Gurps Fallout

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Gurps Fallout GURPS FALLOUT WORK IN PROGRESS GURPS FALLOUT 0 Introduction 3 Why GURPS? 3 What’s Being Converted? 3 Character Creation 4 Advantages 4 Disadvantages 5 Perks 5 Fallout Perks and their GURPS Equivalents 6 Skills 6 Skill List 7 Mutated Humans 7 Ghoul 7 Lenses 8 Super Mutant 8 Lenses 8 Wastelander Character Templates 8 Doctor 9 Survivalist 10 Prospector 11 Fighter 11 Trader 12 Equipment 13 Basic Equipment 13 Camping and Survival Gear 13 Containers 14 Consumables 14 The Pip-Boy 14 Drugs 15 Weapons 18 Firearms 18 Guns Table 18 Big Guns 19 Energy Weapons 20 Small Energy Weapons Table 21 -1- WORK IN PROGRESS Melee Weapons 22 Cannon-Approved Weapons 22 Pistols & Revolvers 23 Rifles, SMGs, and LMGs 23 Shotguns 23 Armor 24 Combat Armor Table 24 Power Armor Table 24 Appendix I: Fallout Arizona 25 Introduction 25 Books, Concepts, Tone, Rules, Etc. 26 Rules 26 Character Generation 28 -2- WORK IN PROGRESS Introduction In the year 2077, the world was engulfed by nuclear flames and thrown back to the stone age. Still, humanity clung to the world, hidden inside the Vaults -- underground bunkers designed to keep man safe from the horrors outside. Eventually they opened and the world, now turned into a hostile wasteland, was again reinhabited. Why GURPS? The biggest factor for choosing GURPS is that it’s the system that I am most familiar with. Therefore, it makes the most sense. Another reason is that Fallout was originally planned ​ ​ to use the GURPS ruleset, much like how Baulder’s Gate used the D&D ruleset. Due to some ​ ​ behind-the-scenes changes, this didn’t happen; so here we are. What’s Being Converted? The main things that need to be converted are what I believe to be core the Fallout gameplay experience. Weaponry, armor, equipment, and drugs are high on my list, followed by finding what GURPS traits match what perks, then racial templates for super mutants and ghouls, then occupation templates for easier character generation, and then finally dialing in which rules fit the Fallout experience. -3- WORK IN PROGRESS Character Creation The standard character creation rules from the Basic Set apply. Below you can find ​ ​ information regarding especially appropriate advantages, disadvantages, and skills. Advantages The following advantages and advice are especially appropriate for this setting: Luck see p. B66. Both Luck and Extraordinary Luck should be available, but not their enhancements or limitations. Temperature Tolerance see p. B93. For simplicity, there are three types of Temperature Tolerance: Heat, cold, and split. Each level of “heat” or “cold” Temperature Tolerance gives +2 to HT rolls to resist the effects of the weather. Each level of “split” Temperature Tolerance gives +1 to the same rolls for both types of weather. See Cold and Heat on p. ATE2:12. ​ ​ ​ ​ Radiation Threshold Points (RP) see p. ATE1:24. This is a new secondary characteristic which replaces the rules for radiation from the Basic Set. Base value is (ST+HT)/2, rounded down. May be raised up to a maximum of ST + ​ HT, or lowered to a minimum of (ST + HT)/4 for ±1 point/level. The maximum can be exceeded by mutants. Use if you feel that the normal radiation rules are too harsh. Radiation Tolerance is replaced by this characteristic (but see Radiation Tolerance in the RP System). Most of this ​ ​ book assumes the RP system is used. Radiation Tolerance see p. B79 The first level is suitable for hardy adventures accustomed to the effects of Radiation. Higher levels are suitable for mutants. This advantage is not used in the Radiation Threshold Point system, but see Radiation Tolerance in the RP System for an alternate way to handle RP. ​ ​ Resistant see p. B81 Radiation should be considered an Occasional hazard for the purpose of cost, with Ingested Radiation always being Rare. This doesn’t represent actual rarity, just an inflation of ​ ​ point cost due to the usefulness of the trait within the genre. Resistant to Radiation (+8) should -4- WORK IN PROGRESS be limited to truly resistant creatures, such as most mutants, and Immunity to Radiation for ghouls and super mutants. Disadvantages Weirdness Magnet see p. B161. There’s a lot of weirdness in the wasteland, and this trait would assist those who otherwise wouldn’t see it. Feel free to disallow this disadvantage if it wouldn’t fit the tone of your campaign. Code of Honor see p. B127. A new Code of Honor is appropriate: Code of Honor (Wastelander’s): “Don’t start none, won’t ​ be none;” do not harm traders, they are the lifeblood of the wasteland; no one’s obligated to anyone, not for water, for food, or for shelter; bonds should be respected, rats get the worst punishment; protect your homestead at all costs. -5 points. Phobias see pp. B148-B150 Mutantophobia is the fear of all mutants! You’re ​ certainly uncomfortable around the likes of ghouls and super mutants, and you are absolutely horrified of the creatures found in the wasteland. -10 points.* ​ Perks Creativity You’re just full of ideas! Roll 1d before undertaking any creative pursuit. On a 1-4, you just don’t got it today, and on a 5-6 you get +1. Chem Resistant You’re naturally resistant to the effects of chems. You receive +2 to resist the negative effects of chems; however, this cuts both ways! When you first take a chem, roll HT. You must fail. Otherwise, both the ​ ​ chem effects (positive and negative) and the duration are halved. ​ ​ -5- WORK IN PROGRESS Fallout Perks and their GURPS Equivalents There are a large number of perks in Fallout, which can dramatically change gameplay. Unlike GURPS perks, which all cost 1 point and have minor effects on gameplay, the Fallout perks cannot be so cheap. Below is an A-Z list of Fallout Perks and their closest GURPS equivalent. The focus for “statting” these perks is both low cost and low complexity: no long strings of modifiers here (though it’s inevitable for some advantages)! Unusual Background has been used to give rounded point values, where appropriate. Fallout Perk GURPS Equivalent Page Cost Notes Action Boy Extra Attack or Compartmentalized Mind B17 25 or 50 Adrenaline Rush Enhanced Muscle 5 (Costs 1 FP/second, -10%; Emergencies BT48 24 [1] Only, -30%) Awareness Detect HP (Cosmic, +50%; Linked, +10%; Requires Observation 21 [2] Roll, -5%; Vision-Based, Reverse, -20%) [7] + Detect Weapons and Ammo (Cosmic, +50%; Linked, +10%; Requires Observation Roll, -5%; Vision-Based, Reverse, -20%) [14] Better Criticals Daredevil (Variant) 15 [3] Bonus HtH Attacks Extra Attack (Single Skill, Any Unarmed, -20%; Multi-Strike, +20%) 25/attack Bonus HtH Damage Blunt Claws [3] + Unusual Background [10] 13 Bonus Move Basic Move +2 10 Bonus Ranged Higher Purpose 2 “While using Ranged Weapons” (Damage Only, 42 [4] Damage -20%; Cosmic +300%) [32] + Unusual Training [5] Bonus Rate of Fire No Direct Conversion! Cautious Nature Danger Sense 15 Comprehension No Direct Conversion! Cult of Personality Reputation 5 (Almost Everyone, x1; All the Time, x1) 25 [5] Demolition Expert Dodger Enhanced Dodge 1-2 15/level Earlier Sequence Basic Speed +1 or +2 20 or 40 Educated No Direct Conversion! Empathy Sensitive or Empathy 5 or 15 Explorer No Direct Conversion Faster Healing Rapid Healing or Very Rapid Healing 5 or 15 Heave Ho! ST +1 or +2 (Only for thrown weapon range, -80%) 2 or 4 -6- WORK IN PROGRESS Lead Belly Resistant to Ingested Radiation (+3/+8) B81 2/3 (4/5) [6] Rad Resistance Radiation Tolerance 1 B79 5 or Resistant to Radiation (+3/+8) B81 4/5 (5/8) [6] ​ [1] Enhanced Muscle is the combination of Striking ST and Lifting ST, for 8 points/level. Requires special surgery to acquire. From ​ Bio-Tech p. 213. [2] Take a concentrate maneuver and then roll Observation. On a success, you know the exact weapon, ammo count, and HP of the target. Requires Per 16+. [3] Variant of Daredevil. Instead of a +1 to crazy feats, you are able to shift a critical table result by one. Requires Luck. [4] Requires one of Weapon Master (Any muscle-powered ranged weapon), Gunslinger, Heroic Archer, or Heroic Crossbowman. ​ ​ [5] Requires Charisma 4. [6] The cost in parenthesis is with Radiation as “Common” and Ingested Radiation as “Occasional.” +8 should be limited as it might trivialize radiation! Skills The following skills are especially appropriate for the wasteland. Survival (Radioactive Wasteland) see p. B223-224. You know the signs of radioactive contamination and fallout without the need of fancy instruments (though they certainly help). Roll against this skill in any area that can be described as radioactive to avoid dangerous areas. If the underlying terrain is still recognizable, you can use the appropriate Survival specialty as a complementary skill. If foraging for food or water, this skill can be used to find untainted sources; for instance, if the campaign is utilizing After the ​ End, use this skill in place of the master skill to find how meals or pints of water are tainted by ​ radiation, if that would be better (See Gathering p. ATE2:30, and Water Foraging p. ATE2:31 for ​ ​ ​ ​ details). Hidden Lore see p. B A couple new specialties are needed: Enclave: Covers the shady pre-war to post-war organization comprised of members of ​ the United States government: their armors, weapons, and history. Roll to answer general questions about their standard operating procedures (SOP) and rank structure; deduce if an event is related to the Enclave; or recognize insignias and secret codes. History see p. B200 Several new specialities are appropriate: Pre-War America: This covers the bulk of the pre-war timeline, and can be used to ​ answer general questions about landmarks, cities, people, companies, items, etc.
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