recursal/Fanatic-Fandom huggingface dataset:
Mutant Boar

**Mutant Boars** are creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

## Mutant Boat

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**IMMUNE TO RADIATION:** The Mutant Boar reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation.

**GORE:** A Mutant Boar may choose to make a deadlier **TUSK** attack by increasing the Difficulty of the attack by +1. If it succeeds, the attack’s damage increases by +2 .

**KEEN SENSES:** One or more of the Mutant Boar's senses are especially keen; they can attempt to detect creatures or objects which characters normally cannot, and they reduce the Difficulty of all other **PER** tests by 1 (to a minimum of 0).

**BULKY:** The Mutant Boar increase the amount of damage needed to cause an Injury to 7+ and it may pay 1 AP to remove the effects of the Stun Damage Effect. Furthermore, the Mutant Boar increase its HP by 1 per Level.

**TUSK: BODY + Melee** (TN 11), 5  Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Mutant Boar with a successful **END + Survival** test with a Difficulty of 0. This yields 2  portion of Mutant Boar Meat. If an Effect is rolled, this also yields 1 Uncommon Material.
Ananta Châtifort

**Ananta Châtifort** is the Lady of Châtifort Sector; her sister, Eire Châtifort, is the heir to their house.

## Known History

Ananta took over the sector after her parents decided to retire and spend time traveling the galaxy. Although she has an efficient mind for business, her real passion is the luxury foods her district produces. She's known to be able to get through to her sister, Eire, without difficulty.
Vicious

**Vicious** is a damage effect in Fallout: New Orleans.

## Characteristics

I don't even know what that means, honest to God. Vicious deals a bunch of damage. It reads:

* ***Vicious:** The attack inflicts +1 damage for each Effect rolled.*

## Vicious Weapons

* .44 Pistol
* Chainsaw
* Claw Hammer
* Cleaver
* Crowbar
* Double-Barrel Shotgun
* Fat Man
* Hunting Revolver
* Nuka Grenade
* Nuke Mine
* Ripper
Vault 45 Dweller

**Vault 45 Dwellers** are characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**VAULT 45 KID:** Get medically treated? Not in Vault 45! The Vault 45 Dweller ignores the first Injury or Persistent (Poison) Damage Effect they are inflicted during combat, but increase by 1 the Difficulty of **END** tests to resist Diseases.

**EDUCATED:** The Vault 45 Dweller gain an additional Tag Skill.

**UNARMED STRIKE: STR + Unarmed** (TN 6), 2  Physical Damage

**10MM PISTOL: AGI + Small Guns** (TN 9), 7  Physical Damage, Range C, Fire Rate 2, Close Quarters
Pipe Revolver

The **Pipe Revolver** is a weapon in Fallout: New Orleans.

Fallout: New Orleans small guns

## Characteristics

Like the other forms of pipe gun, the pipe revolver is a makeshift or homemade gun, in this case modelled after a revolver. It strikes a balance between the stopping power of the pipe bolt–action, and the fire rate of the pipe gun, and its improvised nature makes it similarly suited for modification.

### Modifications

A Pipe Revolver can accept one each of the following Modifications:

* Barrel
* Grip
* Muzzle
* Receiver
* Sight
Sentry Bot

**Sentry Bots** are robots in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**ROBOT:** The Sentry Bot is a robot. They are immune to the effects of starvation, thirst, and suffocation. They are also immune to Poison and Radiation damage. However, machines cannot use food and drink or other consumables, they do not heal naturally, and the Medicine skill cannot be used to heal them: damage to them must be repaired.

**IMMUNE TO POISON:** The Sentry Bot reduces all Poison Damage suffered to 0 and cannot suffer any damage or effects from poison.

**IMMUNE TO RADIATION:** The Sentry Bot reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from poison.

**IMMUNE TO DISEASE:** The Sentry Bot is immune to the effects of all diseases, and they will never suffer the symptoms of any disease.

**KEEN SENSES:** One or more of the Sentry Bot’s senses are especially keen; they can attempt to detect creatures or objects which characters normally cannot, and they reduce the Difficulty of all other **PER** tests by 1 (to a minimum of 0).

**AGGRESSIVE:** The Sentry Bot is quick to action when it senses prey. When the Sentry Bot enters a scene, immediately generate 1 Action Point. If the Sentry Bot is an ally, then this goes into the group pool. If the it is an enemy, it goes into the GM’s pool.

**SELF-DESTRUCT:** If both of a Sentry Bot’s arms are injured, or it has been reduced to half or fewer of its maximum HP, it will move towards the nearest enemy and use its Major Action to self-destruct. This self-destruct is an attack centered upon itself and destroys the Sentry Bot after it attempts this attack.

**CHAIN GUN: BODY + Guns** (TN 15), 5  Burst, Spread Physical Damage, Fire Rate5, Gatling, Range M

**UNARMED: BODY + Melee** (TN 14), 8  Vicious Physical Damage

**MISSILE LAUNCHER: BODY + Guns** (TN 15), 11  Physical Damage, Blast, Range L

## Inventory

**SALVAGE:** Scavengers can salvage from a destroyed Sentry Bot with a successful <b INT + Science test with a Difficulty of 1. This yields 1 Fusion Core, 2  Common Materials with +1  per AP spent, and each Effect rolled yields 1 Uncommon Material.
Shovel

The **Shovel** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

A shovel with a wooden handle, that despite its significant size does not have a lot of damage output but still can be modified to its simplicity.

### Unique Shovel Modifications

A Shovel can accept one of the following modifications which are installed with the Repair Skill:

Science! 1
Swamp Beaver

**Swamp Beavers** are creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**IMMUNE TO RADIATION:** The Swamp Beaver reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation

**CHEW:** Anyone damaged by the Swamp Beaver's BITE attack has their armor's (if any) Physical DR in that location reduced by 1 until repaired. If the armor's DR is reduced to 0, then that piece of armor is destroyed. Power Armor isunaffected by this ability.

**AQUATIC:** The Swamp Beaver can swim and submerge itself in water indefinitely without needing to come up for air. They suffer no Difficulty increase for attacks or movements made while underwater.

**BITE: BODY + Melee** (TN 8), 6  Piercing 2, Breaking Physical Damage

**TAIL SLAP: BODY + Melee** (TN 8), 5  Stun Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Swamp Beaver with a successful **END + Survival** test with a Difficulty of 0. This yields 1 portion of Swamp Beaver Meat.
Scribe

**Scribes** are characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**THE CHAIN THAT BINDS:** As a Major Action,a Scribe can order a Brotherhood character of lower level to immediately perform a Major Action. The Scribe assists that action with **CHA + Speech**.

**PRE-WAR EXPERTISE:** The Scribe gains a bonus d20 when making tests to examine, identify or use pre-War technology.

**UNARMED STRIKE: STR + Unarmed** (TN 5), 2  Physical damage

**LASER PISTOL: PER + Energy Weapons** (TN 8), 4  Piercing 1 Energy Damage, Fire Rate 2, Range C, Close Quarters

## Inventory

Brotherhood Scribe’s Armor, Laser Pistol, Brotherhood of Steel Holotags, Wealth 2

## Characteristics

Scribes are the recordkeepers and scholars of the Brotherhood of Steel. While they can fight and receive the same basic combat training as any other member, this is not their primary role. Scribes handle the cataloguing, repair, acquisition, and study of any technology that finds its way into the Brotherhood’s hands. They sometimes accompany field units if their expertise is required in retrieving or locating an artifact of importance, but most Scribes stay within the base of operations of the chapter
Power Armor

**Power Armor** is a type of apparel in Fallout: New Orleans.

## Modifications

Power Armor mods apply to all the types of armor listed. There are two main kinds of Power Armor mod: systems, that provide additional features to the armor, and plating, which alters the outer surface of the armor. Plating can be applied separately to any individual piece of Power Armor. However, due to size differences, the cost and weight of a plating mod applied to a chest piece is doubled. Raider Power Armor cannot take a plating mod, due to its makeshift nature. Each mod is listed with the skill required to install it.
Tire Iron

The **Tire Iron** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

The tire iron has a rusty appearance and is normally used for loosening nuts from car tires, but has since become utilized as a weapon.

### Unique Tire Iron Modifications

A Tire Iron can accept one of the following modifications which are installed with the Repair Skill:
Pool Cue

The **Pool Cue** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

The pool cue is a long, slim rod of polished wood decorated with colored stripes, used once in cue sports and now reinvented as a easy-to-find makeshift weapon.

### Unique Pool Cue Modifications

A Pool Cue can accept one of the following modifications which are installed with the Repair Skill:
Vault Jumpsuit

**Vault Jumpsuit** is a Clothing item in Fallout: New Orleans.

Fallout: New Orleans Clothing

## Characteristics

The standard garment for all vault inhabitants, provided by Vault-Tec. A close-fitting blue jumpsuit with a golden-yellow strip running around the neck, down the torso, and along the sleeves. This strip is a metallic foil which aids in heat dissipation and works with the suit’s integrated biometric scanners. Each Vault Jumpsuit has a number on the back, signifying which vault it originated from

### Modifications

A Vault Jumpsuit can be modified with an additional protective lining, taking one of the mods below. All Vault Jumpsuit mods are installed with the Repair skill:

* Protective Lining
Vault Boy's Favorite

**Vault Boy's Favorite** is a unique 10mm Pistol in Fallout: New Orleans.

Fallout: New Orleans small guns

**A.V.A.T.S.** When taking the Aim Minor Action, Vault Boy's Favorite gain Piercing 1 for that attack. If the user has a Pip-Boy equipped, Vault Boy's Favorite Range increases by 1 step, gains +1  and the Reliable Quality.

## Background

A prototype developed by Vault-Tec, the A.V.A.T.S Ballistic 10mm Handgun was supposed to be devilered to many of the Vaults across America, but fabrication stopped once the bombs fell. This weapon has a specialized targeting system within its receiver, very much similar to the ones found within Pip-Boys. Although useful by itself, the A.V.A.T.S (Advanced Vault-Tec Assisted Targeting System) was supposed to be tested along with the use of Pip-Boys, that would allow a even better performance for the weapon.

## Characteristics

The Vault-Boy's favorite is a improved model of the regular 10mm Pistol usually found inside Vault-Tec Vaults and used by its dwellers. Ithas a bulkier receiver in order to comport its A.V.A.T.S. linking system, and a vented barrel hid in the weapon's model. The weapon comes with a blue and yellow painting to represent Vault-Tec, and a brand that reads *"Property of Vault-Tec"*.

## Location

Found in Vault 45, in the Overseer's Office inside a locked display (Difficulty 3 **PER + Lockpick** Skill Test). Enter the Overseer's Office through the Research Facilities, the locked display will be inside.

## Notes

* Vault Boy's Favorite is the only weapon in Fallout: New Orleans that interacts specifically with a Pip-Boy.
Super Mutant Behemoth

**Super Mutant Behemoths** are creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**IMMUNE TO RADIATION:** The Super Mutant Behemoth reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation

**IMMUNE TO FEAR:** The Super Mutant Behemoth cannot be intimidated or threatened in any way and will either ignore or attack anyone who attempts to threaten or intimidate it.

**BIG:** The Super Mutant Behemoth is bigger than most characters, towering over them. The creature receives an additional +1 Health Point per Level, but its Defense decreases by 1, to a minimum of 1. Further, it only suffers a Critical Hit if an attack inflicts 7+ Damage (after Damage Resistance) in a single hit, rather than the normal 5+.

**AGGRESSIVE:** The Super Mutant Behemoth is quick to action when it senses prey. When the Super Mutant Behemoth enters a scene, immediately generate 1 Action Point. If the behemoth is an ally, then this goes into the group pool. If it is an enemy, it goes into the GM’s pool.

**GIANT BAT: Body + Melee** (TN 17), 11  Vicious, Breaking Physical damage

**BOULDER THROW: BODY + Guns** (TN 16), 8  Vicious, Stun Physical Damage, Throwing, Range M

## Inventory

**SCAVENGING:** Upon the Super Mutant Behemoths’s death the players can find several items and Caps among its body. Roll 3d20 for the number of Caps that can be found, and 4  for the number of Junk items found. The body may also contain up to two weapons, and 2d20 rounds of ammunition appropriate to the weapons found, at the GM's discretion.

## Characteristics

These are the oldest and the strongest of the super mutant kind. Heavily mutated, Behemoths stand at nearly thirteen-feet tall. Their age and continued mutation have led them to lose the ability to speak like other super mutants, instead they often let out monstrous roars. Even other super mutants have been known to fear behemoths because of their strength and size, as well as their hostility. They carry shopping carts, junk and other large objects attached to their bodies as cover or clothing, and often bats made of large debris and objects. These creatures are mostly solitary or sometimes living alongside other super mutant groups.
Spread

**Spread** is a damage effect in Fallout: New Orleans.

## Characteristics

Spread describes weapons which shots or impact propagates through the air, consequently hitting additional enemies on impact. It reads:

* ***Spread:** For each Effect rolled, your attack inflicts one additional hit on the target. Each additional hit inflicts half the rolled damage (rounded down) and hits a random location even if a specific location was targeted for the initial attack.*
Kamau Afarsi

**Kamau Afarsi** is a rising star in the realm of Theatrical Warfare, with many expecting the general to pose a challenge to Taliesin the Radiant as his skills continue to improve. Known for his violence in the arena, Kamau fits the bad boy persona that appeals to those who are fans of the berserker archetype. His right-hand man is Erel Jinnan.
Berwin Sauzin

**Berwin Sauzin** is one of the younger scions of House Sauzin.

Abound with the privilege of an heir but lacking any of the responsibility of one, Berwin lives in the moment with little concern for the consequences of his actions. A thrill-seeker who lives for his next adrenaline rush, he works as a driver for his House and their allies, but his true passion lies in hoverbikes.
Yao Guai

**Yao Guai** are creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**IMMUNE TO RADIATION:** The Yao Guai reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation

**BIG:** The Yao is bigger than most characters, towering over them. The creature receives an additional +1 Health Point per Level, but its Defense decreases by 1, to a minimum of 1. Further, it only suffers a Critical Hit if an attack inflicts 7+ Damage (after Damage Resistance) in a single hit, rather than the normal 5+.

**AGGRESSIVE:** The Yao Guai is quick to action when it senses prey. When the Yao Guai enters a scene, immediately generate 1 Action Point. If the Yao Guai is an ally, then this goes into the group pool. If it is an enemy, it goes into the GM’s pool.

**CLAWS: BODY + Melee** (TN 14), 9  Vicious Physical Damage

**BITE: BODY + Melee** (TN 14), 10  Piercing 1 Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Yao Guai with a successful **END + Survival** test with a Difficulty of 1. This yields 2  portions of Yao Guai Meat. If an Effect is rolled, then it also yields 2 Common Materials.
Paladin

**Paladins** are characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**POWER ARMOR:** A Brotherhood Paladin wears Power Armor. They use the armor’s STR of 11 instead of their own. They are immune to damage from falling and inflict 3  Physical Damage to all creatures within Reach of their landing. They can breathe underwater and in toxic environments.

**THE CHAIN THAT BINDS:** As a Major Action,a Paladin can order a Brotherhood characterof lower level to immediately perform a Major Action. The Paladin assists that action with **CHA + Speech**.

**WELL-EQUIPPED:** Once per combat, the Paladin may ‘let rip’ with a volley from their Improved Improved Long Laser Rifle. This adds the weapon’s Fire Rate of 2 to the weapon’s damage for a single attack (for 8  total)

**UNARMED STRIKE: STR + Unarmed** (TN 14), 5  Physical damage

**IMPROVED LONG LASER RIFLE: PER + Energy Weapons** (TN 13), 5  Piercing 1 Energy Damage, Range M, Fire Rate 2, Two-Handed

## Inventory

Brotherhood of Steel Uniform, Power Armor Frame, T-60 Helm, T-60 Chest Piece, T-60 Arm, T-60 Leg, Improved Long Laser Rifle, Brotherhood of Steel Holotags, Wealth 2

## Characteristics

Paladins are the prize soldier within the Brotherhood’s forces. Equipped with Power Armor and the best weapons the Brotherhood can offer, they represent the veterans of the Brotherhood and often those who are decorated fighters. Achieving the rank of Paladin requires an individual to show both extreme devotion to the Brotherhood and have an impressive record and is a rank many aspire to achieve.
Ripper

The **Ripper** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

A short-bladed, handheld chainsaw-like device, this model of ripper was used by the US military before the Great War both as a weapon and as a general-purpose cutting tool, however, they are relatively rare finds.

### Unique Ripper Modifications

A Ripper can accept one of the following modifications which are installed with the Repair Skill:
Mister Gutsy

**Mister Gutsy Robots** are characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**ROBOT:** The Mister Gutsy is a robot. They are immune to the effects of starvation, thirst, and suffocation. They are also immune to Poison and Radiation Damage. However, machines cannot use food and drink or other consumables, they do not heal naturally, and the Medicine skill cannot be used to heal them: damage to them must be repaired.

**IMMUNE TO RADIATION:** The Mister Gutsy reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation.

**IMMUNE TO POISON:** The Mister Gutsy reduces all Poison Damage suffered to 0 and cannot suffer any damage or effects from poison.

**IMMUNE TO DISEASE:** The Mister Gutsy is immune to the effects of all diseases, and they will never suffer the symptoms of any disease.

**MISTER HANDY:** The Mister Gutsy has 360° vision, and improved sensory systems that can detect smells, chemicals, and radiation, reducing the difficulty of **PER** tests that rely on sight and smell by 1. It moves through jet propulsion, hovering above the ground, unaffected by difficult terrain or obstacles.

**MISTER GUTSY:** These robots are built for warfare. Attacks from a Mister Gutsy gain+1  Damage and have Mister Gutsy Platingas standard armor. Additionally, if a characterattempts a Speech test to question, reason withor give the Mister Gutsy orders the Difficulty ofthe test increases by 2 if the character is not inmilitary uniform.

**PINCER: STR + Melee Weapons** (TN 9), 4  Physical Damage

**10MM PISTOL: STR + Melee Weapons** (TN 11), 5  Physical Damage, Fire Rate 2, Range C, Close Quarters

**FLAMER: PER + Energy Weapons** (TN 11), 4  Persistent Energy Damage, Fire Rate 1, Range C

## Inventory

**SALVAGE:** Scavengers can salvage from a destroyed Mister Gutsy with a successful **INT** + Science test with a Difficulty of 1. This yields 2d20 Flamer Fuel, 2d20 10mm Ammunition, 2  units of Common Materials with +1  per AP spent, and each Effect rolled yields 1 Uncommon Material.

## Variants

#### Mister Handy

* **Level** decreases by 1, **CHA** increases by 1, **AGI** decreases by 1
* Remove **10MM PISTOL** Attack, Add **BUZZSAW** Attack
* **Big Guns**, **Small Guns** and **Lockpick** decreases by 1, **Explosives** decreases by 3, **Barter**, **Science** and **Speech** increases by 1, **Medicine** increases by 2
* **Small Guns** is un-tagged, **Speech** is a Tag Skill
* Remove **MISTER GUTSY** Special Ability

#### Miss Nanny

* **Level** decreases by 1, **CHA** increases by 1, **AGI** decreases by 1
* Remove **10MM PISTOL** Attack, Add **BUZZSAW** Attack
* **Big Guns**, **Small Guns** and **Lockpick** decreases by 1, **Explosives** decreases by 3, **Barter**, **Science** and **Speech** increases by 1, **Medicine** increases by 2
* **Small Guns** is un-tagged, **Medicine** is a Tag Skill
* Remove **MISTER GUTSY** Special Ability
Pip-Boy

**Pib-Boys** are Utility items in Fallout: New Orleans.

Fallout: New Orleans Tools and Utility Items

## Characteristics

The Pip-Boy has many functionalities built-in its models. Some of them are:

* **PERSONAL STATUS INDICATOR:** Allows the wearer to see a report on their medical condition and wellbeing. Reduce by 1 the Difficulty of tests to medicate yourself, be it using the First-Aid Minor Action or any other method, to a minimum of 1.
* **ACTIVIES LOG:** A complete log of the wearer's ongoing and previous activities, journey and condition. Re-roll 1d20 on **INT** tests related to the wearer's previous quests and/or activities, as well as memories related to memory.
* **HOLOTAPE READER:** An in-built holotape reader that plays audios, displays logs and even run games. Functions as a Holotape Player.
* **COMPASS:** A topographic reader of the region displayed whenever the reader desires, that also marks locations manually. User may spend 1 AP while traveling to reduce the time travelled by 30 minutes per AP spent.
* **RADIO:** A broadcast receiver built-in the device. Functions as a Radio.
* **GEIGER COUNTER:** A radiation level-measurer built in the equipment. Functions as a Geiger Counter.
* **SCREENLIGHT:** An unique function of the Pip-Boys, that shines a light from their screens. Functions as a Flashlight.
* **V.A.T.S:** A system unique to Pip-Boys, for personnal protection. Whenever the user take the Aim Minor Action, they ignore the Difficulty increase for aiming at a specific Hit-Location.

## Notes

* Vault Boy's Favorite, an unique 10mm Pistol, has its Range increased by 1 step, +1  and the Reliable weapon quality if its wielder uses a Pip-Boy.
Pipe Wrench

The **Pipe Wrench** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

The pipe wrench is a heavy metal wrench, speckled with rust and covered in chipped red paint and used as a makeshift weapon.

### Unique Pipe Wrench Modifications

A Pipe Wrench can accept one of the following modifications which are installed with the Repair Skill:
Persistent

**Persistent** is a damage effect in Fallout: New Orleans.

## Characteristics

Persistent describes puncturing weapons, melee or ranged, that pierce through the target's skin and leave them bleeding or somewhat injured to the point where the damage is dealt repeatedly. It also applies to venomous effects. It reads:

* ***Persistent:** If one or more Effects are rolled, the target suffers the weapon’s damage again at the end of their next and subsequent turns, for a number of rounds equal to the number of Effects rolled. The target can spend a major action to make a test to stop persistent damage early, with the difficulty equal to the number of Effects rolled, and the attribute + skill chosen by the GM. Some Persistent weapons may inflict a different type of damage to the weapon, and where this is the case, it will be noted in brackets, for example: Persistent (Poison).*
Neptune's Armory

**Neptune's Armory** is a location in Fishtown in 2287.

## Background

Built on a pre-War large cottage in the commerce of Fishtown, Neptune's Armory was founded in 2281 by Gene and Willy, the two main armorers and blacksmiths of the town at the time. Gene and Willy managed the store for two years before Willy left and built his own store in his cabin: Willy's Smithy.

Willy does not reveal the reason of his quitting to the townsfolk, but discloses it was personal and tells anyone who asks not to trust Gene.

### The Tommygunner Deal

In 2284, a group of Tommygunners came into Fishtown, and approached Gene and Willy in Neptune's Armory. They offered a deal to the merchants: they would secretly resupply the Tommygunners' arsenal in exchange of caps. Willy would not accept the deal, claiming that Tommygunners were "dangerous, murdering, self-absorbed pieces of shit", but Gene happily accepted. Willy then quit the store, afraid that his displeasure towards the deal could endanger him or the town, for Tommygunners are dangerous and have many enemies in the wasteland.

## Layout

Neptune's Armory is painted in navy blue outside, and have many fishing ornaments displayed outside, as well as displays for their weapons and armor. Inside, many of their best products are hung up on the circular roof of the store, like heavy weapons, heavier and more durable armor, and others.

## Loot

Characters inside Neptune's Armory will find:

* A Marine Power Armor set
* A Power Armor Frame
* A Harpoon Gun with 4 + 2 CD Harpoons
* 10 + 5d20 Caps
Miss Nanny

**Miss Nanny Robots** are characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**ROBOT:** The Miss Nanny is a robot. They are immune to the effects of starvation, thirst, and suffocation. They are also immune to Poison and Radiation Damage. However, machines cannot use food and drink or other consumables, they do not heal naturally, and the Medicine skill cannot be used to heal them: damage to them must be repaired.

**IMMUNE TO RADIATION:** The Miss Nanny reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation.

**IMMUNE TO POISON:** The Miss Nanny reduces all Poison Damage suffered to 0 and cannot suffer any damage or effects from poison.

**IMMUNE TO DISEASE:** The Miss Nanny is immune to the effects of all diseases, and they will never suffer the symptoms of any disease.

**MISTER HANDY:** The Miss Nanny has 360° vision, and improved sensory systems that can detect smells, chemicals, and radiation, reducing the difficulty of **PER** tests that rely on sight and smell by 1. It moves through jet propulsion, hovering above the ground, unaffected by difficult terrain or obstacles.

**PINCER: STR + Melee Weapons** (TN 9), 3  Physical Damage

**PINCER: STR + Melee Weapons** (TN 9), 3  Piercing 1 Physical Damage

**FLAMER: PER + Energy Weapons** (TN 10), 3  Persistent Energy Damage, Fire Rate 1, Range C

## Inventory

**SALVAGE:** Scavengers can salvage from a destroyed Miss Nanny with a successful **INT** + Science test with a Difficulty of 1. This yields 2d20 Flamer Fuel, 2  units of Common Materials with +1  per AP spent, and each Effect rolled yields 1 Uncommon Material.

## Variants

#### Mister Handy

* **Repair** increases by 1, **Medicine** decreases by 1
* **Medicine** is un-tagged, **Speech** is a Tag Skill

#### Mister Gutsy

* **Level** increases by 1, **CHA** decreases by 1, **AGI** increases by 1
* Remove **BUZZSAW** Attack, add **10MM PISTOL** Attack
* **Big Guns**, **Small Guns** and **Lockpick** increase by 1, **Explosives** increases by 3, **Barter**, **Science** and **Speech** decrease by 1, **Medicine** decreases by 2
* **Medicine** is un-tagged, **Small Guns** is a Tag Skill
* Add **MISTER GUTSY** Special Ability
House Karna

**House Karna** is one of the many Noble Houses in the Empire. A recently established House, it was raised up from the ruins of House Ghilia after they refused the Empress's latest decree. It currently faces unrest within its sector from traditionalists who believe the House to be made up of "commoners" and do not yet believe the House worthy of following.

## Home Planet and Sector

* **Sector**: Karna
* **Capital** **planet**: Stilian
* **Climate**: Relatively mild, with the coldest Winters reaching 22**°**F (-5°C) and the warmest summers reaching 96°F (35°C)
* **Sidereal** **time**: One day is equivalent to 96 Earth hours, while one year is equivalent to 4 Earth years.
* **Notable** **features**:
	+ It has two moons: Kameun and Eun.
	+ Seasonal variation is slow due to its relatively low axial tilt and circular orbit. As such, it has lengthy winters and summers.
	+ Where planets typically boast a wide range of landforms throughout, an odd approach was taken to Stilian's terraforming process: half the planet is made up of numerous thin, mountainous continents while those on the other side are comprised of larger, mostly-flat plains. Katabatic winds ensure mild, if gusty, climates year round.
Missile Launcher

The **Missile Launcher** is a weapon in Fallout: New Orleans.

Fallout: New Orleans Big Guns

## Characteristics

A refined, highly adaptable multipurpose missile weapon introduced into the American arsenal, the modular launcher is smaller and more maneuverable than the earlier model. It consists of the two-part launch tube, firing mechanism, mounting brackets, open battle sights and a mount for a guidance system. It is a breech-loading weapon, reloaded by lifting the front section of the launch tube and sliding the 72mm fin-stabilized missile inside. The rear part of the tube is designed to safely disperse launch gasses, allowing it to be launched from confined spaces. Other forms and designs of Missile Launcher exist across the wastelands, but this form is common enough that most consider it the standard.

### Unique Missile Launcher Modifications

A Missile Launcher can accept one each of the following mods, which are unique to the Missile Launchers and installed with the Repair skill:

* Barrel
* Sight
* Muzzle
Victor Gallants

**Victor Gallants** is a Vault 45 Dweller and Vendor operating at Vault 45 in New Orleans in 2287.

Fallout: New Orleans Characters

## Victor Gallants

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**VAULT 45 KID: **Get medically treated? Not with vaccines! The Vault 45 Dweller ignores the first Injury or Persistent (Poison) Damage Effect they are inflicted during combat, and decrease by 1 the Difficulty of END tests to resist Diseases, to a minimum of 1.**********EDUCATED: **The Vault 45 Dweller gain an additional Tag Skill.****************UNARMED STRIKE: STR + Unarmed** (TN 6), 2  Physical Damage

## **10MM PISTOL: AGI + Small Guns** (TN 9), 7  Physical Damage, Range C, Fire Rate 2, Close Quarters**********Inventory

Vault Jumpsuit, 10mm Pistol, Wealth 2****

## Background

Victor works at the pharmacy at Vault 45, and will sell some of the pharmacy's stock to player characters if any Vault 45 Quests are completed.
The Aristocracy

**The Aristocracy**, also referred as French Aristocracy is a faction in New Orleans in 2287.

Fallout: New Orleans factions

## Society

### Leaders

Duke Beaudoin
Duke Mors
Duchess Katia
Duchess Shanti

## Locations

### HQ

The French Quarter

The Aristocracy inherits values of pre-War elite governance and the absolute power of government in the hands of the few. The power of decision is concentraded in the Dukes and Duchesses, people that were either nominated for the position by a former Duke or received the position as heirloom or similar. The Aristocracy mainly draws inspiration, in most societal aspects, in the pre-Revolution french government.

## Background

The Aristocrats descent from the Jackson Square Vault survivors. The Vault, built in order to guarantee the survival of the elite of New Orleans, housed many of the pre-War politicians or people of influence that purchased their stay inside the Vault, such as governors, mayors, military personnel, high-ranking officers of the police and even important members of the Cravatta Nera mafia. These people would emerge about 15 years later to form three distinct groups: The Aristocrats, Tommygunners and Enforcers.

The three groups reconstructed the whole French Quarter area with close to no conflict. The Aristocrats went to gather political power to themselves and apply law and bureacracy to the now independent area. The Enforcers were hired by the Aristocrats to compose a police force, excluding the need for the Aristocrats to build their own military power. The remaining survivors and Tommygunners were incorporated to the society as civilians. The Tommygunners started rebuilding their criminal empire shortly after the full reconstruction of the Jackson Square area, that soon after became known as Little Palermo.

## Members

### Non-Player Characters

* Duke
* Marshall
* General
* Captain
* Guard
Mirelurk Hatchling

**Mirelurk Hatchlings** are creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**IMMUNE TO RADIATION:** The Mirelurk Hatchling reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation

**LITTLE:** The Mirelurk Hatchling is smaller than most characters. The creature’s normal HP decreases to BODY + ½ level (rounded up), but its Defense increases by 1. Further, it is slain by any hit that inflicts an Injury.

**AQUATIC:** The Mirelurk Hatchling can swim and submerge itself in water indefinitely without needing to come up for air. They suffer no Difficulty increase for attacks or movements made while underwater.

**PINCERS: BODY + Melee** (TN 5), 3  Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Mirelurk Hatchling with a successful **END + Survival** test with a Difficulty of 0. This yields 1 portion of Mirelurk Meat.

## Characteristics

Hatchlings are the collective term for mirelurk young. Mirelurks lay eggs, often in a well-protected nest. Occasionally when a nest is disturbed, eggs will hatch in response to the stimuli. Hatchlings are easy to dispatch by a competent individual providing the swarm isn’t large. At this stage, their shells are soft, and they are around the size of a radroach.
Galactic Map

1. **Polaris** - This sector is owned by House Polaris as a private entity, not as the Imperial Family. It most notably contains The Shell, a lattice of jump gates around the Galactic Core; and the Imperial Sector, a section of space heavily patrolled by a special branch of the Imperial Armada that is fanatically loyal to the Empress, and contains Earth and the Sol System.
2. **Astallac** - Technically part of the Polaris sector, House Astallac does control this small sliver of space near the Imperial Sector.
3. **Bessier** - The sector owned and ruled by House Bessier.
4. **Castelli** - The sector owned and ruled by House Castelli.
5. **Châtifort** - The section of the galaxy owned and ruled by House Châtifort.
6. **Corbeau** - The section of the galaxy owned and ruled by House Corbeau.
7. **Dumoux** - The section of the galaxy owned and ruled by House Dumoux.
8. **Eder** - The sector owned and ruled by House Eder.
9. **Estielle** - The section of the galaxy owned and ruled by House Estielle.
10. **Feist** - The section of the galaxy owned and ruled by House Feist.
11. **Finnson** - The section of the galaxy owned and ruled by House Finnson.
12. **Frisk** - The section of the galaxy owned and ruled by House Frisk.
13. **Goss** - The section of the galaxy owned and ruled by House Goss.
14. **Hirinia** - The section of the galaxy owned and ruled by House Hirinia.
15. **Isline** - The section of the galaxy owned and ruled by House Isline.
16. **Karna** - The section of the galaxy owned and ruled by House Karna.
17. **Mevouillon** - The section of the galaxy owned and ruled by House Mevouillon.
18. **Novilliers** - The section of the galaxy owned and ruled by House Novilliers.
19. **Penthia** - The section of the galaxy owned and ruled by House Penthia.
20. **Outer Rim** - The far edges of the galaxy outside Imperial Control. It is illegal for Imperial citizens to go there, making it the last bastion for those hoping to escape the Empress's will.
21. **Ralte** - The section of the galaxy owned and ruled by House Ralte.
22. **Ravtha** - The section of the galaxy owned and ruled by House Ravtha.
23. **Rhydderch** - The section of the galaxy owned and ruled by House Rhydderch.
24. **Risal** - The section of the galaxy owned and ruled by House Risal.
25. **Sauzin** - The section of the galaxy owned and ruled by House Sauzin.
26. **Vizac** - The section of the galaxy owned and ruled by House Vizac.
27. **Weitz** - The section of the galaxy owned and ruled by House Weitz.
House Estielle

### Environment

Earth-like though prone to extreme temperatures due to its off-center elliptical orbit.Its coldest temperature is ~18F, but its hottest is around 176F

**House Estielle** is one of the many Noble Houses in the Empire. Known for being practically perfect in every way, its people and its environment are known to be beautiful, happy, and prosperous. Though their perfection has drawn the curiosity of other houses, no one has been able to uncover what mysteries (if any) the House is hiding.

The current head of house is Lord Cyprien Estielle.

## Home Planet and Sector

* Sector: Estielle
* Capital planet: Echinae
* Climate: Thanks to its off-center elliptical orbit, Echinae is prone to extreme shifts in temperature, with the coldest temperatures reaching ~18°F (-27°C) and the hottest reaching ~176°F (80°C).
* Sidereal time: Each day is equivalent to 32 Earth hours, while each year is equivalent to 607 Earth days.
* Notable features: House Estielle has established a beauty retreat on the largest of its three moons, Mineslia.

## Notable Members

Brynn Estielle, heirCyprien Estielle,
Head of HouseLancelot EstielleLaurent Estielle *(deceased)*
## Known Associates

Michelle 'Elle' ZikaEmiliano 'Em' CostasEvander "Oh" OwensShelby "Bee" WagnerDaichi "Ai" Lawal
House Rhydderch

**House Rhydderch** is one of the many Noble Houses in the Empire. It was recently established following the break-up of the Castelli sector.

The current head of the house is Lord Leiv Rhyddrech.

## **Home Planet and Sector**

* **Sector**: Rhydderch
* **Capital** **planet**: TBA
* **Climate**: TBA
* **Sidereal** **time**: TBA
* **Notable** **features**: TBA
Lisette Novilliers

**Lisette Anaïs Novilliers** is the youngest biological daughter of Tristan Novilliers, and is Vincent Novilliers' twin sister. Although circumstance prevented her from becoming heiress, she is determined to see House Novilliers succeed through her dedication, geniality, and technological prowess. She is incredibly confident and eager to show that she belongs in noble society.
House Dumoux

**House Dumoux** is one of many Noble Houses in the Empire. Although initially a relatively minor house, the discovery of a new mineral resource that helped further their status – and their wealth.

## Home Planet and Sector

* **Sector**: Dumoux
* **Capital planet**: TBA
* **Climate**: TBA
* **Sidereal time**: TBA
* **Notable features:** TBA.

## History

#### Mineral Discovery

Following the discovery of this new mineral, House Dumoux was able to determine the ideal conditions for creating it and discovered myriad uses for it – including the common party drug known as *maa kheru.*

#### Conflicts with Other Houses

In 14065, Lady Anat Mevouillon attempted (and subsequently failed) to trap the young Heir of house Dumoux in a contractual marriage in an effort to seize control of House Dumoux and its territories. In the centuries that have followed, House Mevouillon has been working to regain the trust lost as a result of this attempted takeover.
Hale Vizac

Heir of House Vizac

**Hale Vizac** is the Heir of House Vizac. Those who first meet Hale often find him to be a bit more friendly and sociable than his younger brother, Magnus Vizac. Whether this is a result of the years of tutelage to prep them for inheriting the Vizac mantle, or from a natural affinity for people, it's hard to say.

## Known History

Alongside Magnus, Hale has been raised by their parents Asher and Ella, and it shows.
Universal Box

**Universal Box** contains Racer Shards and Crew Members Shards from all current Collections excluding the Season characters. You will never get Shards for a Character that you have already maxed out.

**The percentage will vary depending on how many times you have opened the box and how many Season Boxes you opened before the characters got moved to the Universal one. Pay attention to the percentage difference for rarities and Racer/Crew Shards rather than the actual number!**
House Eder

**House Eder** is one of the many Noble Houses in the Empire. Known for its work with prosthetics and mechanical upgrades, the House's sector owes its odd shape to a political marriage years earlier involving last surviving member of House Penerrel – before House Castelli could pressure them into marriage.

## Home Planet and Sector

* **Sector**: Eder
* **Capital** **planet**: Suneri
* **Climate**: Known for being extremely hot, its average surface temperature is 104°F (40°C).
* **Sidereal** **time**: One day is equivalent to 374 Earth days, while a year is equivalent to 4 Earth years.
* **Notable** **features**:
	+ Has two moons: Remant and Prali
	+ Native Suneri culture tends to go through cycles of intense work and rest. in a given Sunerian year, there are ~4 days, or sixteen "seasonal" cycles that last a little over 3 weeks. As an area of the planet enters the "morning" or "evening" portions of the day cycle, they'll have periods of intense work: 16 hour work shifts, constant business, followed by the "afternoon" and "night" portions of the cycle which are periods of rest where only essential services are available. A heavy reliance on drone delivery systems keeps things going during the three week rest cycle, until another work cycle begins.
	+ Overall, the emphasis on mechanics can be seen throughout the Eder sector. Most difficult jobs are performed by drones with human operators or bespoke machines. Almost everyone in Eder has some type of prosthetic, even if it's just a stack to help record and recall information. The sector's proximity to the core also means there are a large number of comets and asteroids suitable for mining - debris from the failed formation of planets.
Calix Hirinia

**Calix Hirinia** is the Heir to House Hirinia. He has largely been hands-off with the House and its business affairs, choosing instead to travel the galaxy with his daughter following the death of his wife, Emilia, as a way to deal with his grief. Recently, he's returned to his House thanks to the Empress' recent decree.
Sigmond Bessier

**Sigmond Bessier** is the recently-elevated Heir to House Bessier. Born and raised to become an exemplary member of the military, the abrupt death of Rupert Bessier during the conflict with House Castelli changed his career course - he was adopted and pronounced as Heir due to being the next closest genetic match. Thanks to this, he is something of an unknown in noble circles, and has a very limited presence on social media.
House Mevouillon

**House Mevouillon** is a one of the many Noble Houses in the Empire. One of the oldest noble houses, Mevouillon is famous for their silver tongues and rumored degeneracy. Though they have been known to flout rank and custom, their skill at talking circles around other nobles has allowed them to keep their small sliver of space, despite being a prime candidate for annexation by their larger neighbors. Despite this, the House is still trying to recover trust and social standing from the other houses after Lady Anat Mevouillon's attempt to trap the teenage heir of House Dumoux in a contractual marriage that would have Mevouillon absorb Dumoux and its territories some 400 years ago.

The current head of house is Lady Mereti Mevouillon.

## Home Planet and Sector

* **Sector**: Mevouillon
* **Capital planet**: Anput, located within the Dendera System.
* **Climate**: Despite being relatively earth-like, it has vastly more extreme temperatures with polar ice caps covering nearly half the planet.
* **Sidereal Time**: Each day is equivalent to 5 Earth days, while each year is equivalent to 30 Earth years.
* **Notable features**: Dendera is a smaller part of two stellar streams that were created when a star at the heart of the Palomar 5 Globular Cluster went supernova and expelled other stars in arcs from the area. As such, Dendera orbits Palomar 5, which orbits the Galactic Core. Its major moon is Kebechet, which has four minor moons that orbit it: Hapy, Duamutef, Imsety, and Qebehsenuef.

## Notable Members

Lady Mereti Mevouillon,
Head of HouseTemus Mevouillon
Character Template

While in "Edit" mode, double-click me to make changes!

The **Character Template** exists to help make things easier on those who might want to make a wiki entry for their character, and to keep things consistent across all entries in this wiki. This section of text should serve as a brief introduction to your character, with your character's name written in bold.

A typical wiki entry might look like this:

* Intro sentences + InfoBox
* Heading 1: History (A brief passage about your character's backstory)
* Heading 2: Other Relevant Information (Does your character run a business? Were they particularly accomplished in or known for something before coming to Earth? etc)

If you only have enough information (or the desire) to publish a brief introduction to your character, that's okay! You can simply delete anything that you aren't using. This is intended to show off a range of the wiki's tools at your disposal.

Just remember: a wiki entry should be direct, neutral, and concise. As it is intended to be a snapshot into who your character is, articles shouldn't be written through a narrative lens. If someone were to look up your character on wikipedia as though they were a real world political figure, what information would be there?

## Getting Started

The easiest way to copy this template into your own page would be to click the "Edit" button in the upper, right-hand corner of this page and then, once in editing mode, click "Visual Editor" from the drop-down menu above the editing window and select "Source Editing."

Now that you're ready to create your own entry, find and mouse-over the vertical ellipsis icon (⋮) at the top of of any given page and select "Add New" from the pop-out menu. A window will open asking you to name it -- simply use your character's first and last name, and click "Next." This will open a new page with the editing window loaded and ready for you to go.

* **Important!** If you include any extra spaces or punctuation, it *will* be included as part of the URL. Renaming pages is a cumbersome process, so keep this in mind!

Now click on "Visual Editor" again and then select "Source Editing" to paste everything into the window. If making changes through the visual editor is your preference, you can go back to it by reversing the process: click on "Source Editing" and select "Visual Editor."

## Updating the Infobox

An "Infobox" is a table of information: a bare-bones example is on the right-hand side of this page. It's used to provide a sheet of basic facts about your character, including a picture, your character's family, physical traits, etc! Editing it is simple: while in "Edit" mode, double-click on it to make changes. Need to upload a picture or more info about how to go about making changes? A quick guide can be found here.

Information in the infobox should be kept to a few words; remember, it's a sheet of *basic* tidbits about your character!