recursal/Fanatic-Fandom huggingface dataset:
Characters

**Character** is a type of non-player character (NPC). This page lists all creatures is Fallout: New Orleans.

## Definitive, Temporary List

* This list is temporary. It lists Characters by their lowest-level Variants.
* Variants that are Creatures (i.e: Super Mutant Behemoth) are not listed.

* Aristocrat Officer
	+ Aristocrat Captain
	+ Aristocrat General
	+ Aristocrat Marshall
	+ Aristocrat Baron
* The Axeman
* Child of Atom
	+ Child of Atom Cultist
	+ Child of Atom Preacher
	+ Child of Atom Zealot
	+ Child of Atom Confessor
* Brotherhood Initiate
	+ Lancer
	+ Knight
	+ Paladin
	+ Elder
* Fisherman
	+ Harpoonmaster Fisherman
* Mister Handy
* Miss Nanny
* Mister Gutsy
* Raider
	+ Raider Scavenger
	+ Raider Veteran
	+ Raider Boss
* Scribe Initiate
	+ Scribe
	+ Field Scribe
	+ Senior Scribe
* Super Mutant
	+ Super Mutant Suicider
	+ Super Mutant Brute
	+ Super Mutant Master]
* Tommygunner

### Companion

* Cecelia
* Charlotte
* Constantín
* Cousin
* Knight Young
* Lee
* Matka
* Phalange
* Roy
Claw Hammer

The **Claw Hammer** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

The claw hammer is a tool primarily used to pound nails into various objects or structures. The claw on the head of the hammer is meant for extracting nails embedded into an object. Claw hammers are relatively rare to found, but crude and simple to handle or fix if needed be.
Cleaver

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

Fallout: New Orleans melee weapons

## Characteristics

The cleaver was designed to chop hunks of meat for use in butcher's shops, but has since been repurposed as a melee weapon.

### Unique Cleaver Modifications

A Cleaver can accept one of the following modifications which are installed with the Repair Skill:
Big Leagues

**Big Leagues** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

Melee Weapons with the Two-Handed quality gain the Vicious Effect when making an attack.

## Effect

When you make a melee attack with a Two-Handed Melee Weapon, the weapon gains the Vicious damage effect.

## Notes

* The Chainsaw is unaffected by this Perk.
Brotherhood of Steel Uniform

**Brotherhood of Steel Uniform** is a piece of clothing in Fallout: New Orleans.

Fallout: New Orleans clothing

## Characteristics

Originally designed as the underarmor bodysuit for the T-45 Power Armor system. The bodysuit’s surface is covered with an assortment of interface ports and connections to connect the wearer with the Power Armor frame, over it. The Brotherhood of Steel employ these as the base of their standard uniforms, ensuring that as many of their personnel as possible are ready to wear full armor. In battle, the uniform is normally worn under other armor if Power Armor is unavailable, while senior Brotherhood officers often wear a bomber jacket or armored battlecoat over their undersuit.
Fire Axe

The **Fire Axe** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

The fire axe is a pre-War pick head axe used by fire emergency services for breaking down doors, bars and other physical impediments. It has a black grip, brown wooden midsection, a red blade, and a white cutting edge.

### Unique Fire Axe Modifications

A Fire Axe can accept one of the following modifications which are installed with the Repair Skill:
Hunting Rifle

The **Hunting Rifle** is a weapon in Fallout: New Orleans.

Fallout: New Orleans small guns

## Characteristics

A bolt-action rifle commonly found in the hands of super mutants and raiders. The simple design made them common amongst hunters and survivalists before the Great War, and they’re endlessly customizable. It seems fanciful to suggest that the simple short-barreled slug-thrower carried by a super mutant could be turned into a precision sniper’s rifle, yet that describes the hunting rifle perfectly.

### Modifications

A Hunting Rifle can accept one each of the following Modifications:

* Barrel
* Magazine
* Muzzle
* Receiver
* Sight
* Stock
Fallout: New Orleans Small Guns

**Small Guns** is a type of weapon in Fallout: New Orleans.

* This page lists all Small Guns in Fallout: New Orleans.
* For the Skill that affects combat with the weapons below, see Small Guns.
* The content is not described in full detail. For details, see the respective articles.

Small Guns refer to ballistic and non-balistic pistols, rifles and lightweight weaponry. These weapons fall under two categories: Common and Unique, being normal weapons installments of the weapon that can be found multiple throughout the wasteland and Unique referring to a single weapon, that is a variant of a Normal weapon containing a special rule or two that makes it essentially more powerful than its Normal counterpart.

## Small Guns Modifications

The following mods are available to the Small Guns, above. All Small Guns mods are installed with the Repair skill, but you may only install a mod if you possess the listed perks (if any).

* Barrel
* Capacitor
* Grip
* Magazine
* Muzzle
* Receiver
* Sight
* Stock
Gatling Gun

The **Gatling Gun** is a weapon in Fallout: New Orleans.

Fallout: New Orleans Big Guns

## Characteristics

A Gatling Gun is a handwheel operated heavy weapon that saw action during the American Civil War for both its simplicity of operation and power. It is power by a large cartridge placed on top of the weapon, allowing a powerful rate-of-fire.

### Unique Gatling Gun Modifications

A Gatling Gun can accept one each of the following mods, which are unique to gatling guns and installed with the Repair skill:

* Receiver
* Barrel
* Grip
* Sights
Child of Atom Preacher

**Children of Atom Preachers** are Characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**ATOMS GLOW:** Child of Atom Preachers are used to living in some of the most radioactive parts of the wasteland, and often seem to suffer little to no effect from the radiation. Whether this is luck, genetic disposition or truly proof of Atom’s existence, they gain +2 to their Radiation DR.

**PREACHER:** As a Major Action,a Child of Atom Preacher can order a Children of Atom character of lower level to immediately perform a Major Action. The Zealot assists that action with **CHA + Speech**.

**UNARMED STRIKE: STR + Unarmed** (TN 7), 2  Physical damage

**ELECTRIFIED GAMMA GUN: PER + Energy Weapons** (TN 10), 7  Radioactive, Stun, Piercing 1 Energy Damage, Fire Rate 1, Range M, Inaccurate

## Inventory

Child of Atom Preacher Rags, Child of Atom Preacher Helm, Electrified Gamma Gun, Wealth 2

## Characteristics

Prachers in the Church of the Children of Atom are violent yet wise leaders of small flocks of neophytes within their cult. They lead small teams of cultists and are either a pacific, teaching traveler who brings others to the ways of Atom, or are raider-like violent invaders, who take both irradiated and non-irradiated areas and set shrines and small villages to exact their beliefs by force.
Fallout New Orleans Fanon Wiki

## Welcome to Fallout: New Orleans!

Fallout: New Orleans is a fan-made supplement kit and setting for Fallout: The Roleplaying Game developed by Modiphius Entertainment.
Featuring a fractured wasteland, that constrasts the dire and wild wasteland in the bayous and low plains of Louisiana, among the over-developed societies and cultures, almost alien to the post-nuclear world, Fallout: New Orleans is an attempt to create an original setting that provides a vivid world for players, along with interesting mechanics seen before in previous Fallout games, but never before in a roleplaying one.

Fallout: New Orleans explores how the vast and never-ending (ever after the Great War) culture of *Nola* went to survive after the bombs fell, how the people that survive the catastrophe - and the aftermath - convey this new world, even with a past of embracing what is new.

Fallout: New Orleans also tries to bring new elements into the 2d20 System, with systems for Companion Characters, unique equipment, new weapons and apparel, new creatures and characters to be explored, defeated and collected. This supplement tries to be as lore-friendly as possible, in order to fully immerse the players and gamemasters that decide to make full use of it.

## You are S.P.E.C.I.A.L!

**See what is - and can be - so S.P.E.C.I.A.L about you!**

* Perks
* Origins

## Bang-Bangin' and Slashin'!

**Here: Swords, Bullets and, believe it or not, more.**

### Weapons

* Big Guns
* Energy Weapons
* Explosives
* Melee Weapons
* Small Guns
* Throwing Weapons

### Apparel

* Armor
* Clothing
* Outfit
* Power Armor

### Consumables & Oddities

* Beverages
* Chem
* Food

## How Not to Die in the Wastes

**Here's how to find things; And staying alive.**
Adamantium Skeleton

**Adamantium Skeleton**, is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

Increases the amount of damage needed to inflict a Critical Hit by the Perk's current Rank.

## Effect

When you suffer damage, the amount of damage needed to inflict a critical hit on you increases by your Rank in this Perk. For example, if you have one Rank in this Perk, you suffer a Critical Hit from 6 or more damage, rather than 5 or more. Each time you take this Perk, the level requirement increases by 3.

## Ranks

 2
 3
Comprehension

**Comprehension** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

Roll  after using the bonus from Magazines to determine if you may use an additional time.

## Effect

After you use the bonus gained from reading a magazine, roll 1 . If you roll an Effect, you may use that bonus one additional time.

## Notes

* One may not roll another  to gain a second bonus from this Perk.
Child of Atom Confessor

**Children of Atom Confessors** (or **Mothers**, if female) are Characters in New Orleans in 2287.

Fallout: New Orleans Characters

## Child of Atom Confessor

* Confessor
* Mother

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**ATOMS GLOW:** Child of Atom Confessors have a rare connection to radiation, and often seem to suffer little to no effect from it. Whether this is luck, genetic disposition or truly proof of Atom’s existence, they gain +3 to their Radiation DR.

**CONFESSOR:** Confessors are the great leader os the Church of Atom. As a Major Action, a Child of Atom Confessor can order a Children of Atom character to immediately perform a Major Action. The Child of Atom Confessor assists that action with **CHA + Speech**.

**WILL OF ATOM:** Once per turn, a Child of Atom Confessor may turn one Complication into a Critical Success. This requires 2 Action Points to be spent, for Atom takes much to alter what should have been.

**UNARMED STRIKE: STR + Unarmed** (TN 8), 3  Physical damage

**LONG ELECTRIFIED GAMMA GUN: PER + Energy Weapons** (TN 10), 8  Radioactive, Piercing 1, Stun Energy Damage, Fire Rate 1, Range M, Inaccurate

## Inventory

Confessor Robes, Confessor Helmet, Long Electrified Gamma Gun, Wealth 4

## Characteristics

Confessors or Mothers are the highest of leaders within the Church of Atom. They are incisive, highly intelligent and extremely persuasive, and also very dangerous and powerful. They seem to be connected to radiation more than others inside their religion, either by osmosis or proof of Atom's existence, and also seem to display abilities uncomprehensible to the non-believer of Atom.
Cherchez La Femme

**Cherchez La Femme** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

May re-roll Skill Tests to convince female Characters. Deal +1  Damage to female Characters.

## Effect

When you attempt a **CHA** based Skill Test to influence a female Character, you may re-roll 1d20. In addition, your attacks inflict +1  additional damage against female Characters.

## Notes

* This Perk can only be chosen by female Characters and only affects female Characters, otherwise it is identical to the Black Widow, Lady Killer and Confirmed Bachelor Perks.
	+ Black Widow can only be chosen by female Characters, and affects male Characters.
	+ Lady Killer can only be chosen by male Characters, and affects female Characters.
	+ Confirmed Bachelor can only be chosen by male Characters, and affects male Characters.
Fallout: New Orleans

**Fallout: New Orleans** is fan-made setting, suplement set and a series of adventures for Fallout: The Roleplaying Game by Modiphius Entertainment. It is an independent development, made by fans for fans.

## Fallout: New Orleans

### System

Fallout 2D20

The setting takes place on the post-War New Orleans in 2287, before the events of Fallout 4.

1
Burst

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

## Characteristics

Burst describes the effect of high rate-of-fire weapons that spread a volley of bullets on a large viscinity. It reads:

* ***Burst:** The attack hits one additional target within Close range of the primary target for each Effect rolled. Each additional target spends 1 additional unit of ammunition from the weapon.*
Baseball Bat

The **Baseball Bat** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

A long, smooth wooden bat, typically made of ash, previously used for the sport of baseball. Baseball bats have long lost their previous utility, and is commonly found being used as an efficient, simple weapon wielded by travelers, raiders and prospectors.

### Unique Baseball Bat Modifications

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

* Upgrade
Minigun

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

Fallout: New Orleans Big Guns

## Characteristics

The Minigun is a motorized Gatling-style rapid fire weapon commonly employed by the military, or other lesser factions that managed to acquire such a weapon. Miniguns can be found as mounted door guns on Vertibirds or as a handheld heavy assault and support weapon. The high rate-of-fire of the weapon means that it can produce devastating results, but at a cost of consuming ammo at incredible rates, making it difficult to keep the weapon supplied.

### Unique Minigun Modifications

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

* Barrel
* Sight
* Muzzle
Junk Jet

The **Junk Jet** is a weapon in Fallout: New Orleans.

Fallout: New Orleans Big Guns

**SPECIAL:** When you fire the Junk Jet, choose any item you are currently carrying; that item is fired by the gun. Choose one additional item for each additional shot of ammunition spent by the attack. Items must be small enough to be held in one hand and loaded into the hopper. At the end of the scene, you may roll 1  for each item fired from the Junk Jet; on an Effect, that item survived the attack and can be reclaimed.

## Characteristics

The Junk Jet is a makeshift heavy weapon which fires anything. Any items loaded into the weapon’s hopper are hurled with deadly force from the business end of the gun. Naturally, this makes it quite useful in situations where random junk is abundant but actual ammunition is scarce.

### Unique Junk Jet Modifications

A Junk Jet can accept one each of the following mods, which are distinct to the Junk Jets and installed with the Repair skill:

* Barrel
* Stock
* Sight
* Muzzle
Handshake

**Hanshake** is a unique Black Powder Pistol in Fallout: New Orleans.

Fallout: New Orleans small guns

**BUSINESS:** Any Armor damaged by the Handshake has its Physical DR reduced by 1 until repaired. If the armor's DR is reduced to 0, it is destroyed. Power Amor is unaffected by this.

## Statistics

### Qualities

Close Quarters, Inaccurate, Overcharged, Unreliable

## Variants

* Black Powder Pistol, the base version variant.
Aquaboy / Aquagirl

**Aquaboy** or **Aquagirl**, depending on the Characte's gender, is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Aquaboy / Aquagirl

* Aquaboy
* Aquagirl

## Effect

At Rank 1, you no longer take Radiation Damage from swimming in irradiated water, and you can hold your breath for twice as long as normal. At Rank 2, enemies add +2 to the Difficulty to tests to detect you while you are submerged underwater. Each time you take this Perk, the Level Requirement increases by 3.
Magnolia

**Magnolia** is a town in the Freret neighborhood of New Orleans in 2287.

## Background

Magnolia is named after one of the main streets that extends accross the neighborhood. The four-way point between Magnolia and Valmont Street is where the first inhabitants of the town had first settled. The town's main form of income is by trading and housing, as well as dairy, and has been struggling since the region's recent ghoul horde attacks and, therefore, low flux of customers.

Recently, the town has been harassed by a gang of raiders known as Boomhogs. The gang has been coming into the town and enforcing a fee to be paid by the settlers in order to "protect the townspeople", similar to racketeering practices from before the Great War. The townspeople claim that the fee paid to the raiders could improve security and bring back costumers, but it is still "a risk not worth taking".

## Layout

The town extends for almost four streets to each direction, and is mostly composed of pre-War houses that have been reinforced to house the families leaving in the town.

The town's main square, between Magnolia and Valmont street has Hotel Magnolia and the Magnolia General Store, both run by Logan as the most well-caretaken building in the town. Several houses surround the hotel, as well as the Magnolia Farmhouse accross from it.

At the very edge of the town is the Abandoned Fire Station, a pre-War building formerly used by the New Orleans Fire Deparment that is now mostly infested by vermin and other post-War mutant wildlife. It used to be an inventory for the settlers in Magnolia before it became infested.

## Buildings

* Hotel Magnolia
* Magnolia Farmhouse
* Magnolia General Store
* 7 Houses

## Inhabitants

* Georgia
* Harvey
* Jean
* Lillian
* Logan
* Paola
* Sebastian
* Magnolia Settlers
9mm Pistol

The **9mm Pistol** is a weapon in Fallout: New Orleans.

Fallout: New Orleans small guns

## Characteristics

### Modifications

* **Receiver:** Calibrated, Hardened, Automatic, Hair Trigger, Powerful, Advanced
* **Barrel:** Long Barrel, Ported Barrel
* **Grip:** Comfort Grip, Sharpshooter’s Grip
* **Magazine:** Large Magazine, Quick-Eject Magazine, Large Quick-Eject Magazine
* **Sights:** Reflex Sight, Recon Scope
* **Muzzle:** Compensator, Suppressor
Awareness

**Awareness** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

Taking the Aim Minor Action to attack a target gives the attack the Piercing 1 Effect, or increases Piercing X effects by 1.

## Effect

When you take the Aim Minor Action at a target within Close Range, you spot their weaknesses and can attack more efficiently. The next attack you make against that target gains the Piercing 1 damage Effect, or improves the rating of any existing Piercing X damage Effect by 1.
Auto Grenade Launcher

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

Fallout: New Orleans Big Guns

## Characteristics

Also referred as a grenade machinegun, this belt-fed automatic weapon launches barrages of frag grenades on high volumes, designed to overpower high infantry and/or reinforced vehicles. It's sheer weight and bulkiness limit its versatility, although power armor could improve the chances of better use of this heavy weapon.

### Unique Auto Grenade Launcher Modifications

An Auto Greande Launcher can accept the following mod, which is unique to Auto Grenade Launchers and installed with the Repair skill:

* Barrel
Alcoholic

**Alcoholic** is a beverage effect in Fallout: New Orleans.

## Characteristics

The Alcoholic effect can only be obtained when certain beverages are consumed.

### Effects

All Alcoholic beverages have the same effect: Until the end of the scene, you may re-roll 1d20 on STR and CHA tests, but increase the difficulty of INT tests by +1. In addition, alcoholic drinks are addictive: after drinking the beverage, roll a few CD equal to the number of alcoholic drinks you’ve consumed during this session. If two or more Effects are rolled, you are addicted, and add +1 to the difficulty of **CHA** and **AGI** tests while not under the effects of an alcoholic drink. The Party Boy/Party Girl perk renders you immune to alcohol addiction.
Major

**Major** is an attribute given to Characters. It refers to one of the four Types of NPCs, describing characters that are the most important and influential people in the wastelands, with control over large groups of people or even major factions. They have better attributes and skills than others of their level and keep the best items for themselves. Major characters are always unique individuals with their own specific capabilities, comparable to player characters in many ways.

## Characteristics

Major characters are controlled by the Gamemaster (GM) and follow many of the same rules as Normal, Notable and Companions and even Player Characters. More so often than most NPCs, they oftenly have a special rule or Special Ability or many.

### Level

Defeating or overcoming a Major Character concedes an amount of Experience. Major Characters concede three times the amount of XP when defeated.

### Action Points

Just as any other NPC, a Major Character contributes and draws Action Points from the GM's Action Point Pool.

## Companions Abilities

### Attributes, Skills and Statistics

Major Characters, such as Player Characters, have S.P.E.C.I.A.L Attributes and Skills.

* **ATTRIBUTES**
	+ A Major Character's S.P.E.C.I.A.L Attributes added together total 49 + half their Level (rounded up). Major Characters have a number of Luck Points equal to their **Luck**.
* **SKILLS**
	+ A Major Character has 4 Tag Skills, both rated at 2. Then, they receive a number of extra skill points equal to their **INT** plus their level.

* **DERIVED STATISTICS**
	+ A Major Character's Defense, Initiative, Melee Damage, and Carry Weight are determined in the same way as for Player Characters.
		- A Major Character adds +4 to their Initiative.
		- A Major Character has additional HP equal to twice their LCK.
* **ATTACKS**
	+ A Major Character's attacks function the same way as for Player Characters.
		- A Major Character's attack does not require tracking their ammunition.

## Major Characters

* 1. Same as Child of Atom Confessor
Clothing

**Clothing** is a type of apparel item in Fallout: New Orleans.

* This page lists all Clothing in Fallout: New Orleans.
* The content is not described in full detail. For details, see the respective pages.

Clothing is a piece of gear that can be worn by Characters. Ranging from military apparel to pre-war clothing, these pieces of gear can be combined with Armor in order to take full advantage of their stats, special rules and potential.

## Clothing Mods

### Ballistic Weave

The only mod accepted by every Clothing item (except the Vault Jumpsuit) is Ballistic Weave modification. All Ballistic Weave mods are installed with the **Repair** Skill:

* Ballistic Weave
Center Mass

**Center Mass** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

Do not increase the Difficulty of ranged attacks while aiming for the target's torso (or equivalent).

## Effect

When you make a ranged attack, you may choose to strike your target’s Torso Target Location (or equivalent, for creatures that use a different location table) without increasing the Difficulty of the attack. In addition, you may re-roll 1D20 when making the test for that attack.
Hermit Crab

**Hermit Crabs** are creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

**IMMUNE TO POISON:** The Hermit Crab reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation.

**SMALL WEAK POINT:** While the Hermit Crab’s body is covered in a toughened shell, its Head is its weak point. This area is small and difficult to accurately hit. The face is treated as having a Defense of 2.

**BIG:** The Hermit Crab 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+.

**AQUATIC:** The Hermit Crab 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.

**RETREAT:** The Hermit Crab can retreat into its shell as Minor Action. While inside its shell, the creature cannot make attacks, its defense decreases to 0 and it cannot move. but its carapace protects its entire body, and it loses its **SMALL WEAK POINT** Special Ability. The Hermit Crab can re-emerge from its shell as a Minor Action.

**CARAPACE:** The Hermit Crab's body is covered in a carapace made from the wreck of a large vehicle such as a truck or a boat. Any damage against the hermit crabs Body reduced by half (rounded up) and the Hermit Crab's body cannot be injured unless its DR is reduced to 6 or less due to damage effects such as Piercing or Breaking.

**LUMBERING:** The Hermit Crab is very slow and bulky, and cannot use the Sprint Major Action. Furthermore, the Hermit Crab too large to enter most buildings, although it can smash through walls and other obstacles.

**CLAWS: BODY + Melee** (TN 15), 10  Breaking Physical Damage

## Inventory

**SCAVENGING:** Upon the Hermit Crab's death the players can find several items and Caps among its Carapace. Roll 2d20 for the number of Caps that can be found, roll 4  and for each effect rolled make a single roll on the Random Junk Table. The Carapace may also contain up to two weapons, and 2d20 rounds of ammunition appropriate to the weapons found, at the GM's discretion.

**BUTCHERY:** Scavengers can butcher a dead Hermit Crab with a successful **END + Survival** test with a Difficulty of 1. This yields 5  portions of Hermit Crab Meat.
Dodger

**Dodger** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effect

At Rank 1, when you take the Defend Major Action, you reduce the Difficulty of the Skill Test by 1. At rank 2, the AP cost to further increase your Defense is reduced to 1 AP. Each time you take this Perk, the level requirement increases by 6.
Laser Musket

The **Laser Musket** is a weapon in Fallout: New Orleans.

Fallout: New Orleans Energy Weapons

**SPECIAL:** Firing a Laser Musket consumes two shots of ammunition each time it is fired. Each Capacitor Modification for the Laser Musket increases both damage and number of shots consumed. You may reduce the number of shots consumed, reducing the damage by -1  for each shot consumed fewer than normal (to a minimum of 4  Damage and 1 shot consumed).

## Other

### Modifications

A Laser Musket can accept one each of the following mods:

* Barrel
* Stock
* Sight
* Muzzle

### Unique Laser Musket Modifications

The Capacitor mods for the Laser Musket are unique to Laser Muskets and installed with the Science Skill:

* Capacitor
Brahmin

**Brahmin** are Creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

**HEADBUTT: BODY + Melee** (TN 7), 4  Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Brahmin with a successful **END + Survival** test with a Difficulty of 0. This yields 1 portion of Brahmin Meat and 2 Uncommon Materials.

## Characteristics

A staple of the wastes, brahmin are one of the most found creatures in the wasteland. These mutated cattle share much with pre-War era cows, though the nuclear fallout has caused them to develop two heads and abnormally large udders. They can produce milk and meat and can be harvested for their hide. Wild brahmin roam the wasteland in small herds, but these creatures are commonly encountered being bred for livestock or used as pack animals by merchants. Their strong and bulky form make them resilient enough for long travel and heavy loads, and their docile nature allows for them to be handled easily.
.44 Pistol

The **.44 Pistol** is a weapon in Fallout: New Orleans.

Fallout: New Orleans Small Guns

## Characteristics

The .44 Pistol is a double-action revolver, chambered to use the .44 Magnum cartridge. It’s a powerful gun, though not as customizable as other handguns. Due to their simple, rugged design, they’re prized by their owners, but not so uncommon as to be truly rare.

### Modifications

A .44 Pistol can accept one each of the following Modifications:

* Barrel
* Grip
* Receiver
* Sights
Mirelurk

**Mirelurks** are creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

**SMALL WEAK POINT:** While the Mirelurk’s body is covered in a toughened shell, its Face is its weak point. This area is small and difficult to accurately hit. The face is treated as having a Defense of 2.

**AQUATIC:** The Mirelurk 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 11), 6  Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Mirelurk with a successful **END + Survival** test with a Difficulty of 0. This yields 2  portions of Mirelurk Meat. For each Effect rolled, they also yield 1 Softshell Mirelurk Meat.

## Characteristics

The most common of the mirelurk family is just referred to as a mirelurk. These creatures resemble horseshoe crabs, with large pincers capable of breaking bones. They can be found in groups in most places where there are large bodies of water. Sometimes barnacles, netting or other debris can find it’s attached to its shell making them easier to spot.
Audubon

**Audubon** is a district in New Orleans in 2287.

Fallout: New Orleans Locations

## Background

### Pre-War

Also called "University District" before the Great War, Audubon was home to many educational and research institutions, and one of the most overdeveloped districts of the city. After first Katrina, and then hurricane Paulette, Audubon housed many outcasted survivors of the catastrophes, and had its development focused on the fields of medicine and healthcare.

The Tulane University of Medicine, in 2283 hired Mr. Handy Robots as members of the educational staff officially. Even though robots were not considered citizens or even autonomous in the U.S Territory, nor in any of the states within it, the city of New Orleans began recognizing those machines' capabilities of imitating or simulating the human being with perfection, and even being capable of teaching at a university. Professor C.H.N.O was the head of the medical department of the university.
Combat Shotgun

The **Combat Shotgun** is a weapon in Fallout: New Orleans.

Fallout: New Orleans small guns

## Characteristics

Combat shotguns are shotguns intended for an offensive role, typically by a military force; they’re ideal for close-range fighting in tunnels, within buildings, or through the ruined streets of old cities.

### Modifications

A Combat Shotgun can accept one each of the following Modifications:

* **Receiver:** Calibrated, Hardened, Automatic, Hair Trigger, Powerful, Advanced 
* **Barrel:** Long Barrel, Ported Barrel  Stock: Full Stock, Marksman’s Stock, Recoil-Compensating Stock 
* **Magazine:** Large Magazine, Quick-Eject Magazine, Large Quick-Eject Magazine 
* **Sights:** Reflex Sight, Short Scope, Long Scope, Short Night Vision Scope, Long Night Vision Scope, Recon Scope 
* **Muzzle:** Bayonet, Compensator, Muzzle Brake, Suppressor
Demolition Expert

**Action Boy** or **Action Girl,** depending on the character's gender, is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## **Perception **6, **Luck **6**************Effects

Weapons with the Blast Quality gain the Vicious Effect. Unlocks certain Explosives recipes.******

## Effect

When you make an attack using a weapon with the Blast quality, the attack gains the Vicious damage Effect. In addition, you unlock Explosives recipes which have this Perk as a requirement.
Fishtown Greenhouse

The **Fishtown Greenhouse** is a building in Fishtown in New Orleans in 2287.

Fallout: New Orleans locations

## Background

A large building made in the blueprints of pre-War greenhouses with two interconnected buildings, the greenhouse grows about any crops the fishtowners could run across with. The west building grows many small-sized crops, such as tato, tarberry, gourd and carrot. The east building only grows mutfruit trees, and is also a section for chem-fabrication.

## Layout

The building looks very similar like the pre-War greenhouse, built with materials found on the wasteland, giving this greenhouse a makeshit, junk-made appearance. Not many people work inside if not the farmers who tend to the crops or the cookers who prepare food using the crops grown within the greenhouse or crafting chems.

## Inhabitants

* Knox
* Slapmack

## Traders and Services

### Slapmack

Slapmack may sell the following items:

 Psycho | Chem | 50

## Loot

Characters inside Fishtown Greenhouse may loot the location. They may find the following items:
10mm Round

**10mm Round** is a type of Ammunition in Fallout: New Orleans.

Fallout: New Orleans ammunition

## Background

One of the most common types of pistol round found in the wastelands, manufactured in vast quantities before the Great War to accompany the large numbers of 10mm pistols they were producing as sidearms for soldiers, and as personal defense weapons for civilians.

## Weapons

* 10mm Pistol
* 10mm Submachine Gun
* Vault Boy's Favorite
Lancer

**Lancers** 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 Lancer can order a Brotherhood Character of lower level to immediately perform a Major Action. The Lancer assists that action with **CHA + Speech**.

**VERTIBIRD TRAINING:** The Lancer gains a bonus D20 when making tests to pilot a Vertibird.

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

**LASER RIFLE: PER + Energy Weapons** (TN 9), 4  Piercing 1 Energy Damage, Fire Rate 2, Range C, Two-Handed

## Inventory

Brotherhood of Steel Lancer Uniform, Flight Helmet, Laser Rifle, Brotherhood of Steel Holotags, Wealth 2

## Characteristics

The rank of Lancer denotes a member of the Brotherhood who takes on the role as a Vertibird pilot. They undergo specialist training to learn how to fly and maintain the aircraft used by the Brotherhood of Steel so that they can properly provide transport and air support. Not only do Lancers need to have a good understanding of their craft but also a good understanding of how to fly while under heavy fire. While they primarily focus on combat from the skies, they also carry laser weaponry in case they find themselves on the ground amid a firefight.
Breaking

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

## Characteristics

Breaking describes weapons, usually large, blunt melee weapons, that are capable of piercing through external protection or large objects such as wood, concrete and metal. It rads:

* ***Breaking:** For each Effect rolled, reduce the number of  CD a target’s cover provides by 1, permanently. If the target is not in cover, instead reduce the DR of the location struck by 1, according to the damage type of the weapon—physical damage only reduces physical DR, for example.*
Heavy Incinerator

The **Heavy Incinerator** is a weapon in Fallout: New Orleans.

Fallout: New Orleans Big Guns

## Characteristics

Like a flamethrower, a heavy incinerator also propels ignited fuel mixtures to burn a target. However, the heavy incinerator differs in that it appears to lob a succession of fireballs at the target, lobbing them in an arc like a grenade launcher. These fireballs burst upon impact, spreading flames as the fuel splashes off the target.
Bloodbug

**Bloodbugs** are Creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**FLYING:** Bloodbugs can move freely through the air. They ignore most ground-level obstacles and difficult terrain effects, and they can move through “empty” zones above the battlefield if desired. It must spend at least one Minor Action each turn moving, and if it is knocked prone it falls to the ground, suffering 3  Stun Physical Damage, +2  for each zone above ground level it was before it fell.

**LITTLE:** Bloodbugs are 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 which inflicts an Injury.

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

**PROBOSCIS: BODY + Melee** (TN 7), 5  Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Bloodbug with a successful  **END + Survival** test with a Difficulty of 0. This yields 1 portion of Bloodbug Meat and 1 Uncommon Material.

## Characteristics

A form of mutated mosquito, bloodbugs can be encountered in swarms wherever there is stagnant water and carrion. Fully grown, their dark reddish-brown bodies reach nearly two feet in length and their razor-sharp proboscis is capable of puncturing though some types of armor. Bloodbugs typically spit irradiated blood to blind their victims before puncturing the disorientated creature with their proboscis to feed on their blood. Brahmin and other domestic Creatures often fall prey to these bugs, as well as unwary travelers who underestimate the deadly nature of a swarm.
Bloatfly

**Bloatflies** are creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**FLYING:** Bloatflies can move freely through the air. They ignore most ground-level obstacles and difficult terrain effects, and they can move through “empty” zones above the battlefield if desired. It must spend at least one Minor Action each turn moving, and if it is knocked prone it falls to the ground, suffering 3  Stun Physical Damage, +2  for each zone above ground level it was before it fell.

**LITTLE:** Bloatflies are 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 which inflicts an Injury.

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

**LARVE DART: BODY + Melee** (TN 6), 4  Radioactive Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Bloatfly with a successful **END + Survival** test with a Difficulty of 0. This yields 1 portion of Bloatfly Meat and 1 Uncommon Material.

## Characteristics

Nuclear radiation transformed the common pre-War blowfly into the oversized, deadly menace known as the bloatfly. Easily spotted by their mottled greenbrown carapace and plump, bloated appearance, bloatflies are not your common household pests. Often found in swarms of up to four, these creatures attack from a distance using their own dart-spined larvae launched from their abdomen. Bloatflies are aggressive and will pursue prey larger than themselves relentlessly. They can often be found living alongside bloodbugs and stingwings near bodies of water or rotting flesh.
Blaze Flamers 'n' Shit

**Blaze Flamers 'n' Shit** is a building in Freret in New Orleans in 2287.

## Background

A pre-War building with a sign written "blaze" on the front, that was used by Blaze as a store for the trade of guns and general equipment, specially flamers and other fire-related weaponry, such as the shishkebab.

During the attacks of the ghoul hordes, Blaze locked himself in the store. Still, it didn't keep the feral ghouls from breaking into the building and therefeore killing the merchant.

## Layout

The white colored building, with still function neon signs draw attention specially at night. The store inside is not specially big, but the inventory section of the building has enough space to store the heavy weaponry and other goods that used to be sold by Blaze.

## Loot

Characters inside Blaze Flamers 'n' Shit will find:

* Fry, an unique Raider Power Armor arm
* 5 + 2d20 Caps
* A Flamer with 12 + 6 Flamer Fuels
* A Searing Shishkebab
* Blaze's dead body

### Loot Tables

Characters inside Blaze Flamers 'n' Shit may find, while scavenging, the items below:

### Pre-Defined Loot Tables

* Two rolls on the Small Guns loot table
* Two rolls on the Armor loot table
Fallout: New Orleans Companions

This page lists all companions in Fallout: New Orleans.

## Companions

Fallout: New Orleans offers 12 possible companions for the player or players to choose from and recruit, each with their own background, stories, desires, fighting style and companion perk.

* Cecelia - Vault Dweller Medic
* Cousin - Tommygunner Mobster
* Roy - Outcast Harpoonmaster
* Phalange - Ghoul Brawler and Former Raider
* Charlotte - Aristocracy Officer and Swashbuckler
* Lee - Intelligent Super Mutant Sheriff
* Constantin - Protectron Chef
* Matka - Pet Yao Guai
* Octavia - Soldier and Survivalist
Double-Barrel Shotgun

The **Double-Barrel Shotgun** is a weapon in Fallout: New Orleans.

Fallout: New Orleans small guns

## Characteristics

Before the Great War, double-barrel shotguns were mainly used for hunting and home defense, and this has changed little. They are break-action and come in an either a side-by-side or over-and-under barrel configuration. Simple to make and maintain, these shotguns are seen frequently in the Commonwealth and the rest of the wasteland.

### Modifications

A Double Barrel Shotgun can accept one each of the following Modifications:

* Barrel
* Muzzle
* Receiver
* Sight
* Stock
10mm Pistol

The **10mm Pistol** is a weapon in Fallout: New Orleans.

Fallout: New Orleans small guns

## Characteristics

A small and dependable firearm developed largely before the War, this handgun was commonly used by law enforcement officers from pre-War America as a replacement for Laser Guns, which fabrication took longer and were more expensive. Soon, the model went popular and got adopted by corporations across pre-War America, most notably Vault-Tec, that equipped their vaults with many models of the 10mm Pistol. The 10mm Pistol is a very basic, yet potent and easy-to-handle handgun. Its damage output along with decent rate-of-fire and capability of modification makes it one of the most prized low-tier weapons in the wastes.

### Modifications

A 10mm Pistol can accept one each of the following Modifications:

* Barrel
* Grip
* Magazine
* Muzzle
* Receiver
* Sights

## Variants

* Vault Boy's Favorite, a unique variant found in Vault 45.
Brotherhood Scribe’s Armor

**Brotherhood Scribe's Armor** is a piece of outfit in Fallout: New Orleans.

Fallout: New Orleans outfits

## Characteristics

The Scribes of the Brotherhood of Steel are sometimes required to venture out into the field to make observations or perform research up-close. While only providing limited protection, this garb is sufficient to protect the wearer from danger long enough to allow them to withdraw and seek assistance from someone better equipped.
Can Do!

**Can Do!** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

Provides an additional Food item while scavenging by spending Action Points.

## Effect

When you are Scavenging a location that contains Food, you gain 1 additional random Food item, without spending Action Points.

## Notes

* This Perk will not provide an additional Food item for items set to be found in a certain location.
Elder

**Elders** 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,an Elder can order a Brotherhood characterof lower level to immediately perform a Major Action. The Elder assists that action with **CHA + Speech**.

**UNARMED STRIKE: STR + Unarmed** (TN 8), 3  Physical damage

**LONG LASER RIFLE: PER + Energy Weapons** (TN 13), 4  Piercing 1 Energy Damage, Range M, Fire Rate 2, Two-Handed

## Inventory

Brotherhood of Steel Armored Battlecoat, Long Laser Rifle, Brotherhood of Steel Holotags, Wealth 4

## Characteristics

Elders make up the Brotherhood of Steel’s leadership council. To reach the lofty position of Elder, an individual must progress through the Brotherhood’s ranks and must reach at least Paladin to be considered. While a council of Elders are responsible for the entire organization, one or more Elders may also lead their own chapters in various parts of the wasteland.
Fat Man

The **Fat Man** is a weapon in Fallout: New Orleans.

Fallout: New Orleans Big Guns

## Characteristics

The M42 Nuclear Catapult is a shoulder-fired infantry support weapon which launches compact tactical nuclear warheads—mini-nukes, each about the size of a football—over a moderate distance to inflict massive destruction upon the target location.

### Variants Comparison

 Anastasia | 25  | Breaking, Radioactive, Vicious | Physical
Fallout: New Orleans Energy Weapons

**Energy Weapons** is a type of weapon in Fallout: New Orleans.

* This page lists all Energy Weapons in Fallout: New Orleans.
* For the Skill that affects combat with the weapons below, see Energy Weapons.
* The content is not described in full detail. For details, see the respective articles.

Energy Weapons refer to any handheld, energy-fed long range weapon powered by a fusion core, energy cannister or an energy converter of the same nature. These weapons fall under two categories: Common and Unique, being normal weapons installments of the weapon that can be found multiple throughout the wasteland and Unique referring to a single weapon, that is a variant of a Normal weapon containing a special rule or two that makes it essentially more powerful than its Normal counterpart.

## Energy Weapons Modifications

The following mods are available to Energy Weapons, above. All Energy Weapons mods are installed with the Science skill, but you may only install a mod if you possess the listed perks (if any).

* Capacitor
* Barrel
* Grip
* Stock
* Sight
* Muzzle
Blitz

**Blitz** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effect

When you move into Reach of an opponent and make a melee attack against them in one turn, you may re-roll one D20 on your attack. At Rank 2, you also inflict +1  Damage with that attack. Each time you take this Perk, the level requirement increases by 3.
Fisherman Outfit

**Fisherman Outfit** is a Clothing item in Fallout: New Orleans.

Fallout: New Orleans Clothing

**SPECIAL:** Fisherman Clothing has special lining designed to protect the user from outside hazards. Fisherman Clothing gives the user +1 Poison Damage Resistance.

## Characteristics

A conglomerate of small armor parts, hides, carapaces and harnesses, the Fisherman Outfit is lined with thermoplastic polymer in order to protect the user from acids and other types of liquefied venom thrown by animals. It's bulky nature outside allows the user (oftenly, of course, the Fishermen) to move in bodies of water without impediments.

### Modifications

Fisherman Outfits can accept one Ballistic Weave modification and one unique Carapace modification. All Fisherman Outfit mods are installed with the Repair skill.

* Ballistic Weave
* Carapace