recursal/Fanatic-Fandom huggingface dataset:
Zealot Beaubois

**Zealot Beaubois** is a Zealot for the Church of the Children of Atom in New Orleans in 2287,

Fallout: New Orleans Characters

## Zealot Beaubois

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**ATOM'S GLOW:** Zealot Beaubois is used to living in some of the most radioactive parts of the wasteland, and seem to suffer little to no effect from the radiation. Whether this is luck, genetic disposition or truly proof of Atom’s existence, he gains +2 to his Radiation DR.

**ZEALOT:** As a Major Action, Zealot Beaubois can order a Children of Atom Character of lower level to immediately perform a Major Action. He assists that action with **CHA + Speech**.

**GUIDES MY HAND:** Zealot Beaubois uses His Will to perform his holy duty. 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 Zealot Beaubois.

**HIS WILL: STR + Unarmed** (TN 14), 6  Radioactive, Stun Physical Damage, Unreliable

## Inventory

Child of Atom Rags, Zealot Chest Piece, Zealot Arm, His Will, Wealth 3

## Background

A strong and notably large Child of Atom Zealot standing still at Valence Cemetery, Beaubois set out on his own personal quest to purge as many Feral Ghouls as he possibly can at the ghoul-infested Jefferson parish. Prior to settling in the area, Zealot was a personal guard and lover to Mother Lupita.

With the recent arrival of the Church of the Children of Atom in New Orleans, Beaubois discovered that Jefferson had a "mild" ghoul infestation, which he found out to be graver than previously informed. Beaubois then settled camp in the Valence Cemetery where he was visible the most to wandering feral ghouls that would attack him on sight. Beaubois states that his mission is to purge Jefferson from the influx of feral ghouls, and create a "safe, corruption-ridden sacred ground of worship".

## Interactions

### Quests

* **Hit the Road, Jack**: Zealot Beaubois is brawling against Ghouls in the name and glory of Atom. Despite his cordiality, Beaubois is looking for a fight. Should one accept his challenge and win in a fist fight agains Beaubois, he will concede his unique Power Fist, His Will.

### Players Actions

* Should Zealot Beaubois challenge a player and not be defeated within 15 days, he will have exterminated all the Feral Ghouls from the area and start building a camping ground for the Children of Atom and no longer challenge anyone for a fight.
* If Zealot Beaubois is defeated at his challenge, he will leave his post at Valence Cemetery for a day and come back with a Radium Rifle and a Power Fist.
Random Encounter

While traveling through the New Orleans wasteland, players can run across randomic occasions, characters or events, called **Random Encounters**. Those encounters can happen by chance, by being triggered through an action that players took a long time ago, while exploring one specific location where that encounter happen or by being attacked by a group of strange or otherwise unusual individuals.

## Types of Random Encounters

### Static

**Static** encounters are random encounters that only happen at one location. Those encounters can be triggered by rolls or simply happen by chance when exploring that specific location.

### Semi-Staitc

**Semi-Static** encounters are the same, one encounter happening in multiple locations, usually only once. These encounters happen by roll only, when roaming that specific location.

## Static Encounters

### Gustave

While roaming Tremé, a Mr. Handy by the name of Gustave will be tending to flowers and other barely mutated guardens around a house. One can speak to Gustave, who will greet that person and point towards a large trash can containing "papiers verts" and Bottle Caps. The trash can contain pre-War bills worth 5d20 Caps, and 50 + 5d20 Caps.

## Semi-Static Encounters

### The Axeman

While roaming the Gretna district, the area around or inside Little Palermo during the nighttime, the group will be approached by a male in a blue suit and fedora hat, yielding a unique axe, who is known as The Axeman. The Axeman is permanently hostile and will attack the any ally present at that scene. This encounter cannot happen again if the Axeman is dead.

## Common Hostile Encounters

These encounters can happen at any given time at multiple times, without limit. A GM must make a roll to determine which encounter will happen.
Valence Cemetery

**Valence Cemetery** is a cemetery and a location in New Orleans in 2287.

## Background

An abandoned and seemingly untouched cemetery from before the War, Valence Cemetery became an uninteresting place in the wasteland once mostly looted. It wasn't until the Forsaken's attack in Freret that Zealot Beaubois, from the Church of the Children of Atom, went to the cemetery while chased by feral ghouls. One by one, Beaubois killed the ghouls that chased him down to the cemetery, and stands patiently in the center of the cemetery waiting for other necrotic remnants of the attack or worthy opponents to be taken down "in the name of Atom".

## Layout

Most of the graves are open and empty, and a few remain intact. There are no buildings in the area, and the center of the cemetery interconnects with the four entrances the lead direct to it. In the center of the cemetery, Zealot Beaubois awaits calmly for more Feral Ghoul or worthy opponents " sent by Atom to test his strength", surrounded by the bodies of the ghouls and other wastelanders who tried fighting against him.

## Notable Loot

* His Will, an unique Power Fist is carried by Zealot Beaubois.
Plasma Grenade

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

Fallout: New Orleans explosives

**SPECIAL:** Plasma Grenades 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.

## Statistics

### Qualities

Blast
 Thrown (M)
Pipe Gun

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

Fallout: New Orleans small guns

* Pipe Pistol
* Pipe Rifle

## Characteristics

A crude, homemade 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. The most common form of pipe gun is a simple little semi-auto handgun, chambered for the common .38 round, but enterprising (or desperate) souls have been known to modify these guns for automatic fire or precision sniping.

### Modifications

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

* Barrel
* Grip
* Magazine
* Muzzle
* Receiver
* Sight
* Stock
Super Mutant Brute

**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 Brute reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation.

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

**UNARMED STRIKE: STR + Unarmed** (TN 11), 4  Physical damage

**BOARD: STR + Melee Weapons** (TN 13), 6  Physical Damage, Two-Handed

 **POWERFUL LONG PIPE RIFLE: AGI + Small Guns** (TN 9), 5  Piercing 1 Physical Damage, Range M, Fire Rate 2, Two-Handed

## Inventory

Super Mutant Heavy Helmet, Super Mutant Leg Armor x2, Long Powerful Pipe Rifle, Board, Wealth 1

## Characteristics

Super Mutant Brutes are tougher than the ordinary Super Mutant. They retain more of their intelligence, have an increased eloquence to their speech, and often employ better tactics in combat, such as actively looking seeking cover and looking for weak points in their enemies. They tend to carry better weapons to reflect this increased awareness and often wear heavier armor. Increased constitution and resistance to damage also exists in super mutant brutes, making them harder to put down in a fight
Violet Haze Radio

**Violet Haze Radio** is a popular radio station of New Orleans in 2287.

## Tracks

### Songs

* "Fun And Fancy Free" - The Dinning Sisters (1947)
* "Jambalaya (On The Bayou)" - Fats Domino (1962)
* "La vie en rose" - Louis Armstrong (1950)
* "Maybe" - The Ink Spots
* "St. James Infirmary (Gambler's Blues)" - Louis Armstrong (1929)
* "Too Darn Hot" - Ella Fitzgerald (1956)
Raider

**Raiders** are Characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**LET RIP:** Once per combat, the Raider may ‘let rip’ with a volley from their Pipe Gun. This adds the weapon’s Fire Rate of 2 to the weapon’s damage for a single attack (for 5  total).

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

**BLACK POWDER RIFLE: AGI + Small Guns** (TN 8), 3  Physical Damage, Range C, Fire Rate 2, Close Quarters, Unreliable

**TIRE IRON: STR + Melee Weapons** (TN 8), 3  Physical Damage

## Inventory

Road Leathers, Pipe Gun, Tire Iron, Wealth 1

## Background

The average Raider is not much of a threat on theCir own, but unfortunately for most travelers, they are very rarely alone. Raiders usually wear patchwork armor assembled from the belongings of their previous victims, and carry weapons salvaged from them, as well. Most are hostile to anyone outside of their own gang and will even fight raiders from other rival groups.
Quad-Barrel Shotgun

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

Fallout: New Orleans small guns

## Statistics

### Dmg. Effects

Breaking
 Spread

### Qualities

Debilitating
 Inaccurate
 Two-Handed

## Characteristics

### Modifications

* **Receiver:** Hardened, Powerful, Calibrated
* **Barrel:** Long Barrel
* **Stock:** Full Stock
* **Sights:** Reflex Sight, Short Scope, Short Night Vision Scope, Recon Scope
Power Fist

The **Power Fist** is a weapon in Fallout: New Orleans.

Fallout: New Orleans melee weapons

## Characteristics

The pneumatic-type power fist is a large metal glove with a piston and ram built-in above the wearer's fist. The piston shoots the ram forward with every punch, allowing the fist to deal more damage.

### Unique Power Fist Modifications

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

## Variants

* His Will, a unique variant equipped to Zealot Beaubois.

### Variants Comparison

 His Will | 6  | Radioactive, Stun | Physical
Plasma Caster

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

Fallout: New Orleans Big Guns

**SPECIAL:** Plasma Casters 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 inflict Energy damage.

## Statistics

### Qualities

Inaccurate
 Two-Handed

## Characteristics

The Plasma Caster is a rare type of energy heavy weapon, it cannalizes superheated plasma and fires a single bolt at a direction with deadly force. Its compacted form, designed by the U.S Military, allows most wastelanders to conduct the weapon with expertise, although other earlier designs can still be found across America, speculated to be even deadlier than the less-bulky, latest designs.

### Unique Plasma Caster Modifications

A Plasma Caster can accept one each of the following mods, which are unique to Plasma Casters and installed with the Science skill:

* Capacitor
* Muzzle
Radioactive

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

## Characteristics

Radioactive describes weapons that deal ionizing radioactive damage, or weapons modified to do so. It reads:

* ***Radioactive:** For every Effect rolled, the target also suffers 1 point of radiation damage. This radiation damage is totalled and applied separately, after a character has suffered the normal damage from the attack.*
Road Leathers

**Road Leathers** is a piece of clothing in Fallout: New Orleans.

Fallout: New Orleans clothing

## Characteristics

A leather jacket, leather pants, and a set of motorcycle boots. Often decorated with metallic studs, these soft leather items provide modest protection against physical hazards such as an involuntary dismount from a motorbike, while still being reasonably comfortable in any temperate or cold climate.
Radstag

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

**ANTLERS: BODY + Melee** (TN 8), 5  Piercing 1 Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Radstag with a successful **END + Survival** test with a Difficulty of 0. This yields 2  portions of Radstag Meat. If an Effect is rolled, it also yields a Radstag Hide.
Protectron

**Protectrons** are robots in New Orleans in 2287.

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

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

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

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

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

**ARM LASERS:** If one of a Protectron’s Arms suffers an injury, the Fire Rate of its Arm Lasers decreases to 2. If both its arms are injured, it can no longer attack with its Arm Lasers.

**LET RIP:** Once per combat, the Protectron may ‘let rip’ with a volley from their Arm Lasers. This adds the weapon’s Fire Rate of 4 to the weapon’s damage for a single attack (for 7  total), and allows them to use the Burst damage effect without spending ammo. If one of the Protectron’s Arm Lasers is injured, this special attack decreases to 5  damage.

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

**CLAWS: BODY + Melee** (TN 7), 3  Physical Damage

**ARM LASERS: BODY + Guns** (TN 7), 3  Burst, Piercing 1 Energy Damage, Range C, Fire Rate 4

**SELF-DESTRUCT: BODY + Guns** (TN 7), 6  Physical Damage, Blast

## Inventory

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

**Notable** is an attribute given to Characters. It refers to one of the four Types of NPCs, describing significant individuals, often leaders to small groups or lieutenants to greater leaders and stronger leaders. They are more skilled and better equipped than their Normal counterparts, reflecting their notable advantage over the standard NPC.

## Characteristics

Notable characters are controlled by the Gamemaster (GM) and follow many of the same rules as Normal, Companion, Major and even Player Characters. More so often than the average Normal NPC, they oftenly have a special rule or Special Ability or two, and are notably stronger than Normal NPC of the same Level.

### Level

Defeating or overcoming a Notable Character concedes an amount of Experience. Notable Characters concede twice the amount of XP when defeated.

### Action Points

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

## Notable Character Abilities

### Attributes, Skills and Statistics

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

* **ATTRIBUTES**
	+ A Notable Character's S.P.E.C.I.A.L Attributes added together total 42 + half their Level (rounded up). Notable Character's have a number of Luck Points equal to half their Luck, rounding up.
* **SKILLS**
	+ A Notable Character has 3 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 Notable Character's Defense, Initiative, Melee Damage, and Carry Weight are determined in the same way as for Player Characters.
		- A Notable Character adds +2 to their Initiative.
		- A Notable Character has additional HP equal to their LCK.
* **ATTACKS**
	+ A Notable Character's attacks function the same way as for Player Characters.
		- A Notable Character's attack does not require tracking their ammunition.
Matka

>
>
>
> Fallout: New Orleans Companions
>
> Matka
> -----
>
>
>
>
>
>
>
> * General
> * Statistics
> * Abilites
> * Attacks
>
>
>
>
>
> Bio
> ---
>
>
>
> ### Race
>
>
> Yao Guai
>
>
> ### Gender
>
>
> Female
>
>
>
> Info
> ----
>
>
>
> ### Level
>
>
> 5 *(Standard)*
>
>
> ### Keywords
>
>
> Mutated Mammal
>
>
> ### Type
>
>
> Companion Creature
>
>
>
>
>
> Stats
> -----
>
>
>
> ### BODY
>
>
> 9
>
>
> ### MIND
>
>
> 6
>
>
>
> Derived Statistics
> ------------------
>
>
>
> ### HP
>
>
> 20
>
>
> ### Initiative
>
>
> 12
>
>
> ### Defense
>
>
> 1
>
>
>
> Damage Resistances
> ------------------
>
>
>
> ### Phys. DR
>
>
> 2 (All)
>
>
> ### Energy DR
>
>
> 1 (All)
>
>
> ### Rad. DR
>
>
> Immune
>
>
> ### Poison DR
>
>
> 2 (All)
>
>
>
>
>
> Perks
> -----
>
>
>
> **ROAR OF THE MOTHER:** At the beginning of combat, Matka will roar and intimidate enemies. Foes within Long Range from Matka must attempt a **CHA + Survival** test to resist the intimidation. Should they fail, roll 1D6 to determine which Effects they suffer: -3 to their Initiative score (1 - 2); +2 to their Complication Range when making an attack (3 - 4); Enemies may not use Action Points to realize additional turns during that encounter (5 - 6).
>
>
>
> Skills
> ------
>
>
>
> ### Melee
>
>
> 5
>
>
> ### Guns
>
>
> -
>
>
> ### Other
>
>
> 4
>
>
>
>
>
> **CLAWS: BODY + Melee** (TN 14), 9  Vicious Physical Damage
>
>
> **BITE: BODY + Melee** (TN 14), 10  Piercing 1 Physical Damage
>
>
>
>
> Inventory
> ---------
>
>
>
> x
>
>
>
>
> [TBA]
>
>

**Matka** is a [TBA].
Recharger Gun

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

Fallout: New Orleans Energy Weapons

* Recharger Pistol
* Recharger Rifle

## Background

The Recharger Gun is a self-charging gun, with seemingly infinite ammunition due to its built-in Microfusion Breeder. This weapon's origin is unknown as of now.

### Modifications

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

* Capacitor
* Barrel
* Grip
* Stock
* Sight
* Muzzle
Raider Armor

**Raider Armor** is a set of armor in Fallout: New Orleans.

Fallout: New Orleans armor

## Characteristics

Makeshift armor employed by raiders and other cutthroat types across the wastes. It varies considerably in quality and appearance but tends to be made of scrap metal rudely battered into shape, reinforced by metal bars, wire, and leather straps. This barbaric appearance is often bolstered by grisly trophies such as skulls or other body parts.

## Modifications

Each piece of raider armor can accept two mods, one of which is a Material, the other of which is an Upgrade. For mods applied to Torso armor, double the weight and cost (this has already been done for Torso Only mods). Super mutant characters may only wear Raider armor. All Raider Armor Material mods are installed with the Repair skill.
Mongrel Dog

**Mongrel 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 Mongrel 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).

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

**FERAL:** The Mongrel Dog 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.

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

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

## Inventory

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

## Characteristics

Packs of rabid, mutated, and irradiated dogs roam the wastes. While there are some rare accounts of friendly mutated dogs, it is far more common to encounter the creatures as they viciously try to tear you apart for their next meal. These mutated dogs often have patchy or no fur, with their skin taking on an almost ghoulified appearance.
Fallout: New Orleans Unique Weapons

This page lists all unique weapons from Fallout: New Orleans.

Unique weapons are usually obtained as rewards for completing certain quests, found while scavenging certain locations or by purchasing from a vendor. Just like any other unique item in Fallout: New Orleans, every unique weapon is a variant from a non-unique weapon.

Unique weapons have each a unique effect (other than any **Special** effects) that each weapon presents. Unique weapons also have the Legendary rarity, meaning that the weapon can only be repaired by either the componentes of Rarity 5+ weapons plus the base variants for that weapon, or by being repaired by certain individuals in the wasteland specialized in repairing Legendary items.
Mister Handy

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

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

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

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

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

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

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

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

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

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

## Inventory

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

## Variants

#### Miss Nanny

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

#### Mister Gutsy

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

**Zealot Armor** is a set of armor in Fallout: New Orleans.

Fallout: New Orleans armor

**SPECIAL:** Wearing a full set of Zealot Armor grants you the **ZEALOT** special ability. As a major action, you may order a Church of the Children of Atom character of lower level to immediately perform a major action. You assist that action with **CHA + Speech**.
Vermint Rifle

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

Fallout: New Orleans small guns

* **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, Suppressor
Mirelurk Hunter

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

**SMALL WEAK POINT:** While the Mirelurk Hunter’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 Hunter 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 13), 9  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

Hunters appear to be descended from lobsters rather than crabs, giving them an elongated appearance with a flared tail. Like their crab-like cousins, they also have powerful pincers and are even more aggressive. Their shells are typically more resilient, and they have developed the ability to spit an acidic substance at their prey
Shishkebab

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

Fallout: New Orleans melee weapons

## Characteristics

The Shishkebab is a makeshift "flaming weapon" that uses a tank of gas, along with a trigger connected to the handle that opens the tank, spreading the flammeable liquids along the weapon's blade and its igniting device, bursting it into flames.

### Unique Shishkebab Modifications

A Shishkebab can accept one of the following modifications which are installed with the Repair Skill:
Multiplas Rifle

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

Fallout: New Orleans energy weapons

**SPECIAL:** Multiplas rifles 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.

## Statistics

### Qualities

Gatling
 Inaccurate
 Two-Handed
 Unreliable

## Characteristics

### Modifications

* **Barrel:** Improved barrel
* **Muzzle:** Beam focuser
* **Stock:** Recoil compensating stock
* **Sight:** Reflex sight
* **Capacitor:** Photon exciter, Photon agitator, Beta wave tuner, Boosted capacitor
Raider Scavenger

**Raider Scavengers** are Characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

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

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

**MACHETE: STR + Melee Weapons** (TN 9), 3  Piercing 1 Physical damage

**COMBAT SHOTGUN: AGI + Small Guns** (TN 9), 5  Spread Physical Damage, Fire Rate 2, Range C, Inaccurate, Two-Handed

## Inventory

Road Leathers, Heavy Raider Chest Piece, Heavy Raider Arm x2, Study Raider Leg, Combat Shotgun, Machete, Wealth 1

## Background

These battle-hardened raiders are often identified by their studier armor and their aggressive nature. Raider gangs with long histories, or those full of experienced members among their ranks are often made up largely of Raider Scavengers. One of them alone can be a challenging inconvenience, but a group of these fighters can prove to easily take the possessions and life of many a wasteland traveler.
Super Mutant Suicider

**Super Mutant Suiciders** 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 Suicider reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation.

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

**MODIFIED MINI-NUKE:** The Super Mutant Suicider carries a modified Mini-Nuke. Once in Close Range of its target, it makes an **AGI** + Explosives test (TN 11) to detonate the Mini-Nuke. Anyone within Close Range of the Super Mutant Suicider, including itself, suffers its effects.

**UNARMED STRIKE: STR + Unarmed** (TN 10), 3  Physical damage

**MODIFIED MINI-NUKE:** *(see Special Ability)* 21  Breaking, Radioactive, Vicious Physical Damage, Range C, Blast

## Inventory

Super Mutant Bracer, Super Mutant Leg Armor, Mini-Nuke, Wealth 1

* If the Super Mutant Suicider is killed before arming and detonating the Mini-Nuke, 1 Mini-Nuke can be looted from the body, which functions as a normal Mini-Nuke. If the Super Mutant Suicider is killed by the Mini-Nuke explosion, no Mini-Nuke can be found and instead the body yields 1 Rare Material.

## Characteristics

While most Super Mutants possess little fear of death, Super Mutant Suiciders are entirely oblivious to the concept of self-preservation when in pursuit of their targets. These super mutants often accompany patrols or serve as guards. Extremely hostile, when they spot a target, they arm the explosive Mini-Nuke they hold and rush towards their targets, aiming to reach them as the missile detonates, which inevitably leads to both the death of their prey and themselves. They usually serve under higher-ranking super mutants and serve both as weapons to cause massive destruction and deterrents to keep people away from super mutant settlements.
Black Widow

**Black Widow** 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 female Characters and only affects male Characters, otherwise it is identical to the Cherchez La Femme, Lady Killer and Confirmed Bachelor Perks.
	+ Cherchez La Femme can only be chosen by female Characters, and affects female 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.
T-60 Power Armor

T-60 Power Armor is a power armor set in Fallout: New Orleans.

Fallout: New Orleans power armor

## Background

Developed shortly after the U.S. Army’s victory in Anchorage, the T-60 series of Power Armor was designed as the next generation of armor to replace the T-51. It was in the process of being issued to U.S. Army units serving domestically when the bombs dropped, meaning that large quantities were still in storage awaiting deployment. As a result, stockpiles of the armor have been claimed by the Brotherhood of Steel, and Brotherhood soldiers in T-60 armor has become an iconic feature of their presence in a region.

## Characteristics

### Unique Modifications

Each piece of T-60 Power Armor can accept three mods: an upgrade mod, one plating mod, and a system mod. All Unique T-60 Power Armor Upgrade Mods are installed with the **Repair** Skill.

## Locations

* Carried by Brotherhood of Steel Paladins.
Piercing X

**Piercing X** is a damage effect in Fallout: New Orleans.

## Characteristics

Piercing X describes weaponry capable of puncturing or ignoring armor and other types of defense applied to one's body. It reads:

* ***Piercing X**: Ignore X points of the target’s DR for each Effect rolled, where X is the rating of this damage effect.*
The Imperialist

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

Fallout: New Orleans small guns

**AUTOCRACY:** The Imperialist's projectile is shot at incredible speeds, damaging the target even when damage is dampened. Roll damage as normal, and if that number of  would inflict an injury upon that target, that injury is applied to that location even if the damage dealt is mitigated below the amount required to inflict an injury.

## Statistics

### Qualities

Accurate
 Two-Handed

## Background

Lying next to its owner's body is The Imperialist, a refined Anti-Material Rifle. The Imperialist was The Dispatcher's signature weapon before his demise, and the main weapon he had used to run his vigilante patrols. The Imperialist was last used to kill Cap'n' Leech, the leader of the Foul Doubloon raider gang.

## Characteristics

Different from other Anti-Material Rifles, The Imperialist has a longer vented-barrel and includes a bipod. Its receiver was also modified to shoot at greater speeds.

## Variants

* Anti-Material Rifle, the base version variant.

### Variants Comparison

 **The Imperialist** | 10  | Piercing 1 | Physical

## Locations

* Found on the rooftop of Tremé Steelworks, next to The Dispatcher's body.
Spot-On Responder

**Spot-On Responder** is a Companion Perk in Fallout: New Orleans gained while Cecelia is a Companion.

Fallout: New Orleans Perks

## Effect

> *Cecelia comes from a lineage of skilled doctors and responders of Vault 45. 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 her allies during that round.*
>
>

Essentially, this Perk's effect gives the group one free First-Aid Major Action that is not performed by anyone in the party. Note that Cecelia also gains an additional Minor Action, that will be used as a Move action if Cecelia is not in Close Range with the injured ally/patient.

## Notes

* If Cecelia is in range to treat her patient when this Perk is triggered, she still can use her additional Minor Action for any means.
* Cecelia will prioritize patients that are closest to her if two or more suffer an Injury during the same turn. If those two patients are equally distant from Cecelia, she will pick one at random.
* Cecelia will treat non-immediate allies (i.e: Dog from Dogmeat Perk).
Tough Clothing

**Tough Clothing** is a piece of clothing in Fallout: New Orleans.

Fallout: New Orleans clothing

## Characteristics

Hard-wearing clothing cobbled together from sufficiently sturdy garments to create an outfit that can withstand a hard life in the wasteland. Normally made from a jacket, a shirt and undershirt, a pair of jeans, and some walking boots, reinforced (or patched) with duct tape, to provide both a little protection against the bumps and scrapes of life and a bit of warmth on those cold nuclear winter nights.
Radcroc

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

**BIG:** The Radcroc 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+.

**DEATHROLL:** Whenever a Radcroc inflicts an Injury, it inflicts an additional Injury to a random location.

**AQUATIC:** The Radcroc 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 14), 8  Vicious Physical Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Gatorclaw with a successful **END + Survival** test with a Difficulty of 1. This yields 3  portions of Radcroc Meat.
Steel Shark

**Steel Shark** is a unique Harpoon Gun in Fallout: New Orleans.

Fallout: New Orleans Big Guns

**APEX FISHER:** Steel Shark is THE weapon for hunters and fishermen. Steel Shark deals +3  Vicious Damage against any Creature with the **AQUATIC** Special Ability.

## Statistics

### Qualities

Aquatic
 Debilitating
 Two-Handed

## Variants

* Harpoon Gun, the base version variant.
* Jaeger, a unique variant found inside Roy's Cottage.
The Axeman

**The Axeman** is a character in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

**PSYCHO-KILLER:** The Axeman is a stone cold killer. The Axeman cannot be persuaded or influenced by Speech tests while in combat, as his only drive is to kill at every turn.

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

**BLOODLUST:** The Axeman's is the perfect weapon for a serial assassin. Whenever The Axeman critical hits a Head or Torso (or equivalent Hit Location) with the Axeman's Killer, the weapon's Damage Rating increases by +1  for the rest of that combat encounter. This weapon cannot benefit from sources of damage other than this effect, Melee Bonus or Perks.

**UNARMED STRIKE: STR + Unarmed** (TN 10), 4  Physical Damage

**THE AXEMAN'S: STR + Melee Weapons** (TN 14), 4  Breaking Physical Damage, Debilitating, Reliable, Two-Handed

## Inventory

Formal Hat, Formal Clothing, The Axeman's, Wealth 3

## Locations

The Axeman can only be found during the following Random Encounter:

### The Axeman

While in the Gretna district, around the area surrounding Little Palermo, or in Lilttle Palermo during the nighttime, the group will be approached by a man in a black suit, coat and fedora axe, wielding The Axeman's. an unique Axe. The Axeman is permanently hostile. This encounter can only happen if The Axeman is alive.
Normal

**Normal** is an attribute given to Characters and Creatures. It refers to one of the four Types of NPCs, and it describes common individuals, oftenly unimportant and not notably skilled.

## Characteristics

Normal Characters are controlled by the Gamemaster (GM) and follow the same base rules as Player Characters. They are notably strong and have fewer Special Rules in contrast to their Notable, Major, Mighty and Legendary counterparts.

### Level

Defeating or overcoming a Normal Character concedes an amount of Experience.

### Action Points

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

## Companions Abilities

### Attributes, Skills and Statistics

Normal Characters, such as Player Characters, have S.P.E.C.I.A.L Attributes and Skills. Normal Creatures have 2 Attributes, **BODY** and **MIND**, and 3 Skills: Melee, Guns and Other.

* **ATTRIBUTES**
	+ A Normal Character's S.P.E.C.I.A.L Attributes added together total 35 + half their Level (rounded up). Notable Character's do not have Luck Points.
	+ A Normal Creature's **BODY** and **MIND** should add 8 + half the creature's Level (rounded up), but neither score can be below 4.
* **SKILLS**
	+ A Normal Character has 2 Tag Skills, both rated at 2. Then, they receive a number of extra skill points equal to their **INT** plus their level.
	+ A Normal Character has 3 Skills: Melee, Guns and Other. They are always regarded as Tag Skills.

* **DERIVED STATISTICS**
	+ A Normal Character's Defense, Initiative, Melee Damage, and Carry Weight are determined in the same way as for Player Characters.
	+ A Creature's Initiative is their BODY + MIND.
	+ A Creature's Health Points is their BODY + their Level.
* **ATTACKS**
	+ A Normal Character's attacks function the same way as for Player Characters.
		- A Normal Character or Creature's attack does not require tracking their ammunition.
Super Mutant

**Super Mutants** 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 reduces all Radiation Damage suffered to 0 and cannot suffer any damage or effects from radiation.

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

**UNARMED STRIKE: STR + Unarmed** (TN 11), 4  Physical damage

**BOARD: STR + Melee Weapons** (TN 13), 6  Physical Damage, Two-Handed

 **POWERFUL LONG PIPE RIFLE: AGI + Small Guns** (TN 8), 5  Piercing 1 Physical Damage, Range M, Fire Rate 2, Two-Handed

## Inventory

Super Mutant Leg Armor x2, Powerful Long Pipe Rifle, Board, Wealth 1

## Characteristics

Standing at around seven-feet tall, the green skin and bulky muscular form of a super mutant is impossible to miss. 'Muties', as they are called, are capable fighters and possess an uncommon understanding of weapons and armor. They are usually found in groups of at least two or more, and usually act beneath a superior super mutant who leads the group, often refered as master. Sometimes they can be found accompanied by mutant hounds or other forms of FEV-mutated wildlife.
The Axeman's

**The Axeman's** is a unique Axe in Fallout: New Orleans.

Fallout: New Orleans melee weapons

**BLOODLUST:** The Axeman's is the perfect weapon for a serial assassin. Whenever an attack critical hits a Head or Torso (or equivalent Hit Location) with the Axeman's, the weapon's Damage Rating increases by +1  for the rest of the combat encounter. This weapon cannot benefit from sources of damage other than this effect, Melee Bonus or Perks.

## Statistics

### Qualities

Debilitating
 Reliable
 Two-Handed

## Background

An ornate looking Axe, with a brass and silver made head and carved wood on the handle. It is used by the legendary assassin The Axeman, a killer with records of violence that date even before the first mardi gras ever took place.

### Variants Comparison

 **The Axeman's** | 4  | Breaking | Physical
Stun

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

## Characteristics

Stun describes weapon that deal huge impact upon contact with a target, leaving them bewildered and uncappable of taking action. It reads:

* ***Stun:** If one or more Effects are rolled, the target cannot take their normal actions on their next turn. A stunned character or creature can still spend AP to take additional actions as normal.*
Raider Veteran

**Raider Veterans** are Characters in New Orleans in 2287.

Fallout: New Orleans Characters

* General
* Statistics
* Abilites
* Attacks

## Special Abilities

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

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

**MACHETE: STR + Melee Weapons** (TN 9), 3  Piercing 1 Physical damage

**COMBAT SHOTGUN: AGI + Small Guns** (TN 9), 5  Spread Physical Damage, Fire Rate 2, Range C, Inaccurate, Two-Handed

## Inventory

Spike Armor, Combat Rifle, Machete, Wealth 2

## Background

Survival in the wasteland often earns you at least a modicum of respect among your peers and that is the case for veteran raiders. The improved armor and higher-grade weaponry often point to their ability to survive and even thrive in the wasteland, making them difficult to come up against. Often both effective in combat and intelligent, they are not to be underestimated.
Radscorpion

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

Fallout: New Orleans Creatures

* General
* Statistics
* Abilities
* Attacks

## Special Abilities

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

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

**BIG:** The Radscorpion is bigger than most characters. The creature receives an additional +1 Health Point per Level, but its Defense is reduced 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+.

**BURROW:** A Radscorpion can tunnel under the ground to strike at attackers. Burrowing into the ground takes a Major Action, and while burrowing the radscorpion is not visible and cannot be targeted by attacks. It burrows two zones as a Major Action, moving underneath existing zones. It takes only a ,inor Action to emerge from the ground after burrowing. A Radscorpion cannot burrow through stone, metal, or wood.

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

**CLAW: BODY + Melee** (TN 12), 4  Vicious Physical Damage

**STING: BODY + Melee** (TN 12), 3  Persistent Poison Damage

## Inventory

**BUTCHERY:** Scavengers can butcher a dead Radscorpion with a successful **END + Survival** test with a Difficulty of 1. This yields 2  portions of Radscorpion Meat. If an Effect is rolled, then they also yields 1 Rare Material, or a Radscorpion Egg if two Effects are rolled.
Top-Notch

**Top-Notch** is a unique Super Sledge in Fallout: New Orleans.

Fallout: New Orleans melee weapons

**MINER'S PRIDE:** Top-Notch's Breaking effect is three times as effective, reducing the target's Cover given (or Damage Resistance as Piercing, if there is no Cover) by 3, instead of 1.

## Statistics

### Qualities

Debilitating
 Two-Handed

## Variants

* Super Sledge, the base version variant.

### Variants Comparison

 **Top-Notch** | 8  | Breaking | Physical

## Notes

* Top-Notch is a reference to Minecraft's creator Markus Persson, a.k.a "Notch".