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GURPS: FALLOUT - Fallout GURPS - Free

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Wright's job to open and loot Sierra Army Depot is a dangerous proposition.<br />

The perimeter is guarded by a number of defensive turrets, each armed<br />

with a pair of miniguns. Managing to fight or sneak past these turrets brings<br />

one to another problem: the blast door. After being sealed for 164 years,<br />

the doors will never open again - at least not as intended. The only way to<br />

open the doors is to blow them apart. Commandeering a howitzer locked in<br />

a topside storage shed, not to mention finding ammunition for it, is the only<br />

way to open the base.<br />

Inside, Sierra Army Depot's security is still working, despite the nearly two<br />

centuries that have passed. The interior of the base crawls with floating<br />

eyebots and sentry robots, and none are pleasantly-disposed to intruders.<br />

Finding a way to bypass or deactivate these robots should be an intruder's<br />

first priority.<br />

Transportation between Sierra's four levels is accomplished via elevator,<br />

but these elevators are security-locked by a retinal scanner.<br />

If someone is able to penetrate Sierra Army Depot's perimeter and<br />

circumvent its substantial security setup, a cornucopia of destrucive<br />

devices waits for the taking. Firearms of almost all descriptions are stored<br />

in SAD's vaults, along with mountains of ammunition. Medical supplies and<br />

other goods are also kept in storage lockers and safes.<br />

Base Layout<br />

Sierra Army Depot is broken up into four levels, plus its exterior.<br />

The Exterior<br />

The outside of Sierra Army Depot is guarded by a double-layer chain link<br />

fence. Between fence lines lie several automated gun turrets. Two topside<br />

storage shacks hold equipment left over from SAD's evacuation. The shack<br />

to the southwest holds explsove ordnance, while the small garage to the<br />

east houses a useable howitzer. Along the Depot's east wall is a<br />

transformer farm which supplies power to the Depot's security systems.<br />

Level 1, Personnel<br />

The first level of the base, at ground level, houses personnel facilities.<br />

Entry-point security controls the single entry into the base, while the rest of<br />

the level holds barracks, a gym, and the infirmary.<br />

Level 2, Storage<br />

The primary storage warehouse of Sierra Army Depot, Level 2 is half-filled<br />

with boxes. This level contains the bulk of the Depot's stores, as well as the<br />

quartermaster's offices. Level 2 is also home to the armory, a high-security<br />

vault protected by force fields, shock-plate floors, and a small army of<br />

security robots.<br />

Level 3, Robotics<br />

One of two maximum-security levels, Level 3 is home to the robotics<br />

division, as well as the base AI, Skynet. An experimental robotics lab is on<br />

this level, and it still holds a half-completed robobrain. Level 3 also holds<br />

the base CO's quarters.<br />

Level 4, Bio Storage and Research<br />

The deepest level of Sierra Army Depot, and also the one under the highest<br />

security restrictions, holds the biological research facilities and their<br />

associated storage systems. Little more than a series of prison cells<br />

adjacent to a surgical suite and a cryogenics storage facility, Bio Storage<br />

holds Sierra Army Depot's most sinister secrets.<br />

West Tek Research Facility<br />

West Tek Research Facility was a high-tech weapons-research facility.<br />

West Tek created a number of useful things for the American military. Laser<br />

and plasma weapons were being experimented with here. Power Armor,<br />

massive self-contained suits that turned a single soldier into a walking tank,<br />

was developed here. And most importantly, vitally important research into<br />

immunity drugs was being conducted at West Tek. The Forced Evolutionary<br />

Virus was originally developed there.<br />

During the war, the facility was hit by a nuclear warhead and, because of its<br />

high radiation, it came to be known as The Glow.<br />

In 2055, West Tek Research Facility started working on a new virus to kill<br />

the New Plague. The ZAX 1.2 computer was brought in to regulate<br />

conditions in West Tek. It calmly calculated data and played chess with the<br />

scientists. Many scientists claimed that ZAX is a big ol' cheater and draws<br />

the game out too much for a computer of his considerable abilities.<br />

As China became increasingly aggressive with their use of biological<br />

weapons, the United States government felt that a countermeasure was<br />

needed. The Pan-Immunity Virion Project was officially formed on<br />

September 15, 2073 and plans were made to begin experiments at West<br />

Tek.<br />

After a series of experiments, the pan-immunity virion was renamed FEV -<br />

the Forced Evolutionary Virus in March 2075, as increased size, muscle<br />

density, and intelligence are noted among test animals.<br />

On January 3, 2076 a military team under the command of Colonel Robert<br />

Spindel was sent to the West Tek research facility to monitor the<br />

experiments in the interest of national security. Captain Roger Maxson,<br />

future founder of the Brotherhood of Steel, was among the team personnel.<br />

In October 2076 large progress was made in FEV research, and the<br />

government preferred to move the project to a location under military<br />

supervision. On January 7, 2077, Major Barnett ordered transfer of all FEV<br />

research to the newly-constructed Mariposa Base, despite objections by<br />

the research team. Along with the scientists, Spindel's military team was<br />

sent to Mariposa.<br />

During the war, a nuke directly hit the facility, shattering the FEV<br />

containment tanks and releasing the radiated virus into the atmosphere.<br />

Mutated by radiation, it loses its mutagenic abilities, but it later complicates<br />

things for the Master. Due to its high radiation, the place came to be known<br />

as the Glow, surrounded by legends among the people of Southern<br />

California.<br />

In 2134, a faction within the Brotherhood of Steel led by Sergeant Dennis<br />

Allen gained strength, and they urged the Elders to let them explore the<br />

southeast ruins of West Tek, called the Glow after being hit by a nuclear<br />

bomb, for artifacts. The Elders refused, so Allen and his divisionist group<br />

split away from the Brotherhood of Steel, taking some technology and<br />

weapons with them. Other members of the team included Soto, Jensen and<br />

Camarillo. Unfortunately for them, they were killed by security robots and<br />

radiation.<br />

The Brotherhood of Steel used to send people who wanted to enlist into the<br />

Brotherhood (but they don't want) there on a "quest", just to laugh about it<br />

later when they ended up dead because of the high amount of radiation in<br />

the area. It was quite a surprise to them when one known as the Vault<br />

Dweller actually fulfilled the quest, bringing with him a holodisk that<br />

recorded Allen's ill-fated expedition, and got initiated into the Brotherhood.<br />

Some time after 2162, some ghoul survivors from Necropolis settled north<br />

and west of the Glow, and founded the town of Dayglow, whose inhabitants<br />

formed partnerships with scavenging companies from New Adytum and the<br />

Hub and have built quite a profitable corporation from their salvage efforts.<br />

Design your own settlement!<br />

Step 1, Determining Population Rating (PR):<br />

PR Population Description<br />

0 1-9 Farm<br />

1 10-99 Village<br />

2 100-999 Town<br />

3 1000-9999 Large Town<br />

4 10,000-99,999 City<br />

Harsh environmental conditions (desert climate, radiation etc.) combined<br />

with lack of resources means that the biggest known population centers<br />

are PR 4 at most - these bigger settlements always have some special<br />

resource explaining their ability to provide for so many people – The Hub<br />

has it's water production, San Francisco has higher technology, New Reno<br />

has it's entertainment industry which attracts lots of tourists...<br />

Most settlements out there in the wastes are usually PR 2 or less.<br />

For determining the PR of a post-nuclear settlement randomly, roll 3D6<br />

and use the following table:<br />

3D6<br />

Roll PR<br />

3-8 0<br />

9-11 1<br />

12-14 2<br />

15-16 3<br />

17+ 4<br />

18

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