Fallout

This is the page for my Fallout adaptation, powered by GURPS.

Setting Information

(Note from Sletchman: For authenticity, please read the following in Ron Perlman's Voice, because the little details are important.)

War. War never changes.

Since the dawn of human kind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything: from God to justice to simple, psychotic rage.

The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower.

But war never changes.

In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into quarrelling, bickering nation-states, bent on controlling the last remaining resources on Earth.

In 2077, the end of the world occurred pretty much as we had predicted. Too many humans, not enough space or resources to go around. The details are trivial and pointless, the reasons, as always, purely human ones.

The earth was nearly wiped clean of life. A great cleansing, an atomic spark struck by human hands, quickly raged out of control. Spears of nuclear fire rained from the skies. Continents were swallowed in flames and fell beneath the boiling oceans. Humanity was almost extinguished, their spirits becoming part of the background radiation that blanketed the earth.

A quiet darkness fell across the planet, lasting many years. Few survived the devastation. Some had been fortunate enough to reach safety, taking shelter in great underground vaults. When the great darkness passed, these vaults opened, and their inhabitants emerged to begin their lives again.

It was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history.

As decades passed, survivors and former vault dwellers began to carve a new world from the destroyed remnants of the old. New towns, colonies, and alliances were built up and destroyed anew. Some of the survivors became gangs, raiders and slavers; travelling the wastelands and preying on those unable to defend themselves - humanity's thirst for death had not been quenched by it's near total destruction. Others worked to preserve that which humanity had built before, a brotherhood dedicated to the preservation of old world wonders.

Races of Fallout

Feral_Ghoul.jpg

Ghoul

15 Points

Ghouls, or necrotic post-humans, are decrepit and zombie-like mutants. They are victims of heavy radiation poisoning which results in their skin decaying and, paradoxically, seems to halt the aging process. While exposure to high levels of radiation typically results in sickness and then death; an unknown genetic x-factor leads some people to mutate into Ghouls. Ghouls are quite hardy, and nearly immune to radiation - unlike regular humans, who get sick from radiation, ghouls suffer no ill effects from lower doses. However, higher doses, enough to kill a human, damages their brain and eventually drives them into an animalistic and feral state.

Attribute Adjustment: ST -2 [-20]; HT +1 [10]
Secondary Characteristic Adjustment: Per +3 [15]; HP +3 [6].
Racial Advantages: Immune to Disease [15]; Radiation Tolerance 5 [10]; Regeneration (Slow, Heals Radiation) [14]; Temperature Tolerance +6 [6]; Unaging [5].
Racial Disadvantages: Appearance -4 (Hideous) [-16]; Racial Reputation (Zombie; -2 Reaction; All Non-Mutants) [-10]; Skinny [-5]; Social Stigma -3 (Mutant) [-15].
Features: Sterile [0].


Protectron.jpg

Robot: Protectron

68 Points

Created by the RobCo corporation, protectron robots were designed for automatic security and protection, although they were also used in a manual labour role as well. Typically used in office-type settings, their secondary programming is modular, making them useful as greeters, ticket collectors, bartenders, celebrity or historical figure impersonators, and (for owners with "unique" proclivities) even sexual partners. Protectrons are somewhat slow and lumbering, compared to humans or more sophisticated robot models, but they also have fully articulated hands, allowing them to do jobs that many other robot models cannot.

Attribute Adjustment: ST +2 [20]; DX +1 [20]; IQ -2 [-40]; HT +2 [20].
Secondary Characteristic Adjustment: HP +8 [16]; Per +2 [10]; Basic Move -2 [-10]
Racial Advantages: Accessory (Laser Pistol) [1]; AI [32]; DR 8 (Cannot Wear Armour -40%) [24]; Extra Arm (Weapon Mount -80%) [2]; High Pain Threshold [10]; Machine [25]; Unfazable [15].
Racial Disadvantages: Cannot Sprint [-1]; Disturbing Voice [-10]; Low Empathy [-20]; Maintenance (1 Person, Daily) [-10]; No Sense of Humour [-10]; Social Stigma (Valuable Property) [-10]; Vulnerability (EMP damage; -8 HT checks) [-20].
Racial Skills: Beam Weapon (Pistol): DX +2 [4]


Super_Mutant.jpg

Super Mutant

15 Points

Average Super Mutants stand approximately 10 feet tall (although they typically stand with hunched backs that reduce them to about 8 feet) and weigh around 800 pounds, possibly even more. Their skin colour is predominately greyish green, although some mutants with other skin colours also exist (usually due to mutation of the FEV strain they are affected by). Their skin is extremely tough, and their muscle and bone structure are enhanced well beyond the human norm.

Attribute Adjustment: ST +3 [27]; DX -1 [-20]; IQ -2 [-40]; HT +2 [20].
Secondary Characteristic Adjustment: SM +1 [0]; HP +6 [11]; Basic Move +1 [5].
Racial Advantages: Damage Reduction 4 (Tough Skin -40%) [12]; High Pain Threshold [10]; Lifting ST 2 [6]; Rapid Healing [5]; Resistance (Disease; Poison; Radiation; HT+8) [18]; Unaging [5]; Very Fit [15].
Racial Disadvantages: Appearance -2 (Ugly) [-8]; Bad Grip 1 [-5]; Bad Temper (-12) [-10]; Ham Fisted -3 [-5]; Overconfidence (-12) [-5]; Racial Reputation (Murderous Mutant; -2 Reaction; All Non-Mutants) [-10]; Sexless [-1]; Social Stigma -3 (Mutant) [-15].


Fallout Equipment List

Coming soon to a wasteland near you!

Apparel, Armour and Protective Gear

Armour, Body

TL Armour Location DR Cost Weight Notes
8 Combat Armour torso
arms
legs
20/10 $2,000
$500
$2000
10 lbs
5 lbs
10 lbs
[1]
9 Combat Armour Mk II torso
arms
legs
30/20 $3,000
$1,000
$3,000
15 lbs
7.5 lbs
15 lbs
[1] 
2 Hardened Leather, Medium torso
arms
legs
2 $125
$75
$125
8 lbs
4 lbs
8 lbs
 
2 Hardened Leather, Heavy torso
arms
legs
3 $250
$125
$250
10 lbs
5 lbs
10 lbs
 
1 Leather Armour, Medium torso
arms
legs
2 $100
$50
$100
5 lbs
2.5 lbs
5 lbs
[2, 3]
1 Leather Armour, Heavy torso
arms
legs
3 $200
$100
$200
8 lbs
4 lbs
8 lbs
[2, 3]
1 Leather Jacket arms, torso 1 $50 4 lbs [2]
2 Metal Armour, Medium torso
arms
legs
4 $900
$400
$900
15 lbs
7.5 lbs
15 lbs
 
2 Metal Armour, Heavy torso
arms
legs
5 $1,200
$600
$1,200
18 lbs
9 lbs
18 lbs
 
4 Metal Armour Mk II, Medium torso
arms
legs
6 $2,500
$1,000
$2,500
12 lbs
6 lbs
12 lbs
 
4 Metal Armour Mk II, Heavy torso
arms
legs
9 $4,000
$2,000
$4,000
15 lbs
7.5 lbs
15 lbs
 
6 Security Vest torso, abdomen 6 $750 8 lbs

Notes:
[1] Split DR: Use the higher value against Burning, Cutting and Piercing damage; use the lower value against all other damage types.
[2] Flexible.
[3] -1 DR vs Impaling

Armour, Gloves

TL Armour Location DR Cost Weight Notes
1 Cloth Gloves Hands 1 $15 neg. [1]
1 Leather Gloves Hands 2 $30 neg. [1]
3 Metal Gauntlets Hands 4 $200 2 lbs [2]

Notes:
[1] Flexible.
[2] Punch attacks inflict +1 damage, but does not stack with Claws.

Armour, Helmets

TL Armour Location DR Cost Weight Notes
8 Combat Helmet skull 12 $1,250 3 lbs
9 Combat Helmet Mk II skull 15 $1,500 4 lbs  
2 Construction Hardhat torso 4/2 $50 1 lbs [1] 
2 Firefighter's Helmet skull 5 $125 2.5 lbs  
1 Leather Skullcap skull 3 $50 2 lbs
2 Metal Helmet torso 5 $200 5 lbs  
4 Metal Helmet Mk II torso 9 $500 7 lbs  
2 Motorcycle Helmet skull, face 4/2 $125 3 lbs [2] 
6 Security Helmet skull, face 6/3 $200 3 lbs [2]

Notes:
[1] Split DR: Use the higher value against Crushing attacks; use the lower against all other damage types.
[2] Split DR: Use the lower value for attacks targeting the face or eyes.

Environmental Protection

TL Armour Location DR Cost Weight Notes
7 Biohazard suit All 1 $1,000 8 lbs [1]
6 Gas Mask Eyes, Face 2 $500 2 lbs [2]
7 Rebreather Eyes, Face 2 $2,000 30 lbs [3]

Notes:
[1] Uses NBC Suit skill. Gives Sealed; DR only applies against burning or corrosion damage.
[2] Gives Filter Lungs, Immunity to Eye and Nose Irritants, No Sense of Smell/Taste, and Tunnel Vision.
[3] Gives Doesn't Breathe (for 1.5 hours), Immunity to Eye and Nose Irritants, No Sense of Smell/Taste and Tunnel Vision.

Footwear

TL Armour Location DR Cost Weight Notes
5 Boots feet 2 $80 3 lbs [1, 2]
7 Boots, Combat feet 6/2 $250 3 lbs [2, 3]

Notes:
[1] Flexible.
[2] Gives +1 to kicking damage.
[3] Split DR: Use the higher DR when (in the GM's opinion) the boot's still cap would provide additional protection, or when an attack comes from beneath the foot.

Power Armour

TL Armour Location DR Cost Weight Notes
10 Enclave Power Armour all 120/80 150,000 220 lbs [1]
9 T-45d Power Armour all 70/50 80,000 150 lbs [1]
10 T-51b Power Armour all 105/75 110,000 180 lbs [1]
10 Tesla Pattern Power Armour all 150/100 200,000 300 lbs [1]

Notes:
[1] Split DR: Use the higher value for attacks targeting the Torso; use the lower value for all other areas.

Weaponry

Energy Weapons

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes
Beam Weapons (Pistol) (DX-4, other Beam Weapons-2, or Guns (Pistol)-4)
10 AEP7 Laser Pistol 4d(2) burn 4 300/900 3 lbs/SEC 3 12(3) 4 -2 1 $1,500
11^ Glock 86 Plasma Pistol 7d(5) burn 4 375/1100 3 lbs/SEC 3 8(3) 4 -3 2 $2,500
10 Wattz 1000 Laser Pistol 3d(2) burn 3 200/600 4 lbs/SEC 3 16(3) 5 -2 1 $1,000
Beam Weapons (Rifle) (DX-4, other Beam Weapons-2, or Guns (Rifle)-4)
10 AER9 Laser Rifle 6d(2) burn 6 700/2,100 8 lbs/MFC 4 12(3) 3† -4 1 $2,500
10 AER12 Tri-Beam Laser Rifle 6d(2) burn 6 700/2,100 8 lbs/MFC 4x3 4(3) 3† -4 1 $4,500
11^ P94 Plasma Caster 10d(5) burn 8 500/1,500 10 lbs/MFC 2 10(3) 3† -4 2 $5,000
11^ Q.35 Multiplas Rifle 10d(5) burn 8 500/1,500 10 lbs/MFC 10 10(3) 4† -4 2 $7,500
10 Wattz 2000 Laser Rifle 4d(2) burn 6 500/1,500 8 lbs/MFC 4 24(3) 2† -4 1 $1,500

Grenades and Incendiary

TL Weapon Damage Weight Fuse Cost Notes
Throwing (DX-3 or Dropping-4)
7 Frag Grenade
linked
8d cr ex
3d cr ex
1 lbs 3 $40 [1]
11^ Molotov Cocktail spec. (1 yd.) 1 lbs spec. $2 [2]
11^ Plasma Grenade 6dx4 burn ex 1 lbs 3 $100 [1]
9 Pulse Grenade spec. (2 yds.) 1 lbs 3 $100 [3]

Notes:
[1] Takes one Ready maneuver to draw the grenade and a second Ready maneuver to pull the pin. Detonates 2-4 seconds later, depending on grenade type.
[2] Takes a Ready maneuver to light the fuse (impossible in rain, etc.) – or five Ready maneuvers if you must insert the fuse first! A Molotov cocktail shatters on impact; a blackpowder grenade detonates 3-5 seconds later, depending on fuse length.
[3] Anything electrical (or anyone with the Electrical disadvantage) in the radius of the special effect (below) must make a HT-8 (2) resistance roll or be knocked out of action for seconds equal to the margin of failure. Robots become unconscious, while total cyborgs suffer the Seizure incapacitating condition (p. 429), ignoring FP loss if they have the Machine meta-trait.

Heavy Weapons

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes
Gunner (Beams) (DX-4, or other Gunner-4)
10 Gatling Laser 6d(2) burn 8 2,000/6,000 70 lbs/ECP 20 200(20) 15M† -8 1 $15,000  
Gunner (Machine Gun) (DX-4, or other Gunner at -4)
6 HMG, .50BMG 7dx2 pi+ 5 1,800/7,600 84/35 lbs 8 100(5) 20M† -9 2 $15,000  
9 Minigun, 5mm 4d pi- 4 700/4,000 33/20 lbs 100 400(20) 15M† -8 2 $10,000  
Guns (LAW) (DX-4 or most other Guns at -4)
7 Rocket Launcher
Linked
6dx2(10) cr ex
7dx2(10) cr ex
2+1 10/1000 20/5 1 1(4) 9† -7 1 $2000 [1]
Guns (LMG) (DX-4 or most other Guns at -2)
7 SAW, 5.56mm 5d pi 5 800/3,500 22.6/7 lbs 12! 200(5) 11B† -6 2 $3,000  
7 SAW, 7.62mm 7d pi 5 1,000/4,200 30/7 lbs 9! 100(5) 12B† -7 2 $6,000  
Liquid Projector (Flamethrower) (DX-4 or other Liquid Projector-4)
7 Flamer 3d burn - 25/50 30/20 lbs Jet 20x1s 11† -8 - $3,000  

Notes:
[1] First Range is Minimum range, not 1/2D.

Melee

TL Weapon Damage Reach Parry Cost Weight ST Notes
Axe/Mace (DX-5, Flail-4, or Two-Handed Axe/Mace-3)
1 Axe sw+2 cut 1 0U $50 4 lbs 11
1 Hatchet sw cut 1 0 $40 2 lbs 8 [1]
Boxing, Brawling, Karate, or DX
7 Ballistic Fist 4d pi++ C, 1 0 $120 3 lbs 7 [2, 3]
1 Brass Knuckles thr cr C No $15 0.25 lbs - [3]
6 Deathclaw Gauntlet sw+2(5) cut C, 1 0 $1,000 5 lbs -
9 Mega Power Fist thr+4 cr C 0 $750 2 lbs 9 [3, 4]
9 Power Fist thr+3 cr C 0 $500 1.5 lbs 9 [3, 5]
3 Spiked Knuckles thr+1 cr C No $25 0.25 lbs - [3]
Knife (DX-4, Main-Gauche-3, or Shortsword-3)
5 Machete
or
sw-1 cut
thr-1 imp
C, 1 0 $50 1.5 lbs 7
8 Ripper sw+1d cut C, 1 0 $500 5 lbs 10 [6]
5 Survival Knife
or
sw-2 cut
thr imp
C, 1 0 $50 1.5 lbs 6 [7]
5 Trench Knife
or
sw-2 cut
thr imp
C, 1 0 $50 1.5 lbs 6 [8]
Two-Handed Axe/Mace (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)
8 Auto Axe sw+1d(2) cut 1 0U $200 15 lbs 12‡ [6, 9]
7 Chainsaw sw+1d cut 1 0U $150 12 lbs 10‡ [6, 9]
5 Fireaxe sw+3 cut 1, 2 0U $100 6 lbs 10† [10]
5 Sledgehammer sw+4 cr 1, 2* 0U $80 12 lbs 12‡
9 Super Sledge sw+1d+2 cr 1, 2* 0U $1000 15 lbs 14‡ [11]

Notes:
[1] Can be thrown. See Muscle-Powered Ranged Weapon Table.
[2] Inflicts punch damage in addition to bullet damage. Uses a Shotgun Shell and takes 2 Seconds to reload.
[3] Claws don’t affect damage with this weapon.
[4] Uses an SEC for power, which provides 15 hits. Failed attack attempts also use power.
[5] Uses an SEC for power, which provides 25 hits. Failed attack attempts also use power.
[6] Noisy! Runs for one hour on an SEC.
[7] Has a hollow handle designed to hold basic survival equipment (typically a firestarter kit), with a compass incorporated into the handle's screwcap.
[8] Can also be used as Brass Knuckles.
[9] Noisy! Runs for two hours on an MFC.
[10] With a Ready maneuver, the wielder can switch from the blade to the spike and use it as a warhammer. Gives +1 (quality) to Forced Entry skill.
[11] Uses an MFC for power, which provides 25 hits. Failed attack attempts also use power.

Muscle Powered Ranged Weapons

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Cost Notes
Bow (DX-5)
1 Composite Bow thr+3 imp 3 x20/x25 4/0.1 lbs 1 1(2) 10† -7 $900  
7 Compound Bow, Large thr+3 imp 3 x20/x25 4/0.1 lbs 1 1(2) 10† -7 $1,800 [1]
7 Compound Bow, Short thr imp 1 x10/x15 2/0.1 lbs 1 1(2) 10† -6 $100 [1]
1 Short Bow thr imp 1 x10/x15 2/0.1 lbs 1 1(2) 10† -6 $50  
Crossbow (DX-4)
7 Compound Crossbow thr+4 imp 4 x20/x25 6/0.1 lbs 1 1(4) 7† -6 $300 [1]
2 Crossbow thr+4 imp 4 x20/x25 6/0.1 lbs 1 1(4) 7† -6 $150  
Thrown Weapon (Axe) (DX-4)
1 Hatchet sw cut 1 x1.5/x2.5 2 lbs 1 T(1) 8 -2 $40  
1 Throwing Axe sw+2 cut 2 x1/x1.5 4 lbs 1 T(1) 11 -3 $60  
Thrown Weapon (Knife) (DX-4)
1 Throwing Knife thr-1 imp 1 x0.5/x1 0.5 lbs 1 T(1) 5 -1 $30  
Thrown Weapon (Spear) (DX-4)
1 Javelin thr+1 imp 3 x1.5/x2.5 2 lbs 1 T(1) 6 -4 $30  
1 Spear thr+3 imp 2 x1/x1.5 4 lbs 1 T(1) 9 -6 $40  

Notes:
[1] +2 to ST for damage and range without increasing draw strength.

Pistol and SMG

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes
Guns (Pistol) (DX-4, or most other Guns at -2)
7 Auto Pistol, .22 LR 1d+1 pi- 2 70/1,400 2.5/0.4 lbs 3 9+1(3) 9 -2 2 $300  
6 Auto Pistol, .45ACP 2d pi+ 2 150/1,600 3/0.5 lbs 3 7+1(3) 10 -2 3 $850  
7 Auto Pistol, 9mm 2d+2 pi 2 160/1,800 2.5/0.5 lbs 3 13+1(3) 9 -2 2 $750  
7 Auto Pistol, 10mm 2d+2 pi+ 2 175/2,000 3/0.5 lbs 3 10+1(3) 11 -3 2 $600  
10 Gauss Pistol, 3mm 1d(3) pi- 2 100/300 2 lbs/SEC 4 25(3) 9 -2 2 $1,500  
6 Revolver, .357 Magnum 3d pi 2 190/2,100 3/0.2 lbs 3 6(3i) 10 -2 3 $600  
6 Revolver, .44 Magnum 3d+2 pi+ 2 210/2,300 3.3/0.3 lbs 3 6(3i) 11 -3 4 $800  
Guns (SMG) (DX-4, or most other Guns at -2)
6 SMG, .45ACP 2d+1 pi+ 4 160/1,700 15/5 lbs 13 50+1(3) 10† -5 2 $800  
7 SMG, 9mm 3d-1 pi 3 170/1,900 8/1.5 lbs 9 32+1(3) 8† -3 2 $450  
7 SMG, 10mm 3d pi+ 2 200/2,100 5/1.5 lbs 10 30+1(3) 11† -4 2 $900  

Rifle and Shotgun

TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost Notes
Guns (Rifle) (DX-4 or most other Guns at -2)
8 Assault Rifle, 5.56mm 4d+2 pi 4 750/2,900 7.3/1 lbs 15 30+1(3) 9† -4 2 $950  
8 Assault Rifle, 7.62mm 6d+2 pi 5 850/3,750 11.4/1.7 lbs 10 20+1(3) 10† -5 3 $1,500  
10 Gauss Rifle, 3mm 5d(3) pi- 6 1200/4,800 8.5 lbs/MFC 4 25(3) 8† -4 2 $15,000  
6 Hunting Rifle, .32 2d+1 pi 4 300/2,200 9.2/1 lbs 1 5+1(3) 9† -5 2 $420  
5 Railway Rifle 3d imp 3 200/2,500 9/6 lbs 2 8+1(3i) 10† -4 3 $1,000  
8 Sniper Rifle, .308 7d pi 6 1,000/4,200 15/1 lbs 1 10+1 11B† -6 3 $4,700  
8 Sniper Rifle, .50 BMG 6dx2 pi+ 6 1,700/6,500 35/4.4 lbs 1 10+1(3) 13B† -7 3 $7,500  
7 Varmint Rifle, .22 LR 1d+2 pi- 3 80/1,400 3.1/0.3 lbs 3 8+1(3) 7† -4 2 $150  
Guns (Shotgun) (DX-4, or most other Guns at -2)
Shotgun, Combat 1d+1 pi 3 40/800 10.6/1.3 lbs 3x9 12(3) 11† -5 1/4 $950 [1]
Shotgun, Double 1d+1 pi 3 40/800 10.6/0.2 lbs 2x9 2(3i) 11† -5 1/4 $250 [1]
Shotgun, Pump 1d+1 pi 3 40/800 10.6/0.6 lbs 2x9 6+1(3i) 11† -5 1/4 $450 [1]

Notes:
[1] The first recoil figure is for Shot, the second for Slugs. When firing Slugs, the damage becomes 4d+4 pi++.

Other

Ammunition

TL Item Weight Cost Notes
5 12-Gauge Shot 0.11 lbs $0.50
5 12-Gauge Slug 0.13 lbs $0.70
7 .22 LR 0.0077 lbs $0.05
8 .308 Ultra 0.068 lbs $1.50
6 .32 Winchester 0.027 lbs $0.40
6 .357 Magnum 0.035 lbs $0.40
6 .44 Magnum 0.054 lbs $0.70
6 .45 ACP 0.047 lbs $0.50
8 .50 BMG 0.25 lbs $8.00
7 10mm 0.042 lbs $0.50
7 5mm 0.0375 lbs $0.30
8 5.56 Nato 0.027 $0.50
8 7.62 Nato 0.056 lbs $1.00
7 9mm 0.026 lbs $0.30
1 Arrow 0.1 lbs $2.00
1 Bolt 0.1 lbs $2.00
7 Flamer Fuel 20 lbs $2,000 Weight and cost is for a full load, stored in a backpack sized tank.
7 Rocket 5 lbs $1,500

Chemical

TL Item Weight Cost Notes
8 Buffout 0.05 lbs $100 Gives +2 ST, +2 DX, Hard to Kill 2 and Hard to Subdue 2 for 24 hours. [1, 2]
8 Jet 0.5 lbs $50 Gives +1 ST, +2 Speed, and +1 Perception for 4 hours. [1, 2]
8 Med-X 0.05 lbs $150 Gives Hard to Kill 2, Hard to Subdue 2, and High Pain Threshold for 4 hours. [1]
8 Mentats 0.05 lbs $100 Gives +2 IQ, +2 Perception, +1 Charisma for 24 hours. [1, 2]
8 Psycho 0.05 lbs $150 Gives +2 DX, +1 Speed, and Hallucinations for 4 hours. [1, 2]

Notes:
[1] Addictive.
[2] Drawback. After, you suffer a penalty equal in magnitude to the original bonus provided for the same duration.

Electronics

TL Item Weight Cost Notes
8 Chemical Sensor 1 lbs $5,000
8 Geiger Counter 3 lbs $5,000
9 Night Vision Goggles / Visor 4 lbs $2,000 Provides Night Vision 6.
8 Pipboy 2000 3 lbs $7,500 Includes Automapping, Datalink, Geiger Counter, GPS and Flashlight.
9 Pipboy 3000 2 lbs $10,000 Includes Automapping, Datalink, Geiger Counter, GPS and Flashlight. Biometrically fixed to owners wrist.
9 Stealthboy 3 lbs $5,000 Gives +5 Stealth and negates penalty for hiding without cover.

Medical

TL Item Weight Cost Notes
8 Antidote 0.5 lbs $150 Injection or power (mixes with water and is drunk - 3 seconds to drink). Negates a single poison.
10 Auto-Doc 2000 lbs $200,000 Requires 1 FC to run.
7 Doctor's Bag 10 lbs $600 Contains what is needed for surgery and more thorough treatments. +2 First Aid when used for First Aid.
7 First Aid Kit 5 lbs $400 Contains basic First Aid requirements. Can be improvised into surgery tools, otherwise +1 First Aid.
4 Healing Powder 0.5 lbs $10 Takes 3 seconds to apply. +4HT vs bleeding, and +1HP.
9 Rad-X 0.05 lbs $600 Grants PF(5) against Radiation. Lasts 10 minutes.
9 Radaway 0.05 lbs $400 Cures 1d6 Rads of Radiation. After 1d6 minutes make a HT roll, if successful cure another 1d6 Rads.
9 Stimpack 0.25 lbs $40 +5HP, only one can be applied per wound.
9 Super Stimpack 1 lbs $600 +15HP, only one can be applied per wound.
10 Ultra Stimpack 1 lbs $1,000 +25HP, only one can be applied per wound.

Power Sources

TL Item Weight Cost Notes
8 Electron Charge Pack (ECP) 20 lbs $5,000 Sized and designed to be worn on the users back. Includes clamps for power armour. [1]
8 Fusion Cell (FC) 20 lbs $35,000 [2]
10 Microfusion Breeder (MFB) 2 lbs $1,000 [3]
8 Microfusion Cell (MFC) 1 lbs $500 [4]
8 Small Energy Cell (SEC) 0.5 lbs $50 [5]

Notes:
[1] Rechargeable. Takes 12 hours and requires Electronics Repair roll (Power Sources). Failure means the cell loses half its capacity, critical failure means the cell is destroyed (becomes useless).
[2] A small and portable nuclear reactor. Creates an enormous amount of power, but can not be recharged as it depletes it's fuel source. The fuel source may be replaced, but it is highly radioactive and extremely rare to find in a sufficient quality.
[3] The Microfusion Breeder is a self charging Microfusion Cell. It recharges at a rate of 1% of it's total capacity every second.
[4] Rechargeable. Takes 8 hours and requires Electronics Repair (Power Sources) roll. Failure means the cell is destroyed, critical failure means the cell explodes (6d cr ex + 6d burn).
[5] Rechargeable. Takes 4 hours and requires Electronics Repair (Power Sources) roll. Failure means the cell loses half its capacity, critical failure means the cell is destroyed (becomes useless).

Survival Gear

TL Item Weight Cost Notes
5 Armoury Kit (Most Applications) 10 lbs $500
9 Armoury Kit (Beam Weapons) 10 lbs $1,000
3 Lockpicks 0.05 lbs $30
3 Lockpicks, Advanced 0.05 lbs $250 +2 Lockpicking vs Mechanical Locks.
9 Lockpick, Electronic 0.5 lbs $5,000 +2 vs Electronic Locks.
5 Still, Large 40 lbs $3,000
5 Still, Small 20 lbs $2,000
9 Water Purifier 2 lbs $10,000 Can purify 2 litres of water every hour. Runs for 8 hours on 1 MFC.
7 Workshop 300 lbs $5000 +2 to the Skill the workshop is designed for. Required for some skill uses.
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