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Fallout New World CC

sumdonkas Feb '18  /  edited Sep '18
BASE TRAITS
Not used
TRAITS
Traits are replaced entirely by the gear you have

CC
Name
gender:
Age:
Background
Good Karma
Bad karma
Bio/desc

NOTES
28 points
minimum 1
Strength. physical ability and melee accuracy
Perception. awareness, senses
Endurance. natural resistance to damage, wounds, ect
Charisma. Speech and barter
Intelligence. Knowledge and technology
Agility.Gun Accuracy and Dexterity
Luck.Looting and other rolls the gm may ask you to make
XP
Every 20 xp you gain a perk and a point in hp or pp

Perks
-
Inventory
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Contacts/factions
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[Rads]
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[wounds]- when your hp hits zero, you get a wound. Cannot be removed without medical attention from doctor or with special items and abilities

CLASSES/BACKGROUND

Wastelander
+1 Endurance, Perception, Agility
Wastelander is a catch-all term for any human born in the wasteland. They make a meager living off the land, trade with local settlements, and try not to be ravaged by the abundant (and usually hostile) wildlife, or bands of roaming raider gangs or slavers. Most are not aggressive but will defend themselves if attacked. Some Wastelanders become Scavengers. Facing the the dangers of the waste land, this may be the only hope humanity has to rebuild whats left of the world.

Perks
Survivalist: Your experience in the Wasteland lets you double your endurance
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Vault Dweller

+ 1 Charisma, Perception, Luck
People who were born in and live in underground Vaults built by Vaulttec. Vaults were scattered throughout the country with the goal of preserving human life should the bombs fall, sealing their doors from the outside world. Sheltered from the hash Wasteland. Vault tech took in hundreds of desperate people with the goal of preserving humanity, but the truth was discovered by Vault Delvers that they were in fact horrible experiments, some Vault became new settlements trading with the outside, others remain sealed, unaware of their being any life left. The unluckiest Vaults are little more than ruins with valuable technology inside. The average Vault Dweller is taught to use a pip boy and maintain the Vault’s vital life support.
Perks
V.A.T.S: Your pip boy can be used to deal damage to specific parts of a target
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Synth
+1 Agility, Intelligence, Charisma
Perks
Social Programming- double your charisma checks

Created by the Institute to emulate humans. Synths come in three generations each with more advanced technology put into their production to become more human. Generation I Synths are entirely mechanical making it difficult to blend into society, while generation II Synth are between the two, with plastic skin over a mechanical body, but appear uncanny do to their doll like appearance. Lastly there are Generation III Synths. Nearly identical to humans in every way.

Supermutant
+2 Strength, +1Endurance
Perk
Mutant Anatomy: You regenerate damage instead of taking an action or remove wounds

Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are much taller, bulkier and muscular than pure strain humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells caused by FE makes them virtually biologically immortal but not immune to death from injury. Created by a being known as the Master with the goal of taking over the Wasteland, now they are scattered throughout the Wasteland in Tribes, some with a higher intelligence.

Ghoul
Ghoul +1 Endurance, 1 Agility, 1 strength
Ghoulish: radiation heals you, you are passively immune to radiation
Ghouls are the result of a mutation when humans are exposes to enough radiation to occur turning them into ghouls. Basically, ageless Ghouls tend to be outcasts to society due to their terrifying appearance. Despite the change most ghouls retain their intelligence and the bonus of radiation being able to heal them but are completely sterilized. Some ghouls don’t get lucky becoming feral animals that would tear you to shreds on sight.

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