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GURPS Fallout Character Stuff

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GURPS Fallout Character Stuff

Post by Aaron on Wed Aug 31, 2016 4:09 pm

Character sheets etc go here.

Direct link to GURPS Basic .pdf
http://cs5743.vk.me/u3987598/docs/fddb3f7d60a5/GURPS_-_4th_Edition_-_Basic_Set.pdf?extra=-zOvZ5W1UNvHikcNLXEIDNsZHD6_9EdPmsYM7NvByjuYogljlV_8FgTa2CPO3AGFtbGd1I_GM1RKpqkeeJ2hQBJqqVAsO1E8wZR8ou3S

Direct link to GURPS Fallout:
http://gurps.fallout.free.fr/data/GURPS_Fallout_compilation.pdf

GURPS High Tech .pdf
http://gametable.pbworks.com/f/GURPS+-+4th+Edition+-+High-Tech.pdf

GURPS Real world weapons tables:
https://wiki.rpg.net/index.php/GURPS_Weapons


Last edited by Aaron on Fri Sep 02, 2016 2:33 pm; edited 4 times in total (Reason for editing : I am your redeemer!)
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Re: GURPS Fallout Character Stuff

Post by Deepcrush on Thu Sep 01, 2016 2:51 pm

Besrin Orrson
Skills = 74 of 75

Small Arms -10 pts
Athletics -10 pts
Outlaw -12
Outdoorsman -14
Rank Sergeant - 15

Adv/Dis
Alert -5 pts  = hearing +5, light sleeper
Bruiser -8 pts = DR+2 (crushing only) HP+4, Str +2, DX -1

Gear
Wgt – Item – bonus
4 – Survival kit –
20 – 40x MRE (.5 each) – single day meals.
X – Lighter – 100/100
1 – Personal Water Purifier  400/400
X – Rad Tab – Personal Radiation Warning
3 – Etool –
.5 – flashlight
2 – 4x flares (.5 each)
X – NCO access card
3 - Solo tent
3 - Small backpack
2 - Utility belt
5 - Mixed survival clothing
TOTAL WGT = 43.5

Armor & Weapon
Wgt – item – bonus
8 – Las Carbine 5d dmg, 3 ROF, range 700/2100 + Tel sight Lvl 3
8 – 4x Micro fusion cells (2 wgt each) 20 shots each
3.5- DE .357 3d-1 dmg, 3 ROF,range 185/2000
3 - 5x .357 mags 9rds each
12.5- Frag helm +visor/gas/NVG DR=6
35 - Torso/Neck/Shoulders - Metal Armor Mk2 DR=6
8 - Legs/Arms - Leather Armor mk2 DR=3
TOTAL WGT = 78

Overall wgt = 121.5


Last edited by Deepcrush on Thu Sep 01, 2016 8:24 pm; edited 1 time in total
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Re: GURPS Fallout Character Stuff

Post by mikey on Thu Sep 01, 2016 7:37 pm

Cooper "Coop" Dale
100 CP
5'8"; 162 lbs.; 35 years old
hair/beard brown; eyes hazel
ST: 11     HP: 11
DX: 11     Will: 13
IQ: 13     Per: 13
HT: 10     FP: 10

Traits
Light Frame

Advantages
Charisma (2)
Intuition

Disadvantages
Greed
Bad Back

Skills
Streetwise 14
Fast-Talk 14
Merchant 14
Small Arms (TL 4-7) 13
Teamster 12
Carousing 12
Brawling 12
Traps 12
Lockpicking 12
Animal Handling (mammal) 11
Area Knowledge (north/central Plains) 12
Area Knowledge (Ratwater vicinity) 13
Armory (small arms) 11
First Aid 12
Fishing 12
Knot-Tying 11
Machinist 11
Navigation (Land) 11
Scrounging 12
Holdout 12
Filch 10
Mechanic (Alcohol) 11
Stealth 11

Gear
brass knuckles
H&K USP Tactical, 2 extra mags
IWI Galil, 3 extra mags
leather armor Mk II
frag helmet w/ visor
respirator mask, 3 extra filters
water flask
nightvision goggles
yellow ID card
portable toolkit (armory, machinist)
gun cleaning kit
advanced lockpicks
compass
binoculars
first aid kit
fishing outfit
basic toolkit (mechanic)
sleeping bag

Younger brother of "Trapper" Dale, Coop is also somewhat of his opposite; Coop is happy to maintain the day-to-day of their dad's general store/outfitter, and even happier to leave the trapping and herding details to his brother.  He's looking forward to adding "dive bar" to the list of roles which the Dales' shop fills, continuing the legacy of his motto: "No fee too high."  When told that healthy brahmin can go for up to 1000bc per head, Coop's first thought was to wonder if that meant he could charge twice for each two-headed steer.  His greed is mitigated, however, by his loyalty to his big brother and his obvious affection for the store's alarm/night watchman/greeter - a black-mouth cur named Billy.


Last edited by mikey on Mon Sep 05, 2016 10:39 am; edited 6 times in total
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Re: GURPS Fallout Character Stuff

Post by Aaron on Sat Sep 03, 2016 9:31 am

Joe "Trapper" Dale  (99 Points)
Player Name:
Height: 6 feet
Weight: 175lbs
Age: 40
Hair/Beard: Grey
Eyes: Blue
ATTS: ST 10; DX 12; IQ 12 ; HT 10  
Damage 1d-2/1d;
BL 20 lbs.;
HP 11
Will 12
Per 12
FP 10
Basic Speed 5
Basic Move 5
Block -;
Dodge 8;
Parry -.


Languages: English (Spoken: Native, Written: Native)

Traits:
Light Frame (DX+1, Max Enc 8xST)

Disadvantages
Bloodlust, Weirdness Magnet


Skills
Area Knowledge (Ratwater and area)
Animal Handling (Livestock) 12
Axe/Mace 12
Blacksmith 12
Brawling  12
Carousing  12
Camouflage 12
Carpentry 11
Diagnosis 12
Electrician 11
Farming 11
First Aid/TL4-6 12
Fishing 12
Hiking 12
Knot Tying 12  
Machinist TL4-6 12
Mechanic/TL4-6(generators, backyard power systems) 12
Merchant 11
Naturalist 12
Navigation 12
Observation 12
Survival 12
Teamster 12
Tracking 12
Traps/TL 4-6 12
Small Arms

Talents

Ranger (+2 to Tracking and Survival)

Equipment:

Winchester 1894 in .30-30, 40 rounds in bandolier, 7.2lbs
S&W Model 10 M&P .38 spc, 18x .38spc in pouch on utility belt. 2.6lbs
Hatchet, 2lbs
Combat Leather Jacket, 7lbs
Rawhide type hat
Small backpack, 3lb
Utility belt, 2lbs
Bandolier, 2lb
Bedroll, 15lb
Canteen, 1lb
Jerky, 1lb
Lighter, neg
First Aid kit, has healing powder and assorted bandages, 5lb
Minor trapping supplies; heavy wire, snare wire, 1lb
Gun cleaning kit, 1lb
Binos, 2lbs
Compass, neg
Map of Ratwater and area, bearings to settlements they trade with
Survival Kit, 4lbs
Survival knife, 1.5lbs
Multitool .5lb

55.4lbs total

Brother to Coop and owner of the towns (Ratwater) only general store and brahmin herd. Though their father officially left control of the business to him, Joe prefers to spend his time either on the trap line, with the brahmin or hunting and leaves the day to day and finances to Coop.


Last edited by Aaron on Mon Sep 05, 2016 4:37 pm; edited 1 time in total
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Brahmin Carts

Post by Aaron on Sat Sep 03, 2016 10:06 pm

Fallout RPG Brahmin Carts

The brahmin drive has two,

HP: 50, Hnd/SR: -4/6, HT:20, Move: 3/7, Lwt.: 1.1, load: 0.8, SM +2, Occ.: 1+1, DR: 4, loc.: 2d 2e 4w

One contains most of the supplies purchased for the settlement and store, mostly things like glass, hardware that can't be made at Ratwater (screws! axe heads, that sort of thing), medical supplies, enough mash for the still to run for a month plus still parts that are tricky to make, ammunition, reloading supplies, pipe, canvas, salt, traps, etc. Anything that we could reasonably assume to need. The rest is taken up by feed for the cart brahmin.

The other holds the characters effects (if you choose) as well as supplies for the drive.
-rations; jerky, canned food, lots of Blamco Mac & Cheese
-3x 2 man tents
-4x oil lanterns
-5 litres oil (this is made from animal fat)
-firewood
-metal tripod
-metal pot to hang from tripod
-water rations
-enough bowls, cups etc for six
-spare ammunition
-first aid kit
-healing powder
-halazone tablets
-personal water purifier
-couple cases of Nuka Cola
-6x respirator masks, 2 filters each
-case of cigarette lighters
-salt tablets
-shovels, picks, saws, axes, suitable for clearing obstacles
-case of flares
-emergency life raft
-1x "sea kettle", HT pg57


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Re: GURPS Fallout Character Stuff

Post by mikey on Sun Sep 04, 2016 7:44 pm

Link to a fillable character sheet, autocalculates weights, CP totals, secondary characteristics:

http://www.themook.net/downloads/index.php?act=view&id=80
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Re: GURPS Fallout Character Stuff

Post by Cypher on Sun Sep 18, 2016 10:14 pm

So at 100 points i have:
Small arms
Melee combat
Bluff master
Ghoul
Gunner
Bonsai
Cancerous growth
Magnetic personality lv 1
Bloody mess
Fast shot
Rank 2
Die hard
Stunt man
And floating 1 point

Cypher
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Re: GURPS Fallout Character Stuff

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