FSGPGv3

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    VAULT - TEC RE - EMERGENCE GUIDE ayers Caps Carry Capacity Statusharacter Max: 100 +(STRx10):_____

    Current:__________Overweight: -2 to all physical tests & youcan only move your pace nor can you run

    ank p

    Agility Smarts Spirit Strength D4 D6 D8 D10 D12 D4 D6 D8 D10 D12 D4 D6 D8 D10 D12 D4 D6 D8 D10 D12 D4 D6 D8 D10 D12

    oating: O O O O Oriving: O O O O Oghting: O O O O Oockpicking: O O O O Oloting: O O O O Oding: O O O O O

    hooting: O O O O Oealth: O O O O O

    wimming: O O O O Ohrowing: O O O O O

    _________: O O O O O_________: O O O O O

    Gambling: O O O O OHealing: O O O O OInvestigation: O O O O ONotice: O O O O ORepair [ Primary] ][Secondary-1][tertiary -2 ]: O O O O OStreetwise: O O O O OSurvival: O O O O OTaunt: O O O O OTracking: O O O O O

    Kn:__________ O O O O OKn:__________ O O O O O

    Guts: O O O O OIntimidation: O O O O OPersuasion: O O O O O

    _________: O O O O O

    Climbing: O O O O O ________: O O O O O _______: O O O O O ________: O O O O O

    ________: O O O O O ________: O O O O O ________: O O O O O ________: O O O O O

    _____ _____ _____ _____Pace Parry Toughness CharismaNormal basewalking speed is6. Running addsa +d6 but youtake a -2 to allother actions

    fighting die+2

    vigor +2 Normally zero can bemodified by edges andhindrances

    Radiation : N oooooooooo M ooooooooo A ooooooooo C ooooooooo D ooooooooo FHindrances Permanent Injuries

    Edges Wounds & Fatiguetarting Edges:

    W ounds O-1 O-2 O-3 Oiovice:

    Fatigue O-1 O-2 Oinc easoned

    Radiation Mechanics Minor- once every five days

    Advanced- Once a dayCritical- once an hourdeadly- Once a every 10 roundsFatal- once a round

    Radiation Sickness has several levels of severity

    In game effectsNormal- No effectMinor -1 vigorAdvanced -2 vigor -1 AgilityCritical -3 vigor -2 agility -1 StrengthDeadly -3 vigor -2 agility -2 strengthFatal- Vigor test or die

    eteran:

    eroic:

    egendary:

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    WeaponsWeapon Dmg Rof Wgt Rng Notes Shots/mag Rnds

    /Health OOOOOOOOOOOOOOOOOOOO/____ Type:

    AmmoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    Weapon Dmg Rof Wgt Rng Notes Shots/mag Rnds/

    Health OOOOOOOOOOOOOOOOOOOO/____ Type:

    AmmoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    Weapon Dmg Rof Wgt Rng Notes Shots/mag Rnds/

    Health OOOOOOOOOOOOOOOOOOOO/____ Type:

    AmmoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    Weapon Dmg Rof Wgt Rng Notes Shots/mag Rnds/

    Health OOOOOOOOOOOOOOOOOOOO/____ Type:

    AmmoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    Weapon Dmg Rof Wgt Rng Notes Shots/mag Rnds/

    HealthOOOOOOOOOOOOOOOOOOOO/____

    Type:

    AmmoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    Weapon Dmg Rof Wgt Rng Notes Shots/mag Rnds/

    Health OOOOOOOOOOOOOOOOOOOO/____ Type:

    AmmoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

    Weapon Dmg Rof Wgt Rng Notes Shots/mag Rnds

    /Health OOOOOOOOOOOOOOOOOOOO/____ Type:

    AmmoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

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    Armors Armor /

    AR:_____ Wgt:______ Covers:_______________________________________otes:

    ealth: OOOOOOOOOOOOOOOOOOOO/_______

    Armor / AR:_____ Wgt:______ Covers:_______________________________________otes:

    ealth: OOOOOOOOOOOOOOOOOOOO/_______ Armor /

    AR:_____ Wgt:______ Covers:_______________________________________otes:

    ealth: OOOOOOOOOOOOOOOOOOOO/_______ Armor /

    AR:_____ Wgt:______ Covers:_______________________________________otes:

    ealth: OOOOOOOOOOOOOOOOOOOO/_______ Armor /

    AR:_____ Wgt:______ Covers:_______________________________________otes:

    ealth: OOOOOOOOOOOOOOOOOOOO/_______ Armor /

    AR:_____ Wgt:______ Covers:_______________________________________otes:

    ealth: OOOOOOOOOOOOOOOOOOOO/_______mor Breakdown rules: All Armor acts as ablative armor

    blative Armor : Armor has a number of Hp listed in their description. Every time a hit would result in a wound the armor loses a point of health.repair armor: Roll your repair die and wild die, on a success you repair a point, for each additional raise you repair an additional point. One a failure you do

    t lose the repair points but you must begin again, on a natural roll of a 1 regardless of the wild die you lose the Rps and you cause 1 point of damage to themor, on a snake eyes you lose the repair points and cause an additional 2 points of damage to the armor. You must have repair materials on hand to attemptepair roll. Each attempt takes 1 hr.mor falls into 3 categories: Pre-War, War, Post-War

    Pre-war can fix war and post-war

    Post-war can only repair post-war War fixes everything.

    u can break down armor to base components by making a repair (Armor) roll on a success you gainnumber of repair points equal to the remaining hp of the armor, on a failure you must start over. On a naturall of a one the armor you are trying to salvage is destroyed.

    he Components break down to the 3 categoriesewararstwarr every 10 repair points it counts as 1 pound

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    Gear Wgt Notes

    Campaign Notestting Notes: Repair is broken down to three skills mechanics, weapons, and armor. Select one of these as your primary, and one as acondary and tertiary skill. You suffer a -1 and -2 with your secondary and tertiary skills.

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    harmacyddiction : A Character may use an amount of drugs up to their vigor die per day. For each time they use past that limit they must roll a vigorst on a failure a character has become addicted. You gain the major hindrance habit related to that particular drug and also the negative effectsthe drugs addictions. use a drug requires an action , a drug lasts for 5 minutesAllotment OOOOOOO/____

    Drugs Wgt Notes

    uff Out1 lb per 2

    bottles+2 to all strength base tests and +2 to carry capacity. Each bottle has 3 doses

    ddiction: -2 to all strength based tests -2 to carry capacity

    ock: OOOOOOOOOOOOOOOOOOOO/_______ Armor

    rugs Wgt Notes

    raino1 lbs per 4syringes

    Allows for an immeadiate vigor roll to remove the effects of one addiction.

    ddiction: None

    ock: OOOOOOOOOOOOOOOOOOOO/_______ Armor

    rugs Wgt Notes

    t1 lbs perinhaler

    +2 to agility based tests, during initiative may draw an additional card you may go onthe higher suit.

    ddiction: -2 to agility based tests, draw an additional card during initiative must go on the lower suitock: OOOOOOOOOOOOOOOOOOOO/_______ Armor

    rugs Wgt Notes

    ed-X1 lbs per 4syringes

    Add +4 to soak rolls

    ddiction: -2 to soak rolls

    ock: OOOOOOOOOOOOOOOOOOOO/_______ Armor

    rugs Wgt Notes

    entats1 lbs perbox

    +4 to common knowledge checks and +2 to knowledge specialties. 6 doses per box

    ddiction: -2 on common knowledge checks and -2 to knowledge specialties

    ock: OOOOOOOOOOOOOOOOOOOO/_______ Armorrugs Wgt Notes

    ad Away1 lbs perSyringe

    Removes 2d6 radiation

    ddiction: The drug becomes less effective removes 2d4 radiation

    ock: OOOOOOOOOOOOOOOOOOOO/_______ Armor

    rugs Wgt Notes

    ad x1 lbs perSyringe

    + 4 to resist radiation

    ddiction: The drug becomes less effective +2 to resist radiation

    ock: OOOOOOOOOOOOOOOOOOOO/_______ Armor

    rugs Wgt Notes

    im Packs1 lbs per 4Syringe

    May make an immeadiate natural healing roll with a +2 bonus

    ddiction: None

    ock: OOOOOOOOOOOOOOOOOOOO/_______ Armor

    rugs Wgt Notes

    ycho1 lbs per 4Syringe

    +2 to melee damage

    ddiction: -2 damage

    ock: OOOOOOOOOOOOOOOOOOOO/_______ Armor

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    Weapon Break Down Ruleseapons Fall into 3 categories: Pre-war, War, And post-war

    eapons take Damage in the Following waysalled Shotsnvironmental Damage (Falling, explosions)

    nake Eyes ( roll a 1d6 to determine effects or challenge GM)

    On a Snake eyes you may either roll on the Chart below or challenge the GM to a game of Backarat.Game Rules:When a player challenges the GM to Backarat the following happens4 cards are dealt 2 o the GM and 2 to the playerThe Player must either bet on the Player or the House (GM)If the players choice get the closest to 21 without going over the weapon simply misfires without any damage to the weapon. If theother choice wins the weapon is destroyed

    1. Miss target, no damage2. Hit ally, 1 point of damage to the weapon3. Hit Innocent Bystander, 1 point of damage to the weapon4. Miss Target, 1 point of damage to the weapon5. Hit yourself. Armor counts toward your toughness6. Hit yourself. Armor counts toward your toughness. 2 points

    of damage to the weapon

    eapons Have a HP ratinge-war- 10hp ( every 2 points of damage -1 from accuracy and damage)ar- 15hp (every 3 points of of damage -1 from accuracy and damage)st-war- 5 hp ( 1 point of damage -1 from accuracy and damage)

    epairing Weaponsoll your repair die and wild die, on a success you repair a point, for each additional raise you repair and additional point. One a failure you do

    t lose the repair points but you must begin again, on a natural roll of a 1 regardless of the wild die you lose the Rps and you cause 1 point of mage to the weapon, on a snake eyes you lose the repair points and cause an additional 2 points of damage to the weapon. You must havepair materials on hand to attempt a repair roll. Each attempt takes 1 hr.

    alvagingou can break down weapons to base components by making a repair (Weapons) roll on a success you gain a number of repair points equal toe remaining HP of the weapon, on a failure you must start over. On a natural roll of a one the weapon you are trying to salvage is destroyed.

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    Note: Every 10 repair points equals 1 poundrmorre war: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO

    War: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO ost war: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO

    Melee

    re war: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO War: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO ost war: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO mall Armsre war: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO

    War: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO ost war: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO nergy Weaponsre war: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO

    War: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO ost war:

    OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO

    ig Gunsre war: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO

    War: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO ost war: OOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOO

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    Edges & Hindrances

    enamed Edgesducated (jack of all trades), Animal Friend two tiered (Beastaster & Beast Bond), Fast Metabolism (Fast Healer), Lifeiver (Healer) Admantium Skeleton two tiered (Hard to Kill &arder to kill) Action Boy two tiered (Level Headed &

    mproved Level Headed) Sniper(Marksman) Bloody Mess (Noercy)

    emoved Edgesoble, Rich, Very Rich, Arcane Resistance, Arcaneackgrounds, all power edges, champion, Holy/Unholy

    Warrior, Gadgeteer, Metalist, Mr Fix it (Remove weirdcience) Wizard

    ew Edges

    rmorer (professional)equirements: novice, repair (armor as primary) d6ou know the ins and outs of building and repairingmor. You gain +2 to repair and salvage armor.

    ortunate One (background)equirements: Novice Wild Card Spirit d6arma Smiles upon you. You start play at the +1enchmark on the karma chart.

    lack Widow/ Lady Killerequirements: Attractiveoure bringing Sexy Back. Your attractiveness is verysarming to the opposite sex. You gain a +2 to charisma and1 to damage vs the opposite sex. You can t have the uglyndrance.

    un Nutequirements: Novice shooting d6, repair d6 (weapons)our obsessed with using and maintaining a wide variety ofmall firearms. You gain a +1 to repair tests when dealingith small arms

    mproved Gun Nutequirements: veteran, Shooting d10, repair d10

    weapons), gun nutour affinity for small arms has increased your bonus topair increases to +2

    ttle Leaguerequirements: Novice, Throwing d6, fighting d6 Throwing d6ears of playing on the vault baseball team has increasedour aptitude with thrown and melee weapons. You gain a +1onus to fighting when using a two-handed chopping orashing weapon (ex. Bat, longsword, great sword) and +1 tonge on thrown explosives

    mproved Little Leaguerequirements: veteran, Throwing d10, fighting d10hrowing D10ears of playing on the vault baseball team has increasedour aptitude with thrown and melee weapons. Your bonus toghting with two-handed chopping or bashing weapons

    increases to +2, and you add +2 to range when throwingexplosives.

    Child at HeartRequirements: Novice Spirit d6 Persuasion d6You receive a +2 to social tests dealing with children

    Comprehension

    Requirements: Novice, Smarts d8You deductive reasoning is superb. You gain a +1 to allcommon Knowledge rolls

    Swift LearnerRequirements: Novice Smarts d8 Spirit D8Your insight and intelligence grants you uniqueadvantages. You may convert two raises from atrait test into a benny . You may not go over your total bennycount.

    Entomologist (Professional)requirements: Novice Smarts D8, Knowledge (biology) d8You are an expert on the mutant invertebrates ofwasteland. You gain a +2 to damage vs mutated bugs.

    Martial ArtsRequirements: Novice, Fighting d6Your kung fu is strong. You are considered armed whenfighting unarmed.

    Iron FistRequirements: Seasoned Fighting d8 Martial ArtsYour skills at fighting unarmed formidable. Your unarmeddamage is increased to strength + d6

    ScoundrelRequirements: Seasoned Spirit d8 Persuasion d10Your wit is like a well honed blade. When trying toincrease an npc's attitude towards you you receive a +2bonus.

    Demolition Expert (Professional)Requirements: Seasoned Knowledge (explosives) D8 Smartsd8Your skill with explosives and things that go boom is the envyof the wastes. You receive a +2 to setting explosives andexplosive damage

    Fortune Finder

    Requirements: Seasoned Luck Notice d10When Searching through the ruins and the aftermath ofcombat you find 10% more caps than usual.

    Gunslinger (Professional)Requirements: Seasoned Quickdraw Shooting D10When using any pistol weapons you receive a +1 to calledshots

    Lead BellyRequirements: Seasoned Vigor d8 Survival d10You are inured to the ambient radiation found in the local foodstuffs and water. You receive a +4 on vigor tests vs ingestedpoisons

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    oughnessequirements: Veteran Vigor d10ou are one tough son of a bitch, you gain a +2 to soak rolls

    ommandoequirements: Seasoned Shooting d10

    When using a rifle of some kind you gain a +1 to called shots

    mpartial Mediationequirements: seasoned Persuasion d8 Intimidate d8 Taunt8

    When conducting negotiations you gain a +2 bonus to socialsts. You must have a Karma score of 0

    ad Resistance (weird)equirements: seasoned Vigor d8omething about makes you just a little more resistant todiation. You gain a +2 bonus to resist the effects ofdiation.

    croungerequirements: seasoned, Notice d10, Luck

    When Searching through the ruins and the aftermath ofmbat you find 10% more ammo.

    ze Mattersequirements: seasoned, Brawny Shooting d10, strength d8ou aptitude for the big gun is down right scary. You Gain a1 bonus to shooting when using any weapon classified as ag gun.

    rong Backequirements: Seasoned Str d8ou carry the weight of the world on your shoulders. Yourrry capacity is increased by 50lbs

    nesseequirements: Veteran, Agility d8, shooting d10 fighting d10our skill in combat is tough to match. If you hit with a raiseou may sacrifice the bonus damage to gain a +1 to the apalue of the weapon.

    ere and Now (Background)equirements: Novice Wild Cardou have survived the wastes making you more capable thane average folk. When you take this edge you immediatelyart at Seasoned gaining 5 advancements. You can onlyke this at character generation. You must pay the xp debt

    fore you can advance.

    erd Rageequirements: Veteran Smarts D10+ Strength d6 (or less)nowledge (Any Science) D10ou have been pushed around to much. When dropped to 1ound you may ignore all wound penalties and gain a +4 toamage, the benefits end when you have been restored towo or more wounds. To take this edge you must have arength d6 or lower

    ight Person (Weird)equirements: Veterant night you are much more effective. You gain a +2 notice

    nd common knowledge tests.

    Cannibal (Weird and GM's Permision)Requirements: VeteranThey say that the eating of human flesh is the key toimmortality. You may consume human flesh to help with yourbodies healing process. You must eat at least a pound offlesh, you may make a natural healing roll at the end of thedeed with a +2 bonus. This action takes 10 min. Any npc's

    who sees this behavior will attack, player characters who seethis behavior must make a guts check faliure means that theyare shaken, on a snakeeyes they must make a spirit test or attack. *Addiction: After finishing the deed make a spirit check with a penaltyequal to the pound of flesh bonus, if you fail you havebecome addicted. You gain the major habit as a hindrance. Inaddition you lose karma every time you use the cannibalability.

    PyromainiacRequirements: Veteran, Knowledge (Explosives) d10Fire! Fire! Fire! You gain a +2 to damage with fire basedweapons.

    Robotics ExpertRequirements: Veteran, Smarts d8+ Knowledge(Engineering) D10Danger Will Robinson! You gain a +2 to damage VS robotsand cyborgs

    Silent RunningRequirements: veteran, agility d8+, Stealth d10You may move your full speed when trying to be stealthy.

    ChemistRequirements: Veteran, Vigor d8+, Knowledge(Chemistry) d10Your use and knowledge of drugs has allowed you to doublethe time duration of ingested or injected drugs.

    Light StepRequirements: Veteran, Smarts d8, Notice d10, Repair d8,lockpick d8Tired of setting off enemy traps? You gain a +2 to notice anddisarm traps and +2 to agility tests to avoid theconsequences.

    Master Trader (professional)Requirements: Veteran, Smarts d8, Persuasion d10 or

    Intimidate D10During price negotiations you gain a +2 bonus to social tests.Must maintain a nuetral karma score.

    Better CriticalsRequirements: Heroic, Agility d10, Shooting d10, fighting d10When you critical you just hit harder. When you get a raise onthe fighting or shooting die you roll a d8 instead of a d6 forbonus damage

    Chem ResistanceRequirements: Heroic, Vigor d10, Knowledge (Chemistry)You casual use of drugs has made you some whatresistant to he affects of addiction. You gain a +2 to vigor rollsto resist addictions.

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    agequirements: Heroicou may pick a non-tag skill you gain a +1 to rolls with thatill.

    omputer Whiz (professional)equirements: Heroic, Smarts d10, Knowledge

    Computers)d10ou gain a +2 to computer rolls to hack a computer inddition you may ignore the locked out status of a computerhen hacking

    oncentrated Fireequirements: Heroic, Agility d10, shooting d10

    When making attacks with a ranged weapon with a ROFgher than 1, you gain a +1 to damage with each shot aftere first impact (More than one shot has to hit)

    filtratorequirements: Heroic, Lock-Picking d10

    When attempting to pick a physical non electical lock youain a +2 to your roll in addition you may ignore the -2nalty when forcing a lock to open.

    aralyzing Palmequirements: Heroic, Fighting d10, Martial arts, Iron Fist

    When fighting unarmed any time you get a raise you maycrifice the extra damage To paralyze them , they mustake a vigor test or be paralyzed for 1d4 rounds

    xplorerequiements: Legendary, Smarts D12. Survival d12ou know of the ins and outs of the Shattered Gulfgion. You gain +4 to all common knowledge checks for thegion, and you may make Wasteland Lore checks at nonalty for new areas you have not visited.

    have my Hate to keep me Warmequirements: Veteran, Spirit d8, WC Must have agative karma score.

    ou are filled with so much hate and bile, that theements have a hard time bothering you. You gain a bonus

    qual to your negative Karma score to resist the effects ofat, cold, and starvation.

    ale riderequirements: Veteran, Animal Friend, Riding D8, WC

    nd low death rode upon a pale while horse. Whenated upon your mount you gain a +2 to intimidate rolls.

    our Breathing my Air Boy.equirements: Veteran, Intimidate d8, WC, *Mustaintain a positive or negative Karma Score.

    Weather good or bad you have an air of menace around you.ou gain a bonus to intimidate rolls equal to your karmaore.

    aladin, Paladin where do your roam.

    Requirements: WC, Veteran, Survival d8 Streetwise d8,Positive Karma Score.Your good deeds are not punished. You gian a +2 bonus tostreetwise and survival rolls to find shelter and food.Devil's OwnRequirements: WC, Legendary, Vigor d12 NegativeKarma Score

    The devil walks beside you in your adventures. You may adda bonus equal to your negative karma score to your Soakrolls

    Wasteland MessiahRequirements: WC, Legendary, Spirit d12 Positive KarmaScoreGod walks beside you in your adventures. You may add abonus equal to your positive karma score your natural healingrolls

    Ninja (professional)Requirements: Legendary, Fighting d12, Stealth D12When Fighting Unarmed or a with a Small Melee weaponsuch as a dagger or short sword when you get the drop onsomeone you gain an additional +4 to damage.

    Grim Reapers SprintRequirements: Legendary, Shooting d12, Fighting d12When you slay a foe any bennies you spent during youraction to kill them are returned.

    Solar Powered (weird)Requirements: Legendary, Vigor d12The Sun is the bringer of life. While in direct Sunlight you gainthe quick regeneration quality meaning they may make anatural healing roll once a round as opposed every 5 days

    Preacher (Professional)Requirements: Seasoned, Spirit d8, Knowledge(Religion) d10, A positive Karma scoreYou will bring the message of faith to the wasteland. You gaina +2 to persuasion and +2 vs tests of wills

    HindrancesAnemic (Changed to Major)Karmic Debt (Major)Karmas a Bitch and you know her on a first name basis. Youbegin play at the -1 benchmark on the karma chart.

    Doppleganger (Minor or Major)Someone looks a lot like you or you them. When ever youenter a new town there is a 10% chance your double hasbeen there causing a ruckus. This can cause all sorts oftrouble for the player as a minor maybe a day in the slammer,or it could lead to a lynching. it is up to the GM.

    Vault Depression Syndrome (Major)You have had trouble adjusting to life in the vault and sufferfrom chronic depression. You suffer a -2 to all spirit tests.