Dark Heresy to Fallout Universe Conversion a Work in Progress ** = Denotes an Entry to Be Finalized

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Dark Heresy to Fallout Universe Conversion a Work in Progress ** = Denotes an Entry to Be Finalized Dark Heresy to Fallout Universe Conversion A Work in Progress ** = Denotes an entry to be finalized Home Worlds Feral World = Tribal Hive World = City Slicker Imperial World = Wastelander Void Born = Vault Dweller Imperial Divinations - What the Player wants them to say; hopefully with considerably less grimdark xenophobic connotations. Careers Adept: Information keepers or seekers; Followers of the Apocalypse, Brotherhood of Steel Scribes, or a similar workers either in the Institute or independent. Arbitrator: Sheriffs, Regulators, Security; desperate folk bringing law to the wastes. (see Lucas Simms, Regulators, etc.) Assassin: Swift killers of the Wasteland. Possibly part of organization (See Talon Company), or solo (see Arkansas) Cleric: Often more of a charismatic leader (Caesar) than religious zealot (Joshua Graham); both options exist, however. Brotherhood of Steel offers alternative for the Machine Cult. Almost always have a good financial situation, as part of their connections, etc. Guardsmen: Mercenaries, Troopers; the wasteland's gunmen. (see NCR Trooper, Mercenary) Psyker: Not playable. The handful of psychic individuals in the Wasteland are either insane, limited in power, or already dead. Scum: Self Explanatory. Typically Raiders, Gangers or similar individuals with considerably low morals. (see Raiders, Powder Gangers) Tech-Priest: Hoarders and seekers of Pre-War technology. Either from the Brotherhood of Steel or its Outcasts. (see Brotherhood of Steel, Brotherhood Outcasts) Skills Skills Common Lore Adeptus Arbites = Regulators, Commonwealth Police general knowledge Machine Cult = Brotherhood of Steel beliefs Administratum = Institute Ecclesiarchy = Cult beliefs Imperial Creed = American culture, well-known figures Imperial Guard = Mercenaries Imperium = Commonwealth Tech = Post-War Tech Underworld = Raiders, slavers, etc. War = Great battles, weapons, etc. Forbidden Lore The Black Library = N/A Cults = Cult hierarchy, organization, etc. Daemonology = Mutated Creatures (Deathclaws, etc.) Heresy = Rogue Factions (The Railroad, etc.) Inquisition = Enclave Archeotech = Pre-War Tech Mutants = Mutated Humans (Super Mutants, Ghouls, etc.) Ordos = Specialized knowledge on Mutants/Creatures Adeptus Mechanicus = Brotherhood of Steel locations, members, etc. Psykers = Rare psychic individuals Warp = Radiation and its effects **Xenos = N/A Scholastic Lore Archaic = Pre-War Tech Astromancy = Astronomy (sea travel) Beasts = Wasteland creatures Bureaucracy = Institute, otherwise the same Chymistry = Chems and meds Cyptology = Hacking, decoding Heraldry = N/A Imperial Creed = American cultural rituals, liturgy, monuments, etc. Judgement = Regulator/Commonwealth Police locations, members, etc. Legend = Pre- and/or Post-War myths and legends Numerology = N/A Occult = Occult (a la Point Lookout Tribals) Philosophy = Making arguments/debates, etc. Tactica Imperialis = Tactics and battle strategy Armory Currency Throne Gelt = Caps Income = Scrapped entirely Ranged Weapons Las Weapons = Energy Weapons Laspistol = Laser Pistol Las Carbine = Laser Rifle Lasgun = Laser RCW Long-Las = Gauss Rifle Man Portable Lascannon = Laser Cannon SP Weapons = Standard Guns Autopistol = 9mm Pistol Stub Revolver = .32 Pistol Stub Automatic = 10mm Pistol Handcannon = .357 Magnum Revolver Autogun = Assault Rifle Hunting Rifle = Hunting Rifle Shotgun = Shotgun Pump-Action Shotgun = Pump-Action Shotgun Combat Shotgun = Combat Shotgun Heavy Stubber = Minigun Bolt Weapons = Gyrojet Technology (http://en.wikipedia.org/wiki/Gyrojet) Bolt Pistol = Gyrojet Pistol Boltgun = Gyrojet Rifle Heavy Bolter = Gatling Gyrojet Melta weapon = Microwave Emitters (http://fallout.wikia.com/wiki/Microwave_emitter) Inferno Pistol = Microwave Pistol Meltagun = Microwave Rifle Multi-melta = Microwave Cannon Plasma Weapons = Energy Weapons Plasma Pistol = Plasma Pistol Plasma Gun = Plasma Rifle Flame Weapons = Themselves Hand Flamer = Flamer Pistol Flamer = Flamer Primitive Weapons = Themselves Launchers/Grenades = Explosives Grenade Launcher = Grenade Launcher RPG Launcher = Grenade Rifle Frag Grenade = Frag Grenade Krak Grenade = Plasma Grenade Blind Grenade = Gas Grenade Hallucinogen = Hallucinogen (homebrew) Fire Bomb = Incendiary Grenade Photon Flash = Flash Bang Exotic Weapons Needle Pistol = Needler Pistol Needle Rifle = Needler Rifle (extrapolation of Needler Pistol) Web Pistol = Tangle Pistol (extrapolation of Tangle Grenades) Webber = Tangle Rifle --^ Melee Weapons Primitive Weapons Axe = Fire Axe Brass Knuckles = Brass Knuckles Club = Club Flail = Combat-modified tetherball or the player's own idea (homebrew) Great Weapon = Rebar club, Bumper swords Hammer = Sledgehammer Improvised = Improvised Knife = Knife, Switchblade, etc. Throwing Star/Knife = Knife, Switchblade, etc. Shield = Salvaged Shield (homebrew) Spear = Spear Sword = Sword Staff = Long Pipe, etc. (homebrew) Chain Weapons Chainsword = Ripper Chain Axe = Auto Axe, reduced in size Power Weapons Power Fist = Power Fist Thunder Hammer = Super Sledge Power Sword = Shocksword (see Jinwei's Shocksword) Power Blade = Shockdagger (homebrew) Shock Weapons Shock Maul = Cattleprod Electro-flail = <no analogue> (homebrew) **Ammo = Cost:Quantity Bullets = 1:1 Shells = 2:1 Shot = 2:1 Arrows = 1:1 **Others = x2:x1? Armor Primitive Armour = Clothing to Light Armor and up Gang Leathers = Clothing Heavy Leathers = Battered Light Leather Armor Chain Coat = Battered Leather Armor Flak Armour = Light Armor to Medium Armor Flak Helmet = Leather Headgear Light Flak Coat = Light Leather Armor Flak Jacket = Leather Armor Guard Flak Armour = Reinforced Leather Armor Mesh Armour = Medium Armor Mesh Cowl = Combat Helmet Xeno Mesh = Combat Armor Mesh Combat Cloak = Reinforced Combat Armor Carapace Armour = Heavy Armor Carapace Helm = Metal Helmet Enforcer Light Carapace = Metal Armor Storm Trooper Carapace = Reinforced Metal Armor Power Armour = Power Armor Light Power Armour = T-45d Power Armor / Adv. Power Armor Mk. II Power Armour = T-51b Power Armor / Tesla Power Armor Terminator Armour = <No Analogue> / Enclave Hellfire Armor Gear Clothing & Personal Items Backpack = Backpack Cameloline Cloak = N/A Charm = N/A Chrono = Sundial Clip/Drop Harness = Climbing Gear (homebrew) Clothing = Clothing Explosive Collar = Slave Collar Filtration Plugs = N/A Infra-Red Goggles = Very Rare Availability, in Cities only Photo-visors/Contacts = Institute-modified sunglasses Re-Breather = Re-Breather Recoil Glove = Recoil Glove (homebrew) Respirator/Gas-Mask = Gas-Mask Void Suit = N/A Synskin = Chinese Stealth Suit Drugs Amasec = Whiskey De-Tox = RadAway Frenzon = Psycho Injector = Syringes Lho-sticks = Cigarettes Medikit = Stimpacks Obscura = N/A Ration Packs = Food Recaf = Nuka-Cola Rotgut Booze = Vodka Sacred Machine Oil = Brotherhood Unguents (homebrew) Slaught = Jet Spook = N/A Stimm = Med-X Tools Auspex/Scanner = Geiger counter, Pip-Boy tool Auto Quill = N/A - Part of Pip-Boy Combi-Tool = Mechanic's Tools Data-slate = Part of Pip-Boy Demolition Charge = Mines, etc. Excruciator Kit = N/A Glow-Globe/Lamp Pack = Lantern, Torches Grapnel = N/A Lascutter = Mining Laser Magnoculars = Binoculars Manacles = Handcuffs Micro-bead = N/A Multikey = Lockpicks Pict Recorder = N/A - only known working camera was in New Vegas Psy-Focus = N/A Screamers = Alarms Stummers = Stealth Boy Vox-Caster = Receive-Only Radio Writing Kit = Pencil and paper Services Good as they stand Cybernetics Distributed by the Institute (inspired by Project Nevada mod for FO:NV) Bionic Arm = Synthetic Arm Bionic Locomotion = Synthetic Leg(s) Bionic Respiratory System = Synthetic Lungs Auger Arrays = AR Scanner Ballistic Mechadendrite = Transplanted Mister Gutsy Arm Cortex Implants = Logic Co-Processor Cybernetic Senses = Bionic Eyes, etc. Manipulator Mechadendrite = Transplanted Mister Handy Arm Medicae Mechadendrite = Transplanted Mister Handy Arm Mind Impulse Unit = Mind Impulse Unit (homebrew) Optical Mechadendrite = Transplanted Mister Handy/Gutsy Eyeball Utility Mechadendrite = Transplanted Mister Handy Arm Psychic Powers Not accessible to players. Mutations Minor Mutations Player Chart 01-21 - Grotesque 22-32 - Tough Hide 33-43 - Misshapen 44-54 - Feels No Pain 55-65 - Brute 66-76 - Nightsider 77-87 - Big Eyes 88-92 - Malformed Hands 93-97 - Tox Blood 98-00 - Major Mutation roll Wyrdling - Not for players. Major Mutations Player Chart 01-25 - Vile Deformity 26-35 - Aberration 36-40 - Degenerate Mind 41-50 - Ravaged Body 51-60 - Clawed/Fanged 61-65 - Necrophage 66-70 - Corrupted Flesh 71-75 - Vile Alacrity 76-80 - Hideous Strength 81-85 - Multiple Appendages 86-90 - Worm 91-92 - Nightmarish 93-94 - Malleable 95-96 - Winged 97-98 - Corpulent 99-00 - Corrosive Bile Hellspawn - Not for players. Creatures, Xenos, etc. Grox = Brahmin Khorne Daemons = Deathclaws **Other Daemons = N/A Orks = Super Mutants Necrons = Securitrons Servo-skulls = Eyebots Servitors, monotask = Protectron Servitors, multitask = Mister Handy Servitors, combat = Mister Gutsy, Sentry Bot Titans = Liberty Prime.
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