The following is a transcript of J.E. Sawyer's Fallout Role-Playing Game. Please do not alter the contents. |
The following is based on J.E. Sawyer's Fallout RPG and is not canon. |
Bruiser[]
A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your combat sequence is -4, but your damage with melee and unarmed attacks are increased by 2.
Chem Reliant[]
You are more easily addicted to chemicals. Your chance to be addicted to chemicals is twice normal, but you recover faster from their ill effects.
Clean Living[]
You try to avoid the quick thrills of chemical enhancements. Chemicals only affect you half as long as normal, but your chance to be addicted is half normal.
Fast Shot[]
You don't have time to take aim because you're too busy firing off shots as fast as possible. During the charge phase, you can fire a firearm instead of charging (eliminates you from the action phase of that round), but your critical hits with firearms always come in 6 point increments.
Finesse[]
Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. -2 to damage, +2 to attack rolls for purposes of determining critical hit results.
Gifted[]
You are naturally superior to those around you, but you often rely on your natural talents instead of putting effort into mastering a variety of skills. You gain +7 points to spend on primary attributes, but you earn perks only once every four levels.
Good Natured[]
You're a friendly person and are hesitant to employ violence to solve problems. You have +2 to Medic, Persuasion, and Science. However, your combat sequence is -4.
Increased Metabolism[]
Your metabolic rate is increased. This means that you are much less resistant to radiation and poison, but your body heals faster. -10% to radiation and poison resistance, +2 to healing rate.
Kamikaze[]
By not paying attention to any threats, you can rush in where angels fear to tread. You are easier to hit, but you act earlier in combat. -2 to Evade, +4 to Combat Sequence.
Night Person[]
When performing actions at night (6 p.m. to 6 a.m.), you do things better. During the day, however... It has nothing to do with the level of light, just the time of day. You're not a morning person. +2 to all skill checks at night, -2 to all skill checks in daytime.
One Hander[]
You excel with one hand, but two-handed weapons cause a problem. +2 chance to hit with one-handed weapons, -2 to hit with two-handed weapons.
One In a Million[]
You're not particularly lucky or unfortunate, but when lightning strikes, it strikes hard! Whenever you critically hit or fail, a second check is made at five times the base chance to see if it actually happens. If it does, the result on the critical chart is bumped up +30 points in severity.
Skilled[]
Since you spent more time improving your skills than a normal person, you gain an additional Tag skill. However, you gain -1 skill points every level because you often spread yourself too thin.
Small Frame[]
You are smaller than average. It's hard for you to carry heavy loads, but it's easy to avoid the lumbering giants of the wasteland. -50 to Carry Weight, +2 to Evade.
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