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Fallout 1&2 Sourcebook(s)
Gary Schultz
gothdragon@yahoo.com
Fallout 1&2 Timeline
October 23rd, 2077. Life as people knew it the day before was altered forever. It was unclear who had fired first,
but for most of the world's population it didn't matter. Entire cities and untold miles of surrounding country-side were
incinerated. Only those people who managed to make it to the safety of a Vault, or some other shelter, would survive the
nuclear rain.
Fallout is the tale of the struggle to survive years after the bombs dropped. The timeline of events here covers the
two PC RPGs, which occur in Southern California, and parts of Nevada.
2077-2160 (or, Setting the Stage): When the bombs dropped, people fled to the safety of the Vaults, rightly
expecting them to keep them safe from the horrifying effects of nuclear war. All but one closed. The Bakersfield Vault
(Vault 12) failed to seal properly. When news of this passed through the city, people flocked to the Vault.
Miles to the south, the West Tek research facility, home to FEV research, is cracked open by several warheads. In
the process, storage facilites for the virus are opened, releasing the virus into the atmosphere. Animal and human alike were
altered by a combination of radiation and FEV, bestowing a cursed sort of immortality on the droves of people attempting to
enter the Bakersfield Vault in the form of ghouldom.
Days later, a large band of deserters from the Mariposa Military Base make their way across the radically altered
wasteland that was once southern California. Along the way they are set upon by numerous bands of marauders and mutated
creatures. Though they incur casualties, they finally make their way south to the Lost Hills bunker. History will remember
these brave soldiers and their families as the founding member of the Brotherhood of Steel.
20 years after the bomb, Vault 8 (Vault City), the LA Vault, and Vault 29 open. Vault 8 uses its GECK to kickstart
the surrounding area to support life once again. The LA Vault survivors found the Boneyard, and survivors flock to the area.
From the depths of Vault 29 an enterprising young man named Harold steps forth and helps organize one of the first trade
caravans between encampments of survivors, passing through a newly founded Hub.
By 2102, caravans had come under heavy attack from mutated humans and animals. Determined to find the source,
an older Harold, a man called Richard Grey, as well as a handful of other brave souls ventured out into the wastes. Through
much difficulty they made their way to the Mariposa Military base. Fighting their way through mutated creatures and
security robots, they found the source of the muations. Though the mutants at the base had been defeated, most of the
expedition was killed in the fighting. Harold was rendered unconcious and later was picked up by a wandering caravan,
though by now he had alraedy begun his transformation into something... different. Richard Grey, however, suffered a much
worse fate. An errant robotic crane knocked him into a vat of FEV. When he came to, covered with FEV and wracked with
pain, he began to acclimate to his surroundings. In his altered state he begins to record his daily activities, and carry out
gruesome experiments on human subjects that wander into the base.
Over the next few decades, Richard Grey ceases to exist, instead becoming an entity known as the Master. He
slowly builds his army of mutants in an effort to rule the wastes and evolve humanity into an advanced state. Soldiers from
the newly established Brotherhood of Steel explore far south to the West Tek reasearch facility now known as the Glow, as
well as coming across the corpse of a large mutated human.
2161-2162 (Fallout 1): Vault 13 has a problem. The chip used to regulate water usage has broken and there is no
work-around available. The only solution available to the Overseer is to have a few hardy souls draw straws to see who will
venture out into whatever lurks outside to contact another Vault, one that will hopefully be able to assist them in some way.
While history never recorded the name of the person who did come out from that Vault, it does remebr the great
feats performed by that individual, and remembers them as the Vault Dweller. Joining up with a caravan guard named Ian
and a scrappy dog know as Dogmeat, the Vault Dweller managed to fight theyre way through an army of supermutants to
recover a working water chip from the computers of the Bakersfield Vault. Though both Ian and Dogmeat died while
fighting the mutant hordes, the Vault Dweller managed to defeat and splinter the mutant armies as well as slaying the
Master.
Sadly, for the great acts of courage displayed by the Vault Dweller, their reward from Vault 13's Overseer was a
harsh one: the Vault Dweller could never return, for fear of inspiring a whole generation of vault dwellers to leave the Vault
and live out in the world.
2162-2209 (The Vault Dweller Lives On): Despite his best efforts to keep people inside the Vault, a smal band of
vault dwellers leave the Vault to escape the Overseer's rule. The Vault Dweller moves on further north, removes his Vault
jumpsuit forever, and helps found the town of Arroyo.
By 2180, several new towns had been founded. A Brotherhood of Steel Paladin named Jacob and a mutant named
Marcus start up the mining town of Broken Hills after being unable to best each other in a fight to the death. Shady Sands,
once a small farming community, becomes the capital for the New California Republic (NCR). Its member cities include the
Hub, Junktown, Necropolis, and the Boneyard.
Ten years later Tandi, the daughter of the leader of Shady Sands Aradesh, becoms the president of the NCR. The
Vault Dweller eventually writes their memiors, folds up the Vault 13 jumpsuit, and leaves Arroyo for parts unknown. The
Vault Dweller is presumed dead, and Arroyo begins a full month mourning ritual before training the Vault Dweller's
daughter to take over as leader.
2210-2240 (Enclave on the Rise): While the Vault Dweller's daughter passed the trials placed before her to become
the new leader of Arroyo with ease, a menace was slowly gaining strength out west in the ocean. Located out on an oil rig in
the Pacific Ocean, far off the coast of California, an organization known as the Enclave made ready to invade mainland
United States, under the guise of restoring the "official" United States government. Under presidential order research was
pushed ahead in various fields, such as advanced power armor, controlling deathclaws, and modifying FEV.
2241-2242 (Fallout 2): In the summer of 2241, the worst dry spell in recent history hits northern California. The
farming communities of Modoc and the tribal village of Arroyo are hit the hardest. With the land surouding Arroyo
seemingly unable to supprt crops, the village leader calls upon The Chosen One to pass through the Temple Of Trials just as
she did many years ago. Upon surviving the temple, The Chosen One is bestowed with the Vault Dweller's jumpsuit and
tasked with finding the holy GECK to save the village.
The quest to retrieve a GECK also turns into a journey to find Vault 13, the birthplace of the legendary Vault
Dweller. Once both the GECK and Vault 13 have been found, The Chosen One discovers that the original inhabitants have
been taken by the Enclave. With the GECK in hand, The Chosen One returns to Arroyo only to find the village in ruins, and
their fellow tribesmen captured by the Enclave as well.
Refueling and repairing an oil tanker, the Chosen One sets out across the ocean to rescue the Vault 13 citizens and
the inhabitants of Arroyo. Upon reaching the Enclave's oil rig The Chosen One damages its powerplant, and after a battle
with the Enclave's powerful agent Frank Horrigan, escapes back to the tanker.
With both the Vault 13 citizens and the people from Arroyo safely aboard, they set sail for the mainland, where
they restore Arroyo.
Other game information
- Other additional tables will include:
- Some sort of randomizer table for goods being sold by merchants OR guidelines for supplying them.
Class A
A town that has no economy to speak of. Usually tribal villages that do not rely on technology (or do not know
how to use it). Such towns will usually will have:
- Simple medicines (healing powder)
- Various types of herbs
- Simple melee weapons (spears, hammers, knives)
Class B
A town that has a poor economy, or does very limited trading with other towns. Usually small, out of the way
farming villages.
- Simple medicines (healing powder, antivenom)
- Advanced medicines (Stimpacs)
- Simple melee weapons
- Common types of firearms and ammunition (few pistols and
revolvers, few hunting rifles or shotguns)
Class C
A town that has a strong economy, and does a fair amount of trading with other towns. Usually towns with a
moderate population, and that see travellers semi-frequently.
- Advanced medicine (Stimpacs, antivenom, Super Stimpacs)
- Simple melee weapons
- Common types of firearms and ammunition (a variety of
handguns and longarms, rarely if ever more advanced weapons
like fully-automatic and energy weapons)
Class D
A town that has a bustling economy, and manages to do major trading with other towns in the area. Usually has a
high population, and is set up to cater to large amounts of travellers.
- Advanced medicine (any Stimpac type, antivenom, advanced
medical procedures)
- Simple and powered melee weapons
- Common and rare firearms (usually a multitude of handguns and
longarms, several types of heavier weapons, and the occasional
energy weapon)
- WHERE DA MAPZ AT?
(Find and re-render map of California/Nevada to include all locations)
FEV
Where did FEV come from?
In 2073 China became increasingly aggressive in their use of biological weapons against U.S. forces. Because so
many different types of these weapons were being used, treating each one individually was not practical. By September 15th
2073 the U.S. had begun searching for a way to make their forces immune to all diseases, marking the start of the Pan-
Immunity Virion Project (PVP). The research conducted by this project created Forced Evolutionary Virus (FEV).
What is FEV?
FEV is a shifting, absorptive virus. It copies DNA patterns much like RNA, and stores these patterns in exons.
What does FEV do?
The exons storing FEV DNA patterns are reinjected into the host. It is possible to tailor FEV samples to enhance a
particular species of animal, though effects are still somewhat unpredictable.
Once injected, FEV begins to re-write the host's DNA according to FEV's own patterns. Generally this leads to an
increase in muscle and brain mass, as well as disfigurement and damage to neural patterns (which also leads to memory
loss).
Individuals with genetic damage will undergo massive overhealing, leading to organ death and failure.
How does one catch FEV?
FEV is not "caught" in the tradtional sense. One must either have it injected into them, or they must come into
direct physical contact with it.
Why isn't FEV affected by radiation?
FEV is a mega virus. It has a protein sheath reinforced by ionized hydrogen. This means that FEV is capable of
absorbing neutrons without becoming radioactive.
What are the long term effects of FEV?
FEV causes constant regeneration updates to the host's DNA. This makes the host effectively immortal, as death is
offset by constant growth. Sadly, for the host, FEV views the creation of gametes in the reproductive system as "damage".
FEV constantly repairs this perceived damage, making the host sterile.
Is there a cure for FEV?
There is no cure for FEV. FEV rewrites the host's DNA to such an extent that FEV becomes a part of them. In
theory, only a virus containing the subject's original DNA would reverse the effects.
What is FEV-2?
Five years after war, scientists at the Mariposa military base begin research with the intent of creating the perfect
survivor. Their research leads to a version of FEV tailor made to enhance humans. They dub the new virus FEV-2.
The researchers experimented on the soldiers at the base for a while, until the rest of the unit discovered what the
researchers were up to. The scientists were executed, and the unit left the base. It is the FEV-2 that the Master found and
used to create his own army of mutants.
What was the Enclave's "Project"?
Upon re-discovering FEV research, and a sizeable sample of FEV-2 at the ruins of the Mariposa military base, the
Enclave realized they had a very powerful biological agent in their hands. Extracting only the most toxic elements of FEV,
they planned on releasing the new version of FEV (FEV Curling-13) into the atmosphere.
Test results showed that those people already living in the wastes died within an hour of exposure to a .0001%
aerosol solution. Those people still living in a Vault or otherwise spared from ever coming in contact with FEV, suffered
from subdural hemorrhaging and convulsions with one hour of exposure, and dying approximately 14.5 hours after that.
Prestige Classes for Fallout 1 and 2
Fallout PC Sourcebook prestige classes
Boneyard Scav
The Boneyard is a dangerous place. Where Los Angeles used to stand is now a twisted, dangerous wreck of
skyscrapers and a city of rubble and ruin for miles around. On top of that the Boneyard is home to untold terrors, from
roving gangs to deathclaws that have made buildings into nests. Scavs are people who have made a living scouring the ruin
that used to be Los Angeles for useful items and live to bring them back.
Requirements
BAB: + 2
Skills: Hide (4 ranks), Move Silently (4 ranks), Search (4 ranks)
H.D.: 1d8 plus Constitution modifiers
Action Points: 6+1/2 character level rounded down
Class Skills: Balance, Climb, Disable Device, Escape Artist, Hide, Jump, Listen, Move Silently, Read/Write Language,
Repair, Search, Speak Language, Tumble
Skill points: 7 + Intelligence modifier
Class Features
1 Ruin Rat
- Scavs who spend any amount of time in the Boneyard know that it is often best to avoid danger rather than try to
take it on. Taking advantage of the complex ruins of the Boneyard, Scavs have learned to use it to their advantage, gaining a
+2 bonus to thier Move Silently and Hide skills.
2 Weapon Focus
- The Scav may choose a specific weapon. They add +1 to all attack rolls made you using that weapon.
3 Bonus Feat
- Feat list: Alertness, Armor Proficiency (light), Brawl, Gearhead, Nimble, Run, Stealthy
4 Ruin Raider
- Experienced Scavs know how to move and search efficiently. They gain a +2 bonus to Search and an additional 5'
of movement when traversing broken terrain.
5 Junk Hound
- Scavs that live long enough pick up a few skills here and there. Not usually content with handing over their
scavaged goods to be repaired and sold by others, Scavs learn how to find and repair the junk they find. Scavs gain a +4
bonus to Search and Repair.
CL BAB FS RS WS Spec DB RB
1
0 0 2 0 Ruin Rat
1 1
2 1 0 3 0 Weapon Focus 2 1
3 1 1 3 1 Bonus Feat 2 1
4 2 1 4 1 Ruin Raider 3 2
5 2 1 4 1 Junk Hound 4 2
Ranger
Rangers hail from various organizations throughout the wastes. Though they may not know one another, they all
share the same honed skills in surviving in any sort of hostile condition. All are trained in stealth, camoflage, survival, and
how to handle firearms, among other skills.
Requirements
BAB: +3
Skills: Knowledge (tatics) (4 ranks), Move Silently (4 ranks), Hide (4 ranks), Survival (6 ranks)
Feats: Personal Firearms Proficiency
H.D.: 1d10 plus Constitution modifiers
Action Points: 6+1/2 character level rounded down
Class Skills: Climb, Hide, Jump, Knowledge (earth and life sciences), Listen, Move Silently, Navigate, Read/Write
Language, Speak Language, Spot, Survival
Skill points: 5 + Intelligence modifier
Class Features
1 Weapon focus
- The Ranger may choose a specific weapon. They add +1 to all attack rolls made you using that weapon.
2 Survival training
- Rangers learn how to survive off the land to a degree most other people never do. Rangers gain a +4 to Survival.
3 Bonus Feat
- Feat List: Alertness, Brawl, Combat Expertise, Dodge, Far Shot, Guide, Personal Firearms Proficiency, Advanced
Firearms Proficiency, Stealthy, Track, Burst Fire
4 Weapon specialization
- At 4th level, a Ranger gains weapon specialization with a specific melee or ranged weapon that they have also
applied the Weapon Focus feat or class feature to. You get a +2 bonus on damage rolls with the chosen weapon.
5 Just
- In a way, Rangers represent the law in some parts of the wastes. At 5th level a Ranger may choose one criminal
or disruptive element to pursue. Example choices are: slavers, particular crime families or raider groups (i.e. Khans,
Mordinos), mutants serving in the Master's army, etc...
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