name | Morgan |
---|---|
level | 3 |
xp earned | 368 |
xp to next level | 232 |
origin | Nightkin |
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 |
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 | - |
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 |
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 |
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 |
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