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Old 04-25-2009, 05:43 PM   #1
Tectuctitlay
 
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Default GURPS Fallout version 3.0

I've just uploaded version 3.0 of the GURPS Fallout document (20+ new pages of information!). Changes include:

- All changes suggested by the forum community for version 2.0

- Expanded background information

- Rewritten and expanded Vault chapter

- All major settlements from Fallout 3

- Optional new PC race: Grey Tribe Deathclaw

- Expanded equipment section (includes weapons from Fallout 3)

- Rewritten and expanded vehicle section (including full customization rules - you can finally have that Mad Max style death-cart!)

- New Appendix: Designing ruins

- Rewritten and expanded scavenging rules
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Old 04-25-2009, 10:16 PM   #2
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Default Re: GURPS Fallout version 3.0

Magnificently Done!

Kudos to you and the other fans who put this together. Impressive.
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Old 04-25-2009, 10:59 PM   #3
weby
 
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Default Re: GURPS Fallout version 3.0

Looks good.

Have few comments:

Maybe dividie the settlements by area instead of listing all in alphabetical order.

Specific things:
Quote:
Steady Arm [+6]
Prerequisites: SM+1 or more (Super Mutant) or Robot, ST 12+
Game Effect: Because of the great bulk and stability of the
character, he can ignore -1 worth of weapon recoil penalty, this
reduction is in addition to any high ST recoil reduction and could
make many small arms effectively recoilless for the character
Note: that even recoilless weapons like lasers have RCL -1 so mentioning that minimum of -1 might be good..

Quote:
Light Frame [+5]
DX +1. Heavy Enc max threshold is 8x ST.
This looks somehow like 3rd edition(as heavy was 12*ST normally).. 4th uses multiples of BL..

Under mininuke you have:
Quote:
(due to rarity as well as power – there where only
7 available to scrounge in the entire Capital Wasteland).
Hmm.. why only 7 according to your conversion? (there were more than 50 in the game)
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Old 04-25-2009, 11:06 PM   #4
Tectuctitlay
 
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Default Re: GURPS Fallout version 3.0

Quote:
Hmm.. why only 7 according to your conversion? (there were more than 50 in the game)
Thought I read that someplace... But going by the "mini-nuke" entry on the Fallout wiki, it looks like you're right.

Quote:
This looks somehow like 3rd edition(as heavy was 12*ST normally).. 4th uses multiples of BL..
Version 1.0 was for 3rd edition GURPS... So that's slipped through 2 re-writes now. Thanks!

Last edited by Tectuctitlay; 04-25-2009 at 11:10 PM.
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Old 04-25-2009, 11:11 PM   #5
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Default Re: GURPS Fallout version 3.0

Quote:
Originally Posted by weby
Quote:
Steady Arm [+6]
Prerequisites: SM+1 or more (Super Mutant) or Robot, ST 12+
Game Effect: Because of the great bulk and stability of the
character, he can ignore -1 worth of weapon recoil penalty, this
reduction is in addition to any high ST recoil reduction and could
make many small arms effectively recoilless for the character
Note: that even recoilless weapons like lasers have RCL -1 so mentioning that minimum of -1 might be good.
Actually, Recoil in 4e is no longer a penalty; Bulk is the weapon stat that gives a penalty in various circumstances. Hence I'd consider revising this trait to either reducing Recoil by 1 to a minimum of 1, indicating more shots hit when using rapid fire rules, or shifting the Bulk penalty towards the positive by 1, to a maximum of 0.
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