29.01.2015 Views

GURPS: FALLOUT - Fallout GURPS - Free

GURPS: FALLOUT - Fallout GURPS - Free

GURPS: FALLOUT - Fallout GURPS - Free

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Starting Money<br />

Chapter 12: Equipment<br />

Average starting money is 1000 Bottlecaps, all of it available for gear. 1<br />

Bottlecap = 1 <strong>GURPS</strong> $ = 1 liter (quart) of clean drinking water<br />

(Value of Bottlecaps are backed by the Water Merchants of the Hub, the<br />

largest trading city of the California region.). If adventuring in the Midwest,<br />

Pulltabs (pt) take the place of Bottlecaps (bc) among the tribesmen of the<br />

area (at the same monetary value). Yet another common form of currency<br />

is Brotherhood of Steel scrip (1 bs = 1 bc (or pt) = 1 liter of water), which<br />

only has value in a Brotherhood bunker.<br />

Heroes may be Dead Broke (0 bc), Poor (200 bc), Struggling (500 bc),<br />

Comfortable (2000 bc), or Wealthy (5000 bc) at the usual point costs. Very<br />

Wealthy and Filthy Rich is off-limits (at least at character creation – see<br />

the Advantages section, page 27).<br />

Signature Gear<br />

Any adventurer may designate a nonexpendable item as Signature Gear<br />

and pay 1 point (instead of cash) per 500 bc in value. This makes it part of<br />

his abilities, buying the GM’s word that he won’t often be without it. The<br />

GM has the final say on what may be purchased i this manner.<br />

Extra Money<br />

In addition, starting characters may trading points for money (p. B26).<br />

Since Signature Gear is worth 500 bc / point, it’s fair to give the same<br />

oomph to those blowing points on things that do risk being broken or worn<br />

out. Each point sacrificed yields 500 bc – not merely 100 bc – in extra<br />

starting money. Dead Broke PCs cannot do this! To encourage<br />

adventurers to go on adventures, this option isn’t available after the<br />

campaign begins.<br />

Equipment Quality<br />

Very Cheap equipment costs 1/4 normal cost, Cheap equipment costs 1/2<br />

cost. Cheap weapons are at -1 to Acc, Very Cheap weapons suffer twice<br />

as severe penalties. Armor and other items which are not weapons have<br />

'Ablative' DR if cheap, and ablate twice as fast if very cheap (when<br />

DR reaches zero, the item is broken).<br />

Fuel Costs<br />

Fossil based fuels like Gasoline are scarce and cost at least x10 times the<br />

normal price when available. On the other hand, renewable fuels like<br />

wood, coal, hydrogen or methanol cost only 1x the price where available<br />

at considerable quantities.<br />

Notes on Equipment List:<br />

• All equipment is TL 7 unless otherwise noted.<br />

• 'Rolls to Build' = Skill rolls with modifiers required to both acquire<br />

the parts and to build the item.<br />

• 'Design Blueprints' = The minimum time required to design the<br />

item.<br />

• 'Limited Production' = The minimum time required to build the<br />

item, after the necessary parts have been acquired.<br />

Hazard Detection Devices<br />

Item Weight Cost (bc)<br />

Geiger Counter 4 200<br />

Chemical Sensor 1 200<br />

RadTab Neg. 30<br />

Hazard Detection Devices<br />

There are various types of chemical/biological/nuclear detection devices<br />

available; some are hand-held devices, some are worked into clothing,<br />

others are mounted on helmets and gloves. The numerous models,<br />

produced during the final stages of civilization’s wars, vary in size, shape,<br />

color, and name, but pretty much work the same. The three main types are<br />

as follows:<br />

Chemical Sensor: These devices, typically hand-held and possessing a<br />

microphone-like protrusion, detect the general presence of toxic chemical<br />

gasses in the vicinity. Such an item detects only chemical agents (not<br />

radiation), including hazardous chemicals (any form), chemical<br />

contaminants, and various nerve/irritant/blood agents. A chemical sensor’s<br />

range is 50 ft. Works with a small energy cell for up to a month per charging.<br />

Skill to use: Electronics Operation(Sensors) or NBC Warfare<br />

Durability: PD 3, DR 5, HP 3<br />

Rolls to build: Scrounging -5, Engineer(Electric) +0<br />

Tools: Basic Toolkit (Electronics)<br />

Design Blueprints: 14 hours<br />

Limited Production: 5 hours<br />

Geiger Counter: This durable piece of equipment is capable of measuring<br />

radiation, either in immediate surroundings, or with a more focused<br />

scanning with a small probe. Measures radiation in roentgens or rads.<br />

Works with a small energy cell for up to a month per charging. Its<br />

electronics are hardened to withstand EMPs.<br />

Skill to use: Electronics Operation(Sensors) or NBC Warfare<br />

Durability: PD 3, DR 5, HP 3<br />

Rolls to build: Scrounging -5, Engineer(Electric) +0<br />

Tools: Basic Toolkit (Electronics)<br />

Design Blueprints: 14 hours<br />

Limited Production: 5 hours<br />

Rad Tab: Such items come in all shapes and sizes, but are usually installed<br />

as a colored strip on an I.D. badge, arm band, etc. The strip changes color<br />

when the wearer comes close to dangerous radiation level areas. Such an<br />

item changes from black to yellow at mild levels, yellow to orange at low<br />

levels, and orange to red at moderate levels or more. After exposure to<br />

radiation, a Rad Tab cannot be used again. Range is immediate.<br />

Survival Gear<br />

Item Weight Cost (bc)<br />

Respirator Mask neg. 20<br />

Respirator Mask NBC-Filters neg. 10<br />

Cigarette Lighter neg. 100<br />

Emergency Raft 2 100<br />

Halazone Tablets neg. 50<br />

Personal Water Purifier 1 60<br />

Water Flask 1 10<br />

Waterproof Matches neg. 2<br />

Cooling Suit (TL8) 5 600<br />

Magnesium Firestarter neg. 35<br />

Salt Pills neg. 20<br />

Survival Kit 4 300<br />

Light Rod neg. 15<br />

36

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!