recursal/Fanatic-Fandom huggingface dataset:
Fishermen

The **Fishermen** are a faction and trader organization in New Orleans in 2287.

Fallout: New Orleans factions

Fishermen Symbol

## Background

### Origin

The Fishermen refers to the organization and survivors that arrived in Laketown Park in 2264 by boat. Originally, the now called Old Fishermen were a tribe hunters, mercenaries and quasi-raiders that lived in Sunset Point, a fortified city built over Mandeville, as it was known before the war.

The Old Fishermen were a powerful tribe, with access to many sea vehicles, makeshift weapons such as harpoon guns and military equipment. Their main source of caps and power were the selling of fish, crops, exotic and alive fauna and mercenary work to some extent. Their scattered settlements on the area were often raided for its supplies and weaponry, which drawn the Fishermen to retaliate with their hunting parties.

Roy, who used to lead the tribe, decided to declare war on various tribes and divide the Fishermen's power into conquering and absorbing smaller tribes' camps into theirs. which resulted into an alliance between various tribes endangered by the Old Fishermen's declaration of war. This alliance led to the creation of The Gore, that attacked the Old Fishermen, camp by camp.

The survivors escaped by boat and followed any potential mirelurk trails Roy could track, until arrived in Laketown Park. Once arrived in Laketown Park, the survivors settled in the buildings in the area and started rebuilding. Roy's brother, Evan, better known as Ol' Skiffy, declared himself mayor after Roy's reclusion and abandon the role of leader. As soon as the settlement was secured, Ol' Skiffy named the settlement "Fishtown". The remaining hunters and fighters for the tribe, with the exception of Roy and Ol' Skiffy, became the Fishermen.

### New Orleans

The Fishermen are almost exclusively found in Fishertown, but some other fishermen like Watkins or Gage live scattered around New Orleans and other settlements, either offering mercenary work, trade or other services, or simply going about their lives surviving some way or another.

## Members

* Allison
* Gage
* Ol' Skiffy
* Watkins
* Willy

## Characters

* Fisherman
* Fisherman Harpoonmaster
Laser Gun

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

Fallout: New Orleans Energy Weapons

* Laser Pistol
* Laser Rifle

## Characteristics

High tech weapons that emit a concentrated beam of directional light. These weapons were developed sometime before the Great War, not enough to be mass produced, and though they are a uncommon sight in most post-War states of the U.S, big shipments of energy weapons - both pistols and rifles - arrived to the shores of New Orleans and most ports of Louisiana.

### Modifications

The default profile is for a Laser Pistol. A Laser Gun can accept one each of the following mods. Any Stock mods change the weapon to a Laser Rifle.

* Capacitor
* Barrel
* Grip
* Stock
* Sight
* Muzzle
Cautious Nature

**Cautious Nature** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

May re-roll 1D20 on a Skill Test when D20s have been bought by spending Action Points.

## Effect

Whenever you attempt a Skill Test, and you buy one or more D20s by spending Action Points, you may re-roll 1D20 on that test. You may not purchase this Perk if you have Daring Nature.
Ballistic Weave

**Ballistic Weave** is a type of modification for apparel items in Fallout: New Orleans.

## Characteristics

Ballistic polymer weave is an armor mod which improves the defensive abilities of some clothing items. A layer of this tough artificial fabric can be used as a lining in a variety of garments, giving them a limited ability to resist impacts, bullets, and energy blasts.

Knowledge of this recipe is possessed only by a few, and they share these secrets only occasionally. All ballistic weave mods are installed with the Repair skill.
His Will

**His Will** is an unique Power Fist in Fallout: New Orleans.

Fallout: New Orleans melee weapons

**GUIDES MY HAND:** Whenever a complicaton is rolled while still hitting the target, His Will will cause a radioactive shockwave upon contact with the target, dealing 1 additional Radioactive Damage on an Effect to anyone within Close range of the attacker.

## Statistics

### Dmg. Effects

Radioactive
 Stun

## Other

### Variants Comparison

 **His Will** | 6  | Radioactive, Stun | Physical
Daring Nature

**Daring Nature** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

May re-roll 1D20 on Skill Tests when D20s have been bought by giving the Gamemaster Action Points.

## Effect

Whenever you attempt a Skill Test, and you buy one or more D20s by giving the gamemaster Action Points, you may re-roll 1D20 on that Test. You may not purchase this Perk if you have Cautious Nature.
Confirmed Bachelor

**Confirmed Bachelor** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

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

## Effect

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

## Notes

* This Perk can only be chosen by male Characters and only affects male Characters, otherwise it is identical to the Lady Killer, Cherchez La Femme and Black Widow Perks.
	+ Lady Killer can only be chosen by male Characters, and affects female Characters.
	+ Cherchez La Femme can only be chosen by female Characters, and affects female Characters.
	+ Black Widow can only be chosen by female Characters, and affects male Characters.
Gas Mask

**Gas Mask** is a headgear in Fallout: New Orleans.

Fallout: New Orleans headgear

**SPECIAL:** The gas mask provides +3 Poison damage resistance against any airborne or gaseous poisons and prevents the wearer from being affected by any effects relating to gas or dust. Add +1 to the difficulty of all **Speech** tests while wearing a gas mask, as it muffles your speech.

## Characteristics

A rubber and leather mask with a plastic visor, which fits with an air-tight seal over the face. The front of the mask contains a filter which cleanses the air of contaminants like dust and gas
Military Fatigues

**Military Fatigues** is a piece of clothing in Fallout: New Orleans.

Fallout: New Orleans clothing

**SPECIAL:** Wearing military fatigues allows you to re-roll a single d20 on one **STR** or **AGI** based skill test you make each scene, as the fatigues are easy to move in.

## Characteristics

A simple, hard-wearing shirt, jacket, pants, and set of combat boots designed to be worn by military personnel before the Great War. These garments are designed to be worn in unpleasant conditions, and have numerous pockets for carrying useful items, so an intact set is a decent find.

### Modifications

Military fatigues can be reinforced with Ballistic Weave.
Fallout: New Orleans Melee Weapons

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

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

Melee Weapons refer to weaponry used only in close range, hand-to-hand combat weapons, as well as any objects repurposed as a weapon.. 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.
Dog

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**KEEN SENSES:** One or more of the Dog'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).

**BITE: BODY + Melee** (TN 8), 4  Physical Damage

## Inventory

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

## Characteristics

Dogs are common across the wasteland and are one of few creatures who have not succumbed entirely to mutation as a species. Non-mutated dogs can be found in many settlements and as domestic pets or guard animals and appear to have the same intelligence and capability as their pre-War ancestors.
Algiers Point

**Algiers Point** is a District of New Orleans in 2287.

## Background

Algiers Point is part of the 15th Ward, also known as Algiers, which is the second-oldest district of New Orleans. Known most notably by its neighborhood of the same name, Algiers Point became officially a District of New Orleans at the year 2050.

Prior to the Great War, Algiers Point was mostly composed of small neighborhoods and large households, housing medium to high-wage families. A branch of the New Orleans Public Library was also found Algiers Point, being the smallest of the ones found in the city. Two years before the Great War, Vault 45's construction was finished and invitations started being sent out by the first day of 2077. The U.S Army also took over a street in Pelican Avenue as soon as Vault-Tec Operations had started in Vault 45.
Jaeger

Jaeger is a unique Harpoon Gun in Fallout: New Orleans.

Fallout: New Orleans Big Guns

**LAND FISHIN':** Jaeger's muzzle has a binding device that ties a rope to the harpoon fired. Once per turn, one may spend 1 AP to activate the binding device, and their next attack with Jaeger will pull an enemy 1 Zone closer and knock them prone. If the enemy has the **Big** Special Ability, they are pulled closer still, but require an additional AP to to be knocked prone.

## Statistics

### Qualities

Aquatic
 Debilitating
 Two-Handed

## Background

Modified not only for hunting purposes but also as a sign of leadership, Jaeger was the signature weapon used by Roy Kingsman, former leader of the Fishermen. After the tribe's decimation by The Gore, Roy retired the weapon and left it as a display at his cottage, as he let go of the title of leader for the Fishermen tribe.

## Characteristics

Jaeger is a unique Harpoon Gun with a modified muzzle, containing a binding device that ties the Harpoon thrown in a rope and then pulls the harpoon upon contact, pulling the target one zone closer at the cost of Action Points. Jaeger also deals 1  additional damage in comparison to the harpoon gun.

## Locations

* Found inside Roy's Cottage in Fishtown.

## Notes

* In german, *Jaeger* means "Hunter". The weapon was nicknamed by Roy, who is fluent in german.
Deathclaw Gauntlet

The **Deathclaw Gauntlet** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

The gauntlet is made up of two (and can be upgraded to three) deathclaw claws with a simple handhold and a cushioned brace to go around the wearer's wrist.

### Unique Deathclaw Gauntlet Modifications

A Deathclaw Gauntlet can accept one of the following modifications which are installed with the Repair Skill:
Blowtorch

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

Fallout: New Orleans melee weapons

## Characteristics

The Blowtorch is a portable metalwork tool, often used for cutting and welding. It has a small oil canister at its base and a manual ignition rod behind the ported nozzle.

### Unique Blowtorch Modifications

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

* Canister
* Nozzle
Baton

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

Fallout: New Orleans melee weapons

## Characteristics

A basic, rubber and metal-made retractable shock baton usually found being used by Vault-Tec Security. Its simple design allows for easy-to-make repairs and modifications.

### Unique Baton Modifications

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

Science! 1
Gauss Rifle

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

Fallout: New Orleans small guns

## Characteristics

The gauss rifle uses magnetic induction to propel a projectile at incredible, devastating speeds. Each shot can be “charged” for maximum damage by holding the trigger for a moment before releasing to fire.

### Modifications

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

* **Barrel:** Shielded Barrel 
* **Stock:** Recoil-Compensating Stock 
* **Capacitors:** Full Capacitors, Capacitor Boosting Coil 
* **Sights:** Reflex Sight, Short Scope, Long Scope, Short Night Vision Scope, Long Night Vision Scope, Recon Scope 
* **Muzzle:** Suppressor
Fallout: New Orleans Big Guns

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

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

Big Guns are ballistic and energy-fed heavy weaponry with a high weight rating that requires stronger, more durable users to wield. These weapons fall under two categories: Common and Unique, being common weapons installments of the weapon that can be found multiple times throughout the wasteland and Unique referring to a single weapon, that is a variant of a common weapon containing a special rule or two that makes it essentially more powerful than its Normal counterpart.
Axe

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

Fallout: New Orleans melee weapons

## Characteristics

The Axe is a handheld, two-handed and heavy weapon with a long, wooden handle, with a metal bit at the very end of it. The Axe has had many utilities before the war, mainly related to lumberjack work.

### Unique Axe Modifications

An Axe can accept the following modification which is installed with the Repair Skill:

* Head

## Variants

* The Axeman's, a unique variant cariied by The Axeman.
Adrenaline Rush

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

Fallout: New Orleans Perks

## Effects

Strength Rank is considered 10 when Hit Points are below is maximum value.

## Effect

When your Hit Points are below its maximum value, you count your **STR** score as 10 for all purposes when attempting a **STR**-based Skill Test or Melee Attack.
Better Criticals

**Better Criticals** is a Perk in Fallout: New Orleans.

Fallout: New Orleans Perks

## Effects

Apply an Injury upon an enemy when dealing damage by spending 1 Luck Point.

## Effect

When you inflict one or more points of damage to an enemy, you may spend 1 Luck Point to automatically inflict a Critical Hit, causing an Injury.
Dogmeat (Perk)

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

Fallout: New Orleans Perks

## Effect

You aren’t alone in the wilderness. You have a pet dog that serves as a friend and ally in dangerous times. The dog is treated as an allied NPC Creature under your command. If you need to forage for food and water, your dog looks after themselves. If your dog is slain, then you either find a new dog before the next adventure, or you may trade this Perk for a different one after this adventure.

## Notes

* See Dogmeat to see its statistics and abilities.
Lady Killer

**Lady Killer** 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 male Characters and only affects female Characters, otherwise it is identical to the Confirmed Bachelor, Cherchez La Femme and Black Widow Perks.
	+ Confirmed Bachelor can only be chosen by male Characters, and affects male Characters.
	+ Cherchez La Femme can only be chosen by female Characters, and affects female Characters.
	+ Black Widow can only be chosen by female Characters, and affects male Characters.
A Fever That's So Hard to Bear

Fallout: New Orleans Companions

## Cecelia

* General
* Statistics
* Abilites

## Perks

**SPOT-ON RESPONDER:** Cecelia comes from a lineage of skilled doctors and responders of Vault 10. Once per round during combat, whenever a friendly character suffers an injury, Cecelia may interrupt the normal Initiative order to take the First-Aid Major Action to treat that character's injury, with an additional Minor Action; if Cecelia has already taken her turn, she'll receive a number of APs equal to the number of injuries inflicted upon an ally during that round.

## Inventory

Vault Jumpsuit (Treated Lining), 10mm Pistol, Baton, 3x Stimpak, First-Aid Kit, Pip-Boy, Wealth 2

**A Fever That's So Hard to Bear** is a Companion Quest in Fallout: New Orleans.

## Overview

You have found Cecelia in Algiers Point wandering around Vault 45's entrance site. She talks hectic and borderline desperate, saying that a children-killing virus has settled in her vault. She speaks of a conspiracy she cannot quite put her finger into. She also speaks of the people and life in her vault, and how it is accepting and hopeful despite the terrors of the Spook virus.
Cousin

>
>
>
> Fallout: New Orleans Companions
>
> Cousin
> ------
>
>
>
>
>
>
>
> * General
> * Statistics
> * Abilites
>
>
>
>
>
> Bio
> ---
>
>
>
> ### Race
>
>
> Human
>
>
> ### Gender
>
>
> Male
>
>
>
> Info
> ----
>
>
>
> ### Level
>
>
> 5 *(Standard)*
>
>
> ### Keywords
>
>
> Human
>
>
> ### Type
>
>
> Companion Character
>
>
>
>
>
> S.P.E.C.I.A.L
> -------------
>
>
>
> ### Strength
>
>
> 7
>
>
> ### Perception
>
>
> 8
>
>
> ### Endurance
>
>
> 6
>
>
> ### Charisma
>
>
> 6
>
>
> ### Intelligence
>
>
> 7
>
>
> ### Agility
>
>
> 6
>
>
> ### Luck
>
>
> 6
>
>
>
> Derived Statistics
> ------------------
>
>
>
> ### HP
>
>
> 23
>
>
> ### Initiative
>
>
> 14
>
>
> ### Defense
>
>
> 1
>
>
> ### Carry Weight
>
>
> 200 lbs.
>
>
> ### Melee Bonus
>
>
> +1
>
>
> ### Luck Points
>
>
> 3
>
>
>
> Damage Resistances
> ------------------
>
>
>
> ### Phys. DR
>
>
> 2 (All)
>
>
> ### Energy DR
>
>
> 2 (All)
>
>
> ### Rad. DR
>
>
> 0
>
>
> ### Poison DR
>
>
> 0
>
>
>
>
>
> Perks
> -----
>
>
>
> **FUSILADEER:** When Cousin is a companion, any Energy Weapon gains +1  Damage. If it has a Fire Rate of 2 or higher, it gains +2  Damage. If it is a Laser RCW, it gains +3 . These effects are no cumulative.
>
>
>
> Skills
> ------
>
>
>
> ### Athletics
>
>
> 1
>
>
> ### Barter
>
>
> 2
>
>
> ### Energy Weapons
>
>
> 4 *(Tag)*
>
>
> ### Lockpick
>
>
> 3 *(Tag)*
>
>
> ### Melee Weapons
>
>
> 2
>
>
> ### Small Guns
>
>
> 2
>
>
> ### Unarmed
>
>
> 4 *(Tag)*
>
>
>
>
>
> Inventory
> ---------
>
>
>
> Formal Clothing (Ballistic Weave), Formal Hat (Ballistic Weave), Laser RCW, Switchblade, Wealth 4
>
>
>
> *[TBA].*
>
>

**Jacob "Cousin" Di Prima** is [TBA].
Deathclaw

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

**BIG:** The Deathclaw 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+.

**KEEN SENSES:** One or more of the Deathclaw'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).

**REND:** A Deathclaw may choose to make adeadlier **Claw** attack by increasing the Difficulty of the attack by +1. If it succeeds, the attack’s damage increases by +2 .

**WEAK SPOT:** If an attacker chooses to target the Deathclaw’s Torso, it ignores the creature’s DR. This does not apply against hits which hit the Torso due to random chance.

**MASSIVE STRENGTH:** A Deathclaw is capable of lifting and throwing objects as large as a standard car.

**CLAW: BODY + Melee** (TN 14), 6  Piercing 1 Physical Damage

**SLAM: BODY + Melee** (TN 14), 4  Stun Physical Damage

**HEAVY OBJECT: BODY + Guns** (TN 11), 4  Stun Physical Damage, Throwing, Range M

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Deathclaw with a successful **END + Survival** test with a Difficulty of 1. This yields 2  portions of Deathclaw Meat.

## Characteristics

Well known throughout the wasteland, the Deathclaw is a creature feared by many, and for good reason. Created through the genetic engineering and gene splicing of the Jackson’s Chameleon, the pre-War U.S. government created these monstrosities to replace soldiers on the battlefield. Sporting vicious claws and horns, and a stature that towers over most humans, these creatures are killing machines with a speed faster than most creatures of their size. Female deathclaws are often larger than the males and are deeply protective of their eggs and young. Encountering a lone deathclaw is dangerous, but to stumble upon a nest is almost guaranteed to end in a swift, painful death.
Freret

**Freret** is a district of New Orleans in 2287.

Fallout: New Orleans Locations

## Background

Prior to the Great War, this rather small neighborhood was considered to be a subdistrict to the Uptown area of the city, and well known for its number of restaurants on what was called The Freret Commercial Corridor.

## Layout

Located south of Broadmoor, west of Milan, north of Uptown and east of Audubon, Freret contains the following locations:

* Abandoned Fire Station
* Boomhogs Camp
* Magnolia
Chem Resistant

**Chem Resistant** 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

At Rank 1, roll one fewer  when determining if you become Addicted to Chems, to a minimum of 0. At Rank 2, you cannot become Addicted to Chems.

Each time you take this Perk, the level requirement increases by 4.
Feral Ghoul

**Feral Ghouls** are creatures in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

**IMMUNE TO RADIATION:** The Feral Ghoul reduces all Poison Damage suffered to 0 and cannot suffer any damage or effects from poison.

**FERAL:** The Feral Ghoul is unintelligent, driven purely by feral instinct. Feral NPCs cannot be persuaded or influenced by Speech tests. Feral NPCs will move towards and attack the nearest enemy. If they cannot detect an enemy, they move towards the nearest source of bright light or loud noise. Failing that, they move around randomly or simply lie down and do nothing.

**GHOUL:** A ghoul is healed by radiation. Itregains 1 HP for every 3 points of Radiation Damage inflicted upon it.

**PLAY DEAD:** A Feral Ghoul which is prone and not moving is difficult to tell apart from a corpse. It takes a **PER + Survival** test, Difficulty 2, to spot a Feral Ghoul which is currently ‘playing dead’. They often use this to ambush unsuspecting passers-by.

**UNARMED: BODY + Melee** (TN 8), 3  Radioactive Physical Damage

## Characteristics

Ranging in age from those who underwent ghoulification hundreds of years ago, and for those whom the process quickly degraded their body and mind, Feral Ghouls are what remain once humanity is lost. They are violent creatures who attack by rushing their victims and clawing at them. They cannot be reasoned with, having lost the ability to understand speech and seem to possess little higher thinking. Some appear to retain some sense of memory, carrying items that they would have done in their pre-feral state or returning to places they once knew. Feral ghouls often leave other ghouls alone, regardless of them being feral or not, but attack all other creatures on sight.
Anastasia

**Anastasia** is a unique Fat Man in Fallout: New Orleans.

Fallout: New Orleans Big Guns

**BIG LADY:** Anastasia was modified to compose a blast shield, designed to protect its wielder. After taking the Aim Minor Action to attack, add +2  as Cover to your Arms and Head Hit Locations until the start of your next turn. The blast shield is an assorted component of Anastasia's design, and can be repaired with 2 Common Materials and 2 Uncommon Materials if destroyed.

## Statistics

### Dmg. Effects

Breaking
 Radioactive
 Vicious

### Qualities

Blast
 Inaccurate
 Two-Handed

## Variants

* Fat Man, the base version variant.

 **Anastasia** | 25  | Breaking, Radioactive, Vicious | Physical
Formal Hat

**Formal Hat** is a headgear in Fallout: New Orleans.

Fallout: New Orleans headgear

**SPECIAL:** Wearing a formal hat allows you to re-roll a single d20 on one **CHA**-based skill test you make each scene, as it helps you make a good first impression.

## Characteristics

A smart-looking hat, that’ll look the part adorning your head during a business engagement or formal event. Or just because you like how it looks and it keeps the sun off your face. Many examples are somewhat battered and worn from neglect and ill-use, but they’re still functional.

### Modifications

Formal hats can be reinforced with Ballistic Weave.
Anti-Material Rifle

The **Anti-Material Rifle** is a weapon in Fallout: New Orleans.

Fallout: New Orleans small guns

## Statistics

### Qualities

Accurate
 Two-Handed

## Other

### Modifications

An Anti-Material Rifle can accept one each of the following Modifications:

* Barrel
* Magazine
* Muzzle
* Receiver
* Sight
* Stock

## Variants

* The Imperialist, a unique variant found on the rooftop of Tremé Steelworks.

### Variants Comparison

 The Imperialist | 10  | Piercing 1 | Physical
Cuckoo's Diner

**Cuckoo's Diner** is a location in New Orleans in 2287.

Fallout: New Orleans Locations

## Background

Formerly a diner owned by the local company Cuckoo's, is now inhabited by Shannon and Lydia Kemp, mother and daughter wastelanders. The two have been living in the diner for about a month, and moved after both a local dispute in another settlement.

## Layout

A small square-shaped building, about 3 diameters long. Some of the diner's doors, windows and pre-War structures are somewhat preserved, though were reinforced previously with metal and wood. The exterior part of the building has some overgrown foliage, which have been cared by Lydia.

## Inhabitants

* Lydia
* Shannon
Fishtown

**Fishtown** is a location in New Orleans in 2287.

Fishtown Icon

## Background

The city was founded in 2264 by the previous settlers from Sunset Point Fishing Pier. Those settlers, at the time known still as Fishermen, were driven off from their rather large settlement by a conglomerate of rival raider gangs and tribes that form the now known as Baysteelers.

After the siege against the Fishermen, the survivors fled in groups to the other side of the lake in boats, and found Laketown Park of New Orleans. There, Roy Kingsman, previous leader of the Fisherman, renounced his position as leader of the faction and exiled himself to one of the cabins in the park. Evan Kingsman, Roy's brother, proclaimed himself as their new leader and founded Fishtown.

In the years that passed, both the city and the tribe evolved slowly into more of a commerce-driven faction, and year by year their mercenary or quasi-raider behavior detaches the tribes' once feared hunters from this new, civilized way of living, that Evan aimed to do once named as mayor.

## Layout

### Entrance

The entrance gate and fortified wall of the settlement. There is a rotating guard watch on the gate's towers, where two fixed harpoon guns are used by the guards for defense.

### Commerce

The trading center of the town built over the old parking lot and most of the west pier, where occasional traders and caravaneers come and go, with some setting camps and tents to sell their goods and trade caps. Some cottages from before the War resisted the many years of decay and the nuclear fallout, and are now used as shops by the town's traders.

* Baits
* Neptune's Armory
* Very Good Fish & Food
* Willy's Smithy

### Main Pier

The main pier is where the town's most notorious building is located: the abandoned Treasure Chest Casino ship. The ship is now used as a town hall, warehouse and center-of-command by Ol' Skiffy and the Fishermen in the town. The Main Pier is also where the Fishermen Boats, vehicles used by hunting parties and for transport are located

* Fishtown Hall
* Sea-Brahmin Fishing and Transportation

### West Pier

The west pier is the main residential area of the town, excluding assorted cabins and cottages. That's where most of the townsfolk live in and go about in their days. This very spacious area allowed the fishtowners to maintain and settle large properties.

* 22 Cabins
* Roy's Cottage

### Farm

The farm is the agricultural site of the settlement, where most of the townsfolk who are not fishermen or trader work, growing crops, harvesting and supplying them to the traders either in town or that come by. Recently, some fishermen stepped down from their hunting duties to grow captured and unusual livestock.

* Fishtown Greenhouse
* Mirelurk Pen
* Angler Pen

## Inhabitants

### Residents

* Allison
* Gene
* Ol' Skiffy
* Willy

### Generic

* 20 Fishermen
* 10 Harpoonmaster Fishermen

## Notable Loot

* Jaeger, an unique harpoon gun, can be found inside Roy's Cottage.
* A full set of Marine Power Armor, found in Neptune's Armory.
* Ol' Skiffy's Hooked Leather Arm, a unique leather arm armor piece, can be found inside Ol' Skiff's office inside Fishtown Hall.
Initiate

**Initiates** 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 Scribe assists that action with **CHA + Speech**.

**WELL-EQUIPPED:** Twice per combat, the Initiate may ‘let rip’ with a volley from their Laser Pistol. This adds the weapon’s Fire Rate of 2 to the weapon’s damage for a single attack (for 6  total).

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

**LASER PISTOL: PER + Energy Weapons** (TN 10), 4  Piercing 1 Energy Damage, Fire Rate 2, Range C, Close Quarters

## Inventory

Brotherhood of Steel Uniform, Laser Pistol, Brotherhood of Steel Holotags, Wealth 1

## Characteristics

At the lowest ranks of the Brotherhood of Steel's military, there are Initiates. Initiates are the youngest, less-trained and less powerful of the Brotherhood of Steel soldiers. These are recent graduates and trainees who have finally been trusted with a set of trooper garnments, a laser pistol, holotag and a few fusion cells to defend themselves. Initiates are aspirants to the title of Knight or Paladin, and are entrusted with the most varied of tasks: some are just box-kickers, and some are sturdy soldiers.
Fisherman

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

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**TRACKER:** The Fisherman roll an additional 1d20 on PER tests to track or find creatures.

**NATURAL ANTIDOTE:** The Fisherman adds +1 to their Poison DR against the Persistent damage effect.

**HUNTING PARTY:** As a Major Action, a Fisherman can order a Fishermen character of lower level to immediately perform a Major Action. The Fisherman assists that action with **CHA + Speech**.

**UNARMED STRIKE: STR + Unarmed** (TN 8), 2  Physical damage

**CROSSBOW: AGI + Small Guns** (TN 10), 5  Piercing 1 Physical Damage, Fire Rate 0, Range M, Aquatic, Suppressed, Two-Handed

## Inventory

Fisherman Outfit, Crossbow, Mirelurk Bait, Wealth 2
Combat Rifle

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

Fallout: New Orleans small guns

## Characteristics

A pre-War weapon found across the wastelands and used in large numbers by various aggressive factions. Combat Rifles are a rugged and adaptable design, able to be modified to fill a variety of different battlefield roles.

### Modifications

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

* **Receiver:** Calibrated, Hardened, Automatic, Hair Trigger, Powerful, Advanced, .38 Receiver, .308 Receiver 
* **Barrel:** Long Barrel, Ported Barrel, Vented Barrel 
* **Stock:** Full Stock, Marksman’s Stock, RecoilCompensating 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, Suppressor
Aristocrat Officer

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

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**MUSKETEER:** When attacking with a weapon that is Overcharged with Gunpowder, the Officer ignores the first complication they roll on each turn with that weapon.

**OVERCHARGE:** The Officer can overcharge their Black Powder Rifle with Gunpowder. Once per turn, the Officer may load their weapon with any number of Gunpowder ammo, increasing the damage dealt by 1  and the Complication Range by 1 per Gunpowder spent. The Officer have 3 units of Gunpowder.

**ENFORCER:** When making an opposed Speech test to intimidate someone, the Officer generates one additional success to any they roll.

**CHAIN OF COMMAND:** As a Major Action, an Officer can order a Aristocracy character of lower level to immediately perform a Major Action. The Aristocrat Guard assists that action with **CHA + Speech**.

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

**BLACK POWDER RIFLE: AGI + Small Guns** (TN 9), 7  Physical Damage, Range M, Fire Rate 0, Inaccurate, Overcharged, Two-Handed, Unreliable

**SWORD: STR + Melee Weapons** (TN 7), 4  Piercing 1 Physical Damage, Parry

## Inventory

Aristocrat Guard Duster, Aristocrat Guard Hat, Black Powder Rifle, Aristocrat Officer Sword, 3x Gunpowder, Wealth 2

## Background

The lowest rank of the Aristocracy's military. Officers are common law-enforcing officials and foot soldiers, generally travelling, patrolling and keeping mundane tasks. Although being generally weak, Officers are highly skilled in the use of guns, especially Black Powder Rifles, making them dangerous foes from longer distances.
Raider Boss

**Raider Bosses** are characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

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

**ACTION PACKED:** The Raider Boss is drivenand motivated and takes matters into their ownhands. The Raider Boss begins each scene witha personal pool of 4 Action Points, which it may spend instead of drawing from other sources.

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

**HUNTING RIFLE: AGI + Small Guns** (TN 8), 6  Physical Damage, Range M, Fire Rate 0, Two-Handed

**FRAG GRENADE: PER + Explosives** (TN 11), 6  Physical Damage, Blast, Thrown (M)

## Inventory

Heavy Raider Chest Piece, Sturdy Raider Leg x2, Heavy Raider Arm x2, Frag Grenade x3,Hunting Rifle, Wealth 2

## Background

Raider Bosses tend to sit at the top of the hierarchy within a raider gang. They are usually equipped with better weapons and armor than their underlings and tend to be experienced combatants. They have often earned their position through repeated displays of strength, leadership, and bloodshed and keep it in much the same way.
Fallout: New Orleans Explosives

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

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

Explosives refer to one-time use, explosive devices that deal a great amount of damage to the environments they are set to explode in. Different to most weapons, they only fall under the Common category, and have no Modifications either general or unique.
Mirelurk Queen

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

**HATCHLING SPAWN:** Once per round the GM may spend 4 AP as a Major Action to spawn a group of 4 Mirelurk Hatchlings. If this action is taken, the Mirelurk Queen may not make an attack as a Major Action in the same round.

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

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

**SMALL WEAK POINT:** While the Mirelurk Queen’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 Queen 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.

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

**PINCERS: BODY + Melee** (TN 17), 12  Vicious Physical Damage

**ACID SPRAY: BODY + Melee** (TN 17),10  , Piercing 1, Radioactive Damage

## Inventory

**SCAVENGING:** Upon the Mirelurk Queen’s death the players can find several items and Caps among its body and lair. Roll 4d20 for the number of Caps that can be found, roll 4 CD and for each effect rolled make a single roll on the Random Junk Table. The lair or body may also contain up to three weapons, and 3d20 rounds of ammunition appropriate to the weapons found, at the GM's discretion.

**BUTCHERY:** Scavengers can butcher a dead Mirelurk Queen with a successful **END + Survival** test with a Difficulty of 0. This yields 5 portions of Mirelurk Queen Meat.

## Characteristics

A rare variant of an average crab-like mirelurk, queens are even more terrifying and dangerous. They stand taller than any other mirelurk subspecies with some reaching the gigantic height of a behemoth. In addition to their added size, they are one of the most aggressive variants. Like all mirelurks, their shell is almost impenetrable but the soft skin of their face is still a weak spot. Mirelurk queens also can spit acid, as well as dispatching swarms of her hatchlings at would-be enemies. They are extremely protective of their nests and eggs and will viciously defend if threatened. You cannot mistake coming across one of these rare creatures, as they let out a terrifying sonic roar to announce their attacks.
Radroach

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

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

**LITTLE:** The Radroach is smaller than mostcharacters. The Radroach’s normal HP is reducedto Body + ½ Level (rounded up), but its Defenseis increased by 1. Further, it is slain by any hitwhich inflicts an Injury.

**SNEAKY:** A Radroach has a TN of 10 for Sneak tests, and rolls +1d20 on sneak attacks.

**BITE: BODY + Melee** (TN 6), 1  Radioactive Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Radroach with a successful **END + Survival** test with a Difficulty of 0. This yields 1 portion of Radroach Meat.
Pipe Bolt-Action

The **Pipe Bolt-Action** is a weapon in Fallout: New Orleans.

Fallout: New Orleans small guns

## Characteristics

A makeshift weapon, normally seen in the hands of those who can’t make, buy, or scavenge anything better, pipe guns are crude and somewhat unreliable, but effective enough. Bolt-action pipe guns tend to be chambered for rifle caliber rounds, trading rate-of-fire for power and simplicity

### Modifications

* **Receiver:** Calibrated, Hardened, Powerful, .38 Receiver, .50 Receiver 
* **Barrel:** Stub Barrel, Long Barrel, Ported Barrel, Finned Barrel 
* **Grip:** Sharpshooter’s Grip  Stock: Standard Stock, Marksman’s Stock, Recoil-Compensating Stock 
* **Sights:** Reflex Sight, Short Scope, Long Scope, Short Night Vision Scope, Long Night Vision Scope, Recon Scope 
* **Muzzle:** Bayonet, Compensator, Muzzle Brake, Suppressor
Super Mutant Master

**Super Mutant Brutes** are Characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**BARBARIAN:** +2 to Physical and Energy Damage Resistances (included).

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

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

**UNARMED STRIKE: STR + Unarmed** (TN 12), 4  Physical damage

**MINIGUN: END + Big Guns** (TN 9), 3  Burst, Spread, Physical Damage, Fire Rate 5, Range M, Gatling, Inaccurate, Two-Handed

**MISSILE LAUNCHER: END + Big Guns** (TN 9), 11  Physical Damage, Fire Rate 0, Range L, Blast, Two-Handed

## Inventory

Super Mutant Heavy Helmet, Super Mutant Heavy Body Armor, Super Mutant Heavy Bracer x2, Super Mutant Heavy Leg Armor x2, Minigun, Missile Launcher, Wealth 1

## Characteristics

Super Mutant Masters are higher up in the hierarchy than Super Mutant Brutes and often have the armor, weaponry and combat experience to deserve their titles. These super mutants are almost always hostile and are equipped with much heavier and more destructive weapons, such as missile launchers and mini guns. While this kind of super mutant is often absent from smaller groups, they are almost always present within large communities.
Plasma Gun

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

Fallout: New Orleans Energy Weapons

* Plasma Pistol
* Plasma Rifle

**SPECIAL:** Plasma Guns inflict both Physical and Energy damage. Roll damage as normal, and then reduce the total by whichever of the target’s Damage Resistances is lower out of Physical or Energy. Any Persistent damage effects (applied by weapon mods) inflict Energy damage.

## Other

### Modifications

The default profile is for a Plasm Pistol. A Plasma Gun can accept one each of the following mods. Any Stock mods change the weapon to a Plasma Rifle.

* Capacitor
* Barrel
* Stock
* Sight
Super Sledge

The **Super Sledge** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

It is a heavy two-handed hammer and contains a kinetic energy storage device to increase the knockback effect of the weapon. It is rather cumbersome and slow, but very powerful.

### Unique Super Sledge Modifications

A Super Sledge can accept one of the following modifications which are installed with the Repair Skill:
Mutant Hound

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

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

**KEEN SENSES:** One or more of the Mutant Hound'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).

**WARNING HOWL:** During the first round of combat, a Mutant Hound may howl as a Major Action. Each Super Mutant or Mutant Hound within Long Range may make a second Minor Action on their next turn. No NPC may benefit from this Ability more than once per combat.

**BITE: BODY + Melee** (TN 12), 3  Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Mutant Hound with a successful **END + Survival** test with a Difficulty of 1. This yields 1  portions of Mutant Hound Meat, +1 per AP spent. If an Effect is rolled, they also yield 1 Common Material.
Commando

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

Fallout: New Orleans Perks

## Effects

Increases the Damage of ranged weapons with a Fire Rate of 3 or higher by +1  per Rank.

## Effect

When you make a ranged attack with any weapon with a Fire Rate of 3 or higher (except Big Guns), you add +1  per Rank to the weapon’s damage.

Each time you take this Perk, the level requirement increases by 3.
Rolling Pin

The **Rolling Pin** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

The rolling pin is a cooking tool that has seen many of mankind's history. With two handles and a single cylinder it can turn things into a paste with effort. After the bombings of the Great War it also serves a purpose as a basic melee weapon.

### Unique Rolling Pin Modifications

A Rolling Pin can accept one of the following modifications which are installed with the Repair Skill:
Gulper

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

**RAPID REGENERATION:** The Gulper rapidly recovers from damage. At the end of each of its turns, the Gulper heals 1 HP. If it has any Injuries, it may spend 2 AP in order to remove a single Injury as a Minor Action. A dead Gulper cannot benefit from this ability.

**AMBUSHER:** A Gulper has a TN of 10 for Sneak tests, and rolls +1d20 on sneak attacks.

**AQUATIC:** The Gulper 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 12), 7  Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Gulper with a successful **END + Survival** test with a Difficulty of 0. This yields 2  portions of Gulper Innards, and if an Effect is rolled, it also yields 1 Uncommon Material.