Adaptations‎ > ‎Fallout‎ > ‎


I've posted an equipment list, as well as a HD prefab file (see attachments below). This is a first pass on the equipment - please comment if you notice any issues or have any questions.

Weapons are complete. 


Armor is mostly complete. The effects have not been converted - Skill bonuses will be +5 = +1 OCV or Skill, Characteristic bonuses will follow guidelines.
rPD & rED have not been adjusted beyond my base assessment.
H stands for Hardened.

Armor Add-Ons

Nothing has been done with this yet.


UOO: Usable On Others as a full phase action
Time = # of Phases to Consume as a Recovery Action (Drinks do not require a Recovery action)


Each dose taken while another is in effect increases the addiction chance by +1 cumulative for each subsequent dose.
Drinks require a full phase action to consume
Drugs require a 1/2 phase action to take
Special require a full phase action to activate/apply


For more information, please review the Fallout 3 Wiki
Condition of item is equal to Repair Skill (either Mechanics, Electronics, or Weaponsmith) at -3. If 2 schematics are used, the condition is at Repair, and if 3 schematics are used the condition is Repair +3 but cannot be higher than 17.
A workbench is required to assemble the items.


Each book provides the ability for a single character to improve a skill at half the normal XP cost for +1 skill level. 


Each provides the ability for a single character to improve a characteristic, which is normally not allowed once the game starts (as a campaign guideline).
Skill Bobbleheads provide a +1 skill level at no cost to the character.
In Fallout, Bobbleheads cannot be sold. They are usable once and then provide no further benefit.

Fallout Equipment

Shane Harsch,
Aug 29, 2010, 6:28 AM
Shane Harsch,
Aug 29, 2010, 6:36 AM