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,