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A Vatful of FEV

Original Fallout PnP Adventure by AEA Snirgles

GURP'd by Nathan Robertson

Index 1
Chapter 1: Entering Junktown 2
Chapter 2: Enter the Deadly 3
Chapter 3: In the Desert 3
Chapter 4: La Guardia 6
Chapter 5: The Order of F.E.V.E.R. 7
Chapter 6: High Noon 9
Concluding the Adventure 10
A Vatful of F.E.V. NPCs 10
Optional Junktown Side-Quests 11
GURPS: Fallout Errata 13
Fallout Supplement 1: New Perks from Fallout: Van Buren 13

1
This GURPS: Fallout adventure is meant for 3-5 beginning players. This • Criminality: Raider attacks stopped completely after the sheriff
story takes place between Fallout 1 and 2, primarily in Junktown and the installed an old Avenger minigun in one of the turrets on the
small village of La Guardia. Do not read any further unless you intend to be fence. There are no criminal organizations in Junktown, though
the GM. some folks claim that the scrappers don’t just find their wares in
the wasteland. So far, Saul has not found any evidence to
CHAPTER 1: ENTERING JUNKTOWN confirm that. Since everyone is welcome in Junktown, there are
Slavers and Raiders roaming the streets freely. On occasion, the
After several weeks trekking through the desert, the tarnished fence of deputies have to eject some of the scum from the town. There
Junktown finally comes into view. It’s a few miles away yet, but it's still a hasn’t been a major threat to stability yet though, thanks mainly
great relief to spot that wall of cars in the middle of the wasteland. A hot to Sheriff Saul.
wind carries the smell and sound of civilization to you. As you arrive, a
guard raises his shotgun and squints against the setting sun. He nods as • Commerce: The three primary groups in Junktown are the
he recognizes your caravan master, and you are allowed to enter Scrappers, the Trade House and the Company. The Scrappers
Junktown. Looks like you've completed your first brahmin ride. organize expeditions into the wasteland to collect scrap
materials. They deal their junk to small businesses and own two
Junktown is a rough frontier town. After the remnants of the Master's army pawn shops. The Trade House is owned by Smilin’ Tyrone. He
attacked some thirty years ago, mayor Killian Darkwater had some trouble deals in firearms, operates the casino and the saloon at the
keeping the people together; and they nearly broke after he was retired by Junk Plaza, organizes the caravan runs and acts as a money
an assassin from the Hub. No one’s really in charge of the place now. The lender. The Company, lead by Sheila Darkwater, organizes
sheriff – an old man called Saul – is doing his best to keep the situation brahmin drives and deals in leather goods, food and clothes.
calm. The last you heard, the townsfolk are split into two factions: one part They even make leather and metal armors out of scrap material.
following old Killian's daughter Sheila, the other a Hub merchant named Currently, the Company is trying to build brahmin pens on the
Tyrone. outskirts of town.

The players will each start out with a weapon, armor, a backpack and any Commerce (Details): Below is a listing of shops and their owners.
equipment the GM sees fit to award for the adventure. They should not start
with any high-tech equipment. Their gear should ideally be kept at a Shop Owner / Manager
minimum, since they are starting characters. The Company Armour Kim Armstrong, female 35, talkative.
Each PC will receive 400 caps / coins upon arrival. The caravan will depart
The Company Restaurant Old Mac Gregor, male 51, loud and
within a week, and the caravan master (Pete) will invite them to sign on
cheery.
again.
The Company Tailor Tse Yin Bao, male, 46, stern and silent.
Junktown Particulars:
The Company Caravan Store Sheila Darkwater, see People section.
TL: 4
The Scumpit Saloon Barnes “Keep Cool” Dale, Male 28,
CR: 1 friendly.
Population: 4500 (PR:3). No ghouls live in the area, and no super The Crash House Hotel Cynthia Maples, 54, sociable and classy.
mutants are allowed, period.
The Gold Rush Casino Ricky “the Knife”, 32, grim and cocky.
Government: Absent as of now; the Sheriff is running the town.
The Trade House Pete Escom, see People section.
Economics: Trade, gambling, armory, recycling (see below).
The Trader’s Post Smilin’ Tyrone, see People section.
The population of Junktown can be divided into two groups: The first is a The Scrapper’s Palace Lila Henace, see People section.
collection of rough traders, caravan guards, raiders and general scum. The
second group are the citizens, who have settled and try to make their Junk Plaza Mall Various small shops, various owners.
living in this harsh environment. Some work for the company, who has Doc’s Drugstore Doc Ridged, see People section.
specialized in creating quality armor and organizing brahmin drives.
Others work in the various shops or the trade house. There is also a group
called “scrappers” who collect junk from the wasteland and recycle it in
town.

Junktown has never been a place for religious or lawful people. There has
always been a sheriff who kept things running when everything else failed.
Usually, the people of Junktown elect a major, who organizes trade and
drafts laws. Both major and sheriff hold their office for life. NCR Rangers
are rarely present in Junktown.

• Laws: “Keep your weapons holstered, stranger. Don’t cause


any trouble or the sheriff’s gonna take you down.” Individual
disputes are settled in private – the sheriff will ignore them as
long as no bystanders are harmed. The sheriff will only get
involved in major crimes, or to prevent any gunplay. After his
wife Trish got killed during the mutant raids, Sheriff Saul has got
a strong bias against mutants.
• Law Enforcement: There was a prison once, but Saul doesn’t
bother to lock up non-citizens anymore. Penalties range from
small fees to exile to death. Long-time citizens are treated with
more justice than vagabond travelers. The sheriff has twelve
deputies whom he calls his “dirty dozen”. They are all well
equipped and trained. The four gate guards are employees of
the town, who are also under direct control of the sheriff. Sheriff
Saul is widely known to be “tough but fair”. As long as you don’t
piss him off, you’ll get along fine. By the way, it is very unwise to
try and bribe the officers.

2
CHAPTER 2: ENTER THE DEADLY As the music stops, the saloon's batwing doors swing open and the
outline of a man in a long leather duster can be seen against the burning
You’ve been in Junktown for a whole day now, but you still haven’t seen noontime sun. He moves toward the bar with a slow but firm step,ignoring
the entire town - the place is bigger than one might guess from the the gawking assembly of townsfolk. His dead-solemn face is marred by a
outside. As you head toward the hotel, you notice a growing unrest on faint, cruel smile as he greets one of the ladies with an antiquated motion
the streets. People are rushing past you and moving towards the Junk of his pitch-dark hat. Then, leaning toward the barkeep and tugging his
Plaza. ink-black coat behind him, he displays a big, sinister handgun at his side.
Barnes, the barkeep, looks nervously from one side to the other and
If the players stop someone to ask what’s going on, the person will tell mumbles: “Hey, mister. Can I… help you with something?” The man grins,
them that “They caught one of ‘em damn muties!” and then run off to the presenting a set of large white teeth, and says: “Drink. Best liquor you
Plaza. At Junk Plaza: have. I also need information.” Barnes nods and walks downstairs.
Seeing that all eyes are fixed on him, the man turns back to the room.
You reach the Junk Plaza and see a large crowd standing at the base of
a large light pole in the heart of the place. As you move closer, you can The stranger will introduce himself as Angelojos if asked politely. He will
see that the crowd is holding someone down on the ground - a super say that he is after a mutant: “Ugly as hell, with a huge nose and dark
mutant. A large black fellow throws a rope over the top of the pole and facial hair, goes by the name of Tico”. If asked, he will say that he has
yells: “Now, you’ll see what Junktown thinks of beasts like you!” The some “personal business” to settle with him. Angelojos will be very
mutant is struggling and trying to shout, but he’s gagged and this arms interested in yesterday’s events. If they seem all right to him, he will ask
are bound with chains. The crowd is cheering, they want to see blood. the characters to keep their eyes and ears open for good pay.

Angelojos is after a reward which has been placed on the head of the
The people will not be prevented from hanging the mutant. If the players mutant Tico in the Hub. The Hub Water Merchants will pay 2000 caps for
ask for a reason, they will be told that “It’s a mutant and that’s reason the mutant's death. The Brotherhood would also like to see him removed
enough”. As they tie the noose around the mutant’s neck, sheriff Saul will and will pay 500. Angelojos wants this money, but there is more to the
arrive with four deputies and try to gain some control over the mob. The story than that. He wants revenge on all mutants for abandoning him after
black guy (Rico) will explain that the mutant has killed two brahmin out in the fall of the Master (see the description of “The Mad”). Angelojos will
the pens and attacked a group of Scrappers. If the characters do not stay in an upstairs room at the Saloon; he did not board at the hotel
persuade Saul to listen to the mutant’s side of things (Diplomacy, Fast- because he wants to be where “the nightlife” is.
Talk, Public Speaking or similar skill roll), he will just shrug and walk
away. The mutant will not excuse himself, however, but will just say that The group will now have two days to roam Junktown (if they haven’t
he’s bored, he's heard this all before and just wants to get this over with. already) and talk to people (and maybe accept some jobs). Investigation
The PCs may still try to persuade Saul to let the mutant live and throw into the mutant and his partner might reveal some rumors (most of which
him out of town instead, but Saul will allow the crowd to continue. Read aren’t true) and the general feeling of fuming anger directed toward the
the following after Saul leaves the scene: mutant and his human partner.

The crowd cheers as the mutant is pulled to his feet. The rope is drawn CHAPTER 3: IN THE DESERT
tight, and the mutant loses contact with the ground. His feet are kicking
high above ground, and his face turns an angry purple as the men pull You hear an uproar as you get closer to the gates of Junktown. A big
him even higher. Some people in the crowd pick up stones and pelt the gathering of people is blocking your way, and the deputies are trying to
dying mutant while others cheer and dance around the pole. The keep the crowd back. Behind them, close to the entrance, is a truck with
movements of the mutant are slowly coming to an end, when suddenly a the motor still running.
piercing rifle shot cuts through the air. The rope snaps loose and the
mutant falls to the ground, landing on several people. Suddenly, an The truck from the mutant’s escape has returned to Junktown - a trader
explosion is heard! Scraps of metal fly through the air as people run found it broken down and deserted in the wasteland (Buddy ruptured the
away screaming. Several townsfolk mill around in confusion as a large 2 radiator coming through the wall). He saw some tracks headed toward La
½ ton truck speeds into the Plaza. Guardia but didn’t follow them since there is a war going on in that
direction - a group of mutants are fighting against Brotherhood paladins
and he didn’t want to get too close to that.
ENTER THE DUDE
Intrigued by this new information, Angelojos will search for a group to go to
The truck comes to a halt with the screech of tires. A tall and lanky man La Guardia, since he speculates that the two will try the same con there.
jumps down from the truck's cab. Quickly, he pulls the super-mutant to He’ll pay 500 caps to scout La Guardia for him. He wants to finish “his
his feet and helps him into the back of the truck. His long poncho flaps to business” himself, and will meet the group in La Guardia at the Shawnog
the side as he draws his revolver and shoots an attacker in the leg. He Hotel. In truth, he wants the bounty for himself and would rather kill the
fires again, hitting another townie, then jumps back into his vehicle. The group than pay them once the job is through. If the PCs don't accept, he
truck speeds out of the mangled segment of fence and quickly vanishes will hire a different group to do the job:
from sight.
George Smith
The sheriff and his deputies will have arrived by this time to take care of
the mess. Saul will order some people to repair the fence and others to ST: 12 HP: 12 Speed: 6.50
bring the wounded to the Doc. No one is seriously injured, but everyone DX: 12 Will: 12 Move: 6
still seems to be a bit shocked about the speed of the event. Rico is IQ: 12 Per: 12
fuming with anger and wants to go after the escaped mutant, but no one HT: 14 FP: 14 SM: 0
seems to be willing to join him. The rest of the night passes with Dodge: 9 Parry: 9 DR: 1 (Leather Jacket)
speculation on the identity of the stranger who rescued the overweight Spiked Knuckles (16): 1d+1 cr/imp.
mutant.
M-14 Assault Rifle (14): 7d pi.

ENTER THE MAD Traits: None of importance.

The players will hear all sorts of rumors over the course of the next day. Skills: Brawling -16; Climb -15; Guns (Rifle) -14; Knife -13; First-Aid -11;
Some will say that it was another mutant who entered the town to rescue Thrown Weapons -13.
his kin. Others will mention the Brotherhood, the raiders and all sorts of Inventory: Spiked Knuckles, M-14 Assault Rifle, Leather Jacket, 3
other groups. No one knows any details, however. Read the following if magazines 7.62mm, lighter, 57x gold coins.
the players visit the Saloon during the day:

3
Tim Kozak There may be some random encounters on the way to La Guardia. If they
haven’t dealt with the raider problem (see Lila Henace Quest), they might
ST: 14 HP: 14 Speed: 6
encounter some. There’s also a pack of small geckos and some pigrat
DX: 12 Will: 10 Move: 6
families around. Other than that, the road to La Guardia is deserted due to
IQ: 10 Per: 12
“the mutant threat”.
HT: 12 FP: 12 SM: 0
Dodge: 9 Parry: 9 DR: 6 (Metal armor MK II)
MEETING TICO AND BUDDY
Colt Python (16): 3d-1 pi.
Halfway to La Guardia the group will see some dark smoke in the
M26A1 Frag Grenade (15): 8d+2 cr ex [2d]. distance. As they pass over some hills, they will see this right in front of
Traits: None of importance. them:

Skills: Brawling -13; Guns (Pistol) -16; Knife -13; First-Aid -11; Thrown The burnt ruins of something that might once have been a troop carrier
Weapons -15. are spread out in front of you. Between the scattered pieces of metal lie
twisted and scorched human bodies. Smoke is still rising from the
Inventory: Colt Python Revolver, Metal Armor MK II, 18 rounds .357 scorched carcass of the vehicle. You can distinguish some movement
Magnum , 2x Frag Grenade, rope. among the remnants; a human is dragging himself toward the wreck.

George Jones The group will find the Dude, moving toward a Brotherhood paladin in
broken and twisted power armor. The PCs won't have much time to look
ST: 10 HP: 10 Speed: 6 around, for Tico will appear from behind the wreck and point an Avenger
DX: 12 Will: 10 Move: 6 minigun at them (which he looks like he can use quite well). He will closely
IQ: 10 Per: 14 observe the reactions of the group.
HT: 12 FP: 12 SM: 0
Dodge: 9 Parry: 9 DR: 6 (Metal armor MK II) “Well, well, well… what we have here? Some wanderers. Easy. Tico don’t
want to harm you. But he will, you try something stupid.” The stocky
Colt .223 Hunting Rifle (17): 5d pi. mutant raises a hand to his face and scratches through his short, thin
Throwing Knife (14): 1d-3 imp. beard. “Now you drop weapons.“ He waits, smiling, until you comply with
his order. But then his eyes catch a glimpse of his wounded human
Traits: Addiction (Tobacco). “partner” lying next to the dying paladin. Suddenly, his eyes widen as
Skills: Brawling -14; Guns (Rifle) -17; Knife -13; First-Aid -12; Thrown comprehension dawns on him and he screams in anger: “NO! Get away
Weapons -14. from him!”
Keeping an eye on you, the mutant leaps over to his partner and picks
Inventory: Colt .223 Hunting Rifle, Metal Armor MK II, 3o rounds .223, 4x
him off the ground with his free hand. “What he tell you?” he screams,
Throwing Knife , Cigarettes, 49x gold coins.
shaking the battered human. “He tell name?” The human nods, squinting
through his swollen eyes and mutters: “Bastard.”
Pamela Kozak (Leader)
Looking confused, the mutant drops him on the ground and mumbles
ST: 14 HP: 14 Speed: 5.50 “Bastard? What kindda name is… HEY!” He kicks the human on the
DX: 10 Will: 10 Move: 5 ground and glares at you.
IQ: 12 Per: 10
HT: 12 FP: 12 SM: 0 “You stay put or Tico kill you.” The mutant goes a few steps back to the
Dodge: 8 Parry: 8 DR: 6 (Metal armor MK II) paladin and kneels down, all the while watching you. “Friend…” he says
softly, gently touching the paladin at the shoulder. “Friend… you tell Tico
Spiked Knuckles (15): 1d+2 cr/imp. the name of the vat?” As he gets no response, Tico takes a quick look at
Throwing Knife (15): 1d-1 imp. the paladin. He’s dead.
Survival Knife (17): 2d-2 cut / 1d imp. “No… ARGH! YOU! Get up, Buddy!” Tico stands up and goes to the
wounded human, but it looks like he has passed out. “Oh no… Buddy,
Traits: Addiction (Tobacco; Jet). you not die. You not die yet, tell name of vat first, then you can die.” The
Skills: Brawling -15; Guns (Pistol) -15; Knife -17; First-Aid -12; Thrown mutant looks panicked and now directs his full attention to you.
Weapons -15.
Tico will notice any “stupid” actions of the group and react to them. He
Inventory: Survival knife, Spiked Knuckles, Throwing Knives (3), Metal doesn’t want to kill them since he doesn’t know whom he’s dealing with
Armor MK II, 2x stimpack, radio, 48x gold coins, 2x flare, Cigarettes, jet, yet. He will just keep the group at bay until he has figured something out.
buffout.
“Looks like you have bad luck.” he grumbles. “Tico not in good mood any
If the group does not accept and is not willing to go after Tico and Buddy more… thanks to his Buddy.” He pauses for a moment, and then his face
to get the bounty themselves, the GM might try spreading false rumors lightens. “Hey, but now Tico doesn’t have to carry Buddy. Tico has pack
about raising the bounty or about the Brotherhood looking for new recruits mules now.”
for their camp in La Guardia.
Tico will have the group hand over their weapons and backpacks. He’ll put
the weapons in plastic bags from the brotherhood vehicle and sling them
ON THE ROAD... over his shoulder. He’ll leave all the equipment, food, water and Buddy for
Traveling from Junktown to La Guardia will take about a week by foot. the group to carry. Then he will set out to the north to find “the place which
There is a rusty Chevy Suburban SUV at the Junk Plaza which may be make Tico a rich man.”
bought for 1000 caps. However, the steering column is broken and the Tico and the Dude had a falling out on their way to La Guardia. It ended
tires are flat. Getting new tires and having the column fixed will cost the with Tico beating the crap out of Buddy and dragging him across the
group 300 caps. Also, the four-wheel drive is non-functional and the wastes until “making new plans”. They stumbled upon a BoS carrier which
vehicle won’t go faster than 80 (Move 3/40; 3/52 normally). had been attacked by mutants not long past. Thinking him to be a brother
of the Order, the dying paladin told Tico the location of an old Vault
2008 Chevy Suburban
complex. Their recon group had discovered that the Vault held military
TL ST/HP Hnd/SR HT Move LWt. Load data, including a pure strain of F.E.V. and the exact location of all other
8 71 -1/4 11f 3/40 4 2 vaults. However, the dying soldier did not know the name on the container
which held the holodisks. Only the leader of the expedition had that
SM Occ. DR Range Cost (min/max) Locations information... He passed it on to Buddy before he died.
+4 1+4 5 343 $72K/$80K G4W

4
ACROSS THE DESERT... Skills: Battlesuit -13; Beam Weapons (Pistol) -15; Brawling -13; Gunner
(Machine Gun) -11; Guns (Pistol) -12; Guns (Rifle) -17; Thrown Weapons
“If you save breath, Tico thinks men like you can manage it. If you don't -13; Two Handed Axe/Mace -14.
manage it, you’ll die. Only slowly, very slowly my buddies.” The mutant
Inventory: Steyr Scout, Glock 86 Plasma Pistol, T-51b Power Armor, 25
grins as the sun burns down on you without mercy. Buddy awoke a while
rounds 7.62 mm, 2x small energy cell, 95x Brotherhood scrip, 2x flare, 4x
ago and now walks silently behind you. You have been traveling through
stimpack.
the open desert for a day now and haven’t once encountered another
living being. The last few drops of water are now in Tico’s possession.
Junior Paladin Brad
If the group can’t think of a way of getting their weapons back or tackling ST: 14 HP: 14 Speed: 5.50
Tico, he’ll drive them further into the desert. If they gain the upper hand, DX: 8 Will: 8 Move: 5
this will happen: IQ: 8 Per: 10
HT: 14 FP: 14 SM: 0
Tico holds his hands up and tries to look harmless. “Hey, you could make
Dodge: 7 Parry: 8 DR: 70/50 (T-51b Power Armor)
thousands of caps... Hundreds of thousands of caps... Even thousands of
thousands of caps...” Buddy looks up and mumbles: “They call 'em M249 SAW (14): 5d+1 pi.
millions…” Then he looks to you and says: “He’s right, y’know. He’s the Super Sledgehammer (12): 4d+7 cr.
only one who knows the location.” As he notices your looks, he adds:
“And I’m the only one with the right name.” A slight smile appears at his Traits: Duty (BOS); Military Rank 6 (BOS); Patron (BOS). Lifting/Striking
lips. ST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed and
Protected Smell (from power armor).
Either way, after another day, they will run out of water. This is what’ll Skills: Battlesuit -9; Beam Weapons (Rifle) -11; Brawling -8; Gunner
happen then: (Machine Gun) -10; Guns (Pistol) -10; Guns (Light Machine Gun) -14;
Thrown Weapons -10; Two-Handed Axe/Mace -12.
Dusk is closing in and as you wander further into the desert, you see a
cloud of dust closing in. You can just make out humanoid shapes in that Inventory: M249 SAW, Super Sledgehammer, T-51b Power Armor, 200
cloud. Tico halts and peers into the distance anxiously. Then, his face rounds 5.56 mm, 124x Brotherhood scrip, flare, radio, super stimpack, 4x
brightens and he smiles widely. The shapes you see are too large to be stimpack.
human. Laughing, Tico spreads his arms and waves.
“Friends… come to Tico! Damn the humans! Hooray for mutants!” Paladin-Medic Lisa
The indefinite group changes its direction and moves closer towards you. ST: 16 HP: 16 Speed: 6
DX: 12 Will: 12 Move: 6
“Yes! The Master is on Tico’s side because he hates humans too!” IQ: 12 Per: 10
screams the mutant happily. Buddy shakes his head: “The Master is not on HT: 12 FP: 12 SM: 0
your side because he hates idiots also.” Now that they are standing close Dodge: 9 Parry: 9 DR: 70/50 (T-51b Power Armor)
enough to discern their features, the group of mutants stops and waits for
the dust to settle down. Then they brush the dirt from their power armor… YK42b Pulse Rifle (17): 8d (10) burn.
Traits: Duty (BOS); Military Rank 7 (BOS); Patron (BOS). Lifting/Striking
The troop of five Brotherhood Paladins are scouting the area for mutants
ST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed and
and will deal with anyone who tries to make trouble. The leader, a young
Protected Smell (from power armor).
and stubborn man, will not listen to any explanations and have “the mutie
and the collaborators” gagged and put in chains. He will then lead them all Skills: Battlesuit -14; Beam Weapons (Rifle) -17; Brawling -12; Diagnosis
to La Guardia, a trip which takes two days. -13; Electronics Operation(Medical) -13; Guns (Pistol) -14; Guns (SMG)
-12; Knife -13; Physician -14; Surgery -11; Thrown Weapons -12.
Senior Paladin Chance
Inventory: YK42b Pulse Rifle, T-51b Power Armor, 2x micro fusion cells,
ST: 16 HP: 16 Speed: 6.50 super stimpack, 127x Brotherhood scrip, doctor bag.
DX: 12 Will: 12 Move: 6
IQ: 10 Per: 12
HT: 14 FP: 14 SM: 0 Junior Paladin Thomas
Dodge: 9 Parry: 9 DR: 70/50 (T-51b Power Armor) ST: 14 HP: 14 Speed: 5
YK42b Pulse Rifle (17): 8d (10) burn. DX: 10 Will: 12 Move: 5
IQ: 12 Per: 10
FN MAG (16): 7d pi. HT: 10 FP: 10 SM: 0
Traits: Duty (BOS); Military Rank 8 (BOS); Patron (BOS). Lifting/Striking Dodge: 8 Parry: 8 DR: 70/50 (T-51b Power Armor)
ST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed and FN MAG (15): 7d pi.
Protected Smell (from power armor).
Traits: Duty (BOS); Military Rank 6 (BOS); Patron (BOS). Lifting/Striking
Skills: Battlesuit -13; Beam Weapons (Rifle) -17; Brawling -15; Guns ST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed and
(Light Machine Gun) -16; Guns (Pistol) -15; Guns (Rifle) -16; Leadership Protected Smell (from power armor).
-14; Strategy -15; Tactics (Urban) -15; Thrown Weapons -16.
Skills: Battlesuit -13; Beam Weapons (Rifle) -15; Brawling -12; Guns
Inventory: YK42b Pulse Rifle, FN MAG, T-51b Power Armor, 100 rounds (Pistol) -9; Guns (Light Machine Gun) -15; Thrown Weapons -9; Two-
7.62mm, 2x micro fusion cells, super stimpack, 2x stimpack. Handed Axe/Mace -10.
Junior Paladin Kate Inventory: FN MAG, T-51b Power Armor, 100 rounds 7.62mm, 4x
stimpack, 52x Brotherhood scrip.
ST: 14 HP: 14 Speed: 6
DX: 12 Will: 12 Move: 6
IQ: 12 Per: 10
HT: 12 FP: 12 SM: 0
Dodge: 9 Parry: 9 DR: 70/50 (T-51b Power Armor)
Steyr Scout (17): 7d pi.
Glock 86 Plasma Pistol (15): 3d (5) burn.
Traits: Duty (BOS); Military Rank 6 (BOS); Patron (BOS). Lifting/Striking
ST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed and
Protected Smell (from power armor).

5
CHAPTER 4: LA GUARDIA

A = cells
B = emergency exit
1 = entrance area
La Guardia is an isolated village on the edge of the desert, the last outpost 2 = lockers & storage
of “civilization”. West and North of it lies nothing but barren, radiated land. 3 = command office
It’s main function is to provide food and shelter for caravans which journey
4 = meeting room
between the NCR, the Hub, New Reno and the Brotherhood of Steel. In
fact, the Brotherhood has vital interests in La Guardia, for it is their first 5 = sleeping halls
“covert” outpost in the wasteland. A squadron of knights and a few 6 = restrooms
paladins are situated here, listening for news and hunting for mutants. The 7 = training area
inhabitants of this village make their living by offering various services to 8 = lunch room
travelers. 9 = kitchen
• Economy: Food is imported from other towns and kept in the
“Well look who we've got… some traitors to their race.” The face you
sub-zero storage facilities. There are three hotels, two behold is that of Angelojos.
mechanics, a junk trader, a bath palace, a general store and a
store for medical supplies. Prices are moderate. “I was fortunate enough to replace the prior commander when he left to
report to the Brotherhood's Council of Elders. Too bad for him that he
• Laws & Law Enforcement: La Guardia is regarded as neutral never arrived there.” Angelojos smiles cruelly and strolls up the empty
ground by everyone. There’s no gate and no one is patrolling hallway. “From what I’ve heard, a group of mutants attacked his vehicle.
the streets, but heavy Brotherhood presence is obvious, which Everyone was killed… Now, you wouldn't know anything about that, would
might be the reason for the calmness in this small place. After you?”
all, no one wants to mess with the Brotherhood, whose bunker
is located at the northern edge of town. Angelojos arrived in La Guardia just to find out that no one was here. After
doing some investigation, he found out that the base commander was
• People & Notable Facts: The inhabitants of La Guardia number leaving to report to the Elders on a matter of some urgency. With his
somewhere between 200 and 300 people; travelers not counted. knowledge of the Brotherhood, it was an easy task for him to “run into” the
Since population dynamics in this village are so vibrant, listing replacement and enter the facility as senior knight Rodriguez, the new base
important people serves no purpose. Even members of the commander. The possibilities of his new position are only just dawning on
Brotherhood tend to come and go, with the base being known him, and the bonus of having the people he wanted delivered to him is very
as a sort of “boot camp” among the knights. As one young satisfying. But he’s not all happy yet - he wants to know what could be
knight put it: “If you’ve survived La Guardia, you’ve survived urgent enough for the base commander to leave himself. Thus, he wonders
hell.” if any of his “guests” might know anything about it. In any case, he’ll be
happy to torture them for a bit.

NOW ENTERING LA GUARDIA GETTING OUT


The group will be lead through town and directly into the brig at the
Brotherhood bunker. Though the bunker itself is below ground, the prison It’s night and all is silent. All except for Buddy, the man whom Angelojos
is in a big concrete building just inside the aboveground entrance. The calls the Dude: “Where there's a fight, there's confusion and when there's
area is surrounded by barbed wire. A truck is parked in front of the main confusion a man who knows what he wants stands a good chance of
building, and the flag of the Brotherhood can be seen at every entrance. getting it.”
The group will be placed into neighboring cells, with two persons in each “What you talking about?” mumbles Tico from the adjacent cell. His jaw
cell. Tico will be put in a cell of his own and restrained with chains. Their must still hurt. “Diversion. We need to get out or this maniac will kill us all.”
equipment, weapons and armor are placed in lockers near the entrance.
“So you Tico’s buddy again, eh? Good. Tico say yes. What with you little
After being left a while on their own, the group will be confronted by the ones?”
new base commander, Senior Knight Angel Rodriguez. It might be a shock
to see that Rodriguez is none other than Angelojos! He will be very Escaping will not be easy - the walls are made of reinforced concrete, and
pleased to have the group in custody and will promise to take lots of time the barred doors are made of heavy steel secured with TL9 maglocks.
to show them his “hospitality”. There are no windows, the only light source is the fluorescent lighting out in
the hallway. Within each cell, there are only two metal beds with some cloth
covering.

At this point and time, the players will already have been tortured to half
their hit points, and they have also temporarily lost 1 point of HT and DX. If
any of them has told the “commander” about their knowledge, he will
torture them a bit more just to be sure, and then concentrate on Tico and
the Dude. Note: roleplay the torture - no rolls.

6
If the group cannot think of a way to escape, the Dude might push them Looking at the corpses, the Dude lights his cigarillo and mutters: “My
into the right direction. He will also try to prevent “unwise” plans. A failed mistake… make that four.”
plan will result in more abuse and the placement of a guard in the hallway.
The group may also try to persuade someone of Angelojos’ true nature. The group will have to get out of town as fast as possible. Around the
Here’s the Dude’s last resort: vicinity of the town, encounters with Brotherhood patrols are possible
(three knights and a paladin). The group may also meet traders and other
The Dude comes close to the bars and whispers: “Tell him where that travelers. Disguising themselves or hiding among the traders will
damn place is.” effectively fool the patrols, but they will have to think of something for Tico
(or he’ll just attack right away).
“What? You crazy, then he kill us.”
Alternative 2: If no one talks and they don’t escape, Angelojos will have
“Unlikely. He don’t have the name yet. But I reckon he’ll let you go after
them put on a truck for transportation. He’ll go himself and take two
you tell him.”
paladins with him. If he hired the group in Junktown, he’ll have his grunts
“You stupid. He not let Tico go. Why would he do that?” attack the convoy en route and escape with the truck during the fight.
Otherwise he’ll have the paladins change places (one of them is riding in
“Cause you're gonna convince him that it’s more fun hunting you. ‘Sides, the back) and hit the road whenever they are both outside the vehicle.
he won’t have a use for you any longer. He could have you transported to He’ll then be free to throw the PCs out of the truck and force Tico and
the main base, and you might just get “lost” on the way. Such things Buddy to show him the way to the Vault.
happen.”
The group will then have to go back to La Guardia. They will meet the two
For a while, Tico is silent. Then he says, “That good plan. But why is
paladins on the way back, and these two will explain everything to the
Buddy telling Tico this?”
base commander. Commander Chance will give the group back their
“Cause I think you might get us out once you’re free.” equipment and ask them to go after Angelojos. The reward will be 2000
caps.
“Why would Tico do that?”
Finding the trail of the truck will not be an easy task, but the group will
“Cause Tico don’t want some lunatic to go after him… ‘n Tico wants to get
eventually see the smoke of the burning vehicle once they get near the
into that Vault too.”
place where they were forced out. Mutants have attacked the vehicle and
are now holding Buddy and Tico in custody. Angelojos has managed to
However, not all will go according to plan. Tico will be brought away, but he
escape.
has told more than he was supposed to. He told Angelojos of the plan in
exchange for his freedom. Just before he’s transported, Tico will grab the The group will have to get close enough to the mutant base to either try
Dude through the bars and knock him out, planting a small energy cell on getting in (in which case they will be captured) or wait until Tico and Buddy
him while doing so. The energy cell may be combined with a shirt to form come out in the company of three High Guards and Pescu (see the next
a weapon (a sap) or someone with Chemistry skill might try using the chapter).
battery acid to short out the electronic locks.
Encounters on the way to the mutant base or the Vault might involve
As you’re looking for a way to get the others out, you see the Dude super-mutants, centaurs, flailers, spore plants or high radiation areas.
sneaking around the corner. Before you can react, he grabs the guard out Note that the super-mutants will try to capture any humans they encounter.
in the hallway. He tries dragging the man into your cell and throws an A typical super-mutant party consists of three alpha breed mutants in MK I
angry look at you. “You gonna help or what?” mutant armor armed with Avenger miniguns. The mutants are willing to
… talk and to accept surrender.

The two of you have knocked out the guard and put him into the cell. The
Dude takes off the man’s clothes and armor while you watch the hallway. CHAPTER 5: THE ORDER OF F.E.V.E.R.
As you turn, you see the knight waking up. “Wha-? You'll pay for this! I'm
a knight of the Brotherhood of Steel!”
”To me you're just some naked son of a bitch. Now shut the hell up ‘fore I
get mad.” the Dude gags him and grabs the keys. “Now let’s get out of
here.”

The guard was unarmed, so players will have to sneak their way to their
equipment and get it out without being noticed. Since it is night, there are
only two knights in the entrance hall, both armed with Jackhammers. One
of them has the storage key. There’s a knight in the kitchen who is also
unarmed, so one might grab several knives and kitchen utilities. All knights
wear combat armor Mk II. Furthermore, there’s a Paladin just outside the
main entrance and another in the back. Guns shots will also wake the 9
knights and 2 paladins in the barracks, but they will need some time to
react. Angelojos is not in the commander’s office; he’s in town, making
preparations.
Alternative 1: If they manage to escape with Tico still at their side, Tico Thus spoke our Master: The time of waiting is over. Few are we, who
and the Dude will agree on finding the vat together. They will need the help must bring peace to the new world, but there shall be more of us to
of the group, just in case Angelojos hunts them down. Angelojos will come celebrate the great Unity. You, my children, will be the guides into a new
alone, unless he has hired the group in Junktown. era, a time of harmony. Take this my blood, so that you may help others
The group will have to get supplies before venturing out into the desert to join the new order. Take this my flesh, so that you may protect the
again (or it’ll be a short trip). While Tico is hiding behind one of the hotels, order from those who attempt to poison and destroy the Unity. Take this
the others will need to get supplies. By that time, however, the Brotherhood my blessing, so that you may hide yourselves from the eyes of the
will already be looking for them. heathen. Three the divine had appointed, the finest of his children all. The
empty lands lay at their feet, to await the dawn of the Order of F.E.V.E.R,
As you get close to the general store, you see three Brotherhood knights to await the holy call. Such it is delivered, such it will be spoken, such it
coming towards you. Dude stops and whispers: “Go get the stuff… and get will be remembered.
three coffins ready.”
- Thorn, High Priest of the Order
The group will be able to get in and procure everything they need.
However, they will hear a short gun battle outside. Outside, they’ll find four
dead knights on the ground.

7
Early in his preparation, the Master sent a small group of alpha breed Members: All other inhabitants of the facility. They do most of the physical
mutants out into the wasteland to search for other vaults or similar facilities work. Talented members may try to get into one of the three higher castes.
which might be turned into an advance outpost. Thanks to the help of
informants, BoS Intelligence found and destroyed the primary mutant base Friends: These are not mutants, but the results of genetic experiments
in the desert. Other, smaller outposts have followed suit as the mutant performed on plants and animals. The members of the Order learned how
horde has been slowly forced back. After waves of attack, the mutant to communicate with these semi-intelligent beasts by means of a gestical
armies are slowly vanishing into dust of the wasteland. But not all mutants language. They are being used as guards and perform simple work (spore
groups dispersed. A small group of mutants have managed to stay plants, centaurs, floaters).
undetected within an old biological research facility. Their orders are to
stay hidden and to increase the production of the Master’s genetic
monstrosities. And so they have… for many years.
IMPRISONED AGAIN
If the group has been caught by the mutants, they will be lead into the
With no contact to the outside world, and no orders from their master, these
innermost sections of the Order. The complex has been entirely re-
mutants have slowly built up their own cultural system. They have
designed by the mutants. The walls look organic, and occasionally a
expanded the former research center to incorporate more inhabitants,
mutated creature (centaur or floater) will pass by. After being locked into an
which they have created successfully after some decades. In addition, they
observatory room with a bullet-proof glass wall, the leaders of the Order will
have recovered an old water purification system from a ruined nuclear
want to question the group on various subjects, including why they are
submarine and even grown crops within the greenhouse in the
here. They are particularly interested in recent events of the outside world
underground labs. The base now has upwards of 117 inhabitants. It is
and what they know of Unity and the Master. They will be shocked to hear
concealed beneath the desert hardpan, with the main entrance being
the news. If Tico is also in the complex, he’ll pay the group a visit.
protected by spore plants. Since the place is surrounded by highly radiated
areas, discovering the facility itself is also a difficult task to accomplish.
“Oooh. Look like you on the right side of bars now.” a familiar voice says.
“My name is Anton, a lieutenant in the Master’s Army. I am recording this Tico enters the hall and looks at you through the glass. He is dressed in
in the hope that it may explain our decisions to those who will come after the colors of the Order. “Too bad we don’t have dipping matter any more.
us… or walk among our corpses. We seized this facility five years ago, Tico would like to see you as mutants.” Before he leaves, he turns back
believing it to be an area of importance. But the function of the Curie and says: “Tico will like killing you. He will like it much.”
Research Center was merely the examination of genetically engineered
The group won’t be able to escape, but they’ll have time to talk to the
plants. There was nothing of strategic importance within these walls.
mutant guards who might tell them about the Order. If asked, they’ll inform
However, we found vast amounts of floral matter, which we used for
the group that Tico will be leaving the Order with Pescu in order to retrieve
further experimentation. We have been able to extract samples of the
a “holy artifact”. After some time, an old mutant will come to the observatory
forced evolutionary virus, but our research has shown that the plants are
room and dismiss the guards.
not adequate to create a functional a viral specimen. We must remain in
this base until we receive further orders. We have been waiting for five The withered face of the old mutant wrinkles in disgust as he stares at you
long years. through the glass wall. He brushes his long purple robes aside and pulls a
We have been doing our best to strengthen the great Unity, but without chair over to sit down in front of you. “Humans-“ he spits out the word in
adequate resources or proper help, it is not possible to continue our disgust. “I am Thorn, high priest of the Order of FEVER. I shall make you
mission. We carried on with our experiments and tried recruiting an offer… one you cannot afford to refuse.” The old mutant leans closer.
wanderers who came into our territory. Yet, there were those among us “Our leader Pescu wants that vat, but I cannot let him get the information
who voiced their reservations. Had the Master really abandoned us? he desires. I have heard your words, but I cannot let my people venture
out into the wastes. This would mean the end of the Order. I have tolerated
My men have demanded that I disband project FEVER. I know that this is the excesses of our young leader for far too long. My offer: I shall grant
an act of treason and am hereby taking full responsibility by carrying out you free passage. You will receive your belongings and any supplies you
my death sentence. The poison I ingested should take effect any time need. To repay my “kindness” you shall go after Pescu and kill him. You
now. I don't know what will happen in the future, but I hope that my men cannot let him enter the Vault. One of my men will come with you to aid
will see the importance of project FEVER and will act in accordance to the you in this task. After the deed is done, he will show you the way out of our
principles of the great Unity.” territory. Know that if you betray me, the Keeper of the Order I'm sending
with you will gladly give his life to repay you for your betrayal.”
Organization: The Order is led by a young mutant called Pescu. He’s a
stubborn and ambitious man who wants to lead the Order into a new era. With such a kind offer, who would be able to refuse? Thorn will smuggle the
However, the religious leader of the Order, the High Priest Thorn, wants to group out of the complex, hiding them among leftover food to be thrown to
keep everything as it is. Thorn doesn’t want his people to leave the the centaurs. Once outside, they will meet the Keeper and notice that he’s
solitude of the research center to venture out into the wastes. In spite of armed with a Laser Rifle. The group will be able to ambush Pescu and his
his influence, he could not prevent Pescu from launching surveillance men while they're camping.
missions. The result of these missions was highly disturbing for every
member of the Order. Not only did they fail in finding any trace of other
Pescu
mutant groups, they have also encountered a troop of well equipped
soldiers, the Brotherhood of Steel. Their troop commander did not hesitate ST: 18 HP: 24 Speed: 6.50
in attacking the mutant scouts. DX: 12 Will: 10 Move: 7
IQ: 10 Per: 8
Awed by the technological superiority of their enemies, the elders of the HT: 16 FP: 16 SM: +1
Order agreed to take measures to ensure their safety. The area Dodge: 9 Parry: 9 DR: 7 (Super Mutant Armor Mk II)
surrounding the research center has been seeded with highly radioactive
waste substances. Furthermore, specimens of the genetically engineered CZ4000 Minigun (16): 5d pi.
spore plants have been released to guard the facility. But Pescu did not P94 Plasma Rifle (13): 6d (5) burn.
stop there, he has also collected some old weapons and created the High Unarmed (11): 1d+2 thr. / 3d sw. cr.
Guard, the elite forces of the Order.
Traits: Bad Grip 1; DR 1 (Tough Skin); Ham-Fisted 1; High Pain
Elders: These are the original troop members who first entered the facility. Threshold; Lifting ST 2; Overconfidence (-12); Rapid Healing; Resistance
They spend their time in research and development. (Radiation; HT+8); Resistance (Poison; HT+3); Resistance (Disease;
HT+3); Very Fit.
Keepers: Led by Thorn, this is the religious caste of the Order, with most
members being young mutants. They maintain the infrastructure and Skills: Beam Weapons (Rifle) -13; Brawling -11; Guns (Light Machine
religious purity the Order. Gun) -16; Thrown Weapons -13.
Inventory: Rockwell CZ4000 Minigun, Winchester Model P94 Plasma
High Guard: Newly founded by Pescu (and completely loyal to him), this
Rifle, Super Mutant Armor Mk II, 100 rounds 5.56 mm, 2x Micro Fusion
is the fighting force of the Order. They are young mutants equipped with
Cells, 2x flare.
heavy weapons.

8
Allan Uncovering the vents will take some time and if the Dude is in the group,
he’ll just smile and load his gun, saying: “You see, in this world there's two
ST: 16 HP: 22 Speed: 6.50
kinds of people, my friends: Those with loaded guns and those who dig.
DX: 12 Will: 10 Move: 7
You dig.” The group ought to know by now how fast a shot this guy is.
IQ: 10 Per: 10
HT: 14 FP: 14 SM: +1
Dodge: 9 Parry: 9 DR: 6 (Super Mutant Armor)
M60 (16): 7d pi.
Concussion Grenade (13): 5dx2 cr ex.
Unarmed (11): 1d+1 thr. / 2d+2 sw. cr.
Traits: Bad Grip 1; DR 1 (Tough Skin); Ham-Fisted 1; High Pain Threshold;
Lifting ST 2; Overconfidence (-12); Rapid Healing; Resistance (Radiation;
HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Very Fit.
Skills: Beam Weapons (Rifle) -13; Brawling -11; Guns (Light Machine
Gun) -16; Thrown Weapons -13.
Inventory: M60, Mutant Armor, 100 rounds 7.62 mm, 2x Concussion
Grenade, Super stimpack.

Nickolai
ST: 16 HP: 22 Speed: 7
DX: 12 Will: 10 Move: 8 1 = Ventilation Shaft
IQ: 10 Per: 10 2 = Primary Corridor
HT: 16 FP: 16 SM: +1 3 = Storage Facility
Dodge: 9 Parry: 10 DR: 6 (Super Mutant Armor) 4 = Biological Storage
M60 (16): 7d pi.
The diameter of the ventilation shaft is wide enough for a super-mutant to
Concussion Grenade (13): 5dx2 cr ex.
crawl through. It ends after ten yards in an empty hallway. One end of the
Unarmed (11): 1d+1 thr. / 2d+2 sw. cr. corridor is buried under tons of stone and desert sand. After passing
Traits: Bad Grip 1; DR 1 (Tough Skin); Ham-Fisted 1; High Pain Threshold; through a set of doors, one will find a large metal door at the end of the
Lifting ST 2; Overconfidence (-12); Rapid Healing; Resistance (Radiation; hallway. The doors open up on a massive hall filled with thousands of
HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Very Fit. boxes placed on sideboards. Most boxes are made of metal, but there are
even old wooden crates, one of which is marked “Bundeslade. Do not
Skills: Beam Weapons (Rifle) -13; Brawling -11; Guns (Light Machine open.” There are no “names” on the cases though, only a lot of numbers.
Gun) -16; Thrown Weapons -13. Most boxes will contain strange items or outright junk (the GM may let his
Inventory: M60, Mutant Armor, 100 rounds 7.62 mm, 2x Concussion creativity roam here), but there are also boxes filled with ammo, guns and
Grenade, 2x flare, 2x rope. equipment. In total, the hall contains:

• A Colt .45 M1911A1 Pistol and 500 .45 rounds.


George
• An H&K CAWS Combat Shotgun with 400 12 gauge shells.
ST: 16 HP: 22 Speed: 6.50
DX: 14 Will: 12 Move: 7 • An H&K MP-5, with silencer.
IQ: 12 Per: 13
HT: 12 FP: 12 SM: +1 • Two M16A1 with 50 5.56mm rounds.
Dodge: 10 Parry: 9 DR: 6 (Super Mutant Armor)
• An M60.
SA80 Light Support Weapon (17): 5d+1 pi.
• 10 smoke grenades, 5 tear-gas grenades, 1 EMP grenade.
Mega Power Fist (12): 1d+4 thr cr.
Traits: Bad Grip 1; DR 1 (Tough Skin); Ham-Fisted 1; High Pain Threshold; • Two gas masks, 5 ropes, 3 medical kits, a stimpack, 8 radaway.
Lifting ST 2; Overconfidence (-12); Rapid Healing; Resistance (Radiation; It will take at least two weeks to go through all boxes and find all of the
HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Very Fit. listed items. While they are looking around (or exploring), Tico and the
Skills: Beam Weapons (Rifle) -14; Brawling -12; Guns (Light Machine Gun) Dude will open the second set of metal doors at the rear of the hall. As
-17; Thrown Weapons -15. soon as the doors are opened, a sentry robot will come out and attack
anything in range. Tico will run in one direction, the Dude another. While
Inventory: SA80 Light Support Weapon, Mega Power Fist, Mutant Armor,
the robot is keeping the PCs busy, Tico will manage to enter the room
2x small energy cell, 60 rounds .5.56 mm, stimpack, flare.
behind the metal doors and Buddy will follow him.
Maybe it was a gut feeling, but the Keeper does not intend on letting the Sentry Robot
group go. After the fight, he will turn on the group. Tico will not help either
side, but flee instead. ST: 30 HP: 35 Speed: 6.25
DX: 13 Will: 10 Move: 6
IQ: 10 Per: 10
CHAPTER 6: HIGH NOON HT: 12 FP: - - - SM: +1
Dodge: 9 Parry: 8 DR: 60
Finding the Vault is one thing, getting in is
another. In the middle of the desert is the Minigun (15): 5d+1 pi.
wrecked remains of a bus. It lies right on top Unarmed (11): 5d+2 cr.
of some air vents. The vents will open at high Traits: Machine; Weak Dedicated AI; Absolute Direction; Combat
noon and exchange air for half an hour, then Reflexes; Detect (Radio, Lasers, and Radar; Signal Detection);
shut again for the day. The Vault is buried Discriminatory Hearing; DR 60; Hyperspectral Vision; Piercing Attack (½D
deep below ground, which is why no one else 400, Max 3000, Acc 2, RoF 100!, Rcl 2); Telescopic Vision 1; Ultrahearing;
has found it yet. The PCs will have to search a Vulnerability (EMP Attacks); Reprogrammable; Sealed.
bit to find the vents and to uncover them. A
Perception roll (–2 modifier) should be made for this purpose. Skills: Guns (Light Machine Gun) -15; Guns (LAW) -15.

9
Fortunately, the 'bots rocket launcher is non-functional and it only has To spice up the game, the GM may throw in a quote or two from the movie
enough ammunition to fire four bursts from it's minigun. Once it's during combat. Here’s some examples of what each of the main
ammunition has been depleted, the 'bot will close to melee range and lash characters might say:
out clumsily with it's weapon arms.
Tico: I like big fat men like you. When they fall they make more noise!
As you pass through the metal doors and enter the second huge room, Tico: I know how to use this, how about you?
you see rows upon rows of large metal cylinders stacked nearly to the Tico: When you wanna shoot, shoot! Don’t talk.
ceiling. Some twenty yards away, you see Tico running from container to Dude: You feeling lucky, punk?
container, reading the names written on them. As you approach one of Dude: I saved a bullet just for you.
the big cylinders, you hear the sound a large explosion. Clouds of dust Dude: Three men, three bullets... That oughta work.
drift into the room from the storage facility. Soon after, the outline of a Mad: Ah, the sound of a dying man. I like that.
figure in a duster follows. It's the madman Angelojos, and his weapon is Mad: Are you trying to bore me to death?
drawn and pointed directly at you! He shows a wicked smile and says: “I Mad: You don’t really think you’re faster than me, do you?
used to believe in many things, all of it! Now, I only believe in dynamite.”

Angelojos does not have a problem with the group, just as long as they A VATFUL OF F.E.V. NPCS
stay out of his way. The group will notice that the Dude is standing to the Sheila Darkwater
right of them and Tico has positioned himself to their left. This is a real
Mexican standoff now. If any one person in the group makes a move, the Appearance: A female human in her mid-30's with black hair, brown eyes,
three of them will start shooting (with the players stuck in between!). If the and an athletic figure.
players duck and cover, then the Dude will kill Angelojos. Tico can be Descripiton: After the death of her father Killian, Sheila has become a
found cowering on the floor, with a flesh wound in his leg. tough businesswoman. She built an entire network of companies called
“the Company” and has become one of the biggest suppliers of brahmin to
Tico stands up, smiling, and says: “Buddy not only smokes. He can shoot
the Hub. The Company employs almost a third of Junktown’s inhabitants
too.” But Buddy just looks back and responds grimly: “I don’t think we’re
and is very well organized. Over the years, Sheila has grown lonely and
friends any more. Your friends have a high mortality rate, Tico.” He turns
harsh. However, she treats her employees fairly and gives generously to
slowly and points his gun at the mutant. He shoots… right into the
“her” town. She manages most deals personally and even works in the
container behind Tico. A yellow ooze flows out of the tube behind the
brahmin pens from time to time.
quivering mutant. As he feels it trickling on his neck, Tico slowly turns to
face the fluid. “This… this is the alpha ooze.” he stammers.
Smilin’ Tyrone Bexter
The Dude lights a cigarillo and says: “Marion Pohlmann. The name of the
scientist. And that is - he points at the fluid - the original alpha FEV strain. Appearance: A male human in his early 40's, with gray hair and blue
What you’re after, right “partner”? That and the location of all Vault-Tek eyes. Tyrone is a bit overweight.
facilities. To the right people, this’d be worth quite a bit, and I’m not even Description: Tyrone had to flee the Hub because of some problems with
countin’ the high tech stuff in here.” The Dude reaches under his poncho the local authorities. He took his business along with him, and is now
and pulls out a demolition pack. “I’ll make you all a nice offer. I tell ya based in an old warehouse he purchased from the Company. Thanks to
what, partner. We’ll split in even, as usual. I’ll give you the alpha strain his associates in the Hub, he was able to develop a lucrative trading
FEV and take the info about the vaults myself.” business in a short period of time. His influence has spread all over
Junktown, and he hungers for more. He seems nice and easy going, but
He presses a button on the demolition pack. “I think there oughta be he's actually cold and calculating. Since he does not want to get into any
some generators to power this place. Guess selling those would earn you trouble with the local authorities, he bides his time... until he finds a way to
some. Better believe you’re not fast enough to stop me from blowing you take possession of the town.
to hell. To quote the recently dead: Now, I only believe in dynamite.”

The Dude is not joking; he will throw the dynamite pack at the group if they Pete Escom
try to pull a fast one. Anyone knowledgeable in such matters might guess Appearance: A male human i his early 30's, bald, dark eyes, muscular.
that the generators would be worth around 20,000 caps each. There are
two functioning generators left in the facility, but getting them back topside Description: Pete is a hired hand for any sort of job. He has no scruples
could prove to be a problem. They are too large and bulky to haul back up at all and will do anything for money. He currently runs the Trade House
the ventilation shaft, but perhaps a simple block-and-tackle system could for Tyrone, but he may switch sides if someone makes the right offer. Pete
be rigged to yard them out of the hole Angelojos blew in the roof of the is very straight-forward in his views and extremely eager to succeed.
storage facility.
Lila “Scrapgal” Henace
All other cylinders contain nothing of worth (though the GM could place a
hook for further adventures in one of them). The Dude will leave with the Appearace: A female human in her early 20's; blond hair, green eyes, slim
holodisk. Tico will attempt to follow him, but his leg is bleeding too hard for figure.
that. He’ll resign and sit where he is, leaving the players alone.
Descripiton: Lila speaks with a strong southern drawl - though no one
knows where she came from. She’s an orphan who grew up tough in Junk
CONCLUDING THE ADVENTURE Plaza and learned to survive in the wasteland. Though she comes off
tough and cynical, she is very insecure and still child-like in her beliefs.
After all the excitement, the group will have to get back to civilization She has a crush on Rico, but doesn’t want to admit it since it would
(maybe running into some mutants or mutated creatures on the way). weaken her position as a leader.
They won’t see Tico or the Dude again. Any human who somehow came
into contact with the FEV will mutate into a super-mutant unless he
successfully rolls his HT with a -5 penalty. If they killed Tico, Buddy or Doctor Ridged B. Owens
Angelojos, they can collect the reward on their heads. They’ll receive Appearance: A male human in his early 50's with black hair (and matching
standard experience awards at the end of the adventure, but the GM mustache), brown eyes and a sturdy built.
should also distribute bonus points for certain parts of the adventure (or
actions taken) as he sees fit. Description: The Doc, as people call him, left the Brotherhood of Steel
while he was still a teenager; he didn’t fit into their “cold technological
society”. He wandered the wasteland until he met and fell in love with a gal
SUGGESTIONS in Junktown. He took over as the new town Doctor after old Doc Morbid
retired (if by retired you mean up and disappeared one night). Everyone in
First of all, if you haven't seen “The Good, The Bad and The Ugly”, it's town knows and likes the Doc, and he himself is very content with his job
practically mandatory before you run this adventure. Second of all, if you and position, but he's grown sullen since his wife passed and isolates
have access to the movie soundtrack, use it! Trust me, there's some good himself more and more every day.
stuff on there.

10
Sheriff Saul Characteristics: ST: 16; DX:12; HT: 15; IQ: 8.
Appearance: A male human in his early 50's with gray hair, dark eyes, Secondary Characteristics: Damage 2d+2/1d+1; SM 0; Basic Lift 51 lbs.;
and a muscular build. HP 22; Will 8; Perception 8; FP 15; Basic Speed 6.50; Basic Move 6.
Description: Saul was once a champion bare-knuckle boxer, but he gave Advantages: DR 1 (Tough Skin); High Pain Threshold; Lifting ST 2;
up his pugilistic career to marry Trish and lead the secure life of a farmer. Unaging; Rapid Healing; Resistance (Radiation; HT+8); Resistance
He became Sheriff after old Sheriff Lars died during the super-mutant (Poison; HT+3); Resistance (Disease; HT+3); Very Fit.
attacks. Saul's wife and children were killed during an attack while he was
Disadvantages: Appearance -2 (Ugly); Bad Grip 1; Cowardice (9-); Enemy
away on duty, and he blames himself for accepting the job. He has buried
(Bounty Hunters and Law Enforcement; 9-); Fat; Greed (9-); Ham-Fisted 1;
himself in his job and his alcohol and become a stern and bitter man.
Overconfidence (-12); Racial Reputation (Murderous mutant; -2 Reaction;
Almost everyone; All the time); Selfish (6-); Social Sigma (Criminal Record);
Rico Lyndon Social Stigma (Mutant).
Appearance: A male black human in his late 20's, with short black hair, Quirks: Nil
dark eyes, and a very muscular build.
Skills: Armoury (Firearms) -10; Brawling -12; Guns (Light Machine Gun)
Description: Rico is the spokesman for the farmers and brahmin drivers -14; Liquid Projector (Flamethrower) -14; Survival (Desert) -10; Tactics
of Junktown. He is a giant of a man who is known for killing a molerat with (Urban) -9; Throwing -12.
his bare hands, saving a wounded scrapper. That scrapper was Lila, who
was much younger back then. For five long years, Rico couldn’t get her Inventory: Just the clothes on his back.
out of his head, but he's too shy to act on his feelings. I all other ways he's
very self confident, determined and even stubborn. Angelojos “The Mad”
Appearance: A male human in his
Buddy “the Dude” early 50's, with black hair and
Appearance: A male human in his mustache, dark eyes, skinny.
early 30's, with brown hair and a Description: Just to look at him, no
scraggly beard, slim and athletic one would guess that Angelojos is a
build. complete lunatic. A one-time
Description: Buddy (or “the Dude” Brotherhood knight, he didn’t even
as he prefers to be called, referring have to be brainwashed by the
to both an old movie and the carpet Master to join his cause. Angelojos
which he’s using as a poncho) has volunteered to become a part of the Master’s plan, but the vats were
been wandering the wasteland his destroyed before he got the chance to be dipped. This crushed whatever
entire life. He grew up with nomadic was left of his reason and he abandoned humanity completely. He became
wastelanders, joined highwaymen, raiders, and local police, has been a a bounty hunter and roams the wasteland causing pain for his own
trader and a bounty hunter, but considers himself a simple traveler. He’s amusement.
silent, calculating and egotistic, but his heart's in the right place and a
cigarillo's in the corner of his mouth. Characteristics: ST: 9; DX:10; HT: 12; IQ: 12.
Secondary Characteristics: Damage 1d-1/1d-2; SM 0; Basic Lift 16 lbs.;
Characteristics: ST: 12; DX: 16; HT: 10; IQ: 12. HP 9; Will 12; Perception 15; FP 12; Basic Speed 5.50; Basic Move 5.
Secondary Characteristics: Damage 1d+2/1d-1; SM 0; Basic Lift 29 lbs.; Advantages: Combat Reflexes; Gunslinger.
HP 12; Will 12; Perception 15; FP 10; Basic Speed 6.50; Basic Move 6.
Disadvantages: Addiction (Psycho); Enemy (BoS; 9-); Obsession (Hunt
Advantages: Combat Reflexes; Gunslinger. Down and Kill Super-Mutants); Sadism (6-); Social Stigma (Casual Killer);
Disadvantages: Addiction (Tobacco); Enemy (Bounty Hunters and Law Social Sigma (Criminal Record); Skinny.
Enforcement; 9-); Social Sigma (Criminal Record). Quirks: Nil
Quirks: Nil Skills: Armoury (Firearms) -12; Beam Weapons (Rifle) -14; Brawling -10;
Skills: Armoury (Firearms) -12; Brawling -16; First Aid/TL 7 -12; Guns Explosives (Demolition) -11; Guns (Rifle) -14; Guns (Pistol) -15; Fast-Draw
(Rifle) -17; Guns (SMG) -16; Guns (Pistol) -17; Explosives (Demolition) (Pistol) -15; Soldier -12; Stealth -14; Survival (Desert) -15; Tactics (Urban)
-11; Fast-Draw (Pistol) -17; Survival (Desert) -17; Tactics (Urban) -11; -11; Throwing -10.
Thrown Weapon (Dynamite) -16. Inventory: Colt .223 Hunting Rifle, Bushmaster Carbon 15 Pistol w/
Inventory: HK PSG1 Sniper Rifle, Smith & Wesson Model 29 Revolver, Daylight Laser Sight; Leather Jacket, 100 rounds .223, Satchel Charge B,
40 rounds 7.62 mm, 6 rounds .44 mag, matches, cigarillos, 2 stimpacks, 2 Dark Shades, Psycho.
sticks of dynamite.
OPTIONAL JUNKTOWN SIDE-QUESTS
Tico “the Deadly”
Sheila Darkwater:
Appearance: A male super-
mutant of unknown age, with Guard the Brahmin Pens (100 caps): Sheila has been having problems
black hair (also facial hair), short out at the new brahmin pens she’s constructing just to the north of town.
(for a super-mutant) and Someone has been hindering the construction by stealing materials and
muscular. destroying what’s already built. She wants this to stop and needs people to
watch over the construction site at night. It’s a two night job and pays 100
Description: Surviving the caps per guard. If however, they are to find out who’s doing it (and why),
“mutant-hunts” of the last twenty she will pay a bonus of a additional 100 caps. If the PCs seem any good at
years has not been easy for Tico, the job, she’ll have more work for them (but she’ll try to keep this secret).
but he has always made it. He
has never shown much Expose Casino Fraud (200 caps): Tyrone just stole a trading deal from
enthusiasm for anything aside Sheila, and she’s very pissed about it. She wants the group to go into the
from himself and his desire for a life of leisure, which rendered him saloon or casino and look for business methods that might be considered
“unusable” in the Master’s Army. Tico believes that the world has treated below the board. For exposing any fraud (it’s in the casino, the one armed
him unfairly, and feels hatred toward people in general. For years he has bandits), the characters will receive 200 caps each. She doesn’t want
lashed out against every human settlement he has encountered, and thus anyone to be harmed, and Sheriff Saul is to be informed about any
has a price on his head in many places. He is a greedy coward who will findings afterwards.
use every opportunity to his advantage.

11
Spy on Tyrone (300 caps): Sheila knows that Tyrone is up to something, The problem is a motorized gang of raiders, consisting of 17 men and five
but she just doesn’t know what it might be. She fears that it might have Humvees.
something to do with the brahmin that she’s due to receive for her pens.
She wants the group to find out what Tyrone's up to without being caught. Help the Scrappers Against the Raiders (300 caps): Now that she
If need be, they are to gain Tyrone’s trust and get into his organization. knows who the problem is, Lila wants to “get those bastards”. She needs
This is could be dangerous (and might even prove to be lethal), so this is help, and will pay accordingly. She will take seven of her own people and
left to the group's discretion. (for Tyrone’s plans, see below) attack the raiders in the middle of the night (throwing molotov cocktails
first). If none of her people are killed, she’ll give the group one of the
Help Sheila Find Evidence (300 caps): Sheila is convinced that it was Humvees and enough fuel to last a month as an added bonus.
Tyrone who stole her brahmin, killing two of her workers in the process.
She wants proof to that effect. There’s going to be another brahmin ride Doc Owens:
into town tonight, and she doesn’t want any of her men (or the brahmin) to
get hurt. Bushwhackers may be killed, but what's more important to her is Get Leftover Syringes (Stimpacks):
gaining evidence. She needs proof that Tyrone is behind all of this, and Since Junktown has been rather... eventful lately, the demand for medical
she will pay well for this proof. service has been pretty high; the Doc is running out of stimpacks. He
needs new syringes to produce new stimpacks and he needs them ASAP.
Persuade Saul (100 caps): Now that she’s found her proof, Sheila needs The Doc thinks that the scrappers might have some old syringes, but he
to persuade Saul to take action against Tyrone. She doesn’t want her doesn’t have the time to check it out. He’ll give one stimpack as a reward
opponent to find out about this, so she will pay the group to do her dirty for every ten empty syringes they find (there are about a hundred around
work. It will be dangerous, since Tyrone’s people will be waiting for them town, some at the scrappers’ and some in the hotel and the saloon; the
on their way to the sheriff (4 mobsters with shotguns and leather armor). traders will also have some).

Tyrone Bexter: Find Brahmin Corpse in the Wasteland (stimpacks): The Doc has been
Spy Brahmin Route (200 caps): Sheila Darkwater has been extra hired by the Company to treat a mystery disease among the brahmin.
bothersome lately, and Tyrone knows that she will soon get a shipment of However, he’s not as young as he used to be, and he doesn’t want to
brahmin for her pens. He wants the group to find who supples her roam the desert in search of some half rotten brahmin corpse. He wants
brahmin. More importantly, they need to find out what route her brahmin the group to go out and find this dead specimen. It will be found to the
ride will take... without being noticed, of course. west of the Companies’ new brahmin pens. They’ll get 2 stimpacks for the
whole brahmin.
Make a Deal with Brahmin Owners (200 caps): Now that he knows who
Sheila’s getting the brahmin from, Tyrone wants the group to make a deal Rescue Puppies (A furry animal companion): The group may notice the
with the ranchers. He’ll pay up to double the asking price for the cattle just cage full of puppies in the Doc’s Lab as they carry the brahmin corpse
to annoy Sheila. There will also be some of Sheila’s people out to stop downstairs. If asked, the Doc will explain that he needs guinea pigs to find
them (3 of her workers with Colt hunting rifles). a cure for “brahmin fever”, as he calls it. The group may be able to
persuade the Doc into giving them his experimental subjects if they can
Steal Brahmin (500 caps): Now that the PCs have proven to be an asset find him some replacements (for example, rats). If they are successful, the
in this business, Tyrone gives his heroes a well paid “secret” job. They Doc will give the group the older puppies (Ahhh....).
need to get into the Sheila's pens and steal her brahmin. He doesn’t want
the brahmin to be hurt, but he couldn't care less about Sheila's employees. Capture Rats (200 caps): After some research, the Doc has discovered
The pens are well guarded (3 workers at every gate) and are just half an that he needs exactly 10 cave rats to finish his experiments. He will pay 10
hour north of Junktown, so any shots are likely to be heard. The brahmin caps for each rat. Since it was the group who persuaded him to let the
need to be driven to the designated meeting point. dogs live, he will want THEM to get the rats for him. After all, it’s for a good
cause, right? The scrappers know where to get some rats, but one might
Sabotage the Restaurant (500 caps): Sheila has finally managed to also go to the restaurant and ask Old Mac Gregor - he adds some to the
repay Tyrone for her recent troubles. She's had the casino closed down for stew sometimes for an “extra bit o’ taste”.
a week. Tyrone is pissed and is out for blood. However, going straight for
Sheila would cause more trouble than Tyrone needs at this juncture. So he
Rico Lyndon:
has a plan. He wants the group to break into Sheila’s restaurant and make
sure that the sheriff gets a piece of tainted meat. One of Tyrone’s men will Arrange a Fight with Saul (Training): The group may find Rico training in
be close by to give the sheriff the antidote, so no one should get hurt. With the boxing ring at the north end of Junk Plaza or having a beer in the
any luck, Saul will shut the restaurant down and stay out of this private saloon. Rico tells the group that he wants to challenge the Sheriff to a few
dispute for a while. rounds of fisticuffs, but that the old coot just won’t accept his challenge. If
they somehow manage to arrange a fight with Saul, Rico will show them a
Protect Tyrone (400 caps): It looks like Sheila has finally had enough - trick or two (GM's choice of new maneuver, or just a flat +1 to Boxing skill).
she’s sending five hired gunmen after Tyrone. Tyrone makes sure that the
group understands that they need to protect him. Extra quest: stop Rico from Taking Revenge (No Reward): As far as
the group has heard (or maybe even seen), Rico was pretty soundly
Lila: beaten by the Sheriff. Half of the spectators had wagered on him, and
quite a bit of money was lost. Rico knew that Saul had been good once,
Find the Lost Scrappers (100 caps): Lila has been having some trouble but he never knew that he was that good… or that loosing would be so
out west. She sent some of her people to dig up the wrechage of an old humiliating. For him, the affair isn’t over... yet. He wants revenge and it
plane, and they are 2 days overdue. She doesn’t want to send out any looks like he’s dead serious. If the group doesn’t stop him, he’ll end either
more of her own people (with a dangerous mutant and his human dead or in jail. There's no monetary reward for this one, but Rico will
accomplice on the loose), so she hires the PCs. She can’t pay much, but definitely owe them one.
she’ll be very grateful. The plane wreck is 3 days away – and there’s a
wounded deathclaw inside. The half-eaten corpses of 4 Scrappers will also
Sheriff Saul:
be inside. There's a functional radio system and an inflatable raft in the
plane. The wreck itself is useless (just a metal source). Acquire Some Avenger Ammo (100 caps): One of the deputies (Sam)
asks the group to get some ammo for the turret. He won’t get it himself,
Find Out Who’s Attacking the Scrappers (200 caps): Seems like the since the traders price-gouge the Sheriff's office mercilessly. The sheriff is
scrappers are having a lot of problems these days. A group came in from tired of paying the vastly inflated prices, and if Sam can’t figure out a way to
the south and reported that they were attacked. This is not the first attack; get ammo for a fair price, he’ll get his butt kicked. Getting the ammo will
as a matter of fact they're happening with more frequency. This has been earn the group 100 caps in total. Sam will give them 1000 caps to make the
going on for a week now and Lila wants to know who the attackers are and trade and tell them that he’s watching them… very closely. If they don’t
where they came from. accept the job, he’ll shrug and look for someone else. However, the next
time they need anything from the Sheriff's Office, they may as well forget it.

12
Investigate the Theft at Junk Plaza (100 caps): If the group asks Saul GURPS: FALLOUT ERRATA
for any work, he’ll tell them that he might need help from outsiders in
investigating a theft at the Junk Plaza. Inhabitants there are constantly Bonus HtH Attack (Page 24): This should be Bonus HTH Attack (Extra
complaining about minor thefts. Since the faces of the authorities here are Attack 1 (Melee attack (C) -30%) for a cost of 18 points, not 40 points as
well-known to everyone, investigation could prove difficult. Perhaps some stated. (Caught by Fnordianslip and RyanW).
outsiders could help… The thieves are a three children who live in the dry
well in the western part of Junk Plaza. They sell the loot at the Scrapper's Strong Immune System (Page 30): This is a human-only perk. The listing
pawn shops in town. under the 'Ghoul' template is a typo. (Caught by Fnordianslip).

Go After the Deadly Super-Mutant (2000 caps): Entering the sheriff’s Vehicle Costs (Pages 42-43): It has been brought to my attention that the
office, the characters will see a “wanted” poster next to the door, depicting vehicle costs may be too low; I had my reasons for pricing them this way,
the face of an ugly mutant. Next to it, there’s a crude drawing of a man but the individual GM may choose to boost prices by a factor of 10 (or
with a poncho and a hat. Saul will just shake his head and mutter that “it’s even 100) to suit his particular campaign. (Caught by makke).
a gaggle of idiots who put up the reward on those two. Last reward was
800 caps just for the mutie. The stranger there...” he points to the other Robobrain IQ (Page 61): The Robobrain is listed as having an IQ of 15.
picture “...has already collected that money. Well, who’d have thought that This is incorrect, and in fact the IQ of the Robobrain will vary widely
the two of them were working together.” depending on who's brain is installed (base Robobrain IQ should only be
10). (Caught by makke).
He also tells them that it “Might be we got us a prominent mutie here.
There was someone else in here askin' about this bastard just a while ago. Robot Will Scores (Pages 59-61): All robots have been listed with a Will
Maybe you’ll find him in the saloon... Can’t miss ‘im.” The stranger is score of 20, but this is better handled by just giving them all the
Angelojos, and the people who put up the reward are a conglomerate of Unfazeable advantage. Will scores should be changed as follows: For
scrappers, town inhabitants, traders, the Company and the Trade House. robots with an IQ score under 10, Will score is 10. For robots with an IQ of
Bringing the head of the mutie will earn the group 1500 caps. The head of 10+, Will is equal to IQ. (Caught by makke).
his partner is worth 500.
FALLOUT SUPPLEMENT 1: NEW PERKS FROM
ACKNOWLEDGMENTS FALLOUT: VAN BUREN
Mr. Snirgles wishes to thank: Thanks to Peter Schlesinger for having the There are several new Traits and Perks that appeared in the Fallout Van
patience to go through my broken English (and to playtest this adventure Buren tech demo and no place else; these did not appear in my
with his group). Thanks to Rexides for his Encounter Creator - putting up GURPS:Fallout setting book because to be honest, I just stumbled across
the stats for every person would have taken me ages to accomplish. them myself a few days ago. So without further ado:
Thanks to Sebastian Rushworth for the early drafts of the BoS
sourcebook. And of course, thanks to Sergio Leone. New Traits
Mr. Robertson wishes to thank: Thanks to everyone who caught all the Feral Kid [-1] (Humans Only)
little editing mistakes I missed in the Fallout guide and took the time to e-
Description: You were raised by wolves, wild dogs, or maybe even a
mail me about them. Special thanks to krapou from the Steve Jackson
roving pack of deathclaws. You may be short on people skills, but the
Forums, for his kind offer to host my little pet project on his website (http://
animals love you!
gurps.fallout.free.fr).
Game Effect: Animal Empathy [5]; Animal Friend 4 [20]; Low TL 5 (TL 0)
[-25]; You start the game with no language skills (though languages may
be learned normally later) [-1].

One In a Million [10] (Humans, Super-Mutants and Ghouls only)


Description: You're not particularly lucky or unfortunate, but when
lightning strikes, it strikes hard!
Game Effect: Whenever you critically hit or miss, a second check is
made. On a re-checked critical hit, a roll of 3-6 (regardless of skill) adjusts
the critical rolled up by three lines! On the other hand, a roll of 17-18 is a
critical failure; if your original roll was a critical hit, it now becomes a
standard critical miss. If your original roll was also a critical miss, it's
adjusted up the table by three rows! If neither a second critical hit or miss
is rolled, a standard critical event occurs.

Red Scare [5] (Humans, Super-Mutants and Ghouls only)


Description: You are paranoid in the extreme and think that everyone
around you may be trying to do you in. You are constantly watchful, and are
rarely surprised.
Game Effect: Combat Reflexes [15], Paranoia [-10].

New Perks
Advanced Research [10] (Humans and Ghouls only)
Prerequisites: IQ 14, Armoury (Any firearm) 13+, Armoury (Power armor)
13+, Electronics Repair 13+, Engineer (Electronics) 13+, Engineer
(Hydraulics) 13+, Machinist 13+.
Description: You might not know much about the guns and armor mouth-
breathing grunts use, but you sure as hell know how to manufacture
energy weapons, railguns, and power armor.
Game Effect: Gives a +2 bonus to all of the prerequisite skills. Requires a
Complete Workshop.

13
Body Snatcher [1] (Human Only)
Prerequisites: Acting 12+, Disguise 13+.
Description: A few blood stains and bullet holes never stopped you from
making a proper disguise!
Game Effect: The character can always create a believable disguise
given time and the most unlikely of materials. As long as the disguise is
appropriate (disguising yourself as a Blackspear tribesman and then trying
to blend into Vault City obviously is never going to work), it will always go
unquestioned.

Bulk Trader [5] (Humans and Ghouls Only)


Prerequisites: Merchant 12+
Description: Quantity is the name of the game, and you're holding all the
cards.
Game Effect: When buying or selling items in bulk, the character gains a
+2 bonus to all Merchant skill checks.

In Your Face! [15] (Humans, Super-Mutants, Ghouls and Robots)


Prerequisites: Combat Skill 16+
Game Effect: Opponents can't make called shots with thrown weapons or
firearms when you are within 1 hex and are only holding melee weapons
or are unarmed. They also suffer a -1 penalty to hit with those weapons
against all targets.

Junk Merchant [5] (Humans and Ghouls Only)


Prerequisites: Merchant 12+
Game Effect: When selling items that have a base value of 1-5
bottlecaps, the character gains a +2 bonus to all Merchant skill checks.

Suicide King [1] (Humans, Super-Mutants and Ghouls)


Prerequisites: Fast-Talk 16+ and a Reaction Bonus total of +2 or
more.
Benefit: You have a way of talking people into to doing things against their
better judgment (such as talking people into staying in combat when the
lead is thick in the air and they've already been plugged in the gut). When
any PC/NPC in range of your voice needs to test their morale in combat,
they do so with +3 bonus.

14

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