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[[Category:Endzeit|Templates]]
Siehe auch [[Enzeit Lenses]].
Alle Templates+Lenses zusammen haben ''ungefähr'' folgende CP Verteilung:


*>150 Attribute (Goal: 175)
Alle Templates+Lenses zusammen haben ''ungefähr'' folgende CP Verteilung (250/-50/-5)
*>50 Vorteile (Goal: 75)
*<50 Skills (Goal: 50)


Um die Talente, Templates, Lenses, Quirks zu erhalten welche ich für Endzeit gemacht habe, ladet Euch das folgende File in Euer GCA:
*150 Attribute
*[[File:Endzeit.gdf]]
*50 Vorteile
*50+50 Skills (Template+Lens)


=Medic=
Quirk
[[File:VaulTec Medic.jpg|thumb|Medic]]
Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and your world is full of scorpion stings, snakebites, and bioweapons.


==Attributes [160]==
*Bunker4Life - Du bist es gewohnt in einem Bunker zu leben, nicht raus zu können und verhälst dich entsprechend.
*ST 10
 
*DX 12 [40]
==VaulTec Field Scout==
*IQ 16 [120]
You’re called “archer,” “stalker,” and “tracker,” and you’ve
*HT 12 [20]
filled all three roles in the past. Such labels don’t do justice to
*HP 10
your expertise, however. By taking the stealth of the thief
*Will 16
(p. 12) into the great outdoors and mixing it with the mobility
*Per 12 [-20]
and skill at arms of the swashbuckler (p. 11), you’ve become a
*FP 12
master of guerrilla warfare. You track elusive prey of all
*Basic Lift 20
descriptions – and when the trail leads down into the dungeon,
*Damage 1d-2/1d
you follow it without hesitation.
*Basic Speed 6
 
*Basic Move 6
'''Attributes:'''
*Social Background
 
*TL: 9 [0]
*ST 12 [20]
*Cultural Familiarities: Western (Native) [0]
*DX 14 [80]
*Languages: English (Native) [0]
*IQ 11 [20]
*HT 13 [30]
 
'''Secondary Characteristics:'''


==Advantages [55]==
*Damage 1d-1/1d+2
*BL 29 lbs.
*HP 12 [0]
*Will 11 [0]
*Per 14 [15]
*FP 13 [0]
*Basic Speed 7.00 [5]
*Basic Move 7 [0]


*Medic 4 [20] (Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician and Surgery)
'''Advantages:'''
*Higher Purpose (“Medic!”) [5] (In an action scene, you get +1 to all success rolls made to aid injured allies: Dodge and movement skill rolls to reach them under fire, HT rolls to stay conscious on your way there, medical skill rolls to patch them up, etc.)


A further 30 points chosen from among lens advantages:
*Absolute Direction [5]
*Luck [15]
*VaulTec Outdoorsman 2 [20] (Animal Handling, Camouflage, Cartography, Mimicry, Naturalist, Navigation, Riding, Survival, Teamster and Tracking)


*ST +1 to +3 [10/level]
25 points chosen from among:
*ST +1 or +2 [10 or 20]
*DX +1 [20]
*DX +1 [20]
*IQ +1 [20]
*HT +1 or +2 [10 or 20]
*HT +1 to +3 [10/level]
*Per +1 to +4 [5/level]
*Basic Speed +1 [20]
*Basic Move +1 to +3 [5/level]
*Absolute Direction [5]
*Acute Vision [2/level]
*Combat Reflexes [15]
*Combat Reflexes [15]
*Daredevil [15]
*Danger Sense [15]
*Fearlessness [2/level] or Unfazeable [15]
*Fit [5] or Very Fit [15]
*Gizmos 1-3 [5/gizmo]
*High Pain Threshold [10]
*High Manual Dexterity 1-4 [5/level]
*VaulTec Outdoorsman 3 or 4 [10 or 20]
*Peripheral Vision [15]
*Rapid Healing [5] or Very Rapid Healing [15]
*Resistant to Disease (+3) or (+8) [3 or 5]
*Resistant to Disease (+3) or (+8) [3 or 5]
*Resistant to Poison (+3) [5]
*Resistant to Poison (+3) [5]
*Sensitive [5] or Empathy [15]
*Serendipity 1-2 [15/level]
*Signature Gear [Varies]
*Signature Gear [Varies]
*Wild Talent 1 [20]
*or replace Luck [15] with Extraordinary Luck [30] for 15 points.
*replace Luck [15] with Extraordinary Luck [30] for 15 points.
*anything else the '''GM allows''' you to take


==Disadvantages [-50]==
Disadvantages:


-15 points chosen from among:
*Bloodlust [-10*]
*Callous [-5]
*Greed [-15*]
*Honesty [-10*]
*Overconfidence [-5*]
*Sense of Duty (Team) [-5]
*Sense of Duty (Team) [-5]
*Per 12 [-20] (Repeated for completeness' sake)
*Stubbornness [-5]


-10 points chosen from:
Another -35 points chosen from among the previous traits or:
*Code of Honor (Pirate’s or Soldier’s) [-5 or -10]
*Intolerance (Urbanites) [-5]
*Loner [-5*]
*No Sense of Humor [-10]
*Odious Personal Habit (“Unwashed bushwhacker”) [-5]
*Paranoia [-10]
*Phobia (Crowds) [-15*]
*Vow (Own no more than what can be carried) [-10]


*Vow (Refuse no request for medical aid) [-10]
'''Primary Skills:'''
*Honesty [-10*]
*Truthfulness [-5*]
*Overconfidence [-5*]


Another -15 points chosen from among those traits or:
*Guns/TL9 (Shotgun) (E) DX+2 [4]-16;
*Either Bow (A) DX [2]-14, or Crossbow (E) DX [2]-15
*Navigation/TL9 (Land) IQ+4 [1]-15
*Camouflage (E) IQ+3 [2]-14
*Observation (A) Per+1 [4]-15
*Shadowing (A) IQ+1 [3]-12
*Tracking (A) Per+2 [2]-16


*Charitable [-15*]
*Chummy [-5] or Gregarious [-10]
*Code of Honor (Hippocratic Oath) [-5]
*Delusion (“I’m God when I’m your doctor!”) [-5]
*Greed [-15*]
*Guilt Complex [-5]
*Selfish [-5*] or Selfless [-5*]
*Alcoholism [-15]
*Curious [-5*]
*Insomniac [-10 or -15]
*Nightmares [-5*]
*Post-Combat Shakes [-5*]
*Stubbornness [-5]
*Workaholic [-5]
*anything else the '''GM allows''' you to take


==Skills [40]==


===Primary [11]===
'''Secondary Skills:'''
*Diagnosis/TL9 (Human) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
*One of Boxing (A) DX [2]-14, Brawling (A) DX+1 [2]-15, or Karate (H) DX-1 [2]-13
*Electronics Operation/TL9 (Medical) IQ/A - IQ+3 19 [1] includes: +4 from 'Medic'
*Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [2]-14
*First Aid/TL9 (Human) IQ/E - IQ+5 21 [1] includes: +4 from 'Medic'
*Fast-Draw (Whatever you like) (E) DX [1]-14
*Pharmacy/TL9 (Herbal) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
*Climbing and Stealth, both (A) DX-1 [1]-13
*Pharmacy/TL9 (Synthetic) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
*Gesture (E) IQ+1 [2]-12
*Physician/TL9 (Human) IQ/H - IQ+4 20 [4] includes: +4 from 'Medic'
*Cartography, Shadowing, and Traps, all (A) IQ+1 [1]-12
*Surgery/TL9 (Human) IQ/VH - IQ+2 18 [2] includes: +4 from 'Medic'
*Navigation (Land or Sea) (A) IQ+1 [1]-12
*Mimicry (Bird Calls) (H) IQ+1 [2]-12
*Hiking (A) HT [2]-12
*Survival (any) (A) Per+1 [1]-15
*Naturalist (Earth) (H) IQ [1]-11
*Running (A) HT-1 [1]-12


===Secondary Skills [25]===
'''Background Skills:'''
*Either Boxing DX/A - DX+0 12 [2], Brawling DX/E - DX+1 13 [2], ''or'' Karate DX/H - DX-1 11 [2]
*Computer Operation/TL9 (E) IQ [1]-11
*Either Wrestling DX/A - DX+0 12 [2] ''or'' Judo DX/H - DX-1 11 [2]
*Chemistry/TL9 IQ/H - IQ-2 14 [1]
*Diplomacy IQ/H - IQ-2 14 [1]
*Fast-Draw (Medical Gear) DX/E - DX+2 14 [4]
*Forensics/TL9 IQ/H - IQ-1 15 [2]
*Interrogation IQ/A - IQ+0 16 [2]
*Knife DX/E - DX+0 13 [2]
*Liquid Projector/TL9 (Sprayer) DX/E - DX+0 12 [1]
*Naturalist (Earth) IQ/H - IQ-1 15 [2]
*Driving/TL9 (Any) ''or'' Piloting/TL9 (Any) DX/A - DX+1 13 [4]


===Background [4]===
4 points in improved primary or secondary skills or choose from:
*Administration IQ/A - IQ-1 15 [1]
*Climbing
*Esoteric Medicine Per/H - Per-2 10 [1]
*Gesture
*Hazardous Materials/TL9 (Biological) IQ/A - IQ-1 15 [1]
*Hiking
*Holdout
*Hypnotism (Human) IQ/H - IQ-2 14 [1]
*Poisons/TL9 IQ/H - IQ-2 14 [1]
*Physiology/TL9 (Human) IQ/H - IQ-2 14 [1]
*Psychology (Human) IQ/H - IQ-2 14 [1]
*Research/TL9 IQ/A - IQ-1 15 [1]
*Scrounging Per/E - Per+0 12 [1]
*Speed-Reading IQ/A - IQ-1 15 [1]
*Stealth
*Teaching IQ/A - IQ-1 15 [1]
*Veterinary/TL9 IQ/H - IQ-2 14 [1]
*Writing IQ/A - IQ-1 15 [1]


==Lens [24]==
*Add the Vault Dweller [24] Lens


==Quirks==
*2 points in improved primary or secondary skills, or Fast-Draw (any other), Garrote, Jumping, Knife, or Knot-Tying, all (E) DX [1]-14; Boating (Unpowered), Riding (Horse), or Throwing, all (A) DX-1 [1]-13; First Aid or Seamanship, both (E) IQ [1]-11; Armoury/TL9 (Missile Weapons), Prospecting, or Weather Sense, all (A) IQ-1 [1]-10; Swimming (E) HT [1]-12; Running (A) HT-1 [1]-11; Skiing (H) HT-2 [1]-10; or Search (A) Per-1 [1]-13
*You may customize your character further by choosing 4 additional quirks.


=Reconstruction Engineer=
==VaulTec Security Officer==
[[File:Reconstruction Engineer.bmp|thumb|Reconstruction Engineer]]
It wouldn’t be an action story if the floor wasn’t covered with spent brass eventually – and while the entire squad shoots when the chips are down, you’re a true gunslinger. You’ll tackle a whole building full of mooks, need be . . . you’re that good. If it shoots, you can and will use it.
An engineer, inventor, technician, or other mechanical genius. IQ is vital; DX is useful. Any kind of technological skill fits this sort of character (see Skills for Design, Repair, and Use, B190), and Scrounging skill is de rigueur. Cinematic inventors should also have High TL, Versatile and Gizmos.


Lots of Disadvantages missing...
'''Attributes'''


==Attributes [175]==
*ST 11 [10]
*ST 11 [10]
*DX 12 [40]
*DX 16 [120]
*IQ 16 [120]
*IQ 11 [20]
*HT 11 [10]
*HT 12 [10]
*HP 11
*Will 16
*Per 14 [-10]
*FP 11
*Basic Lift 24
*Damage 1d-1/1d+1
*Basic Speed 6 [5]
*Basic Move 6
*Cultural Familiarities: Western (Native) [0]
*Languages: English (Native) [0]


==Advantages [65]==
'''Secondary Characteristics'''
*Gadgeteer (Quick) [50]


A further 15 points chosen from among:
*Damage 1d-1/1d+1
*Ally
*BL 24 lbs.
*Artificer
*HP 11 [0]
*Gizmo [5/level]
*Will 12 [0]
*+1 ST
*Per 12 [5]
*+1 HT
*FP 12 [0]
*Lightning Calculator or Intuitive Mathematician [2 or 5]
*Basic Speed 7.00 [0]
*High TL [5]
*Basic Move 7 [0]
*Eidetic Memory or Photographic Memory [5 or 10]
*Intuition [15]
*Higher Purpose(Seek Knowledge)[5]
*Lifting ST 1-3 [3/level]
*High Manual Dexterity 1-4 [5/level]
*Equipment Bond [1]
*Serendipity [15]
*Versatile [5]
*Language (Written/Spoken at accented, native Level) [4 or 6]
*anything else the '''GM allows''' you to take


==Disadvantages [-45]==
'''Advantages'''
Choose from among:
*Absent-Mindedness [-15]
*Charitable[-15]
*Clueless [-10]
*Code of Honor (Professional) [-5]
*Compulsive Behaviour (any) [varies]
*Cowardice [-10]
*Curious [-5]
*Dependents [varies]
*Fanaticism [-15]
*Honesty [-10]
*Insomniac [-10]
*Loner [-5]
*No Sense of Humor [-10]
*Oblivious [-5]
*Obsession [-5|-10]
*Overconfidence [-5]
*Pacifism [varies]
*Selfish ''or'' Selfless [-5]
*Stubornness  [-5]
*Thuthfulness [-5]
*anything else the '''GM allows''' you to take


==Skills==
*Gunslinger [25]  
===Primary [18]===
*Luck [15]
*Scientist! [3] (Wildcard Skill: You have an unrealistically broad knowledge of every scientific field. This includes Architecture, Anthropology, Astronomy, Biology, Chemistry, Geology, History, Mathematics, Metallurgy, Meteorology, Naturalist, Paleontology, Physics, Physiology, Psychology, and Sociology - but also any other roll that requires a "scientific opinion". This doesn’t necessarily translate to practical application, however; e.g., you might be an expert on metal composition and layering (Metallurgy), but that doesn’t mean you can craft a sword (Smith)!)
*Engineer! [3] (Wildcard Skill, Quick Gadgeteer Required: You can create anything - at least, in theory. This skill replaces all specialties of Bioengineering, Electronics Operation and Engineer, and acts as a Mathematics prerequisite for any other skill, you also can operate anything electronical - at least, in theory. More important, it can replace any skill roll required for inventing (B473) or gadgeteering (B475)! This includes Concept, Prototype, analysis, and modification rolls - everything except the roll for a gadgeteer to find parts (which is usually covered by Scrounging, but sometimes requires a more specialized skill).)
*Handyman! [3] (Wildcard Skill: You can repair anything - at least, in theory. This skill replaces all specialties of Armoury, Carpentry, Electrician, Electronics Repair, Machinist, Masonry, Mechanic and Smith.)
*Computer Hacking [1]
*Computer Programming [1]
*Scrounging [4]


===Secondary [5]===
A further 30 points chosen from among:
*Fast-Draw (Gizmo) [1]
*ST +1 to +3 [10/level]
*Holdout
*DX +1 [20]
*Diplomacy ''or'' Fast-Talk [1]
*IQ +1 [20]
*Research
*HT +1 to +3 [10/level]
*Driving/TL9 (Any) ''or'' Piloting/TL9 (Any) [1]
*Per +1 to +6 [5/level]
*Basic Speed +1 [20]
*Basic Move +1 to +3 [5/level]
*Acute Vision [2/level]
*Ambidexterity [5]
*Combat Reflexes [15]
*Daredevil [15]
*Enhanced Dodge 1-2 [15/level]
*Fearlessness [2/level] or Unfazeable [15]
*Fit [5] or Very Fit [15]
*Gizmos 1-3 [5/gizmo]
*Gun Perks [1/perk]
*Hard to Kill [2/level]
*Hard to Subdue [2/level]
*High Pain Threshold [10]
*Peripheral Vision [15]
*Rapid Healing [5] or Very Rapid Healing [15]
*Serendipity 1-2 [15/level]
*Signature Gear [Varies]
*Wild Talent 1 [20]
* or replace Luck [15] with Extraordinary Luck [30] for 15 points.


===Background Skills [0]===
'''Disadvantages:'''
*Carpentry [1]
*Masonry [1]
*Smuggling [1]
*Speed-Reading [1]


==Lens [24]==
-20 points chosen from among:
*Add the Vault Dweller [24] Lens
*Code of Honor (“Stay bought”) [-5] or (Soldier’s) [-10]
*Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]
*Fanaticism (Employer, nation, or service) [-15]
*Greed [-15*]
*Intolerance (Rival nation or other large group) [-5]
*Sense of Duty (Team) [-5] or (Nation) [-10]
*Social Stigma (Criminal Record) [-5]
Another -10 points chosen from among those traits or:
*Bad Temper [-10*]
*Berserk [-10*]
*Bloodlust [-10*]
*Bully [-10*],
*Honesty [-10*]
A further -20 points chosen from either of the previous lists or:
*Callous [-5]
*Flashbacks [-5 or -10]
*Impulsiveness [-10*]
*Odious Personal Habits [-5 to -15]
*On the Edge [-15*]
*Overconfidence [-5*]
*Paranoia [-10]
*Stubbornness [-5]
*Wounded [-5]


==Quirks==
'''Primary Skills:'''
*You must take another 4 quirks to pay for the above and to have the recommended two Character Points left.


=Scout=
*Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16
[[File:Outdoor Scout.jpg|thumb|Scout]]
*Acrobatics (H) DX [4]-16
You’re called “stalker,” and “tracker,” and you’ve filled these two roles in the past. Such labels don’t do justice to your expertise, however. By taking stealth into the great outdoors and mixing it with mobility, you’ve become a master of guerrilla warfare and pathfinding.
*One of Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2 [4]-18
*Seven of Guns (Light Machine Gun, Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+1 [1]-17, bought from default to first Guns specialty
*Crossbow, Fast-Draw (Long Arm or Pistol), Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), Liquid Projector(Flamethrower or Sprayer), all (E) DX [1]-16; or Throwing (A) DX-1 [1]-15.
'''Secondary Skills:'''
*One of Boxing (A) DX [2]-16, Brawling (A) DX+1 [2]-17, or Karate (H) DX-1 [2]-15.  
*One of Judo (H) DX-1 [2]-15 or Wrestling (A) DX [2]-16
*Driving (Automobile or Motorcycle) and Stealth, both (A) DX-1 [1]-15;
*Armoury (Heavy Weapons or Small Arms) and Holdout, both (A) IQ+1 [4]-12
*Running (A) HT [2]-12.
'''Background Skills:'''
*Computer Operation (E) IQ [1]-15


==Attributes [185]==
==VaulTec Procurement Specialist==
*ST 11 [10]
You’re adept at getting into places that nobody else can get into and taking things that everybody else wants – preferably sans explosions and gunshots. If all goes well, the first person to discover your handiwork is the ambassador who can’t find his briefcase the next morning, or the watchman who realizes the Rembrandt is gone after it’s hanging in your condo by Central Park. When working with a crew, your priority is to go in
*DX 16 [120]
ahead and open the door.
*IQ 11 [20]
*HT 12 [20]


*HP 11
'''Attributes:'''
*Will 11
*ST 10 [0]
*Per 14 [15]
*DX 15 [100]
*FP 12
*IQ 13 [60]
*HT 11 [10].


*Basic Lift 24
'''Secondary Characteristics:'''
*Damage 1d-1/1d+1


*Basic Speed 7
*Damage 1d-2/1d
*Basic Move 7
*BL 20 lbs.
*HP 10 [0]
*Will 13 [0]
*Per 13 [0]
*FP 11 [0]
*Basic Speed 7.00 [10]
*Basic Move 7 [0]


*Ground Move 7
'''Advantages:'''
*Water Move 1


*Social Background
*Flexibility [5]
*TL: 9 [0]
*Luck [15]
*Cultural Familiarities: Western (Native) [0]
*Perfect Balance [15]
*Languages: English (Native) [0]


==Advantages [45]==
A further 25 points chosen from among:
*Vanguard (2) [10] (Camouflage, Hiking, Navigation (Land), Stealth, Tracking, Survival)
 
25 points chosen from among:


*ST +1, +2 or +3 [10, 20 or 30]
*ST +1 or +2 [10 or 20]
*DX +1 [20]
*DX +1 [20]
*IQ +1 [20]
*IQ +1 [20]
*HT +1, +2 or +3 [10, 20 or 30]
*HT +1 or +2 [10 or 20]
*Per +1 to +4 [5/level]
*Per +1 to +5 [5/level]
*Basic Speed +1 [20]
*Basic Move +1 to +3 [5/level]
*Basic Move +1 to +3 [5/level]
*Either Absolute Direction ''or'' 3D Spatial Sense
*Absolute Direction [5] or 3D Spatial Sense [10]
*Acute Vision [2/level]
*Absolute Timing [2]
*Acute Senses (any) [2/level]
*Breath-Holding [2/level]
*Catfall [10]
*Combat Reflexes [15]
*Combat Reflexes [15]
*Craftiness 1-4 [5/level]
*Danger Sense [15]
*Danger Sense [15]
*Daredevil [15]
*Enhanced Dodge 1 [15]
*Fit [5] or Very Fit [15]
*Fit [5] or Very Fit [15]
*High Pain Threshold [10]
*Gizmos 1-3 [5/gizmo]
*Gun Perks [1/perk]
*High Manual Dexterity 1-4 [5/level]
*Night Vision 1-9 [1/level]
*Peripheral Vision [15]
*Peripheral Vision [15]
*Rapid Healing [5] or Very Rapid Healing [15]
*Serendipity 1 [15]
*Resistant to Disease (+3) ''or'' (+8) [3 or 5]
*Resistant to Poison (+3) [5]
*Signature Gear [Varies]
*Signature Gear [Varies]
*or replace Luck [15] with Extraordinary Luck [30] for 15 points
*Wild Talent 1 [20]
*Gun Perk [1]
*improve Flexibility [5] to Double-Jointed [15] for 10 points
*Weapon Bond [1]
*replace Luck [15] with Extraordinary Luck [30] for 15 points
*anything else the '''GM allows''' you to take
 
'''Disadvantages:'''


==Disadvantages [-45]==
*Loner (12) [-5]


-15 points chosen from among:
-20 points chosen from among Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]


*Bloodlust [-10*]
*Callous [-5]
*Honesty [-10*]
*Overconfidence [-5*]
*Stubbornness [-5]
*Greed [-15*]
*Greed [-15*]
*Kleptomania [-15*]
*Obsession (Steal a particular item) [-5*]
*Secret (Past crimes) [-5 or -10]
*Sense of Duty (Team) [-5]
*Social Stigma (Criminal Record) [-5]
*Trickster [-15*]


Another -30 points chosen from among the previous traits or:
Another -25 points chosen from among the previous traits or:


*Code of Honor (Pirate’s or Soldier’s) [-5 or -10]
*Cowardice [-10*]
*Curious [-5*]
*Impulsiveness [-10*]
*Jealousy [-10]
*Overconfidence [-5*]
*Selfish [-5*]
*Shyness [-5 or -10]
*Skinny [-5]
*Stubbornness [-5]
*Trademark [-5 to -15]
*worsen Loner from (12) [-5] to (9) [-7] for -2 points or to (6) [-10] for -5 points


*Intolerance (Urbanites) [-5]
'''Primary Skills:'''
*Loner [-5*]
*No Sense of Humor [-10]
*Odious Personal Habit (“Unwashed bushwhacker”) [-5]
*Paranoia [-10]
*Phobia (Crowds) [-15*]
*Vow (Own no more than what can be carried) [-10]
*anything else the '''GM allows''' you to take


==Skills [45]==
*Forced Entry and Jumping, both (E) DX [1]-15
*Stealth (A) DX [2]-15
*Climbing (A) DX+3 [1]-18
*Escape (H) DX+1 [1]-16
*Acrobatics (H) DX [2]-15
*Electronics Operation (Security), Lockpicking, and Traps, all (A) IQ+1 [4]-14


===Primary [14]===
'''Secondary Skills:'''
*Guns/TL9 (Shotgun ''or'' Rifle) DX/E - DX+2 18 [4]
*Bow DX/A - DX+0 16 [2] or Crossbow DX/E - DX+1 17 [2]
*Camouflage IQ/E - IQ+3 14 [2] (includes: +2 from 'Vanguard')
*Stealth DX/A - DX+2 18 [2] (includes: +2 from 'Vanguard')
*Observation Per/A - Per+1 15 [4]


===Secondary [24]===
*One of Boxing (A) DX [2]-15, Brawling (A) DX+1 [2]-16, or Karate (H) DX-1 [2]-14
*Either Boxing DX/A - DX+0 16 [2], Brawling DX/E - DX+1 17 [2], ''or'' Karate DX/H - DX-1 15 [2]
*Either Judo (H) DX-1 [2]-14 or Wrestling (A) DX [2]-15
*Either Wrestling DX/A - DX+0 16 [2] ''or'' Judo DX/H - DX-1 15 [2]
*Guns (Pistol) (E) DX [1]-15
*Cartography/TL9 IQ/A - IQ+0 11 [2]
*Four of Parachuting (E) DX+1 [2]-16; Driving (Automobile or Motorcycle), Piloting (Glider), or Submarine (Free-Flooding Sub), all (A) DX [2]-15
*Driving/TL9 (Motorcycle) DX/A - DX+0 16 [2]
*Scuba (A) IQ [2]-13
*Either Fast-Talk IQ/A - IQ+0 11 [2] ''or'' Intimidation IQ/A - IQ+0 11 [2]
*Swimming (E) HT+1 [2]-12
*Gesture IQ/E - IQ+0 11 [1]
*Running (A) HT [2]-11
*Guns/TL9 (Pistol) DX/E - DX+1 17 [1]
*or 2 points to raise one of those skills or Acrobatics, Stealth, or an unarmed skill by a level.
*Hiking HT/A - HT+2 14 [2] (includes: +2 from 'Vanguard')
*Six of Knot-Tying (E) DX [1]-15; Filch or Throwing, both (A) DX-1 [1]-14; Camouflage or Gesture, both (E) IQ [1]-13; Animal Handling (Dogs), Architecture, Cartography, Connoisseur (any), Electronics Repair (Security), or Holdout, all (A) IQ-1 [1]-12; Observation or Search, both (A) Per-1 [1]-12
*Navigation/TL9 (Land) IQ/A - IQ+2 13 [2] (includes: +2 from 'Vanguard')
*or 1 point to raise one of those skills or Climbing, Forced Entry, or
*Search Per/A - Per+0 14 [2]
Jumping by a level.
*Survival (any) Per/A - Per+2 16 [2] (includes: +2 from 'Vanguard')
*Tracking Per/A - Per+2 16 [2] (includes: +2 from 'Vanguard')
*Traps/TL9 IQ/A - IQ+0 11 [2]


===Background [7]===
'''Background Skills:'''
7 points in improved primary or secondary skills or choose from:
*Animal Handling (Equines)
*Armoury/TL9 (Missile Weapons)
*Boating (Unpowered)
*Climbing
*Fast-Draw (any)
*Garrote
*Holdout
*Jumping
*Knife
*Knot-Tying
*Riding (Equines)
*First Aid
*Prospecting
*Running
*Scrounging
*Skiing
*Swimming
*Teamster
*Throwing
*Weather Sense


==Lens [24]==
*Computer Operation (E) IQ [1]-15
*Add the Vault Dweller [24] Lens


==Quirks==
==VaulTec Social Engineer==
*You may customize your character further by choosing 4 additional quirks.


=Social Engineer=
[[File:Social Engineer.bmp|thumb|Social Engineer]]
Every crew needs a “social engineer” – they just don’t know it yet! You’ll convince them, though, because that’s your gift. Whether it’s fast-talking the guards at the gate or setting up the long con, you’re a pro at getting close to the mark and into his confidence. Your biggest asset is a devious mind, but you also possess cat-like grace and disarming good looks. Your chief weakness is that even your closest associates can’t quite bring themselves to trust you.
Every crew needs a “social engineer” – they just don’t know it yet! You’ll convince them, though, because that’s your gift. Whether it’s fast-talking the guards at the gate or setting up the long con, you’re a pro at getting close to the mark and into his confidence. Your biggest asset is a devious mind, but you also possess cat-like grace and disarming good looks. Your chief weakness is that even your closest associates can’t quite bring themselves to trust you.


==Attributes [160]==
'''Attributes:'''


*ST 10 [0];
*ST 10 [0];
Zeile 377: Zeile 338:
*IQ 15 [100];
*IQ 15 [100];
*HT 11 [10].
*HT 11 [10].
*Damage 1d-2/1d
 
'''Secondary Characteristics:'''
 
Damage 1d-2/1d
*BL 20 lbs.
*BL 20 lbs.
*HP 10 [0]
*HP 10 [0]
*Will 15 [0]
*Will 15 [0]
*Per 13 [-10]
*Per 15 [0]
*FP 11 [0]
*FP 11 [0]
*Basic Speed 6.00 [0]
*Basic Speed 6.00 [0]
*Basic Move 6 [0]
*Basic Move 6 [0]
*Social Background
*TL: 9 [0]
*Cultural Familiarities: Western (Native) [0]
*Languages: English (Native) [0]


==Advantages [55]==
'''Advantages:'''


*Attractive [4]
*Attractive [4]
*Honest Face [1]
*Honest Face [1]
*Social Engineer 2 [20] (Acting, Carousing, Detect Lies, Disguising, Diplomacy, Fast-Talk, Intimidation, Leadership, Politics, Public Speaking, Savoir-Faire, Streetwise)
*Luck [15]
*Smooth Operator 2 [30]


A further 30 points chosen from among:
A further 31 points chosen from among:


*ST +1 to +3 [10/level]
*ST +1 to +3 [10/level]
Zeile 423: Zeile 384:
*improve Appearance to Handsome [12] for 8 points or Very Handsome [16] for 12 points
*improve Appearance to Handsome [12] for 8 points or Very Handsome [16] for 12 points
*replace Luck [15] with Extraordinary Luck[30] for 15 points
*replace Luck [15] with Extraordinary Luck[30] for 15 points
*anything else the '''GM allows''' you to take
==Disadvantages==
*Per 13 [-10]


-15 points chosen from among
'''Disadvantages:'''


*-15 points chosen from among Duty (Agency, mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or -15]
*Greed [-15*]
*Greed [-15*]
*Secret (Past scams) [-5 or -10]
*Sense of Duty (Team) [-5]
*Social Stigma (Criminal Record) [-5]
*Trickster [-15*]
*Trickster [-15*]
Another -15 points chosen from among those traits or:
*Chummy [-5] or Gregarious [-10]
*Chummy [-5] or Gregarious [-10]
*Compulsive Carousing [-5*]
*Compulsive Carousing [-5*]
Zeile 437: Zeile 401:
*Compulsive Lying [-15*]
*Compulsive Lying [-15*]
*Lecherousness [-15*]
*Lecherousness [-15*]
*Kleptomania [-15*]


A further -10 points chosen from either of the previous lists or:
A further -20 points chosen from either of the previous lists or:


*Curious [-5*]
*Curious [-5*]
*Impulsiveness [-10*]
*Impulsiveness [-10*]
*Jealousy [-10]
*Jealousy [-10]
*Kleptomania [-15*]
*Overconfidence [-5*]
*Overconfidence [-5*]
*Selfish [-5*]
*Selfish [-5*]
*Trademark [-5 to -10]
*Trademark [-5 to -15]
*anything else the '''GM allows''' you to take


==Skills==
'''Primary Skills:'''


===Primary [16]===
*Savoir-Faire (Vault Dwellers) (E) IQ+2 [1]-17
*Acting, Fast-Talk, Leadership, and Public Speaking, all (A) IQ+1 [1]-16
*Merchant (A) IQ-1 [1]-14
*Diplomacy (H) IQ [1]-15
*Carousing (E) HT+2 [1]-13
*Sex Appeal (A) HT+2 [1]-13
*Intimidation (A) Will+1 [1]-16
*Detect Lies (H) Per [1]-15


*Acting [2]
'''Secondary Skills:'''
*Carousing (E) HT+2 [2]-13
*Detect Lies (H) Per [2]-15
*Disguise [2]
*Diplomacy (H) IQ [2]-15
*Fast-Talk [2]
*Leadership [2]
*Public Speaking, all (A) IQ+1 [2]-17


===Secondary Skills [23]===
*One of Boxing (A) DX [2]-13, Brawling (A) DX+1 [2]-14, or Karate (H) DX-1 [2]-12
*One of Boxing (A) DX [2]-13, Brawling (A) DX+1 [2]-14, or Karate (H) DX-1 [2]-12
*Either Judo (H) DX-1 [2]-12 or Wrestling (A) DX [2]-13
*Either Judo (H) DX-1 [2]-12 or Wrestling (A) DX [2]-13
*Merchant (A) IQ-1 [4]-15
*Guns (Pistol) (E) DX+1 [2]-14
*Sex Appeal (A) HT+2 [2]-13
*Holdout (A) IQ-1 [1]-14
*Holdout (A) IQ-1 [1]-14
*Interrogation [1]
*Ten of Fast-Draw (Pistol) (E) DX [1]-13,Dancing, Filch, or Stealth, all (A) DX-1 [1]-12; Pickpocket or Sleight of Hand, both (H) DX-2 [1]-11; Savoir-Faire (any) (E) IQ+2 [1]-17†; Administration, Connoisseur (any), Disguise, Electronics Operation (Media), Gambling, Interrogation, Propaganda, or Smuggling, all (A) IQ-1 [1]-14; Counterfeiting, Forgery, or Psychology, all (H) IQ-2 [1]-13; Body Language (A) Per-1 [1]-14; or 1 point to raise one of those skills or any primary skill by a level
*Intimidation (A) Will+1 [1]-16
'''Background Skills:'''
*Dancing [1]
*Driving (Automobile or Motorcycle) (A) DX-1 [1]-12.
*Propaganda [1]
*Computer Operation (E) IQ [1]-15
*Electronics Operation (Media) [1]
*Psychology [1]
*Body Language [1]
*Savoir-Faire (High Society) (E) IQ+2 [1]-17
*Staff [1]
*Stealth [1]
*Streetwise [1]
*Politics [1]


===Background [9]===
==VaulTec Medical Doctor==
9 points in improved primary or secondary skills or choose from:
Firefights, explosions, and car crashes mean injuries – and when the hurt comes down, you’re ready with the dressings and defibrillator paddles. You might be a military field medic, an urban EMT, a first-rate physician, or a third-rate vet who stitches up mobsters for cash. Whatever your credentials, you find uses for your medical expertise even when nobody has been shot: captives need drugging, allies need antidotes, and an action hero’s world is full of scorpion stings, snakebites, and terrorist bioweapons.
*Administration
*Connoisseur (any)
*Counterfeiting
*Erotic Art
*First Aid
*Forgery
*Fast-Draw (Pistol) (E) DX [1]-13
*Gambling
*Pickpocket
*Savoir-Faire (any)
*Sleight of Hand
*Filch
*Smuggling


==Lens [24]==
'''Attributes:'''
*Add the Vault Dweller [24] Lens


==Quirks==
*ST 10 [0]
*You may customize your character further by choosing 4 additional quirks.
*DX 12 [40]
*IQ 15 [100]
*HT 12 [20]


=Thief=
'''Secondary Characteristics:'''
[[File:City Thief.jpg|thumb|Thief]]
You’re a “procurement expert,” whatever unflattering terms others may use. You take things that ''need'' taking. Of course, the best stuff is inevitably in trapped rooms behind locked doors guarded by robots on old army bases. You’ll handle finding treasures and unlocking doors and bypassing traps – for a reasonable consideration, naturally. Oh, and those rumors that you moonlight as an assassin or a spy? Nonsense!


==Attributes [180]==
*Damage 1d-2/1d
*BL 20 lbs.
*HP 10 [0]
*Will 15 [0]
*Per 15 [0]
*FP 12 [0]
*Basic Speed 6.00 [0]
*Basic Move 6 [0]


*ST 10
'''Advantages:'''
*DX 15 [100]
*IQ 13 [60]
*HT 11 [10]


*HP 10
*Healer 4 [40]
*Will 13
*Higher Purpose (“Medic!”) [5]
*Per 13
*Luck [15]
*FP 11
A further 30 points chosen from among lens advantages:
*ST +1 to +3 [10/level]
*DX +1 [20]
*IQ +1 [20]
*HT +1 to +3 [10/level]
*Combat Reflexes [15]
*Contact Group (Clinic, hospital, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15]
*Daredevil [15]
*Fearlessness [2/level] or Unfazeable [15]
*Gizmos 1-3 [5/gizmo]
*High Manual Dexterity 1-4 [5/level]
*Resistant to Disease (+3) or (+8) [3 or 5]
*Resistant to Poison (+3) [5]
*Sensitive [5] or Empathy [15]
*Serendipity 1-2 [15/level]
*Signature Gear [Varies]
*Wild Talent 1 [20]
*or replace Luck [15] with Extraordinary Luck [30] for 15 points.


*Basic Lift 20
'''Disadvantages:'''
*Damage 1d-2/1d


*Basic Speed 7 [10]
*-20 points chosen from among Duty (Agency, mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or -15]
*Basic Move 7
*Greed [-15*]
*Honesty [-10*]
*Secret (Used or sold drugs, negligence, etc.) [-5, -10, or -20]
*Sense of Duty (Team) [-5]
*or Social Stigma (License Revoked) [-5]


*Social Background
Another -15 points chosen from among those traits or:
*TL: 9 [0]
*Cultural Familiarities: Western (Native) [0]
*Languages: English (Native) [0]


==Advantages [50]==
*Charitable [-15*]
*Flexibility [5]
*Chummy [-5] or Gregarious [-10]
*Nimble 2 [10] (Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps)
*Code of Honor (Hippocratic Oath) [-5]
*Perfect Balance [15]
*Delusion (“I’m God when I’m your doctor!”) [-5]
*Guilt Complex [-5]
*Selfish [-5*] or Selfless [-5*]
*Vow (Refuse no request for medical aid) [-10]


20 points chosen from among:
A further -15 points chosen from either of the previous lists or:
*+1,+2 ST
*+1 DX
*+1 IQ
*+1,+2 HT
*Ambidexterity
*Basic Speed +1 [20]
*Basic Move +1 or +2 [5 or 10]
*Catfall
*Combat Reflexes
*Danger Sense
*Enhanced Dodge 1 or 2 [15 or 30]
*Gizmos 1-3 [5/level]
*High Manual Dexterity 1-4 [5/level]
*Night Vision 1-9 [1/level]
*Honest Face
*Peripheral Vision
*Serendipity [15/level]
*improve Flexibility [5] to Double-Jointed [15] for 10 points
*Gun Perks
*Weapon Bond
*Wild Talent 1 [20]
*anything else the '''GM allows''' you to take


==Disadvantages [50]==
*Alcoholism [-15]
*One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15]
*Curious [-5*]
*One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-5]
*Insomniac [-10 or -15]
 
*Nightmares [-5*]
A further -25 points chosen from either of the two previous lists or
 
*Bad Temper [-10*]
*Bloodlust [-10*]
*Compulsive Carousing [-5*]
*Compulsive Gambling [-5*]
*Compulsive Lying [-15*]
*Compulsive Spending [-5*]
*Cowardice [-10*]
*Laziness [-10]
*Lecherousness [-15*]
*Loner [-5*]
*One Eye [-15]
*Overconfidence [-5*]
*Overconfidence [-5*]
*Post-Combat Shakes [-5*]
*Post-Combat Shakes [-5*]
*Skinny [-5]
*Stubbornness [-5]
*anything else the '''GM allows''' you to take
*Truthfulness [-5*]
 
*Workaholic [-5]
==Skills [45]==
 
===Primary [19]===
*Climbing DX/A - DX+3 18 [1] includes: +1 from 'Perfect Balance', +3 from 'Flexibility'
*Escape DX/H - DX+1 16 [1] includes: +3 from 'Flexibility'
*Filch DX/A - DX+2 17 [2] includes: +2 from 'Nimble'
*Forced Entry DX/E - DX+2 17 [1] includes: +2 from 'Nimble'
*Stealth DX/A - DX+3 18 [4] includes: +2 from 'Nimble'
*Pickpocket DX/H - DX+1 16 [2] includes: +2 from 'Nimble'
*Lockpicking/TL9 IQ/A - IQ+3 16 [4] includes: +2 from 'Nimble'
*Traps/TL9 IQ/A - IQ+3 16 [4] includes: +2 from 'Nimble'


===Secondary [21]===
'''Primary Skills:'''
*Acrobatics DX/H - DX-1 14 [1] includes: +1 from 'Perfect Balance'
*Brawling DX/E - DX+0 15 [1]
*Electronics Operation/TL9 (Security) IQ/A - IQ+0 13 [2]
*Gesture IQ/E - IQ+0 13 [1]
*Guns/TL9 (Pistol) DX/E - DX+0 15 [1]
*Holdout IQ/A - IQ+0 13 [2]
*Axe/Mace
*Search Per/A - Per+0 13 [2]
*Shadowing IQ/A - IQ+0 13 [2]
*Sleight of Hand DX/H - DX-2 13 [1]
*Smuggling IQ/A - IQ+0 13 [1]
*Streetwise IQ/A - IQ+0 13 [2]
*Thrown Weapon (Axe/Mace)
*Urban Survival Per/A - Per+0 13 [2]


===Background [5]===
*Diagnosis, Pharmacy (Synthetic), and Psychology, all (H) IQ+2 [1]-17†
5 points in improved primary or secondary skills or choose from:
*Physician (H) IQ+5 [8]-20†
*Carousing
*Surgery (VH) IQ+1 [1]-16†
*Gambling
*Fast-Draw (any)
*Garrote
*Guns (Submachine Gun)
*First Aid
*Panhandling
*Cartography
*Connoisseur (any)
*Disguise
*Fast-Talk
*Merchant
*Counterfeiting
*Forgery
*Poisons
*Lip Reading
*Observation


==Lens [24]==
'''Secondary Skills:'''
*Add the Vault Dweller [10] Lens


==Quirks==
*Either Judo (H) DX-1 [2]-11 or Wrestling (A) DX [2]-12
*You may customize your character further by choosing 4 additional quirks.
*Guns (Pistol) (E) DX [1]-12
*Four of Fast-Draw (Medical Gear) or Knife, both (E) DX+1 [2]-13;
NBC Suit (A) DX [2]-12; Hazardous Materials (Biological),
Research, Teaching, or Writing, all (A) IQ [2]-15; Chemistry,
Expert Skill (Epidemiology), Forensics, Naturalist,
or Poisons, all (H) IQ-1 [2]-14;
*or 2 points to raise one of those skills or a grappling skill by a level
*Three of Driving (Automobile or Heavy Wheeled), Piloting (Helicopter),
or Stealth, all (A) DX [2]-12; Administration or Interrogation, both (A) IQ [2]-15; Diplomacy (H) IQ-1 [2]-14; Scrounging (E) Per+1 [2]-16;
*or 2 points to raise one of those skills by a level.
Background Skills:
*Computer Operation (E) IQ [1]-15


=Melee Specialist=
==VaulTec Melee Specialist==
[[File:Melee Specialist.bmp|thumb|Melee Specialist]]
You’re an expert with a specific hand-to-hand combat weapon, and have few rivals at its use; it is to you as the gun is to the shooter. Indeed, in your hands, it is in many ways deadlier than a firearm. However, you realize
You’re an expert with a specific hand-to-hand combat weapon, and have few rivals at its use; it is to you as the gun is to the shooter. Indeed, in your hands, it is in many ways deadlier than a firearm. However, you realize that range is an advantage and that your favorite toy is no less detectable than a gun, so you also value stealth and concealment.
that range is an advantage and that your favorite toy is no less detectable than a gun, so you also value stealth and concealment.


==Attributes [165]==
'''Attributes:'''
*ST 14 [40]
*ST 13 [30]
*DX 15 [100]
*DX 15 [100]
*IQ 10 [0]
*IQ 10 [0]
*HT 12 [20]
*HT 11 [10]
 
'''Secondary Characteristics'''
*Damage 1d/2d-1
*Damage 1d/2d-1
*BL 39 lbs
*BL 34 lbs
*HP 13 [0]
*HP 13 [0]
*Will 10 [0]
*Will 10 [0]
*Per 10 [0]
*Per 10 [0]
*FP 11 [0]
*FP 11 [0]
*Basic Speed 7.00 [5]
*Basic Speed 7.00 [10]
*Basic Move 7 [0]
*Basic Move 7 [0]


==Advantages==
'''Advantages:'''
 
*Enhanced Parry 1 (Weapon of choice) [5]
*Enhanced Parry 1 (Weapon of choice) ''or'' Enhanced Block [5]
*Luck [15]
*Weapon Bond (Any starting weapon) [1]
*Weapon Master (Weapon of choice) [20]
*Weapon Master (Weapon of choice) [20]


A further 25 points chosen from among:
A further 30 points chosen from among:


*additional martial-arts abilities
*additional martial-arts abilities
Zeile 667: Zeile 567:
*Basic Speed +1 [20]
*Basic Speed +1 [20]
*Basic Move +1 to +3 [5/level]
*Basic Move +1 to +3 [5/level]
*Born War Leader
*Ambidexterity [5]
*Ambidexterity [5]
*Arm ST 1-2 [5/level]
*Arm ST 1-2 [5/level]
Zeile 682: Zeile 581:
*Strong Chi 1-4 [5/level]
*Strong Chi 1-4 [5/level]
*Wild Talent 1 [20]
*Wild Talent 1 [20]
*Weapon Bond (Any starting weapon) [1]
*replace Luck [15] with Extraordinary Luck [30] for 15 points
*replace Luck [15] with Extraordinary Luck [30] for 15 points
*expand Weapon Master (Weapon of choice) [20] to Weapon Master (Two weapons) [25] for 5 points or Weapon Master (Small class of weapons) [30] for 10 points.  
*or expand Weapon Master (Weapon of choice) [20] to Weapon Master (Two weapons) [25] for 5 points or Weapon Master (Small class of weapons) [30] for 10 points.  
*anything else the '''GM allows''' you to take


==Disadvantages==
'''Disadvantages:'''
-20 points chosen from among
 
*Code of Honor (“Fight fair!”) [-5], (Gentleman’s) [-10], or (Bushido) [-15]
*-20 points chosen from among Code of Honor (“Fight fair!”) [-5], (Gentleman’s) [-10], or (Bushido) [-15]
*Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]
*Fanaticism (Employer, nation, or service) [-15]
*Fanaticism (Employer, nation, or service) [-15]
*Intolerance (Rival nation or other large group) [-5]
*Intolerance (Rival nation or other large group) [-5]
*Obsession (Beat a specific rival) [-5*]
*Obsession (Beat a specific rival) [-5*]
*Secret (Illegal tournament deaths) [-20]
*Secret (Illegal tournament deaths) [-20]
*Sense of Duty (Team) [-5]
*Social Stigma (Criminal Record) [-5]
*Social Stigma (Criminal Record) [-5]


Another -30 points chosen from among previous or the following traits:
Another -15 points chosen from among those traits or:


*Bad Temper [-10*]
*Bad Temper [-10*]
Zeile 707: Zeile 606:
*Overconfidence [-5*]
*Overconfidence [-5*]
*Vow (Use only muscle-powered attacks) [-10]
*Vow (Use only muscle-powered attacks) [-10]
A further -15 points chosen from either of the previous lists or:
*Distinctive Features (Dueling scars) [-1]
*Distinctive Features (Dueling scars) [-1]
*Jealousy [-10]
*Jealousy [-10]
Zeile 714: Zeile 616:
*Trademark [-5 to -15]
*Trademark [-5 to -15]
*Workaholic [-5]
*Workaholic [-5]
*anything else the '''GM allows''' you to take


==Skills==
'''Primary Skills:'''
===Primary===


A total of 16 points in skills to wield your melee weapon of choice and ancillary weapons, chosen nfrom among:  
A total of 16 points in skills to wield your melee weapon of choice and ancillary weapons, chosen
from among:
Fast-Draw (any), Knife, or Thrown Weapon (any), all (E) DX+2 [4]-17; Axe/Mace, Broadsword, Cloak, Jitte/Sai, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, Spear, Staff, Tonfa, Two-Handed Sword, or Whip, all (A) DX+1 [4]-16; Flail, Kusari, or Two-Handed Flail, all (H) DX [4]-15; or 4 points/level to raise any of these by up to three levels.
Fast-Draw (any), Knife, or Thrown Weapon (any), all (E) DX+2 [4]-17; Axe/Mace, Broadsword, Cloak, Jitte/Sai, Main-Gauche, Rapier, Saber, Shortsword, Smallsword, Spear, Staff, Tonfa, Two-Handed Sword, or Whip, all (A) DX+1 [4]-16; Flail, Kusari, or Two-Handed Flail, all (H) DX [4]-15; or 4 points/level to raise any of these by up to three levels.


===Secondary===
'''Secondary Skills:'''
 
*Acrobatics (H) DX-1 [2]-14
*Acrobatics (H) DX-1 [2]-14
*Holdout (A) IQ+2 [8]-12
*Holdout (A) IQ+2 [8]-12
Zeile 734: Zeile 636:
of these skills or Acrobatics, Stealth, or an unarmed skill by a level
of these skills or Acrobatics, Stealth, or an unarmed skill by a level


===Background Skills===
'''Background Skills:'''
 
*Driving (Automobile or Motorcycle) (A) DX-1 [1]-14.
*Driving (Automobile or Motorcycle) (A) DX-1 [1]-14.


===Martial-Arts Abilities===
'''Martial-Arts Abilities:'''
 
A total of 15 points in any of the perks, cinematic skills, and techniques below – preferably armed specialties, where possible.
A total of 15 points in any of the perks, cinematic skills, and techniques below – preferably armed specialties, where possible.


===Perks===
'''Perks:'''


*Deadly Pose [1]
*Deadly Pose [1]
Zeile 750: Zeile 654:
*Weapon Bond [1]
*Weapon Bond [1]


===Cinematic Skills===
'''Cinematic Skills:'''


*Flying Leap (requires Power Blow) (H) IQ-2 [1]-8
*Flying Leap (requires Power Blow) (H) IQ-2 [1]-8
Zeile 762: Zeile 666:
points/level after that.
points/level after that.


===Techniques===
'''Techniques:'''


*Acrobatic Stand [1 to 6]
*Acrobatic Stand [1 to 6]
Zeile 775: Zeile 679:
*Stamp Kick [2 to 4]
*Stamp Kick [2 to 4]
*Toe Flip [1 to 5]
*Toe Flip [1 to 5]
==Lens [24]==
*Add the Vault Dweller [10] Lens
==Quirks==
*You may customize your character further by choosing 4 additional quirks.
=Vault Security Officer=
[[File:Security Officer.bmp|thumb|Security Officer]]
It wouldn’t be an action story if the floor wasn’t covered with spent brass eventually – and while the entire squad shoots when the chips are down, you’re a true gunslinger. You’ll tackle a whole building full of mooks, need be . . . you’re that good. If it shoots, you can and will use it.
==Attributes== 
*ST 11 [10]
*DX 16 [120]
*IQ 11 [20]
*HT 12 [20]
*Damage 1d-1/1d+1
*BL 24 lbs.
*HP 11 [0]
*Will 12 [0]
*Per 12 [5]
*FP 12 [0]
*Basic Speed 7.00 [0]
*Basic Move 7 [0]
==Advantages==
*Gunslinger [25]
*Frontline Leader 2 [10] (Intelligence Analysis, Leadership, Savoir-Faire(Military), Strategy, Tactics, Soldier)
A further 25 points chosen from among:
*ST +1 to +3 [10/level]
*DX +1 [20]
*IQ +1 [20]
*HT +1 to +3 [10/level]
*Per +1 to +6 [5/level]
*Basic Speed +1 [20]
*Basic Move +1 to +3 [5/level]
*Acute Vision [2/level]
*Ambidexterity [5]
*Combat Reflexes [15]
*Daredevil [15]
*Enhanced Dodge 1-2 [15/level]
*Fearlessness [2/level] or Unfazeable [15]
*Fit [5] or Very Fit [15]
*Gizmos 1-3 [5/gizmo]
*Gun Perks [1/perk]
*Hard to Kill [2/level]
*Hard to Subdue [2/level]
*High Pain Threshold [10]
*Peripheral Vision [15]
*Rapid Healing [5] or Very Rapid Healing [15]
*Serendipity 1-2 [15/level]
*Signature Gear [Varies]
*Wild Talent 1 [20]
*replace Luck [15] with Extraordinary Luck [30] for 15 points.
*anything else the '''GM allows''' you to take
==Disadvantages==
-20 points chosen from among:
*Code of Honor (“Stay bought”) [-5] or (Soldier’s) [-10]
*Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]
*Fanaticism (Employer, nation, or service) [-15]
*Greed [-15*]
*Intolerance (Rival nation or other large group) [-5]
*Sense of Duty (Team) [-5] or (Nation) [-10]
*Social Stigma (Criminal Record) [-5]
Another -10 points chosen from among those traits or:
*Bad Temper [-10*]
*Berserk [-10*]
*Bloodlust [-10*]
*Bully [-10*],
*Honesty [-10*]
A further -20 points chosen from either of the previous lists or:
*Callous [-5]
*Flashbacks [-5 or -10]
*Impulsiveness [-10*]
*Odious Personal Habits [-5 to -15]
*On the Edge [-15*]
*Overconfidence [-5*]
*Paranoia [-10]
*Stubbornness [-5]
*Wounded [-5]
*anything else the '''GM allows''' you to take
==Skills==
===Primary===
*Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16
*Acrobatics (H) DX [4]-16
*One of Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2 [4]-18
*Seven of Guns (Light Machine Gun, Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+1 [1]-17, bought from default to first Guns specialty, Crossbow, Fast-Draw (Long Arm or Pistol), Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), Liquid Projector(Flamethrower or Sprayer), all (E) DX [1]-16; or Throwing (A) DX-1 [1]-15.
===Secondary===
*One of Boxing (A) DX [2]-16, Brawling (A) DX+1 [2]-17, or Karate (H) DX-1 [2]-15.
*One of Judo (H) DX-1 [2]-15 or Wrestling (A) DX [2]-16
*Driving (Automobile ''or'' Motorcycle) and Stealth, both (A) DX-1 [1]-15;
*Intimidation [1]
*Holdout [1]
*Tactics, Strategy(Land), Savoire-Faire(Military), Leadership, Intelligence Analysis all [1]
*Observation [1]
===Background Skills===
==Lens [24]==
*Add the Vault Dweller [10] Lens
==Quirks==
*You may customize your character further by choosing 4 additional quirks.
[[Endzeit Templates unused]]

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