Saturday, April 30, 2011

A-Z Fallout lore

Z is for Zombie

A zombie is an undead corpse, originating from certain pre-War religious beliefs and popularized by fiction films and entertainment. While it is sometimes used as a derogatory term for zealous cultists perceived to have no free will of their own, it is most often used by bigoted wastelanders as a deeply offensive racial slur referring to Ghouls. The corpse-like appearance of Ghouls, the slow shuffle with which the more decrepit move and the ignorance or unwillingness of some to differentiate between feral and intelligent Ghouls, have led to such slurs as brain eater and zombie. This also popularized the belief that Ghouls can only be killed by shooting them in the head. Ghouls in turn often refer to normal humans as smoothskins, while Super Mutants often use the term bleeders. Many posthumans, such as Ghouls and Super Mutants, suffer from inequal treatment by normal humans, ranging from name calling, racial segregation to outright hostility, in the most extreme cases even leading to lynchings or slavery. As of yet very few places in New California have managed to create a truly open, harmonious society where all races are accepted and considered equal. Racial discrimination is outlawed in the NCR, though as always societal viewpoints are slower to evolve than legislative ones. Nevertheless the ranks of the NCR military and Rangers are among the most diverse to be found and the status of posthumans is changing for the better.

Friday, April 29, 2011

A-Z Fallout lore

Y is for Yuma Flats Energy Consortium

Yuma Flats is a household name for scavengers, sure to bring dollar signs to their eyes. Specializing in high-energy weapons research, the Yuma Flats Energy Consortium produced some of the most powerful pulse weapons available before the War. Though branded as pulse weapons, the YK models of Yuma Flats are not actually electromagnetic pulse weapons, but rather fire electrical pulses, especially effective at burning through heavy armor and disintegrating biological matter. It is assumed that true EMP weapons for use against electronic targets never saw successful mass production, or all existing copies were lost after the War. The Consortium's initial designs led to the development of a lightweight electrical pulse pistol, the YK32. Due to its bulk and inordinate energy usage the pulse pistol never became popular and was quickly phased out by the YK42B pulse rifle, allowing for greater range and energy capacity. These highly advanced rifles were rare even before the War, distributed only to select army units, and are understandbly seldom found in the wasteland, making a functional Yuma Flats gun a very lucrative find.

Thursday, April 28, 2011

A-Z Fallout lore

X is for Xander root

Xander root is a bulbous, tuberous root, used predominantly in tribal medicine for its mild healing properties. The root is only found growing in the wild, usually around rocky outcrops or near withered vegetation and can be identified by skilled outdoorsmen by its exposed head and tall green leaves, jutting out from a small earthen mound. By itself the ingestion of the bland tasting but nutritious root has only a negligible restorative effect on one's constitution. Tribal medicine men and women however make use of the root in combination with ground up Broc flower to make a much more potent, though slightly narcotic, healing powder. The ascribed healing properties of Xander root have been ascertained by medical science as well. In the absence of proper synthesized chemicals, the root is sometimes used as an ingredient in stimpak production, though the scarcity of the root and failure to cultivate it makes this process impractical on a larger scale.

Wednesday, April 27, 2011

A-Z Fallout lore

W is for the Water Merchants

The Water Merchants are one of the largest and wealthiest caravan companies in the NCR, specializing in transporting water across the wasteland. The Water Merchants and their closest competitors, the Far Go Traders and the Crimson Caravan, together are known as the Big Three, all originating from and keeping their headquarters in the Hub. The Merchants rose to prominence in the early 22nd century during the turmoil that followed after Angus, the founder and governor of the town, was murdered. The Merchants seized control of the oasis’ water tower and started demanding tolls of rival companies for access to the water supply. This led to the conflict known by the Hubbers as the Great Merchant Wars. The Merchants sealed up the town but were outnumbered, and a standoff ensued. The situation lasted for two years until a settlement was negotatiated, leading to the creation of the Hub’s central council, consisting of two representatives of each caravan company and chaired by a law officer, now the NCR governor. The council succeeded in restoring the peace in the Hub and eventually the existing status quo between the caravan groups was grudgingly accepted. It was through backing from the council that bottle caps later came to be accepted as the regional currency, which led to bottle caps also being refered to as „Hub bucks“ in their heyday. Now as part of the NCR, the Hub’s merchant groups have managed to further increase their influence, using their economic weight to gain a foothold in top political circles as well. The scarcity of fresh water sources in many areas of the wasteland ensure the Water Merchants’ continued prosperity, and caravans set out on a daily basis from the Merchants' district in the Hub, dominated by the water tower, to other towns in the region.

Tuesday, April 26, 2011

A-Z Fallout lore

V is for the Vault Dweller

The Vault Dweller, or the Stranger, is a semi-legendary figure, featured in tales from the time of the foundation of the New California Republic. In general, a vault dweller is an inhabitant of one of the large fallout shelters constructed before the War by Vault-Tec Industries, called Vaults. When a story makes mention of the Vault Dweller, it refers specifically to the enigmatic wanderer who traveled the Californian wasteland almost a century ago, claiming to have come from Vault 13. Many heroic deeds (and also some less savory ones) have been attributed to the Vault Dweller, though it’s almost certain much of it is of later fabrication or at least widely exaggerated. Famously the Vault Dweller is said to have defeated the Master, the leader of a united Super Mutant army, and saved the settlement of Shady Sands from brutal raider attacks. Inhabitants of New Arroyo, a town far to the north, claim that later in his life the Vault Dweller, with some like-minded souls, settled the small tribal village that lay at its foundation. Here also is kept the manuscript known as the Vault Dweller’s memoirs, supposedly written by the man himself shortly before his death. Of great interest to those who study the wasteland’s history and legends, as well as scavengers looking for the places from these tales, the document is however very rarely shown to outsiders. After the Vault Dweller’s journeys, scavengers started looking for Vault 13, and for many years such expeditions were even sponsored by President Tandi, though in the end none of them ever managed to find its location. Eventually most have come to view Vault 13 as just another place of legend from the old world, like the Big Empty or the Sierra Madre. Those who believe the Vault Dweller never actually came from Vault 13 often call him the Stranger instead. Be it as it may, to this day the Vault Dweller is still revered or remembered by many wastelanders, and his legacy lives on in a multitude of stories. A statue in his honor was erected in front of the Hall of Congress in NCR Capital. The dedication reads:

“To the Stranger and Vault 13: What doesn't exist, we must sometimes dream and let our dreams inspire us to greater heights. So it was with the Stranger and his belief in the legend of Vault 13.”

Monday, April 25, 2011

A-Z Fallout lore

U is for Uranium

Uranium is a radioactive element, which in its enriched form is used as the basis of most types of nuclear weapons and as fuel for nuclear power plants. As the world's fossile fuel reserves had almost completely been exhausted in the second half of the 21st century, the realization of economically viable nuclear fusion presented a promising solution to the energy crisis, which the underdeveloped renewable energy industry had failed to do. New power plants were erected, existing ones modified, and even the first weapons and vehicles were produced, taking advantage of sophisticated miniaturized fusion technology. In retrospect, with more time nuclear fusion could probably have averted what ensued; as it was in 2077 the world was still too dependent on oil. The switch to fusion energy only partially completed, and only in the most developed regions, global devastation and nuclear winter followed as the Great War settled the conflict over the last remaining oil reserves. Now more than ever, energy is an extremely valuable commodity, together with fresh water supplies deciding the fate of the various settlements in the wasteland that slowly rose from the ashes. Though the theoretical knowledge of nuclear fusion has been lost, some power plants, generators and equipment survived more or less intact and are now the wasteland's main source of energy. This has in turn created a new dependence, no longer on oil, but on the rare uranium ore. Many prospectors spend their days surveying the wastes in vain, hoping to strike one of the fabled "mother lodes" on their mining claims. Thus far there is only one known source of uranium, and its continuous flow is of vital importance to the major powers in the region. From the mining town of Broken Hills regular caravans leave for Vault City, Gecko and the NCR, trading uranium for medical supplies, cattle or money. The mining operation is often cited by proponents as an example of how the harmonious coexistence of humans and post-humans can benefit all those involved. The uranium ore is mined by teams of Super Mutants, who seem impervious to the harmful radiation. The town's refinery is operated by Ghouls, benefiting from the stores of technical know-how accumulated in their extended life spans. The business side and organization of caravans is handled by the regular humans. The uranium trade is so crucial that even those inimical to mutants see themselves forced to deal with Broken Hills. However, the risk of disrupting the uranium flow and Broken Hills' isolated location act as a strong deterrent to those who would consider taking over the town by force.

Sunday, April 24, 2011

Additional Edges/Hindrances

Some additional Fallout Traits and Perks savaged to Hindrances and Edges:

Edges

Veteran: - Size Matters (St d12, Bracing, Super Mutant): Can fire a heavy weapon using only one hand
Legendary: - Silent Death (Ag d12, Fighting d10, Ghost): If a stealth attack succeeds, gain The Drop

Hindrances

- Bruiser (Minor): The hero is a little bigger than most, but also a little slower. Discard a drawn face card for a new card
- Small Frame (Minor): The hero has a very slight build, reducing his carrying capacity. May only carry St x 3 unencumbered. Human only
- Schizophrenic (Minor): Prolonged use of stealth technology has left the hero paranoid and delusional. The character often experiences hallucinations or suffers from a split personality. Additionally the character suffers a -2 penalty to Notice checks. Super Mutant only

changed following Hindrances:

- Kamikaze (Major): The hero never pays any attention to defence, he/she always prefers to press the attack. Parry is limited to the character’s Fighting skill / 2
- Night Person (Minor): As a night-time person, you are more awake when the sun goes down. Your perception and intelligence are dulled during the day. -2 to Smarts-based skill checks during the daytime