Game Vault 13/Fallout A GURPS Post-Nuclear Adventure developer Interplay Entertainment publisher Fallout) Never published (changed to release date Not applicable genre Role playing game (RPG) modes Single player rating Unrated platforms DOS, Microsoft Windows media 1 CD system requirements Intel Pentium 90 CPU

Microsoft Windows 95 or higher, or DOS 5.0 or higher

16MB RAM; 2x CD-ROM drive

DirectX 3.0a (if playing on Windows)

1 MB VESA-compliant SVGA graphics card

Sound Blaster compatible sound card This wiki has media related to this article

Vault 13: A GURPS Post-Nuclear Adventure was an early working title for Fallout, later changed to Fallout: A GURPS Post-Nuclear Adventure, that utilized the Generic Universal Role Playing System (GURPS) by Steve Jackson Games. Legal disagreements between Interplay and Steve Jackson Games eventually led to Interplay dropping the license and replacing it with its own system, developed in-house: SPECIAL.

See also Vault 13: A GURPS Post-Nuclear Adventure timeline.

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Background Edit

Initially there was a lot of skepticism coming from Steve Jackson as Interplay approached him with an offer. According to Scott Campbell, Steve Jackson only responded once he was offered up-front license money.[1] Scott was appointed Lead Designer, as his previous project, SimEarth had been canceled.

The first draft for the game's story was written down on a "night of many beers". This draft was never intended to be used, and bears little resemblance to the Fallout universe. At this point, Interplay had still not decided what their first GURPS game would be about.[2]

After some time, the development team decided they wanted to do GURPS: Wasteland, based on the old post-apocalyptic game from Interplay. At the same time, Steve Jackson Games was working on GURPS: Survivor, which was a role-playing sourcebook with rules for post-apocalyptic adventuring.[3]

During the last meeting before Christmas break, it was revealed by Interplay's legal team that EA still had the rights to Wasteland, due to the fact that Interplay had recently released a 10th Anniversary pack containing the game through EA. Though this meant that they could no longer use the Wasteland name, they would carry on work on a post-apocalyptic game.[4]

The one that first proposed the idea of using Vaults was Tim Cain, who claimed he had dreamed it. Campbell claims that this one idea was what started the creative process for himself.[3]

The team laid down some simple rules:

Rule #1: Multiple Decisions. We will always allow for multiple solutions to any obstacle.[4] Rule #2: No Useless Skills. The skills we allow you to take will have meaning in the game.[4] Rule #3: Dark humor was good. Slap-stick was not.[4] Rule #4: Let the player play how he wants to play.[4] Rule #5: Your actions have repercussions.[4]

The game was supposed to be no holds barred. Anything would be allowed, even the killing of children. This was early in 1995, when something as innocuous as the word "ass" was considered unfit for public broadcasting. Interplay wanted to push the limits on the game, and in order to give more depth to some of the characters of the harsh environment, the language was spiced up.[4]

Termination and legal issues Edit

On June 11, 1996, Bob Apthorpe reported that SJG received more screenshots of GURPS Fallout, noting that the game will be as true to the real GURPS "as a computer version can be. Interplay is paying close attention to the rules and plans on fully supporting the reaction rules (in case anyone takes a Charismatic, Very Beautiful character with Voice and Sex Appeal."[5] On January 13, 1997, Steve Jackson reported on the SJG website that Fallout is rolling along, scheduled for an April release and mentioning that SJ Games received an alpha version for in-house evaluation. He was not aware that a month later, Interplay would release a statement that the license would fall through.[6]

To this day, the precise reasons behind Interplay and Steve Jackson parting ways remain unclear. Feargus Urquhart in a response to PC Gamer claimed that the reason the license was dropped was to avoid red tape and legal wrangling over the game's content, including Vault Boy, the violent introduction, and a small character scale.[7] Similarly, Scott Campbell claimed in The Origins of Fallout that Steve Jackson Games was satisfied with everything but the Vault Boy pictures in the character screen and the execution scene in the introduction - but also stated that the game would likely have to be remade in order to retain the license.[8]

However, Sean Punch, GURPS Line Editor at Steve Jackson Games, remarked in an interview with RPG Codex that he is "skeptical of claims that a single cut scene, loading screen, dialog line, etc. caused the parting of ways".​ He has also stated that the issue that was cited as a reason for the abandoning of the license was "that the license didn't word the approval process in a way that was good for either party" and that it was ultimately easier to remake the RPG elements than rewrite the licensing agreement with all the legal wrangling involved.[9] Urquhart did mention the vague approval process, which was a simple statement that Steve Jackson Games "had control over the environment in which the license would be used", in the aforementioned PC Gamer interview, supporting this notion.[7]

Regardless of the reason, Interplay claimed in an official statement that this was a mutually agreed decision, Steve Jackson, in a February 12, 1997, statement released through The Daily Illuminator on the Steve Jackson Games website stated that he wished he knew why Interplay decided to drop the license, and that no official correspondence to that effect was received by that date. It was a surprise to the Fallout development team as well.[10] In a subsequent meeting with Tim Cain, he made a lot of concessions to save the project and the implementation of GURPS created by the development team. However, the decision was handled by the executives of Interplay and Cain or the Fallout developers had no vote in the matter.[11] On March 14, 1997, Steve Jackson received a phone call confirming that GURPS was being dropped, as the development team was told to remove all licensed content and was too far along creating a replacement (SPECIAL) and redoing art assets for them to return to GURPS. The caller laughed when Jackson asked to receive a confirmation in writing, saying that he would "see" if he could send a formal letter confirming this. The unilateral dropping of GURPS after three years of cooperation soured Jackson's relations with Interplay.[12]

While agreeing that the split was a blow to the project, Chris Taylor said "instead of compromising and making an inferior product -- Fallout will be produced with conviction." The title was changed to the final version: Fallout: A Post Nuclear Role Playing Game and the SPECIAL character system was designed. However, the name was retained in one instance: In the game files' DATA directory, there is a file called VAULT13.GAM which stores the global variables for the game and retains the game's initial title name.

GURPS sometimes appears as a terminal password in Fallout games since Fallout 3 onwards.

GURPS implementation Edit

As Fallout is identical to the GURPS game in all but the character system, this section focuses on the implementation of the GURPS system. GURPS is an acronym for Generic Universal Role Playing System and is a table-top role playing game system published by Steve Jackson Games. Originally released in 1986, it is currently in its fourth edition. GURPS is designed to be easily applicable to any role playing game setting, and is played with three six-sided dice. It uses a point-based character creation system, and represents characters using four basic stats (Strength, Dexterity, IQ, and Health) along with advantages, disadvantages, perks, quirks, and skills.[13]

While there is no publicly available playable build of GURPS Fallout, the Fallout demo contains a large number of GURPS assets in its primary DAT archive: Graphics used by the GURPS user interface, illustrations for skills, advantages, and disadvantages, and SKILLDEX.LST, a plain text file that contains a listing of all character screen assets, separated into its distinct categories. When cross-referenced with the third edition GURPS Lite free source book and other available materials, like Roleplayer #8, Roleplayer #4, Roleplayer #1, it allows for approximating how GURPS would have worked in Fallout.

The most important difference is that all social standing, appearance, and other variables usually listed in GURPS source books separately are instead divided into Advantages or Disadvantages.

Attributes Edit

Strength (ST), a measure of “brawn” or physical muscle.

Dexterity (DX), a measure of agility and coordination.

Intelligence (IQ), a measure of brainpower, alertness, adaptability and general background experience.

Health (HT), a measure of energy and vitality. HT also stands for “hits” – the amount of physical damage a character can take.

An attribute of 1 is the lowest score, with no upper limit. 10 is the average ability and is the default setting. 8 to 12 is considered normal. 16 and above are unusual. Ratings of 20 and more are equal to superhuman ability.

Skills Edit

A self-explanatory section. Unlike SPECIAL, GURPS has a lot of skills the player can acquire. Based on the number of assets, the player would have been able to select a total of 56 skills. This was cut down to just 19, a little over a third of what the GURPS version featured.

Indirectly, this also explains why the game seems slanted so heavily towards a particular playstyle, namely, a character with Speech tagged. Conversations which would normally require one of eight separate skills (estimation according to the purposes of various social skills in the game) just require one: Speech. There is no other skill that has such utility and versatility in the game.

Advantages and Disadvantages Edit

These act like Traits, in that they help define the character. Advantages are explicitly positive, while disadvantages quite the opposite. Most were merged into Traits or recycled into perks, if not verbatim, then the underlying principles.

Advantages Edit

Image Name GURPS sourcebook description SPECIAL changes Acute Hearing You have better-than-average senses. Acute Hearing gives you a bonus to your IQ whenever you must roll to hear something, or when the GM rolls for you. Each acute sense is a separate advantage, and costs 2 points for every +1 bonus to your roll. E.g., Acute Hearing +6 costs 12 points. Removed from the game Acute Taste/Smell You have better-than-average senses. Acute Taste/Smell gives you a bonus when rolling to notice a taste or smell. Acute Vision gives you a bonus when rolling to see something. Removed from the game Acute Vision You have better-than-average senses. Acute Vision gives you a bonus when rolling to see something. Each acute sense is a separate advantage. Image used for Awareness. Alertness A general bonus you get on any sense roll (p. 24), or when the GM rolls against your IQ to see if you notice something. This advantage can be combined with any or all of the acute senses. Image used for Perception, general principle used for Awareness. Ambidexterity You can use both hands with equal skill. You do not suffer the -4 DX penalty for using an “off hand” like most people do, and can fight (or act) with either hand (though not necessarily both at once). Should some accident befall one of your arms or hands, assume it is the left one. Removed, image recycled for Fast Shot. Charisma This is the natural ability to impress and lead others. Anyone can acquire a semblance of charisma by good looks, good manners and intelligence – but real charisma works independently of these things, and you either have it or you don’t. It affects any reaction roll made by any intelligent creature. Cost: 5 points for each +1 reaction bonus Remade into Charisma. Combat Reflexes You have extraordinary reactions and are very rarely surprised for more than a moment. You get a +1 to any Active Defense in combat. You never “freeze up” in a surprise situation, and you a +6 on any IQ roll to wake up or to recover from surprise or a mental “stun”. Recycled into generic combat perks. Common Sense Any time you start to do something that the GM feels is STUPID, he rolls against your IQ. A successful roll means he must warn you, “Hadn’t you better think about that?” This advantage allows an impulsive player to take the part of a thoughtful character. Removed from the game Danger Sense You can’t depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something’s wrong . . . If you have Danger Sense, the GM rolls once against your IQ, secretly, in any situation involving an ambush, impending disaster, or similar hazard. A successful roll means you get a warning that something’s wrong. A roll of 3 or 4 means you get a little detail as to the nature of the danger. Recycled into generic combat perks. Eideric Memory The character is blessed with a perfect memory and recall ability. Removed from the game Empathy You have a “feeling” for people. When you first meet someone, or when you are reunited after an absence, you may request the GM to roll against your IQ. He will then tell you what you “feel” about that person. (A failed roll means the GM may lie to you.) This talent, when it works, is excellent for spotting imposters, ghostly possession, and the like, and determining the true loyalties of NPCs. You can also use it to determine whether someone is lying . . . not what the truth really is, but just whether they are being honest with you. Recycled as the Empathy perk, image reused for Animal Friend. Handsome You could enter beauty contests! +2 on reaction rolls made by the same sex; +4 on reaction rolls made by the opposite sex – as long as the races are the same or similar. Removed from the game High Pain Threshold You are as susceptible to injury as anyone else, but you don’t feel it as much. If you are hurt in combat, you are not stunned and do not have a “shock” penalty on your next turn. (Exception: a head blow can still stun you.) If you are tortured physically, you are at a +3 to resist. The GM may let you roll at +3 to ignore pain in other situations. Image recycled for damage resistance. Intuition A good sense of intuition. Removed from the game Literacy The GM decides upon the norm for literacy in his campaign: Are most people literate, semi-literate or illiterate? Literacy is the norm in most high-tech settings, semi-literacy is usual in Renaissance and post-holocaust settings, and illiteracy is generally the default in lowtech and fantasy settings. Skip this section entirely in settings where there are no written languages! Image used for Intelligence. Lucky Some people are just born lucky. Once per hour of play, you may reroll a single bad die roll twice (this must be the last roll you made) and take the best of the three rolls! If the GM is rolling (e.g., to see whether a certain NPC arrives, or to see if you notice something), you may tell him you are using your luck, and he must roll three times and give you the best result. Folded into Luck as an attribute. Image unused. Night Vision Your eyes adapt rapidly to the darkness. You cannot see in total dark – but if you have any light at all, you can see fairly well. Whenever the GM exacts a penalty because of darkness, except for total darkness, this penalty does not apply to you. Recycled into the Night Vision perk. Peripheral Vision The character has excellent peripheral vision. Removed from the game Rapid Healing This advantage is only available if your basic HT is 10 or above. You recover rapidly from all kinds of wounds. Whenever you roll to recover lost HT, or when you roll to see if you can get over a crippling injury, add 5 to your effective HT. This ability does not help you get over stunning or similar incapacities. Image recycled for Healing Rate. Strong Will You have much more “willpower” than the average person. Your level of Will is added to your IQ when you make a Will roll (p. 24) for any reason, including any attempt to resist distraction, intimidation, seduction, torture, hypnosis or mystical attempts to take over your mind. However, this advantage does not help against combat shock and the like. In questionable cases, the GM’s ruling is law. Removed from the game. Toughness Your skin and flesh are tougher than the average human’s. Your body itself has a “Damage Resistance” (DR) score. This DR is treated just like the DR from armor: you subtract it from the damage done by any blow before you multiply the damage done by a cutting or impaling weapon. Recycled into the Toughness perk. Voice You have a naturally clear, resonant and attractive voice. You get a permanent +2 bonus on all the following skills: Bard, Diplomacy, Politician, Savoir-Faire, Sex Appeal and Singing. You also get a +2 on any reaction roll made by someone who can hear your voice Image recycled for the Speaker perk.

Disadvantages Edit

Image Name GURPS sourcebook description SPECIAL changes Bad Breath You behave, some or all of the time, in a fashion repugnant to others. Negatively affects reaction rolls. Removed from the game Bad Temper You are not in full control of your emotions. In any stressful situation, you must make a Will roll. A failed roll means you lose your temper, and must insult, attack or otherwise act against the cause of the stress. Removed from the game Berserker You tend to lose control of yourself under stress, making frenzied attacks against whoever or whatever you see as the cause of the trouble. Any time you take more than 3 hits in one turn, you must roll vs. IQ. A failed roll means you go berserk. Other conditions of extreme stress (GM's option) may also require an IQ roll to avoid berserking. A berserker may deliberately go berserk by taking the Concentrate maneuver and making a successful IQ roll. While berserk, you must make All-Out Attacks each turn a foe is in range, and Move as close as possible each turn no foe is in range. While berserk, you cannot be stunned, and injuries cause no penalty to your Move score or attack rolls. When your HT falls below zero, make a HT roll each turn; you do not fall until your body is totally destroyed (-10 × HT) or a roll is failed. You then fall unconscious – or, if your HT is fully negative (-1 × HT), dead! If you snap out of the berserk state, all your wounds immediately affect you, but no further HT rolls are necessary; if your HT is below 0, you simply collapse. Removed, image reused for the kill counter. Bloodlust A character with this disadvantage suffers from a strong desire to see his foes dead. He must go for killing blows in a fight, put in an extra shot to make sure of a downed foe, choose violent and messy options when stealth might be better, etc. An IQ roll is necessary to accept a surrender, or even take a prisoner under orders. And a player who always tries to make this IQ roll may be judged guilty of bad roleplaying! Image recycled for the Berserker reputation. Code of Honor You take pride in a set of principles which you follow at all times. Codes of honor differ, but all require (by their own standards) “brave” and “honorable” behavior. A Code of Honor may also be called “pride,” “machismo” or “face.” Under any name, it is the willingness to risk death rather than be thought dishonorable . . . whatever that means. Only one who truly follows the code may get points for it as a disadvantage. A Code of Honor is a disadvantage because it will often require dangerous (if not reckless) behavior. Furthermore, an honorable person can often be forced into unfair situations, because his foes know he is honorable Removed from the game Colorblindness The player character is unable to see any colors, making any color-related tasks difficult. Removed from the game Combat Paralysis This is the opposite of Combat Reflexes; you tend to freeze up in a combat situation. It's not worth more as a disadvantage, simply because most people who have it find out at an early age . . . and then steer away from careers in which they might face danger. This is not the same as cowardice; you don't have to roleplay fear. Your mind may be brave, but your body betrays you. In any situation in which personal harm seems imminent, roll against your HT. You do not roll until the instant in which you first need to fight, run, pull the trigger, etc. A successful roll means you can act normally. A failed roll means you are frozen, as though you'd been taken by surprise (see p. B106). You must roll every turn, at +1 to your effective HT each turn, to break the freeze. A quick slap from a friend will also give +1 to your cumulative chance of coming out of it. Once you unfreeze, you will not freeze again until the fight is over or you reach safety. Then you will again be susceptible to freezing, the next time danger threatens. Removed from the game Compulsive Lying The opposite of Truthfulness, the Compulsive Lying disadvantage forces the character to lie constantly, for no reason other than the joy of telling the tale. A compulsive liar delights in inventing stories about his deeds, lineage, wealth – whatever seems as though it might impress his audience. Even when exposed as a liar, the character will cling tenaciously to his stories, calling his accuser a liar and a scoundrel. In order to tell the pure, unvarnished truth, a compulsive liar must roll against IQ-4. A charitable GM might allow a liar to tell a slightly-fractured version of the truth if he only narrowly failed this roll. When a PC liar makes a roll to tell the truth to his fellow party members, he should roll out of sight of the other players. Thus, they can never be sure that they are getting accurate information from their comrade. Removed from the game Delusions Unknown effect, but likely modified how the character would act. Removed from the game Dulled Nose The player character cannot effectively smell anything. Removed from the game Gullibility There's one born every minute, and you're it. A gullible person naturally believes everything he hears; he'll swallow even the most ridiculous fish-story, if it's told with any conviction. In order to not believe a lie – or an improbable truth, for that matter – a gullible character must make a roll against IQ, modified by the plausibility of the story. A lie well-told, or involving something the character has no familiarity with – My father is the chief of police in this town, and he won't stand for this! – calls for a -6 penalty to the IQ roll. A lie concerning a topic the gullible character is familiar with – Didn't you know they bred ducks in your village, Torg? – calls for a -3 to the roll; and even a totally outlandish tale – Of course the Eskimos are descended from Spanish conquistadors; everyone knows that – will be believed if the character fails a roll against unmodified IQ. Furthermore, a gullible character suffers a -3 penalty on any Merchant skill roll, or in any situation in which his credulity might be exploited. A gullible person can never learn the Detect Lies skill. Removed from the game Hard of Hearing You are not deaf, but you have some hearing loss. You are at -4 to IQ on any Hearing roll (so your roll is IQ-4, rather than IQ). You are at -4 to your language skill roll for any situation where you must understand someone (if you are the one talking, this disadvantage doesn’t affect you) Removed from the game Honesty You MUST obey the law, and do your best to get others to do so as well. You are compulsive about it; this is essentially another type of Code of Honor. This is a disadvantage, because it will often limit your options! Faced with unreasonable laws, you must roll against IQ to see the “need” to break them, and against Will to avoid turning yourself in afterward! If you ever behave dishonestly, the GM may penalize you for bad roleplaying. You are allowed to lie if it does not involve breaking the law. Truthfulness is a separate disadvantage. Removed from the game Lecherousness The player has lecherous tendencies, impacting the Reaction of others. Removed from the game Low Pain Threshold You are extremely susceptible to pain of all kinds. Double the shock effect of any injury – e.g., if you take 3 points of damage, DX is at -6 on your next turn. You always roll at -4 to resist physical torture. Whenever you take a wound that does more than 1 hit of damage, you must roll vs. IQ to avoid crying out (possibly giving away your presence). Barbarians, soldiers, thugs, etc., will react to you at -1 if they know you have this disadvantage. Removed from the game Nose Picking You behave, some or all of the time, in a fashion repugnant to others. Negatively affects reaction rolls. Removed from the game One Eye You have only one good eye; you may wear a glass eye, or cover the missing eye with a patch. You suffer a -1 DX penalty on combat and anything involving hand-eye coordination, and a -3 to use missile weapons, throw objects or drive any vehicle faster than a horse and buggy. You will also suffer a -1 on any reaction roll except with utterly alien creatures. Exception: If you have Charisma, or are Handsome or Very Handsome, the patch just looks romantic, and does not affect reaction rolls. Recycled as image for crippled eyes. Overweight You are unusually obese for your race. Overweight: Determine weight normally for ST, and then increase it by 30%. Being overweight carries a reaction penalty of -1 among health-conscious societies and in areas where food is in especially short supply Removed from the game Pacifism You are opposed to violence. There are two different forms: Self-defense only: You will only fight to defend yourself or those in your care, using only as much force as may be necessary (no preemptive strikes allowed!). You must do your best to discourage others from starting fights. Cannot kill: You may fight freely, and even start a fight, but you may never do anything that seems likely to kill another. This includes abandoning a wounded foe to die. You must do your best to keep your companions from killing, too. If you kill someone (or feel responsible for a death), you immediately suffer a nervous breakdown. Roll 3 dice and be totally morose and useless (roleplay it!) for that many days. During this time, you must make a Will roll to offer any sort of violence toward anyone, for any reason Removed from the game/recycled into Good Natured. Phobias A “phobia” is a fear of a specific item, creature, or circumstance. Many fears are reasonable, but a phobia is an unreasonable, unreasoning, morbid fear. The more common an object or situation, the greater the point value of a fear of it. If you have a phobia, you may temporarily master it by making a successful Will roll . . . but the fear persists. Even if you master a phobia, you will be at -2 IQ and -2 DX while the cause of your fear is present, and you must roll again every ten minutes to see if the fear overcomes you. If you fail a Will roll to overcome a phobia, you will cringe, flee, panic or otherwise react in a manner that precludes sensible action. Removed from the game. Owing to the number of calls to it, there were three specific phobias in the game. Sense of Duty You suffer from a self-imposed feeling of duty. If you feel a sense of duty toward someone, you will never betray them, abandon them when they’re in trouble, or even let them suffer or go hungry if you can help. If you are known to have a sense of duty, others will react to you at a +2 to trust you in a dangerous situation. If you have a sense of duty, and go against it by acting against the interests of those you are supposed to feel duty toward, the GM will penalize you for bad roleplaying. Removed from the game Skinny You are notably underweight. After figuring your height, take “average” weight for that height and cut it by !/3. You may not take Handsome or Very Handsome appearance, and your HT may not be more than 14. Normal clothes and armor will not fit you, and you will be at -2 to Disguise, or to Shadowing if you are trying to follow someone in a crowd. Removed from the game Stuttering The character stutters, impacting the reaction of others. Removed from the game Truthfulness You hate to tell a lie – or you are just very bad at it. To keep silent about an uncomfortable truth (lying by omission), you must make your Will roll. To actually tell a falsehood, you must make your Will roll at a -5 penalty! A failed roll means you blurt out the truth, or stumble so much that your lie is obvious Removed from the game Ugly Not so bad - maybe only stringy hair and snaggle teeth. -2 on reaction rolls, except by totally alien creatures or by people who cannot see him or her. Removed from the game Unluckiness The character has naturally bad luck. Folded into Luck. Weak Will You are easily persuaded, frightened, bullied, coerced, tempted and so on. For every level taken, your IQ is effectively reduced by 1 whenever you make a Will roll, including attempts to resist distraction, seduction, torture, mind control and so on. Weak Will also affects all attempts to master phobias and avoid giving in to mental problems. Removed from the game

Quirks Edit

Quirks are additional elements that define a character in GURPS. While the game files contain an image referring to them explicitly, it is unknown if they would be implemented, given that certain quirks, like Delusions, have been folded into disadvantages.

Gameplay differences Edit

While the general gameplay between the games remains identical, there are some differences. For starters, the game still used the triangle menu for deciding on the type of interaction the player wanted to have with the target object or character.

Another difference is that there was a single item field divided into two halves, representing the player's hands. This indicates that it was, at one time, possible to fire two single handed weapons (hence the Ambidexterity advantage). Unlike the final product, where the player has two active item slots to use and allowed to freely switch between them, in the GURPS version the player would have to switch weapons by entering the inventory.

The SkillDex was completely different and allowed the player to view all of the skills, advantages, and disadvantages in a separate window, apparently assign them to six different quick use slots, and access the character sheet (it was not accessible from the main interface bar).

Interestingly, the screens also indicate that the player would be able to directly select the skill to use in a given setting, as well as allow the game to choose it for them (the Auto setting).

Mock screenshot showing the SkillDex The basic SkillDex interface file SkillDex categories (twelve, corresponding to the twelve buttons on the lower bar)

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Combat Edit

Combat was majorly different, due to the use of Fatigue Points (FT) on top of Hit Points, as well as including disadvantages that can severely cripple the character in combat - including Combat Paralysis.

There were also more options for calling shots, including aiming for feet and hands, the neck, and even the brain. The groin was referred to as vitals. Another interesting feature is that the game included many of the combat maneuvers that make GURPS famous (and slow to play), including Step & Attack, Step & Ready, Aim, Move, and so on and so forth. These were accessible through a button now used to access the SkillDex.

See also Edit

Vault 13: A GURPS Post-Nuclear Adventure timeline - the earliest version of the Fallout timeline.

Gallery Edit

Early design Edit

These two previously unreleased screenshots from the GURPS version of the game were provided in 2007 courtesy of Chris Taylor, as part of the 10th anniversary celebration for Fallout. They were created when Scott Campbell was still in charge of the design.

Alpha Edit

User interface Edit

The following screenshots come from the official press pack and demonstrate the GURPS interface.

Combat Edit

Miscellaneous images Edit

Video Edit

Preview 1997 Fallout A Post Nuclear Role-Playing Computer Game By Interplay