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.