03-30-2020, 12:03 AM | #1 |
Join Date: May 2014
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[AtE] Combination Gadget: Fallout's Pip-Boy
I've had some additional time to work on my Fallout adaptation and I was hoping for some assistance with my take on the Pip-Boy. I'm working off of the Pip-Boy 3000 featured in Fallouts 3, New Vegas, & 4. A few notes about the components and my assumptions:
Rugged Small Computer from High-Tech: Electricity & Electronics p.37. Fallout is Pre-War TL7+3, so their computers use vacuum tubes. Since the Pip-Boy uses revolutionary miniaturization technology, I assumed it used transistors instead. Overall Complexity is 6 - 4 = 2, which seems about right and, as a bonus, makes the computer compact. System specs from Fallout 4 ("38911 bytes free") made me want to increase storage capacity, but I couldn't find a clear way to do this outside of Steampunk 2: Steam & Shellfire, which suggests +10% cost for +100% storage. With that adjustment, data storage is 50 KB. This makes final price $280. The terminal is a rugged datapad from High-Tech p.21. Rugged biomedical Sensors from Ultra-Tech p.187. The High-Tech versions were too heavy, so I opted to use these instead. Rugged personal dosimeter from High-Tech p.49. The description suggests that the electronics can be miniaturized to fit into a watch. Weight is therefore neg. Rugged GPS Receiver from High-Tech p.53. Like the dosimeter, it can be fit into a watch (so weight is neg.), but price increases $50. Final price is $300. Rugged small Radio from High-Tech p.38-39, with the receive-only option. While I mostly stuck to TL7 capabilities for gadgets, I used the TL8 radio ranges. Final price is $100, final weight is 0.24 lb. (after subtracting batteries). I did not include a flashlight, but will allow the user to adjust the screen brightness of the device to shed light that will illuminate a 1-yd area at the cost of doubling power consumption. For the purposes of combining the gadgets, I assumed that all components could be used at once. Final cost is $1,200, final weight is 0.67 lb., and DR is 4. The cost feels appropriate, and the weight seems realistic but too light for Fallout. I'm considering hardening all the components as well. My questions are:
Last edited by MWnRNC; 03-30-2020 at 12:06 AM. |
03-30-2020, 04:51 AM | #2 | |||
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Re: [AtE] Combination Gadget: Fallout's Pip-Boy
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2 - I'd they are getting what they pay, so I'd say separate TLs. 3 - Again, getting what they paid for, so TL 7. 4 - No... I have always made mine implanted cyberware, so mine ran off of a bio-battery converting blood sugars into power. |
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03-30-2020, 07:38 AM | #3 | |||
Join Date: May 2014
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Re: [AtE] Combination Gadget: Fallout's Pip-Boy
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That's a neat idea. I go back and forth on whether the nuclear batteries in cars, gadgets, etc. are a fun setting conceit that also minimizes book keeping, or just hopelessly silly. |
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03-30-2020, 08:24 AM | #4 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: [AtE] Combination Gadget: Fallout's Pip-Boy
If you would normally give a bonus for having a reference, I'd probably reduce it by 1, both for the tiny screen and also for having to take one hand off what you are doing to look at it.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
03-30-2020, 10:40 AM | #5 |
Join Date: Jun 2013
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Re: [AtE] Combination Gadget: Fallout's Pip-Boy
One important thing to keep in mind in a AtE scenario is that people will try to use any available source of energy for other purposes. The nuclear battery in an old car might be used to power weapon emplacements, spotlights, water purifiers, etc. Someone might try to jury-rig a bypass on their PipBoy to try and power a laser pistol. A broken-down power armor's fusion core may be used to power the grow lights and water pumps of a hydroponics setup. Sure, these aren't options in the games (at least not without mods), but when you switch over to a PnP system this kind of stuff is going to crop up.
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03-30-2020, 01:15 PM | #6 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: [AtE] Combination Gadget: Fallout's Pip-Boy
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It's one reason I would probably use Fallout as inspiration, rather than using it as is.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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03-30-2020, 08:17 PM | #7 | |
Join Date: Jun 2013
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Re: [AtE] Combination Gadget: Fallout's Pip-Boy
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And, of course, the GM should consider other wastelanders doing similar things.
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03-30-2020, 08:17 PM | #8 | ||
Join Date: May 2014
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Re: [AtE] Combination Gadget: Fallout's Pip-Boy
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Definitely this. I want it to be recognizable Fallout, but I'm reserving the right to tweak anything to make sense or just for personal preference. |
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03-31-2020, 02:56 PM | #9 | |
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Re: [AtE] Combination Gadget: Fallout's Pip-Boy
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Add in navigation aids like compass, gps, maps, inertial mapping, etc... all depends on the Fallout you're referencing and how helpful you want the Pip-Boy to be. |
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