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Player's Guide
Races Human Adaptable (2): Start with a bonus Edge you qualify for at character creation. Ghoul Immune to Disease (1): Ghouls are immune to all diseases that impact humans. Immune to Radiation (2): As creatures born of radiation, ghouls are immune to the danger of radiation, experiencing it as a warm glow. This sense allows them to identify and locate radiation sources with a Notice roll. Radiation Healing (2): Ghouls in an area of standard background radiation (such as most of the wastes) roll natural healing rolls normally. In an area of moderate radiation, they roll a natural healing roll once per day. In an area of high radiation, they roll natural healing rolls once per hour. Ugly (-1): Most wastelanders find ghouls to be hideous creatures, and they regularly face prejudice even in the most accepting communities. They gain the Ugly hindrance. Weak (-2): The degraded body of a ghoul isn't as strong as an average human. They suffer a -1 penalty to all Strength rolls, including melee damage. Robot Construct (6): +2 to recover from being Shaken, ignore one level of wound modifiers, don't breathe, and are immune to disease and poison. Cannot heal naturally, but can be repaired by a Tech roll (ignoring the golden hour). Mods (1): Can't use cyberware, but may purchase and install robot modifications to alter their form and purpose. Environmental Weakness (Electricity, -1): Robots suffer +4 additional damage from electrical attacks, and have a -4 penalty to resist other electrical effects. Outsider Hindrance (Major, -2) Robots are considered to be property throughout the wastes, even those that have developed self-awareness over the years. -
Fallout Wastelands: a Post-Atomic Role-Playing Game
Fallout Wastelands: A Post-Atomic Role-Playing Game A Black Diamond Project - Version 1.3 Based on Retropocalypse by David A. Hill Jr, which in turn was based on Old School Hack by 1 Kirin Robinson Page Table of Contents 3… A Few Notes About Fallout Wastelands 63... Tools 5… Introduction and Setup 66… Encumbrance 7... Character Creation 67... Combat Rules 12... Backgrounds 67... Initiative and Actions 13... Brotherhood of Steel Initiate 69... Attack, Defense, and Damage Reduction 16… Courier 71.. Healing and Injury 18... Deathclaw 72... Adventuring 20... Enclave Remnant 72... Environments and Arenas 22... Ghoul 75... Karma 24... Raider 78... Leveling Up 26... Robot 79... Overseer's Guide 28... Scientist 79... Specialty Items 30... Settler 85... Harder, Better, Stronger, Faster 32... Super Mutant 86... Additional Traits 34... Tribal 91... Creating NPCs 36... Vault Dweller 91... Creating Encounters 38... Wastelander 93... Cap Rewards 40... Skills 94... Bestiary 46... Perks ##... Character Sheet 57... Items and Equipment ##... Version Notes 57... Weapons ##... Credits 61... Armor 2 Page Section 1. A Few Notes About Fallout Wastelands For years I've loved playing the Fallout games, specifically Fallout 3 and Fallout: New Vegas since I didn't have access to a computer for gaming. I became enamored by the setting and fell in love with the 50s retro-futuristic atmosphere, the pulpy Science! themes, and the surprisingly beautiful, post- apocalyptic world that unfolded before me. It was like Firefly meeting Mad Max meeting Rango and it was perfect. Once I finished Fallout 3 and moved on to New Vegas I began searching for a tabletop version of Fallout so I could explore the Wasteland with my friends at college. -
Gurps: Fallout
GURPS: 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 Eventually, though, the Vaults opened, some at pre-appointed times, Come others by apparent mechanical or planning errors, releasing the inhabitants to mix with surface survivors in a much-changed United States, It’s all over and I’m standing pretty, in the dust that was a city. on a much-changed planet Earth: the setting for Fallout Unlimited. -
Fallout Theme
“War. War never changes.” Tropes called Deathclaws, a common and deadly hazard in the wastelands. Fallout centers around a post-apocalyptic retro-future America. The tone of the setting is a cross between post-apocalypse-survival and 50s-era-atompunk. Radiation After World War II, the world advances the power of The wasteland is still reeling from the effects of the the atom, and uses up many of its natural resources in world-encompassing nuclear war, even 200 years the process to create a variety of fusion powered later. Atomic energy was everywhere; from power comforts. When resources begin to run dry, hostilities plants that lit up the city at night to fusion powered around the world escalate, resulting in a catastrophic cars and airliners, even down to small fusion batteries nuclear war. Some people managed to survive in the that powered hand-held devices. The radioactive by- blasted wasteland of Post-war Earth, but others products of the nuclear age litter the Wasteland. Vast survived by paying for space in large underground sections of the country are still deadly radioactive hot- Vaults constructed before the Cataclysm, Vaults built zones. Vehicles once powered by the atom lie by an American corporation called “Vault-Tec”. dormant and rusting, causing their fusion powered engines to leak and sometimes explode in mini- atomic blasts. Vast quantities of radioactive waste 50s Atompunk Americana were improperly disposed of, allowing toxic sludge to The Fallout United States diverges slightly from the seep into nearby ground-water. Lakes, streams, and real world sometime after World War II. -
A Post-Nuclear Role-Playing Game
Fallout Wastelands A Post-Nuclear Role-Playing Game A Black Diamond Project - Version 2.0 Table of Contents 4… Notes About Fallout Wastelands #... 5. Adventuring in the Wastes 7... 1. Introduction #... Exploration and Travel 9... 2. Character Creation #... Eat, Pray, Live 9... Character Terminology #... Rest and Relaxation 12... Character Races #... Maintaining Gear 12... Humans #... Trading and Barter 13... Ghouls #... Breaking and Entering 14... Super Mutants #... Hazards of the Wasteland 15... Robots #... Energy and Power 16... Character Statistics #... The Art of the Steal 16... SPECIAL Stats #... Damage, Death, and Dying 18... Derived Stats #... Karma 22... Traits #... 6. Combat 30... Finishing Touches #... Combat Begins 32... 3. Skills #... Determining Initiative 32... Character Creation #... Actions 37... Applying Skills #... Vehicle Combat 37... Skill Tests #... After Combat 38... Skill Competencies #... 7. The Armory 38... Degrees of Success #... Weapons 39... Skill Contests #... Energy Weapons 40... 4. Character Advancement #... Explosives 42... Perks #... Guns #... Melee Weapons #... Unarmed Weapons #... Weapon Modifications #... Armor #... Traps #... Equipment #... Ammunition #... Chems #... Gear #... Vehicles #... Vehicle Enhancements #... 8. The Bestiary #... Appendices #... Index A Few Notes About Fallout: Wastelands For years I’ve loved playing the Fallout games, starting out with Fallout 3 and Fallout: New Vegas before moving on (or back?) to Fallout and Fallout 2. I became enamored by the setting and fell in love with the 1950s-era retro-futuristic atmosphere, the pulp Science! themes, and the surprisingly beautiful post-apocalyptic world that unfolded before me. It was like Firefly met Mad Max and Rango and it was perfect. Once I worked my way through the series (the games that existed at the time), I began searching for a tabletop version of Fallout so I could explore the wasteland with my friends at college. -
A Savage Worlds Fan Toolkit for Playing in the Post Apocalyptic World of Fallout
A Savage Worlds Fan Toolkit for Playing in the Post Apocalyptic World of Fallout 1 Welcome to the Fallout Savage Worlds fan setting document. Fallout as you probably know already is a series of post-apocalyptic retro-futuristic roleplaying games on PC and console. The aim of this document is intended to give you everything you need to run a Fallout game with just the Savage Worlds corebook. This book does not contain a primer on the setting... yet. Stay tuned for future updates with tweaked rules, new items and an original setting module (the state of Colorado or as the locals call it, the Frontier). Until then the best place to get more info about the Fallout universe is the excellent wiki at http://fallout.wikia.com If you have any questions, comments or suggestions please feel free to send me an email at [email protected] Table of Contents Rules.....................................................................................................................................................2 Post-War Humanity..............................................................................................................................6 Gear and Equipment.............................................................................................................................9 Hazards...............................................................................................................................................13 Creatures of the Wastes......................................................................................................................15 -
Fallout Wastelands: a Post-Nuclear Role-Playing Game
Fallout Wastelands: A Post-Nuclear Role-Playing Game A Black Diamond Project - Version 1.3 Based on Retropocalypse by David A. Hill Jr, which in turn was based on Old School Hack by 1 Kirin Robinson Page Table of Contents 3… A Few Notes About Fallout Wastelands 66... Vehicles 5… Introduction and Setup 70… Item Costs 7... Character Creation 71… Encumbrance 12... Backgrounds 72... Combat Rules 13... Brotherhood of Steel Initiate 72... Initiative and Actions 16… Courier 74... Attack, Defense, and Damage Resistance 18... Deathclaw 76.. Healing and Injury 20... Enclave Remnant 77... Adventuring 22... Ghoul 77... Environments and Arenas 24... Raider 80... Karma 26... Robot 83... Leveling Up 28... Scientist 84... Overseer's Guide 30... Settler 84... Specialty Items 32... Super Mutant 90... Harder, Better, Stronger, Faster 34... Tribal 92... Additional Traits 36... Vault Dweller 97... Creating NPCs 38... Wastelander 97... Creating Encounters 40... Skills 99... Cap Rewards 46... Perks 100... Bestiary 57... Items and Equipment 116... Character Sheet 57... Weapons 118... Version Notes 61... Armor 119... Credits 63... Tools 2 Page Section 1. A Few Notes About Fallout Wastelands For years I've loved playing the Fallout games, specifically Fallout 3 and Fallout: New Vegas since I didn't have access to a computer for gaming (I am working my way through the original Fallout presently!). I became enamored by the setting and fell in love with the 50s retro-futuristic atmosphere, the pulpy Science! themes, and the surprisingly beautiful, post-apocalyptic world that unfolded before me. It was like Firefly meeting Mad Max meeting Rango and it was perfect. -
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. -
Retrocalypse Credits and Contents
Table of Contents Basics of Play Retrocalypse Credits and Contents........................................................... 1 Introduction and Setup........................................................ 2 Character Creation.............................................................. 3 Backgrounds Version 0.2 Vault Dweller......................................................... ........ 4 by David A Hill Jr Tribal..................................................................... ........ 5 http://machineageproductions.com/ Raider.................................................................... ........ 6 NCR Citizen......................................................... ........ 7 Additional Writing by Will Rotenberry and Filamena Young Brotherhood of Steel Initiate................................. ........ 8 Art by Jenna Fowler and Jeremy Kostiew Follower of the Apocalypse........................................... 9 As well, thanks to the Public Domain. You rock. Super Mutant................................................................ 10 Ghoul............................................................................ 11 Based on Old School Hack Character Sheet................................................................... 12 by Kirin Robinson Perks.................................................................................... 13 http://www.oldschoolhack.net Weapons.............................................................................. 15 Environments..................................................................... -
Fallout: New Vegas Perks
Fallout: New Vegas perks This page lists all perks in Fallout: New Vegas. The content is not described in full detail on this page. For details, please see the respective articles. For perks in other Fallout games, please see "Perk". For an overview of Fallout: New Vegas content, please refer to "Portal:Fallout: New Vegas". Contents General information Unlike in Fallout 3, the Perk Rate in Fallout: New Vegas is one perk every two levels. To counter how easy it was to max out the player's skills in Fallout 3, most of the skill- boosting perks have been removed or replaced. There are 88 regular perks, 8 companion perks, 16 challenge perks, and an unknown amount of special perks. Only regular perks may be selected during level up. Other types of perks are granted through completing various tasks, and do not count against the limit of regular perks. You can get up to a total of 25 non-challenge perks with all 4 DLCs installed. Companion perks, as their name suggests, are granted by the player's companions. For example, Enhanced Sensors is only in effect while the Courier is accompanied by ED-E. The perk remains in effect so long as the companion is currently following the player. Unless the companion is dismissed, the perk will remain in effect regardless of the distance between the player and their companions. Companions told to wait are still counted as active companions. Challenge perks are unlocked by fulfilling certain requirements. Challenge tasks can be accessed from the Pip-Boy menu; on the 'Misc.' page, accessible from the 'Data' section. -
Fnv Gfw Manual-10-Steam.Pdf
Important Health Warning About Playing Video Games Table of ConTenTs Photosensitive Seizures A very small percentage of people may experience a seizure when exposed to certain Gameplay Controls . 2 visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed Main Menu . 3 condition that can cause these “photosensitive epileptic seizures” while watching video games. The Game Screen . 4 These seizures may have a variety of symptoms, including lightheadedness, altered Compass and Activation Icons . 5 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, The Pip-Boy 3000 . 6 confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking Stats Menu . 7 nearby objects. S .P .E .C .I .A .L . 8 Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms— Items Menu . 9 children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following Data . 10 precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; and do not play when you are drowsy or fatigued. Hardcore Mode . 11 If you or any of your relatives have a history of seizures or epilepsy, consult a doctor XP and Leveling Up . 11 before playing. Combat . 12 V .A .T .S . -
Fallout Species for Gamma World / Alternity
Fallout species for Gamma World / Alternity Ghoul When the holocaust came and the mutated creatures arose from the ashes several new species emerged on Gamma Terra. Some was the sentient animals that now roam the world, others was the mutated humans whose genetic structure still is unstable. And yet others mutated and then achieved a stable genetic structure, creating new subspecies of humans, like the Ghouls. The unfortunate victim of radiation the ghoul's bodies was twisted and deformed, growing into forms that other beings find revolting. Bone clearly visible under patches of flesh and skin. With bony growths protruding from their limbs and joints that do not allow them to move with great speed. Although they lost strength and the ability to move fast due to their deformities, the ghouls was granted a great resistance towards radiation and disease, and even a longer life span than most other organic creatures on Gamma Terra, some ghouls reaching an age of 200 years. The name ghouls they received from others who where disgusted by their appearance and a similarity to the mythological creatures of the ancients. Due to their appearance and through that rejection by most other sentient beings, the ghouls gathered in their own communities far away from other inhabited areas. Their resistance to radiation allowing them to survive in areas where no other living beings could thrive without suffering from radiation sickness. The ghouls knack for fixing things broken combined with their long life span soon lead to that they where able to repair some of the ancients equipment and use it to build a future for themselves.