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A Vatful of FEV - GURPS Fallout - Free

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A <strong>Vatful</strong> <strong>of</strong> <strong>FEV</strong>Original <strong>Fallout</strong> PnP Adventure by AEA SnirglesGURP'd by Nathan RobertsonIndex 1Chapter 1: Entering Junktown 2Chapter 2: Enter the Deadly 3Chapter 3: In the Desert 3Chapter 4: La Guardia 6Chapter 5: The Order <strong>of</strong> F.E.V.E.R. 7Chapter 6: High Noon 9Concluding the Adventure 10A <strong>Vatful</strong> <strong>of</strong> F.E.V. NPCs 10Optional Junktown Side-Quests 11<strong>GURPS</strong>: <strong>Fallout</strong> Errata 13<strong>Fallout</strong> Supplement 1: New Perks from <strong>Fallout</strong>: Van Buren 131


This <strong>GURPS</strong>: <strong>Fallout</strong> adventure is meant for 3-5 beginning players. Thisstory takes place between <strong>Fallout</strong> 1 and 2, primarily in Junktown and thesmall village <strong>of</strong> La Guardia. Do not read any further unless you intend to bethe GM.CHAPTER 1: ENTERING JUNKTOWNAfter several weeks trekking through the desert, the tarnished fence <strong>of</strong>Junktown finally comes into view. It’s a few miles away yet, but it's still agreat relief to spot that wall <strong>of</strong> cars in the middle <strong>of</strong> the wasteland. A hotwind carries the smell and sound <strong>of</strong> civilization to you. As you arrive, aguard raises his shotgun and squints against the setting sun. He nods ashe recognizes your caravan master, and you are allowed to enterJunktown. Looks like you've completed your first brahmin ride.Junktown is a rough frontier town. After the remnants <strong>of</strong> the Master's armyattacked some thirty years ago, mayor Killian Darkwater had some troublekeeping the people together; and they nearly broke after he was retired byan assassin from the Hub. No one’s really in charge <strong>of</strong> the place now. Thesheriff – an old man called Saul – is doing his best to keep the situationcalm. The last you heard, the townsfolk are split into two factions: one partfollowing old Killian's daughter Sheila, the other a Hub merchant namedTyrone.The players will each start out with a weapon, armor, a backpack and anyequipment the GM sees fit to award for the adventure. They should not startwith any high-tech equipment. Their gear should ideally be kept at aminimum, since they are starting characters.Each PC will receive 400 caps / coins upon arrival. The caravan will departwithin a week, and the caravan master (Pete) will invite them to sign onagain.Junktown Particulars:TL: 4CR: 1Population: 4500 (PR:3). No ghouls live in the area, and no supermutants are allowed, period.Government: Absent as <strong>of</strong> now; the Sheriff is running the town.Economics: Trade, gambling, armory, recycling (see below).The population <strong>of</strong> Junktown can be divided into two groups: The first is acollection <strong>of</strong> rough traders, caravan guards, raiders and general scum. Thesecond group are the citizens, who have settled and try to make theirliving in this harsh environment. Some work for the company, who hasspecialized in creating quality armor and organizing brahmin drives.Others work in the various shops or the trade house. There is also a groupcalled “scrappers” who collect junk from the wasteland and recycle it intown.• Criminality: Raider attacks stopped completely after the sheriffinstalled an old Avenger minigun in one <strong>of</strong> the turrets on thefence. There are no criminal organizations in Junktown, thoughsome folks claim that the scrappers don’t just find their wares inthe wasteland. So far, Saul has not found any evidence toconfirm that. Since everyone is welcome in Junktown, there areSlavers and Raiders roaming the streets freely. On occasion, thedeputies have to eject some <strong>of</strong> the scum from the town. Therehasn’t been a major threat to stability yet though, thanks mainlyto Sheriff Saul.• Commerce: The three primary groups in Junktown are theScrappers, the Trade House and the Company. The Scrappersorganize expeditions into the wasteland to collect scrapmaterials. They deal their junk to small businesses and own twopawn shops. The Trade House is owned by Smilin’ Tyrone. Hedeals in firearms, operates the casino and the saloon at theJunk Plaza, organizes the caravan runs and acts as a moneylender. The Company, lead by Sheila Darkwater, organizesbrahmin drives and deals in leather goods, food and clothes.They even make leather and metal armors out <strong>of</strong> scrap material.Currently, the Company is trying to build brahmin pens on theoutskirts <strong>of</strong> town.Commerce (Details): Below is a listing <strong>of</strong> shops and their owners.ShopThe Company ArmourThe Company RestaurantThe Company TailorThe Company Caravan StoreOwner / ManagerKim Armstrong, female 35, talkative.Old Mac Gregor, male 51, loud andcheery.Tse Yin Bao, male, 46, stern and silent.Sheila Darkwater, see People section.The Scumpit Saloon Barnes “Keep Cool” Dale, Male 28,friendly.The Crash House HotelThe Gold Rush CasinoThe Trade HouseThe Trader’s PostThe Scrapper’s PalaceJunk Plaza MallDoc’s DrugstoreCynthia Maples, 54, sociable and classy.Ricky “the Knife”, 32, grim and cocky.Pete Escom, see People section.Smilin’ Tyrone, see People section.Lila Henace, see People section.Various small shops, various owners.Doc Ridged, see People section.Junktown has never been a place for religious or lawful people. There hasalways been a sheriff who kept things running when everything else failed.Usually, the people <strong>of</strong> Junktown elect a major, who organizes trade anddrafts laws. Both major and sheriff hold their <strong>of</strong>fice for life. NCR Rangersare rarely present in Junktown.• Laws: “Keep your weapons holstered, stranger. Don’t causeany trouble or the sheriff’s gonna take you down.” Individualdisputes are settled in private – the sheriff will ignore them aslong as no bystanders are harmed. The sheriff will only getinvolved in major crimes, or to prevent any gunplay. After hiswife Trish got killed during the mutant raids, Sheriff Saul has gota strong bias against mutants.• Law Enforcement: There was a prison once, but Saul doesn’tbother to lock up non-citizens anymore. Penalties range fromsmall fees to exile to death. Long-time citizens are treated withmore justice than vagabond travelers. The sheriff has twelvedeputies whom he calls his “dirty dozen”. They are all wellequipped and trained. The four gate guards are employees <strong>of</strong>the town, who are also under direct control <strong>of</strong> the sheriff. SheriffSaul is widely known to be “tough but fair”. As long as you don’tpiss him <strong>of</strong>f, you’ll get along fine. By the way, it is very unwise totry and bribe the <strong>of</strong>ficers.2


CHAPTER 2: ENTER THE DEADLYYou’ve been in Junktown for a whole day now, but you still haven’t seenthe entire town - the place is bigger than one might guess from theoutside. As you head toward the hotel, you notice a growing unrest onthe streets. People are rushing past you and moving towards the JunkPlaza.If the players stop someone to ask what’s going on, the person will tellthem that “They caught one <strong>of</strong> ‘em damn muties!” and then run <strong>of</strong>f to thePlaza. At Junk Plaza:You reach the Junk Plaza and see a large crowd standing at the base <strong>of</strong>a large light pole in the heart <strong>of</strong> the place. As you move closer, you cansee that the crowd is holding someone down on the ground - a supermutant. A large black fellow throws a rope over the top <strong>of</strong> the pole andyells: “Now, you’ll see what Junktown thinks <strong>of</strong> beasts like you!” Themutant is struggling and trying to shout, but he’s gagged and this armsare bound with chains. The crowd is cheering, they want to see blood.The people will not be prevented from hanging the mutant. If the playersask for a reason, they will be told that “It’s a mutant and that’s reasonenough”. As they tie the noose around the mutant’s neck, sheriff Saul willarrive with four deputies and try to gain some control over the mob. Theblack guy (Rico) will explain that the mutant has killed two brahmin out inthe pens and attacked a group <strong>of</strong> Scrappers. If the characters do notpersuade Saul to listen to the mutant’s side <strong>of</strong> things (Diplomacy, Fast-Talk, Public Speaking or similar skill roll), he will just shrug and walkaway. The mutant will not excuse himself, however, but will just say thathe’s bored, he's heard this all before and just wants to get this over with.The PCs may still try to persuade Saul to let the mutant live and throwhim out <strong>of</strong> town instead, but Saul will allow the crowd to continue. Readthe following after Saul leaves the scene:The crowd cheers as the mutant is pulled to his feet. The rope is drawntight, and the mutant loses contact with the ground. His feet are kickinghigh above ground, and his face turns an angry purple as the men pullhim even higher. Some people in the crowd pick up stones and pelt thedying mutant while others cheer and dance around the pole. Themovements <strong>of</strong> the mutant are slowly coming to an end, when suddenly apiercing rifle shot cuts through the air. The rope snaps loose and themutant falls to the ground, landing on several people. Suddenly, anexplosion is heard! Scraps <strong>of</strong> metal fly through the air as people runaway screaming. Several townsfolk mill around in confusion as a large 2½ ton truck speeds into the Plaza.ENTER THE DUDEThe truck comes to a halt with the screech <strong>of</strong> tires. A tall and lanky manjumps down from the truck's cab. Quickly, he pulls the super-mutant tohis feet and helps him into the back <strong>of</strong> the truck. His long poncho flaps tothe side as he draws his revolver and shoots an attacker in the leg. Hefires again, hitting another townie, then jumps back into his vehicle. Thetruck speeds out <strong>of</strong> the mangled segment <strong>of</strong> fence and quickly vanishesfrom sight.The sheriff and his deputies will have arrived by this time to take care <strong>of</strong>the mess. Saul will order some people to repair the fence and others tobring the wounded to the Doc. No one is seriously injured, but everyonestill seems to be a bit shocked about the speed <strong>of</strong> the event. Rico isfuming with anger and wants to go after the escaped mutant, but no oneseems to be willing to join him. The rest <strong>of</strong> the night passes withspeculation on the identity <strong>of</strong> the stranger who rescued the overweightmutant.ENTER THE MADThe players will hear all sorts <strong>of</strong> rumors over the course <strong>of</strong> the next day.Some will say that it was another mutant who entered the town to rescuehis kin. Others will mention the Brotherhood, the raiders and all sorts <strong>of</strong>other groups. No one knows any details, however. Read the following ifthe players visit the Saloon during the day:As the music stops, the saloon's batwing doors swing open and theoutline <strong>of</strong> a man in a long leather duster can be seen against the burningnoontime sun. He moves toward the bar with a slow but firm step,ignoringthe gawking assembly <strong>of</strong> townsfolk. His dead-solemn face is marred by afaint, cruel smile as he greets one <strong>of</strong> the ladies with an antiquated motion<strong>of</strong> his pitch-dark hat. Then, leaning toward the barkeep and tugging hisink-black coat behind him, he displays a big, sinister handgun at his side.Barnes, the barkeep, looks nervously from one side to the other andmumbles: “Hey, mister. Can I… help you with something?” The man grins,presenting a set <strong>of</strong> large white teeth, and says: “Drink. Best liquor youhave. I also need information.” Barnes nods and walks downstairs.Seeing that all eyes are fixed on him, the man turns back to the room.The stranger will introduce himself as Angelojos if asked politely. He willsay that he is after a mutant: “Ugly as hell, with a huge nose and darkfacial hair, goes by the name <strong>of</strong> Tico”. If asked, he will say that he hassome “personal business” to settle with him. Angelojos will be veryinterested in yesterday’s events. If they seem all right to him, he will askthe characters to keep their eyes and ears open for good pay.Angelojos is after a reward which has been placed on the head <strong>of</strong> themutant Tico in the Hub. The Hub Water Merchants will pay 2000 caps forthe mutant's death. The Brotherhood would also like to see him removedand will pay 500. Angelojos wants this money, but there is more to thestory than that. He wants revenge on all mutants for abandoning him afterthe fall <strong>of</strong> the Master (see the description <strong>of</strong> “The Mad”). Angelojos willstay in an upstairs room at the Saloon; he did not board at the hotelbecause he wants to be where “the nightlife” is.The group will now have two days to roam Junktown (if they haven’talready) and talk to people (and maybe accept some jobs). Investigationinto the mutant and his partner might reveal some rumors (most <strong>of</strong> whicharen’t true) and the general feeling <strong>of</strong> fuming anger directed toward themutant and his human partner.CHAPTER 3: IN THE DESERTYou hear an uproar as you get closer to the gates <strong>of</strong> Junktown. A biggathering <strong>of</strong> people is blocking your way, and the deputies are trying tokeep the crowd back. Behind them, close to the entrance, is a truck withthe motor still running.The truck from the mutant’s escape has returned to Junktown - a traderfound it broken down and deserted in the wasteland (Buddy ruptured theradiator coming through the wall). He saw some tracks headed toward LaGuardia but didn’t follow them since there is a war going on in thatdirection - a group <strong>of</strong> mutants are fighting against Brotherhood paladinsand he didn’t want to get too close to that.Intrigued by this new information, Angelojos will search for a group to go toLa Guardia, since he speculates that the two will try the same con there.He’ll pay 500 caps to scout La Guardia for him. He wants to finish “hisbusiness” himself, and will meet the group in La Guardia at the ShawnogHotel. In truth, he wants the bounty for himself and would rather kill thegroup than pay them once the job is through. If the PCs don't accept, hewill hire a different group to do the job:George SmithST: 12 HP: 12 Speed: 6.50DX: 12 Will: 12 Move: 6IQ: 12 Per: 12HT: 14 FP: 14 SM: 0Dodge: 9 Parry: 9 DR: 1 (Leather Jacket)Spiked Knuckles (16): 1d+1 cr/imp.M-14 Assault Rifle (14): 7d pi.Traits: None <strong>of</strong> importance.Skills: Brawling -16; Climb -15; Guns (Rifle) -14; Knife -13; First-Aid -11;Thrown Weapons -13.Inventory: Spiked Knuckles, M-14 Assault Rifle, Leather Jacket, 3magazines 7.62mm, lighter, 57x gold coins.3


Tim KozakST: 14 HP: 14 Speed: 6DX: 12 Will: 10 Move: 6IQ: 10 Per: 12HT: 12 FP: 12 SM: 0Dodge: 9 Parry: 9 DR: 6 (Metal armor MK II)Colt Python (16): 3d-1 pi.M26A1 Frag Grenade (15): 8d+2 cr ex [2d].Traits: None <strong>of</strong> importance.Skills: Brawling -13; Guns (Pistol) -16; Knife -13; First-Aid -11; ThrownWeapons -15.Inventory: Colt Python Revolver, Metal Armor MK II, 18 rounds .357Magnum , 2x Frag Grenade, rope.George JonesST: 10 HP: 10 Speed: 6DX: 12 Will: 10 Move: 6IQ: 10 Per: 14HT: 12 FP: 12 SM: 0Dodge: 9 Parry: 9 DR: 6 (Metal armor MK II)Colt .223 Hunting Rifle (17): 5d pi.Throwing Knife (14): 1d-3 imp.Traits: Addiction (Tobacco).Skills: Brawling -14; Guns (Rifle) -17; Knife -13; First-Aid -12; ThrownWeapons -14.Inventory: Colt .223 Hunting Rifle, Metal Armor MK II, 3o rounds .223, 4xThrowing Knife , Cigarettes, 49x gold coins.Pamela Kozak (Leader)ST: 14 HP: 14 Speed: 5.50DX: 10 Will: 10 Move: 5IQ: 12 Per: 10HT: 12 FP: 12 SM: 0Dodge: 8 Parry: 8 DR: 6 (Metal armor MK II)Spiked Knuckles (15): 1d+2 cr/imp.Throwing Knife (15): 1d-1 imp.Survival Knife (17): 2d-2 cut / 1d imp.Traits: Addiction (Tobacco; Jet).Skills: Brawling -15; Guns (Pistol) -15; Knife -17; First-Aid -12; ThrownWeapons -15.Inventory: Survival knife, Spiked Knuckles, Throwing Knives (3), MetalArmor MK II, 2x stimpack, radio, 48x gold coins, 2x flare, Cigarettes, jet,buffout.If the group does not accept and is not willing to go after Tico and Buddyto get the bounty themselves, the GM might try spreading false rumorsabout raising the bounty or about the Brotherhood looking for new recruitsfor their camp in La Guardia.ON THE ROAD...Traveling from Junktown to La Guardia will take about a week by foot.There is a rusty Chevy Suburban SUV at the Junk Plaza which may bebought for 1000 caps. However, the steering column is broken and thetires are flat. Getting new tires and having the column fixed will cost thegroup 300 caps. Also, the four-wheel drive is non-functional and thevehicle won’t go faster than 80 (Move 3/40; 3/52 normally).2008 Chevy SuburbanTL ST/HP Hnd/SR HT Move LWt. Load8 71 -1/4 11f 3/40 4 2SM Occ. DR Range Cost (min/max) Locations+4 1+4 5 343 $72K/$80K G4WThere may be some random encounters on the way to La Guardia. If theyhaven’t dealt with the raider problem (see Lila Henace Quest), they mightencounter some. There’s also a pack <strong>of</strong> small geckos and some pigratfamilies around. Other than that, the road to La Guardia is deserted due to“the mutant threat”.MEETING TICO AND BUDDYHalfway to La Guardia the group will see some dark smoke in thedistance. As they pass over some hills, they will see this right in front <strong>of</strong>them:The burnt ruins <strong>of</strong> something that might once have been a troop carrierare spread out in front <strong>of</strong> you. Between the scattered pieces <strong>of</strong> metal lietwisted and scorched human bodies. Smoke is still rising from thescorched carcass <strong>of</strong> the vehicle. You can distinguish some movementamong the remnants; a human is dragging himself toward the wreck.The group will find the Dude, moving toward a Brotherhood paladin inbroken and twisted power armor. The PCs won't have much time to lookaround, for Tico will appear from behind the wreck and point an Avengerminigun at them (which he looks like he can use quite well). He will closelyobserve the reactions <strong>of</strong> the group.“Well, well, well… what we have here? Some wanderers. Easy. Tico don’twant to harm you. But he will, you try something stupid.” The stockymutant raises a hand to his face and scratches through his short, thinbeard. “Now you drop weapons.“ He waits, smiling, until you comply withhis order. But then his eyes catch a glimpse <strong>of</strong> his wounded human“partner” lying next to the dying paladin. Suddenly, his eyes widen ascomprehension dawns on him and he screams in anger: “NO! Get awayfrom him!”Keeping an eye on you, the mutant leaps over to his partner and pickshim <strong>of</strong>f the ground with his free hand. “What he tell you?” he screams,shaking the battered human. “He tell name?” The human nods, squintingthrough his swollen eyes and mutters: “Bastard.”Looking confused, the mutant drops him on the ground and mumbles“Bastard? What kindda name is… HEY!” He kicks the human on theground and glares at you.“You stay put or Tico kill you.” The mutant goes a few steps back to thepaladin and kneels down, all the while watching you. “Friend…” he sayss<strong>of</strong>tly, gently touching the paladin at the shoulder. “Friend… you tell Ticothe name <strong>of</strong> the vat?” As he gets no response, Tico takes a quick look atthe paladin. He’s dead.“No… ARGH! YOU! Get up, Buddy!” Tico stands up and goes to thewounded human, but it looks like he has passed out. “Oh no… Buddy,you not die. You not die yet, tell name <strong>of</strong> vat first, then you can die.” Themutant looks panicked and now directs his full attention to you.Tico will notice any “stupid” actions <strong>of</strong> the group and react to them. Hedoesn’t want to kill them since he doesn’t know whom he’s dealing withyet. He will just keep the group at bay until he has figured something out.“Looks like you have bad luck.” he grumbles. “Tico not in good mood anymore… thanks to his Buddy.” He pauses for a moment, and then his facelightens. “Hey, but now Tico doesn’t have to carry Buddy. Tico has packmules now.”Tico will have the group hand over their weapons and backpacks. He’ll putthe weapons in plastic bags from the brotherhood vehicle and sling themover his shoulder. He’ll leave all the equipment, food, water and Buddy forthe group to carry. Then he will set out to the north to find “the place whichmake Tico a rich man.”Tico and the Dude had a falling out on their way to La Guardia. It endedwith Tico beating the crap out <strong>of</strong> Buddy and dragging him across thewastes until “making new plans”. They stumbled upon a BoS carrier whichhad been attacked by mutants not long past. Thinking him to be a brother<strong>of</strong> the Order, the dying paladin told Tico the location <strong>of</strong> an old Vaultcomplex. Their recon group had discovered that the Vault held militarydata, including a pure strain <strong>of</strong> F.E.V. and the exact location <strong>of</strong> all othervaults. However, the dying soldier did not know the name on the containerwhich held the holodisks. Only the leader <strong>of</strong> the expedition had thatinformation... He passed it on to Buddy before he died.4


ACROSS THE DESERT...“If you save breath, Tico thinks men like you can manage it. If you don'tmanage it, you’ll die. Only slowly, very slowly my buddies.” The mutantgrins as the sun burns down on you without mercy. Buddy awoke a whileago and now walks silently behind you. You have been traveling throughthe open desert for a day now and haven’t once encountered anotherliving being. The last few drops <strong>of</strong> water are now in Tico’s possession.If the group can’t think <strong>of</strong> a way <strong>of</strong> getting their weapons back or tacklingTico, he’ll drive them further into the desert. If they gain the upper hand,this will happen:Tico holds his hands up and tries to look harmless. “Hey, you could makethousands <strong>of</strong> caps... Hundreds <strong>of</strong> thousands <strong>of</strong> caps... Even thousands <strong>of</strong>thousands <strong>of</strong> caps...” Buddy looks up and mumbles: “They call 'emmillions…” Then he looks to you and says: “He’s right, y’know. He’s theonly one who knows the location.” As he notices your looks, he adds:“And I’m the only one with the right name.” A slight smile appears at hislips.Either way, after another day, they will run out <strong>of</strong> water. This is what’llhappen then:Dusk is closing in and as you wander further into the desert, you see acloud <strong>of</strong> dust closing in. You can just make out humanoid shapes in thatcloud. Tico halts and peers into the distance anxiously. Then, his facebrightens and he smiles widely. The shapes you see are too large to behuman. Laughing, Tico spreads his arms and waves.“Friends… come to Tico! Damn the humans! Hooray for mutants!”The indefinite group changes its direction and moves closer towards you.“Yes! The Master is on Tico’s side because he hates humans too!”screams the mutant happily. Buddy shakes his head: “The Master is not onyour side because he hates idiots also.” Now that they are standing closeenough to discern their features, the group <strong>of</strong> mutants stops and waits forthe dust to settle down. Then they brush the dirt from their power armor…The troop <strong>of</strong> five Brotherhood Paladins are scouting the area for mutantsand will deal with anyone who tries to make trouble. The leader, a youngand stubborn man, will not listen to any explanations and have “the mutieand the collaborators” gagged and put in chains. He will then lead them allto La Guardia, a trip which takes two days.Senior Paladin ChanceST: 16 HP: 16 Speed: 6.50DX: 12 Will: 12 Move: 6IQ: 10 Per: 12HT: 14 FP: 14 SM: 0Dodge: 9 Parry: 9 DR: 70/50 (T-51b Power Armor)YK42b Pulse Rifle (17): 8d (10) burn.FN MAG (16): 7d pi.Traits: Duty (BOS); Military Rank 8 (BOS); Patron (BOS). Lifting/StrikingST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed andProtected Smell (from power armor).Skills: Battlesuit -13; Beam Weapons (Rifle) -17; Brawling -15; Guns(Light Machine Gun) -16; Guns (Pistol) -15; Guns (Rifle) -16; Leadership-14; Strategy -15; Tactics (Urban) -15; Thrown Weapons -16.Inventory: YK42b Pulse Rifle, FN MAG, T-51b Power Armor, 100 rounds7.62mm, 2x micro fusion cells, super stimpack, 2x stimpack.Junior Paladin KateST: 14 HP: 14 Speed: 6DX: 12 Will: 12 Move: 6IQ: 12 Per: 10HT: 12 FP: 12 SM: 0Dodge: 9 Parry: 9 DR: 70/50 (T-51b Power Armor)Steyr Scout (17): 7d pi.Glock 86 Plasma Pistol (15): 3d (5) burn.Traits: Duty (BOS); Military Rank 6 (BOS); Patron (BOS). Lifting/StrikingST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed andProtected Smell (from power armor).Skills: Battlesuit -13; Beam Weapons (Pistol) -15; Brawling -13; Gunner(Machine Gun) -11; Guns (Pistol) -12; Guns (Rifle) -17; Thrown Weapons-13; Two Handed Axe/Mace -14.Inventory: Steyr Scout, Glock 86 Plasma Pistol, T-51b Power Armor, 25rounds 7.62 mm, 2x small energy cell, 95x Brotherhood scrip, 2x flare, 4xstimpack.Junior Paladin BradST: 14 HP: 14 Speed: 5.50DX: 8 Will: 8 Move: 5IQ: 8 Per: 10HT: 14 FP: 14 SM: 0Dodge: 7 Parry: 8 DR: 70/50 (T-51b Power Armor)M249 SAW (14): 5d+1 pi.Super Sledgehammer (12): 4d+7 cr.Traits: Duty (BOS); Military Rank 6 (BOS); Patron (BOS). Lifting/StrikingST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed andProtected Smell (from power armor).Skills: Battlesuit -9; Beam Weapons (Rifle) -11; Brawling -8; Gunner(Machine Gun) -10; Guns (Pistol) -10; Guns (Light Machine Gun) -14;Thrown Weapons -10; Two-Handed Axe/Mace -12.Inventory: M249 SAW, Super Sledgehammer, T-51b Power Armor, 200rounds 5.56 mm, 124x Brotherhood scrip, flare, radio, super stimpack, 4xstimpack.Paladin-Medic LisaST: 16 HP: 16 Speed: 6DX: 12 Will: 12 Move: 6IQ: 12 Per: 10HT: 12 FP: 12 SM: 0Dodge: 9 Parry: 9 DR: 70/50 (T-51b Power Armor)YK42b Pulse Rifle (17): 8d (10) burn.Traits: Duty (BOS); Military Rank 7 (BOS); Patron (BOS). Lifting/StrikingST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed andProtected Smell (from power armor).Skills: Battlesuit -14; Beam Weapons (Rifle) -17; Brawling -12; Diagnosis-13; Electronics Operation(Medical) -13; Guns (Pistol) -14; Guns (SMG)-12; Knife -13; Physician -14; Surgery -11; Thrown Weapons -12.Inventory: YK42b Pulse Rifle, T-51b Power Armor, 2x micro fusion cells,super stimpack, 127x Brotherhood scrip, doctor bag.Junior Paladin ThomasST: 14 HP: 14 Speed: 5DX: 10 Will: 12 Move: 5IQ: 12 Per: 10HT: 10 FP: 10 SM: 0Dodge: 8 Parry: 8 DR: 70/50 (T-51b Power Armor)FN MAG (15): 7d pi.Traits: Duty (BOS); Military Rank 6 (BOS); Patron (BOS). Lifting/StrikingST+7; Doesn't Breathe (for 12 hours); Vacuum Support; Sealed andProtected Smell (from power armor).Skills: Battlesuit -13; Beam Weapons (Rifle) -15; Brawling -12; Guns(Pistol) -9; Guns (Light Machine Gun) -15; Thrown Weapons -9; Two-Handed Axe/Mace -10.Inventory: FN MAG, T-51b Power Armor, 100 rounds 7.62mm, 4xstimpack, 52x Brotherhood scrip.5


CHAPTER 4: LA GUARDIALa Guardia is an isolated village on the edge <strong>of</strong> the desert, the last outpost<strong>of</strong> “civilization”. West and North <strong>of</strong> it lies nothing but barren, radiated land.It’s main function is to provide food and shelter for caravans which journeybetween the NCR, the Hub, New Reno and the Brotherhood <strong>of</strong> Steel. Infact, the Brotherhood has vital interests in La Guardia, for it is their first“covert” outpost in the wasteland. A squadron <strong>of</strong> knights and a fewpaladins are situated here, listening for news and hunting for mutants. Theinhabitants <strong>of</strong> this village make their living by <strong>of</strong>fering various services totravelers.• Economy: Food is imported from other towns and kept in thesub-zero storage facilities. There are three hotels, twomechanics, a junk trader, a bath palace, a general store and astore for medical supplies. Prices are moderate.• Laws & Law Enforcement: La Guardia is regarded as neutralground by everyone. There’s no gate and no one is patrollingthe streets, but heavy Brotherhood presence is obvious, whichmight be the reason for the calmness in this small place. Afterall, no one wants to mess with the Brotherhood, whose bunkeris located at the northern edge <strong>of</strong> town.• People & Notable Facts: The inhabitants <strong>of</strong> La Guardia numbersomewhere between 200 and 300 people; travelers not counted.Since population dynamics in this village are so vibrant, listingimportant people serves no purpose. Even members <strong>of</strong> theBrotherhood tend to come and go, with the base being knownas a sort <strong>of</strong> “boot camp” among the knights. As one youngknight put it: “If you’ve survived La Guardia, you’ve survivedhell.”NOW ENTERING LA GUARDIAThe group will be lead through town and directly into the brig at theBrotherhood bunker. Though the bunker itself is below ground, the prisonis in a big concrete building just inside the aboveground entrance. Thearea is surrounded by barbed wire. A truck is parked in front <strong>of</strong> the mainbuilding, and the flag <strong>of</strong> the Brotherhood can be seen at every entrance.The group will be placed into neighboring cells, with two persons in eachcell. Tico will be put in a cell <strong>of</strong> his own and restrained with chains. Theirequipment, weapons and armor are placed in lockers near the entrance.After being left a while on their own, the group will be confronted by thenew base commander, Senior Knight Angel Rodriguez. It might be a shockto see that Rodriguez is none other than Angelojos! He will be verypleased to have the group in custody and will promise to take lots <strong>of</strong> timeto show them his “hospitality”.A = cellsB = emergency exit1 = entrance area2 = lockers & storage3 = command <strong>of</strong>fice4 = meeting room5 = sleeping halls6 = restrooms7 = training area8 = lunch room9 = kitchen“Well look who we've got… some traitors to their race.” The face youbehold is that <strong>of</strong> Angelojos.“I was fortunate enough to replace the prior commander when he left toreport to the Brotherhood's Council <strong>of</strong> Elders. Too bad for him that henever arrived there.” Angelojos smiles cruelly and strolls up the emptyhallway. “From what I’ve heard, a group <strong>of</strong> mutants attacked his vehicle.Everyone was killed… Now, you wouldn't know anything about that, wouldyou?”Angelojos arrived in La Guardia just to find out that no one was here. Afterdoing some investigation, he found out that the base commander wasleaving to report to the Elders on a matter <strong>of</strong> some urgency. With hisknowledge <strong>of</strong> the Brotherhood, it was an easy task for him to “run into” thereplacement and enter the facility as senior knight Rodriguez, the new basecommander. The possibilities <strong>of</strong> his new position are only just dawning onhim, and the bonus <strong>of</strong> having the people he wanted delivered to him is verysatisfying. But he’s not all happy yet - he wants to know what could beurgent enough for the base commander to leave himself. Thus, he wondersif any <strong>of</strong> his “guests” might know anything about it. In any case, he’ll behappy to torture them for a bit.GETTING OUTIt’s night and all is silent. All except for Buddy, the man whom Angelojoscalls the Dude: “Where there's a fight, there's confusion and when there'sconfusion a man who knows what he wants stands a good chance <strong>of</strong>getting it.”“What you talking about?” mumbles Tico from the adjacent cell. His jawmust still hurt. “Diversion. We need to get out or this maniac will kill us all.”“So you Tico’s buddy again, eh? Good. Tico say yes. What with you littleones?”Escaping will not be easy - the walls are made <strong>of</strong> reinforced concrete, andthe barred doors are made <strong>of</strong> heavy steel secured with TL9 maglocks.There are no windows, the only light source is the fluorescent lighting out inthe hallway. Within each cell, there are only two metal beds with some clothcovering.6At this point and time, the players will already have been tortured to halftheir hit points, and they have also temporarily lost 1 point <strong>of</strong> HT and DX. Ifany <strong>of</strong> them has told the “commander” about their knowledge, he willtorture them a bit more just to be sure, and then concentrate on Tico andthe Dude. Note: roleplay the torture - no rolls.


If the group cannot think <strong>of</strong> a way to escape, the Dude might push theminto the right direction. He will also try to prevent “unwise” plans. A failedplan will result in more abuse and the placement <strong>of</strong> a guard in the hallway.The group may also try to persuade someone <strong>of</strong> Angelojos’ true nature.Here’s the Dude’s last resort:The Dude comes close to the bars and whispers: “Tell him where thatdamn place is.”“What? You crazy, then he kill us.”“Unlikely. He don’t have the name yet. But I reckon he’ll let you go afteryou tell him.”“You stupid. He not let Tico go. Why would he do that?”“Cause you're gonna convince him that it’s more fun hunting you. ‘Sides,he won’t have a use for you any longer. He could have you transported tothe main base, and you might just get “lost” on the way. Such thingshappen.”For a while, Tico is silent. Then he says, “That good plan. But why isBuddy telling Tico this?”“Cause I think you might get us out once you’re free.”“Why would Tico do that?”“Cause Tico don’t want some lunatic to go after him… ‘n Tico wants to getinto that Vault too.”However, not all will go according to plan. Tico will be brought away, but hehas told more than he was supposed to. He told Angelojos <strong>of</strong> the plan inexchange for his freedom. Just before he’s transported, Tico will grab theDude through the bars and knock him out, planting a small energy cell onhim while doing so. The energy cell may be combined with a shirt to forma weapon (a sap) or someone with Chemistry skill might try using thebattery acid to short out the electronic locks.As you’re looking for a way to get the others out, you see the Dudesneaking around the corner. Before you can react, he grabs the guard outin the hallway. He tries dragging the man into your cell and throws anangry look at you. “You gonna help or what?”…The two <strong>of</strong> you have knocked out the guard and put him into the cell. TheDude takes <strong>of</strong>f the man’s clothes and armor while you watch the hallway.As you turn, you see the knight waking up. “Wha-? You'll pay for this! I'ma knight <strong>of</strong> the Brotherhood <strong>of</strong> Steel!””To me you're just some naked son <strong>of</strong> a bitch. Now shut the hell up ‘fore Iget mad.” the Dude gags him and grabs the keys. “Now let’s get out <strong>of</strong>here.”Looking at the corpses, the Dude lights his cigarillo and mutters: “Mymistake… make that four.”The group will have to get out <strong>of</strong> town as fast as possible. Around thevicinity <strong>of</strong> the town, encounters with Brotherhood patrols are possible(three knights and a paladin). The group may also meet traders and othertravelers. Disguising themselves or hiding among the traders willeffectively fool the patrols, but they will have to think <strong>of</strong> something for Tico(or he’ll just attack right away).Alternative 2: If no one talks and they don’t escape, Angelojos will havethem put on a truck for transportation. He’ll go himself and take twopaladins with him. If he hired the group in Junktown, he’ll have his gruntsattack the convoy en route and escape with the truck during the fight.Otherwise he’ll have the paladins change places (one <strong>of</strong> them is riding inthe back) and hit the road whenever they are both outside the vehicle.He’ll then be free to throw the PCs out <strong>of</strong> the truck and force Tico andBuddy to show him the way to the Vault.The group will then have to go back to La Guardia. They will meet the twopaladins on the way back, and these two will explain everything to thebase commander. Commander Chance will give the group back theirequipment and ask them to go after Angelojos. The reward will be 2000caps.Finding the trail <strong>of</strong> the truck will not be an easy task, but the group willeventually see the smoke <strong>of</strong> the burning vehicle once they get near theplace where they were forced out. Mutants have attacked the vehicle andare now holding Buddy and Tico in custody. Angelojos has managed toescape.The group will have to get close enough to the mutant base to either trygetting in (in which case they will be captured) or wait until Tico and Buddycome out in the company <strong>of</strong> three High Guards and Pescu (see the nextchapter).Encounters on the way to the mutant base or the Vault might involvesuper-mutants, centaurs, flailers, spore plants or high radiation areas.Note that the super-mutants will try to capture any humans they encounter.A typical super-mutant party consists <strong>of</strong> three alpha breed mutants in MK Imutant armor armed with Avenger miniguns. The mutants are willing totalk and to accept surrender.CHAPTER 5: THE ORDER OF F.E.V.E.R.The guard was unarmed, so players will have to sneak their way to theirequipment and get it out without being noticed. Since it is night, there areonly two knights in the entrance hall, both armed with Jackhammers. One<strong>of</strong> them has the storage key. There’s a knight in the kitchen who is alsounarmed, so one might grab several knives and kitchen utilities. All knightswear combat armor Mk II. Furthermore, there’s a Paladin just outside themain entrance and another in the back. Guns shots will also wake the 9knights and 2 paladins in the barracks, but they will need some time toreact. Angelojos is not in the commander’s <strong>of</strong>fice; he’s in town, makingpreparations.Alternative 1: If they manage to escape with Tico still at their side, Ticoand the Dude will agree on finding the vat together. They will need the help<strong>of</strong> the group, just in case Angelojos hunts them down. Angelojos will comealone, unless he has hired the group in Junktown.The group will have to get supplies before venturing out into the desertagain (or it’ll be a short trip). While Tico is hiding behind one <strong>of</strong> the hotels,the others will need to get supplies. By that time, however, the Brotherhoodwill already be looking for them.As you get close to the general store, you see three Brotherhood knightscoming towards you. Dude stops and whispers: “Go get the stuff… and getthree c<strong>of</strong>fins ready.”The group will be able to get in and procure everything they need.However, they will hear a short gun battle outside. Outside, they’ll find fourdead knights on the ground.Thus spoke our Master: The time <strong>of</strong> waiting is over. Few are we, whomust bring peace to the new world, but there shall be more <strong>of</strong> us tocelebrate the great Unity. You, my children, will be the guides into a newera, a time <strong>of</strong> harmony. Take this my blood, so that you may help othersto join the new order. Take this my flesh, so that you may protect theorder from those who attempt to poison and destroy the Unity. Take thismy blessing, so that you may hide yourselves from the eyes <strong>of</strong> theheathen. Three the divine had appointed, the finest <strong>of</strong> his children all. Theempty lands lay at their feet, to await the dawn <strong>of</strong> the Order <strong>of</strong> F.E.V.E.R,to await the holy call. Such it is delivered, such it will be spoken, such itwill be remembered.- Thorn, High Priest <strong>of</strong> the Order7


Early in his preparation, the Master sent a small group <strong>of</strong> alpha breedmutants out into the wasteland to search for other vaults or similar facilitieswhich might be turned into an advance outpost. Thanks to the help <strong>of</strong>informants, BoS Intelligence found and destroyed the primary mutant basein the desert. Other, smaller outposts have followed suit as the mutanthorde has been slowly forced back. After waves <strong>of</strong> attack, the mutantarmies are slowly vanishing into dust <strong>of</strong> the wasteland. But not all mutantsgroups dispersed. A small group <strong>of</strong> mutants have managed to stayundetected within an old biological research facility. Their orders are tostay hidden and to increase the production <strong>of</strong> the Master’s geneticmonstrosities. And so they have… for many years.With no contact to the outside world, and no orders from their master, thesemutants have slowly built up their own cultural system. They haveexpanded the former research center to incorporate more inhabitants,which they have created successfully after some decades. In addition, theyhave recovered an old water purification system from a ruined nuclearsubmarine and even grown crops within the greenhouse in theunderground labs. The base now has upwards <strong>of</strong> 117 inhabitants. It isconcealed beneath the desert hardpan, with the main entrance beingprotected by spore plants. Since the place is surrounded by highly radiatedareas, discovering the facility itself is also a difficult task to accomplish.“My name is Anton, a lieutenant in the Master’s Army. I am recording thisin the hope that it may explain our decisions to those who will come afterus… or walk among our corpses. We seized this facility five years ago,believing it to be an area <strong>of</strong> importance. But the function <strong>of</strong> the CurieResearch Center was merely the examination <strong>of</strong> genetically engineeredplants. There was nothing <strong>of</strong> strategic importance within these walls.However, we found vast amounts <strong>of</strong> floral matter, which we used forfurther experimentation. We have been able to extract samples <strong>of</strong> theforced evolutionary virus, but our research has shown that the plants arenot adequate to create a functional a viral specimen. We must remain inthis base until we receive further orders. We have been waiting for fivelong years.We have been doing our best to strengthen the great Unity, but withoutadequate resources or proper help, it is not possible to continue ourmission. We carried on with our experiments and tried recruitingwanderers who came into our territory. Yet, there were those among uswho voiced their reservations. Had the Master really abandoned us?My men have demanded that I disband project <strong>FEV</strong>ER. I know that this isan act <strong>of</strong> treason and am hereby taking full responsibility by carrying outmy death sentence. The poison I ingested should take effect any timenow. I don't know what will happen in the future, but I hope that my menwill see the importance <strong>of</strong> project <strong>FEV</strong>ER and will act in accordance to theprinciples <strong>of</strong> the great Unity.”Organization: The Order is led by a young mutant called Pescu. He’s astubborn and ambitious man who wants to lead the Order into a new era.However, the religious leader <strong>of</strong> the Order, the High Priest Thorn, wants tokeep everything as it is. Thorn doesn’t want his people to leave thesolitude <strong>of</strong> the research center to venture out into the wastes. In spite <strong>of</strong>his influence, he could not prevent Pescu from launching surveillancemissions. The result <strong>of</strong> these missions was highly disturbing for everymember <strong>of</strong> the Order. Not only did they fail in finding any trace <strong>of</strong> othermutant groups, they have also encountered a troop <strong>of</strong> well equippedsoldiers, the Brotherhood <strong>of</strong> Steel. Their troop commander did not hesitatein attacking the mutant scouts.Awed by the technological superiority <strong>of</strong> their enemies, the elders <strong>of</strong> theOrder agreed to take measures to ensure their safety. The areasurrounding the research center has been seeded with highly radioactivewaste substances. Furthermore, specimens <strong>of</strong> the genetically engineeredspore plants have been released to guard the facility. But Pescu did notstop there, he has also collected some old weapons and created the HighGuard, the elite forces <strong>of</strong> the Order.Elders: These are the original troop members who first entered the facility.They spend their time in research and development.Keepers: Led by Thorn, this is the religious caste <strong>of</strong> the Order, with mostmembers being young mutants. They maintain the infrastructure andreligious purity the Order.High Guard: Newly founded by Pescu (and completely loyal to him), thisis the fighting force <strong>of</strong> the Order. They are young mutants equipped withheavy weapons.Members: All other inhabitants <strong>of</strong> the facility. They do most <strong>of</strong> the physicalwork. Talented members may try to get into one <strong>of</strong> the three higher castes.Friends: These are not mutants, but the results <strong>of</strong> genetic experimentsperformed on plants and animals. The members <strong>of</strong> the Order learned howto communicate with these semi-intelligent beasts by means <strong>of</strong> a gesticallanguage. They are being used as guards and perform simple work (sporeplants, centaurs, floaters).IMPRISONED AGAINIf the group has been caught by the mutants, they will be lead into theinnermost sections <strong>of</strong> the Order. The complex has been entirely redesignedby the mutants. The walls look organic, and occasionally amutated creature (centaur or floater) will pass by. After being locked into anobservatory room with a bullet-pro<strong>of</strong> glass wall, the leaders <strong>of</strong> the Order willwant to question the group on various subjects, including why they arehere. They are particularly interested in recent events <strong>of</strong> the outside worldand what they know <strong>of</strong> Unity and the Master. They will be shocked to hearthe news. If Tico is also in the complex, he’ll pay the group a visit.“Oooh. Look like you on the right side <strong>of</strong> bars now.” a familiar voice says.Tico enters the hall and looks at you through the glass. He is dressed inthe colors <strong>of</strong> the Order. “Too bad we don’t have dipping matter any more.Tico would like to see you as mutants.” Before he leaves, he turns backand says: “Tico will like killing you. He will like it much.”The group won’t be able to escape, but they’ll have time to talk to themutant guards who might tell them about the Order. If asked, they’ll informthe group that Tico will be leaving the Order with Pescu in order to retrievea “holy artifact”. After some time, an old mutant will come to the observatoryroom and dismiss the guards.The withered face <strong>of</strong> the old mutant wrinkles in disgust as he stares at youthrough the glass wall. He brushes his long purple robes aside and pulls achair over to sit down in front <strong>of</strong> you. “Humans-“ he spits out the word indisgust. “I am Thorn, high priest <strong>of</strong> the Order <strong>of</strong> <strong>FEV</strong>ER. I shall make youan <strong>of</strong>fer… one you cannot afford to refuse.” The old mutant leans closer.“Our leader Pescu wants that vat, but I cannot let him get the informationhe desires. I have heard your words, but I cannot let my people ventureout into the wastes. This would mean the end <strong>of</strong> the Order. I have toleratedthe excesses <strong>of</strong> our young leader for far too long. My <strong>of</strong>fer: I shall grantyou free passage. You will receive your belongings and any supplies youneed. To repay my “kindness” you shall go after Pescu and kill him. Youcannot let him enter the Vault. One <strong>of</strong> my men will come with you to aidyou in this task. After the deed is done, he will show you the way out <strong>of</strong> ourterritory. Know that if you betray me, the Keeper <strong>of</strong> the Order I'm sendingwith you will gladly give his life to repay you for your betrayal.”With such a kind <strong>of</strong>fer, who would be able to refuse? Thorn will smuggle thegroup out <strong>of</strong> the complex, hiding them among leftover food to be thrown tothe centaurs. Once outside, they will meet the Keeper and notice that he’sarmed with a Laser Rifle. The group will be able to ambush Pescu and hismen while they're camping.PescuST: 18 HP: 24 Speed: 6.50DX: 12 Will: 10 Move: 7IQ: 10 Per: 8HT: 16 FP: 16 SM: +1Dodge: 9 Parry: 9 DR: 7 (Super Mutant Armor Mk II)CZ4000 Minigun (16): 5d pi.P94 Plasma Rifle (13): 6d (5) burn.Unarmed (11): 1d+2 thr. / 3d sw. cr.Traits: Bad Grip 1; DR 1 (Tough Skin); Ham-Fisted 1; High PainThreshold; Lifting ST 2; Overconfidence (-12); Rapid Healing; Resistance(Radiation; HT+8); Resistance (Poison; HT+3); Resistance (Disease;HT+3); Very Fit.Skills: Beam Weapons (Rifle) -13; Brawling -11; Guns (Light MachineGun) -16; Thrown Weapons -13.Inventory: Rockwell CZ4000 Minigun, Winchester Model P94 PlasmaRifle, Super Mutant Armor Mk II, 100 rounds 5.56 mm, 2x Micro FusionCells, 2x flare.8


AllanST: 16 HP: 22 Speed: 6.50DX: 12 Will: 10 Move: 7IQ: 10 Per: 10HT: 14 FP: 14 SM: +1Dodge: 9 Parry: 9 DR: 6 (Super Mutant Armor)M60 (16): 7d pi.Concussion Grenade (13): 5dx2 cr ex.Unarmed (11): 1d+1 thr. / 2d+2 sw. cr.Traits: Bad Grip 1; DR 1 (Tough Skin); Ham-Fisted 1; High Pain Threshold;Lifting ST 2; Overconfidence (-12); Rapid Healing; Resistance (Radiation;HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Very Fit.Skills: Beam Weapons (Rifle) -13; Brawling -11; Guns (Light MachineGun) -16; Thrown Weapons -13.Inventory: M60, Mutant Armor, 100 rounds 7.62 mm, 2x ConcussionGrenade, Super stimpack.Uncovering the vents will take some time and if the Dude is in the group,he’ll just smile and load his gun, saying: “You see, in this world there's twokinds <strong>of</strong> people, my friends: Those with loaded guns and those who dig.You dig.” The group ought to know by now how fast a shot this guy is.NickolaiST: 16 HP: 22 Speed: 7DX: 12 Will: 10 Move: 8IQ: 10 Per: 10HT: 16 FP: 16 SM: +1Dodge: 9 Parry: 10 DR: 6 (Super Mutant Armor)M60 (16): 7d pi.Concussion Grenade (13): 5dx2 cr ex.Unarmed (11): 1d+1 thr. / 2d+2 sw. cr.Traits: Bad Grip 1; DR 1 (Tough Skin); Ham-Fisted 1; High Pain Threshold;Lifting ST 2; Overconfidence (-12); Rapid Healing; Resistance (Radiation;HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Very Fit.Skills: Beam Weapons (Rifle) -13; Brawling -11; Guns (Light MachineGun) -16; Thrown Weapons -13.Inventory: M60, Mutant Armor, 100 rounds 7.62 mm, 2x ConcussionGrenade, 2x flare, 2x rope.GeorgeST: 16 HP: 22 Speed: 6.50DX: 14 Will: 12 Move: 7IQ: 12 Per: 13HT: 12 FP: 12 SM: +1Dodge: 10 Parry: 9 DR: 6 (Super Mutant Armor)SA80 Light Support Weapon (17): 5d+1 pi.Mega Power Fist (12): 1d+4 thr cr.Traits: Bad Grip 1; DR 1 (Tough Skin); Ham-Fisted 1; High Pain Threshold;Lifting ST 2; Overconfidence (-12); Rapid Healing; Resistance (Radiation;HT+8); Resistance (Poison; HT+3); Resistance (Disease; HT+3); Very Fit.Skills: Beam Weapons (Rifle) -14; Brawling -12; Guns (Light Machine Gun)-17; Thrown Weapons -15.Inventory: SA80 Light Support Weapon, Mega Power Fist, Mutant Armor,2x small energy cell, 60 rounds .5.56 mm, stimpack, flare.Maybe it was a gut feeling, but the Keeper does not intend on letting thegroup go. After the fight, he will turn on the group. Tico will not help eitherside, but flee instead.CHAPTER 6: HIGH NOONFinding the Vault is one thing, getting in isanother. In the middle <strong>of</strong> the desert is thewrecked remains <strong>of</strong> a bus. It lies right on top<strong>of</strong> some air vents. The vents will open at highnoon and exchange air for half an hour, thenshut again for the day. The Vault is burieddeep below ground, which is why no one elsehas found it yet. The PCs will have to search abit to find the vents and to uncover them. APerception roll (–2 modifier) should be made for this purpose.1 = Ventilation Shaft2 = Primary Corridor3 = Storage Facility4 = Biological StorageThe diameter <strong>of</strong> the ventilation shaft is wide enough for a super-mutant tocrawl through. It ends after ten yards in an empty hallway. One end <strong>of</strong> thecorridor is buried under tons <strong>of</strong> stone and desert sand. After passingthrough a set <strong>of</strong> doors, one will find a large metal door at the end <strong>of</strong> thehallway. The doors open up on a massive hall filled with thousands <strong>of</strong>boxes placed on sideboards. Most boxes are made <strong>of</strong> metal, but there areeven old wooden crates, one <strong>of</strong> which is marked “Bundeslade. Do notopen.” There are no “names” on the cases though, only a lot <strong>of</strong> numbers.Most boxes will contain strange items or outright junk (the GM may let hiscreativity roam here), but there are also boxes filled with ammo, guns andequipment. In total, the hall contains:• A Colt .45 M1911A1 Pistol and 500 .45 rounds.• An H&K CAWS Combat Shotgun with 400 12 gauge shells.• An H&K MP-5, with silencer.• Two M16A1 with 50 5.56mm rounds.• An M60.• 10 smoke grenades, 5 tear-gas grenades, 1 EMP grenade.• Two gas masks, 5 ropes, 3 medical kits, a stimpack, 8 radaway.It will take at least two weeks to go through all boxes and find all <strong>of</strong> thelisted items. While they are looking around (or exploring), Tico and theDude will open the second set <strong>of</strong> metal doors at the rear <strong>of</strong> the hall. Assoon as the doors are opened, a sentry robot will come out and attackanything in range. Tico will run in one direction, the Dude another. Whilethe robot is keeping the PCs busy, Tico will manage to enter the roombehind the metal doors and Buddy will follow him.Sentry RobotST: 30 HP: 35 Speed: 6.25DX: 13 Will: 10 Move: 6IQ: 10 Per: 10HT: 12 FP: - - - SM: +1Dodge: 9 Parry: 8 DR: 60Minigun (15): 5d+1 pi.Unarmed (11): 5d+2 cr.Traits: Machine; Weak Dedicated AI; Absolute Direction; CombatReflexes; Detect (Radio, Lasers, and Radar; Signal Detection);Discriminatory Hearing; DR 60; Hyperspectral Vision; Piercing Attack (½D400, Max 3000, Acc 2, RoF 100!, Rcl 2); Telescopic Vision 1; Ultrahearing;Vulnerability (EMP Attacks); Reprogrammable; Sealed.Skills: Guns (Light Machine Gun) -15; Guns (LAW) -15.9


Fortunately, the 'bots rocket launcher is non-functional and it only hasenough ammunition to fire four bursts from it's minigun. Once it'sammunition has been depleted, the 'bot will close to melee range and lashout clumsily with it's weapon arms.As you pass through the metal doors and enter the second huge room,you see rows upon rows <strong>of</strong> large metal cylinders stacked nearly to theceiling. Some twenty yards away, you see Tico running from container tocontainer, reading the names written on them. As you approach one <strong>of</strong>the big cylinders, you hear the sound a large explosion. Clouds <strong>of</strong> dustdrift into the room from the storage facility. Soon after, the outline <strong>of</strong> afigure in a duster follows. It's the madman Angelojos, and his weapon isdrawn and pointed directly at you! He shows a wicked smile and says: “Iused to believe in many things, all <strong>of</strong> it! Now, I only believe in dynamite.”Angelojos does not have a problem with the group, just as long as theystay out <strong>of</strong> his way. The group will notice that the Dude is standing to theright <strong>of</strong> them and Tico has positioned himself to their left. This is a realMexican stand<strong>of</strong>f now. If any one person in the group makes a move, thethree <strong>of</strong> them will start shooting (with the players stuck in between!). If theplayers duck and cover, then the Dude will kill Angelojos. Tico can befound cowering on the floor, with a flesh wound in his leg.Tico stands up, smiling, and says: “Buddy not only smokes. He can shoottoo.” But Buddy just looks back and responds grimly: “I don’t think we’refriends any more. Your friends have a high mortality rate, Tico.” He turnsslowly and points his gun at the mutant. He shoots… right into thecontainer behind Tico. A yellow ooze flows out <strong>of</strong> the tube behind thequivering mutant. As he feels it trickling on his neck, Tico slowly turns t<strong>of</strong>ace the fluid. “This… this is the alpha ooze.” he stammers.The Dude lights a cigarillo and says: “Marion Pohlmann. The name <strong>of</strong> thescientist. And that is - he points at the fluid - the original alpha <strong>FEV</strong> strain.What you’re after, right “partner”? That and the location <strong>of</strong> all Vault-Tekfacilities. To the right people, this’d be worth quite a bit, and I’m not evencountin’ the high tech stuff in here.” The Dude reaches under his ponchoand pulls out a demolition pack. “I’ll make you all a nice <strong>of</strong>fer. I tell yawhat, partner. We’ll split in even, as usual. I’ll give you the alpha strain<strong>FEV</strong> and take the info about the vaults myself.”He presses a button on the demolition pack. “I think there oughta besome generators to power this place. Guess selling those would earn yousome. Better believe you’re not fast enough to stop me from blowing youto hell. To quote the recently dead: Now, I only believe in dynamite.”The Dude is not joking; he will throw the dynamite pack at the group if theytry to pull a fast one. Anyone knowledgeable in such matters might guessthat the generators would be worth around 20,000 caps each. There aretwo functioning generators left in the facility, but getting them back topsidecould prove to be a problem. They are too large and bulky to haul back upthe ventilation shaft, but perhaps a simple block-and-tackle system couldbe rigged to yard them out <strong>of</strong> the hole Angelojos blew in the ro<strong>of</strong> <strong>of</strong> thestorage facility.All other cylinders contain nothing <strong>of</strong> worth (though the GM could place ahook for further adventures in one <strong>of</strong> them). The Dude will leave with theholodisk. Tico will attempt to follow him, but his leg is bleeding too hard forthat. He’ll resign and sit where he is, leaving the players alone.CONCLUDING THE ADVENTUREAfter all the excitement, the group will have to get back to civilization(maybe running into some mutants or mutated creatures on the way).They won’t see Tico or the Dude again. Any human who somehow cameinto contact with the <strong>FEV</strong> will mutate into a super-mutant unless hesuccessfully rolls his HT with a -5 penalty. If they killed Tico, Buddy orAngelojos, they can collect the reward on their heads. They’ll receivestandard experience awards at the end <strong>of</strong> the adventure, but the GMshould also distribute bonus points for certain parts <strong>of</strong> the adventure (oractions taken) as he sees fit.SUGGESTIONSFirst <strong>of</strong> all, if you haven't seen “The Good, The Bad and The Ugly”, it'spractically mandatory before you run this adventure. Second <strong>of</strong> all, if youhave access to the movie soundtrack, use it! Trust me, there's some goodstuff on there.To spice up the game, the GM may throw in a quote or two from the movieduring combat. Here’s some examples <strong>of</strong> what each <strong>of</strong> the maincharacters might say:Tico: I like big fat men like you. When they fall they make more noise!Tico: I know how to use this, how about you?Tico: When you wanna shoot, shoot! Don’t talk.Dude: You feeling lucky, punk?Dude: I saved a bullet just for you.Dude: Three men, three bullets... That oughta work.Mad: Ah, the sound <strong>of</strong> a dying man. I like that.Mad: Are you trying to bore me to death?Mad: You don’t really think you’re faster than me, do you?A VATFUL OF F.E.V. NPCSSheila DarkwaterAppearance: A female human in her mid-30's with black hair, brown eyes,and an athletic figure.Descripiton: After the death <strong>of</strong> her father Killian, Sheila has become atough businesswoman. She built an entire network <strong>of</strong> companies called“the Company” and has become one <strong>of</strong> the biggest suppliers <strong>of</strong> brahmin tothe Hub. The Company employs almost a third <strong>of</strong> Junktown’s inhabitantsand is very well organized. Over the years, Sheila has grown lonely andharsh. However, she treats her employees fairly and gives generously to“her” town. She manages most deals personally and even works in thebrahmin pens from time to time.Smilin’ Tyrone BexterAppearance: A male human in his early 40's, with gray hair and blueeyes. Tyrone is a bit overweight.Description: Tyrone had to flee the Hub because <strong>of</strong> some problems withthe local authorities. He took his business along with him, and is nowbased in an old warehouse he purchased from the Company. Thanks tohis associates in the Hub, he was able to develop a lucrative tradingbusiness in a short period <strong>of</strong> time. His influence has spread all overJunktown, and he hungers for more. He seems nice and easy going, buthe's actually cold and calculating. Since he does not want to get into anytrouble with the local authorities, he bides his time... until he finds a way totake possession <strong>of</strong> the town.Pete EscomAppearance: A male human i his early 30's, bald, dark eyes, muscular.Description: Pete is a hired hand for any sort <strong>of</strong> job. He has no scruplesat all and will do anything for money. He currently runs the Trade Housefor Tyrone, but he may switch sides if someone makes the right <strong>of</strong>fer. Peteis very straight-forward in his views and extremely eager to succeed.Lila “Scrapgal” HenaceAppearace: A female human in her early 20's; blond hair, green eyes, slimfigure.Descripiton: Lila speaks with a strong southern drawl - though no oneknows where she came from. She’s an orphan who grew up tough in JunkPlaza and learned to survive in the wasteland. Though she comes <strong>of</strong>ftough and cynical, she is very insecure and still child-like in her beliefs.She has a crush on Rico, but doesn’t want to admit it since it wouldweaken her position as a leader.Doctor Ridged B. OwensAppearance: A male human in his early 50's with black hair (and matchingmustache), brown eyes and a sturdy built.Description: The Doc, as people call him, left the Brotherhood <strong>of</strong> Steelwhile he was still a teenager; he didn’t fit into their “cold technologicalsociety”. He wandered the wasteland until he met and fell in love with a galin Junktown. He took over as the new town Doctor after old Doc Morbidretired (if by retired you mean up and disappeared one night). Everyone intown knows and likes the Doc, and he himself is very content with his joband position, but he's grown sullen since his wife passed and isolateshimself more and more every day.10


Sheriff SaulAppearance: A male human in his early 50's with gray hair, dark eyes,and a muscular build.Description: Saul was once a champion bare-knuckle boxer, but he gaveup his pugilistic career to marry Trish and lead the secure life <strong>of</strong> a farmer.He became Sheriff after old Sheriff Lars died during the super-mutantattacks. Saul's wife and children were killed during an attack while he wasaway on duty, and he blames himself for accepting the job. He has buriedhimself in his job and his alcohol and become a stern and bitter man.Rico LyndonAppearance: A male black human in his late 20's, with short black hair,dark eyes, and a very muscular build.Description: Rico is the spokesman for the farmers and brahmin drivers<strong>of</strong> Junktown. He is a giant <strong>of</strong> a man who is known for killing a molerat withhis bare hands, saving a wounded scrapper. That scrapper was Lila, whowas much younger back then. For five long years, Rico couldn’t get herout <strong>of</strong> his head, but he's too shy to act on his feelings. I all other ways he'svery self confident, determined and even stubborn.Buddy “the Dude”Appearance: A male human in hisearly 30's, with brown hair and ascraggly beard, slim and athleticbuild.Description: Buddy (or “the Dude”as he prefers to be called, referringto both an old movie and the carpetwhich he’s using as a poncho) hasbeen wandering the wasteland hisentire life. He grew up with nomadicwastelanders, joined highwaymen, raiders, and local police, has been atrader and a bounty hunter, but considers himself a simple traveler. He’ssilent, calculating and egotistic, but his heart's in the right place and acigarillo's in the corner <strong>of</strong> his mouth.Characteristics: ST: 12; DX: 16; HT: 10; IQ: 12.Secondary Characteristics: Damage 1d+2/1d-1; SM 0; Basic Lift 29 lbs.;HP 12; Will 12; Perception 15; FP 10; Basic Speed 6.50; Basic Move 6.Advantages: Combat Reflexes; Gunslinger.Disadvantages: Addiction (Tobacco); Enemy (Bounty Hunters and LawEnforcement; 9-); Social Sigma (Criminal Record).Quirks: NilSkills: Armoury (Firearms) -12; Brawling -16; First Aid/TL 7 -12; Guns(Rifle) -17; Guns (SMG) -16; Guns (Pistol) -17; Explosives (Demolition)-11; Fast-Draw (Pistol) -17; Survival (Desert) -17; Tactics (Urban) -11;Thrown Weapon (Dynamite) -16.Inventory: HK PSG1 Sniper Rifle, Smith & Wesson Model 29 Revolver,40 rounds 7.62 mm, 6 rounds .44 mag, matches, cigarillos, 2 stimpacks, 2sticks <strong>of</strong> dynamite.Tico “the Deadly”Appearance: A male supermutant<strong>of</strong> unknown age, withblack hair (also facial hair), short(for a super-mutant) andmuscular.Description: Surviving the“mutant-hunts” <strong>of</strong> the last twentyyears has not been easy for Tico,but he has always made it. Hehas never shown muchenthusiasm for anything asidefrom himself and his desire for a life <strong>of</strong> leisure, which rendered him“unusable” in the Master’s Army. Tico believes that the world has treatedhim unfairly, and feels hatred toward people in general. For years he haslashed out against every human settlement he has encountered, and thushas a price on his head in many places. He is a greedy coward who willuse every opportunity to his advantage.Characteristics: ST: 16; DX:12; HT: 15; IQ: 8.Secondary Characteristics: Damage 2d+2/1d+1; SM 0; Basic Lift 51 lbs.;HP 22; Will 8; Perception 8; FP 15; Basic Speed 6.50; Basic Move 6.Advantages: DR 1 (Tough Skin); High Pain Threshold; Lifting ST 2;Unaging; Rapid Healing; Resistance (Radiation; HT+8); Resistance(Poison; HT+3); Resistance (Disease; HT+3); Very Fit.Disadvantages: Appearance -2 (Ugly); Bad Grip 1; Cowardice (9-); Enemy(Bounty Hunters and Law Enforcement; 9-); Fat; Greed (9-); Ham-Fisted 1;Overconfidence (-12); Racial Reputation (Murderous mutant; -2 Reaction;Almost everyone; All the time); Selfish (6-); Social Sigma (Criminal Record);Social Stigma (Mutant).Quirks: NilSkills: Armoury (Firearms) -10; Brawling -12; Guns (Light Machine Gun)-14; Liquid Projector (Flamethrower) -14; Survival (Desert) -10; Tactics(Urban) -9; Throwing -12.Inventory: Just the clothes on his back.Angelojos “The Mad”Appearance: A male human in hisearly 50's, with black hair andmustache, dark eyes, skinny.Description: Just to look at him, noone would guess that Angelojos is acomplete lunatic. A one-timeBrotherhood knight, he didn’t evenhave to be brainwashed by theMaster to join his cause. Angelojosvolunteered to become a part <strong>of</strong> the Master’s plan, but the vats weredestroyed before he got the chance to be dipped. This crushed whateverwas left <strong>of</strong> his reason and he abandoned humanity completely. He becamea bounty hunter and roams the wasteland causing pain for his ownamusement.Characteristics: ST: 9; DX:10; HT: 12; IQ: 12.Secondary Characteristics: Damage 1d-1/1d-2; SM 0; Basic Lift 16 lbs.;HP 9; Will 12; Perception 15; FP 12; Basic Speed 5.50; Basic Move 5.Advantages: Combat Reflexes; Gunslinger.Disadvantages: Addiction (Psycho); Enemy (BoS; 9-); Obsession (HuntDown and Kill Super-Mutants); Sadism (6-); Social Stigma (Casual Killer);Social Sigma (Criminal Record); Skinny.Quirks: NilSkills: Armoury (Firearms) -12; Beam Weapons (Rifle) -14; Brawling -10;Explosives (Demolition) -11; Guns (Rifle) -14; Guns (Pistol) -15; Fast-Draw(Pistol) -15; Soldier -12; Stealth -14; Survival (Desert) -15; Tactics (Urban)-11; Throwing -10.Inventory: Colt .223 Hunting Rifle, Bushmaster Carbon 15 Pistol w/Daylight Laser Sight; Leather Jacket, 100 rounds .223, Satchel Charge B,Dark Shades, Psycho.OPTIONAL JUNKTOWN SIDE-QUESTSSheila Darkwater:Guard the Brahmin Pens (100 caps): Sheila has been having problemsout at the new brahmin pens she’s constructing just to the north <strong>of</strong> town.Someone has been hindering the construction by stealing materials anddestroying what’s already built. She wants this to stop and needs people towatch over the construction site at night. It’s a two night job and pays 100caps per guard. If however, they are to find out who’s doing it (and why),she will pay a bonus <strong>of</strong> a additional 100 caps. If the PCs seem any good atthe job, she’ll have more work for them (but she’ll try to keep this secret).Expose Casino Fraud (200 caps): Tyrone just stole a trading deal fromSheila, and she’s very pissed about it. She wants the group to go into thesaloon or casino and look for business methods that might be consideredbelow the board. For exposing any fraud (it’s in the casino, the one armedbandits), the characters will receive 200 caps each. She doesn’t wantanyone to be harmed, and Sheriff Saul is to be informed about anyfindings afterwards.11


Spy on Tyrone (300 caps): Sheila knows that Tyrone is up to something,but she just doesn’t know what it might be. She fears that it might havesomething to do with the brahmin that she’s due to receive for her pens.She wants the group to find out what Tyrone's up to without being caught.If need be, they are to gain Tyrone’s trust and get into his organization.This is could be dangerous (and might even prove to be lethal), so this isleft to the group's discretion. (for Tyrone’s plans, see below)Help Sheila Find Evidence (300 caps): Sheila is convinced that it wasTyrone who stole her brahmin, killing two <strong>of</strong> her workers in the process.She wants pro<strong>of</strong> to that effect. There’s going to be another brahmin rideinto town tonight, and she doesn’t want any <strong>of</strong> her men (or the brahmin) toget hurt. Bushwhackers may be killed, but what's more important to her isgaining evidence. She needs pro<strong>of</strong> that Tyrone is behind all <strong>of</strong> this, andshe will pay well for this pro<strong>of</strong>.Persuade Saul (100 caps): Now that she’s found her pro<strong>of</strong>, Sheila needsto persuade Saul to take action against Tyrone. She doesn’t want heropponent to find out about this, so she will pay the group to do her dirtywork. It will be dangerous, since Tyrone’s people will be waiting for themon their way to the sheriff (4 mobsters with shotguns and leather armor).Tyrone Bexter:Spy Brahmin Route (200 caps): Sheila Darkwater has been extrabothersome lately, and Tyrone knows that she will soon get a shipment <strong>of</strong>brahmin for her pens. He wants the group to find who supples herbrahmin. More importantly, they need to find out what route her brahminride will take... without being noticed, <strong>of</strong> course.Make a Deal with Brahmin Owners (200 caps): Now that he knows whoSheila’s getting the brahmin from, Tyrone wants the group to make a dealwith the ranchers. He’ll pay up to double the asking price for the cattle justto annoy Sheila. There will also be some <strong>of</strong> Sheila’s people out to stopthem (3 <strong>of</strong> her workers with Colt hunting rifles).Steal Brahmin (500 caps): Now that the PCs have proven to be an assetin this business, Tyrone gives his heroes a well paid “secret” job. Theyneed to get into the Sheila's pens and steal her brahmin. He doesn’t wantthe brahmin to be hurt, but he couldn't care less about Sheila's employees.The pens are well guarded (3 workers at every gate) and are just half anhour north <strong>of</strong> Junktown, so any shots are likely to be heard. The brahminneed to be driven to the designated meeting point.Sabotage the Restaurant (500 caps): Sheila has finally managed torepay Tyrone for her recent troubles. She's had the casino closed down fora week. Tyrone is pissed and is out for blood. However, going straight forSheila would cause more trouble than Tyrone needs at this juncture. So hehas a plan. He wants the group to break into Sheila’s restaurant and makesure that the sheriff gets a piece <strong>of</strong> tainted meat. One <strong>of</strong> Tyrone’s men willbe close by to give the sheriff the antidote, so no one should get hurt. Withany luck, Saul will shut the restaurant down and stay out <strong>of</strong> this privatedispute for a while.Protect Tyrone (400 caps): It looks like Sheila has finally had enough -she’s sending five hired gunmen after Tyrone. Tyrone makes sure that thegroup understands that they need to protect him.Lila:Find the Lost Scrappers (100 caps): Lila has been having some troubleout west. She sent some <strong>of</strong> her people to dig up the wrechage <strong>of</strong> an oldplane, and they are 2 days overdue. She doesn’t want to send out anymore <strong>of</strong> her own people (with a dangerous mutant and his humanaccomplice on the loose), so she hires the PCs. She can’t pay much, butshe’ll be very grateful. The plane wreck is 3 days away – and there’s awounded deathclaw inside. The half-eaten corpses <strong>of</strong> 4 Scrappers will alsobe inside. There's a functional radio system and an inflatable raft in theplane. The wreck itself is useless (just a metal source).Find Out Who’s Attacking the Scrappers (200 caps): Seems like thescrappers are having a lot <strong>of</strong> problems these days. A group came in fromthe south and reported that they were attacked. This is not the first attack;as a matter <strong>of</strong> fact they're happening with more frequency. This has beengoing on for a week now and Lila wants to know who the attackers are andwhere they came from.The problem is a motorized gang <strong>of</strong> raiders, consisting <strong>of</strong> 17 men and fiveHumvees.Help the Scrappers Against the Raiders (300 caps): Now that sheknows who the problem is, Lila wants to “get those bastards”. She needshelp, and will pay accordingly. She will take seven <strong>of</strong> her own people andattack the raiders in the middle <strong>of</strong> the night (throwing molotov cocktailsfirst). If none <strong>of</strong> her people are killed, she’ll give the group one <strong>of</strong> theHumvees and enough fuel to last a month as an added bonus.Doc Owens:Get Leftover Syringes (Stimpacks):Since Junktown has been rather... eventful lately, the demand for medicalservice has been pretty high; the Doc is running out <strong>of</strong> stimpacks. Heneeds new syringes to produce new stimpacks and he needs them ASAP.The Doc thinks that the scrappers might have some old syringes, but hedoesn’t have the time to check it out. He’ll give one stimpack as a rewardfor every ten empty syringes they find (there are about a hundred aroundtown, some at the scrappers’ and some in the hotel and the saloon; thetraders will also have some).Find Brahmin Corpse in the Wasteland (stimpacks): The Doc has beenhired by the Company to treat a mystery disease among the brahmin.However, he’s not as young as he used to be, and he doesn’t want toroam the desert in search <strong>of</strong> some half rotten brahmin corpse. He wantsthe group to go out and find this dead specimen. It will be found to thewest <strong>of</strong> the Companies’ new brahmin pens. They’ll get 2 stimpacks for thewhole brahmin.Rescue Puppies (A furry animal companion): The group may notice thecage full <strong>of</strong> puppies in the Doc’s Lab as they carry the brahmin corpsedownstairs. If asked, the Doc will explain that he needs guinea pigs to finda cure for “brahmin fever”, as he calls it. The group may be able topersuade the Doc into giving them his experimental subjects if they canfind him some replacements (for example, rats). If they are successful, theDoc will give the group the older puppies (Ahhh....).Capture Rats (200 caps): After some research, the Doc has discoveredthat he needs exactly 10 cave rats to finish his experiments. He will pay 10caps for each rat. Since it was the group who persuaded him to let thedogs live, he will want THEM to get the rats for him. After all, it’s for a goodcause, right? The scrappers know where to get some rats, but one mightalso go to the restaurant and ask Old Mac Gregor - he adds some to thestew sometimes for an “extra bit o’ taste”.Rico Lyndon:Arrange a Fight with Saul (Training): The group may find Rico training inthe boxing ring at the north end <strong>of</strong> Junk Plaza or having a beer in thesaloon. Rico tells the group that he wants to challenge the Sheriff to a fewrounds <strong>of</strong> fisticuffs, but that the old coot just won’t accept his challenge. Ifthey somehow manage to arrange a fight with Saul, Rico will show them atrick or two (GM's choice <strong>of</strong> new maneuver, or just a flat +1 to Boxing skill).Extra quest: stop Rico from Taking Revenge (No Reward): As far asthe group has heard (or maybe even seen), Rico was pretty soundlybeaten by the Sheriff. Half <strong>of</strong> the spectators had wagered on him, andquite a bit <strong>of</strong> money was lost. Rico knew that Saul had been good once,but he never knew that he was that good… or that loosing would be sohumiliating. For him, the affair isn’t over... yet. He wants revenge and itlooks like he’s dead serious. If the group doesn’t stop him, he’ll end eitherdead or in jail. There's no monetary reward for this one, but Rico willdefinitely owe them one.Sheriff Saul:Acquire Some Avenger Ammo (100 caps): One <strong>of</strong> the deputies (Sam)asks the group to get some ammo for the turret. He won’t get it himself,since the traders price-gouge the Sheriff's <strong>of</strong>fice mercilessly. The sheriff istired <strong>of</strong> paying the vastly inflated prices, and if Sam can’t figure out a way toget ammo for a fair price, he’ll get his butt kicked. Getting the ammo willearn the group 100 caps in total. Sam will give them 1000 caps to make thetrade and tell them that he’s watching them… very closely. If they don’taccept the job, he’ll shrug and look for someone else. However, the nexttime they need anything from the Sheriff's Office, they may as well forget it.12


Investigate the Theft at Junk Plaza (100 caps): If the group asks Saulfor any work, he’ll tell them that he might need help from outsiders ininvestigating a theft at the Junk Plaza. Inhabitants there are constantlycomplaining about minor thefts. Since the faces <strong>of</strong> the authorities here arewell-known to everyone, investigation could prove difficult. Perhaps someoutsiders could help… The thieves are a three children who live in the drywell in the western part <strong>of</strong> Junk Plaza. They sell the loot at the Scrapper'spawn shops in town.Go After the Deadly Super-Mutant (2000 caps): Entering the sheriff’s<strong>of</strong>fice, the characters will see a “wanted” poster next to the door, depictingthe face <strong>of</strong> an ugly mutant. Next to it, there’s a crude drawing <strong>of</strong> a manwith a poncho and a hat. Saul will just shake his head and mutter that “it’sa gaggle <strong>of</strong> idiots who put up the reward on those two. Last reward was800 caps just for the mutie. The stranger there...” he points to the otherpicture “...has already collected that money. Well, who’d have thought thatthe two <strong>of</strong> them were working together.”He also tells them that it “Might be we got us a prominent mutie here.There was someone else in here askin' about this bastard just a while ago.Maybe you’ll find him in the saloon... Can’t miss ‘im.” The stranger isAngelojos, and the people who put up the reward are a conglomerate <strong>of</strong>scrappers, town inhabitants, traders, the Company and the Trade House.Bringing the head <strong>of</strong> the mutie will earn the group 1500 caps. The head <strong>of</strong>his partner is worth 500.ACKNOWLEDGMENTSMr. Snirgles wishes to thank: Thanks to Peter Schlesinger for having thepatience to go through my broken English (and to playtest this adventurewith his group). Thanks to Rexides for his Encounter Creator - putting upthe stats for every person would have taken me ages to accomplish.Thanks to Sebastian Rushworth for the early drafts <strong>of</strong> the BoSsourcebook. And <strong>of</strong> course, thanks to Sergio Leone.Mr. Robertson wishes to thank: Thanks to everyone who caught all thelittle editing mistakes I missed in the <strong>Fallout</strong> guide and took the time to e-mail me about them. Special thanks to krapou from the Steve JacksonForums, for his kind <strong>of</strong>fer to host my little pet project on his website (http://gurps.fallout.free.fr).<strong>GURPS</strong>: FALLOUT ERRATABonus HtH Attack (Page 24): This should be Bonus HTH Attack (ExtraAttack 1 (Melee attack (C) -30%) for a cost <strong>of</strong> 18 points, not 40 points asstated. (Caught by Fnordianslip and RyanW).Strong Immune System (Page 30): This is a human-only perk. The listingunder the 'Ghoul' template is a typo. (Caught by Fnordianslip).Vehicle Costs (Pages 42-43): It has been brought to my attention that thevehicle costs may be too low; I had my reasons for pricing them this way,but the individual GM may choose to boost prices by a factor <strong>of</strong> 10 (oreven 100) to suit his particular campaign. (Caught by makke).Robobrain IQ (Page 61): The Robobrain is listed as having an IQ <strong>of</strong> 15.This is incorrect, and in fact the IQ <strong>of</strong> the Robobrain will vary widelydepending on who's brain is installed (base Robobrain IQ should only be10). (Caught by makke).Robot Will Scores (Pages 59-61): All robots have been listed with a Willscore <strong>of</strong> 20, but this is better handled by just giving them all theUnfazeable advantage. Will scores should be changed as follows: Forrobots with an IQ score under 10, Will score is 10. For robots with an IQ <strong>of</strong>10+, Will is equal to IQ. (Caught by makke).FALLOUT SUPPLEMENT 1: NEW PERKS FROMFALLOUT: VAN BURENThere are several new Traits and Perks that appeared in the <strong>Fallout</strong> VanBuren tech demo and no place else; these did not appear in my<strong>GURPS</strong>:<strong>Fallout</strong> setting book because to be honest, I just stumbled acrossthem myself a few days ago. So without further ado:New TraitsFeral Kid [-1] (Humans Only)Description: You were raised by wolves, wild dogs, or maybe even aroving pack <strong>of</strong> deathclaws. You may be short on people skills, but theanimals love you!Game Effect: Animal Empathy [5]; Animal Friend 4 [20]; Low TL 5 (TL 0)[-25]; You start the game with no language skills (though languages maybe learned normally later) [-1].13One In a Million [10] (Humans, Super-Mutants and Ghouls only)Description: You're not particularly lucky or unfortunate, but whenlightning strikes, it strikes hard!Game Effect: Whenever you critically hit or miss, a second check ismade. On a re-checked critical hit, a roll <strong>of</strong> 3-6 (regardless <strong>of</strong> skill) adjuststhe critical rolled up by three lines! On the other hand, a roll <strong>of</strong> 17-18 is acritical failure; if your original roll was a critical hit, it now becomes astandard critical miss. If your original roll was also a critical miss, it'sadjusted up the table by three rows! If neither a second critical hit or missis rolled, a standard critical event occurs.Red Scare [5] (Humans, Super-Mutants and Ghouls only)Description: You are paranoid in the extreme and think that everyonearound you may be trying to do you in. You are constantly watchful, and arerarely surprised.Game Effect: Combat Reflexes [15], Paranoia [-10].New PerksAdvanced Research [10] (Humans and Ghouls only)Prerequisites: IQ 14, Armoury (Any firearm) 13+, Armoury (Power armor)13+, Electronics Repair 13+, Engineer (Electronics) 13+, Engineer(Hydraulics) 13+, Machinist 13+.Description: You might not know much about the guns and armor mouthbreathinggrunts use, but you sure as hell know how to manufactureenergy weapons, railguns, and power armor.Game Effect: Gives a +2 bonus to all <strong>of</strong> the prerequisite skills. Requires aComplete Workshop.


Body Snatcher [1] (Human Only)Prerequisites: Acting 12+, Disguise 13+.Description: A few blood stains and bullet holes never stopped you frommaking a proper disguise!Game Effect: The character can always create a believable disguisegiven time and the most unlikely <strong>of</strong> materials. As long as the disguise isappropriate (disguising yourself as a Blackspear tribesman and then tryingto blend into Vault City obviously is never going to work), it will always gounquestioned.Bulk Trader [5] (Humans and Ghouls Only)Prerequisites: Merchant 12+Description: Quantity is the name <strong>of</strong> the game, and you're holding all thecards.Game Effect: When buying or selling items in bulk, the character gains a+2 bonus to all Merchant skill checks.In Your Face! [15] (Humans, Super-Mutants, Ghouls and Robots)Prerequisites: Combat Skill 16+Game Effect: Opponents can't make called shots with thrown weapons orfirearms when you are within 1 hex and are only holding melee weaponsor are unarmed. They also suffer a -1 penalty to hit with those weaponsagainst all targets.Junk Merchant [5] (Humans and Ghouls Only)Prerequisites: Merchant 12+Game Effect: When selling items that have a base value <strong>of</strong> 1-5bottlecaps, the character gains a +2 bonus to all Merchant skill checks.Suicide King [1] (Humans, Super-Mutants and Ghouls)Prerequisites: Fast-Talk 16+ and a Reaction Bonus total <strong>of</strong> +2 ormore.Benefit: You have a way <strong>of</strong> talking people into to doing things against theirbetter judgment (such as talking people into staying in combat when thelead is thick in the air and they've already been plugged in the gut). Whenany PC/NPC in range <strong>of</strong> your voice needs to test their morale in combat,they do so with +3 bonus.14

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