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nameDodger
level4
xp earned0
xp to next level0
originSurvivor (Wanderer)
Attributes
strength
4
perception
10
endurance
6
charisma
5
intelligence
8
agility
10
luck
4
luck points
3
2d20 3d20 4d20 5d20
Roll equal or under target number: 1 success (TAG skills: 2 successes), roll of 20: creates complication, roll of 1: 2 successes
Skills
Name TAG Attr Rank
Athletics STR 3 7
Barter CHA 0 5
Big Guns END 0 6
Energy Weapons PER 0 10
Explosives PER 0 10
Lockpick PER 4 14
Medicine INT 0 8
Melee Weapons STR 3 7
Pilot PER 3 13
Name TAG Attr Rank
Repair INT 2 10
Science INT 0 8
Small Guns AGI 4 14
Sneak AGI 4 14
Speech CHA 0 5
Survival END 3 9
Throwing AGI 0 10
Unarmed STR 0 4
Combat
melee dmg
-
defense
2
initiative
20
health
13 / 13 (1 Rad)
poison dr
Protection
Location Phys. DR En. DR Rad. DR HP
Head (1-2) 1
Torso (3-8) 4 5
Left Arm (9-11) 4 5
Right Arm (12-14) 4 5
Left Leg (15-17) 4 5
Right Leg (18-20) 4 5
Weapons
Name TAG Type Dmg Ammo Type Range Rate
Pipe Gun Small Guns 3d6 .38 C 2
  Effects Qualities Close Quarters, Unreliable Weight 2
Switchblade Melee Weapons 2d6 - 0
  Effects Piercing 1 Qualities Concealed Weight 1
Deliverer (Calibrated Sharpshooter's Tactical 10mm) Small Guns 4d6 10mm C 2
  Effects Vicious, Piercing 1 Qualities Close Quarters, Reliable, Concealed, Silenced, Reroll Hit Location, +2d6 on successful sneak attack Weight 4
10mm (Automatic Ported Quick High-Capacity Comfort) Small Guns 3d6 10mm M 6
  Effects Burst Qualities Close Quarters, Reliable Weight 4
10mm Small Guns 4d6 10mm - 2
  Effects Qualities Inaccurate Weight 4
Ammo
Caliber Type Count
10mm Physical 36
Perks & Traits
Perk Rank
Ghost 1/1
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.
Infiltrator 1/1
When you attempt a Lockpick skill test to unlock a door or container, you may re-roll 1d20.
Concentrated Fire 1/1
When you make a ranged attack and spend ammunition to increase the damage, you may re-roll up to 3 CD for your damage roll.
Intense Training 1/10
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. [1. Agility]
Perk Rank
Educated Trait
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. (Survival)
Gifted Trait
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. (Charisma/Intelligence)
Photographic Memory Mutation
After exposure to FEV you find yourself being able to recall details about prior events in perfect detail. This includes the ability to perform advanced thought experiments similar as to Nikola Tesla and Albert Einstein. Increase Intellect and Perception by two points. This can exceed the normal maximum of ten. You may now ask the GM specific questions OOCly in regard to past events but are encouraged to take notes which you are allowed to refer to at any time. You may also ask for a time-out to think for a moment so long as this does not slow down the momentum of your game and will be granted at GM discretion.
Gear
Item Weight
Drifter outfit 10
Tough Clothing 3
Shadowed Leather Chest Piece 7
Shadowed Leather Arm x2 6
Shadowed Muffled Leather Leg x2 6
Hood 2
Item Weight
Nuka-Cola Quantum 1
RadAway
Throwing Knives x6
Bobby pins x6
X-Cell
Ultra Jet
Shaped Charge recipe (6cd Physical, Piercing 2, Mine (timed), 1 lb, 50 cap base cost, Rarity 3, Complexity 5, loses Blast quality for precision damage)
Massachusetts Surgical Journal
Hazard Detection [Robot Module]

caps 0

carry weight 50 / 190

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Fallout RPG Character Sheet v1.2, made by Tillerz - Updated: 2023-07-31

Created by

Azryel.

System

Fallout RPG

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