Fallout 2 Tweaks Components
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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. -
Gratis. Kalo Jauh Kena Ongkos Kirim Rp
GROSIR GAMES Rp.5rb per disk/kaset/dvd bisa di kirim ke tempat / Cash on delivery ( COD ) gratis. kalo jauh kena ongkos kirim Rp.5rb :) Contact Person : - 0896 5606 5690 ================================================================= --> Update Games 2014 s/d Juni 2014 : Murdered Souls Suspect 3dvd State of Decay Lifeline 1dvd Wolf Among Us episode 4 1dvd Watch Dogs 4dvd Killer Is Dead 4dvd Wolfenstein New Order 10dvd Van Helsing 2 6dvd Tropico 5 1dvd Hegemony of Rome Rise of Caesar 1dvd Transistor 1dvd Dinasty Warrior 8 4dvd Dread Out full version 1dvd Walking Dead Season 2 Episode 3 1dvd Outlast Whistleblower 2dvd Bound By Flame 2dvd Amazing Spiderman 2 3dvd Daylight 1dvd Dark Souls 2 3dvd Child of Light 1dvd Trial Fusion 2dvd Warlock 2 1dvd Strike Suit Zero 2dvd Wargame Red Dragon 4dvd Agarest Generations of War Zero 2dvd Lego Hobbit 2dvd Halo Spartan Assault 1dvd Age Of Wonders III 1dvd Batman Arkham Origins Blackgate 1dvd Wolf Among Us episode 3 1dvd Simcity Digital Deluxe 2014 1dvd Bioshock Infinite DLC Burial at Sea episode 2 6dvd Castlevania Mirror of Fate 1dvd Total War Rome 2 Hannibal at the Gate 3dvd MXGP 1dvd Cabelas Big Game Pro Hunter 1dvd Castlevania 2 Lord of Shadow DLC Revelations 2dvd Ether One 1dvd Breach And Clear 1dvd IHF Handball Challenge 1dvd Betrayer 1dvd Devil May Cry 2013 Complete Edition 3dvd ARMA III Full Campaign 3dvd Ninja Gaiden Yaiba 2dvd Deus Ex The Fall 1dvd Typing of Dead Overkill 2dvd Walking Dead 2 episode 1-2 1dvd Southpark Stick of Truth 1dvd Resident Evil 4HD 3dvd Thief 4dvd Castlevania Lord -
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 -
A Step Towards the Future of Role-Playing Games: the Spyfeet Mobile RPG Project
Proceedings of the Seventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment A Step Towards the Future of Role-Playing Games: The SpyFeet Mobile RPG Project Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn Walker, Noah Wardrip-Fruin Expressive Intelligence Studio / Natural Language and Dialogue Systems Lab University of California, Santa Cruz 1156 High Street, Santa Cruz, California {aareed,bsamuel,anne,rgrant,agrow,jlazaro,jkmahal,srikur,maw,nwf}@soe.ucsc.edu Abstract Wardrip-Fruin 2009). To give players meaningful choice in a story-based game has traditionally required the creation of Meaningful choice has often been identified as a key component in a player’s engagement with an interac- tremendous amounts of hand-authored story content. This tive narrative, but branching stories require tremendous authoring paradigm tends to introduce both structural and amounts of hand-authored content, in amounts that in- workload problems for RPG designers. Traditionally, story crease exponentially rather than linearly as more choice is presented through dialogue assembled in fragile, ad-hoc points are added. Previous approaches to reducing au- structures glued together with quest flags and conversation thorial burden for computer RPGs have relied on cre- trees. These brittle operational logics are prone to error since ating better tools to manage existing unwieldy struc- the relationship between each plot element or conversation tures of quests -
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. -
Categorizing Morality Systems Through the Lens of Fallout
Categorizing Morality Systems Through the Lens of Fallout Joan Casas-Roma The Metamakers Institute Falmouth University, Cornwall, UK [email protected] Joan Arnedo-Moreno Estudis d’Informàtica, Multimedia i Telecomunicació Universitat Oberta de Catalunya, Barcelona, SP [email protected] ABSTRACT Morality systems in computer role-playing games (CRPGs) are a characteristic feature of the genre. Although there is plenty of literature studying how players relate to moral choices, only a few studies analyze or compare how specific games represent the player’s moral persona. This paper studies how morality systems have been modeled in the Fallout series to keep track of the player’s moral profile, categorizing the different techniques used in those systems. A special emphasis is put on how in-game actions affect the PC’s moral alignment, as well as how non-player characters (NPCs) react to that beyond the game’s scripted narrative. The goal is to provide guidelines that would lead to the development of more comprehensive and detailed morality systems, and where the player could immerse in a virtual world where the NPCs would act more as individual agents, with less reliance on explicitly scripted scenarios. Keywords videogames, morality systems, moral judgement, Fallout, NPCs, karma, agents, categoriza- tion INTRODUCTION Video games allow players to take active part in a story and, sometimes, to make all sort of choices on how to enact it. Some of those choices, specially in computer role-playing games (CRPG), have a clear moral dimension that, in turn, reflect on the way the player character (PC) is seen by the non-player characters (NPCs) inhabiting the game’s world. -
Is Bethesda Game Studios Game Making Faltering? by Michael Lane
Is Bethesda Game Studios Game Making Faltering? By Michael Lane Source: https://www.gamerant.com (Pete Hines talking to fans at E3 2015) Bethesda Game Studios. When you hear this name, some people will more than likely remember of one of the following games: The Elder Scrolls Morrowind (TES III); The Elder Scrolls Oblivion (TES IV); Skyrim (TES V), Fallout 3; Fallout: New Vegas; and, Fallout 4. These games are universally praised for their rich story-driven worlds, letting gamers play hundreds of hours of tactical action, dive into intriguing plots, submerge themselves in ambience that is superb, and explore environments that are spectacular. I first played TES V: Skyrim. My mother bought it for my father for Christmas in 2011, and being curious, I asked my dad if I could play the game, and after he said yes, I popped the disc into my Xbox 360. I was blown away by the content. I was amazed by how big the map was and where and what I could do. Since then I have been a huge fan of BGS video games. I have played Fallout 1, Fallout 3, and Fallout: New Vegas, Fallout 4, and TES IV: Oblivion, and TES V: Skyrim. Bethesda Game Studios (BGS) first franchise, The Elder Scrolls, allows you to explore the vast continent of Tamriel, where you can adventure into the wilderness and become whoever you want in this fantasy world. With five games in the series (Arena, Daggerfall, Morrowind, Oblivion, and Skyrim) and TES: Online allows you the player to explore a fantasy world rich with lore and meet very interesting characters along the way, such as Paarthunax or M’aiq the Liar. -
Spyfeet: an Exercise RPG
SpyFeet: An Exercise RPG Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn Walker, Noah Wardrip-Fruin Expressive Intelligence Studio & Natural Language and Dialogue Systems Lab University of California, Santa Cruz {aareed,bsamuel,anne,rgrant,agrow,jlazaro,jkmahal,srikur,maw,nwf}@soe.ucsc.edu ABSTRACT One compelling aspect of computer RPGs is the promise of player agency: the ability to make significant and de- sired choices in a large, complex, and story-rich environ- ment. Giving players meaningful choice has traditionally re- quired the creation of tremendous amounts of hand-authored story content. This authoring paradigm tends to introduce both structural and workload problems for RPG designers. Our hypothesis is that reducing authorial burden and in- creasing agency are two sides of the same coin, both re- quiring advancement in three distinct areas: (1) dynamic story management architecture that allows story elements to be selected and re-ordered in response to player choices; (2) dynamic dialogue generation which takes history and relationships into account; and (3) an authoring interface that lets writers focus on quests and characters. This pa- Figure 1: Dr Cartmill and the SpyFeet Architecture per describes SpyFeet, a playable prototype of a storytelling system designed to test this hypothesis. Categories and Subject Descriptors Wardrip-Fruin details a common way such structures can fail I.2.1 [ARTIFICIAL INTELLIGENCE]: Applications and in the award-winning 2003 RPG Knights of the Old Republic Expert Systems|Games; I.2.7 [ARTIFICIAL INTEL- where visiting two locations in an unexpected order causes a LIGENCE]: Natural Language Processing|Language gen- character who had just participated in an emotional episode eration with the player to act as if they had never met [13]. -
Fallout Unisystem Formatting.Odt
Robert Warren (aka Treorai) [email protected] All Flesh Must Be Eaten and its associated publications, are copyright 1999-2003 Eden Studios. The Unisystem brand name and icon are copyright 1999-2003 CJ Carella and published by Eden Studios under exclusive license. Fallout and all associated terms, characters, and locations are copyright 2007 Bethesda Softworks. The rest of the document is copyright 2007 by Robert Warren. Eden Studios, CJ Carella, and Bethesda Softworks are in no way responsible for the content of this document. It may be freely distributed as long as it remains complete and unaltered and with this notice attatched, and such distribution is free of charge and not for profit. Introduction Tomorrow's Zombies and Pulp Zombies might also be helpful for additional rules, flavor, and Basically, I decided to do a Unisystem version inspiration. of the classic Fallout CRPG series a few months ago, and here's the fruits of my labor. It Special Thanks took a lot of work compiling, converting, adapting, and just plain making stuff up on First and foremost, special thanks to Interplay, occasion, but it was totally worth it, and I hope Brian Fargo, and Black Isle Studios for creating that you will agree as well. some of the best computer games I've ever played. This is the main book for Unisystem Fallout . In it, you will find Qualities, Drawbacks, I'd also like to thank Chris Avellone for writing equipment, and information on the history and and distributing the Fallout Bible, without geography of the Fallout universe. which, this would have been impossible. -
Peter Lai [email protected] Fallout: Rebirth Through Nuclear Holocaust
Peter Lai [email protected] Fallout: Rebirth Through Nuclear Holocaust Introduction “War. War never changes,” begins Interplay’s classic PC role-playing game Fallout. The opening cinema is a stark black-and-white video that depicts the prelude to and aftermath of nuclear holocaust. The nations, bickering as always over resources, eventually fight World War III in 2077. The war is over in a mere two hours, and most of the world is devastated by nuclear weapons. The player character, however, is spared from destruction because his or her family had entered a large underground Vault designed to protect humans from the war. As the game opens, a hundred years have passed since the first bombs dropped, and when the player character leaves the Vault, he or she is plunged into a world where everyday life is highly dangerous. Small Life in Fallout often ends grimly, as seen from this screenshot. towns have sprung up and struggle to protect themselves from roaming bandits, huge mutated creatures, occasional armies, and other hazards of the wasteland. In contrast to Final Fantasy VII, the most popular console role-playing game produced that year (1997,) Fallout is a much darker game, aimed at an older audience than the Final Fantasy series. However, underlying the mature setting lies a much more openly structured game than could be found on the consoles. Fallout hearkens back to the style of classic PC role-playing games, in which the character could act in any way the player wished. This style of role-playing games (RPGs) was itself inherited from pencil & paper games and reached its height in the late 1980’s and early 1990’s. -
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. -
Fallout Bible 9
FFAALLLLOOUUTT BBIIBBLLEE NNEEIINN OOCCTTOOBBEERR 1155?? NNOOVV 66?? 22000022?? AAHH,, SSCCRREEWW IITT.. THE FALLOUT BIBLE UPDATE NEIN Here's the ninth Fallout Bible update - if you missed any of the others, check the Black Isle main page (www.blackisle.com), scroll down, and click on the "Read More News Here" section (and scroll down or do a "Find" for "Fallout"). The first three updates have been collected into a sinister "Update Zero" and the fourth, fifth, sixth, seventh, and eighth updates stand on their own. For those of you who haven't seen these before, the Fallout Bible is a collection of background material and hi-jinks from Fallout 1 and Fallout 2 compiled into one document so the fans can take a look at it. If you see anything wrong or if you think of anything you'd like to see, email me at [email protected] and I'll see what I can do. I can't promise I'll answer your emails immediately, but I will get around to it, usually when the weekend hits. This update contains an interview with Fallout designer/programmer Jess Heinig who wrote Zax, helped set up Junktown, and spends his time trying not to body-block Enterprise's Jolene Blalock, some assorted trivia that Jess was happy to pass along (curious how the end cinematic sequences in Junktown were supposed to go?), brahmin and gender identity issues, mutants and sex, info on Patrick the Celt from F1, some questions and answers (but not as much as FOB 8), lots of pies being thrown by Canadians, the truth about the Brotherhood of Steel, honoring the Fallout flag, the winner of the Ink Spots contest, and yet more fallout from our favorite post-holocaust world of the future.