Fallout Locations

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Fallout Locations Acknowledgements and Notes there is a glaring error or problem with the game, please feel free to email me at [email protected] and I will be need to thank some very supportive happy to make the necessary changes. people, without whom this project never would have happened. Thanks I Version 1.1 changes – Added condition to Elizabeth for being you; thanks to modifier rules for weapons and armor, Miroslav for running such a wonderful fixed simple typos, fixed factual errors website; thanks to my playtesters: regarding “canon” Fallout locations. Roman, Mike, Karen, Pete, and Arch; thanks for all the supportive emails, Version 1.2 changes – Adjusted and suggestions, from people too Louisville Slugger damage, fixed various numerous to name; thanks to Brian Fargo, typos and tweaked sentence structures, Interplay, and Black Isle for making added Perks previously left out, such great role-playing games; thanks to adjusted rolls to reflect errata in the Michael Owen and Itsatrap, the Scorpion Fallout readme files, added Karma Hunter, for ideas and rules regarding errata, added the optional, streamlined condition modifiers to armor; mega- Burst Fire rules. thanks to Ausir for compiling the most comprehensive list of missing items and Version 1.5 changes – Tweaked sentence errors, and to Roman for compiling structure and grammar to make the book another useful list; thanks to Chris more readable and to clear up several Taylor of Interplay for making the confusing passages, fixed spacing and publication of this game a possibility; format problems; fixed several minor thanks to Ausir (again!) for pointing errors; added canon location our more errors and inconsistencies; “Scrapheap,” fixed the index; added a thanks to Zillameth for setting me detailed vehicle combat system; added straight on the conditions of towns in pictures of weapons, armor, and the Fallout universe; thanks to the equipment; overhauled racial aspects of entire Fallout PnP Yahoogroup (Egroup) character creation and added new races for the inspirational discussions, to reflect Tactics additions; added new especially about weapons and weapons Traits and Perks from Tactics; added new modifications – without you, this weapons and armor from Tactics; added ignorant progressive still wouldn’t know some non-redundant armor from Wasteland; the difference between a chamber and a added helpful essays; added the Table of magazine. Thanks also to No Mutants Contents; added character archetypes; Allowed and Freelancer, who provided me added a “sample adventure.” with pictures of weapons so I didn’t have to make hundreds of screenshots. Version 2.0 changes – mostly tweaks on additions in the 1.5 version. Some names and images in this book are Reformatted many of the pages. copyright Interplay Productions, Inc., and are used with permission. Some A Word About Role Playing and the images are copyright Paragon Software, Fallout Universe and are used with permission. reating a role-playing game is much This is officially version 2.0 of the like a high-wire act in the circus: Fallout: PNP RPG rules. I’ve kept all C one walks a very fine line the rules from the game’s SPECIAL system attempting to please as many people as intact, except for gun damage, which I possible. Fallout: Pencil and Paper RPG modified – without any change to the was created for two groups of gamers – resulting numbers – for ease of play on those who enjoyed the Fallout computer a tabletop. Heavy weapons, artillery games and wanted to have a tabletop pieces, and vehicles I had to completely version for their Saturday night role- make up on my own; for my sources, playing sessions, and those people who please see the bibliography at the end. had not played the computer game but I made some tweaks here and there to were interested or curious in the post- make the rules a little more Nuclear role-playing environment. It is “realistic,” like allowing both barrels my sincere hope that this game provides of a double-barrel shotgun to be fired the best experience for both kinds of at once. I included some other weapons RPG groups. for the sake of realism and variety. If 1 Fallout: Pencil and Paper RPG was exact an adaptation of the SPECIAL designed to be flexible in its rule system as I can make, I usually only add structure. The system of character things that are “canon” or are obviously creation and combat was drawn directly missing from the game. However, there from Fallout’s SPECIAL system, because are some things in the games that are it is one of the more intuitive RPG fairly redundant. You may not see every systems I've encountered. However, weapon in Tactics in this manual, because a computer can do many because one much like it already exists. calculations in a short amount of time, It actually appears that some of the and keep track of millions of variables, weapons in Tactics are factually the combat system can get a little incorrect as well; when I’ve noticed a complex at times. I've tried to provide factual error in a weapon description or a character sheet that places all the a kind of ammo a gun uses, I’ve tried to necessary numbers in one place for ease fix it and maintain the spirit of the of use, but some players may find that game. tedious. Which brings me to my next (and last) point. One more thing: I realize this is very confusing, but the Fallout world uses This book is designed as a guide. The the Metric system to measure everything reason we role-play is to allow our except weight, which is measured in imaginations to take us to another world standard-system pounds. I prefer metric for a brief time. It is not to sit because of the easy conversions, but there and roll dice and punch numbers since the game was originally programmed into a calculator all night. I've role- and created by Americans, weight played with both kinds of groups, and probably slipped through the cracks. when I've GMed, I've leaned towards the Sorry about that. I’m not going to first kind – more story, less dice and change it, either. numbers. I would skip looking up tables and such and make things up on the fly. For rules junkies, there are plenty of tables and things to keep you going. I even encourage you to make your own tables for things like critical hits, perhaps using mine as a guide. For those more prone to loose, formless role-playing, feel free to discard tables, rolls, or whatever else suits your fancy. The idea behind this game is to have fun, so if you find something doesn't work for your group, please feel free to get rid of it. I’ve omitted some of the Tactics rules, or changed others slightly, because they are rules that belong more in a tactical combat simulator than a roleplaying game and would probably unbalance a PnP RPG. For example, I kept the original Fallout 2 idea that ghouls could wear the same armor that humans could, and I changed the way that First Aid and Doctor skills were used in combat (healing people completely in 1 round would have seriously unbalanced the game). I’m sure diligent players will note other changes as well; please keep in mind that I’ve carefully considered those rules and the spirit of a tabletop RPG, and adapted them accordingly. I get a lot of emails imploring me to add things to the game; since this is as 2 Table of Contents Opening and Breaking Down Doors 44 Traps . 45 Acknowledgments and Notes . 1 Explosives . 45 Introduction . 4 Mines . 45 Equipment . 4 Energy and Power . 46 Glossary . 4 Random Encounters . 46 Character Creation . 6 Detecting Sneaks . 47 Character Concept . 6 Swimming and Wading . 47 Terminology . 6 The Art of the Thief . 47 Race . 7 Sneaking . 47 Humans . 7 Stealing . 47 Ghouls . 7 Planting Items . 48 Super-Mutants . 8 Picking Locks . 48 Half-Mutants . 9 Advancement . 49 Deathclaws . 9 Perks . 49 Dogs . 10 The Fallout Universe: A Rough Guide . 58 Robots . 10 Common Things . 58 Traits . 11 Places to Visit . 60 Statistics . 13 A Fallout Bestiary . 65 Primary Statistics . 13 Arms, Armor, Equipment, and Vehicles 74 Secondary Statistics . 16 Weapons . 74 Skills . 18 Unarmed Skill Weapons . 74 Finishing Touches . 22 Melee Skill Weapons . 77 The Game . 22 Small Guns Skill Weapons . 80 Before Combat . 22 Primitive Missile Weapons . 80 Holding Weapons and Objects . 22 Pistols . 81 Weapon Condition . 23 Shotguns . 84 Repairing Weapons . 23 Submachine Guns . 85 Vehicle Condition . 23 Rifles . 87 Repairing Vehicles . 23 Assault Rifles . 89 Wearing Armor . 24 Big Guns Skill Weapons . 91 Armor Condition . 24 Machine Guns . 91 Repairing Armor . 24 Grenade Launchers and Mortars 93 Combat . 24 Anti-Tank Weapons . 94 Combat Begins . 24 Flamethrowers . 94 Step One: Determine Sequence . 25 Energy Weapons Skill Weapons . 95 Step Two: Action . 25 Pistols . 95 Attacking . 27 Rifles . 96 Step One: Determining and Big Energy Weapons . 96 Rolling Against To-Hit . 27 Throwing Skill Weapons . 97 Step Two: Damage . 31 Weapon Enhancements . 100 Step Three: Criticals . 33 Ammunition . 101 Step Three: Continuing and Types of Gas and Acid . 104 Ending Combat . 33 Traps and Mines . 105 Vehicle Combat . 35 Armor . 105 The Mechanics of Vehicle Combat 36 Helmets . 108 Damage and Death . 39 Equipment . 109 Fire and Acid Damage . 39 Chems . 111 Poison Damage . 39 Vehicles . 112 Radiation Damage . 40 Cars . 113 Gas and Electrical Damage . 41 Trucks . 113 Chems, Addiction, and Motorcycles . 114 Withdrawal . 42 Boats . 115 Healing . 42 Aircraft . 115 Robot Healing . 43 APCs . 116 Death .
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