Survivor

You are the living legacy of the people who prepared for Armageddon on their own. You are only alive in the post-nuclear apocalyptic landscape because your forebears dug in, survived, and found community enough to continue humanity’s existence.   You could be from any number of settlements, isolated shelters, or traveling groups that sparsely populate the wasteland from West Coast to East Coast. You could be from the New California Republic, carrying on the legacy of Vault 15 and Shady Sands. You could fight to protect others, calling a group of survivors like the Minutemen or the Regulators your home. You could also be a merciless raider or be born into one of these groups but escaped in order to rehabilitate and reform.   Wherever you are from, or wherever you travel, making connections and laying down roots can be hard. Survivors are naturally wary of others and are always on the lookout for the next conman, raiding party, or thief that will take their hard-earned resources. Traveling vast distances is difficult too, and many traveling survivors—particularly trading caravans—move between large settlements within their area of the wasteland, rather than traveling from coast to coast.

Traits

You may choose two of the following traits, or one trait and one additional perk. Each trait has a benefit and may have an accompanying penalty.
TRAIT BENEFIT PENALTY
Educated 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
Fast Shot If you take a second major action in combat, and use it to make a ranged attack, the additional major action only costs 1 AP, rather than 2. You cannot benefit from the Aim minor action—you’re too impatient.
Gifted
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.
Heavy Handed Your Melee Damage bonus increases by +1 Damage Dice. Your melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20.

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