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nameMorgan
level3
xp earned368
xp to next level232
originNightkin
Attributes
strength
6
perception
6
endurance
6
charisma
4
intelligence
6
agility
9
luck
7
luck points
7
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 2 8
Barter CHA 0 4
Big Guns END 0 6
Energy Weapons PER 0 6
Explosives PER 4 10
Lockpick PER 0 6
Medicine INT 3 9
Melee Weapons STR 2 8
Pilot PER 0 6
Name TAG Attr Rank
Repair INT 3 9
Science INT 0 6
Small Guns AGI 4 13
Sneak AGI 3 12
Speech CHA 0 4
Survival END 2 8
Throwing AGI 0 9
Unarmed STR 0 6
Combat
melee dmg
-
defense
2
initiative
15
health
15 / 15
poison dr
Protection
Location Phys. DR En. DR Rad. DR HP
Head (1-2) 0 0 -
Torso (3-8) 3 3 -
Left Arm (9-11) 0 0 -
Right Arm (12-14) 0 0 -
Left Leg (15-17) 2 2 -
Right Leg (18-20) 2 2 -
Weapons
Name TAG Type Dmg Ammo Type Range Rate
Hunting Rifle Small Guns 6d6 .308 M 0
  Effects Piercing 1, Vicious Qualities Two-Handed Weight 10
10mm Pistol Small Guns 4d6 10mm C 2
  Effects Qualities CG, Reliable Weight 4
Baseball Grenade Explosives 5d6 -
  Effects Qualities Thrown, Blast Weight 1
Molotov Cocktail Explosives 4d6 -
  Effects Persistent Qualities Thrown, Blast Weight 1
Board Melee Weapons 4d6 -
  Effects Qualities Two-Handed Weight 3
Double-Barrel Shotgun Small Guns 5d6 12 Gauge C 0
  Effects Spread, Vicious Qualities Two-Handed, Inaccurate Weight 9
Frag Mine Explosives 6d6 -
  Effects Mine, Blast Qualities Weight 1
Ammo
Caliber Type Count
.308 Physical 20
10mm Physical 11
12 Gauge Shell Physical 1
Baseball Grenade Physical 1
Molotov Cocktail Physical 1
Frag Mine Physical 1
Mini Nuke Physical 1
Perks & Traits
Perk Rank
Robot Wrangler 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
Demolitions Expert 1
Craft more explosives, adds Vicious damage effect to explosives.
Moving Target 1
Add 1 to Defense when you take the Sprint Action until end of turn.
Perk Rank
Stealth Boy Addict -
Your initial Strength and Endurance attributes are increased by +2 each, and your maximum Strength and Endurance are increased to 12, but your maximum Intelligence and Charisma are both reduced to 8. You may not have more than 4 ranks in any skill. You are completely immune to Radiation and Poison damage.   You stand over seven feet tall; your body is bulky and muscular, and your skin is blue. You do not seem to age, but you are sterile. You can only wear armor that has been made to fit a super mutant.   You can become easily addicted to Stealth Boys, and its prolonged use has taken a huge toll on your psychology and mental health. Whenever you use a Stealth Boys, you roll 1CD for each dose you’ve taken this session. If you roll any Effects, you gain the following symptoms:   Stealth Boy Addiction: A failed addiction roll renders you addicted to Stealth Boys. You increase the difficulty of Perception and Intelligence tests by +2, and Charisma tests by +1 until cured
Gear
Item Weight
Item Weight

caps 0

carry weight 19 / 210

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The 2d20 system and Modiphius Logos are © Modiphius Entertainment Ltd. 2015-2021. All 2d20 system text is © Modiphius Entertainment Ltd.
Fallout RPG Character Sheet v1.2, made by Tillerz - Updated: 2023-07-31

Created by

Zyxthylum.

System

Fallout RPG

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