Welcome to fallout 4 For the Brotherhood. I am looking for 6 to 8 players to brave the nuclear wasteland of Boston to purge the mutants and destroy the institute. If you have never played fallout 4, or the fallout rpg before or don’t have a copy of the core rules, don’t worry, I am more than happy to explain them as we progress. The game allows for a staggering amount of customization of character, weapons, and armor, but we’ll take it one step at a time. You will be starting at level one. I intend for this to be a long game that will primarily consist of you being sent on a mission and then being paid and having a chance to recover and resupply afterward. You’ll climb through the ranks as you prove yourselves and gain access to better gear as you do.
Feel free to ask any questions
Application
Origins
BROTHERHOOD
Trait: The Chain that Binds You gain one additional Tag skill, which must be one of Energy Weapons, Science, or Repair. As a member of the Brotherhood of Steel, you are bound by the chain of command: The Chain that Binds. You must carry out the orders of your immediate superiors, and you are responsible for your subordinate siblings. If you do not carry out your duty, you are expelled from the Brotherhood and your technology will be reclaimed—by any means necessary
BROTHERHOOD OF STEEL INITIATE You are a new recruit to the Brotherhood of Steel training to fight the Brotherhood’s battles. You aspire to become a Knight of the Brotherhood, to be entrusted with mighty Power Armor, weapons, and other advanced technology to preserve human knowledge and civilization. You receive the following equipment: ƒ Brotherhood fatigues and Brotherhood hood ƒ Combat knife ƒ Laser pistol and a fusion cell containing 10 +5 CD shots, or a 10mm pistol with 10+5 CD rounds of 10mm pistol ammunition ƒ Brotherhood holotags containing identifying information
BROTHERHOOD OF STEEL SCRIBE One of the Brotherhood’s best and brightest, your life is dedicated to researching science and technology in order to preserve that knowledge, keeping records to ensure history is not forgotten, and to maintaining and improving the weapons, armor, and vehicles of the Brotherhood. While not as combat-ready as others in the Brotherhood, sometimes your duties require venturing into the field. You receive the following equipment: ƒ Brotherhood Field Scribe’s armor and Brotherhood Scribe’s hat ƒ Combat knife ƒ Laser pistol and a fusion cell containing 6 +3 CD shots or a 10mm pistol with 6+3 CD rounds of 10mm pistol ammunition. ƒ Brotherhood holotags containing identifying information
MISTER HANDY
The General Atomics International robot “Mister Handy” exploded onto the robotic market as a reliable construction robot, known for its durability and ease of maintenance, but its real breakthrough came in a collaboration with RobCo to produce a domestic model. You are one of these domestic automatons, produced some time between 2037 and 2077, seeking to provide every household in America with butler-like servitude. Equipped with state-of-the-art programming, you have initiative and can adapt your own coding to learn more from your environment. This capacity for self-determination is what has enabled your survival beyond the Great War; where other robots may have broken down, you have managed to shake loose from the shackles of your programming and find a life for yourself. Many models exist, and you could come from any of the Mister Handy, Mister Gutsy, Miss Nanny, or Mister Orderly series. You are powered by a nuclear core, can replace your own fuel, and repair yourself or other Mister Handy units. Your model has three mechanical arms and three mechanical eyes on stalks, and your jet propulsion keeps you hovering above the ground, providing you have all the fuel you need. With this rugged design, you have survived so far
Trait: Mister Handy Robot You have 360° vision and improved sensory systems that can detect smells, chemicals, and radiation, reducing the difficulty of Perception tests that rely on sight and smell by 1. You are also immune to radiation and poison damage, but you cannot use chems, nor can you benefit from food, drink, or rest. You move by jet propulsion, hovering above the ground, unaffected by difficult terrain or obstacles. Your carry weight is 150 lbs., and it cannot be increased by your Strength or perks, but it can be increased by modified armor. You cannot recover from your own injuries or heal health points without receiving repairs (see Healing Robots, p.34). You cannot manipulate the physical world like humans do, instead you have three of the arm attachments in the Arm Attachments table, determined by your choice of equipment pack. If you select an arm that features a weapon, you also gain 20 shots of ammo for that weapon
MISTER GUTSY You were built and programmed as a military robot for a variety of combat roles. Your line was produced with a masculine voice and persona based on a stereotypical drill sergeant, and you’re more heavily armed and armored than most Mister Handy robots. You receive the following equipment: One 10mm auto pistol arm, one buzz-saw arm attachment, and one laser emitter arm attachment Mister Gutsy plating ƒ Recon sensors mod 10 caps
MISTER HANDY You’re one of the domestic models of Mister Handy robots, a robotic butler programmed to assist in maintaining a household. Your line was programmed with a masculine voice and persona based on the stereotype of a British butler. You receive the following equipment: One pincer arm attachment, one flamer arm attachment, and one buzz-saw arm attachment ƒ Standard plating Robot repair kit Integral boiler mod 10 caps
NURSE HANDY You’re one of the medical models of the Mister Handy line, intended to act as a medic, nurse, or orderly in a hospital, with some advanced models even serving as doctors (the Doctor Handy, MD., model). Your line was programmed with the same masculine voice and persona as the standard Mister Handy. You receive the following equipment: One pincer arm or buzz-saw arm attachment, one buzz saw arm attachment, and one attachment of your choice ƒ Standard plating ƒ Stimpak Diagnosis mod 10 caps
ASSAULTRON
Developed by RobCo Industries, the Assaultron is a top-of-the-line piece of military hardware. Built for grueling close combat at the height of the SinoAmerican War, the Assaultron is fast, durable and, above all, deadly. Armor-plated, actuated limbs end in vicious claws, which can be upgraded to any number of other tools to sow death or destruction. The Assaultron’s cranial unit houses a laser so potent that the sounds of its charging haunts the nightmares of those lucky enough to survive an encounter with it, for years to come. Put simply, few human creations have ever been so competent at the business of murder as the Assaultron.
Trait: Designed for the Frontline You are a robot, immune to disease, Radiation damage and Poison damage, but are unable to use chems or benefit from food, drink, or rest. You cannot recover from your injuries or regain health points without receiving repairs. Your carry weight is 150 lbs., and cannot be increased by your Strength or perks, but it can be increased by modified armor. You move by bipedal motion and can manipulate your environment using your actuated three-fingered claw-like hands. You have chain-powered limbs, built for speed and deadly efficiency in close-quarters fighting, giving you +1CD to unarmed attacks in addition to any bonus CD on melee attacks you receive from your Strength attribute. A powerful laser is integrated into your armored head, allowing you to target foes at range with a powerful energy weapon and you have the ability to critically overload your fusion core, initiating a devasting self-destructive explosion .
Assaultron Weapons
Claws You make unarmed attacks with a pair of apposable chain-powered claws. The claws inflict 4CD Physical damage and can benefit from your melee damage-derived statistic and perks for unarmed attacks (the damage bonus from your trait has already been calculated).
Assaultron Head Laser You charge up the high-yield laser emitter in your head, dealing 5CD Piercing 1 Energy damage, consuming 2 shots of fusion cell ammunition. You may reduce the number of shots consumed, reducing the damage by -1CD for each shot consumed fewer than normal (for a minimum of 4CD and 1 shot consumed). Capacitor mods can increase the damage and shots consumed.
Self Destruct You explode and are destroyed in the process. You cannot be repaired. When you make this attack, you make a ranged attack using END + Explosives, dealing 6CD Energy damage, with the Blast effect, at Close range
U.S. MILITARY MODEL Once equipped for the front lines, you were built for nothing less than rapid close-range engagement. While time has degraded your gear somewhat, your military-grade outfitting has pulled you out of more than one bad fight. You receive the following equipment: ƒ One Laser Gun attachment integrated into one of your claws ƒ An Actuated Frame Body, or an Actuated Frame Arm and an Actuated Frame Leg (your choice as to which arm and leg) ƒ Standard Plating in all hit locations not equipped with an Actuated Frame ƒ 8 + 7 CD Fusion Cells ƒ Recon Sensors ƒ 15 Caps
Perks
ACTION BOY/GIRL Ranks: 1 Requirements: None. When you spend AP to take an additional major action, you do not suffer the increased skill test difficulty during your second action.
ADAMANTIUM SKELETON Ranks: 3 Requirements: END 7, Level 1+ When you suffer damage, the amount of damage needed to inflict a critical hit on you increases by your rank in this perk. For example, if you have one rank in this perk, you suffer a critical hit from 6 or more damage, rather than 5 or more. Each time you take this perk, the level requirement increases by 3.
ADRENALIN RUSH Ranks: 1 Requirements: STR 7 When your health is below its maximum value, you count your STR score as 10 for all purposes when attempting a STR-based skill test or melee attack
ANIMAL FRIEND Ranks: 2 Requirements: CHA 6, Level 1+ At rank 1, whenever a creature NPC with the Mammal, Lizard, or Insect keyword would attack you, roll 1DCD : on any result other than an Effect, the creature chooses not to attack you, although it may still attack another character it can target. At rank 2, you can attempt a CHA + Survival test with a difficulty of 2 as a major action. If you succeed, the animal treats you as friendly and will attack anyone who attacks you. Mighty and Legendary animals are unaffected by this perk. Each time you take this perk, the level requirement increases by 5.
AQUABOY/AQUAGIRL Ranks: 2 Requirements: END 5, Level 1+ Water is your ally. At rank 1, you no longer take radiation damage from swimming in irradiated water, and you can hold your breath for twice as long as normal. At rank 2, enemies add +2 to the difficulty to tests to detect you while you are submerged underwater. Each time you take this perk, the level requirement increases by 3.
ARMORER Ranks: 4 Requirements: STR 5, INT 6 You can modify armor with armor mods. Each rank in this perk unlocks an additional rank of mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc. Each time you take this perk, the level requirement increases by 4.
AWARENESS Ranks: 1 Requirements: PER 7 When you take the Aim minor action at a target within Close range, you spot their weaknesses and can attack more efficiently. The next attack you make against that target gains the Piercing 1 damage effect, or improves the rating of any existing Piercing X damage effect by 1.
BARBARIAN Ranks: 1 Requirements: STR 7, Level 4+, not a robot Your physical Damage Resistance increases on all hit locations based on your STR. You do not gain this benefit while wearing Power Armor. ƒ STR 7–8: +1 physical DR ƒ STR 9–10: +2 physical DR ƒ STR 11+: +3 physical DR
BASHER Ranks: 1 Requirements: STR 6 When you make a melee attack by bashing with your gun (see p.111), your attack gains the Vicious damage effect.
BETTER CRITICALS Ranks: 1 Requirements: LCK 9 When you inflict one or more points of damage to an enemy, you may spend 1 Luck Point to automatically inflict a critical hit, causing an injury
BIG LEAGUES Ranks: 1 Requirements: STR 8 When you make a melee attack with a two-handed melee weapon, the weapon gains the Vicious damage effect
BLACK WIDOW/LADY KILLER Ranks: 1 Requirements: CHA 6 The Black Widow perk affects men and masculine characters, while the Lady Killer perk affects women and feminine characters—they are otherwise identical. When you attempt a CHA based skill test to influence a character of the chosen gender, you may re-roll 1d20. In addition, your attacks inflict +1DCD additional damage against characters of the chosen gender.
BLACKSMITH Ranks: 3 Requirements: STR 6, Level 2+ You can modify melee weapons with weapon mods. Each rank in this perk unlocks an additional rank of melee weapon mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, and rank 3 unlocks rank 3 mods. Each time you take this perk, the level requirement increases by 4.
BLITZ Ranks: 2 Requirements: AGI 9, Level 1+ When you move into reach of an opponent and make a melee attack against them in one turn, you may re-roll one d20 on your attack. At rank 2, you also inflict +1CD damage with that attack. Each time you take this perk, the level requirement increases by 3.
BLOODY MESS Ranks: 1 Requirements: LCK 6 When you inflict a critical hit, roll 1DCD ; if you roll an Effect, you inflict one additional injury to a random location
CAN DO! Ranks: 1 Requirements: LCK 5 When you are scavenging a location that contains food, you gain 1 additional random food item, without spending AP.
CAP COLLECTOR Ranks: 1 Requirements: CHA 5 When you buy or sell items, you may increase or decrease the price of the goods being traded by 10%.
CAUTIOUS NATURE Ranks: 1 Requirements: PER 7 Whenever you attempt a skill test, and you buy one or more d20s by spending Action Points, you may re-roll 1d20 on that test. You may not purchase this perk if you have Daring Nature.
CENTER MASS Ranks: 1 Requirements: AGI 7 When you make a ranged attack, you may choose to strike your target’s Torso location (or equivalent, for creatures that use a different location table) without increasing the difficulty of the attack. In addition, you may re-roll 1d20 when making the test for your attack.
CHEM RESISTANT Ranks: 2 Requirements: END 7, Level 1+ At rank 1, roll one fewer CD when determining if you become addicted to chems, to a minimum of 0. At rank 2, you cannot become addicted to chems. Each time you take this perk, the level requirement increases by 4.
CHEMIST Ranks: 1 Requirements: INT 7 Chems you create last twice as long as normal (see p.164). In addition, you unlock chems recipes that have this perk as a requirement
COMMANDO Ranks: 2 Requirements: AGI 8, Level 2+ When you make a ranged attack with any weapon with a Fire Rate of 3 or higher (except heavy weapons), you add +1DCD per rank to the weapon’s damage. Each time you take this perk, the level requirement increases by 3.
COMPREHENSION Ranks: 1 Requirements: INT 6 After you use the bonus gained from reading a magazine, roll 1CD . If you roll an Effect, you may use that bonus one additional time.
CONCENTRATED FIRE Ranks: 1 Requirements: PER 8, AGI 6 When you make a ranged attack and spend ammunition to increase the damage, you may re-roll up to 3CD for your damage roll.
DARING NATURE Ranks: 1 Requirements: LCK 7 Whenever you attempt a skill test, and you buy one or more d20s by giving the gamemaster Action Points, you may re-roll 1d20 on that test. You may not purchase this perk if you have Cautious Nature
DEMOLITION EXPERT Ranks: 1 Requirements: PER 6, LCK 6 When you make an attack using a weapon with the Blast quality, the attack gains the Vicious damage effect. In addition, you unlock explosives recipes which have this perk as a requirement.
DODGER Ranks: 2 Requirements: AGI 6, Level 4 At rank 1, when you take the Defend major action, you reduce the difficulty of the skill test by 1. At rank 2, the AP cost to further increase your Defense is reduced to 1 AP. Each time you take this perk, the level requirement increases by 6.
DOGMEAT Ranks: 1 Requirements: CHA 5 You aren’t alone in the wilderness. You have a pet dog that serves as a friend and ally in dangerous times. The dog has the profile shown to the side and is treated as an allied NPC creature under your command (see p.338). If you need to forage for food and water, your dog looks after themselves. If your dog is slain, then you either find a new dog before the next adventure, or you may trade this perk for a different one after this adventure.
ENTOMOLOGIST Ranks: 1 Requirements: INT 7 When you make an attack against an NPC with the Insect keyword, your attack gains the Piercing 1 damage effect, or improves the rating of any Piercing X effect the weapon has by +1.
FAST METABOLISM Ranks: 3 Requirements: END 6, Level 1+, not a robot When you regain one or more HP from any source other than rest, increase the total HP regained by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 3.
FASTER HEALING Ranks: 1 Requirements: END 6, not a robot When you make an END + Survival test to heal your own injuries, the first additional d20 you buy is free. The normal maximum of 5d20 still applies
FINESSE Ranks: 1 Requirements: AGI 9 Once per combat encounter, you may re-roll all the DCD on a single damage roll without spending any Luck points.
FORTUNE FINDER Ranks: 3 Whenever you roll to determine how much money you find, you find more. At rank 1, you find +3DCD additional caps. At rank 2, you find +6DCD additional caps. At rank 3, you find +10CD additional caps. Each time you take this perk, the level requirement increases by 4.
GHOST Ranks: 1 Requirements: PER 5, AGI 6 Whenever you attempt an AGI + Sneak test in shadows or darkness, the first additional d20 you buy is free. The normal maximum of 5d20 still applies
GRIM REAPER’S SPRINT Ranks: 1 Requirements: LCK 8 When you make an attack which kills one or more enemies, roll 1DCD . If you roll an Effect, add 2 AP to the group’s pool.
GUN FU Ranks: 3 Requirements: AGI 10, Level 1+ When you succeed at a ranged attack, you may spend 1 AP and 1 ammo to hit a second target within Close range of your initial target. The second target takes the same damage as the initial target. At rank 2, you may spend 2 AP and 2 ammo to hit two additional targets. At rank 3, you may spend 3 AP and 3 ammo to hit three additional targets. Each time you take this perk, the level requirement increases by 5
GUN NUT Ranks: 4 Requirements: INT 6, Level 2+ You can modify small guns and heavy weapons with weapon mods. Each rank in this perk unlocks an additional rank of weapon mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc. Each time you take this perk, the level requirement increases by 4.
GUNSLINGER Ranks: 2 Requirements: AGI 7, Level 2+ When you make an attack with a onehanded ranged weapon with a Fire Rate of 2 or lower, you increase the weapon’s damage by +1CD per rank. In addition, you may re-roll the hit location die. Each time you take this perk, the level requirement increases by 4.
HACKER Ranks: 1 Requirements: INT 8 The difficulty of skill tests to hack computers is decreased by 1, to a minimum of 0.
HEALER Ranks: 3 Requirements: INT 7, Level 1+ When you heal a patient’s HP using the First Aid action, increase the amount of HP healed by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 5.
HEAVE HO! Ranks: 1 Requirements: STR 8 When you make a thrown weapon attack, you may spend 1 AP to increase the Range of the weapon by one step—from Close to Medium, or from Medium to Long.
HUNTER Ranks: 1 Requirements: END 6 When you make an attack against an NPC with one of the Mammal, Lizard, or Insect keywords and the Mutated keyword, your attack gains the Vicious damage effect, if it did not already have that effect.
INFILTRATOR Ranks: 1 Requirements: PER 8 When you attempt a Lockpick skill test to unlock a door or container, you may re-roll 1d20
INSPIRATIONAL Ranks: 1 Requirements: CHA 8 Because you lead by example, the maximum number of AP the group may save is increased by 1.
INTENSE TRAINING Ranks: 10 Requirements: Level 2+ Increase any one S.P.E.C.I.A.L attribute by 1 rank. As usual, your S.P.E.C.I.A.L attributes cannot be increased beyond 10 using this method. Each time you take this perk, the level requirement increases by 2.
IRON FIST Ranks: 2 Requirements: STR 6, Level 1+ At rank 1, your unarmed attacks inflict +1DCD damage. At rank 2, your unarmed attacks also gain the Vicious damage effect. Each time you take this perk, the level requirement increases by 5.
JUNKTOWN JERKY VENDOR Ranks: 1 Requirements: CHA 8 The difficulty of any CHA + Barter test you attempt to buy or sell goods is reduced by 1, to a minimum of 0.
JURY RIGGING Ranks: 1 Requirements: None You can repair an item without needing to expend any components. However, the repair is temporary, and the item will break again on the next complication you suffer while using it. The complication range of all skill tests to use the item increases by 1, to the roll of a 19–20.
LASER COMMANDER Ranks: 2 Requirements: PER 8, Level 2+ When you make an attack with a ranged energy weapon, the damage is increased by +1DCD per rank in this perk. Each time you take this perk, the level requirement increases by 4.
LEAD BELLY Ranks: 2 Requirements: END 6, Level 1+ At rank 1, you may re-roll the CD to determine if you suffer radiation damage from irradiated food or drink. At rank 2, you are immune to radiation damage from consuming irradiated food or drink. Each time you take this perk, the level requirement increases by 4.
LIFE GIVER Ranks: 5 Requirements: Level 5+ Increase your maximum health points by your Endurance rank. Each time you take this perk, the level requirement increases by 5.
LIGHT STEP Ranks: 1 Requirements: None When you roll to generate any complications on an Agility-based skill test, you may ignore one complication for every 1 AP spent. In addition, you may re-roll 1d20 on any AGI + Athletics test to avoid traps triggered by pressure plates or similar mechanisms.
MASTER THIEF Ranks: 1 Requirements: PER 8, AGI 9 When you are attempting to pick a lock or pickpocket somebody, the difficulty of the opponent’s skill test to detect you increases by +1.
MEDIC Ranks: 1 Requirements: INT 8 When you use the First Aid action to try to treat an injury, you can re-roll 1d20.
MELTDOWN Ranks: 1 Requirements: PER 10 When you kill an enemy with an energy weapon, they explode. Roll a number of DCD equal to half the weapon’s damage rating (round down). For each Effect rolled, one creature within Close range of the exploding enemy (starting with the closest) suffers energy damage equal to the total rolled on the DCD .
MISTER SANDMAN Ranks: 1 Requirements: AGI 9 When you make a sneak attack with a silenced or suppressed weapon, the damage is increased by +2CD . You cannot gain this benefit while in Power Armor.
MOVING TARGET Ranks: 1 Requirements: AGI 6 When you take the Sprint action, your Defense increases by +1 until the start of your next turn.
MYSTERIOUS STRANGER Ranks: 1 Requirements: LCK 7 From time to time, a Mysterious Stranger comes to your aid, with lethal results. At the start of a combat encounter, you may spend 1 Luck point. If you do so, then at any point during the scene, the GM may have the Mysterious Stranger appear, make a single ranged attack against an enemy you attacked, or who just attacked you, and then vanish. If you spend a Luck point and the Mysterious Stranger does not appear, the GM must refund the Luck point you spent. The stranger has an AGI of 10, a Small Guns skill of 6, and counts Small Guns as a Tag skill. They always roll 3d20 for attacks, rather than 2d20, and their attack—using a custom .44 Magnum revolver—inflicts 8CD Piercing 1, Vicious physical damage. They always appear within their weapon’s ideal range. Any attempt to find where the Stranger went after their attack fails.
NERD RAGE! Ranks: 3 Requirements: INT 8, Level 2+ While your health is reduced to less than ¼ of your maximum, you add +1 to your physical DR, +1 to your energy DR, and +1CD to the damage of all your attacks. At rank 2, this increases to +2 DR, and +2CD damage. At rank 3, this increases to +3 DR and +3CD damage. Each time you take this perk, the level requirement increases by 5.
NIGHT PERSON Ranks: 1 Requirements: PER 7 You reduce any difficulty increases due to darkness by 1
NINJA Ranks: 1 Requirements: AGI 8 When you make a sneak attack with a melee weapon or unarmed attack, the damage is increased by +2CD . You cannot gain this benefit while in Power Armor.
NUCLEAR PHYSICIST Ranks: 1 Requirements: INT 9 Whenever you use a weapon that inflicts radiation damage, or has the Radioactive damage effect, each Effect you roll inflicts one additional point of radiation damage. In addition, fusion cores you use have 3 additional charges.
PAIN TRAIN Ranks: 2 Requirements: STR 9, END 7, Level 1+ You may Charge as a major action if you are wearing Power Armor or are a super mutant. This is a movement action, and you may not Move or Sprint in the same turn. When you take this action, you move into reach of an enemy within Medium range (1 zone) and make a STR + Athletics test with a difficulty of 2. If you succeed, the enemy suffers damage equal to your normal unarmed damage, and is knocked prone. At rank 2, you add +1DCD and the Stun damage effect to the damage inflicted. At the GM’s discretion, especially large or sturdy creatures cannot be knocked prone by this action. Each time you take this perk, the level requirement increases by 5
PARALYZING PALM Ranks: 1 Requirements: STR 8 When you make an unarmed attack, and choose to strike a specific location, your attack gains the Stun damage effect.
PARTY BOY/PARTY GIRL Ranks: 1 Requirements: END 6, CHA 7 You cannot become addicted to alcoholic drinks, and whenever you drink an alcoholic drink, you heal +2 HP.
PATHFINDER Ranks: 1 Requirements: PER 6, END 6 When travelling over long distances through the wilderness, a successful PER + Survival test (with a difficulty determined by the GM, based on the terrain) reduces the travel time by half.
PHARMA FARMA Ranks: 1 Requirements: LCK 6 When you are scavenging a location that contains medicine or chems, you find one additional item, randomly determined, without spending AP.
PICKPOCKET Ranks: 3 Requirements: PER 8, AGI 8, Level 1+ At rank 1, you can ignore the first complication you roll when you make an AGI + Sneak test to steal an object from someone else’s person or to plant something on them. At rank 2, you can re-roll 1d20 in your dice pool when attempting to pick someone’s pocket. At rank 3, you reduce the difficulty of attempts to pick someone’s pocket by 1. Each time you take this perk, the level requirement increases by 3.
PIERCING STRIKE Ranks: 1 Requirements: STR 7 Your attacks using unarmed attacks and bladed melee weapons gain the Piercing 1 damage effect, or add +1 to the rating of any Piercing X damage effect they already had.
PYROMANIAC Ranks: 3 Requirements: END 6, Level 2+ The damage you deal using firebased weapons increases by +1CD per rank. Each time you take this perk, the level requirement increases by 4.
QUICK DRAW Ranks: 1 Requirements: AGI 6 Each turn, you may draw a single weapon or item carried on your person without using a minor action.
QUICK HANDS Ranks: 1 Requirements: AGI 8 You can reload firearms faster. When you make a ranged attack, you may spend 2 AP to increase the Fire Rate of your gun by +2 for that attack.
RAD RESISTANCE Ranks: 2 Requirements: END 8, Level 1+ Your radiation Damage Resistance, to all hit locations, increases by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 4.
REFRACTOR Ranks: 2 Requirements: PER 6, LCK 7, Level 1+ Your energy Damage Resistance to all hit locations increases by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 4.
RICOCHET Ranks: 1 Requirements: LCK 10, Level 5+ If an enemy makes a ranged attack against you and rolls a complication, you may spend one Luck point to have their ricochet hit them. Resolve the damage roll against the attacking enemy instead.
RIFLEMAN Ranks: 2 Requirements: AGI 7, Level 2+ When you make a ranged attack with any two-handed weapon with a Fire Rate of 2 or lower (except heavy weapons), you add +1 CD to the weapon’s damage per rank. At rank 2, you also add the Piercing 1 damage effect, or add +1 to the rating of any Piercing X damage effect the weapon already had. Each time you take this perk, the level requirement increases by 4.
ROBOTICS EXPERT Ranks: 3 Requirements: INT 8, Level 2+ At rank 1, you can modify robot armor, weapon mounts, and modules with rank 1 mods. At rank 2 you gain access to rank 2 mods, and the difficulty of tests to repair robots is permanently reduced by 1. At rank 3 you gain access to rank 3 mods, and you can reprogram robots to fulfil a different function or alter their behavior at the discretion of the GM. Each time you take this perk, the level requirement increases by 4.
SCIENCE! Ranks: 3 Requirements: INT 6, Level 2+ You can modify energy weapons with weapon mods, and you can also craft certain advanced armor mods. Each rank in this perk unlocks an additional rank of mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc. Each time you take this perk, the level requirement increases by 4.
SCOUNDREL Ranks: 1 Requirements: CHA 7 When you make a CHA + Speech test to convince someone of a lie, you may ignore the first complication you roll.
SCRAPPER Ranks: 2 Requirements: Level 3+ When you scrap an item, you can salvage uncommon component materials as well as common ones (see p.208). At rank 2, you can also salvage rare materials. Each time you take this perk, the level requirement increases by 5.
SCROUNGER Ranks: 3 Requirements: LCK 6, Level 1+ Whenever you roll to determine how much ammunition you find, you find more. At rank 1, you find +3CD additional shots. At rank 2, you find +6CCD additional shots. At rank 3, you find +10 CD additional shots. The additional ammo you find is the same as initially found, for example, if you find 10mm ammunition, this perk increases how much 10mm ammo you find. If you find multiple types of ammunition, Scrounger applies to the ammunition with the lowest rarity (GM’s choice if there is a tie). Each time you take this perk, the level requirement increases by 5.
SHOTGUN SURGEON Ranks: 1 Requirements: STR 5, AGI 7 Your ranged attacks using shotguns gain the Piercing 1 damage effect, or add +1 to any Piercing X damage effect the weapon already had.
SKILLED Ranks: 10 Requirements: Level 3+ Add +1 rank to two skills or add +2 ranks to one skill. No skill may have more than 6 ranks. Each time you take this perk, the level requirement increases by 3.
SIZE MATTERS Ranks: 3 Requirements: END 7, AGI 6 When you make a ranged attack with any heavy weapon, you add +1CD to the weapon’s damage, per rank. Each time you take this perk, the level requirement increases by 4
SLAYER Ranks: 1 Requirements: STR 8 When you inflict any damage with an unarmed attack or melee weapon, you may spend 1 Luck point to immediately inflict a critical hit—and therefore an injury—on the location hit.
SMOOTH TALKER Ranks: 1 Requirements: CHA 6 When you make a Barter or Speech test as part of an opposed test, you may re-roll 1d20.
SNAKEATER Ranks: 1 Requirements: END 7 Your poison Damage Resistance increases by +2.
SNIPER Ranks: 1 Requirements: PER 8, AGI 6 When you take the Aim minor action, and then make a ranged attack with a two-handed weapon with the Accurate quality, you can specify a hit location to target without increasing the difficulty of the attack.
SOLAR POWERED Ranks: 1 Requirements: END 7 For every hour you spend in direct sunlight, you heal 1 radiation damage.
STEADY AIM Ranks: 1 Requirements: STR 8, AGI 7 When you take the Aim minor action, you may either re-roll 2d20 on the first attack you make this turn, or re-roll 1d20 on all attacks you make this turn.
STRONG BACK Ranks: 3 Requirements: STR 5, Level 1+ Your maximum carry weight is increased by +25 lbs., per rank. Each time you take this perk, the level requirement increases by 2.
TAG! Ranks: 1 Requirements: Level 5+ You may select one additional Tag skill. Increase the skill’s rank by 2, to a maximum of 6, and mark it as a Tag skill, allowing you to roll a critical success with a d20 result equal or under the skill’s rank.
TERRIFYING PRESENCE Ranks: 2 Requirements: STR 6, CHA 8, Level 3+ When you make a Speech test to threaten or scare someone, you may re-roll 1d20. At rank 2, you may use a major action in combat to threaten an enemy within Medium range, using a STR + Speech test with a difficulty of 2. If you succeed, that enemy must move away from you during their next turn (though they can take any other actions they wish). Each time you take this perk, the level requirement increases by 5.
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TOUGHNESS Ranks: 2 Requirements: END 6, LCK 6, Level 1+ Your physical Damage Resistance to all hit locations increases by +1 per rank in this perk. Each time you take this perk, the level requirement increases by 4.
recruitment is currently open and will remain so until i have a full roster. the game is in progress but it is designed to allow new players to jump on in as reinforcements.
current players 4/8
__________________ I'm not intellectually arrogant, I'm just right all the time
Hi! I'm brand new to RPG crossing, though I am familiar with Play by Post gaming and RPGs in general. The fact is, your game advertisement is what got me to join the website. If you're still accepting applications, I'd like the opportunity to put together a character. Is that still possible?
lemme know if I did this right. its my first fallout 2d20 character
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im offering solo fate, world of darkness, warhammer fantasy and 40k, along with twilight 2000 v4 games. if you're interested hit me up.
Last edited by Hotshot lasgun; Nov 28th, 2024 at 03:12 PM.