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

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.

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    9 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us