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Fallout 1 manual pdf download

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There are other skills on the Skilldex that can be used. The 2 First Aid and Doctor skills allow you to heal yourself and other characters in the game. All the skills except Sneak require that you give a target to use the skill on. If you are hurt, open the Skilldex and select First Aid.


The targeting cursor will turn yellow. Click on your character. Depending on how good of a medic you are the better your First Aid skill, the better you are at performing that skill , you will heal some hit point damage or do nothing. When you have explored enough of these caverns, go to the south and then to the west. You are looking for a long tunnel in the southwest corner of the caverns.


When you reach the edge of the tunnel, you will see natural. Walk into the light. This will take you to the world map. The world map is how you get around the vast outdoors. Click on the Vault button on the right-hand side of the screen. This will start walking you to your first destination. Figure Exiting the Vault caverns. Walk into the exit grid to leave the map. The world is dark to start. As you explore, areas will be revealed. A green circle on the world map denotes an important area.


Vault has a green circle since it is so important. You should stop and explore any other important areas that you come across. Be careful exploring. If you spend too much time looking for new areas, you could find that the Vault has run out of water.


Since your mission is to save the Vault from this terrible end, you should do everything you can do to avoid it. Here at Vault-Tec, we are working to ensure that your fellow man and woman is up to the task of bringing America back from the dead.


Characters are people in the game world. A player character represents you in the game world. We will sometimes refer to a player character as personnel. The terms personnel and player character are interchangeable.


NPCs can be other vault dwellers, people from the outside world, or even mutants. These personnel are prepared for most 3 conditions in the outside world. He is known for his physical strength and stamina. He would make the ideal volunteer due to his tremendous size and strength.


It is unfortunate that his intelligence was affected after Figure Max Stone birth when the labour bot VID dropped him on his head. He doesn't care that he might have to leave the Vault. She is a talented acrobat, with excellent coordination and reflexes. She is extremely intelligent and resourceful. Her only difficulty as a young child was Figure Natalia understanding personal property Dubrovhsky laws.


Natalia is very interested VID in leaving the Vault, and curious to explore the outside world. ALBERT Albert is a charismatic leader of a small, vocal minority of the Vault population that is considering life on the outside world. Dedicated to the role of a negotiator, he is often able to communicate efficiently between different parties. We appreciate the fact that you are reading the Vault Dwellers Survival Guide, but would prefer that you use the Fallout interface, so we have implemented a special way of viewing these personnel: From the character selection screen, select MODIFY.


You can now examine these characters in detail, actually changing their statistics. But more importantly, you can view every item in their personnel record using the enclosed information card in the lower right-hand corner.


This will allow you to make a character of your own choice. The following instructions will guide you through the character creation process. Your character will follow your commands, and perform actions as you require. It is up to you to make the character that best suits you and suits your style of play. Fortunately, with the Fallout Survival Kit, your happiness is assured.


Vault-Tec guarantees it! That is the beauty of a role-playing game - you are your character. Your actions as the player will control the actions and consequences of the little character on the screen. Characters are defined by various statistics and skills. During the character creation stage, you will adjust the primary statistics, and in turn, the statistics will determine your skills.


If you want to see what a particular statistic or skill does, click on the item name with your mouse pointer, and the card in the lower right-hand corner of the screen will display the perti- nent information.


Figure The information on this card will help answer any questions you may have. To make your own character, do the following: 1 Spend Character Points on Statistics see page 3—5 2 Select three Tag Skills see page 3—10 3 Choose up to two Traits see page 3—14 4 Select your Age see page 3—17 5 Select your Sex see page 3—17 6 Name your character see page 3—17 7 Optional: If necessary, select any Options see page 3—18 8 Congratulations!


A containment suit is your best friend! Raw physical strength. The ability to lift weights, have stronger punches, carry more equipment and use larger weapons.


Stronger characters will be able to lug around more items, do more damage in combat and so on. If you want to play a big, phys- ical character, choose a high Strength. The ability to notice things. A combination of your senses, including touch, sight, taste, smell and hearing. Perception affects your ranged weapon distances, small details that you have a chance to notice and other sense related tasks.


Perceptive characters will get more information about the world. If want to play a character that can shoot guns at targets really far away, buy up your Perception. The ability to withstand punishment and physi-. A high Endurance will let you survive and carry on where other, weaker people would have to stop. It affects your hit points, and your resistances.


A character with a high Endurance will be able to fight longer, and be less likely to die in combat. A combination of looks and charm. The higher your Charisma, the better you are able to communicate with other people. Highly Charismatic characters are more likely to be able to get their way without resorting to violence, and to be able to get bet- ter deals in trading.


Characters who like to talk to people should buy up their Charisma. Your mental strength and abilities. The higher your Intelligence, the more skills you will excel in, and the more options you will have in dialogue. A high Intelligence is important to any character.


Characters who want lots of choices in dialogue should pick a higher Intelligence statistic. Your speed and dexterity. Physical manipulation abil- ity. Your Agility will affect many skills requiring fine coordination. It will also adjust many combat related statistics.


Agility is important to any type of character. Combat and thief characters should have a higher Agility than diplomatic or scientific characters. Luck is the odd statistic. It is a combination of fate, karma and, in general, how the universe views you. Luck will mod- ify many things… All characters will benefit from a high Luck, and will suffer a little more with a lower Luck. The values range from one, the lowest, to ten, the highest, and five is average.


All characters start with average values in all statistics. Fortunately, you get five character points to spend on your statistics to improve them. You can spend one character point on any five statistics, put all character points into one statistic, or any combination you wish.


Figure The location of the primary statistics on the character screen. Progressive To help trailers mostly you gauge thenoisily valueperused umpteen we of a statistic, botulisms. Here is the list, Five putrid Macintoshes gossips, because two televisions grew up. Umpteen partly putrid elephants 2 Bad 7 Very Good s! If you want more character points, you can reduce a statistic below five, gaining one character point for every point you lower the statistic.


No statistic can drop below one. You can lower any statis- tic, or combination of statistics. Your friends at Vault-Tec do not sug- gest lowering any statistic below four, but the option is there for you. If you lower your Intelligence below four, for example, your dialogue will be severely restricted see page 4— You must, however, spend all of your character points before you complete your character. The derived statistics and skills are based, in part, on the values of the primary statistics.


You cannot adjust them directly see Tag Skills, page 3— If you want more Hit Points, you will have to spend more character points on Endurance. Your statistics define you. Your statistics will, generally, not improve directly through experience or game play. You should plan on seeing the same statis- tics throughout the course of your adventures, and plan accordingly.


Derived Statistics In order to make the best possible decision regarding your char- acter choice, we have developed an easy to use method of determin- ing your derived statistics.


And we think it works pretty darn well. Hit Points. Your hit points determine how much damage you 3 can take before you succumb to the long dirt nap. The more hit points you have, the longer you can survive outside. The less hit points you have, the more healing you will need to do. The number of hit points you have will grow when your character earns experi- ence and advances in levels. And soon, brother. Average characters will have 30 hit points. Armor Class.


Your natural armor class is how good you are at avoiding being hit in combat. Your natural armor class may be augmented and improved by wearing armor. See Armor page 5—12 and the sample armors in the Equipment List page 5—15 for more information about armor and armor class. Starting armor class is equal to your Agility. Average char- acters will have an armor class of 5. Action Points. The number of action points your character has will determine how many different actions you can take during a com- bat turn.


Every action will have a different action point cost, which is subtracted from your total action points. When you run out of action. Action points are only used during combat. Action points are not cumulative, but instead roll into armor class on a 1 for 1 basis. See Actions in Combat page 5—2 for more details on action points. Initial Level. Average characters will have 7 action points.


Carry Weight. The total amount of equipment that you can lug around the post-nuclear world is represented by your carry weight. The higher your carry weight the more equipment you can carry. You can carry a total amount of equipment in pounds equal to your carry weight, and no more. Starting carry weight is equal to 25 lbs. Average characters will have lbs. Melee Damage.


Your melee damage is the amount of bonus, or extra, damage you do with unarmed and hand-to-hand weapon damage in combat. Using your fists, a knife, or a sledgehammer, in combat would do the basic amount of damage for those weapons plus your melee damage.


If you want to do more melee damage, take a higher Strength. Starting melee damage is equal to Strength - 5, with a minimum of 1 point. Average characters will have a melee damage of 1. Damage Resistance. The ability to shrug off some amount of damage in combat is attributed to your damage resistance derived stat.


This statistic is a percentage, meaning that it will subtract an amount of damage from every blow based on a percentage of the dam- age.


You will need to equip armor to see your damage resistance increase. Poison Resistance. Getting poisoned is an unfortunate pos- sibility that must be taken into account. Fortunately, most people have a hardy poison resistance compared to the small animals that are the usual prey for most poisonous snakes.


Poison resistance is a percentage that will reduce the amount of poison damage you take. Starting poison resistance is equal to Endurance x 5. Radiation is something that any vault-dweller must be concerned with. The average person receives about H to 1 rad a year. After a nuclear fallout, you would expect more. See Damage page 5—12 for more information. It is very similar to damage or poi- son resistance.


Starting radiation resistance is equal to your Endurance x 2. This statistic will help determine who will go first in combat, and in which order people and critters will get to act. See Combat page 5—2 for more information. The higher the sequence value, the more likely you will act before your opponent. Starting sequence is equal to your Perception x 2. Healing Rate. People do not heal wounds at the same rate over the same amount of time. Your healing rate will tell you how fast you can bounce back from that near-fatal encounter, and contin- ue with your important work of holding off the end of the world.


If you have taken damage, you will get a number of hit points back at the end of each day equal to your healing rate. If you rest, you will get a number of hit points back every six hours equal to your healing rate. In no case, can you get more current hit points than your max- imum number of hit points.


Starting healing rate is equal to N Endurance, with a minimum of 1. Average characters will have a healing rate of 1. Critical Chance. Critical hits in combat are special attacks that cause extra damage or some special effect. The chance to cause a critical hit is partially based on this stat. The higher your critical chance, the more likely you are to cause one of these powerful hits. It is expressed in a percentage, adding directly as a bonus to the chance to cause a critical hit.


Starting critical chance is equal to your Luck. As you gain experience, your skills will improve, unlike your basic statistics. All skills have a skill level, expressed as a percentage. The higher the skill level, the more like- ly you are to succeed at using that skill. Tag Skills define what skills you are especially good at.


They are your specializations, if you will. Every new vault-dweller must select three Tag Skills to specialize in. You cannot leave the charac- ter editor without selecting all three. You will get twice the improvement when you spend skill points in them see Experience, page 5— Click on the skill name to display the information card.


Click on the small button to the left of the skill name to Tag that skill. If you wish to deselect a Tag Skill, simply click the button again. Tag skills are highlighted in a different color to remind you of their status. Some skills are automatically used when you do something. Other skills require that you actively use them. Those skills can be used from the Skilldex see page 4— To help you choose your Tag Skills, we now present the complete skill list.


They govern the use of weapons and attacks in combat. They are also used automatical- ly when you attack an opponent. Small Guns. This skill covers the use of pistols, sub-machine guns, rifles and shotguns. The higher your Small Guns skill the eas- ier it will be for you to hit your target, and the longer effective range you will have in combat.


Big Guns. This is the skill of flamers, miniguns, rocket launchers and other large support weapons. Like Small. Energy Weapons. The use of energy weapons is not a very common skill in the Vault. Energy weapons had just started to come into actual use in warfare, when the world blew up. Lasers and Plasma weapons are covered by the Energy Weapons skill. Basically, if it uses an energy cell or power pack, and not cartridge ammunition, it falls under this skill. This is the skill of beating people up with your fists and feet.


The better you are at this skill, the more likely you are going to hit them in combat. At very high skill levels, you can suc- ceed at those targeted shots easier, inflicting terrible damage. Everyone starts with a pretty good Unarmed skill, since the basic concept is pretty simple. The better your Speech skill, the more likely you will be able to get your way when talking to people.


When there is a chance that the NPC might take your word, believe your lie, or just follow your word, this is the skill that is used.


Automatic use. In the post-nuclear world, cur- rency is not used commonly. Barter will allow you to get more for less when trading equipment, weapons and other items.


A high Barter skill will lower the prices you pay for items you purchase, and increase the money you get for selling excess equipment. The skill of Gambling lets you play games of chance, and win more often. As compared to playing games of chance, and losing more often. When the world comes to an end, and all that is left is a can of soup, some dweeb will bet it on a cockroach race.


This is the skill of outdoor living, and survival in a hostile environment. Not many people from the Vault are skilled in Outdoorsman! The skill of being able to move quietly and out of sight. When you are Sneaking, and doing it successfully, other people will be less likely to notice you — at a distance. If you get too close to a dangerous mutant, no matter how good you are at Sneaking, they will notice you.


Active use. Use Sneak to toggle it on and off. You automatically stop Sneaking when you run. While Sneaking, you will see this:. In the display, just above the interface bar. The reactions from hostile, or inquisitive, creatures will tell you that. Your Sneak skill is rolled when you start to Sneak, and every minute after that. If you need to open locks without the proper key, then this is the skill for you. Having an actual lockpick will improve your chances, but it is not necessary.


There are two types of locks in the Fallout world: primitive and electronic. Lockpicks work against primitive locks, and electronic lockpicks work on electronic locks. A particular lock may be more difficult to pick than other locks. Select a target to lockpick. This is the art of removing things from a person or object, without being noticed. Even if you succeed, there is a chance that a critter might notice you.


Larger objects are more difficult to steal than smaller objects. The more objects you attempt to steal, the more likely you are to be noticed. You cannot steal objects that a per- son has equipped. You will need to pick a target to steal from. The skill of disarming bad things that will hurt you. Your Perception will find them for you. If you decide to set bad things for other people like explosives , then this is the skill that is used to set them.


A critical failure while setting an explosive will detonate it prematurely. Active use, but sometimes used automatically. You will need to pick a target to attempt the disarming. You will be able to cure minor wounds, cuts and bruises with this skill. You can only use it three times a day, and it takes a little while to work.


Select a target to heal, but this is most likely going to be you! You can heal seri- ous damage and crippled limbs but not poison or radiation damage. Using this skill will take a while to perform. Every crippled limb will add to the time required to use the Doctor skill. You can only use this skill three times a day, but you can combine it with First Aid. You need to pick a target to play Doctor with. They will be very useful to all sorts of personnel.


The skill of knowledge and learning. It covers com- puters, electronics, mechanical and other brain hurting tasks. You will need to pick a tar- get to sciencetize. This is the physical use of Science.


Repair will let you fix things, and in a world of broken stuff, this is a good thing. You will need to fix a target. All traits have a good impact and a bad impact. If you want the good effect of a trait, you must take the bad with it. Fortunately, traits are optional. You do not have to take any traits, the choice is yours. If you do want to select traits, you can select up to two. You must do it during character creation, since you cannot select a trait once you start the game.


To select a trait, click on the small button next to the trait name. Selected traits will be highlighted. Click the button of a selected trait to deselect it. Figure The list of optional traits in the character editor.


Fast Metabolism. Your metabolic rate is twice normal. This means that you are much less resistant to radiation and poison, but your body heals faster. A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your ST is increased. Small Frame. You are not quite as big as the other vault- dwellers, but that never slowed you down.


You can't carry as much, but you are more agile. One Hander. One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a prob- lem.


Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. By not paying attention to any threats, you can act a lot faster in a turn. This lowers your armor class to just what you are wearing, but you sequence much faster in a combat turn. You have no natural armor class. You must wear armor to have an armor 3 class. Heavy Handed.


You swing harder, not better. Your attacks are very brutal, but lack finesse. Your rarely cause a good critical hit, but you always do more melee damage. Fast Shot. You don't have time to aim for a targeted attack, because you attack faster than normal peo- ple.


It costs you one less action point to use Glowing objects are to be considered a weapon. You cannot dangerous at all times. If an object has perform targeted shots, enough illuminosity to read at night, do but all weapons have not touch!


AP -1 to use. By some strange twist of fate, people around you die violently. You always see the worst way a person can die. If the violence meter in the Preferences screen see page 4—35 is turned down, you will see the maximum level of violence for that set- ting of the meter. The good thing is that everyone around you has more critical failures in combat, the bad thing is- so do you!


If you or a non-player character have a failure during combat, there is a greater likelihood that the failure will be upgraded or is it downgraded to a critical failure. Critical failures are bad: weapons may explode, you may attack the wrong target, you could lose part of your turn, or any of a wide range of bad things. Good Natured. You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but First Aid, Doctor, Speech and Barter are substantially improved.


This is a one-time bonus only. Chem Reliant. You are more easily addicted to chems. Your chance to be addicted by chem use is twice normal, but you recover faster from their ill effects. Chem Resistant. Night Person. As a night-time person, you are more awake when the sun goes down.


Your Intelligence and Perception are improved at night, but dulled during the day. You get a -1 modifier to these two statistics from the hours of to Since you spend more time improving your skills than a normal person, you gain more skill points. The tradeoff is that you do not gain as many extra abilities. You will gain a perk every four levels. You will get an additional 5 skill points per new experience level. You have more innate abilities than most, so you have not spent as much time honing your skills.


Your statistics are better than the average person, but your skills are lacking. You receive 5 less skill points per level. Their age will tell a lot about them.


Personnel are ready to leave the vault at age 16, and will have lost that sparkle in their step by the age of You can choose an inclu- sive age between 16 and Click on the AGE button to change from a bright youth, to an experienced elder. The left arrow will increase your age, while the right arrow will make you younger.


Gameplay in Fallout consists of traveling around the game world, visiting locations and interacting with the local inhabitants, and typically in real-time. Combat in Fallout is turn-based. The game uses an action point system wherein, each turn, multiple actions may be performed until all points in the pool have been expended. Different actions consume different numbers of points, and the number of points that can be spent may be affected by such things as drugs or perks Download Fallout GOG.


You can contribute to this game Fallout at OldGames. Facebook Twitter Youtube. Fallout release year. Info 1. Download 4. The character creation system will allow you to make a vibrant, unique character. We are using a skill-based system to allow you to fine tune your character. As you gain experience roughly half from combat, the other half will come when you solve adventure seeds and non-combat based stuff , your character will grow as you determine.


No classes here! Combat in Fallout is tactical turn-based. You can take as much time as you need to make decisions. Choose from different types of attacks, with a variety of weapons and attack skills.


Weapons include: shotguns, flamers, chain-guns, rocket launchers, sledgehammers, brass knuckles and more. What do you think of this game?