Post by saturnine on Jun 21, 2019 23:06:14 GMT
Skills
Skills are your specializations, and they help to further define your character and allow them to do more specific tasks than just pushing open a door. If you want to tinker with a gun, you have Gunsmith. Wanna setup that 107mm Mortar? Roll Big Guns. Wanna charm that Deathclaw? Roll Animalism. You can have up to four Tagged Skills. Ghouls over 100 years old gain an extra Tagged Skill. When a skill is Tagged, automatically add +20% to the skill naturally as if it were a trait. Refer to Quests and XP for point distribution.
Combat skills are the skills you’ll be utilizing in combat situations. Choose carefully on which combat skills to focus on because they’ll define your role in the combat. Look into the Perks section to determine what perks can help benefit your playstyle of combat. The formula makes up the starter points of the skills.
Archery
The Archery skill relates towards anything that involves a bow. Archery is not a craft skill to make arrows and it’s strictly for usage and maintenance of the bow. In order to craft bows and arrows, you can roll Engineer or Survival. If you wish to make more advanced arrows, you’ll need to roll Blacksmith. The higher your Archery skill, the more bonuses you get. Depending on your skill level you’ll receive bonuses. Bonuses are not cumulative (Except for the AP Modifiers. You ignore the Reload Action for knocking an arrow. The Burst Fire max is three arrows. Damage, DT/DR do not stack.
Skill Required / Bonus
50%: +2 Damage
100%: +4 Damage / -1 AP to Single and Targeted Attacks (Doesn’t apply if Single Attack is 1 AP and the Targeted Attack is 2 AP)
150%: +6 Damage / Roll at -100% to deflect Thrown Items (Situational)
200%: +8 Damage
As for Unarmed, it’s as basic as you can get. Run up to someone and punch them in the face. Don’t worry about his gun or his power armor. Just go up there, punch in the face and German Suplex them. Damage does not stack. Refer to the Special Moves section for information regarding moves you obtain. Depending on your skill level you’ll receive bonuses. Bonuses are not cumulative.
Skills are your specializations, and they help to further define your character and allow them to do more specific tasks than just pushing open a door. If you want to tinker with a gun, you have Gunsmith. Wanna setup that 107mm Mortar? Roll Big Guns. Wanna charm that Deathclaw? Roll Animalism. You can have up to four Tagged Skills. Ghouls over 100 years old gain an extra Tagged Skill. When a skill is Tagged, automatically add +20% to the skill naturally as if it were a trait. Refer to Quests and XP for point distribution.
Combat Skills
Combat skills are the skills you’ll be utilizing in combat situations. Choose carefully on which combat skills to focus on because they’ll define your role in the combat. Look into the Perks section to determine what perks can help benefit your playstyle of combat. The formula makes up the starter points of the skills.
Archery
Strength + Perception + Agility
The Archery skill relates towards anything that involves a bow. Archery is not a craft skill to make arrows and it’s strictly for usage and maintenance of the bow. In order to craft bows and arrows, you can roll Engineer or Survival. If you wish to make more advanced arrows, you’ll need to roll Blacksmith. The higher your Archery skill, the more bonuses you get. Depending on your skill level you’ll receive bonuses. Bonuses are not cumulative (Except for the AP Modifiers. You ignore the Reload Action for knocking an arrow. The Burst Fire max is three arrows. Damage, DT/DR do not stack.
Skill Required / Bonus
50%: +2 Damage
100%: +4 Damage / -1 AP to Single, Targeted, and Burst Attack / DT -1 DR -10
150%: +6 Damage / DT -2 DR -20 / Double Arrow Shot: Targets must be within two spaces from each other with a -25% Hit Chance for both arrows / -1 AP for Long Bows Only
200%: +8 Damage / DT -4 DR -30 / Triple Arrow Shot: Same conditions as Double Arrow Shot except it’s a -50% Hit Chance for three arrows
50%: +2 Damage
100%: +4 Damage / -1 AP to Single, Targeted, and Burst Attack / DT -1 DR -10
150%: +6 Damage / DT -2 DR -20 / Double Arrow Shot: Targets must be within two spaces from each other with a -25% Hit Chance for both arrows / -1 AP for Long Bows Only
200%: +8 Damage / DT -4 DR -30 / Triple Arrow Shot: Same conditions as Double Arrow Shot except it’s a -50% Hit Chance for three arrows
Big Guns
Strength + Perception + Agility
If you ever feel like compensating for something, or making them match, the Big Guns skill is for you. You’re able to wield Anti-Tank Rifles, Grenade Launchers, Light Machine Guns, Mini Guns, Mortars, and Rocket Launchers. You’re also able to use a couple of unique Energy Weapons like the Gatling Gun and Tesla Cannon.
Energy Weapons
5 + Perception + Perception
Do you like being able to pew pew like in those space movies? Then say no more 'cause Energy Weapons is exactly that. Finding ammo may prove to be troublesome, but the damage makes it worth it. Energy Weapons covers Laser and Plasma Weapons. Laser is very quiet but visible. Plasma however makes a sound and a silencer cannot be put on it. Determining where a laser shot came from is easy at night, but during the day may prove somewhat difficult.
Melee Weapons
Strength + Agility
Do you suck with guns? Bow? Yeah we know the feeling. So why not just walk up to someone and stab them in the eye! Melee weapons are anything that you can put in your hand and beat with. You see that rock, beat someone with it. That Sledgehammer? The massive claymore of light? Use it and slice your enemies into nothing. Depending on your skill level you’ll receive bonuses. Bonuses are not cumulative.
Skill Required / Bonus
50%: +2 Damage
100%: +4 Damage / -1 AP to Single and Targeted Attacks (Doesn’t apply if Single Attack is 1 AP and the Targeted Attack is 2 AP)
150%: +6 Damage / Roll at -100% to deflect Thrown Items (Situational)
200%: +8 Damage
Small Guns
5 + Perception + Perception
The most common self defense in the wasteland. Small Guns is any weapon that’s ballistic that isn’t huge. It’s the most common weapon in the wasteland and finding ammo for it is a lot easier and saving up is more economical. However, finding those really rare weapons is very hard and you might have to kill someone for it. Crossbows count as Small Guns.
Throwing
Strength + Agility
Not limited to Grenades, the Throwing skill can apply to anything that you can throw. Like throwing a Mini Nuke at the enemy, which is great, if you remember that it needs to be shot in order to explode. If you ever wanted to live your dream of being a throwing knife god, the Throwing skill is your godsend. Just make sure you have plenty of grenades to throw with your knives as well. AC is still taken into account for the Throwing Skill, even with grenades Area of Effect status. If the thrown weapon misses, it’s up to the GM on what happens.
Unarmed
Strength + Agility
As for Unarmed, it’s as basic as you can get. Run up to someone and punch them in the face. Don’t worry about his gun or his power armor. Just go up there, punch in the face and German Suplex them. Damage does not stack. Refer to the Special Moves section for information regarding moves you obtain. Depending on your skill level you’ll receive bonuses. Bonuses are not cumulative.
Skill Required / Bonus
50%: +2 Damage
100%: +4 Damage / -1 AP to Single and Targeted Attacks (Doesn’t apply if Single Attack is 1 AP and the Targeted Attack is 2 AP)
150%: +6 Damage
200%: +8 Damage / Unarmed grants you +15% to Normal Damage Resistance
50%: +2 Damage
100%: +4 Damage / -1 AP to Single and Targeted Attacks (Doesn’t apply if Single Attack is 1 AP and the Targeted Attack is 2 AP)
150%: +6 Damage
200%: +8 Damage / Unarmed grants you +15% to Normal Damage Resistance
Traps
Perception + Intelligence + Agility
The Trap skill determines if you’ll be able to setup a trap be it a snare, bear trap, explosive, etc. In order to craft a create a Trap you must roll successfully. If you fail either you believe the trap will work, or you fail completely and it might explode. If you’re attempting to disarm a trap, you need to beat the difficulty check with the traps skill. Traps vary in difficulty, time, and materials used. Below is a chart explaining different traps and their DC. Below is a chart giving examples of various traps. They do require materials to craft. You cannot use traps to craft explosives.
Snare Trap
Difficulty Check: 25
Time to Craft and Setup: 5 Minutes
Description: A common trap to catch small animals.
Bear Trap
Difficulty Check: 25
Time to Craft and Setup: 1 Minute
Description: A heavy but highly effective trap for all critters.
Landmine/Pipe Bomb
Difficulty Check: Varies
Time to Craft and Setup: Varies
Description: Preparing a mine in the earth takes a few minutes (Doesn’t work with Pipe Bombs). But preparing it on the field and dumping it on the floor works too.
Trip-Based Trap
Difficulty Check: 50
Time to Craft and Setup: 30 minutes
Description: Aside from rope, you’ll also need something for the trap to trigger like a grenade, shotgun, etc.
Pressure Plate
Difficulty Check: 75
Time to Craft and Setup: 5 minutes
Description: Aside from rope and a loose stone, you’ll also need something for the trap to trigger like a grenade, shotgun, etc.
C4 Explosive Trap
Difficulty Check: 100
Time to Craft and Setup: 2 Minutes
Description: A military explosive that the more you have the bigger the boom.
Electrical-Based Trap
Difficulty Check: 100
Time to Craft and Setup: 1 hour
Description: You’ll need some copper and maybe a few scrap. This trap makes you stun opponents.
Mini Nuke Trap
Difficulty Check: 125
Time to Craft and Setup: 1 hour
Description: If you really want someone dead, place one of these.
Perception + Intelligence + Agility
The Trap skill determines if you’ll be able to setup a trap be it a snare, bear trap, explosive, etc. In order to craft a create a Trap you must roll successfully. If you fail either you believe the trap will work, or you fail completely and it might explode. If you’re attempting to disarm a trap, you need to beat the difficulty check with the traps skill. Traps vary in difficulty, time, and materials used. Below is a chart explaining different traps and their DC. Below is a chart giving examples of various traps. They do require materials to craft. You cannot use traps to craft explosives.
Snare Trap
Difficulty Check: 25
Time to Craft and Setup: 5 Minutes
Description: A common trap to catch small animals.
Bear Trap
Difficulty Check: 25
Time to Craft and Setup: 1 Minute
Description: A heavy but highly effective trap for all critters.
Landmine/Pipe Bomb
Difficulty Check: Varies
Time to Craft and Setup: Varies
Description: Preparing a mine in the earth takes a few minutes (Doesn’t work with Pipe Bombs). But preparing it on the field and dumping it on the floor works too.
Trip-Based Trap
Difficulty Check: 50
Time to Craft and Setup: 30 minutes
Description: Aside from rope, you’ll also need something for the trap to trigger like a grenade, shotgun, etc.
Pressure Plate
Difficulty Check: 75
Time to Craft and Setup: 5 minutes
Description: Aside from rope and a loose stone, you’ll also need something for the trap to trigger like a grenade, shotgun, etc.
C4 Explosive Trap
Difficulty Check: 100
Time to Craft and Setup: 2 Minutes
Description: A military explosive that the more you have the bigger the boom.
Electrical-Based Trap
Difficulty Check: 100
Time to Craft and Setup: 1 hour
Description: You’ll need some copper and maybe a few scrap. This trap makes you stun opponents.
Mini Nuke Trap
Difficulty Check: 125
Time to Craft and Setup: 1 hour
Description: If you really want someone dead, place one of these.