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Character Creation rules.

Posted by PipboyFor group 0
Pipboy
GM, 1 post
Thu 5 Nov 2015
at 06:57
  • msg #1

Character Creation rules.

For those not familiar with the 'Fantasy Flight Games' Rules System for Star Wars; here is a basic rundown. Having one of those Core rule books will be helpful but not necessary.

Dice and Dice pools

First, the game will be using the Star Wars Game system/Special Dice for dice rolling.

Dice come in 7 Flavors.

A = Ability die: This represents your basic check die, based on either your Ability Score or Skill Ranks, whichever is higher.
B = Boost die: This is a bonus Die to an action. Given either by a talent or by the GM based on situation.
C = Challenge Die: This is an Upgraded Difficulty die. Though in most cases this will be rolled by the GM.
D = Difficulty Die: These are the base dice used that generally the GM will use in opposition to your Ability and Proficiency dice. Basically the opposition to Ability dice.
F = Force Die: Most Characters will not use these except at specific times, when called upon by the GM, to create a Destiny pool.
P = Proficiency Die: This is an Upgraded Ability die. You upgrade a Number of ability dice to Proficiency dice based on the lesser value of Ability score and Skill ranks. (If you have an ability score of 3 and a skill rank of 1 you would have a dice pool of: 2A 1P. Likewise: if the Ability Score is 2, and a skill rank of 3, you would have a dice pool of: 1A 2P )
S = Setback Die: this is a die in opposition to a boost die, added to the difficulty roll based on negative situations. Generally, the die will be used by the GM.

Abilities Scores

This system will use 6 primary Ability scores.

Brawn: not just your strength, but also can be associated to Size and ability/training to use what you have. Also represents overall health, endurance and durability.
Agility: This represents a few things, like hand-eye coordination, flexibility, balance and speed.
Intellect: This one is pretty straight forward, Basic comprehension ability.
Cunning: Your Wit and ability to understand the environment and actions going on around you.
Willpower: your character’s strength of mind, control and alertness.
Presence: your characters Personality, Charisma, and basic ability to influence others.

It is recommended you spend the majority of your Starting experience on your primary Abilities, as the only way to increase abilities after character creation is through Talents.

All skills will be based on an ability. if you do not have any skill ranks in a skill, the skill defaults to Ability dice equal to the ability score it is based on.

Derived Stats

There are a few stats that are derived partially from Species and partially from Brawn.

Wounds: This is how much damage your character can take before being incapacitated. it is based on Brawn + Species modifier.

Strain: This represents how much pain, stress, and fatigue your character can endure before Passing out. This is derived from Willpower + Species Modifier.

Soak: This is how much Damage or strain you can absorb before you actually take damage for each attack on you. It is based Directly on Brawn. But can be modified by some types of clothing and armor. It is subtracted from Wound damage or strain damage before being applied to the either.

Rad Soak: (Radiation Soak) this is the level of Radiation exposure a Character can withstand before Adding to their Irradiated level. Certain types of Clothing, gear, and substances can increase one’s Rad soak. Base Rad Soak is equal to Brawn + Species modifier.

Irradiated level: This is the amount of Radiation a character has been exposed to and affected by. The GM has details on the effects of Radiation exposure. This is something tracked as accrued. Lowering your Irradiated level is difficult and takes time. Irradiated levels can have both Immediate and long term effects.

Defense: This can be Ranged, melee or both, but helps increase the difficulty of being Hit. This will usually start at 0 but can be increased through Gear and talents.

Encumbrance: This indicates how much one can Lift/Carry. This is a combination of size, weight and Shape. A Characters Base Enc. is Brawn + 5. It can be increased/overcome, through the use of special gear. But the Base Enc. remains unchanged when determining what someone can lift and/or Handle in one’s hands/arms at one time.
This message was last edited by the GM at 04:38, Fri 06 Nov 2015.
Pipboy
GM, 2 posts
Thu 5 Nov 2015
at 07:03
  • msg #2

Character Creation rules.

Obligation
For those wondering, This Game will not use Obligation as it is in the Star wars Games. You will not be starting with Obligation.
Pipboy
GM, 3 posts
Thu 5 Nov 2015
at 09:16
  • msg #3

Character Creation rules.

Species

Your Species determines your base Ability scores, base derived stats, special abilities, and possibly Drawbacks. In this game, it may also limit your choices of starting gear and possibly limit your selection of Professions and/or skills.

Droid/Robot

Brn: 1 Agi: 1 Int: 1 Cun: 1 Will: 1 Pre: 1
Wound 10 + Brawn
Strain 10 + Willpower
Rad Soak: Brawn + Model Modifier

Starting Experience: based on Model.

Special Abilities:
Robots do not need eat, sleep, or breathe. They are not affected by poisons or Toxins.
Droids have a cybernetic Implant cap of 6.
Droids may train 1 rank in six of their career skills and 3 of their primary specialization skills.
Inorganic: Droids/Robots cannot benefit from stimpaks, Med packs or medicine checks. They can Recover normally from rest/shutting down, as their systems attempt to repair themselves, from Mechanics checks or emergency repair patches.
Droids/Robots can also have equipment built into them (at character creation, such equipment can be declared built in) as long as it does not exceed their encumbrance. (built-in equipment still counts against total encumbrance)
They get a +1 to their Initial Soak
All Droids/Robots get Energy Weapons as a Career skill, regardless of career path.

Drawbacks: Droid/Robots may not need to eat, sleep, or breath, but they do have a power source that requires Recharging. Recharging requires some sort of power source. Fortunately, their Charge packs have a charge life of 30 days. This is primarily due to unobtrusive Solar collectors built into their surface. They are not powerful enough to power the Unit, nor to recharge their supplies quickly. They can recharge their power reserves during a shutdown, at one-half the normal rate. That is: 1 Hour of charge is stored for every 2 hours the unit is shutdown in Sunlight. If a Power source can be accessed, the speed of recharge can be increased significantly, but still varies based on source. Your GM has More information on this.

Droids/Robots have difficulty understanding organics and relating to them. Due to this, all Social Skills difficulties are increased 1D

Droids/Robots must Pick a Base Model. This base model determines their Professions, Additional benefits and drawbacks.

Mister Handy/Gutsy


Rad Soak: Brawn +2

Experience: 175

Mister Handy/Gutsy are floating spherical droids with 3 mechanical arms and Multiple eye pods. They were designed to be helper robots in homes and offices, Able to help with anything from cooking and cleaning to being assistants in Medical operations. Mister Handys were designed with inhibitor chips to prevent them from harming humans, Though the Gutsy version did not have this issue. It is thought that many inhibitor chips were faulty and failed over time.

Advantages:
Due to having Eye pods in three positions around their heads, they have vision in 360 degrees. This reduces the difficulty of all Vigilance and perception checks by one. In addition, they can see in both the infrared and ultraviolet spectrum, thus reducing penalties for poor lighting by -2S.
Also Since they have 3 arms, they can do an additional task. This allows them to accomplish 1 additional Free Maneuver that can be accomplished with 1 arm/hand.
Repulsor Flight: Mister Gutsy move about hovering above the ground due to a repulsor lift underneath their head. This allows them, not only to ignore most terrain penalties to movement, but also to move at twice the speed on flat unobstructed terrain. (Can cover medium and short range in 1 maneuver and Long or Extreme range in 1 maneuver).
Note, as they cannot truly fly, they are not saved from falling and cannot use the repulsor to get past any terrain that would require a Human to Climb.

Drawbacks: Also due to the Repulsor lift, and their size, Mister Gutsy cannot carry any Object larger than 2 Encumbrance, may not use any items with the 'Cumbersome' quality, and may not add or wear armor. They also may not use any encumbrance increasing items to improve their carrying capacity. They also have a Max Brawn cap of 3.

Protectron


Rad Soak: Brawn +5

Experience: 175

Protectrons, created by Robco were one of the first security robots designed to provide functional 24-hour armored security. They are basically Humanoid in form, but not humanoid in appearance. They can use weapons and fire arms, at the Owners choice, and in a pinch, can be used as Heavy lifting labor.

Advantages: Protectors have a reinforced structure. They get twice their brawn to Encumbrance, get a +2 to initial Soak instead of +1, and Get +2 Wounds.
They have a Defense of 1 vs Melee weapons and Shrapnel (Frag grenades) due to their slightly armorer Structure.

Drawbacks: Due to their poor structural design, Protectors have difficulty with some fine manipulation Tasks. They suffer 1 die increase in difficulty (1D) to Coordination, Mechanics, Piloting and Stealth checks.

Their movement is also Slow. It takes them 2 maneuvers to cross short or medium range, and 3 maneuvers to cross long or extreme range.
They count as twice the encumbrance of a human if one tries to carry or lift them.


Securitron


Rad Soak: Brawn +3

Experience: 165

The Securitron was another version created by Robco to create a friendlier and swifter security Robot. Giving them a TV screen that could, in addition to showing a Friendly face, play back video clips and the like.

Advantages: Securitrons structure is not as heavy duty as the Protectron, partly due to giving them a single wheel mobility and gyro to aid in swifter movement. This wheel allows them to move at twice the speed on flat unobstructed terrain. (Can cover medium and short range in 1 maneuver and Long or Extreme range in 1 maneuver).
They are however Armored (1 Defense Melee) against melee weapons and Shrapnel (Frag grenades).

Drawbacks: They do not have the Strength or carrying capacity of the Protectron. In fact, the Single Wheel suspension and Gyro prevents them from using anything with an Encumbrance an encumbrance rating greater than 3 or with the cumbersome rating, as it tends to set them off balance.
Climbing checks may be proportionally more difficult, requiring additional setback dice.
Due to having a Wheel, instead of legs, Securitrons increase the difficulty of all climbing checks one Die.


Ghoul, Non-Feral


Brn: 1 Agi: 1 Int: 3 Cun: 2 Will: 3 Pre: 2
Wound 8 + Brawn
Strain 14 + Willpower
Rad Soak: Brawn + 7

Starting Experience: 90

Ghouls are a sad creation of Humans that were exposed to radiation over long periods of time, or to High Amounts of radiation quickly, and survived. They survived due to their metabolism Mutating. This mutation caused them to live extremely extended lives, how long a Ghoul might live is unknown. However, it left them looking like rotted walking corpse. Their flesh continues to rot, even though, otherwise, Ghouls seem to have a high regenerative ability. The Majority of Ghouls have gone insane and or feral over time. Some think all will eventually. But a few still retain their minds.

Advantages: Ghouls are highly recuperative, despite their appearance. In most circumstances, Ghouls heal at twice the rate as normal Humans. However, if exposed to areas of Radiation, this regenerative ability is accelerated, even allowing them to regrow lost limbs. The rate of Regeneration and healing is increased by 1 per day for every two Rad points they are exposed to.; though exceeding their personal Rad Soak can put them at further risk of problems, mutation or risk of going Feral. While exposed to Radiation, crits recover 4 times as fast.
Also, Ghouls have the ability to see much better in the dark than Normal Humans. They reduce penalties for lighting by -1S
Ghouls can withstand a lot of pain, or just don't feel it as much, as represented in their higher Strain threshold.
Due to their long lives, and ability to withstand radiation, most ghouls have traveled and seen much. They get an Additional 3 Ranks to spread into 3 Knowledge skills, one per skill.

Drawback: Due to their appearance, and owing much to the reputation of feral Ghouls, Ghouls are much feared and shunned. Anytime a Ghoul approaches humans they are unknown to, and that he has not built up a reputation with, The Humans involved must make a Discipline check at 3D Difficulty. If they succeed, they will wait to see what the Ghoul does, though even if they do not flee or attack, they will treat the ghoul with prejudice based on threat or Advantages generated. If they fail the discipline check, they will Attack is Threat are generated, or Flee if advantages are generated. In all Charm and Negotiation Checks, Ghouls suffer an automatic 3S (3 setback dice).
Stimpaks are less effective on Ghouls. They can only gain benefit from 3 uses a day at 3,2,1 wounds healed.
Also, drugs have no effect on ghouls.



Human, Vault Dweller


Brn: 2 Agi: 2 Int: 2 Cun: 2 Will: 2 Pre: 2
Wound 10 + Brawn
Strain 10 + Willpower
Rad Soak: Brawn – 2

Starting Experience: 110

Vault Dwellers are Humans that were placed into secure survival Vaults to save and protect the species as the world fell into Nuclear war. The vaults were sealed and had no actual contact with the outside world for as long as they remained sealed and cut off from the outside world.

Advantages: Vault dwellers may Pick 2 Non-Career skills that they start with one rank in each. These may not be Knowledge skills pertaining to the outside world.

Disadvantages: Due to being locked away from the world, they have little knowledge of the changes that have occurred in the meantime. Vault dwellers may not take Knowledge skills associated with the outside world, after the vault was sealed, and may only have 1 rank of Survival to start.
Also, having not endured the fallout and radiation of the world, post war, Vault dwellers have not built up a resistance to radiation that Survivors Humans have, as represented in their Rad Soak.

Human, Wastelander


Brn: 2 Agi: 2 Int: 2 Cun: 2 Will: 2 Pre: 2
Wound 12 + Brawn
Strain 10 + Willpower
Rad Soak: Brawn + 0

Starting Experience: 110

Wastelanders are humans that survived the wars, but were never given the advantages of Vaults, or the ancestors of humans that left their vaults early on for one reason or another. Wastelanders have had time to acclimate to the new world, it's dangers and conditions. Living in areas of Low to no radiation and eking out an existence in a world that is still trying to recover from the ravages of man's wars.

Advantages: Wastelanders have acclimated to the new world environment and tend to be hardier than their pre-war ancestors, as shown in their Wound and Rad soak Stats.
Wastelanders may Pick 2 Non-Career skills that they start with one rank in each. These may not be Ranged weapons or Piloting-Aerospace

Disadvantages: Wastelanders have the advantage of having lived in the world post Wars, but they live in a world devoid of much of the resources available prior to the wars. Many things just don't exist anymore or are very rare, found in scavenging expeditions. One of the primary rare items are Firearms and Ammunition. Due to this, Wastelanders may not start with a Firearm skill higher than 1 Rank.
Also, there are no longer institutes of Higher learning, Many of the sciences being now passed from father to son or apprentice. Wastelanders may not start with a Science Knowledge skill Higher than 1 rank. They may not take Computer skill to start.

Mutant, Super


Brn: 3 Agi: 1 Int: 1 Cun: 2 Will: 2 Pre: 2
Wound 14 + Brawn
Strain 14 + Willpower
Rad Soak: Immune

Starting Experience: 80

Super Mutants Were partially an experiment by the governments, to produce a super soldier, and partially an accident when nuclear radiation was added to the mix of treatments the soldiers were undergoing. This created Extra Tall (Base 6'5"), Bulkier, Muscular humanoids with grey, green, or yellowish skin. Their appearance is feral and Menacing, as is their apparent demeanor as it appears the process of change drove many insane.

Advantages: Super Mutants Are Extremely large and strong. Due to this factor, they ignore the cumbersome trait of all weapons. They Also have an Encumbrance carry value of 5 + Brawn x 1.5 (Round up)
They are immune to radiation and most disease.
They have very rapid regeneration, healing at 3 times the normal rate of humans and any time they recover strain, they recover 2 for every 1 normally recovered. It is unknown How long these mutants could live. It is thought that Super Mutants are sterile, as no young have ever been seen, though there are both male and female Super mutants.
Super Mutants are also have extremely tough hides, giving them a +2 Soak value.
They are so strong they have a +2 to Damage with Brawl or Melee

Disadvantages: Whatever caused the mutation in these beings, also increased their aggression and decreased their self-control. As such, they have extreme anger management issues, especially in Combat. Anytime a Super Mutant takes damage (or strain) that exceeds its Soak, it must make a Discipline check at 4D (4 difficulty dice). If failed, the mutant goes into a blood rage, attacking anything that moves around it, starting with the nearest perceivable target(s), this includes allies. Once it has gone 2 rounds without being hit, (regardless of having taken damage or not) it may begin to make Discipline checks to come out of the rage. The difficulty is still at 4D, but loses 1D per round beyond 2 of not being attacked or hit. While still in the rage, the mutant will continue to fire weapons or attack with melee or first, against buildings, vehicles, basically anything around it.
Due to Super Mutants Size, Clothing is difficult to find, and they are not that predisposed to making their own, though they do to some degree with Caveman like success. This also applies to Armor. Armor for Super mutants is typically hard to come by. 1 in 10 Super Mutants may have armor of some kind. Expect that armor beyond Heavy clothing will be difficult to find and more expensive than normal.
This message was last edited by the GM at 07:14, Sun 27 Dec 2015.
Pipboy
GM, 5 posts
Fri 6 Nov 2015
at 04:29
  • msg #4

Character Creation rules.

Careers

Careers determine your characters Career skills selections.
You have choose 10 from the list of a career path. These 10 skills become your career Skills. Those chosen career sills will have a lowered cost of development. A Player may Open additional skills, to be developed as career skills, at the cost of 5 exp per skill chosen from their Career path or 10 exp per skill outside their Career path.

Characters get 6 free ranks to distribute among their Primary Career skills. No skill may have more than 2 ranks at character creation.

(For those who have played the FFG star wars system, this is a divergence from that game. Instead of having specialization trees, there will be Perks (talents in Star Wars) detailed later in this thread)



Explorer
Career Skill Options: Anachronistic Missile Weapons, Animal Handling, Area knowledge, Athletics, Coordination, Leadership, Lore, Mechanic - Handyman, Medicine, Perception, Negotiation, Piloting-Aerospace, Piloting-Surface, Ranged-Light, Stealth, Scavenger, Survival, Vigilance

Hunter
Career Skill Options: Anachronistic Missile Weapons, Animal Handling, Athletics, Brawl, Coercion, Discipline, Misdirection, Melee, Perception, Piloting-Surface, Ranged Heavy, Ranged Light, Resilience, Skulduggery, Stealth, Streetwise, Survival, Vigilance

Raider
Career Skill Options: Anachronistic Missile Weapons, Animal Handling, Area knowledge, Athletics, Brawling, Coercion, Cool, Deception, Gunnery, Mechanics - Explosives, Melee, Piloting-Surface, Ranged-Light, Ranged heavy, Resilience, Stealth, Survival

Scavenger
Career Skill Options: Anachronistic Missile Weapons, Area knowledge, Animal Handling, Athletics, Computers, Cool, Coordination, Deception, Lore, Mechanics - Explosives, Mechanics - Electronic, Mechanics - Handyman, Mechanics - Robotics, Melee, Negotiation, Perception, Piloting-Surface, Scavenger, Skulduggery, Stealth, Streetwise, Survival

Scholar
Career Skill Options: Area knowledge, Animal Handling, Charm, Computers, Discipline, Education, Leadership, Lore, Mechanics - Electronic, Mechanics - Handyman, Mechanics - Robotics, Medicine, Negotiation, Perception, Scavenger, Sciences

Trader
Career Skill Options: Anachronistic Missile Weapons, Animal Handling, Area knowledge, Charm, Computers, Cool, Deception, Education, Leadership, Mechanics - Handyman, Melee, Negotiation, Piloting-Surface, Ranged-Light, Scavenger, Streetwise, Survival

Trickster
Career Skill Options: Anachronistic Missile Weapon, Athletics, Brawl, Charm, Cool, Coordination, Deception, Melee, Misdirection, Negotiation, Perception, Ranged-Light, Scavenger, Skulduggery, Stealth, Streetwise, Survival, Vigilance

Warrior (Must take at least 3 Combat skills)
Career Skill Options: Anachronistic Missile Weapons, Athletics, Brawling, Cool, Discipline, Energy Weapons, Gunnery, Leadership, Mechanics - Explosives, Melee, Piloting-Aerospace, Piloting-Surface, Ranged-Heavy, Ranged-Light, Resilience, Stealth, Vigilance
This message was last edited by the GM at 21:51, Mon 09 Nov 2015.
Pipboy
GM, 6 posts
Fri 6 Nov 2015
at 06:53
  • msg #5

Character Creation rules.

Skills are areas of experience, training, and knowledge. Ranks in skills help determine your dice pools for various tasks. Note that some skills are broken down into multiple categories (most Knowledge-based skills and the General Skill: Mechanics). For the knowledge skills, having a broadly-defined topic will make specific information checks more difficult; while a narrow subject field will have easier checks, by comparison.

General Skills:
Animal Handling (Presence)
Athletics (Brawn)
Charm (Presence)
Coercion (Willpower)
Computers (Intellect)
Cool (Presence)
Coordination (Agility)
Deception (Cunning)
Discipline (Willpower)
Leadership (Presence)
Mechanics - Explosives (Intellect) / Create, use and/or disarm explosive devices.
Mechanics - Electronic (Intellect) / Create, use and/or repair Electronic devices.
Mechanics - Handyman (Intellect) / Create, use and/or repair any devices that do not
                                     fall into the other categories.
Mechanics - Robotics (Intellect) / Build, use and/or repair Robotics.
Medicine (Intellect)
Misdirection (Cunning)   / Pickpocket, Plant items, etc against "aware" opposition.
Negotiation (Presence)
Perception (Cunning)
Piloting-Aerospace (Agility)
Piloting-Surface (Agility)
Resilience (Brawn)
Scavenger (Cunning) /  When used, more successes will provide random parts (useful for one type of Mechanic skill), while searching for specific part(s) will increase the difficulty of any search. More advantages will provide a chance of better parts. 3 Advantages can be used to Pick a specific part.
Skulduggery (Cunning) / Disarm Trap, Pick locks, etc. against passive opponents
Stealth (Agility)
Streetwise (Cunning)
Survival (Cunning)
Vigilance (Willpower)

Combat Skills:
Anachronistic Missile Weapons (Agility) / (Thrown Weapons, Bows, and Grenades)
Brawling (Brawn)   / Hand-to-hand or improvised weaponry
Energy Weapons (Agility) / Combat with any "Futuristic" weapons
Gunnery (Agility) / Firing any anchored (non-portable) weapons
Melee (Agility) / Use of melee weapons designed for that use
Ranged-Heavy (Agility) / Two-handed "modern-day" ranged weapons
Ranged-Light (Agility) / One-handed "modern-day" ranged weapons

Knowledge Skills: All skills use the Intellect primary stat. Area Knowledge, Lore, and Sciences skills Must be defined for subject.
Area knowledge - Defined by the Area, determines ease of obtaining specifics.
Education - Encompasses: Reading, Writing and basic Math
Lore - (Choose a Subject). Broad categories yield general information, Specific or specialized topics yield specific information.
Sciences - Choose core Science: Geology, Biology, Chemistry, Physics, etc.
This message was last edited by the GM at 22:07, Mon 09 Nov 2015.
Pipboy
GM, 11 posts
Fri 20 Nov 2015
at 15:19
  • msg #6

Character Creation rules.

PERKS

Perks are special Talents that can improve a characters skills or effects in certain situations.

Each Perk is based on one of the Ability scores. (Brawn, Agility, Intellect, Cunning, Willpower, and presence) How high of a Rank you can purchase in a given perk is dependent on high your ability score in that area is. (If you have You want Iron fist, and have a Brawn of 3, you can only get iron fist up to a rank that requires brawn 3 or less.)

You must purchase each Rank of a perk before you can get the next Rank. The Cost in purchasing a Rank in a perk becomes more and more expensive with each successive rank.

Mutations: Some Perks are the Direct result of Mutations and Can only be taken under specific circumstances. Your GM has the Rules on this.

Action boy/Action Girl: 2 Ranks, Agility 3/6, Cost: 40,80
Rank 1 = second maneuver cost only 1 strain.
Rank 2 = no cost for second maneuver.

Adamantium Skeleton: 3 Ranks, None, Cost: 25,50,100
Rank 1 = Critical rolls against body parts reduced by 20
Rank 2 = Critical rolls against body parts reduced by 40
Rank 3 = Critical rolls against body parts reduced by 80

Aquaboy/Aquagirl: 2 Ranks, None, Cost: 25,50
You have developed an affinity to the Water.
Rank 1 = you take 2 Less Rads when in water and Can hold your breath for twice as long.
Rank 2 = you take no Rads when in water and can hold your breath for  times as long.

Armorer: 4 Ranks, Brawn 2-5, Cost: 10,20,40,80
Gives a mechanic access to mods for armors. Better mods available at higher ranks.

Awareness: 2 Ranks, Cunning 3/5, Cost: 20,40
May make a Perception check at 4D to determine an Opponents Weakness in combat. Requires a Maneuver.
Rank 1 Success gives 1 Boost die against the opponent.
Rank 2 gives 2 Boost die against the opponent.

Basher: 4 Ranks, Brawn 2-5, 10,20,40,80
May make a Brawl attack, using a gun, using a maneuver instead of an action doing Brawn/stun damage only. Is a 3D Difficult task. Gains a +1 to damage per rank beyond 1, and can Knock down using 2 Advantages at rank 4.

Blacksmith: 4 Ranks, Brawn 2-5, Cost: 10,20,40,80
Gives a Mechanic access to mods for Melee and Brawling weapons. Better mods are available at higher Ranks.

Big Leagues: 6 Ranks, Brawn 1-6 Cost: 10,20,30,40,50,60
You know how to use your Melee Weapons. +1 Damage per rank when using melee weapons.

Blitz: 2 Ranks, Willpower 3/6, Cost: 25,50
Rank 1 = Spend 4 strain to act before enemies in the initiative.
Rank 2 = Spend 2 strain to act before enemies or other players in the initiative.

Bloody Mess: 4 Ranks, None, Cost: 20,40,80,120
+10 to criticals per rank.

Cannibal: 3 Ranks, Mutation, Cost: 25,50,100
You have mutated to be able to heal from eating the Flesh of Human, Ghouls, and Super Mutants. Society looks very poorly on this.
Rank 1 = Works like a Stimpak. Heal 5 from the first, 4 from the second and so on.
Rank 2 = Works like a Stimpak but First use starts a 7 points healed.
Rank 3 = Starts at 10 points healed.

Cap Collector: 3 Ranks, Presence 2/4/6, Cost: 20,40,80
Rank 1 = You are able to buy Items for 10% less and sell Items for 10% more
Rank 2 = You are able to buy Items for 25% less and sell Items for 25% more
Rank 3 = You are able to buy Items for 50% less and sell Items for 50% more

Chem Resistant: 2 Ranks, Willpower 3/5, Cost: 50,100
All the rush without the hassle!
Rank 1 = Less Likely to become addicted to a Chem. Reduce the Resilience Difficulty by 2D
Rank 2 = Completely Immune to Chem Addiction.

Chemist: 3 ranks, Intellect 2/4/6, Cost: 20,40,80
Rank 1 = Chems you make now last twice as long
Rank 2 = Chems you make now last x2.5 as long.
Rank 3 = Chems you make now last 3 times as long.

Commando: 5 Ranks, Agility 2-6, Cost: 10,20,40,80,120
Extensive training with Automatic weapons.
Rank 1 = Spend 2 strain to Deliver +1 Damage with Automatic Fire weapons only.
Rank 2 = Spend 2 Strain to Deliver +2 Damage or Gain 1 Boost die to Automatic Fire weapons only.
Rank 3 = Spend 2 Strain to Deliver +2 Damage or Gain 1 Boost die to Automatic Fire weapons only. Hits apply Disorient 1
Rank 4 = Spend 2 Strain to Deliver +3 Damage or Gain 2 Boost die to Automatic Fire weapons only. Hits apply Disorient 1
Rank 5 = Spend 2 Strain to Deliver +4 Damage or Gain 2 Boost die to Automatic Fire weapons only. Hits apply Disorient 2

Concentrated Fire: 3 Ranks, Cunning 2/4/6, Cost: 20,40,80
These Bonuses remain in effect as long as the character can see and Aim the Same Target or Body Location.
Thinking of Changing this to Advantages that can only be used to give the Character a Second Hit??
Rank 1 = Gains +1 Success  on the Second and Subsequent shots at the same Target.
Rank 2 = Gains up to +2 additional successes. +1 for the second Shot and +2 for the third Shot.
Rank 3 = Gains up to +3 additional successes. +1 for the second Shot and +2 for the third +3 for the 4th Shot.

Demolitions Expert: 4 Ranks, Cunning 3-6, Cost: 20,40,80,120
You know how to throw grenades and Place explosives to get the most Bang for your Buck.
Rank 1 = +1 Damage with explosives
Rank 2 = +2 Damage and knows how to throw them past shields with an increase difficulty of 3D For 2 strain.
Rank 3 = +3 Damage and Can get past shields with a Difficulty increase of 2D For 2 strain.
Rank 4 = +4 Damage and can get past shields with a Difficulty increase of 1D For 2 strain.

Fortune Finder: 4 ranks, Willpower 2/4/6, Cost: 20,40,80,120
Rank 1 = Upgrade 1 skill check per encounter/situation once.
Rank 2 = Upgrade 1 Skill check and up grade the difficulty of 1 check per encounter/situation once each.
Rank 3 = Upgrade 2 Skill checks and up grade the difficulty of 1 check per encounter/situation once each
Rank 4 = Upgrade 2 Skill check and up grade the difficulty of 2 check per encounter/situation once each.

Ghoulish: 3 Ranks, Mutation, Cost: 25,50,100 (Debating on whether to keep this or not)
You have been exposed to high radiation that has mutated your body. You now are able to heal from radiation exposure. Your appearance, how ever, will begin to look ghoulish and people will react to you the same way they do to ghouls.
Rank 1 = Heal at the Rate of 1 wound per round when exposed to Radiation of 20 Rads or higher.
Rank 2 = Heal at the Rate of 1 wound per round when exposed to Radiation of 10 Rads or higher.
Rank 3 = Heal 1 wound per round when exposed to 5 Rads or Higher.

Grim Reaper's Sprint: 3 Ranks, None, Cost 40,80,120
Rank 1 = A Kill has a chance to grant an extra Maneuver (Can exceed the 2 per round rule). Roll a boost die, on 2 advantages you get an extra maneuver.
Rank 2 =  A kill has a Chance to grant an additional Maneuver or Action. Roll a boost die, on a Success plus Advantage gain an additional action, on 2 advantages gain an additional maneuver.
Rank 3 = A Kill has a chance to grant an additional Maneuver or Action. Roll a boost die. On any success gain an additional action, on any advantage gain an additional maneuver. (it is possible to get both this way)

Gun Fu: 3 Ranks, Willpower 2/4/6, Cost: 25,50,100
Mastered the Art of Gunplay!
Rank 1 =  Reduce the cost of extra hits by 1 advantage.
Rank 2 =  Reduce the cost of extra hits by 2 advantages. Minimum cost of 1 advantage per extra hit.

Gun Nut: 4 Ranks, Intellect 2-5, Cost: 10,20,40,80
Gives a mechanic access to mods for weapons. Better mods available at higher ranks.

Gunslinger: 5 Ranks, Agility 2-6, Cost: 10,20,40,80,120
Channel the spirit of the Old West!
Rank 1 = Spend 1 strain to deliver +1 Damage with Non-automatic Pistols per.
Rank 2 = Spend 1 strain to deliver +2 Damage with Non-automatic Pistols or extend range 1 Band.
Rank 3 =  Spend 1 strain to deliver +3 with Non-automatic Pistols or extend Range 2 Range bands.
Rank 4 = critical hit bonus of +20, may spend 1 strain to deliver +4 damage with Non-automatic Pistols or extend range 2 bands.
Rank 5 = Critical hit Bonus of +50, May spend 1 strain to deliver +5 damage or extend range by 3 bands.

Hacker: 4 Ranks, Intellect 3-6, Cost: 10,20,40,80
Rank 1 = Reduce 1 set back die for hacking attempts.
Rank 2 = Reduce 2 Set back Dice.
Rank 3 = Reduce 2 Set back Dice, Gain 1 boost Die to all attempts.
Rank 4 = Reduce 2 Set back Dice, Gain 2 boost Die.

Heavy Gunner: 6 Ranks, Agility 1-6, 10,20,30,40,50,60
Gives +1 damage per rank with heavy guns.

Iron Fist:  6 ranks, Brawn 1-6, Cost: 10,20,30,40,50,60
You have study the art of Unarmed combat and made your Limbs deadly. +1 damage per rank when Brawling.

Inspirational: Haven't decided if I will use this one yet. Would almost be the same as Local leader if I did.

Intimidation: 3 ranks, Willpower 2/4/6, Cost: 20/40/80
Rank 1 = Spend 2 strain to gain a Boost die to a Coercion check to attempt to 'pacify' a hostile Sentient.
Rank 2 =  Spend 2 strain to gain 2 Boost die to a Coercion check to attempt to 'pacify' a hostile Sentient. If Successful, may make another coercion check to incite to attack a target.
Rank 3 = Spend 2 strain to gain 3 Boost die to a Coercion check to attempt to 'pacify' a hostile Sentient. if Successful, may attempt to coerce target to other commands.

Lady Killer/Black Widow: 3 Ranks, Presence 2/4/6, Cost 20,40,80
Rank 1 = Delivers +1 damage to the opposite sex and 1 boost die to Charm attempts.
Rank 2 = Delivers +2 damage to the opposite sex, 2 boost die to Charm attempts, and 1 Boost die to Coercion attempts.
Rank 3 = Delivers +3 damage to the opposite sex, 3 boost die to Charm attempts, and 2 Boost die to Coercion attempts.

Lead Belly: 3 Ranks, Brawn 2-4, Cost: 10,20,40
Rank 1 =  Reduce Rads accrued from eating or drinking Dirty water and food by 1.
Rank 2 = Reduce Rads accrued from eating or drinking Dirty water and food by 3.
Rank 3 = Reduce Rads accrued from eating or drinking Dirty water and food by 5.

Lifegiver: 10 Ranks, None, Cost: 10,20,30,40,50,60,70,80,90,100
Bonus +2 Wound threshold per Rank.

Locksmith: 4 Ranks, Cunning 3-6, Cost: 10,20,40,80
Rank 1 = Reduce 1 set back die for Lock picking attempts.
Rank 2 = Reduce 2 Set back Dice.
Rank 3 = Reduce 2 Set back Dice, Gain 1 boost Die to all attempts.
Rank 4 = Reduce 2 Set back Dice, Gain 2 boost Die.

Local Leader: 2 Ranks, Presence 2/4, Cost 20,40
Requires a Successful Leadership check vs 3D
Rank 1 = gives a boost Die to Allied NPCs engaged in an Action with the Character, To a number of NPCs equal to the Characters Presence.
Rank 2 = gives 2 boost Die to Allied NPCs engaged in an Action with the Character, To a number of NPCs equal to the Characters Presence, or 1 boost die to double the Allied NPCs.

Lone Wanderer: 3 Ranks, Presence 2/4/6, Cost: 20,40,80
The benefits of this perk are only available when the character is on his own, acting solo.
Rank 1 = Upgrades Any Negotiation or Coercion checks once per encounter.
Rank 2 = Upgrades the difficulty of 1 die in hitting the character in combat.
Rank 3 = Gets 1 Re-roll of any Check once per encounter.

Medic: 4 ranks, Intellect 2/3/4/5, Cost: 20/40/60/80
Medicine Checks Grant 1 more point of healing per Rank and can remove 5 More Rads per/rank check once per day.

Mister Sandman: 3 Ranks, Agility 2/4/6, Cost: 20,40,80
You are an Agent of Death!
Rank 1 = You may kill sleeping targets instantly as a maneuver. Attacks with ranged weapons from stealth deal +2 Damage.
Rank 2 = Attacks with ranged weapons from stealth deal +4 Damage.
Rank 3 = Attacks with ranged weapons from stealth deal +6 Damage.

Moving Target: 6 Ranks, Cunning 1-6, Cost: 20,40,60,80,100,120
Increase difficulty of combat checks against character once per Rank of Moving Target

Nerd Rage: 3 Ranks, Intellect 4/5/6, Cost: 25/50/100
Genius is Angry!
Rank 1 = If health drops below 20%, Gain +2 soak and Deliver +1 damage with Brawl or melee.
Rank 2 = Gain +3 Soak and deal +2 Damage with Brawl or Melee.
Rank 3 = Gain +4 Soak and deal +3 Damage with Brawl or Melee.

Nightperson: 2 Ranks, Cunning 3/5, Cost: 20,40
You have learned how to work in Dark and lightness conditions.
Rank 1 = Reduce penalties for low light by 1 Setback die.
Rank 2 = Reduce penalties for action due to light by 2 Setback dice even if completely blind/Pitch Black.

Ninja: 3 Ranks, Willpower 2/4/6, Cost: 20,40,80
you are trained in the art of up-close and personal assassination!
Rank 1 = You may kill sleeping targets instantly as a maneuver. Attacks with melee weapons from stealth deal +2 Damage.
Rank 2 = Attacks with melee weapons from stealth deal +4 Damage.
Rank 3 = Attacks with melee weapons from stealth deal +6 Damage

No Pain, No Gain: 6 Ranks, Willpower 1-6, Cost: 20,40,60,80,100,120
+2 strain per rank.

Nuclear Physicist: 3 Ranks, Intellect 4/5/6, Cost: 25/50/100
Rank 1 = you can upgrade Energy weapons to do +1 damage and fusion cores to last 25% langer.
Rank 2 = Upgrade energy weapons to do +2 damage and fusion cores to last 50% as longer.
Rank 3 = Upgrade energy weapons t +3 damage and Fusion cores to last Twice as long as normal.

Pain Train: 3 Ranks, Brawn 2/4/6, Cost: 20,40,80
Can only be accomplished in Power Armor
Rank 1 =  If charging the Enemy, (using 2 maneuvers and Action and Armor takes 2 Strain) can impact the enemy for Brawn +3 damage. Brawl attack.
Rank 2 = Delivers Brawn +4 damage and Disorient 2
Rank 3 = Delivers Brawn +5 damage, Disorient 2 and automatic Knock Down. Can include 1 additional target for each 2 advantage spent.

Party Boy/Party Girl: 3 Ranks, Presence 2/4/6, Cost: 20,40,60
Rank 1 = never gets addicted to Alcohol
Rank 2 = Ignores the negative side effects of Alcohol.
Rank 3 = The positive Side effects of Alcohol are Doubled.

Penetrator: 2 Ranks, Agility 3/6, Cost: 25,50
You know how to use the Environment and what it can take. Cost 2 strain to use.
Rank 1 = Reduce Setback dice by 1 for cover OR can target hit Locations behind cover with a difficulty increase of 2 Dice.
Rank 2 = Reduce setback back due to Cover and Environment by 2 Or Target hit locations with a difficulty increase of 1D.

PickPocket: 4 Ranks, Cunning 2-5, Cost: 10,20,40,80
Rank 1 = Reduce 1 set back die for Pick Pocket and slight of hand type Attempts
Rank 2 = Reduce 2 Set back Dice
Rank 3 = Reduce 2 Set back Dice, Gain 1 boost Die to all attempts.
Rank 4 = Reduce 2 Set back Dice, Gain 2 boost Die.

Quick Hands: 2 ranks, Agility 3/5, Cost: 25,50
Rank 1 = Draw a weapon as an incidental.
Rank 2 = Reload a weapon as an incidental.

Rad Resstant: 5 Ranks, None, Cost: 20,40,60,80,100
Your exposure to the wasteland has made you more resistant to radiation.
+1 rad soak per rank.

Refractor: 5 Ranks, Brawn 2-6, Cost: 10,20,40,80,120
Your physique has mutated to where you are more resistant to energy based weapons. +1 Soak per Rank versus Energy weapons only.

Rifleman: 4 Ranks, Agility 2-6, Cost: 20,40,60,80,100
Rank 1 = +1 Damage with non- automatic weapons from long or greater range.
Rank 2 = +1 Damage and Ignores 1 Soak from armor with non-automatic weapons from long or greater range.
Rank 3 = +2 Damage and Ignores 1 Soak from armor with non-automatic weapons from long or greater range.
Rank 4 = +2 Damage and Ignores 2 Soak from armor with non-automatic weapons from long or greater range.
Rank 4 = +3 Damage and Ignores 2 Soak from armor with non-automatic weapons from long or greater range.

Robotics Expert: 3 Ranks, Intellect 2/4/6, Cost: 20,40,80
Rank 1 = Hacking a Robot gives you a chance to power it on or off, or tell it to self destruct.
Rank 2 = Hacking a robot can now allow you to set it to attack a target.
Rank 3 = Hacking a robot allows you to give it specific commands.

Rooted: 3 Ranks, Brawn 3/4/6, Cost: 20,40,80
To gain advantage of these ranks you can not have used a "move" action during your turn/round.
Rank 1 = You Gain +1 soak.
Rank 2 = Gain a total of +2 Soak and Can not be knocked down by any less than a blast effect.
Rank 3 = Gain total of +3 soak and Can not be Disarmed.

Science: 4 Ranks, Intellect 2-5, Cost: 10,20,40,80
Gives a mechanic access to science modifications. Better mods available at higher ranks.

Scrapper: 2 Ranks, Intellect 3/5, Cost: 20,40
Rank 1 = get a +20 on the roll when looking for scrap materials.
Rank 2 = get a +50 on the roll when looking for scrap materials.

Scrounger: 4 ranks, Intellect 1-4, Cost: 10,20,40,80
Rank 1 = +10 to scrounge parts roll.
Rank 2 = +20 to scrounge parts roll.
Rank 3 = +30 to scrounge parts roll.
Rank 4 = +50 to scrounge parts roll.

Sneak: 5 Ranks, Cunning 2-6, Cost: 10,20,40,80,120
You are a Whisper, you are Smoke. You know how to use the terrain and environment to pass unnoticed.
Rank 1 = Remove 1 Setback die due to terrain or environment when using stealth.
Rank 2 = Remove 1 Setback die or Add 1 boost die.
Rank 3 = Remove 2 Setback die or remove 1 setback and add 1 Boost Die.
Rank 4 = Remove 3 Setback die, remove 2 set back and add 1 boost die, or remove 1 set back and add 2 boost die.
Rank 5 = Remove 3 Setback die and add 2 Boost die.

Sniper: 3 Ranks, Agility 2/4/6, Cost: 20,40,80
Rank 1 = -1 Set Back Die when targeting a Specific Location.
Rank 2 = -2 Set Back Dice when Targeting a Location.
Rank 3 = -3 Set Back Dice When Targeting a specific Location.

Solar Powered: 3 Ranks, Mutation, Cost: 50,100,200
You have mutated to where Solar light provides benefits to you. These are only active in Daylight. Andything that blocks even ambient sunlight will remove this benefit.
Rank 1 = Grants a +2 to Brawn
Rank 2 = Sunlight removes 1 accumulated Rad per round.
Rank 3 = Sunlight Heals 1 wound per Round.

Steady Aim: 2 Ranks, Agility 2/5, Cost: 20, 40
Rank 1 = Gain 1 Boost Die with Pistols without Aiming.
Rank 2 = Gain an Extra Boost Die with pistols While Aiming.

Strong Back: 4 Ranks, Brawn 2-5, Cost: 20,40,60,80
You have a strong back and are able to carry more.
Rank 1 = +1 Encumbrance
Rank 2 = +2 Encumbrance
Rank 3 = +3 Encumbrance, May ignore Cumbersome rating by spending 1 strain per rating exceeding brawn.
Rank 4 = +4 Encumbrance, only looses the free maneuver if exceeding encumbrance by twice brawn.

Toughness: 5 Ranks, Brawn 2-6, Cost: 20,40,60,80,100
You have Learned to shrug off the Pain and Damage better. +1 soak per Rank.

Wasteland Whisperer: 3 Ranks, Presence 2/4/6, Cost: 20,40,80
Rank 1 = Spend 2 strain to grant a Boost die to animal handling to attempt to Pacify a Wild creature.
Rank 2 = Spend 2 strain and Gain 2 boost die to the attempt, if successful, may incite creature to attack a target with a second Animal handling check.
Rank 3 =  Spend 2 strain for 3 boost die and may attempt to give other commands
This message was last edited by the GM at 08:45, Sat 28 Nov 2015.
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