You have seven attributes which all start at 5. You have 5 points to spend to raise any that you like. You can lower any attributes to 4 to raise another attribute by one, but attributes can’t go below 4 or higher than 10.
You also have 17 skills which each start at ranks 0. You can tag 3 of them, increasing them by 2. You also get 9 points plus your intelligence score to spend on increasing any skills you want. Each skill is associated with an attribute. When you make a skill check, you add your rank in the skill with the attribute to determine what you have to roll under in order to succeed. They can be raised to a maximum of 6
Athletics STR Lifting, pushing, pulling, jumping, running, and swimming
Barter CHA Buying and selling
Big Guns END Using heavy weapons such as miniguns, Fat Mans, and gatling lasers
Energy Weapons PER Using energy weapons such as laser guns, and plasma guns
Explosives PER Blowing things up, or stopping them from doing that
Lockpick PER Opening locks without the key
Medicine INT Healing people and stabilizing the dying
Melee Weapons STR Fighting people with bats, clubs, knives, boards, wrenches, and sledges
Pilot PER Flying and driving
Repair INT Fixing stuff, crafting things, and building machines
Science INT Hacking, programming, and brewing chems
Small Guns AGI Shooting people with pistols, rifles, and shotguns
Sneak AGI Moving quietly and staying hidden
Speech CHA Making friends, influencing people, and lying to them if you have to
Survival END Foraging, hunting, cooking, and enduring the wastes
Throwing AGI Launching weapons from your hands, like spears or knives
Unarmed STR Fighting without a weapon by making unarmed attacks
As well as your S.P.E.C.I.A.L. attributes and skills, you also have a number of derived statistics. These derived statistics are passive elements of your character.
Carry weight measures how much gear you can carry. You can carry a base of 150 pounds of equipment, plus your Strength attribute multiplied by 10. You can carry more by using perks, increasing your Strength attribute, and using equipment with extra carrying space.
Initiative determines how quickly you act in combat. It is equal to your PER + AGI (minus any penalties for being over-encumbered). This is a static number which determines your place in the turn order during a combat encounter—it isn’t a target number for a skill test. It can be modified by perks and the effects of encumbrance.
Defense statistic is the basic difficulty of any attacks made against you. It is based on your Agility attribute: AGI 1-8: your Defense is 1. AGI 9+: your Defense is 2.
Damage resistance to different types of damage is determined by your equipment and your perks. Damage Resistance (DR) is subtracted from damage inflicted of the same type before it reduces your health—physical Damage Resistance reduces physical damage, radiation Damage Resistance reduces radiation damage, etc.
Physical Damage Resistance is how much physical damage you can shrug off from an attack. Clothing and armor are the main sources of physical DR, depending on how they’re made, but mutations can also provide some natural resistance to incoming attacks. Physical DR normally varies by hit location, depending on clothing or armor.
Energy Damage Resistance is how resistant you are to energy damage, and it normally comes from clothing or armor that has been made in a particular way. Energy Damage Resistance normally varies by hit location, depending on the clothing or armor worn
Poison Damage Resistance is how much poison damage you ignore from toxins. perks and mutations provide poison DR, as can certain chems and consumables. You have a single poison DR value for your entire body—it doesn’t vary by location
Radiation Damage Resistance is rare but often vital, as it reduces how much radiation damage you receive from attacks and hazards, and it normally comes from protective clothing or armor, from chems like Rad-X, or from other consumables. Some creatures, like super mutants and ghouls, are entirely immune to radiation damage, as are machines such as robots. Radiation DR normally varies by hit location, depending on the clothing or armor you wear.
health points (HP) are determined by adding together your Endurance and your Luck scores. Your health points deplete as you suffer damage, and generally show how far you are from death.
Your melee damage statistic lists any bonus damage you do with melee weapons or unarmed attacks, due to having a high Strength attribute. You add the number of bonus Combat Dice listed to your melee damage rolls.
STRENGTH ATTRIBUTE ADDITIONAL COMBAT DICE
7–8 +1CD
9–10 +2CD
11+ +3CD
Backgrounds
The minutemen are an open minded group who can't be too picky about their recruits, so long as you uphold their values and follow the rules. each origin comes with its own perks, and each sub origin has its own starting equipment. BROTHERHOOD INITIATE
Born from the terrible revelations of the Mariposa Rebellion, Roger Maxson formed the Brotherhood of Steel so that his people—and eventually the rest of the survivors in this new world—would have something to believe in. With its own mythology, creed, and hierarchy, the Brotherhood of Steel’s primary goal is the recovery and preservation of the technology of the pre-war world. With the Great War disrupting humanity’s access to technology, the Brotherhood’s knights and scribes do all they can to secure the technology of the past, for the needs of future generations. You may be a descendant of a knight or paladin, born into the Brotherhood and a firm believer of their doctrine, or you may be a new recruit, pledging yourself to their cause and looking to rise through their ranks. Although the Brotherhood share a common goal, their chapters across the wasteland can have different beliefs and protocols, and they aren’t as unified as they seem from the outside. While the West Coast Brotherhood of Steel warred with the New California Republic over reclamation of technology and the NCR’s expansion efforts, the East Coast chapter was effectively isolated when it prioritized charity over the exchange of technology and the preservation of pre-war equipment. Elder Lyons’ mission became humanitarian, and while that earned them isolation at first, Arthur Maxson led their expansion of influence from Washington D.C. to the entire Eastern Seaboard, refocusing their efforts on technological recovery and development.
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: Brotherhood fatigues and Brotherhood hood Combat knife Laser pistol and a fusion cell containing 10 +5 CD shots, or a 10mm pistol with 10+5 CD rounds of 10mm pistol ammunition 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: Brotherhood Field Scribe’s armor and Brotherhood Scribe’s hat Combat knife Laser pistol and a fusion cell containing 6 +3 CD shots or a 10mm pistol with 6+3 CD rounds of 10mm pistol ammunition. Brotherhood holotags containing identifying information
GHOUL
Prolonged exposure to the effects of background gamma radiation—part of the fallout of the Great War—can spontaneously mutate humans. You are one of those mutants. Either slowly, or strangely spontaneously, your body changed into that of a rotting, living corpse. You no longer age the same way, and appear unaffected by radiation. Your skin peels from your flesh but seems to be sustained by your mutated metabolism. You are a “ghoul”—a necrotic post-human—one of many rag-tag survivors who weren’t lucky enough to get into a Vault-Tec facility. You may have been born after the war, and over time developed the necrotic mutation. You may have come from Vault 12 in Bakersfield, California, whose vault door did not close, exposing the population to the radiation from outside. You may have taken refuge in a ghoul settlement, like Underworld in the Capital Wasteland, and have ventured out recently to explore, scavenge, and survive. Civilized ghouls, such as yourself, also fear a possible degeneration into a frenzied, feral nature. Feral ghouls are necrotic mutants like yourself who have lost higher brain functions, and reverted to a primal, violent state. They attack non-ghouls indiscriminately to defend their territory or feed. Whether this loss of reason is due to acute levels of radiation or the inevitable outcome of the mutation, you’re not sure, and that makes it all the more terrifying.
Trait: Necrotic Post-Human You are immune to radiation damage. In fact, you’re healed by it—you regain 1 HP for every 3 points of radiation damage inflicted upon you, and if you rest in an irradiated location, you may re-roll your dice pool when checking if your injuries heal. In addition, Survival becomes a Tag skill, increasing it by 2 ranks. You age at a much-decreased rate, and you’re probably older than your unmutated companions—you may even have survived the Great War of 2077—but you’re sterile: “the first generation of ghouls is the last” as the saying goes. You may face discrimination from “smoothskins” (humans who aren’t ghouls), increasing the difficulty or complication range of Charisma tests depending on your opponent’s beliefs.
MERCENARY You travel the wasteland as a hired gun, fighting or defending who pays. Sometimes the job is honest, sometimes it’s messy, but when times are good you can afford to live by a code and only take the upstanding jobs. Times aren’t always good. You receive the following equipment: Tough clothing A leather armor chest piece, or a leather armor arm and a leather armor leg (your choice as to which arm and leg) One melee weapon from the following: machete, baseball bat, tire iron One ranged weapon from the following: 10mm automatic pistol, .44 pistol, hunting rifle, bolt-action pipe gun 10 +5CD rounds of ammunition for the chosen ranged weapon A note advertising a job in a nearby settlement that offers to pay 50 caps 15 caps
RAIDER Might makes right in the wasteland. You take what you need from others and defend yourself from anyone trying to do the same. Occasionally, you might band together with a few other like-minded folks to take something none of you could’ve raided on your own, but mostly it’s everyone for themselves. You receive the following equipment: Harness Raider armor chest piece and raider armor for one of your arms (your choice) One melee weapon from the following list: lead pipe, pool cue, tire iron A pipe gun, with 10 +5CD rounds of .38 caliber ammunition 1 dose of Jet or RadAway One Molotov cocktail or one stimpak 15 caps
SETTLER It’s not the easiest life in the wasteland, but given a bit of hard work, and help from a few neighbors, it’s possible to carve out something like home. Maybe you’re a fighter and others rely on you for defense, maybe you grow the food others rely on to survive, or maybe you’re good at fixing things, or have a knack for getting people to cooperate. You receive the following equipment: Tough clothing One melee weapon from the following: switchblade, pipe wrench, rolling pin, knuckles A pipe gun, with 6 +3CD rounds of .38 caliber ammunition 2 rolls on the random food table (see p.202) One personal trinket 45 caps
TRADER You travel from settlement to settlement, a caravan of brahmin laden with supplies seeking to trade with settlers and drifters alike. You’re ready for trouble—you can’t let yourself be too easy a target for raiders—and often hire folks to help protect you and your wares. You receive the following equipment: Tough clothing A leather armor chest piece, or a leather armor arm and a leather armor leg (your choice as to which arm and leg) A pipe gun, with 8 +4 CD rounds of .38 caliber ammunition One personal trinket Wares: Roll 3 times each on the Random Ammunition table (p.200), Random Chem table (p.204), and Random Oddities and Valuables table (p.207) A pack brahmin (see Brahmin, p.341) 50 caps
WANDERER You travel from settlement to settlement, scavenging from the ruins of the old world and either using what you find or selling it on for something more useful. You’ll take on odd jobs and day work where you need to, but you’re not one to settle down. You receive the following equipment: Drifter outfit One melee weapon from the following: switchblade, pipe wrench, rolling pin, knuckle A pipe gun, with 8 +4CD rounds of .38 caliber ammunition 1 dose of Jet or RadAway One personal trinket 30 caps
SUPER MUTANT
You are a brutal, mutated human, forced to evolve from thoughtless experiments by the twisted science of the pre- and post-war world. Infected with the Forced Evolutionary Virus (F.E.V.), your body has mutated into a tall, muscular killing machine, filled with a rage. You could have originated from the Master’s army at the Mariposa military base, California, created as he experimented on unwilling human victims, splitting into one of the factions upon his death to attack or rebuild the wasteland with its survivors. Your origins could be rooted in the Evolutionary Experimentation Program of Vault 87, whose super mutant groups terrorize the Capital Wasteland. You could have been abducted from the Commonwealth and exposed to the F.E.V. by the Institute and disposed of back into the wasteland to fend for yourself in small bands of raiders. Or finally, you could have been a resident of Huntersville, Appalachia, whose water supply was contaminated with the virus and the mutations went unchecked. Although these super mutants share the same qualities, the groups formed from the three strains haven’t mixed, and there is little evidence they have met one another. While some groups have migrated or moved in their lifetime, none have travelled far enough to encounter one another, so where your quests take place will likely dictate your origin.
Trait: Forced Evolution Your initial Strength and Endurance attributes are increased by +2 each, and your maximum Strength and Endurance are increased to 12, but your maximum Intelligence and Charisma are both reduced to 6. You may not have more than 4 ranks in any skill. You are completely immune to radiation and poison damage. You stand over seven feet tall, and your body is bulky and muscular. Your skin is green, yellow, or grey, regardless of what color it was when you were human. You do not seem to age, but you are sterile. You can only wear armor which has been made to fit a super mutant
BRUTE You’re big, tough, and more than capable of surviving in the wasteland with little more than brute force and determination. You receive the following equipment: Raider armor torso, plus raider armor for one leg, or one arm A pipe rifle, and 6 +3CD rounds of .38 ammunition A baseball bat or machete A personal trinket 5 caps
SKIRMISHER You’re bigger and tougher than most of your fellow mutants, but only because you know the secret of getting better punchier gear. You receive the following equipment: Raider armor torso, plus raider armor for one leg, or one arm Pipe rifle (pipe gun with long barrel and full stock mods), and 8 +4CD rounds of .308 ammunition A board A personal trinket 5 caps
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
MISS NANNY You were built and programmed to be a caretaker, performing domestic cleaning duties and taking care of kids. Your line was produced with a feminine voice and persona, as that was thought to be most acceptable to customers and most fitting for your role as maid and nanny. You receive the following equipment: One pincer arm attachment, one flamer arm attachment, and one arm attachment of your choice Standard plating Behavioral analysis mod Hazard detection mod 10 caps
MISTER FARMHAND You were built and programmed to assist on a farm, tending to crop fields and herds of livestock. Your line was produced with a masculine (and stereotypically rural) voice and persona and outfitted to help with farm work such as harvesting crops and killing vermin. You receive the following equipment: One pincer arm attachment, one buzz-saw arm attachment, and one laser emitter arm attachment Standard plating One bag of fertilizer (1 uncommon material) 2 mutfruits 25 caps
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 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 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 Standard plating Stimpak Diagnosis mod 10 caps
SURVIVOR
You are the living legacy of the people who prepared for Armageddon on their own. You are only alive in the post-nuclear apocalyptic landscape because your forebears dug in, survived, and found community enough to continue humanity’s existence. You could be from any number of settlements, isolated shelters, or traveling groups that sparsely populate the wasteland from West Coast to East Coast. You could be from the New California Republic, carrying on the legacy of Vault 15 and Shady Sands. You could fight to protect others, calling a group of survivors like the Minutemen or the Regulators your home. You could also be a merciless raider or be born into one of these groups but escaped in order to rehabilitate and reform. Wherever you are from, or wherever you travel, making connections and laying down roots can be hard. Survivors are naturally wary of others, and are always on the lookout for the next conman, raiding party, or thief that will take their hard-earned resources. Travelling vast distances is difficult too, and many travelling survivors—particularly trading caravans—move between large settlements within their area of the wasteland, rather than travelling from coast to coast
Traits You may choose two of the following traits, or one trait and one additional perk. Each trait has a benefit and may have an accompanying penalty.
Educated You have one additional tag skill. When you fail a skill test using a skill other than a tag skill, the GM gains 1 AP.
Fast Shot If you take a second major action in combat, and use it to make a ranged attack, the additional major action only costs 1 AP, rather than 2. You cannot benefit from the Aim minor action—you’re too impatient.
Gifted Choose two S.P.E.C.I.A.L. attributes and increase them by +1 each. Your maximum number of Luck points is one fewer than your Luck attribute.
Heavy Handed Your Melee Damage bonus increases by +1CD. Your melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20.
Small Frame You may re-roll 1d20 on all AGI tests which rely on balance or contortion. Your carry weight is 150 + (5 x STR) lbs., rather than 150 + (10 x STR) lbs.
MERCENARY You travel the wasteland as a hired gun, fighting or defending who pays. Sometimes the job is honest, sometimes it’s messy, but when times are good you can afford to live by a code and only take the upstanding jobs. Times aren’t always good. You receive the following equipment: Tough clothing A leather armor chest piece, or a leather armor arm and a leather armor leg (your choice as to which arm and leg) One melee weapon from the following: machete, baseball bat, tire iron One ranged weapon from the following: 10mm automatic pistol, .44 pistol, hunting rifle, bolt-action pipe gun 10 +5CD rounds of ammunition for the chosen ranged weapon A note advertising a job in a nearby settlement that offers to pay 50 caps 15 caps
RAIDER Might makes right in the wasteland. You take what you need from others and defend yourself from anyone trying to do the same. Occasionally, you might band together with a few other like-minded folks to take something none of you could’ve raided on your own, but mostly it’s everyone for themselves. You receive the following equipment: Harness Raider armor chest piece and raider armor for one of your arms (your choice) One melee weapon from the following list: lead pipe, pool cue, tire iron A pipe gun, with 10 +5CD rounds of .38 caliber ammunition 1 dose of Jet or RadAway One Molotov cocktail or one stimpak 15 caps
SETTLER It’s not the easiest life in the wasteland, but given a bit of hard work, and help from a few neighbors, it’s possible to carve out something like home. Maybe you’re a fighter and others rely on you for defense, maybe you grow the food others rely on to survive, or maybe you’re good at fixing things, or have a knack for getting people to cooperate. You receive the following equipment: Tough clothing One melee weapon from the following: switchblade, pipe wrench, rolling pin, knuckles A pipe gun, with 6 +3CD rounds of .38 caliber ammunition 2 rolls on the random food table (see p.202) One personal trinket 45 caps
TRADER You travel from settlement to settlement, a caravan of brahmin laden with supplies seeking to trade with settlers and drifters alike. You’re ready for trouble—you can’t let yourself be too easy a target for raiders—and often hire folks to help protect you and your wares. You receive the following equipment: Tough clothing A leather armor chest piece, or a leather armor arm and a leather armor leg (your choice as to which arm and leg) A pipe gun, with 8 +4 CD rounds of .38 caliber ammunition One personal trinket Wares: Roll 3 times each on the Random Ammunition table (p.200), Random Chem table (p.204), and Random Oddities and Valuables table (p.207) A pack brahmin (see Brahmin, p.341) 50 caps
WANDERER You travel from settlement to settlement, scavenging from the ruins of the old world and either using what you find or selling it on for something more useful. You’ll take on odd jobs and day work where you need to, but you’re not one to settle down. You receive the following equipment: Drifter outfit One melee weapon from the following: switchblade, pipe wrench, rolling pin, knuckle A pipe gun, with 8 +4CD rounds of .38 caliber ammunition 1 dose of Jet or RadAway One personal trinket 30 caps
VAULT DWELLER
When the bombs were falling, you or your predecessors were lucky enough to be safely secured in one of the one hundred and twenty-two Vault-Tec facilities, deep underground protected by thick blast doors and layers of rock and concrete. Your family either had enough money to buy their space or were randomly selected to enter the vault to be saved from the nuclear devastation above—perhaps only to be condemned to immoral experiments run by Vault-Tec on unwitting participants. You are free from mutation and disease. The VaultTec program has afforded you a safe home for some time, but not without some cost. The vault you came from used you as a human test subject, manipulating your understanding of the world and your behavior in order to study you. That’s left you with a profound psychological change, compared to the survivors on the surface you now know, and affects how you make your way through the wasteland. Whether through design or poor planning, many of the vaults were not well stocked or prepared for the long wait until nuclear fallout had reached safe levels outside, and many fell into disrepair or out of supplies. Due to these shortcomings, many vault dwellers sought help from the surface, and many vaults opened in order to allow supplies to reach them. By opening their vault doors, the isolated societies inside opened themselves up to mixing with the survivors above, and established a permanent connection with the surface—the most notable example being the residents of Vault 15, who split up and went on to establish the settlement Shady Sands, as well as the raiding gangs of the Jackals, Vipers, and Khans when their vault opened. Ghoul Vault Dwellers With your GM’s permission, you may choose to have your vault dweller be a ghoul. You gain the Necrotic Post-Human trait instead of the Vault Kid trait. You may choose one of the Vault Dweller equipment packs instead of one of the Wastelander ones.
Trait: Vault Kid Your healthier start to life at the hands of trained doctors and sophisticated auto-docs means you reduce the difficulty of all END tests to resist the effects of disease. In addition, your carefully-planned upbringing means you have one additional tag skill of your choice. You may also work with the Gamemaster to determine what sort of experiment took place within your Vault. Once per quest, the GM may introduce a complication which reflects the nature of the experiment you unwittingly took part in, or introduce a complication related to your early life of isolation and confinement within the Vault. If the GM does this, you immediately regain one Luck Point.
VAULT-TEC RESIDENT You—or one of your ancestors—chose to wait out the encroaching threat of atomic war in safety and comfort. And you did, surviving in a fortified underground bunker through the duration of the war. Of course, depending on the Vault you resided in, the experience may not have been so safe or comfortable… You receive the following equipment: Vault jumpsuit Vault-Tec branded canteen containing 1 purified water Pip-Boy Switchblade 10mm pistol with 6 +3CD rounds of 10mm pistol ammunition 2 stimpaks 10 caps
VAULT-TEC SECURITY You were a Vault-Tec employee, or a Vault Dweller entrusted by the Overseer with maintaining the Vault’s safety and security. Or you got into the weapons locker before you escaped the Vault you lived in. You receive the following equipment: Vault jumpsuit Vault-Tec security armor, and Vault-Tec security helmet Vault-Tec branded canteen containing 1 Purified Water Pip-Boy Baton 10mm pistol with 8 +4CD rounds of 10mm pistol ammunition 1 stimpak
you also get additional equipment from your taged skills.
Tagged Skill Bonus Equipment
Athletics Casual clothing x1 Buffout
Barter 2d20 additional caps
Big Guns x4 +2CD shots of flamer fuel
Energy Weapons Fusion cell containing x6 +3CD shots
Explosives x2 Molotov cocktails or x2 baseball grenades
Lockpick x4 +2CD bobby pins
Medicine x1 first aid kit x1 stimpak
Melee Weapons Machete or baseball bat
Pilot Broken car parts*
Repair Multi-tool
Science Labcoat x1 Mentats
Small Guns x6 +3CD additional shots of ammunition of a type already possessed
Sneak x1 Calmex
Speech Formal hat Formal clothing
Survival x2 purified water x1 iguana on a stick
Throwing x4 +2CD throwing knives or x2 +1CD tomahawks
Unarmed Brass knuckles
Perks are special bonuses that you can obtain to boost your character’s S.P.E.C.I.A.L. attributes, skills, give them a unique edge, or even a brand new ability. Perks are often tied to S.P.E.C.I.A.L. attributes or skills, enhancing them, or providing you with a totally new ability in a specific circumstance. Some perks can be chosen more than once—the number of ranks each perk has determines how many times you can take it. Each rank increases the effect of the perk, whether that’s providing the same bonus again, or increasing the effect of the ability the perk gives you. You start with 1 perk and can pick a new perk for your character whenever you gain a new level.
Each time you level up, your maximum health points increase by +1. You choose one skill to increase by 1 rank, up to a maximum of 6. You gain a single perk.
application
Application
Name
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Personality
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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.
mightymconeshot while i do have that book and considered using it, i'm still new to the fallout rpg so i wanted to keep things simple. also, while the synth has a lot of role play potential, mechanically i find them overpowered, so no i won't be using it
__________________ I'm not intellectually arrogant, I'm just right all the time
Personality
Andrew can be snarky as hell, particularly if he thinks someone is being stupid. Being old means he has no more craps to give in dealing with stupidity. He favours practical solutions to problems.
Whilst not overly social, he does make the effort, recognising it’s not healthy to be alone. However if you do earn his friendship, it’s for life. He will stick his neck out for you, especially if it’s for a kid. He lost his toddler son to the bombs, and later an adopted son to the Gunners. People hurting children is one of the few things that really anger him.
As for being a ghoul, Andrew has come to terms with it. People whom hate him for being a ghoul, just make him sad. However that doesn’t stop him defending himself if they attack him. He also has absolutely no problem with killing feral ghouls. They’re gone. People whom try to protect the ferals, are just dumb. Andrew remains exceptionally bitter about the anti ghoul laws in Diamond City.
In free time he either like to tinker with machines, or sit with a bottle of whisky and listen to the classical music radio. Sometimes he can even forget the bombs.
Physical description
Andrew is a tall drink of a ghoul. Bald and his eyes are bloodshot. He had been handsome before the war, though very little remains of that. He wears a tough outfit, consisting of combat boots, jeans, white t-shirt, and a black leather jacket. Additionally he has a leather armour chest piece. On his belt hangs a multi tool.
His hunting rifle is a well maintained but weathered weapon. It’s a relic from his first friend post ghouldom.
Background
Andrew Forbes came from Scotland to America’s Boston to sue the Croup family over a stock trade. He had also brought wife Fiona, and their toddler son, intending to also make a holiday of it. These plans are cut short by the fall of nuclear weapons. His family died but he survived. Losing his family and turning into a ghoul, was the most traumatic experience of his life. He wanders the new apocalyptic landscape, uncertain what to do.
He had a stroke of luck when he runs into Tom Winters, a retired veteran. He does not care Andrew is a ghoul. Andrew is never sure why Tom takes him in but he does. Under Tom’s wing, Andrew learns skills to survive. Shooting comes surprisingly naturally easy to him, impressing Tom. He also learns stealth and survival skills. Mechanical skills as well, but that’s something he developed more over time. As a team they survive the new order. Sadly Tom is not a young man, and it’s impressive he lives 10 years after the bombs, but he succumbs to a natural death. Andrew gives his friend a Viking burial, keeping his hunting rifle as a keepsake.
For many years and decades after, Andrew does mercenary work. Nothing changes for him for a long time. That is until he surveilled a small raider camp. He’s about to plan a a route around them when he spots the children. Three of them, two boys and a girl. They’re being kept in animal cages. Knowing this is something he couldn’t ignore, Andrew gritted his teeth, and sniped all the raiders in the camp. The children are called Peter, Colin, and Gwen.
Andrew intended to hand them off at the first settlement he found. However they grew on him, and Andrew started to teach them, what Tom had taught him so long ago. The ghoul was proud that all three were good shots. Eventually they reached Diamond city. Andrew got a job with security, to support his adopted family. Life was very good for a while. The children grew up. Peter and Gwen got married(to other people), and jobs. Colin joined up with the minutemen.
Life stopped being good for Andrew when the anti ghoul laws were passed. He was fired and forced out of the city, away from most of his adopted family. He manages to get word of where Colin is, and joins up with the minutemen. This is the group that includes Preston Garvey. Then it’s off to Quincy. Colin has a bad feeling about the place, and Andrew tries to calm him down, despite having the same feeling. History happens and the brave soldiers are forced into a retreat. Colin is hit by a plasma rifle in the retreat, disintegrated into green goo, in front of a horrified Andrew.
S 5 P 8 E 5 C 4 I 6 A 8 L 4
Skills
Athletics STR -
Barter CHA -
Big Guns END -
Energy Weapons PER -
Explosives PER -
Lockpick PER -
Medicine INT -
Melee Weapons STR -
Pilot PER -
*Repair INT 6
Science INT -
*Small Guns AGI 6
•Sneak AGI 6
Speech CHA -
*Survival END 5
Throwing AGI -
Unarmed STR -
Perks
Sniper
__________________
Quia iocari libet mihi
Last edited by Acathala; Oct 30th, 2023 at 09:22 PM.