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2 Races.3 Humans........................................................................................................................3 Ghouls..........................................................................................................................3 Super Mutants..

Hindrances..................................................................................................................5 New5 Removed...6

Edges6 New6 Removed...8

Gear...10 Fighting Weapons10 Small Guns10 Heavy Weapons....11 Explosives...12 Notes...12 Ammo..12 Armor..........................................................................................................................13 Chems........................................................................................................................13 Medical & Support Items............................................................................................13 Mundane Items..15

Attribution..16

Character Sheet17

3 Races
Humans

Humans in all their forms and sizes, colours and races, whether Tribal, Wastelander or Vault dweller, are still the same as before the Great War, that is to say: intelligent and stupid, violent and meek, compassionate and malicious. But above all else they are determined and resourceful and thus, after two centuries, mankind still thrives in the unyieldingly harsh Wasteland. - Its A Mans World: Humans are, despite the constant threat of mutated creatures of all kinds, the undisputed rulers of the wastes. They gain a free Edge.

Ghouls While the vast majority of those caught in the nuclear blasts died immediately, some were not so lucky. Exposed to enormous doses of radiation, there were those whose bodies withered, leaving nothing but decaying husks, but still did not die. Most of these unfortunate souls lost their sanity in the process, becoming irrational, feral creatures, but many still cling on to their intelligence and humanity. - Zombie: Ghouls are looked upon as abominations, used as slaves or treated as second class citizens in many parts of the Wasteland. They gain the Outsider hindrance. - Cheated Death: Thanks to their mutated biochemistry, Ghouls have a greatly prolonged lifespan and can survive on little sustenance. Cell regeneration is greatly increased, making Ghouls very quick to heal: their natural healing rate is doubled. It also makes them more resistant to chems: Ghouls gain the Chem Resistant hindrance. However, this same mutation causes the rapid necrosis of skin tissue that makes Ghouls such a grisly sight to behold. They have a palish white to dark green skin tone, with their flesh in varying degrees of decay. Ghouls gain the Ugly hindrance and cannot choose Attractive edges. Furthermore, Ghouls are much more resistant to radiation than regular humans: they experience no negative side effects from low to medium radiation levels.

Super Mutants Where Super Mutants came from and who or what they are exactly, remains a mystery. Some time after the Great War they suddenly appeared, roaming the wastes, attacking all they come across. Nearly all Super Mutants are violent and dumb, lumbering hulks, but a few of them possess a cruel cunning, making them the natural leaders among their kind and very formidable opponents. Though it is said that once in a blue moon, one may even meet an intelligent, friendly Super Mutant. - Freak: Super Mutants are feared, loathed or distrusted by all but the most progressive communities in the Wasteland. Some people will not hesitate to pull the trigger once they lay eye on you, not stopping to check if that is a rocket launcher or white flag youre carrying in your hands. Those Super Mutants who forgo the violent ways of their brethren usually live solitary lives, though Super Mutants living in mixed communities are not unheard of. They gain the Outsider and Ugly hindrances and cannot choose Attractive edges. - Meta Human: An intelligent Super Mutant is, in all ways, superior to a normal human. With a greenish yellow hue, they stand 8 to 10 feet tall and are extremely muscular. Their starting Strength and Smarts are d6 and they receive background edge: Brawny. Due to their sizeable bulk, procuring any well-fitting armor more intricate than leather would no doubt prove very difficult and expensive. Super Mutants are naturally impervious to radiation.

5 Hindrances
New - Bruiser (Minor): The hero is a little bigger than most, but also a little slower. Discard a drawn face card for a new card - Chem Reliant (Minor): The character has a proclivity for addictive substances; Vigor checks are at -2, withdrawal becomes much harder - Chem Resistant (Minor): The characters metabolism doesn't react to stimulants very well. For a chem to have any effect, the hero has to make a Vigor check - Decrepit (Minor): Ghouls have prolonged life spans and the hero has been around for quite a while. The characters body is becoming dangerously frail. When a limb is hit, make a Vigor check to see if the targeted body part stays intact. A failure causes a wound. Ghoul only - Dwarfism (Major): Prenatal radiation has mutated the characters genes, causing stunted growth. -2 die type Strength, pace -2, run die is d4. Human only - Fast Metabolism (Minor): The characters metabolic rate is twice normal, which causes him/her to be less resistant to poison and radiation, but heal faster. -1 penalty to Rad Resistance checks and -2 to Vigor checks when afflicted by poison; +1 to natural healing checks - Fast Shot (Minor/Major): Why take time to aim when you can spray your enemies with a rain of bullets? Thats the characters motto! The hero cannot Aim or make Called Shots. With the Major version he/she also expends three times the standard amount of ammo - Feral (Major): Accelerating decay has started to impair the character's brain functions, slowly turning him/her feral. -1 die type Smarts. Make a Spirit check at the beginning of each round, or succumb to a murderous frenzy, attacking a random target, whether friend or foe. Ghoul only - Gentle Giant (Minor/Major): The character abhors violence, to the point of physical revulsion. Make a Spirit check (at -2 for the Major version) at the beginning of each round, or suffer -1 to all attack rolls (-2). Super Mutant only - Good Natured (Major): The hero studied less-combative skills as he/she was growing up. Combat skills thus start at a low level and the character has to spend much more effort to learn them. The hero has to spend 2 skill points to raise a Fighting or Weapons skill 1 level - Glowing One (Major): Long term radiation exposure has made the character glow. Lighting penalties for attacks made against the hero are negated and he/she gains a -2 penalty to Stealth checks. Additionally, everyone around him/her must make a Rad Resistance check every day. Ghoul only - Ham Fisted (Minor/Major): Genetic engineering - or dumb luck - has endowed the hero with huge hands. The characters Weapons, Repair, Medicine and Lockpick skills all suffer a -1 penalty. With the Major version Repair, Medicine and Lockpick become quite impossible for the character. Super Mutant only - Heavy Handed (Minor): The character swings harder, not better. Fighting attacks are very brutal, but lack finesse and rarely cause a good critical hit. The hero only gets 1d4 extra damage on two raises - Jinxed (Major): The character seems to be haunted by bad luck. Dropping a live grenade, ill timed weapon jams or cutting the wrong wire when disarming a bomb; it happens all too frequently to be

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coincidence. If a trait roll ends up as 1 it becomes a critical fumble, regardless of the Wild Die. Furthermore the hero cant take Luck edges - Kamikaze (Major): The hero never pays any attention to defence, he/she always prefers to press the attack. Parry is limited to the characters Fighting skill / 2 - Loner (Minor): Shunned even by his/her own kind as an outsider, the character has become extremely wary and will generally be very distrustful and unsociable. When push comes to shove, the hero will put his/her own interests before that of the group - Mutation (Minor/Major): Large doses of radiation caused severe chromosomal damage, resulting in a prominent, visible mutation. The character gains -2 Charisma with the Minor version; the Major version is so severe that the mutation also hinders his/her movements. -1 die type Agility. Human only - Night Person (Minor): As a night-time person, you are more awake when the sun goes down. Your perception and intelligence are dulled during the day. -2 to Smarts-based skill checks during the daytime - Schizophrenic (Minor): Prolonged use of stealth technology has left the hero paranoid and delusional. The character often experiences hallucinations or suffers from a split personality. Additionally the character suffers a -2 penalty to Notice checks - Small Frame (Minor): The hero has a very slight build, reducing his carrying capacity. May only carry St x 3 unencumbered. Human only

Removed - Doubting Thomas

Edges
New Novice Edges - Better Luck* (Luck): +1 bonus when using a benny - Crushing Blow (St d8, Ag d6, Fighting d8): +1 damage to Fighting attacks - Entomologist (Sm d6, Science d6): +1d6 damage to mutated insects - Family Ties* (Human): Rich; +2 Charisma when appropriate - Flower Child* (Vi d6, Sp d8): +2 to chem addiction checks, withdrawal time is halved - Gifted* (Sm d8): +4 skill points to spend on Smarts based skills; May learn an untrained Smarts based skill on gaining an advance at half the cost - Healer (Sm d6, Medicine d8): +2 to Medicine - Increased Metabolism* (Human): Stimpacks will heal an additional Wound and effects from chems last twice as long on a successful Vigor check - Intense Training: May raise an Attribute again if already raised in the same rank. Once per rank - Lab Assistant (Sm d6, Science d8): +2 to Science knowledge checks - Natural Born Killer* (Super Mutant): Fists do St+d4 damage; Never considered unarmed defender

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- Outdoorsman (Sp d6, Survival d8): +2 to Survival - Quick Pockets (Ag d8): May take an item from bags as a free action - Rad Child* (Vi d6): +1 die type Rad Resistance - Rad Regeneration* (Vi d8, Ghoul): Radiation heals the characters wounds and crippled limbs. May make additional natural healing checks in irradiated areas - Smooth Talker (Persuasion d6): +2 to Persuasion - Strong Back (St d6): Carry an additional 35 lbs - Tech Wizard* (Ghoul): +1 to Repair and Science - Tribal* (Human): +1 to Fighting and Survival - Vats Skin* (Super Mutant): +1 Toughness - Vault Dweller* (Human): +1 to Medicine and Science - Wastelander* (Human): +1 to Small Guns and Streetwise

* Background edges: chosen during character creation

Seasoned Edges - Animal Friend (Sp d8, Survival d12, Beast Master): Animals will assist in fights, though not against other animals - Bloody Mess: May spend bennies on damage rolls - Bracing (St d8, Ag d8, Super Mutant): No full-auto penalty, even if shooter moves; can fire machine guns handheld - Computer Whiz (Sm d6, Science d8): +2 to Science checks pertaining to using computer terminals - Ghost (Ag d8, Stealth d10): +2 to Stealth movement checks, no penalty for running - Heave Ho!: Double throwing range for grenades - Hit the Deck (Ag d6): +2 to Agility checks to dodge explosions or enemy fire; Negates 1d6 damage caused by explosives - Hot Potato! (Explosives d8): Expertly timed throws leave no time to dodge or throw a grenade back - Jury Rig (Sm d6, Repair d8): No penalty for making repairs without having spare parts - Light Step (Ag d8, Survival d8, Explosives d4): Can attempt to disarm a trap or mine before it goes off - Pack Rat (Strong Back): Carry an additional 35 lbs - Pyromaniac (St d8, Heavy Weapons d8): +1d6 damage to every conflagrated target - Robotics Expert (Repair d8, Science d8): +1d6 damage against constructs; Can attempt a shutdown if successfully snuck up on an active construct; +2 to Science checks pertaining to robotics - Sleep When Youre Dead (Vi d8, Survival d8, Ghoul): Cannot become Incapacitated from Fatigue - Slick (Streetwise d8): +2 to Streetwise - Snake Eater (Vi d8): +2 to Vigor rolls against poison

- Trap Expert (Survival d8, Explosives d8): +2 to Survival and Explosives checks pertaining to traps
and triggered explosive devices; Traps, mines and explosive charges always go off on time

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Veteran Edges - Better Criticals (Fighting, Small Guns or Heavy Weapons d10, Luck): +1d10 damage instead of 1d6 on a raise - CPR (Medicine d12): May make a healing attempt up to 2 rounds after an ally expires. A success resuscitates the target and leaves him/her unconscious until healed - Gunslinger (Ag d10, Small Guns d10): +2 to Called Shots with a single one-handed gun - Master Trader (Ch 2, Barter d10): Pay 25% less for purchases - Mutate!: May change up to three traits - Quick Reload (Ag d10, Small Guns or Heavy Weapons d10): May make an Agility check to reload a weapon that normally takes 1 action to reload as a free action - Run n Gun (Ag d8, Heavy Weapons d10): No penalty for moving in the same round as firing a Snapfire weapon - Size Matters (St d12, Bracing, Super Mutant): Can use a heavy weapon with only one hand

Heroic Edges - Cult of Personality (Ch 4): No matter the characters reputation and alignment, people always react favourably - Master Thief (Ag d12, Thief): Climb, Lockpick and Stealth Wild Die are d8 - Medic (Sm d10, Healer): Medicine Wild Die is d8 - Negotiator (Ch 2, Persuasion d10, Barter d10): Persuasion and Barter Wild Die are d8 - Scientist (Sm d10, Lab Assistant): Science Wild Die is d8 - Technician (Sm d10, Mr. Fix it): Repair Wild Die is d8

Legendary Edges - Blastmaster (Explosives d12, Hot Potato!, Trap Expert): Explosives do an additional die damage - One Man Army: (Ag d12, St d8, Heavy Weapons d12): If a Heavy Weapons attack succeeds, roll damage as if on a raise - Silent Death (Ag d12, Fighting d10, Ghost): If a stealth attack succeeds, gain The Drop - Slayer (Ag d12, St d12, Fighting d12): If a Fighting attack succeeds, roll damage as if on a raise - Sniper (Ag d12, Notice d8, Small Guns d12): If a Small Guns attack succeeds, roll damage as if on a raise

Removed - Arcane Background - Arcane Resistance / Imp. Arcane Resistance - Berserk - Champion - Danger Sense - Florentine - Gadgeteer - Holy/Unholy Warrior

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- Mentalist - New Power - Power Points - Power Surge - Rapid Recharge / Imp. Rapid Recharge - Soul Drain - Wizard

10 Gear
Fighting Weapons Name Brass Knuckles Spiked Knuckles Baton Crowbar Combat Knife Throwing Knife Ripper Vibroblade (SEC) Spear Sledgehammer Super Sledge BeatCo Big Frigger Power Fist Wattz Electronics FBF Cattle Prod (SEC) Small Guns Name Colt 6520 10mm Pistol S&W M29 .44 Magnum .223 Pistol Wattz 1000 Laser Pistol (SEC) Glock 86 Plasma Pistol* (SEC) YK32 Pulse Pistol* (SEC) Colt Rangemaster Hunting Rifle (.223mm) Range Damage RoF Cost Weight Shots Min Notes Str Semi Auto Revolver, 1 action to reload Semi Auto AP 2 AP 3, Can start fires, Disintegrates target AP 4, Snapfire, Disintegrates target Range 5/10/20 Damage St+d4 St+d4 St+d4 St+d4+1 St+d4+1 St+d4 St+d8 St+d6 St+d8 St+d8+2 St+d10 RoF 1 Cost $35 $45 $45 $70 $95 $20 $275 $75 $100 $375 Military Weight 0.5 0.5 3 4 1 1 5 6 14 16 5 Shots Min Notes Str d6 d6 Blunt Piercing Blunt Blunt Piercing Piercing Cutting Piercing, Parry +1, Reach 1, 2 hands Blunt, Parry -1, 2 hands Blunt, AP 2, Parry -1, 2 hands Blunt

2d6

$175

10

12/24/48

2d6

$300

12/24/48 15/30/60 15/30/60 12/24/48

2d6+1 2d6+1 2d6+1 2d6+2

1 1 1 1

$350 $400 $900 Military

3 5 3 4

6 6 10 10

10/20/40

2d8+1

Military

10

24/48/96

2d8

$650

10

d6

Semi Auto

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DKS-501 Sniper Rifle (7.62mm) MP9 Sub-Machine Gun (10mm) H&K P90C (10mm) AK-112 Assault Rifle (5mm) FN FAL (7.62mm)

48/96/192 12/24/48 12/24/48 24/48/96

2d10 2d6 2d6+1 2d8

1 3 3 3

$1250 $400 $650 $950

12 8 5 10

5 18 18 18

d6 d6

Snapfire, Semi Auto Automatic Automatic Selective Fire

24/48/96

2d8+1

$1050

10

22

d6

Selective Fire

H&K G11 (4.7mm) Winchester Widowmaker Shotgun (12g) Winchester Widowmaker Sawed-off DB(12g) Winchester CityKiller Combat Shotgun (12g) Heavy Weapons

30/60/120

2d8

$1050

20

d6

Selective Fire 1 action to reload, +2 to Small Guns roll 1 action to reload, +2 to Small Guns roll 1 action to reload, +2 to Small Guns roll, Semi Auto

12/24/48

1-3d6

$450

11

4/8/16

1-3d6

$400

10

12/24/48

1-3d6

$950

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Name M72 Gauss Rifle (2mm) Wattz 2000 Laser Rifle (MFC) Winchester P94 Plasma Rifle* (MFC) YK42B Pulse Rifle* (MFC) H&K L30 Gatling Laser* (MFC) Light Support Weapon (.223) M60 (7.62mm) Rockwell CZ53 Personal Minigun (5mm) Flambe 450 Flamer

Range 24/48/96 24/48/96

Damage RoF 2d8+1 2d10+1 1 1

Cost $1200 $1750

Weight Shots 10 12 11 MFC

Min Notes Str d6 d6 AP 2, Snapfire, Semi Auto AP 2, Snapfire AP 3, Snapfire, Can start fires, Disintegrates target AP 4, Snapfire, Disintegrates target AP 2, Snapfire, Full Auto AP 2, Stationary, 1 action to set up, Full Auto AP 2, Stationary, 1 action to set up, Full Auto AP 2, Snapfire, 2 actions to reload, Full Auto +2 to Heavy Weapons roll, 3 actions to reload, Can start fires

15/30/60

2d10+2

Military

24

MFC

d8

12/24/48 12/24/48 24/48/96 30/60/120

3d10+2 2d10+1 2d8 2d8+1

1 3 3 3

Military Military $1100 $1500

15 22 28 33

MFC MFC 250 250

d8 d8 d6 d6

12/24/48

2d8+2

$2500

35

200

d8

Cone Template

2d10

$1750

10

d8

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Rockwell BigBazooka Rocket Launcher Explosives Name Frag Grenade Plasma Grenade Pulse Grenade Molotov Cocktail Frag Mine Plasma Mine Pulse Mine Bottlecap Mine Dynamite Cordex Plastic Explosives Weapon notes * Advanced Energy Weapons: -4 to Repair roll; A lethal shot with a plasma or pulse weapon disintegrates the target and any possession it might have been carrying Machine guns: Autofire penalty reduced to -1 when Stationary All Area Effect weapons (Flamethrowers, Rocket Launchers, Explosives) ignore Armor if it does not fully envelop the body. Cover modifiers apply and are added to Toughness. A raise on the shooting roll does not provide extra damage Acts as a flashbang against humanoids (Stun power with Med Burst Template) and as an EMP against constructs (Stun power which adds a Wound on a raise) Range 5/10/20 5/10/20 5/10/20 5/10/20 Damage 3d6 3d8 2d6 3d6+2 3d8+2 1-3d8 3d10+2 4d10+3 Cost $125 Military Military $45 $250 Military Military $150 $300 Military Weight 1 1 1 2 2 2 2 4 2 1 Notes Med Burst Template Med Burst Template, Can start fires Med Burst Template Med Burst Template, Can start fires Med Burst Template Med Burst Template, Can start fires Med Burst Template S/M/L Burst Template, -2 to Explosives roll Med Burst Template, Timer detonated Large Burst Template, Timer or remote detonated

15/30/60

4d8

$3000

35

d8

AP 9, Snapfire, 2 actions to reload, Med Burst Template

Ammo Type 10mm .44 bullet .223 Small Energy Cell Micro Fusion Cell 2mm 7.62mm 10mm SMG clip .223 LSW belt Clip size 7 1 6 10 Up to 200 11 5 18 250 Cost $30 $5 $60 $100 $20/charge $100 $75 $75 $650 Weight 0.5 0.1 0.5 1 5 0.5 0.5 1 4

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7.62mm M60 belt 5mm Minigun belt 5mm AR 7.62mm FN FAL 4.7mm H&K G11 Shotgun shell Fuel tank Rocket 250 200 18 22 20 1 10 1 $800 $900 $175 $225 $200 $10 $800 $100 4 4 1 1 1 0.1 50 4

Armor Name Combat Leather Jacket Leather Armor Metal Armor Tesla Armor Combat Armor Combat Helmet T-51b Power Armor Advanced Power Armor Mk II Armor +1/+0 vs bullets +1 +2/+3 vs energy weapons +2/+5 vs energy weapons +3/+4 vs bullets +3/+4 vs bullets +6/+7 vs energy weapons +8/+9 vs energy weapons Cost $150 $200 $650 $1200 $1450 $250 Military Military Weight 10 20 35 35 15 5 Notes Protects from hand weapons only +3 armor vs laser, plasma and pulse weapons +5 armor vs laser, plasma and pulse weapons 50% vs headshot Covers entire body, +1 die type St, +1 die type Rad Resistance, Pace -1 Covers entire body, +1 die type St, +2 die type Rad Resistance

Chems Name Buffout Description Highly advanced steroids. While in effect, they increase strength and reflexes Jet is a powerful metamphetamine that stimulates the central nervous system. The user is filled with a rush of energy & strength for a few minutes Cost $12 Notes +1 die type St for 1d6 hours, addictive

Jet

$20

+1 die type Ag, +1 damage, doubles Pace for one combat encounter, addictive

A pillbox of mind-altering chems. Mentats Increases memory related functions, and speeds other mental processes Psycho A unique delivery system; it is supposed to increase the combat potential of a soldier

$12

+1 die type Sm for 1d6 hours, addictive

$20

+1 Fighting, +1 Shooting, +2 to Called Shots for one combat encounter, addictive

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Medical & Support Items Name Antidote Description A bottle containing a home-brewed antidote for poison. A milky solution with floating pieces of Radscorpion flesh A very powerful healing magic- though it will bring the feeling of sleep to your head A healing chem. When injected, the chem provides immediate healing of minor wounds An advanced healing chem. Very powerful. Superstims will cause a small amount of damage after a period of time due to the powerful nature of the chemicals used Powerful synthesized morphine Cost $35 Weight 1 Notes Cures poisons and poisoninduced paralyzation May make an immediate natural healing check at +2 to heal 1 Wound, gain 1 Fatigue level afterwards Immediately heals 1 Wound on use Immediately heals 2 Wounds on use, -1 die type Vigor after 1 hour for 12 hours Ignore Wound penalties for 1d4 hours, gain 1 Fatigue level afterwards, addictive +2 die type Rad Resistance and +1 bonus to Rad Resistance rolls for 2d6 hours -1 level Radiation Poisoning Contains all the basic items needed to have no penalties on a Medicine roll. 5 uses +1 die type Medicine +5 die type Rad Resistance and +1 bonus to Rad Resistance rolls; -2 to combat rolls Contains all the basic items needed to have no penalties on a Repair roll. 5 uses +1 die type Repair

Healing Powder

$75

0.5

Stimpak

$125

0.5

Super Stimpak

$225

0.5

Med-X

$20

0.1

Rad-X

Anti-radiation chems to be taken before exposure. No known side effects A chemical solution that bonds with radiation particles and passes them through your system. Takes time to work A small kit containing basic medical equipment: bandages, wraps, antiseptic spray and more This black bag contains instruments and chems used by doctors in the application of their trade This protective suit shields the wearer from radioactive exposure, but offers no combat protection and hampers most actions Various assorted nuts and bolts, weapon parts, circuitry and more A compact metal box with various wrenches, screwdrivers and more

$125

0.1

RadAway

$200

0.1

First Aid Kit

$150

2.5

Doctors Bag

$200

10

Radiation Suit

$650

20

Box of Spare Parts Toolkit

$150

$200

10

A Wattz Electronics combination radar, Motion Sensor sonar mapping and motion tracker tool, CU model Geiger Counter Electronic Lockpicks A C-Radz model particle detector used for measuring nuclear radiation. A must for the sensible explorer The computer-guided Micromanipulator FingerStuff Electronic Lock Pick, by Wattz Electronics

$250

10

+1 die type Survival

$300

Measures atmospherical radiation level

$250

+1 die type Lockpicking

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A RobCo limited use, personal cloaking field generator Allow for a dramatically increased visibility range in suboptimal lighting conditions A camouflaged model 2043B Radio Communicator Invisibility for 10 minutes. 1 use Ignore modifiers for Dim or Dark lighting; Pitch Darkness at -2 Short range radio receiver and transmitter

Stealth Boy Night Vision Goggles Field Radio

$125

$200

$200

Mundane Items Name Basket (30lbs) Bedroll Binoculars Blanket Canteen Compass Duct tape Duffel bag Flare Flint and steel Foothold trap Fuel (1 quart) Gas mask Hammer Heating element* Journal Lamp (electrical)* Lamp (oil) Lighter Lockpicks Mess kit (steel) Pickaxe Pots and pans (metal) Rope (50) Sack Shovel Cost $15 $25 $45 $10 $5 $20 $10 $20 $10 $7 $40 $55 $80 $10 $55 $10 $70 $25 $8 $75 $15 $20 $30 $40 $8 $10 Weight 4 4 0.5 4 0.5 2 0.5 6 2 2 1 2 0.5 2 3 0.5 2 5 5 10 0.5 4 Name Skinning knife Tent Torch Whistle Wire (steel, 50) Writing implements Normal clothing Formal clothing Wasteland outfit Simple meal Hearty meal Rations (5) Dirty water (bottle) Pure water (bottle) Booze (bottle) Rotgut (bottle) Cigarettes (carton) Room (private) Room (double) Guard dog Brahmin Feed (day) Cargo baskets (4) Collar and harness Cart (900lbs) Cost $8 $80 $5 $2 $25 $20 $20 $80 $35 $5 $12 $20 $12 $35 $8 $15 $20 $30 $12 $90 $725 $11 $70 $215 $475 Weight 0.5 10 3 0.5 0.5 1 1 1 2.5 2 2 2 2 4 -

* Runs on Small Energy Cells at a rate of 8 hours continuous use per SEC charge.

16 Attribution
Black Isle Studios Fallout: A Post Nuclear Role Playing Game and Fallout 2 Bethesdas Fallout 3 Mick aka DoomMunkys Savaged Fallout v 1.0 Sebastian Zwart Schoos Savage Fallout Jason Micals Fallout PnP 3.0 Johan Eriksson Fallout species J.E. Sawyers Simple system

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A Post Nuclear Role Playing Game


Name: ____________________ Race: ________________ Appearance: _____________________________________ Background: _____________________________________ XP

Parry
2 + half your Fighting

Toughness
2 + half your Vigor + armor

Rad Resistance
0 unless you have Edges, Hindrances or items that modify it

Pace
Base walking speed Run: _____

Encumbrance

Strength

Agility

Attacks *Fighting (Ag) __________ *Small Guns (Ag) ________ *Heavy Weapons (Ag) _____ *Explosives (Ag) _________ Tests of Will *Intimidation (Sp) ________ *Taunt (Sm) ____________

- to St, Ag and linked skills

Radiation Poisoning

-1

-2

INC!
-3

Vigor

Smarts

Spirit

Skills *Notice (Sm) ____________ *Stealth (Ag) ____________ *Lockpicking (Ag) ________ *Climbing (St) ___________ *Survival (Sm) ___________ *Science (Sm) ___________ *Repair (Sm) ____________ *Medicine (Sm) __________ Interaction (add your Charisma) *Persuasion (Sp) ___________ *Streetwise (Sm) ___________ *Barter (Sp) _______________

Wounds & Fatigue -1

-2 -3

-1 -2

0 unless you have Edges or Hindrances that modify it

Charisma

INC!

Edges & Advancements Starting ______________________________________ __________ N1 ________ N2 ________ N3 _________ S1 ________ S2 ________ S3 ________ S4 _________ V1 ________ V2 ________ V3 ________ V4 _________ H1 ________ H2 ________ H3 ________ H4 _________ Legendary ____________________________________

Hindrances & Injuries _________________ _________________ _________________ _________________ _________________ _________________

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Equipment ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ Money _____________________ Total weight ________________ Other possessions ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________ ___________________________

Allies & Animals

Name _________________________ Parry ___ Toughness ___ Pace _____ St __ Ag __ Vi __ Sm __ Sp __ Ch ___ Skills _________________________ ______________________________ Edges _________________________ ______________________________ ______________________________ Equipment _____________________ ______________________________ ______________________________ ______________________________ XP ___ Notes ___________________ ______________________________ ______________________________ ______________________________

Name _________________________ Parry ___ Toughness ___ Pace _____ St __ Ag __ Vi __ Sm __ Sp __ Ch ___ Skills _________________________ ______________________________ Edges _________________________ ______________________________ ______________________________ Equipment _____________________ ______________________________ ______________________________ ______________________________ XP ___ Notes ___________________ ______________________________ ______________________________ ______________________________

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