Initial Field Testing (Fallout Supplement)

From D&D Wiki

Jump to: navigation, search

A small clan of scientists living in the ruins of an "Enrichment Center," Aperture Scientific is dedicated to keeping its technological pursuits alive. It's members are a collection of eccentric scientists, doing research to learn more about the world around them. Aperture Scientific takes its name from a Pre-War think-tank notable for its impact on the Society's philosophy.

While Aperture's . . . unique scientific method does cut a variety of corners, they do insist on extensive testing of any technology they either develop or discover. Despite the hazardous nature of these tests, the lucrative pay ensures there are always wasters ready to become test subjects.

Template[edit]

*Device*[edit]

A description of the device and its intended function

*Testing*[edit]

A short explanation of how the device will need to be tested

*Failure*[edit]

#% Failure Chance - The base rate the device does not function properly. If a roll of the d% dice indicates a failure, roll again and consult the remaining percentages to determine the specific nature of the failure. If a device fails in a field test, Aperture will need 2d4 weeks before a new iteration can be tested, and the failure chance can be rerolled. Until that time, all devices will manifest the same failure effect.

  • #% Effect Chance - The chance that a particular effect manifests when the device fails.

Initial Field Testing[edit]

HEv Suit, Mk. 2285[edit]

The HEv Suit is designed for hazardous environments, such as areas flooded with radiation or chemical waste. They can also absorb 25% of the damage the characters sustain, up to 50 points damage. The damage can be repaired by charging the suit with Aperture Field Batteries.

Testing[edit]

Testing will involve travel to the border between the Society and the NCR. Do to a focus on patrolling the borders next to the legion, the area is still rife with raiders, mutants and environmental hazards.

Failure[edit]

10% Failure Chance

  • 95% chance characters will not have any amount of damage reduced
  • 5% chance damage will be amplified by 25%.

Zero-point Energy Manipulation Device, Mk. 2285[edit]

Based on finding the "Zero-point" of an object, this device is designed to violate Newton's laws: namely, that every action has an equal and opposite reaction. Using the device, three times an individual's usual carrying limit can be drawn from up to 20 feet away. Once the object is with 1 foot, the device "snags" the object, and can punt the object 15 + 3d6 feet. Please refer to the MSRD for information on damage dealt by these objects. Note that only inanimate objects can be pulled or punted (Ghouls are alive).

Testing[edit]

Testing requires the characters to actually use the device in a combat situation.

Failure[edit]

15% Failure Chance

  • 50% chance the device does not function at all
  • 15% chance the device only pulls objects
  • 15% chance it only punts stationary objects within 5 feet
  • 20% chance it pulls objects too hard, inflicting damage on the user, based on the distance the object was pulled and MSRD tables.

Neutrino Handheld Neural Damping Device[edit]

With the Society's growing commitment to nonviolence, they still needed a weapon in a world that didn't care. The Neutrino is Aperture's answer: an energy weapon with frequencies that only inflict subdual damage. The device is specifically tailored to human nervous systems, though it may also be able to impact other creatures.

Testing[edit]

Testing must be performed under live fire conditions. The Neutrino must be tested on humans and ghouls (feral or normal). These can most easily found on the southern Society borders.

Failure[edit]

15% Failure Chance

  • 85% chance the Neutrino doesn't effect ghouls
  • 15% chance the device does not function at all

Thermal Coils[edit]

The winters of the Canadian wastelands are brutal, and with Kamloops at the northern edge of the Society's territory, Aperture Scientific takes the brunt of the cold. To make the lives of Society's members a little more bearable, Aperture has developed thermal coils, which output heat based on the temperature of the surroundings, forming a 15' radius of comfortable warmth, no matter how cold the surrounding environment gets.

Testing[edit]

To test the thermal coils, the testers must venture 40 miles north of Kamloops, braving the weather and whatever creatures wander the tundra. There, the landscape is locked into a perpetual blizzard, thanks in part to the Great War two hundred years earlier. The players must survive the night in the bitter cold.

Failure[edit]

50% Failure Chance

  • 50% chance the thermal coils cease function in the middle of the night, exposing the characters to blizzard conditions
  • 50% chance the devices begin to output too much heat, dealing 1d6 damage per hour to any within 15 feet. Those within 15 to 30 feet take no damage

Neutrino Overload Device[edit]

Once the Neutrino is in working order and has been tested, Aperture will begin working on a new version of the device, modifying EMP grenades to emit the same frequency of energy when they detonate.

Testing[edit]

As with all decent weapons, the NOD must be tested in a live fire situation.

Failure[edit]

50% Failure Chance

  • Failure invariably means the device does not activate.

PIP-Boy/Readius Communication Module[edit]

For the rare wastelander armed with a Personal Information Processor, Aperture Scientific provides the opportunity to test more unique equipment. The Communication Module is an add on that allows the Processor to function as a two-way radio, with a range of up to one kilometer.

Testing[edit]

To isolate the PIP-Boys or Readii from radio towers, the testers will need to delve into a mine southwest of Kamloops, to a depth of about 25 meters. Ghouls or Raiders may have taken up residence.

Failure[edit]

5% Failure Chance

  • Failure only means the device does not work.

Material Emancipation Grid[edit]

This device 'emancipates' all inorganic molecules from their structure, vaporizing the material. Only substances containing a secret tracer mineral will be immune.

Testing[edit]

The Grid is not mobile, so field testing is not an option. Instead, a small amount of titanium must be acquired, to test if the grid works on all materials. Titanium may be located in a mine southwest of Kamloops. Those who find the metal will be given a rare opportunity to see inside of the laboratories, and throw the metal into the field themselves.

Failure[edit]

20% Failure Chance

  • 70% chance the device doesn't destroy the titanium sample, which may require other materials to be found, in order to test the limits of the Grid.
  • 30% chance that the titanium explodes on contact with the grid, dealing 2d10 damage to all within 10' and 1d10 to all within 20'

Focused Energy Disruption Field[edit]

Designed to disrupt lasers, plasma blasts and similar forms of energy 'projectiles', the Focused Energy Disruption Field was developed when rumors surfaced that the Enclave are still an active force in the eastern reaches of Canada. The device itself is a mobile field generator; once set up, the device diffuses incoming energy blasts that are fired from 30' away from the device. Blasts of energy fired from within the 30' deal half damage.

Testing[edit]

To the east, a small Protectron factory has been avoided for years, due to veritable swarms of killer robots. The Focused Energy Disruption Field generator must be setup near the factory, and Protectrons must be lured into firing their lasers into the field.

Failure[edit]

30% Failure Chance

  • 20% chance the field doesn't function
  • 40% chance that energy blasts are reinforced, and deal double damage
  • 20% chance the generator explodes after a couple of minutes, dealing 1d10 damage to all within 15'
  • 20% chance the device functions as intended, but also scrambles all electronics within 30 feet, rendering them inoperable.

PIP-Boy Thermal Discouragement Emitter Module[edit]

This module, which can added to any PIP-Boy, fires a laser beam designed to induce intense pain, it will leave no permanent wounds, but will discourage most animals from eating, or even approaching those armed with the module. Every time the characters land a shot with the beam, there is a 50% chance the target will break their assault and immediately run, given it has an intelligence score of 3 or lower.

Testing[edit]

Testing requires the device to be used in field, against any wild animal, though the larger the beast, the more impressive the results will be (and the higher the pay).

Failure[edit]

20% Failure Chance

  • 50% chance the module doesn't function
  • 20% chance the device explodes during use, dealing 1d6 damage to the user
  • 30% chance the device only functions on animals smaller than the user

Back to Main PageD20 ModernCampaign SettingsFalloutAdventures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Fallout franchise, and/or include content directly affiliated with and/or owned by ZeniMax Media. D&D Wiki neither claims nor implies any rights to Fallout copyrights, trademarks, or logos, nor any owned by ZeniMax Media. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: