Post by saturnine on Feb 8, 2019 20:38:47 GMT
Traits
Traits are an optional character modifier that affects your character greatly, to an extent. They modify Primary Stats, Secondary Stats, and skills, but give both a pro and a con. You do not have to choose a trait but you are limited to getting two upon character creation only. You cannot gain traits past character creation.
<Bouncer>
You're tough, and you've taken your fair share in fights, and stayed standing to dish it out. You gain +2 to Endurance and +2 to Melee Damage. Thing is, you tend to have to let people throw the first punch, or fuck up first. -4 to Sequence.
<Berserker>
You channel your rage, ignoring pain and pushing yourself forward no matter the circumstance. You gain 10 points of universal damage resistance and a one-time bonus of +10 HP, but your natural Armor Class is 0.
You channel your rage, ignoring pain and pushing yourself forward no matter the circumstance. You gain 10 points of universal damage resistance and a one-time bonus of +10 HP, but your natural Armor Class is 0.
Beta Software
You have been equipped with an experimental operating system and peripherals. You get 1 extra Tag Skill, but whenever using ANY untagged skill, you must roll against Luck or suffer an automatic failure and, in combat, a loss of all APs for that round. Only Robots can choose this trait.
You have been equipped with an experimental operating system and peripherals. You get 1 extra Tag Skill, but whenever using ANY untagged skill, you must roll against Luck or suffer an automatic failure and, in combat, a loss of all APs for that round. Only Robots can choose this trait.
Bloody Mess
By some strange twist of fate, people around you die violently. You always see the worst way a person can die. In addition, you deal +5 damage with everything.
By some strange twist of fate, people around you die violently. You always see the worst way a person can die. In addition, you deal +5 damage with everything.
Bruiser
A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! You get a +2 to Strength without exceeding your maximum stat value, but lose 2 Action Points.
Chem Reliant
You are more easily addicted to chems. Your chance to be addicted is twice normal, but you recover in half the time from their ill effects. Robots cannot choose this trait.
You are more easily addicted to chems. Your chance to be addicted is twice normal, but you recover in half the time from their ill effects. Robots cannot choose this trait.
Chem Resistant
Chems only affect you half as long as normal, but your chance to be addicted is only 50% the normal amount. Robots cannot choose this trait.
Chems only affect you half as long as normal, but your chance to be addicted is only 50% the normal amount. Robots cannot choose this trait.
<Dreamer>
A minor Psyker ability that allows you to look into the dreams of others. You roll a 1d20, and whatever you roll, you're able to look into that person's dream. Roll in secret GMs. Because of this ability, you’re unable to take Long Rests. You instead can only take Short Rests. You're not sleep deprived when looking into other people's dreams. Robots cannot get this trait.
1 - 5: No Dream
6 - 10: Party Member Dream
11 - 20: Random Individual.
A minor Psyker ability that allows you to look into the dreams of others. You roll a 1d20, and whatever you roll, you're able to look into that person's dream. Roll in secret GMs. Because of this ability, you’re unable to take Long Rests. You instead can only take Short Rests. You're not sleep deprived when looking into other people's dreams. Robots cannot get this trait.
1 - 5: No Dream
6 - 10: Party Member Dream
11 - 20: Random Individual.
Fast Metabolism
Your metabolic rate is twice normal. This means that you are much less resistant to radiation and poison, but your body heals faster. You get a 5 point bonus to Healing Rate on a short rest, but your Radiation and Poison Resistance start at 0% (racial modifiers are added later). Robots cannot choose this trait.
Fast Shot
You don't have time for a targeted attack, because you attack faster than normal people. It costs you one less action point to use a weapon. You cannot perform targeted shots, but all weapons take one less action point to use. Only affects Big Guns, Energy Weapons, and Small Guns. Animals cannot choose this trait.
You don't have time for a targeted attack, because you attack faster than normal people. It costs you one less action point to use a weapon. You cannot perform targeted shots, but all weapons take one less action point to use. Only affects Big Guns, Energy Weapons, and Small Guns. Animals cannot choose this trait.
Finesse
Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. All of your attacks lose 30% of their damage but you gain a 10% bonus to Critical Chance.
Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. All of your attacks lose 30% of their damage but you gain a 10% bonus to Critical Chance.
EMP Shielding
You have a dedicated EMP shielding system. It takes you 2 AP to move 5 ft because of your heavy equipment, but you have a 50% Resistance to all forms of EMP attack. Only Robots can choose this trait.
You have a dedicated EMP shielding system. It takes you 2 AP to move 5 ft because of your heavy equipment, but you have a 50% Resistance to all forms of EMP attack. Only Robots can choose this trait.
Gifted
You have more innate abilities than most, so you have not spent as much time honing your skills. Your statistics are better than the average person, but your skills are lacking. All Stats get a +1 point bonus, but all skills get a 10% penalty and you receive 5 less Skill Points per level. You cannot exceed your maximum. Robots cannot choose this trait.
Glowing One
Extreme radiation exposure has left you glowing in the dark. Your glow eliminates modifiers from light in combat for both you and your enemies within 20 ft. In addition, you gain a +50% bonus to Radiation Resistance, but everyone 10 ft away from you take 10 rads per hour (see Radiation under Damage and Death, below). You can never go feral. Only Ghouls can choose this trait.
Extreme radiation exposure has left you glowing in the dark. Your glow eliminates modifiers from light in combat for both you and your enemies within 20 ft. In addition, you gain a +50% bonus to Radiation Resistance, but everyone 10 ft away from you take 10 rads per hour (see Radiation under Damage and Death, below). You can never go feral. Only Ghouls can choose this trait.
Good Natured
You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but Animalism, Barter, Charm, and Doctor are substantially improved. Those skills get a 20% bonus. You get a 10% penalty to starting combat skills (Archery, Small Guns, Big Guns, Energy Weapons, Unarmed, and Melee Weapons). This is a one-time bonus. Robots cannot choose this trait.
You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but Animalism, Barter, Charm, and Doctor are substantially improved. Those skills get a 20% bonus. You get a 10% penalty to starting combat skills (Archery, Small Guns, Big Guns, Energy Weapons, Unarmed, and Melee Weapons). This is a one-time bonus. Robots cannot choose this trait.
Ham Fisted
You get a “free” tag skill in Unarmed, but you suffer a -20% penalty to Energy Weapons, Small Guns, Computer Science, Doctor, Gunsmith, Lockpick, and Repair Skills. Only Mutants can choose this trait.
You get a “free” tag skill in Unarmed, but you suffer a -20% penalty to Energy Weapons, Small Guns, Computer Science, Doctor, Gunsmith, Lockpick, and Repair Skills. Only Mutants can choose this trait.
Heavy Handed
You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage. You get a 4 point bonus to Melee Damage, but your critical hits do 20% less damage.
You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage. You get a 4 point bonus to Melee Damage, but your critical hits do 20% less damage.
Jinxed
The good thing is that everyone around you has more critical failures in combat. The bad thing is: so do you! If you, a member of your party, or a non-player character have a failure in combat, there is a greater likelihood the failure will be upgraded (downgraded?) to a critical failure. Critical failures are bad: weapons explode, you may hit the wrong target, you could lose part of your turn, or any number of bad things. Failures are 25% more likely to become critical failures around the character or anyone else in combat. Anyone that’s 50 ft near someone with this Trait miss an attack, they roll a d100. If they get between 75-100. It’s an automatic crit fail and they must roll a d10 to determine what the result is.
Kamikaze
By not paying attention to any threats, you can act a lot faster in a turn. This lowers your Armor Class to just what you are wearing, but you sequence is much faster in a combat turn. You must wear armor to get an Armor Class. Your sequence gets a 5 point bonus.
Nightkin
As a Nightkin you start with a fully charged Stealth Boy. Your Intelligence, Agility, and Perception is increased by 1. However you suffer a -2 to Charisma and hate to be seen by anyone. You’re more delusional and your pigment has changed to a dark blue. Only Western Super Mutants can choose this perk.
As a Nightkin you start with a fully charged Stealth Boy. Your Intelligence, Agility, and Perception is increased by 1. However you suffer a -2 to Charisma and hate to be seen by anyone. You’re more delusional and your pigment has changed to a dark blue. Only Western Super Mutants can choose this perk.
Night Person
As a night-time person, you are more awake when the sun goes down. Your Intelligence and Perception are improved by +1 at night but are dulled during the day with a -1. Robots cannot choose this trait. Note that the bonus cannot take INT and PER above the character’s racial maximum or below the character’s racial minimum.
As a night-time person, you are more awake when the sun goes down. Your Intelligence and Perception are improved by +1 at night but are dulled during the day with a -1. Robots cannot choose this trait. Note that the bonus cannot take INT and PER above the character’s racial maximum or below the character’s racial minimum.
One Hander
One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem. You have a 40% penalty to hit with two-handed weapons, but get a 20% bonus to hit with weapons that only require one hand.
Sex Appeal
This trait increases your chances of having a good reaction with members of the opposite sex. Unfortunately, this trait tends to annoy members of the same sex. Jealous twits. When interacting with members of the opposite sex, you gain a 1 point bonus to Charisma for reactions only. When making Speech and Barter rolls, you gain a 40% bonus for each. When interacting with members of the same sex, you have a 40% penalty to both Charm and Barter rolls. Only humans can choose this trait.
This trait increases your chances of having a good reaction with members of the opposite sex. Unfortunately, this trait tends to annoy members of the same sex. Jealous twits. When interacting with members of the opposite sex, you gain a 1 point bonus to Charisma for reactions only. When making Speech and Barter rolls, you gain a 40% bonus for each. When interacting with members of the same sex, you have a 40% penalty to both Charm and Barter rolls. Only humans can choose this trait.
Skilled
Since you spend more time improving your skills than a normal person, you gain more skill points. The tradeoff is that you do not gain as many extra abilities. You will gain a perk at one level higher than normal. For example, if you normally gained a perk every 2 levels, you would now gain a perk every 3 levels. You will get an additional 5 skill points per new experience level, and a one-time bonus of +10% to your skills when you begin the game. Animals and robots cannot choose this trait.
Since you spend more time improving your skills than a normal person, you gain more skill points. The tradeoff is that you do not gain as many extra abilities. You will gain a perk at one level higher than normal. For example, if you normally gained a perk every 2 levels, you would now gain a perk every 3 levels. You will get an additional 5 skill points per new experience level, and a one-time bonus of +10% to your skills when you begin the game. Animals and robots cannot choose this trait.
Small Frame
You are not quite as big as everyone else, but that never slowed you down. You can't carry as much, but you are more agile. You get a 1 point bonus to Agility, without surpassing your racial max, but your Carry Weight is only 15 lbs X Strength.
Targeting Computer
You have been programmed with an onboard targeting computer. All attacks cost 1 extra AP to perform, but you can always add +15% to your chance to-hit. Only Robots can choose this trait.
You have been programmed with an onboard targeting computer. All attacks cost 1 extra AP to perform, but you can always add +15% to your chance to-hit. Only Robots can choose this trait.
Tech Wizard
You spent your formative years hunched over a bench learning all about the way things work. The trouble is that you’ve ruined your eyes! You get a +15% bonus to Blacksmith, Computer Science, Engineer, Gunsmith, Lockpick, and Robotics, but you lose 1 Perception.
You spent your formative years hunched over a bench learning all about the way things work. The trouble is that you’ve ruined your eyes! You get a +15% bonus to Blacksmith, Computer Science, Engineer, Gunsmith, Lockpick, and Robotics, but you lose 1 Perception.
Tight Nuts
This robot was built to take the knocks. You get double the base Damage Resistance to any attack, but you gain only half the Hit Points back from repairs. Only Sentry Bots and Humanoids can choose this trait.
Vat Skin
Other people find you hideous to behold and disgusting to smell after your “dip” in the FEV vats. The good news is that you gain a +10 bonus to your Armor Class thanks to your extra-tough skin. The bad news is that everyone within 50 ft of your location, friend and foe, suffers a 1-point penalty to Perception (you are unaffected). If you’re attempting to Sneak near someone within 50 ft that can doesn’t have gas resistance, you roll a at disadvantage. Only Mutants can choose this trait.
Other people find you hideous to behold and disgusting to smell after your “dip” in the FEV vats. The good news is that you gain a +10 bonus to your Armor Class thanks to your extra-tough skin. The bad news is that everyone within 50 ft of your location, friend and foe, suffers a 1-point penalty to Perception (you are unaffected). If you’re attempting to Sneak near someone within 50 ft that can doesn’t have gas resistance, you roll a at disadvantage. Only Mutants can choose this trait.