name | Scribe Uriah Liebermann |
---|---|
level | 2 |
xp earned | 0 |
xp to next level | 0 |
origin | Brotherhood Outcast (Ex-Scribe) |
Name | TAG | Attr | Rank | ∑ |
---|---|---|---|---|
Athletics | STR | 0 | 6 | |
Barter | CHA | 0 | 4 | |
Big Guns | END | 0 | 6 | |
Energy Weapons | PER | 3 | 10 | |
Explosives | PER | 0 | 7 | |
Lockpick | PER | 0 | 7 | |
Medicine | INT | 3 | 12 | |
Melee Weapons | STR | 2 | 8 | |
Pilot | PER | 3 | 10 |
Name | TAG | Attr | Rank | ∑ |
---|---|---|---|---|
Repair | INT | 4 | 13 | |
Science | INT | 3 | 12 | |
Small Guns | AGI | 3 | 7 | |
Sneak | AGI | 0 | 4 | |
Speech | CHA | 0 | 4 | |
Survival | END | 3 | 9 | |
Throwing | AGI | 2 | 6 | |
Unarmed | STR | 2 | 8 |
Location | Phys. DR | En. DR | Rad. DR | HP |
Head (1-2) | ||||
Torso (3-8) | 1 | 2 | 2 | |
Left Arm (9-11) | 1 | 2 | 2 | |
Right Arm (12-14) | 1 | 2 | 2 | |
Left Leg (15-17) | 1 | 2 | 2 | |
Right Leg (18-20) | 1 | 2 | 2 |
Name | TAG | Type | Dmg | Ammo Type | Range | Rate |
---|---|---|---|---|---|---|
Laser Pistol | Energy Weapons | 4d6 | Fusion Cell | C | 2 | |
Effects | Piercing 1 | Qualities | Close Quarters | Weight | 4 | |
Sword | Melee Weapons | 4d6 | - | |||
Effects | Piercing 1 | Qualities | Parry | Weight | 3 |
Caliber | Type | Count |
---|---|---|
Fusion Cells | Physical | 21 |
Perk | Rank |
---|---|
The Chain That Breaks | Trait |
You believe your superiors in the Brotherhood lack a vision beyond acquiring pre-War technology and that your strength as a member of this fraternity of military descendants gives you a duty to help others and pursue different goals than the dogma of the Brotherhood leadership dictates. You gain one additional Tag skill, which must be one of Energy Weapons, Science, or Repair. You gain an additional 1d20 junk (see Fallout: The Roleplaying Game Core Rulebook, p.200) and can spend 1 AP up to 3 times for 1 Uncommon material per AP spent. You can make one additional roll on the loot table without having to spend AP. |
Perk | Rank |
---|---|
Robot Wrangler | 1/1 |
You choose to travel the wilderness with robotic company. You have a robot companion that serves as a friend and ally in the hazards of the wasteland. You gain an allied NPC creature that follows your commands (Fallout: The Roleplaying Game Core Rulebook, p.338). They cannot recover from injuries or heal health points without receiving repairs (see Fallout: The Roleplaying Game Core Rulebook, Chapter Two: Combat, Healing Robots, p.34), but do not require food or beverages nor can they gain benefit from consuming them or using chems. Options for robot companions for this perk can be found in Chapter 3: Companions and Automatrons, p.62. If your robot is destroyed, you either attempt to repair it, find or purchase a new one before the next adventure, or you may trade this perk for a different one after this quest. | |
Gun Nut | 1/4 |
You can modify small guns and heavy weapons with weapon mods. Each rank in this perk unlocks an additional rank of weapon mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc. |
Item | Weight |
---|---|
Brotherhood Scribe's Armor | 4 |
Lab Coat | 2 |
Item | Weight |
---|---|
Multitool | 1 |
Pip-Boy | |
Fixin' Things | .1 |
First Aid Kit | 4 |
Stimpak | .1 |
Mentats | .1 |