name | Dodger |
---|---|
level | 4 |
xp earned | 0 |
xp to next level | 0 |
origin | Survivor (Wanderer) |
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 |
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 |
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 |
Caliber | Type | Count |
---|---|---|
10mm | Physical | 36 |
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. |
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] |