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FALLOUT ROLEPLAY ADDITION
New Vehicles:
Bikes:
Yamaha Dirt bike,
The dirt bike in the late 20th century was possibly the
teen machine,
The being quick and mobile it can travel over any terrain and it holds
10 fuel charges.
TS: 150 kph
DR: 500 km
NP: 1
CW: 100 lbs
HP: 50
Triumph Motorcycle,
The bikers favourite, the motorcycle can travel across most flat terrain
and it holds 50 fuel charges.
TS: 125 kph
DR: 590 km
NP: 1
CW: 125 lbs
HP: 175
2 Seated Harley Davidson Motorcycle,
This motorcycle variant is roomier and can carry an extra person,
It can travel over most flat terrain and it holds 60 fuel charges.
TS: 150 kph
DR: 575 km
NP: 2
CW: 500 lbs
HP: 200
Triumph Motorcycle and sidecar,
This was popular for people whom hated driving Motorcycles but who loved the speed, It can travel over most flat terrain and it holds 60 fuel charges, It can be armed with either a machine gun or flame thrower.
TS: 90 kph
DR: 500 km
NP: 2
CW: 1000 lbs
HP: 200 (Main bike) 400 (side car)
Cars:
Montego Estate Cars,
Estate cars were the ideal family cars with lots of carrying room and
a lot of people carrying space, they can travel over any flat terrain and
can hold 60 fuel cells. Some Estates can knock the back seats back a have
a lot more boot room for storage so you could have a miniature room in
the back of you're car.
TS: 80 kph
DR: 160 km
NP: 4 (with seats up) 2 (with seats down)
CW: 500 lbs (with seats up) 7500 lbs (with seat down)
HP: 250
Heavily Armoured Cop cars,
These are the cars of the pre-war police and the new police forces,
They can travel over most flat terrain and carry 60 fuel cells; they
also can put a light tank cannon, machine gun, flame-thrower or rocket
launcher in the passengers window by putting a thick wire mesh over the
front of the window as a sort of shield.
TS: 200 kph
DR: 400 km
NP: 4
CW: 2500 lbs
HP: 225
Land rover 4x4s,
These are all terrain vehicles, they can travel over almost any terrain
and they carry 60 fuel cells. They can also have a machinegun turret on
the top.
TS: 200 kph
DR: 400
NP: 4
CW: 3000 lbs
HP: 270
Monster trucks,
These are giant 4x4s but with big (seriously big) wheels that are able
to crush other smaller cars, they can travel on almost any terrain and
hold 60 fuel cells. They can also have a machinegun turret.
TS: 200 kph
DR: 400
NP: 4
CW: 2000 lbs
HP: 280
AIRCRAFT:
After the demise of the enclave, by the chosen one, the one's who weren't destroyed on the rig, dispersed into factions and then joined other talented groups in need of their expertise. The aircraft controllers gave their knowledge on vertibirds. Now vertibirds are toys of the rich. Before players can pilot an aircraft they must first be trained for a couple of weeks, then they must halve they're driving skill to fly one.
K429 Combat Helicopter,
These helicopters are extremely hard to find because most of them were
destroyed during the war, They're flying so that terrain doesn't matter
to them and they can carry 100 cells of fuel. It has a m60 machine gun
and 2 152mm-shillelagh missile systems.
TS: 500 kph
DR: 650 km
NP: 2 (In front) 4 (in back)
CW: 3000 lbs
HP: 300
Vertibird,
The helicopters have duel propellers on the top and a sort of fly eyes
look on the window, there flying so terrain doesn't matter any to it and
it can carry 50 fuel cells. It can also have a flame-thrower on the base.
TS: 300 kph
DR: 400 km
NP: 4 (In front) 4 (In back)
CW: 3500 lbs
HP: 260
Vehicle Enhancements:
FT = for tanks
FA = for aircraft
FB = for bikes
FC = for cars
Weapon targeting system, FT, FA, FC, cost 20000
It gives the person using the big guns on the vehicle a 50 % addition to their big guns skill while he's using the system.
Turbo charger, FB, FC, cost 3000
It gives the car a higher top speed and gives it longer driving range by 20%
Extra gun mount, FC, FA, cost 10000
It gives another place for a gun to go but it needs to be hooked with a weapon targeting system before it can be added
Extra armour, FC, FA, FB, FT, cost 20000 plus 4 combat suits
It doubles a Vehicle's health but halves its speed.
Extra fuel cell holder, FC, FA, FB, FT, cost 20000
It doubles a vehicle fuel cell charge.
Extra wheels, FB, cost 10000
It gives bikes more stability letting it go on a lot more terrain.
NEW PLACES:
Brood Temple,
When a vicious virus was released into a NCR ranger outpost it appeared to be an experimental virus from before the war, It started to mutate them twisting men making them? inhuman beasts thinking of nothing but blood. It appeared to passers by as an enormous blob of flesh moaning and groaning. The "temple" is about 104 miles underneath Modoc. Radiation is high here.
Forgotten Lab,
When the bomb hit the glow the lab just east of it evacuated but it was to late for some, some just cowered under there desks but some ran, the ones who ran where killed by the automated defence. The people along with some of there genetic testing there were mutated this was the place the Brood virus was created, but the people here were mutated with the local wild life a well as the non-local wild life creating genetic freaks, radiation and viruses are high here.
Bikers retreat,
The place where the old bikers hang out, if you don't own a bike you probably stay away, radiation is low here, it's about 3 miles up from quartz.
Area 51 (Dream land)
You used to believe well don't there aren't any aliens, just mentat juiced up humans with psychic powers. Radiation is low; it's about 10 miles down from Las Vegas.
New Organisations:
The Brood,
The primary brood is a series of victims "melted" into one, whereas the secondary brood is people who have been mutated but not "melted" by the virus but never the less they can turn human to influence society. They are trying to gain followers every where especially in NCR.
Biker raiders,
These are bikers who have resorted to raiding the land and all it's inhabitants. The only difference between these and normal raiders, is that these will attack big cities while on the move. These raiders are always on the move but they do like to stay at the biker's retreat.
Ninja's,
They have mastered the art of the silent fist and other martial arts.
Lab experiments,
These are the creations of the forgotten lab some are human others are not
New creatures:
Scorpmen,
Halve rad-scorpion halve man, they have a lethal blend of highly radioactive poisons in there tail and claws powerful enough to crush a whole man. They are quite rare but can and do live in abandoned subway stations.
HP: 54
SQ: 16
AP: 8
XP: 850
AC: 10
DR DT
Normal- 1 5%
Fire- 10 95%
Laser- 4 35%
Plasma- 0 0%
Explosion- 2 10%
Attacks
Tail (80%, 4 AP, D: 2d10, poison type F, +50 Radiation)
Claw (50% 4 AP, D: 4d10)
Ratclaws,
These rat/deathclaw hybrids have the brain of a psychopathic human in the body of a ratclaw, its fangs have powerful poison, also they have a main head horn along with a wide array of back spines. They are extremely rare and should be handled with caution
HP: 80
SQ: 10
AP: 10
XP: 950
AC: 20
DR DT
Normal- 10 95%
Fire- 0 0%
Laser- 0 0%
Plasma- 0 0%
Explosive- 10 50%
Attacks
Fang (50%, 5 AP 10d4, poison type G)
Claw (90%, 5 AP 3d8)
Horn (80%, 5 AP 1d10, +50 radiation)
Deathclaw mark II,
These are Deathclaws who've be subjected to genetic testing making them
faster, smarter, stronger and less trustworthy of humans.
They also have some robotic additions.
HP: 100
SQ: 20
AP: 12
XP: 1250
AC: 30
DR DT
Normal- 5 80%
Fire- 4 40%
Laser- 3 20%
Plasma- 0 0%
Explosive- 5 60%
Attacks
Claw (90%, 3 AP, 3d10)
Shoulder laser (50%, 5 AP, 2d10)
Brood warrior,
Brood warriors are just rotting people that have been mutated. Sometimes they can morph into a human form, it takes about a day and after they need a month to recover their energy. If you catch one just before it morphs back it will have no armour or weapons because it's morphing back into it's third form which is a cocoon so it can hibernate
HP: 240 (in normal) 25 (in just before and after morphed state) 300
(in cocoon state)
SQ: 5 (in first) 0 (In others)
AP: 6 (In all states)
XP: 500 (In first) 25 (In others)
AC: 5 (In first State) 0 (In second) 20 (In Third)
First state DT DR
Normal- 1 5%
Fire- 0 0%
Laser- 0 0%
Plasma- 0 0%
Explosive- 0 0%
Second state DT DR
Normal- 0 0%
Fire- 0 0%
Laser- 0 0%
Plasma- 0 0%
Explosive- 0 0%
Third state DT DR
Normal- 10 95%
Fire- 10 95%
Laser- 5 50%
Plasma- 2 20%
Explosive- 1 0%
Attacks (First state only)
Organic blade (80%, 5 AP 1d10)
Acid spit (50%, 5 AP, 2d4, fills one on box of condition on armour
or car)
Glob (25%, 5 AP, no damage, Player loses two turns)
NEW WEAPONS:
Unarmed:
Spiked Mega Power Fist,
It's just the Mega power fist combine with a set of spiked knuckles.
Value: 2650
Min.ST: 1
W: 11lbs
Dmg: (4d10 +24) + MD
Rng: 1
AP S: 4 T: 5
Melee Weapons
Organic Blade,
It's the severed blade of a brood warrior but it's grafted its self
to you're arm, if you leave it on for to long it will bond permanently,
It can also grow another meter just so that you can just reach out and
touch someone.
Value: 1000
Min. ST: 2
W: 0lbs
Dmg: MD +12
Rng: 2
AP: S: 4 T: 5
Gauger,
It's lots of pieces of metal pieced together with a big spike on the
end, it fits over you're fist like the organic blade, but it won't stay
on and it can fall off. It must be held on with straps. The blade is sort
of a hook.
Value: 150
Min ST: 3
W: 20lbs
Dmg: 2d6+MD
Rng: 1
AP: S:5 T: 6
Mono-molecular Katana:
It's only a molecule thick on it's cutting edge It's the big brother
of the Wakizashi blade and its quite rare. Some weapon smiths in San Francisco
might still make these. These finely crafted blades can pass straight through
armour, with that it makes armour not count so its you're basic AC that
counts. It deteriorates very quickly so with every miss it gains one condition
box. It can only be repaired with a lot of skill or in downtown San Francisco.
Value: 4000
Min ST: 5
W: 5 lbs
Dmg: (2d12 +8) +MD
Rng:1
AP: S: 3 T: 4
Light sabre MKI,
This weapon was the main research project of the forgotten lab it directs
a solid beam of light. It cannot run out of ammo because the power source
has a small replicating power source. It's the first but not last of it's
kind.
Value: 10000
Min.ST. 1
W.1
Dmg. (3d10+20) +MD
Rng. 1
AP: S: 3 T:4
Ranged weapons:
Normal Pistols:
Toxic waste thrower,
With all the toxic waste left lying about after the war someone had
to do something with it, so some one in the Enclave designed a gun, which
spewed toxic waste at an alarming rate. But the public soon became aware
of this mighty gun killed the designer and stole the design of it, reproduced
a load of them a sold them of cheap.
It needs to suck up toxic so it can continue to fire. Others wise it has 50 rounds of toxic sludge. This gun makes any worn armour gain a condition box.
Value: 500
Min ST: 6
W: 14
Rng: 20
AP: S: 4 T: 5
Energy weapons
Neutraliser B1429,
This is a weird one, it will let you blind any target who looks at
the bright flash, rating any person who can sees the light at a perception
1 for a day. Wearing sunglasses (shades) can block the effects of this.
The neutraliser holds 5 charges of small energy cell.
Value: 2000
Min ST: 1
W: 1
Dmg: +1
Rng. 25
AP: S: 5
"Heat ray" MKI,
Another experimental weapon it uses microwave emissions which is a form
of radiation, it fires a very weak beam of radiation but it produces a
lot of heat. It can only be recharged in mildly radioactive areas but if
hold 100 shots at a time.
Value: 2000
Min ST: 4
Dmg: 1d4+16
Rng: 10
AP: S: 3 T: 4
Phaser MKII,
This experimental weapon works on the same principal as the light sabre
but this is a bit weaker it need a couple of days to recharge, but it can
hold 30 charges at a time.
Value: 8000
Min ST: 3
Dmg: 2d8+4
Rng: 50
AP: S: 4 T: 5
NEW EQUIPMENT:
Chemistry kit,
Value 275
The chemistry kit has a variety of chemicals including a chemistry journal, it helps put up you're science skill by 50% also it can be used by people with a high trap and science skill to make chemical bombs.
Searchlight,
Value 100
This is used when the power goes out of a building, it's a duller beam then the flashlight but it has about 200 hours of light.
Aerosol can,
Value 25
This deodorant can when mixed with a lighter becomes a deadly weapon but after ten minutes it goes up in smoke.
Empty bottle,
Value 1
Empty bottles are easy to find and they let a person store liquids.
Mirriored shades,
Value: 200
While wearing these shades a person gains a +1 to charisma but in dark areas it gives you -1 to you're perception.