GURPS: FALLOUT - Fallout GURPS - Free
GURPS: FALLOUT - Fallout GURPS - Free
GURPS: FALLOUT - Fallout GURPS - Free
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Brotherhood of Steel Rank<br />
Cost Level Knight Scribe<br />
0 0 Initiate<br />
5 1 Senior Initiate<br />
10 2 Apprentice<br />
15 3 Journeyman<br />
20 4 Senior Knight Senior Scribe<br />
25 5 Head Knight Head Scribe<br />
30 6 Junior Paladin<br />
35 7 Paladin<br />
40 8 Senior Paladin<br />
45 9 Head Paladin<br />
50 10 Elder<br />
Military rank in the Enclave follows the model of the old U.S. Army. I have<br />
divided the ranks into Enlisted and Officer ranks:<br />
Enclave Enlisted Rank<br />
Point Cost Enlisted<br />
Rank<br />
Rank<br />
0 0 Private<br />
5 1 Private 1 st class<br />
10 2 Corporal<br />
15 3 Sergeant<br />
20 4 Staff Sergeant<br />
25 5 Sergeant 1 st class<br />
30 6 First Sergeant<br />
35 7 Sergeant Major<br />
40 8 Warrant Officer<br />
45 9 Chief Warrant Officer 2<br />
50 10 Chief Warrant Officer 3<br />
55 11 Chief Warrant Officer 4<br />
60 12 Master Chief Warrant Officer<br />
Enclave Officer Rank<br />
Point Cost Officer<br />
Rank<br />
Rank<br />
10 1 Second Lieutenant<br />
20 2 First Lieutenant<br />
30 3 Captain<br />
40 4 Major<br />
50 5 Lieutenant Colonel<br />
60 6 Colonel<br />
70 7 Brigadier General<br />
80 8 Major General<br />
90 9 Lieutenant General<br />
100 10 General<br />
Police Rank: The only known organized police force in the waste is the<br />
Vault City Guard. There are just three ranks in this organization, all are<br />
shown below:<br />
Vault City Guard Rank<br />
Point Cost Rank Title<br />
0 0 Guard<br />
5 1 Sergeant<br />
10 2 Captain of the Guard<br />
Religious Rank: All of the old religious orders are dust, and a new order<br />
has yet to arise (aside from a few cults such as the Hubologists and the<br />
Children of the Cathedral). Thus, Religious rank is not used.<br />
Status (Page B28-29)<br />
With the breakdown of society, status becomes much more compressed.<br />
Status of greater than 2 should not be allowed at campaign start. Here are<br />
examples of social status with associated costs of living.<br />
Wealth<br />
Status and Monthly Cost of Living<br />
Level Example Monthly Cost of Living<br />
4 Mayor of a large town $2500<br />
3 Mayor of a town $1500<br />
2 Village Leader $800<br />
1 Technician, Doctor $400<br />
0 Ordinary person $200<br />
-1 Poor $100<br />
-2 Tribal $75<br />
-3 Beggar $50<br />
-4 Slave $50<br />
The Wealth advantage should only be allowed at Wealthy or lower at<br />
campaign start. There exists a strong barter economy in the wases, where<br />
services and goods are often paid in kind. The wealth of a farmer will be<br />
expressed in the amount of land he holds and how many animals he<br />
owns. A local Mayor may have little spare money, but may have large<br />
amounts of land and a sizable home.<br />
Disadvantages<br />
Cursed (Page B129)<br />
Cursed is never recommended as a disadvantage for a player character. It<br />
ensures a very short lifespan for the character and probably spoils all<br />
enjoyment for the player.<br />
Destiny (Page B131)<br />
The Destiny disadvantage is not allowed.<br />
Skills<br />
Wildcard Skills (Page B175)<br />
Bows! skill is available. It allows the character to use any and all bows,<br />
crossbows and slingshot type weapons, including siege engines. Bows! is<br />
DX/Hard.<br />
Guns! skill is like above, except it works for all firearms and IQ bonus is<br />
applicable (as for the normal guns skills).<br />
Melee! skill works for all close combat weapons, it is DX/Hard. However,<br />
while using this Wildcard skill, any special weapon-type specific bonuses<br />
like increased parry are lost.<br />
Tactics (Page B224)<br />
Optional Specializations for the Tactics IQ/Hard skill include; Air, Land, Sea<br />
and Urban.<br />
The Vault City Guard act as a universal police force, enforcing the law<br />
within town, defending it and securing Vault City perimeter. The Captain of<br />
the Guard reports directly to the First Citizen.<br />
28