semi-narrative pnp system v0,5

Post » Wed Dec 07, 2011 3:29 am

What is fallout?
Fallout RPG is a classless pen and paper
role-playing game where you, the player, take on
a role of a character that is stuck in a world
filled with decaying ruins, lifeless fields, and
Deadly diseases. You are one of the few
survivors on this giant dirt of sphere called
Earth and decided to try live it out as opposed
to taking your own life. Well, you could take
your own life, but it wouldn’t just as exciting,
now would it?
The game is meant for three to six people. One
player must be the Game Master, who controls the
characters and environment that interacts with
the rest of the player.


Rules
This is a narrative RPG its a somewhat more freeform based role-playing, focusing more on storytelling than action or rolling excessive number of dice. Usually, in a narrative RPG game, the game master (GM) needs to be able to improvise his plot, and the rules, as his players move along with the story. It is the Game Master’s job to provide an entertaining story for his players, while taking on the role of dozens of NPCs (Non player character) that will help or hinder the player’s role. The player’s job is to become the actor of the GM’s plot. It is their responsibility to play a realistic character that has both weaknesses and strengths. If the player’s character is dying, the performance of said character should act like they are dying. The player must always stay in character; whether it is the knowledge of the world or their skills. The GM has every right to disapprove a character because it doesn’t fit with the storyline.


Character Creation
Character Creation is a very important part of any PnP/RPG game. The idea is to create a combination of personality and physical attributes that represents your personification in the Fallout setting. The best way to decide how to build your character is through considering ideas about character creation and development. To start off, the player needs to choose a race. Most PCs will be human, but occasionally a GM will allow a non-human race if it adds to the flavor of the campaign. Because some races will not work in all stories, always check with the GM for approval before choosing a non-human race.


Human
Your basic human. Two arms, two legs, two eyes. You and me. Humans gain no bonuses or penalties to their statistics
Ghoul
When the bombs hit, some people were irrevocably changed (and not just the ones who were atomized at ground zero, either). Ghouls are humans who were alive when the bomb went off, and the radiation altered them at a cellular level. Ghouls enjoy an extremely slow cellular mitosis rate, rendering them essentially immune to the effects of old age. The radiation also changed their outward appearance, forever marking them as outsiders. Their skin hangs off their bones, sometimes in shreds, and sunken eyes peer out from skulls twisted and burned by radiation, giving these unfortunate people their name. Their skin can be anywhere from pale white to dirt brown in color, with green and yellow the most common. When they do have hair remaining, it usually does not grow. Some ghouls were inexplicably merged with plant species, and have shrubs and moss growing out of various parts of their bodies. It might have twisted their bodies, but the radiation did not affect their minds, and they are forced to live as misshapen outcasts, fully aware of the society they were once part of, but also aware they can never rejoin it. For this reason, many ghouls have formed settlements of their own, or live in settlements with humans and mutants who do not mind their appearance. Unlike their mythical namesakes, ghouls do not eat human flesh. They do, however, require a small amount of radiation to survive, and for this reason, one can often find a population of ghouls around a leaky nuclear reactor or an impact crater from the war.
Ghouls age very slowly, and their lifespan is a whopping 300 years past when they were exposed to the radiation. Their unnaturally long lifespan does not mean that they can't be killed by other means, however, and ghouls are just as vulnerable to disease, falls, and bullets as everyone else. Ghouls usually weigh anywhere from 80 to 160 pounds, and stand anywhere from 1.5 to 2.5 meters tall. Whether or not ghouls can reproduce is a subject open to scientific debate
ghouls get perks every 4. level and starts white the same basis stats as humans or gets a bonus (depending on the G,M)


Super Mutant
Super mutants (meta-humans, or just mutants, as they prefer to call themselves) are not the product of "natural" after effects from the war, but a race created by extensions of genetic and germ research from pre-war times. American scientists working deep inside a mountain created a biological agent called the Forced Evolutionary Virus, or FEV. The FEV was designed to drastically increase evolution, creating a kind of “super-soldier:” faster, smarter, and stronger. Most creatures exposed to FEV suffered only mild effects, but some were twisted beyond recognition. A member of an expedition into this base fell into the FEV vats and mutated into a super-intelligent, inhuman monster called “The Master,” who began creating a master race by exposing humans to FEV. After "dipping" the person in a vat containing the FEV virus, the victim would emerge and undergo an intense physiological change. They grew much stronger and more intelligent, as well as growing in height and stature. Armies of Super-Mutants were once slaves to the Master and his dream to "dip" every human on the planet, but the Master was eventually killed and the mutants freed (although to hear them tell it, the Master was more of a Messiah than a madman). Like ghouls, mutants age very slowly, but not as slowly as their cousins.
There are two kinds of mutants on the West Coast. “Alpha” mutants, the leaders of the Master’s Army, were the result of dipping genetically pure humans. The “Beta” mutant foot soldiers – stronger, but dumber grunts whose brains were slightly damaged by the dipping process - are a result of dipping people with minor mutations caused by radiation or the airborne strain of FEV.
Alpha mutants are by far the less numerous of the two. Many of them were killed in the Master’s war, so in games set after this chain of events Alpha mutants are only allowed with GM's approval.
Mutants are huge, easily reaching 2.8 to 3 meters in height, weight around 350 pounds, and come either male or female. Their skin is usually a greenish yellow color, and various bunions and growths cover their bodies. They have hair in all the usual places, but it usually grows slowly (a result of the slowed cellular mitosis from the FEV virus). The virus makes them completely sterile, although there are rumors of mutant scientists working on a cure for their sterility. Unfortunately, like ghouls, mutants are largely outcast from human society. Many of them prefer it this way, looking on human society as diseased or inferior because of the prejudice and corruption that still exist. Mutants were once part of what they see as an attempt to finally unite humanity and overcome humankind's weaknesses, and it is rumored that vats of the FEV virus still exist, and a mutant society is at work attempting to achieve this goal, even after the Master's death.
Alpha generation mutants get perks every 4. and has the same basis stats as humans or gets a bonus (depending on the G,M)
Beta generation mutants get perks every 4. level and starts white -2 Intelligence and +2 Endurance
Primary Statistics
There are 6 Primary Statistics, or Stats that describe various attributes of a character: Strength, Perception, Endurance, Charisma, Intelligence, and Agility. These are the character's strengths and weaknesses, and are the limits by which other aspects of a character are determined. Players determine Stats with a certain number of -points, determined by the character’s Race, distributed among the 6 statistics. In general, Primary Statistics are not altered after the game begins. a player has 1 d20-2 and 1 d20 to set as starting Statistics all other is at d20+5.


Skills

There are a set of skills a character knows. These represent the knowledge a character learns as he or she travels the highways of life, or knew before starting his or her adventures. Not all of them are covered in the skill list, either Skills can go up all the time, and can sometimes go down. For more information on what specific Skills mean, see skill list below a player has 1 d20-2 and 2 d20 to set as starting skills all other is at d20+5.


Traits
Traits are an optional part of a character. They are usually double-edged swords, giving a bonus as well as a penalty, making your character unique a character can pick two traits, one trait, or no traits at all. A character can never have more than two traits (see below)


Perks

Perks are special abilities a character gains every few levels, and sometimes just for doing something extra neat in the game. Perks sometimes affect skills, or will make gameplay more interesting. Perks never penalize the character, they just do good things a human gains perks every 2, level


Karma
Just like in the real world, the post-nuclear world has a system of morals. Performing certain actions can raise and lower a person's karma. Rather than an abstract idea of morality, punishment, and reward, karma in Fallout is a numerical value of how many good or bad things a character has done. Karma also connotes a person's reputation among the other inhabitants of the wastes. Do enough good things and word gets around. Do enough bad things, people know about it. Really good people tend not to associate with really bad people, and vice-versa. If a character is really good or really bad, or performs an action that heavily affects their karma one way or another, they can sometimes get a karmic perk. Most of the time, these just describe a usually well-known aspect of a character, but can sometimes give bonuses for being especially good (or evil). Maybe there is something to this karma stuff after all ther is up to +5 and down to -5 on the kama skale 0 is nutral


Archetypes
Archetypes are the focus of your character. Your archetype usually has a connection to tagged skills and perks you choose as you go through your characters development. A few great examples of archetypes are: Doctor, Brawler, Sniper, Gunslinger, Scientist, Thief, Smooth-talker, Raider, Each of the above mentioned Archetypes are important in their own way to the world of Fallout. What you make as a character is likely your choice, with possible intervention from your GM. remember its never a good idea to build your character to close to a Archetype but its a good guideline.


S.P.E.C.I.A.L.
2 tags 1d20 and 1d20-2
Primary Statistics
? Strength Strength is a measure of your raw physical power. It affects how much you can carry, and determines the effectiveness of all melee attacks.

? Perception The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter

? Endurance Stamina and physical toughness. A character with a high Endurance will survive where others may not

? Charisma A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.

? Intelligence Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character.

? Agility Coordination and the ability to move well. A high Agility is important for any active character


Skill list
3 tags skills 2d20 and 1d20-2

? Barter (S.P.E.C.I.A.L. Relation: Charisma) The Barter skill is used in the buying and selling of items, such as when trading with a merchant or scavenger or talk someone into a deal

? Small Energy Weapons (S.P.E.C.I.A.L. Relation: Perception) It determines your combat effectiveness with small laser, plasma, tesla, and flame technology

? Big Energy Weapons (S.P.E.C.I.A.L. Relation: Perception) It determines your combat effectiveness with big laser, plasma, tesla, and flame technology

? Explosives (S.P.E.C.I.A.L. Relation: agility)
The Explosives skill governs all mines and grenades, dynamite missile launcher and your basic knowledge of explosives

? SmallGuns (S.P.E.C.I.A.L. Relation: Perception) The skill determines your accuracy with every kind of slugthrower and firearm, from pistols to rifles.

? Bigguns (S.P.E.C.I.A.L. Relation: Perception) The skill determines your accuracy with every kind of really big slugthrower and firearms

? Lockpick (S.P.E.C.I.A.L. Relation; Agility) The skill of opening locks without the proper key. The use of lockpicks or electronic lockpicks will greatly enhance this skill

? Medicine (S.P.E.C.I.A.L. Relation: Intelligence) The ability to protect life can be just as important in Fallout as the ability to take life. These skills represent a character’s medical training as well as basic biological intuition and the ability to properly diagnose causes of illness and wounds that are not immediately apparent.

? Firstaid (S.P.E.C.I.A.L. Relation: Intelligence) The skill of minor healing. You will be able to heal minor wounds, cuts, and bruises with this skill.

? Pharmacist (S.P.E.C.I.A.L. Relation: Intelligence) the skill to properly make drugs and medicine

? Melee (S.P.E.C.I.A.L. Relation: strength) Using non-ranged weapons in hand-to-hand or melee combat - knives, sledgehammers, spears, clubs and so on.

? Repair (S.P.E.C.I.A.L. Relation: Intelligence) The practical application of the Science skill, for fixing of broken equipment, machinery and electronics

? Sneak (S.P.E.C.I.A.L. Relation: Agility) Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time

? Investigation (S.P.E.C.I.A.L. Relation: Perception) Not to be confused with the Perception attribute (which is used for passive detection), the Investigation skill is used to actively perceive things in the environment and in other characters.

? Mechanics (S.P.E.C.I.A.L. Relation: Intelligence) Mechanics covers knowledge for all sorts of mechanical and electronic devices (other than computers). It's used to deal with everything from engines to elevator doors to weapons and armor.

? Manipulation (S.P.E.C.I.A.L. Relation: Charisma) This combination of speech, facial expressions, and body postures is used to trick people.

? Science (S.P.E.C.I.A.L. Relation: Intelligence) Covers a variety of high-technology skills, such as computers, biology, physics, and geology.

? Speech (S.P.E.C.I.A.L. Relation: Charisma) The ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct.

? Cooking (S.P.E.C.I.A.L. Relation: Endurance) the skill to make food and most drinks

? Survival (S.P.E.C.I.A.L. Relation: Endurance) this is the skill of outdoor living and survival in hostile environments. Basically, what they teach in Boy Scouts and Girl Scouts, modified for the post-nuclear world. Outdoorsman has many uses, from finding food and water in the middle of a vast wasteland to avoiding hostile creatures to knowledge about what plants and animals will help you or kill you. It's always good to have someone in the party who's an avid outdoorsman.

? Unarmed (S.P.E.C.I.A.L. Relation: strength) A combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet.

? Pilot (S.P.E.C.I.A.L. Relation: Perception)T he ability to operate and maintain all vehicles effectively

? Athletics (S.P.E.C.I.A.L. Relation: Agility) No, this skill isn't intended to cover sporting events. Instead, Athletics covers general activities of an athletic nature. Climbing, jumping, and swimming are all covered by

? Pickpocket (S.P.E.C.I.A.L. Relation: Agility) The ability to make things of others your own. Can be used to steal from people

? Academics ( S.P.E.C.I.A.L. Relation: Intelligence) Most knowledge not covered by other skills is covered by Academics. Academics represents trivia and general lore about history, philosophy, and the like

? Security (S.P.E.C.I.A.L. Relation: Perception) This skill dealing with Investigation is used for locating traps of all sorts, Security must be used to disarm or otherwise neutralize a trap once it has been found.

? Dodge (S.P.E.C.I.A.L. Relation: agility) the skill for getting out of the way

? Thrown weapons (S.P.E.C.I.A.L. Relation: Perception) The skill of muscle-propelled ranged weapons, such as throwing knives, spears and grenades.

? Gambling (S.P.E.C.I.A.L. Relation: Charisma) The knowledge and practical skills related to wagering. The skill at cards, dice and other games.


Taken direct damage

Most of the time, there is always
that thin chance of survival (or
perhaps a big chance) when the
unexpected hits a character. A
pistol shot in the gut, a highpowered
rifle in the shoulder, or an
insanely powerful car crash.
Depending on the situation and
magnitude of the damage, the GM will
ask the player to do a critical roll
and give a difficulty based on the
scenario. Failing at a critical roll
means the player suffers greater
wounds which might have negative
effects on the character (e.g. wound
in leg means agility-based rolls are
more difficult). Continuing to fail
critical rolls might lead to a all-or-nothing Roll.
Critical roll Endurance against 6-1, up to 4 times (depending on damage if 2 legs are shattered after a land mine its fewer rolls then if you get a machete cut)
Then a all-or-nothing roll Endurance against ( 4-1)
Rolling the dice
Whenever there is a situation involving a chance of failure, a ‘test’ needs to be made using either the character’s Stats or Skills. The GM determines what is used and the ‘difficulty’ number that needs to be passed. In most situations, a 6 or lower is needed to pass the test. Higher numbers mean the test is easier, while a lower number means a more difficult task. The outcome does determine the degree of success or failure. If someone rolled a twenty, for example, it would be considered a ‘critical failure’ and something disastrous is likely to happen. A one, on the other hand, means you have succeeded without flaw or ‘critical success


Competition Rolls
There will be scenarios when two characters duke
it out using the exact same skills, a competition
roll is made. A competition roll is very simple:
Roll two dice belonging to the same skill
used, and the one with the lowest result wins.
Arm wrestling? Strength. Racing down the
street? Driving. Beer drinking contest?
Endurance.
The difference between the two results also
affects the outcome of the contest. If there is
a tie involved, than there is a tie.


Magazines and temporary bonuses

Magazines can give a temporary bonus like boxing-times -2 length of time GMs choice Drugs and som food and nectars from animals can also give a temporary + or- or Bothe
Like slasher +2s +2p. length of time is GMs choice


Poison and rads disease damage
Both Poison and Diseases can be resisted against, according to your endurence stat. Whenever you come in contact with venom or a disease, you must roll your endureance stat and try to get it equal or under the difficulty number listed.


Disease/Poison/rad Strength
Difficulty Number

Weak 10
Moderate 8
Strong 6
Deadly 4
Lethal 2


Addiction rate
Getting addicted is one of sure-fire ways to end your life. In this radioactive wasteland where food comes in a form of an giant rat, drugs are often perceived as either a death wise or an escape from this horrible reality. But sometimes, in the hardest of situations, you will need that extra boost of strength or vitality, or insert a needle into your brain to enhance your perception. However, a drug does come with a very hefty price What a drug does is modifies the roll of 6 Stats of the Character: Strength, Endurance, argillite, Charisma, Knowledge, and Perception. A ‘good’ drug will modify the result of the roll by making it lower, while a ‘bad’ drug does the opposite. It is very possible for a drug to affect different stats at the same time. The duration of the drug is up to the GM.
Example Drug: Angel Eye gives -2 to
endurance roll with a Dangerous addiction
rating.


Traps
Doors, chests, and lockers are some of things that can be trapped by their owners. A trap can have numerous effects, from incredibly high voltage to spraying deadly viruses. The imagination is left up to the GM. To detect a trap, a Investigation skill roll has to be made and roll under the GM’s difficulty (usually 6, the lower the harder). Once detected, the Security skill is used to disarm the trap. You can also trap things yourself, if you have the right equipment and pass all necessary rolls assigned by the GM


Equipment and Technology
Your character’s starting equipment.
Should match your character’s skill and
background. A military man, for example,
Would have plenty of weapons and ammo. A
man of science and math would have a
Calculator, a notebook, and a pistol.
Discuss with your GM to what items you
Will need. Starting characters also get
About a week worth of water and rations a starting pistol and some clips.


Inventory space
ca, as much as you can have on you in real life (depending on backpack and pouches and size of the player)


Item condition

etch time a specify event takes place you have to take a condition test this means that u roll a d20 and takes the number from the 100 condition points every thing have when the item reaches 20+ it is consider broken -20 the weapon or armour is annihilated


Exp
-2 or -1 two 2 skills or the ceation of a new skill starting at d20
Lvl1 50 -2
Lvl2 100 -2 perk
Lvl3 200 -2
Lvl4 400 -2 perk
Lvl5 800 -2
Lvl6 1600 -2 perk
Lvl7 3200 -2
Lvl8 6400 -2 perk
Lvl9 12800 -2


Playing the Game
As you are probably well aware, most of
the information is very vague. This is
Intentional. Unlike most other RPGs,
you are not forced to follow background
information provided in the rulebook.

work in progress.
based on a game called LOVE THE BOMB and of course :fallout:
help, ideas, comments all welcome
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Wed Dec 07, 2011 1:12 am

PERKS AND TRAITS

list og traits

Bloody Mess
By some strange twist of fate, people around you die violently. You always see the worst way a person can die. This does not mean you kill them any faster or slower, but when they do die, it will be dramatic. Just how dramatic is up to the overseer.

Bruiser
A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your Strength is increased. You get a -1 point bonus to Strength, but gets +1 to agility rolls. Ghouls cannot choose this trait.

Chem Reliant
You are more easily addicted to chems. Your chance to be addicted is twice normal, but you recover in half the time from their ill effects.

Chem Resistant
Chems only affect you half as long as normal, but your chance to be addicted is only half the normal amount.

Gifted
You have more innate abilities than most, so you have not spent as much time honing your skills. Your statistics are better than the average person, but your skills are lacking. You get -2 more -Points to distribute among your Primary Statistics, but you receive 1 less -Points per level.

Good Natured
You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but manipulation, Speech, and Barter are substantially improved. Those skills get a -1 bonus. You get a +1 penalty to starting combat skills (Simple Weapons skills and Ranged Weapons skills).

Jinxed
The good thing is that everyone around you has more critical failures in combat. The bad thing is: so do you! If you, a member of your party, or a non-player character have a failure in combat, there is a greater likelihood the failure will be upgraded (downgraded?) to a critical failure. Critical failures are bad: weapons explode, you may hit the wrong target, you could lose part of your turn, or any number of bad things. Failures are double so likely to become critical failures around the character or anyone else in combat, around you critical failures happens on 19 and 20

Night Person
As a night-time person, you are more awake when the sun goes down. Your Intelligence and Perception are improved at night but are dulled during the day. You get a +1 point penalty to these Statistics from 0601 to 1800, and a -1 point bonus to these Stats from 1801 to 0600. .
Double boy
you always used two weapons and there for You excel with 2 weapons, but one-handed weapons cause a problem. You have a +2 penalty to hit with one-handed weapons, but get a -2 bonus to hit with 2 weapons

One Hander
One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem. You have a +2 penalty to hit with two-handed weapons, but get a -2 bonus to hit with weapons that only require one hand.

six Appeal
This trait increases your chances of having a good reaction with members of the attracted six. Unfortunately, this trait tends to annoy members of the six that finds your unattractive. Jealous [censored]. When interacting with members of the attracted six, you gain a -2 point bonus to Charisma for reactions only. When making Speech and Barter rolls, you gain a -1 bonus for each. When interacting with members of the unattracted six, you have a +1 point penalty to Charisma for reactions only and have a +2 penalty to both Speech and Barter rolls. Only humans can choose this trait.

Skilled
Since you spend more time improving your skills than a normal person, you gain more - points. The tradeoff is that you do not gain as many extra abilities. You will gain a perk at one level higher than normal. For example, if you normally gained a perk every 4 levels, you would now gain a perk every 5 levels. You will get an additional -1 skill points per new experience level.

Small Frame
You are not quite as big as everyone else, but that never slowed you down. You can't carry as much, but you are more agile. You get a -1 point bonus to Agility, but your get +1 endurance. Super Mutants cannot choose this trait.

Loner
You always were a little different, but now you’ve learned how to use those differences to your advantage. Characters with this tait gain -1 to all combat rolls when alone in the waste but +1 when in a party

Team Player
You have learned the basic skills of teamwork and sharing. Good for you! Characters with this tait gain -1 to all combat rolls when in a party but in the waste alone +1

big boy
you are a very big boy aren’t you? a little bigger a little slower but your though You get a +1 point to Agility, but -1 endurance. Super Mutants and ghouls cannot choose this trait.

Tribal
Struggling to survive in the harsh wasteland these guys have reverted to an ancient way of
life. - 1 to Melee, Sneak, Survival, Athletics, and thrown weapons rolls but + 1 to Mechanics, Science, pilot, Academics, and all Energy Weapons rolls

proscpektor
Opportunists, these guys a every where in the fallout world start at -1 to smallguns, Speech, Cooking, Survival, but + 1 to pickpocket, Security, and all close combat rolls melee, dodge, unarmed,

Hideous Appearance
You are awful - most normal people can’t
look at you without feeling sick but you are
also much more terrifying in combat. And,
oh…Forget having a girl/boy friend…No one
will initially react at you better than “neutral”
but your enemies have +2o hit you in
close combat due to your appearance. This
applies only to creatures of your race and
species.

vendetta
Someone did something very bad to you:
killed your loved one or something even
worse. You hate him and all that is related to
him, you would do anything to avenge your
lose. Each time you deal with that person or
do something in order to find him/her all your
primary stats go up -1 and
all skills go up -1 after
you finish that someone off,
this trait gives nothing but still you cannot
chose another one instead. When something is
linked with your enemy is up to GM. GM
should create a separate character as your
enemy.

Born Loser
You are on a mission. Your relatives are
having a party - they at last get rid of you, the
one who can damage even a solid metal ball…
Everything bad happens to you - all failures
are critical ones. Everything
involving you just tends to happen somehow
badly - you always take minimum possible
damage from hits, radiation, poisons etc.
Traps may break down instead of harming
you, mines will be dud… If someone wants to
backstab you with a knife he will probably fall
and cut himself. On the other hand a falling
meteor will surely land near you, and when
you don’t have 100,000 of matches better do
not even think of making a bonfire…
You cannot have the Jinxed trait if you chose
this one.

Master
You concentrated on one skill to the exclusion of all other, thus gaining mastery over it. Few are your equal and none your better, plus you probably don’t have much in the way of a life either. You start with only 1 Tag Skill, but that skill gets a -5 bonus not just the usual, Animals cannot choose this trait.

Dyslexic
You have trouble reading the printed word since childhood, few kids make fun of you thought because you tend to beat up those who do. Strangely enough, PIPBoys and computer screens pose no problem to you. You cannot read books or magazine, but you get an extra -2 to Strength. Only humans can choose this trait.

wastelander
just scraping bye these guys make out a living in the smaller and bigger community’s in the wastes start out at, - 1 to Sneak, pickpocket, Security, Dodge, but + 1 to Academics, firstaid, Medicine, big guns and big Energy Weapons

Science boy!
reading more then the average waster and studying more then those that have ventured in the old world ruins these guys help out in some for pay some out of there kindness of there hart start out at -1 Medicine firstaid pharmacist Academics but a +1 penalty to starting combat skills (Simple Weapons skills and Ranged Weapons skills).

Four Eyes
You have a desperate need for glasses and gets a + 1 to Perception if you’re not wearing them but gets a -1 to Perception if you are

Mutant!
You have been exposed to FEV or radiation off some level resulting in mutation ,super mutant or ghoul,

Ghouls and mutant traits

Fear the Reaper
You have cheated death! You gain perks as if you were a human, but you are now on death’s short list. This means that once a month, you must roll against your Intelligence or else go feral. Only Ghouls can choose this trait

Glowing One
Extreme radiation exposure has left you glowing in the dark. Your glow eliminates modifiers from light in combat for both you and your enemies. In addition, you may ignore the Radiation poison, but everyone to close to you takes 1 rads test per hour (see Radiation under poison and rads disease, below). Only Ghouls can choose this trait.

Tech Wizard
You spent your formative years hunched over a bench learning all about the way things work. The trouble is that you’ve ruined your eyes! You get a -1 bonus to Science, Repair, and Lockpick skills, but you get +2 Perception. Only Ghouls can chose this trait.

Ham Fisted
Genetic engineering – or dumb luck – has endowed you with huge hands. You get -4 in Unarmed, but you suffer a -+1 penalty to Ranged Weapons skills, medicine, Repair, Science, and Lockpick Skills Only Super Mutants can choose this trait.

Vat skin
Other people find you hideous to behold and disgusting to smell after your “dip” in the FEV vats. The good news is that you gain a -1bonus to your Agility thanks to your extra-slippery skin. The bad news is that everyone within 5 meters of your location, friend and foe, suffers a +1 point penalty to Perception (you are unaffected) because of your awful stench. Only Super Mutants can choose this trai

List of perks

Adrenaline Rush
You have a fear of death that allows you to fight harder when you are wounded. When your character makes a critical roll, he gets a -1 Strength bonus,

Animal Friend
Your character spends a lot of time with animals. A LOT of time. Animals will not attack one of their friends, unless the animal is threatened or attacked first.

Awareness
You know exactly what is going on in combat. This perk gives you more information when you examine a critter. You can see the hidden weapon and protection they are armed with, if any.

Bluff Master
You are the king or queen of smooth talking. Whenever you are caught stealing, your character can automatically talk his or her way out of the situation.

Bone Head
You have a very thick skull, just like your mother always told you. With the first rank of this perk, you get a d20 on -10 chance to avoid being knocked unconscious. With the second rank, that chance increases to -15
Ranks: 2

Brown Noser
You’ve learned how to svck up to your superiors. You get -1 Charisma for reaction roles when dealing with authority figures for each rank of this perk.
Ranks: 2

Comprehension
Looks like all those study skills courses paid off. With this perk, your character gains double the bonus from magazines

Crazy Bomber
Your luck with explosives is legendary. Characters with this perk who fail to set an explosive properly will know immediately, and that explosive will not go off or detonate – it will be reset, so the Bomber can try again

Cult of Personality
Everybody likes your character. EVERYBODY. Instead of getting a negative modifier for the "wrong" kind of karma, you get a positive modifier. Bad people like good characters, and good people like bad characters. Good still likes good and bad still likes bad. Go figure.

Demolition Expert
Your character has learned how to handle explosives like a pro. For characters that like to blow things up, there is nothing better than this perk. Explosives set by this character gets -2 and will always detonate on time.

Divine Favor
A higher power has taken a liking to you. Anytime a roll fails, you have the option of re-rolling, but you must accept the results of the re-roll (you cannot re-roll a re-roll). You can only invoke your higher power once in a 24-hour period.

Dolphin
Your Swimming abilities rival those of other water-based mammals. With each rank of this perk, your Swimming rolls goes down by -2
Ranks: 2

Driving City Style
Your character has picked up some aggressive driving techniques. She gets a onetime -2 bonus to Pilot skill, and any rolls against stats made while behind the wheel .

Drunken Master
As a “child of the bottle,” you fight better when you are drunk. You receive a -2 bonus to your Unarmed skill when under the influence of alcohol.

Educated
This perk will add -2 skill points the next time your character gains a level.

Empathy
You get a better idea of what to say to an NPC with this perk. The overseer must warn you when dialogue will be interpreted the wrong way.

Faster Healing
Characters with faster healing just plain heal faster. .

Fortune Finder
Random encounters yield more money. Of course, you have to take it off the cold, dead bodies of your opponents. How much money is up to the overseer.

High-roller
This perk adds one-time -2 to the Gambling rolls.

Ghost
In areas of darkness, or at night, characters with this perk gain -2 to their Sneak skill.

Advanced Research
Benefit: You might not know much about the guns and armours mouth-breathing grunts use, but you sure as hell know how to manufacture energy weapons, railguns, and power armours. You have -1 to your skill when making qualifying equipment. Requires a Science Lab.

Heave Ho!
For purposes of determining of thrown weapons only, this perk will increase Strength by -1 for each rank.
Ranks: 2

Here and Now
With this perk, your character immediately gains enough experience points to go up to the next level. If a character chose this perk at level 9, they would gain enough experience points to go to level 10,

Hit the Deck!
You react very quickly to the sound of an explosive coming your way. You only take ? damage from ranged explosive weapons. This includes damage from concussion and shrapnel.

Jolly Roger
Harrrr, matey, ye be the scourge of the Seven Seas! This perk reflects your Viking-like seafaring abilities. When you choose it, you get an immediate -1 bonus to your Pilot skill on water, and you do not suffer penalties from using weapons on the water.

Kama Sutra Master
This perk confers great stamina and skill when doing the dirty. -2 endurance

Karma Beacon
Your Karma ran over someone's Dogma. Karma is doubled for the purposes of reaction.

Light Step
Characters with this perk are much less likely to set off traps. For purposes of triggering a trap, they gain a -1 bonus to Perception.

Living Anatomy
This perk confers a -2 bonus to firstaid. Since characters with this perk have greater knowledge of anatomy,

Master Thief
This perk gives a one-time bonus of 2 points to the lockpick skill. .
Master Trader
This perk confers a one-time -2 bonus to your Barter skill.

Medic
This perk gives a one-time bonus of -2 to medicine.

Mr. (or Ms.) Fixit
This perk gives a one-time bonus of -1 to both the Repair and Science skills.

Mutate!
Picking this perk makes you a ghoul or super mutant it will also make you select one of your current Traits to remove. You then get a chance to pick another Trait. from the mutant/ghoul traits Weird, eh?

Negotiator
This perk gives a one-time bonus of -2 to Speech. .

Night Vision
Your character can see better in darkness when you select this perk. Must be all the carrots you ate.

Pickpocket
Characters with this perk gain a -2 bonus when trying to Steal from other characters or NPCs. .

Pyromaniac
This perk will make your character do horrible things with fire - to other people. He or she have -2 with fire-based weapons such as flamethrowers, Molotov cocktails, napalm, and so forth.

Quick Recovery
Your very quip to stand up after being knocked down.

Ranger
This perk adds -2 to survival It also makes finding those special encounters a little easier.

Road Warrior
Mad Max doesn’t have a thing on you. You have learned how to drive and shoot at the same time. You do not suffer any penalties when driving vehicles and making attacks at the same time.

Scout
Your character can see further in the wilderness. Maps are easier to read. It is up to the overseer to determine exactly how this works.

Scrounger
You can find more ammo than the normal post-nuclear survivor.

Sharpshooter
With each rank of this perk, Perception increases by -1 for the purposes of determining the modifiers for combat.
Ranks: 2

Silent Running
This perk allows characters to run and sneak at the same time.

Snakeater
This perk adds -2 to Poison Resistance.

Stat!
You can heal people must faster than the usual wasteland doctor in combat. When attempting to help a fallen comrade you get -2 to rolls

Stonewall
If your character is about to be knocked down in combat, he can roll a d20 white a -10 chance to avoid that fate.

Survivalist
Gain a -2 bonus to the survival skill with this perk.

Tag!
Pick an additional d20 Tag Skill.

Tough Hide
Exposure to radiation and the harsh wastes has hardened you against the elements. You gain one extra critical roll and -1 to survival

Way of the Fruit
You have learned about the mystical healing effects of eating fruit. For 24 hours after eating a piece of fruit, your character gains -1 to Perception and Agility. .

Web Crawler
Like pre-War superheroes, you can climb office buildings and cliffs where most others would fail. This perk gives a -2 bonus to your Climbing rolls

Ayyyyyy!
You can punch or kick a locked object open white a strength roll However, if successful, this automatically opens the object and is always noisy.

Click, Click, BOOOM!
When in doubt kill it with fire... or unreasonably large amounts of high explosive. You love that moment when that little sachel of chemicals turns itself and everything around it to dust, and as such you have tons of experience with it. You always know where to place the explosive to cause maximum damage and the minimum of explosive required to destroy the target (well you don't to just waste it, otherwise that new year's celebration will be boring).

Dead Man's Hand
You can survive that little bit longer than the average joe after getting shot, while this may not seem that important, it can be invaluable to your allies lives which might just save yours. Should an injury kill, incapacitate or injure you to the point where your life is precariously close to it's end from injuries already sustained than you may take an small action immediately without injured penalties to the relevant test, although it ultimately falls to the overseer to decide what actions are reasonable or what isn't, it should be acceptable to pull the trigger on a gun, press the button on a detonator or switch at hand or pull the pin on grenade (should it already be in hand and does not allow it to be thrown) whilst running, reloading or medical treatment wouldn't be.

Cannibal
with this perk you have the ability to EAT! people and not vomit.

Ghastly scavenger
with this perk you have the ability to EAT! super-mutants and ghouls and to get protein from them .

And stay back
you have found a shotgun technique that blows people off there feet! Characters with this perk you gain the ability to knock down enemies with there shotgun on a critical hit.

Superslam
Characters with this perk gain the ability to knock down enemies with the unarmed weapons on a critical hit.

Terrifying presence
with this perk the slick and evil comments and treats a Character comes white to npc′s actually works.

Hunter
-1 against mutated animals.

bug squatter
DIE! DIE! DIE! STOMP! STOMP! STOMP!! -1 against mutated bugs

Tribal wisdom
you have learnd to find the sweet spots to get protein from bugs, from now on you can eat radscorpions, Cazador, bloatfly, mantis, hornets, etc RAW!!

critter scraping
this ant head will make a nice flowerpot and this molerat skin a nice bed, Characters with this perk gain the ability to skin and scraqe all the critters of the world

piercing strike
-2 unarmed

Silent Death
While sneaking successfully, characters with this perk kills the most normal npc if they can hit their opponent in the back (backstab!)

Puppy
man′s best friend, this perk gives you a nice little puppy

Brahmin
a nice speed, food, work, Characters with this perk gain a brahmin

Esteemed Academic
From now on, they'll have to call you Professor Science Boy! You have the ability to write skill-increasing books and, subsequently, lift the ignorant masses from their confused drooling and post-apocalyptic rock-banging. Requires a Science Lab.

Innocent Bystander
Your thievery is so smoothly executed that you can easily steal two items from someone for every single successful Steal check

Junk Merchant
All items you find that are worth 1-5 bottlecaps are worth five times as much when you trade them

Laser commander
You have a talent for burning things to ash!! -1 to laser weapon rolls

Plasma spaz
you just love green goo!! -1 to plasma weapon rolls

Med boy!
You have a talent for creating chems and medical supplies. You gain a -2 bonus when making qualifying equipment. Requires a Science Lab

Tech Vulture
Waste not, want not. When you find a recently destroyed robot, there is a good chance you will be able to salvage something useful from it. You may replenish tool kit from robots. Regain 1d6 kits from a small robot, 1d8 from a medium, and 1d10 from a large

Hideout
at first rank you have found a nice looking hideout, bed, water, means of cooking and above all SAFTY, the pc determines where the hideout is placed but the overseer has final word in the saying
at rank 2 trade post wasters from the pc fraction starts showing up and settling down some groups and a few animals
a single merchant selling some goods
at rank 3 town more wasters start showing up NPC quiets, fields, livestock, and very slow the hideout will prosper to a small town saloon, traders, its up to the overseer to describe the transformation

Wasteland samurai
you have gained the power of the legendary wasteland samurai, -2 to all Melee skill

Gunslinger
your skills with a revolver is so impressing that it inspirers awe in folk!, you may use your gun skill for speech rolls

True cowboy
Be kind to yourself you’re the only one of your kind
-2 to pilot skill while riding

Robotic expert
A little luck and sheer knowledge, you can rolling a successful sneak roll sneak up on a robot and put it in a permanent shutdown state

Abomination cutting
a blue skin a nightstalker skin or a cazador head helmet, this perk gives you the ability to skin and prepare the hides of the wastelands Abominations nightstalkers, cazadors, supermutants, etc.

Pay Now, Perk Later
You have learned the value of investment, a couple of perks today may be worth more a few days down the road. Sure you could use some Awareness today, but wouldn’t you rather be a better Salesman, Negotiator and Gambler tomorrow? You doesn’t get a perk the next time but 3 the time after that. Only humans can pick this perk.

Streaker
Your luck, whether good or bad tends to occur in runs. When you score a critical hit in combat, your next two attacks will also be critical hits. However when you miss or suffer a critical failure in combat, your next two attacks will also miss or cause a critical failure.

Good Luck Charm
You bring luck to others. Any party member within your area of influence will receive double critical chance.

Brutal
The ability to physically hurt others is a combination of controlled strength, technique and an absolute disregard of one's conscience. Congratulations, you qualify! With this perk, your Melee attacks always have -3
Must have Childkiller Karmic perk or a very low negative karma.

Play Dead
When the going gets tough, you can always drop, roll over and play dead, and hope that the tough keeps on going. After receiving damage in combat, you can choose to drop to the ground and play dead, ending your turn immediately. Hopefully the bad guys will go away if they think you’re dead.

Absolute Direction
You can always tell where north is no matter
what happens. Also it’s almost impossible for
you to get lost.

Destiny
You have a goal of some kind that you are
going to achieve during your life if you want it
or not… Maybe you’ll become The Saver of
The Earth or The Most Evil Character Ever?
Who knows? When you choose this perk GM
should determine what your destiny it but he
mustn’t inform you about it. Then during
campaign he should add adventures that will
eventually lead to your destiny – whatever
shall it be…
Robots cannot take this perk.

Sympathetic
You just can’t look at other people’s poverty,
sick animals etc. You will never refuse an aid
for help and will always help someone or
something that needs attention. Your karma
grows twice faster than normal.
Dogs and robots cannot take this trait.

Talented
You are a talented artist (choose any art you
want). It may help to do a living, but
remember, there are no art galleries on the
desert.

Cheater
You have learned how to cheat in cards and
other gambling games. You can add -2 to
your gambling if you wish to use this ability
but if you roll failure it means somebody saw
you cheating. Oops… This super mutant you
were playing with may not like it…
Ranks: 2

Dodger
Your character has developed into a slippery
little rat. This perk will lower your character's
chances to be hit in combat. Bye -2

Favourite Weapon
You can choose a weapon to which you will
have a -2 .
have a bonus when using it

Strike To Stun
You can strike the enemy in order to stun not
to kill him. Roll for enemy’s END to see if
you have succeeded (you must roll higher than
enemy endurance). This attack is made with a
+ 2 penalty to hit
Deathclaws and robots
cannot be stunned by this attack, nor can
anyone wearing a helmet.

super mutant perks

Hide of Scars
Your battle-weary flesh has hardened into an armor of its own. You gain one extra critical roll. Only mutants can choose this perk.

Psychotic
Your body has adapted to the use of the stimulant Psycho. Positive effects of Psycho are doubled, and the addiction rate for this drug is halved. Only mutants and half-mutants can choose this perk.

Fists of Fury
You may make an additional melee or unarmed attack during the charge or action phase at a +2 penalty

I'll Sleep When I'm Dead
You don't let shock bring you down, because it's all in your head. In fact, short of large holes in your chest, not much can bring you down. You cannot die as a result of fatigue only super mutants can choos this perk

Ghoul perks

Bonsai
Through careful nurturing, you have a small fruit tree growing out of your head. Now you have a steady supply of fruit! Only Ghouls can choose this perk.

Cancerous Growth
The radiation has mutated you so badly that you thrive in the wastes. You gain a -2 bonus to your Endurance , and can regenerate a crippled limb in 48 hours. Only Ghouls can choose this perk.

Rad Child
You do not take damage from radiation – in fact, it heals you. You ignore most critical rolls when in a source of radiation . Only Ghouls can choose this perk.

Tunnel Rat
You crawl like a baby. Well, you crawl like a very fast baby. You can move at your normal rate while crouching or prone.
Only Ghouls can choose this perk.

Mental Catalogue
You can get the identified name and description of any item you examine, even if you don't meet the other skill requirements Only Ghouls can choose this perk.

Ghoul-Ger Counter
You are more sensitive to radiation than others of your kind, with the upside that you can recognize its effect early enough to do something about it. You get a +2 penalty to your Radiation Resistance but gain the ability to determine the amount of radiation in the environment and from which direction it is coming from. Only Ghouls can pick this perk.



help, ideas, comments all welcome
thers a pricelist comming too i still need to add things from lonesomeroad :vaultboy:
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Wed Dec 07, 2011 9:00 am

crafting and pricelist

venoms

Antivenom
Night Stalker Blood, Radscorpion Poison Gland (2)

Bleak Venom
Bark Scorpion Poison Gland (3), Cazador Poison Gland, White Horsenettle (1)

Silver Sting
Bark Scorpion Poison Gland (3), Radscorpion Poison Gland, White Horsenettle

Mother Darkness
Bark Scorpion Poison Gland (3), Cazador Poison Gland, White Horsenettle (5)

Tremble
Radscorpion Poison Gland (2), Cazador Poison Gland, White Horsenettle


food

Brahmin Wellington
Ant egg (2), Blamco mac and cheese, Brahmin Meat

Cactus Water (produces a Purified Water)
Empty Soda Bottle, Prickly Pear Fruit (2)

Caravan Lunch
Cram, InstaMash, Lunchbox, Pork N' Beans

wasteland Stew
Beer (2), Brahmin meat (2), Fresh carrot (1), Fresh potato (2), Jalape?o pepper (2)

Trail mix
Fresh Apple, Fresh Pear, Pinyon Nuts, Sugar Bombs

Coyote steak
Coyote Meat

Desert salad
Barrel Cactus Fruit, Brahmin Steak, Pinyon Nuts

Dog steak
Dog Meat, Wine

Brahmin Steak
Brahmin Meat

Bighorner steak
Bighorner Meat

Bloatfly slider
Bloatfly Meat, Prickly Pear Fruit (2)

Fire Ant Fricassée
Cram, Fire ant meat, Flour

Gecko kebab
Banana Yucca Fruit, Gecko meat, Jalape?o pepper

Gecko steak
Gecko meat

Grilled mantis leg
Honey Mesquite Pod, Mantis Foreleg, Wine

Mushroom Cloud
Gum Drops, Nightstalker Egg, Sugar Bombs

Mass purified water
Dirty Water (5), Glass Pitcher (2), Surgical Tubing

Mole rat stew
Beer, Maize, Mole Rat Meat, Pinto Bean Pod

Wasteland omelet
Blamco mac and cheese, Crunchy mutfruit, Deathclaw Egg, Lakelurk meat

drinks
Atomic Cocktail
Mentats (1), Nuka-Cola Victory (1), Vodka (1)

Rocket
Box of Detergent (1), Jet (1), Nuka-Cola (1)

moonshine
Maize (1), Mutfruit (2), Yeast (1), Fission battery (1)

hides
Tanned Fire Gecko Hide
Fire gecko hide, Turpentine (2), White Horsenettle

Tanned Gecko Hide
Gecko hide, Turpentine, White Horsenettle

Tanned Golden Gecko Hide
Golden Gecko Hide, Turpentine (2), White Horsenettle

Tanned Green Gecko Hide
Green Turpentine (2), White Horsenettle

drinking skin
skin (2) rope (1) cram (1)

chems

Turbo
Broc Flower (2), Cazador Poison Gland, Jet, Turpentine (3)

Party Time Mentats
Honey Mesquite Pod, Mentats, Whiskey

Healing Powder
Broc Flower, Xander Root

Hydra
Cave Fungus, Night Stalker Blood (2), Radscorpion Poison Gland

Slasher
Banana Yucca Fruit (2), Psycho, Stimpak (2)

Stimpak science
Broc Flower (1) Empty Syringe (1) Xander Root (1)

Super Stimpak science
Leather belt (1) Mutfruit (1) Nuka-Cola (1) Stimpak

crafting

Doctor's Bag medicine
Forceps (1) Medical brace (1) Scalpel (1) Surgical tubing (2, expended)

Weapon Repair Kit repair
Duct tape (1) Scrap electronics (1)
Scrap Metal (3) Wonderglue (2) Wrench (2)

Bottlecap mine Explosives
Bottle caps (10) Cherry bomb (5)
Lunchbox (1) Sensor module (1)

Powder Charge
Duct tape(1) Dynamite(2)
Sensor Module(1) Tin Can(1)

Time bomb
Duct tape(1) Dynamite(5)
Egg timer(1) Scrap electronics (1)

homemade c-4
Box of Detergent (2) Sugar Bombs (1) Duct tape(1) Scrap electronics (1) Psycho (1) Turpentine (2)

Flamer Fuel Homemade
Box of Detergent (1)
Maize (2) Sugar Bombs (1)

homemade genade
tin can (1) dynamite (1) duck tape (1) dynamite fusses (1),

dynamite (5)
dynamite fusses (5), small bag of black powder (1), wonder glue (1), recycled paper rapping (5),

Recycle batteries (Electron charge pack Microfusion cell and
Energy Cell 4 cells for 1 new)


Braking down ammo

Breakdown
.22LR round
lead(2),
Powder, Pistol (3) .

308. round
Case, .308, Lead (15),
Powder, Rifle (4),
Primer, Large Rifle

44. magnum
Case, .44 Magnum, Lead (27),
Powder, Pistol (8),
Primer, Large Pistol .

45-79 Gov′t
Case, .45-70 Gov't, Lead (27),
Powder, Rifle (3),
Primer, Large Rifle

50, mg
Case, .50 MG, Lead (64),
Powder, Rifle (20),
Primer, .50 MG

5mm Round
Case, 5mm, Lead (11),
Powder, Rifle (4),
Primer, Small Rifle

5.56mm Round
Case, 5.56mm, Lead (10),
Powder, Rifle (3),
Primer, Small Rifle

9mm Round
Case, 9mm, Lead (11),
Powder, Pistol (5),
Primer, Small Pistol

10mm round
Case, 10mm, Lead (15),
Powder, Pistol (7),
Primer, Large Pistol

12 gauge shotgun shell
Hull, 12 Gauge, Lead (37),
Powder, Pistol (26),
Primer, Shotshell

20 gauge shotgun shell
Hull, 20 Gauge, Lead (26),
Powder, Pistol (18),
Primer, Shotshell


Making ammo

.308 Round
Case, .308 (1)
Lead (17)
Powder, Rifle (5)
Primer, Large Rifle (1)

.44 Magnum Round
Case, .44 Magnum (1)
Lead (30)
Powder, Pistol (10)
Primer, Large Pistol (1)

.45-70 Gov't Round
Case, .45-70 Gov't (1)
Lead (30)
Powder, Rifle (4)
Primer, Large Rifle (1)

.50 MG Round
Case, .50 MG (1)
Lead (70)
Powder, Rifle (22)
Primer, .50 MG (1)

10mm Round
Case, 10mm (1)
Lead (17)
Powder, Pistol (9)
Primer, Large Pistol (1)

5.56mm Round
Case, 5.56mm (1)
Lead (12)
Powder, Rifle (4)
Primer, Small Rifle (1)

5mm Round
Case, 5mm (1)
Lead (13)
Powder, Rifle (5)
Primer, Small Rifle (1)

9mm Round
Case, 9mm (1)
Lead (13)
Powder, Pistol (6)
Primer, Small Pistol (1)

12 Ga. Buckshot
Hull, 12 Gauge (1)
Lead (40)
Powder, Pistol (30)
Primer, Shotshell (1)

12 Ga. Buckshot, Magnum
Hull, 12 Gauge (1)
Lead (40)
Powder, Pistol (40)
Primer, Shotshell (1)

12 Ga. Coin Shot
Hull, 12 Gauge (1)
bottelcap (8)
Powder, Pistol (30)
Primer, Shotshell (1)

12 Ga. Slug
Hull, 12 Gauge (1)
Lead (45)
Powder, Pistol (30)
Primer, Shotshell (1)

20 Ga. Buckshot
Hull, 20 Gauge (1)
Lead (30)
Powder, Pistol (20)
Primer, Shotshell (1)

20 Ga. Buckshot, Magnum
Hull, 20 Gauge (1)
Lead (30)
Powder, Pistol (28)
Primer, Shotshell (1)

20 Ga. Slug
Hull, 20 Gauge (1)
Lead (33)
Powder, Pistol (20)
Primer, Shotshell (1)


dirt crafting

stone spear
stones (1) rope(1)
wood (1)

stone knife
stone (2)

throwing stone spear
stones (1) rope(1)
wood (1)

throwing stone knife (5)
stones(6)

throwing stone hachet (5)
stones (11) wood (1) rope (1)

stone arrow (10)
stones (11) wood (1) rope (1)

bow (1)
wood (4) rope (5)

stinger spear (1)
stinger (1) wood (1) rope (1) stone (1)

poisen arrow (5)
poisen(1) wood (1) rope (1) stone (1)

explosiv arrow (5)
explosiv (5) wood (1) rope (1)

tomahawk

work in progress :fallout:


pricelist

Close combat Weapons

machete 100
brass knuckles 40
spiked knuckles 250
metal pipe 10
police club 30
shiv broken bottle etc 2
shovel 30
knife 40
axe 45
Switchblade 50
large Wrench 65
Crowbar 65
Sledgehammer 120
Combat Knife 165bat 300
Cattle Prod 600
Ripper 1000Chainsaw 3000
Super Sledgehammer 3750


Throwing

Molotov Cocktail 50
dynamite 20
Bottlecap mine 250
long fused dynamite 50
powder charge 25
timed bomb 250
c4 1500
detonator
frag grenade 150
Throwing Knife 100
throwing spear 15
throwing hatchet 175
incendiary Grenade 150
Plasma Grenade 300
Gas Grenade 300
Acid Grenade 300
Flash Grenade 300
Pulse Grenade 300
nuka grenade 750
tomahawk 5


Pistols

9mm Pistol 100
10-millimeter gun 250
.44 magnum revolver 1500
Hunting revolver 45-70 Gov't 3000
Silenced .22 pistol 1200


Shotguns

Winchester 12-Guage Caravan shotgun 800
Winchester Sawed-Off Shotgun 12-Guage 800
Winchester Combat Shotgun 12-Guage 4000
Hunting shotgun 12-Guage 1500
Lever-action shotgun 20-guage 2750
Single shotgun 20-guage 750


SMGs


H&K MP-9 10mm SMG 1000
9mm SMG 150010mm SMG 1900
12.7mm SMG 1200
Silenced .22 SMG 1600
"Grease Gun" 5.56mm SMG 2400


Rifles

BB Gun 150
308 round Hunting Rifle 3000
Assault carbine 5mm 1750
Cowboy repeater 44-magnum 2300
5.56mm Service rifle 1500
Trail carbine 44-magnum 4750
Varmint rifle 5.56mm 250
Anti-materiel rifle 50 MG 6000
Marksman carbine 5.56mm 3750
Sniper rifle 308 round 4000
40mm grenade rifle 2700


Energy weapons

AER12 laser rifle 7500
AEP7 laser pistol 3400
Tri-beam laser rifle 9500
AER9 laser rifle 8500
Wattz 2000 laser rifle 550
Wattz 1600 Laser Pistol 450
Wattz 1000 laser pistol 350
Wattz 2500 Laser Rifle 1200
Wattz 3120b Laser Rifle 1500
Winchester P94 7600
Winchester P94 turbo plasma rifle 9500
Multiplas rifle 6000
Glock 86 Plasma Defender pistol 3500
Recarger Rifle recharger pistol 2500
Glock 86 Plasma Pistol 2500
H&K 31415 Laser Carbine 4500
Sherman “Lightning“ Plasma Rifle 8700

Big guns

H&K L30 Gatling laser 16000
Gatling laser 14000
CZ-53 Minigun 3800
Avenger Minigun 5500
Vindicator Minigun 15250
M9E1-7 Flamethrower 2000
Rockwell L-72 Rocket Launcher 2300
fatman 15000


Extra

acid Super Soaker 1900
garden flamer 4100
garden kitchen liberty tools 600


Ammo

fuel 1 liter 2000
missile 250 per missile
bbs 100 pack
mini nuke 3000
12 gauge shotgun shell 4
20 gauge shotgun shell 8
40mm grenade 10
.22LR round 0.5
308 round 4
.45-70 Gov't 3
.50 MG 8
9mm round 1
.44 caliber round, magnum 3
10mm 1
5.56mm 1
5mm 0.5
Electron charge pack 2
Microfusion cell 5
MF Breeder 750
Energy Cell 2


Surplus ammo

Ammo box, 10mm surplus 12 rounds 5
Ammo box, 9mm surplus 13 rounds 5
Ammo box, 5mm surplus 25 rounds 5
Ammo box, 5.56mm surplus 20 rounds 5
Ammo box, electron charge pack, bulk 10 rounds 10
Ammo box, microfusion cell, bulk 10 rounds 25
Ammo box, small energy cell, bulk 10 rounds 10


Armor and clothing

lab coat 200
Followers lab Coat 600- has to been given
Followers doctor coat 600- has to been given
Wasteland doctor fatigues 45
Wasteland surgeon outfit 45
Wasteland wanderer outfit 50
Merc outfit 60
wasteland rags 70
caravan outfit 55
travelers gear 55
Brahmin-skin outfit 25
Chained prosttute outfit 70
Civilian engineer jumpsuit 300
Fancy gambler suit 150
Field hand outfit 300
Handyman jumpsuit 80
Naughty nightwear 60
Prospector outfit 300
Roving trader outfit 300
Settler outfit 25
Wasteland legend outfit 250
Wasteland settler outfit 25
Eyeglasses 30
Authority glasses 100
Tinted Reading glasses 40
Reading glasses 45
Ballcap with glasses 100
Cattleman cowboy hat 55
Construction hat 75
Desperado Cowboy hat 55
Fedora 55
Head wrap 25
Old cowboy hat 55
Pre-War baseball cap 55
Rawhide cowboy Hat 55
Roving trader hat 55
Stormchaser hat 65
Biker Goggles 30
Hockey mask 15-30
environmental suite 5000
sunglasses 55
bandanas 20-80
pre-war hat 55
pre-war business suit 250-4000
Pre-War Casualwear 175
Pre-War Parkstroller outfit 175
Pre-War Relaxedwear 145
Pre-War Spring outfit 145
Pre-War bonnet 75
scarf’s 10-40
robe 90
old football gear 550
combat armor 6500
combat armor MK II 8000
ghoul armor 1300 has to be made
mutant plate armor 3000 has to be made
Spiked Mutant Plate Armor 4500 has to be made
experimental teslar combat suite 8900
Tribal raiding armor 45
combat helmet 600
environmental helmet 900
combat helmet mk2 1200
gas mask 800
extra filter 100
metal helmet 400
pre-war hats 10-250
leather jacket 250
leather armor 700
gecko-backed leather armour 500
coyote hide belt 25
dog hide belt 20
fire gecko hide belt 250
golden gecko hide belt 250
green gecko hide belt 100
metal armor 1100
Environmental Armor 9000


Items

Geiger counter 300
scrap metal 5
scrap cords 5
scrap electroins 15
rope 10
pencil 5
flash light 15
glass pitcher 20
medical clipboard 45
flare 33
fork and butter knife 5
glass pice 55
plastic bags 30
rubber boots 80
box of holotapes 3000
holotape 320
robot parts 120
tubes small vats 40
fusion fuses 180
pack brahmin 8000
Scalpels 140
bone saw 200
medical scissors 150
holodisk recorder 5500
empty holodisk 400
empty syringe 13
empty inhaler 15
Security card 200
Motion sensor 15
bobby pin 6
lighter 10
Ball Gag 130
metro ticket 40
Chimpanzee Brain ---
Fuel Cell Controller 500
Fuel Cell Regulator 500
Hydroelectric Part 500
NavCom Parts 500
bio-med gel 4000
Blue MComputer Voice Module 500
Plasma Transformer 800
Robot Motivator 500
Spectacles 20
K-9 Motivator 22000
building blue prints 600
dynamite fusses 5
small bag of black powder 30
Abraxo Cleaner 15
Box of Detergent 17
Cherry Bomb 7
Duct Tape 17
Egg Timer 35
Empty Soda Bottle 0.5
Forceps 14
Leather Belt 10
Lunchbox 25
Medical Brace 55
Pilot Light 25
Surgical Tubing 45
Tin Can 0.5
Turpentine 35
Wonder Glue 15
Wrench 12
paper 90
recycled paper rapping 5
Ashtray 2
Baseball glove 5
Baseball 5
Big spoon 2
Brahmin skull 65
Mr. handy toy 70
Camera 45
Case box, .44 magnum 15
Case box, .45-70 Gov't 15
Case box, 10mm 10
Case box, 12.7mm 10
Case box, 5.56mm 10
Case box, 5mm 10
Case box, 9mm 10
Drained electron charge pack 35
Drained flamer fuel tank 45
Drained microfusion cell 45
Drained small energy cell 25
Hull box, 12 Ga. 2
Hull box, 20 Ga.6
Jar, rifle powder 25
Jar, pistol powder 25
Primer Box, Large Pistol 5
Primer Box, Large Rifle 5
Primer, Shotshell 5
Primer, Small Pistol 2
Primer, Small Rifle 2
Lead 2
Leaf blower 15
Ceramic dinner plate2
Conductor 45
Container of chlorine 55
Coyote hide 13
Teddy Bear 15
Toaster 28
Toy Car 22
Tweezers 65
datura hide 25


kit′s

lockpick kit 40
(the lockpick kit is used with the lockpick skill)
Doctor's Bag 260
(The doctor's bag is used with the medic skill).
Electronic Security Kit 400
(The Electronic security kit is used with the security skill.)
Electronic lockpick Kit 400
(the Electronic Security Kit is used with the lockpick skill)
First Aid Kit 500
(The first aid kit is used with the medic skill.)
Lil' Lab 700-1000
(The lil' lab can be used to make ammo, books, chems,)
Lil' Shop 700-1000
(The lil' shop can be used to make armor, weapons, and weapon accessories)
lil` kitchen 700-1000
(The lil' kitchen can be used to make food.)
Multitool Kit 700-1000
(The multitool kit is used to make everything from elevators to robots.)
Security Kit 500
(The security kit is used with the security skill.)
Tool Kit 500
(The tool kit is used with the mechanics skill.)
small Weapon Repair Kit 150
(The Weapon Repair Kit is used with the repair skill.)
Surgical Tool kit 2000
(the Surgical Tools are used with the Medicine and first aid skill)


skill books

Boxing Times (Unarmed) -1
Fixin' Things (Repair) -1
Future Weapons Today (Energy weapons) -1
Lad's Life (Survival) -1
?La Fantoma! (Sneak) -1
Locksmith's Reader (Lockpick) -1
Meeting People (Speech) -1
Milsurp Review (smallGuns) -1
Patriot's Cookbook (Explosives) -1
Programmer's Digest (Science) -1
Salesman Weekly (Barter) -1
Tales of Chivalrie (Melee) -1
Today's Physician (Medicine) -1
Fun Facts today (Academics) -1
Home Security (Security) -1


Skill magazines


Big Book of Science (Science) 70
Cat's Paw issue no.5 (smallEnergy weapons) 70
Nikola Tesla and You (bigEnergy weapons)
U.S. Army: 30 Handy Flamethrower Recipes (smallEnergy weapons) 70
Chinese Army: Special Ops Training Manual (Sneak) 70
D.C. Journal of Internal Medicine (Medicine) 70
First Aid Book (Medicine) 70
Dean's Electronics (Repair) 70
Duck and Cover! (Explosives) 70
Grognak the Barbarian (Melee) 70
Guns and Bullets (smallguns) 70
Lying, Congressional Style (Speech) 70
Motivational Secrets of the Stars (Speech) 70
Paradise Lost (Speech) 70
Maddock's Tricks & Traps (Security) 70
Pugilism Illustrated (Unarmed) 70
Scout Handbook (Survival) 70
Wasteland Survival Guide (Survival) 70
Tales of a Junktown Jerky Vendor (Barter) 70
Tumblers Today (Lockpick) 70
Zen & Art of Piloting (pilot) 70
Big Fat Liars (manipulation) 70
Big Fat Liars, Vol. 2 (manipulation) 170
Dean's Mechanics (Mechanics) 70
Dean's Mechanics Vol. 2 (Mechanics) 170
Don't Steal This Book! (pickpocket) 70
Don't Steal This Book! vol. 2 (pickpocket) 170
First Aid Book (first aid) 170
First Aid Book vol. 2 (first aid) 170
Fun Facts (Academics) 70
Hot Pursuit! (pilot) 70
How to Be a World-Class Triathlete (Athletics) 70
Infiltration Techniques (lockpick) 70
Medieval Weaponry Today (melee) 70
football of the new age (dodge) 70
daves Mystery! (Investigation) 70
daves Mystery! vol. 2 (Investigation) 170
Pugilist Quarterly (Unarmed) 70
making frineds (cooking) 70



Chems and food


jet 30
ultra jet 100
turbo 500
buffout 200
rad-x 200
radaway 1500
mentats 240
party time mentats 500
stimpack 150
super stimpack 350
after burner gum 640
truma pack 800
slasher 600
pycho 400
special blue bouffout (knock out pills)
pack of cigarette 150
nuka cola 35
nuka cola quatium 280
nuka curatz 500
nuka cola vitory 330
dirty water 5
clean water 25-500
pre-war beer 15-40
Gamma Gulp beer 55
Glow Ointment 75
Roentgen Rum 450-740
Venom Heart 30
Jet Antidote 100
Brahmin Milk 15
vodka 30
whiskey 100-9000
moonshine 200
sunset sarsaparilla 25
Absinthe 100-10000
Atomic cocktail 45
Bleak venom 65
Cateye 80
Fixer 70
Hydra 180
Rebound 275
med-x 550
Ant Nectar 30
rocket 77
steady 70
voodoo 50
healing powder 15
Jet Antidote 500
hypo 400
Refined Punga Fruit 15
healing poultice 10
homebrewd nuka 15
large wasteland tequila 45
datura antivenom 55
dark datura 65
wasteland tequila 25
blood shild 140
black coffe 25
Wild Punga Fruit 7
xander root --
Barrel cactus fruit 6
Banana yucca fruit 6
Coyote tobacco chew 6
Bloatfly slider 15
Brahmin steak 25
Bighorner steak 15
Brahmin Wellington 35
Bubblegum 15
Buffalo gourd seed 7
Caravan lunch 75
Cave fungus 25
Coyote steak 15
Cram 25
Dandy Boy apples 25
Fancy Lads snack cakes 15
Fire ant fricassée --
Gecko steak 15
Grilled mantis 15
Honey mesquite pod 25
Iguana on a stick 25
Jalape?o pepper 7
Nevada agave fruit 10
Pinto bean pod 2
Lakelurk egg 45
Pinyon nuts 2
rad scorpion casserole 75
Squirrel on a Stick 55
Sugar Bombs 40
Wasteland omelet 65
White horsenettle 7
Ant egg 45
Stealth boy 350
Antivenom 55
brock flower --
Cazador egg 250
Desert salad 55
Mole rat stew 35
Mother Darkness 170
Mushroom Cloud 55
Mutfruit 5
Nightstalker Tail 65
Noodles 15
Potato Crisps 15
Prickly Pear Fruit 5
Salisbury Steak 25
Scorpion Poison Grease 50
Silver Sting --
Spore Plant Pods 85
Squirrel Stew 35
Trail mix 75
Tremble 60
YumYum Deviled Eggs 15
Cactus Water --
Mass Purified Water --
Gecko Kebab 55
Crunchy Mutfruit 15
Deathclaw Egg 750
InstaMash 15
Junk Food 15
Pork n' Beans 15
Cazador Poison Gland 75
Bark Scorpion Poison Gland 45
rad Scorpion Poison Gland 55
Night Stalker Blood 35
Night Stalker Egg 85
night stalker tail 35

work in progress :disguise:
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Wed Dec 07, 2011 6:12 am

Whoa, thats a lot of stuff. Did you make this or was this taken from somewhere else. Since if my memory serves em right, there wa a Fallout PnP game before.
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Wed Dec 07, 2011 3:12 am

Whoa, thats a lot of stuff. Did you make this or was this taken from somewhere else. Since if my memory serves em right, there wa a Fallout PnP game before.


yer its been inspired by some pnps the devs from fallout has made and a game called love the bomb
and a lot of changes made bye :disguise: me :cryvaultboy:
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am


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