway Hydroponics. There was no Overseer, but ZAX AI

was present.

• Vault 34: The armory was overstocked with weapons and ammo

and not provided with a lock.

• Vault 36:The food extruders were designed to produce only a

thin, watery gruel.

• Vault 42: No light bulbs of more than 40 watts were provided.

• Vault 69: Most of the equipment was designed to break down

every few months. While repairable, the breakdowns were

intended to stress the inhabitants unduly.

• Vault 55: All entertainment tapes were removed.

• Vault 56: All entertainment tapes were removed except those of

one particularly bad comic actor. Sociologists predicted failure

before Vault 55.

• Vault 68: Of the one thousand people who entered, there was

only one woman.

• Vault 69: Of the one thousand people who entered, there was

only one man.

• Vault 70: All jumpsuit extruders fail after 6 months. This Vault

was located in Salt Lake City, Utah and most of the inhabitants

were Mormons.

• Vault 101: 101 was meant to remain permanently closed, but

this was compromised in Fallout 3 (location: somewhere near

DC area).

• Vault 106: Psychoactive drugs were released into the air

filtration system 10 days after the Door was sealed.

Positions

Overseer; Underseer; Security Officer (armory supervision, in charge with

his security team); Medical Officer (physician); Supply Officer.

Facilities

ODYSSEUS – An extremely advanced AI that was designed to coordinate

and operate all of the Vaults before Project Safehouse was privatized.

Stores

Complete construction equipment, hydro-agricultural farms, water

purification from underground river, defensive weaponry to equip 10 men,

communication, social and entertainment files (for total duration of 10

years at 1000 capacity).

Portable equipment

GECK

Defensive weaponry to equip 10 men (according to Vault Dwellers Guide:

Combat Armor, pistols, Vault-Tec Knives). Vault 13 Armory was equipped

with one double barreled 12 gauge shotgun also, but there were no

armors.

Ammunition: .223 FMJ, 10mm JHP, 10mm AP

Chems: Radaway, Rad-X, Stimpak, Super Stimpak.

Miscellaneous: Backpack, Doctor's Bag, First Aid Kit, Dynamite, Flare,

Lockpicks, Geiger Counter, Motion Sensor, THT Tapes (holotapes).

11

Chapter 6: GURPS Fallout Gazetteer

This section includes information on the more notable settlements found in

the post apocalyptic North California region in 2162 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

few dozens of 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 in GURPS Space

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

Population: 20+ (PR:1) Government: Clan/Tribal

CR: 2 TL: 3

Arroyo is a small isolated village of hunter-gatherers in south-west 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 was located somewhere in the Los Angeles area,

and a 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.

By 2241, Los Angeles became one of the states of the New California

Republic and Adytum became known as New Adytum.

Broken Hills

Population: 300+ (PR:2) Government: Rep. Democracy

CR: 2 TL: 5

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 detonate

the purifier and bring the whole mine down on all super mutants working

inside. In opposition to Joseph are the mines foreman and the super

mutant Francis.

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.

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 rat-loaf, rat-pie, and spaghetti with rat sauce.

12

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.

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 because 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.

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 Gecko, 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. In 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 Wooz. 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,

GURPS - Fallout - Física Experimental (2024)

References

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