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[[Category:Endzeit|Templates]]
Siehe auch [[Endzeit 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 Skills


=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]==
*ST 10
*DX 12 [40]
*IQ 16 [120]
*HT 12 [20]
*HP 10
*Will 16
*Per 12 [-20]
*FP 12
*Basic Lift 20
*Damage 1d-2/1d
*Basic Speed 6
*Basic Move 6
*Social Background
*TL: 9 [0]
*Cultural Familiarities: Western (Native) [0]
*Languages: English (Native) [0]


==Advantages [55]==
*Bunker4Life - Du bist es gewohnt in einem Bunker zu leben, nicht raus zu können und verhälst dich entsprechend.


*Medic 4 [20] (Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician and Surgery)
==Outdoor Scout==
*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.)
[[File:Outdoor Scout.jpg|thumb|Outdoor Scout]]
 
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.
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]
*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]
*replace Luck [15] with Extraordinary Luck [30] for 15 points.
*anything else the '''GM allows''' you to take
 
==Disadvantages [-50]==
 
*Sense of Duty (Team) [-5]
*Per 12 [-20] (Repeated for completeness' sake)
 
-10 points chosen from:
 
*Vow (Refuse no request for medical aid) [-10]
*Honesty [-10*]
*Truthfulness [-5*]
*Overconfidence [-5*]
 
Another -15 points chosen from among those traits or:
 
*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]===
*Diagnosis/TL9 (Human) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
*Electronics Operation/TL9 (Medical) IQ/A - IQ+3 19 [1] includes: +4 from 'Medic'
*First Aid/TL9 (Human) IQ/E - IQ+5 21 [1] includes: +4 from 'Medic'
*Pharmacy/TL9 (Herbal) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
*Pharmacy/TL9 (Synthetic) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
*Physician/TL9 (Human) IQ/H - IQ+4 20 [4] includes: +4 from 'Medic'
*Surgery/TL9 (Human) IQ/VH - IQ+2 18 [2] includes: +4 from 'Medic'
 
===Secondary Skills [25]===
*Either Boxing DX/A - DX+0 12 [2], Brawling DX/E - DX+1 13 [2], ''or'' Karate DX/H - DX-1 11 [2]
*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==
*You may customize your character further by choosing 4 additional quirks.
 
=Reconstruction Engineer=
[[File:Reconstruction Engineer.bmp|thumb|Reconstruction Engineer]]
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 [185]===


==Attributes [175]==
*ST 11 [10]
*DX 12 [40]
*IQ 16 [120]
*HT 11 [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]==
*Gadgeteer (Quick) [50]
A further 15 points chosen from among:
*Ally
*Artificer
*Gizmo [5/level]
*+1 ST
*+1 HT
*Lightning Calculator or Intuitive Mathematician [2 or 5]
*High TL [5]
*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]==
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==
===Primary [18]===
*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]===
*Fast-Draw (Gizmo) [1]
*Holdout
*Diplomacy ''or'' Fast-Talk [1]
*Research
*Driving/TL9 (Any) ''or'' Piloting/TL9 (Any) [1]
===Background Skills [0]===
*Carpentry [1]
*Masonry [1]
*Smuggling [1]
*Speed-Reading [1]
==Lens [24]==
*Add the Vault Dweller [24] Lens
==Quirks==
*You must take another 4 quirks to pay for the above and to have the recommended two Character Points left.
=Scout=
[[File:Outdoor Scout.jpg|thumb|Scout]]
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.
==Attributes [185]==
*ST 11 [10]
*ST 11 [10]
*DX 16 [120]
*DX 16 [120]
Zeile 259: Zeile 38:
*Social Background
*Social Background
*TL: 9 [0]
*TL: 9 [0]
*Cultural Familiarities: Western (Native) [0]
*Cultural Familiarities:  
*Languages: English (Native) [0]
*Languages:  


==Advantages [45]==
===Advantages [60]===
*Luck [15]
*Vanguard (2) [10] (Camouflage, Hiking, Navigation (Land), Stealth, Tracking, Survival)
*Vanguard (2) [10] (Camouflage, Hiking, Navigation (Land), Stealth, Tracking, Survival)


25 points chosen from among:
35 points chosen from among:


*ST +1, +2 or +3 [10, 20 or 30]
*ST +1, +2 or +3 [10, 20 or 30]
Zeile 274: Zeile 54:
*Basic Speed +1 [20]
*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 ''or'' 3D Spatial Sense
*Acute Vision [2/level]
*Acute Vision [2/level]
*Combat Reflexes [15]
*Combat Reflexes [15]
Zeile 290: Zeile 70:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


==Disadvantages [-45]==
===Disadvantages [50]===
*Sense of Duty (Team) [-5]


-15 points chosen from among:
-15 points chosen from among:
Zeile 312: Zeile 93:
*Phobia (Crowds) [-15*]
*Phobia (Crowds) [-15*]
*Vow (Own no more than what can be carried) [-10]
*Vow (Own no more than what can be carried) [-10]
*anything else the '''GM allows''' you to take


==Skills [45]==
===Skills [45]===


===Primary [14]===
====Primary [14]====
*Guns/TL9 (Shotgun ''or'' Rifle) DX/E - DX+2 18 [4]
*Guns/TL9 (Shotgun, Submachine Gun ''or'' Rifle) DX/E - DX+2 18 [4]
*Bow DX/A - DX+0 16 [2] or Crossbow DX/E - DX+1 17 [2]
*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')
*Camouflage IQ/E - IQ+3 14 [2] (includes: +2 from 'Vanguard')
Zeile 323: Zeile 103:
*Observation Per/A - Per+1 15 [4]
*Observation Per/A - Per+1 15 [4]


===Secondary [24]===
====Secondary [24]====
*Either Boxing DX/A - DX+0 16 [2], Brawling DX/E - DX+1 17 [2], ''or'' Karate DX/H - DX-1 15 [2]
*Either Boxing DX/A - DX+0 16 [2], Brawling DX/A - DX+0 16 [2], ''or'' Karate DX/H - DX-1 15 [2]
*Either Wrestling DX/A - DX+0 16 [2] ''or'' Judo DX/H - DX-1 15 [2]
*Either Wrestling DX/A - DX+0 16 [2] ''or'' Judo DX/H - DX-1 15 [2]
*Cartography/TL9 IQ/A - IQ+0 11 [2]
*Cartography/TL9 IQ/A - IQ+0 11 [2]
Zeile 338: Zeile 118:
*Traps/TL9 IQ/A - IQ+0 11 [2]
*Traps/TL9 IQ/A - IQ+0 11 [2]


===Background [7]===
====Background [7]====
7 points in improved primary or secondary skills or choose from:
*7 points in improved primary or secondary skills or choose from:
*Animal Handling (Equines)
*Animal Handling (Equines)
*Armoury/TL9 (Missile Weapons)
*Armoury/TL9 (Missile Weapons ''or'' Small Arms)
*Boating (Unpowered)
*Boating (Unpowered)
*Climbing
*Climbing
*Fast-Draw (any)
*Fast-Draw (any)
*Garrote
*Garrote
*Holdout
*Jumping
*Jumping
*Knife
*Knife
Zeile 361: Zeile 140:
*Weather Sense
*Weather Sense


==Lens [24]==
===Lens [10]===
*Add the Vault Dweller [24] Lens
*Add the Vault Dweller [10] Lens
 
==VaulTec Field Scout==
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.


==Quirks==
'''Attributes:'''
*You may customize your character further by choosing 4 additional quirks.


=Social Engineer=
*ST 12 [20]
[[File:Social Engineer.bmp|thumb|Social Engineer]]
*DX 14 [80]
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.
*IQ 11 [20]
*HT 13 [30]


==Attributes [160]==
'''Secondary Characteristics:'''


*ST 10 [0];
*Damage 1d-1/1d+2
*DX 13 [60];
*BL 29 lbs.
*IQ 15 [100];
*HP 12 [0]
*HT 11 [10].
*Will 11 [0]
*Damage 1d-2/1d
*Per 14 [15]
*BL 20 lbs.
*FP 13 [0]
*HP 10 [0]
*Basic Speed 7.00 [5]
*Will 15 [0]
*Basic Move 7 [0]
*Per 13 [-10]
*FP 11 [0]
*Basic Speed 6.00 [0]
*Basic Move 6 [0]
*Social Background
*TL: 9 [0]
*Cultural Familiarities: Western (Native) [0]
*Languages: English (Native) [0]


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


*Attractive [4]
*Absolute Direction [5]
*Honest Face [1]
*Luck [15]
*Social Engineer 2 [20] (Acting, Carousing, Detect Lies, Disguising, Diplomacy, Fast-Talk, Intimidation, Leadership, Politics, Public Speaking, Savoir-Faire, Streetwise)
*Vanguard 4 [20] (Camouflage, Cartography, Stealth, Navigation (Land), Survival and Tracking)


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


*ST +1 to +3 [10/level]
*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]
*Alcohol Tolerance [1]
*Basic Speed +1 [20]
*Business Acumen 1-3 [10/level]
*Basic Move +1 to +3 [5/level]
*Charisma 1-6 [5/level]
*Acute Vision [2/level]
*Contact Group (Corporation, local black market, quartermaster, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15]
*Combat Reflexes [15]
*Cultural Adaptability [10]
*Danger Sense [15]
*Daredevil [15]
*Fit [5] or Very Fit [15]
*Fashion Sense [5]
*High Pain Threshold [10]
*Gun Perks [1/perk]
*Peripheral Vision [15]
*Language Talent [10]
*Rapid Healing [5] or Very Rapid Healing [15]
*Languages (any) [2-6/language]
*Resistant to Disease (+3) or (+8) [3 or 5]
*No Hangover [1]
*Resistant to Poison (+3) [5]
*Rapier Wit [5]
*Sensitive [5]
*Empathy [15]
*Serendipity 1-2 [15/level]
*Signature Gear [Varies]
*Signature Gear [Varies]
*Smooth Operator 3-4 [15/level]
*or replace Luck [15] with Extraordinary Luck [30] for 15 points.
*Voice [10]
*Wild Talent 1 [20]
*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
*anything else the '''GM allows''' you to take


==Disadvantages==
Disadvantages:
*Per 13 [-10]


-15 points chosen from among
The following Disadvantages are mandatory:


*Greed [-15*]
*Sense of Duty (Team) [-5]
*Trickster [-15*]
*Chummy [-5] or Gregarious [-10]
*Compulsive Carousing [-5*]
*Compulsive Gambling [-5*]
*Compulsive Lying [-15*]
*Lecherousness [-15*]
*Kleptomania [-15*]


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


*Curious [-5*]
*Bloodlust [-10*]
*Impulsiveness [-10*]
*Callous [-5]
*Jealousy [-10]
*Honesty [-10*]
*Overconfidence [-5*]
*Overconfidence [-5*]
*Selfish [-5*]
*Stubbornness [-5]
*Trademark [-5 to -10]
 
*anything else the '''GM allows''' you to take
Another -35 points chosen from among the previous traits or:
 
*Code of Honor (Pirate’s or Soldier’s) [-5 or -10]
*Greed [-15*]
*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]


==Skills==


===Primary [16]===
'''Primary Skills:'''


*Acting [2]
*Guns/TL9 (Shotgun) (E) DX+2 [4]-16, Guns/TL9 (Submachine Gun) or Guns/TL9 (Rifle)
*Carousing (E) HT+2 [2]-13
*Either Bow (A) DX [2]-14, or Crossbow (E) DX [2]-15
*Detect Lies (H) Per [2]-15
*Navigation/TL9 (Land) IQ+4 [1]-15
*Disguise [2]
*Camouflage (E) IQ+3 [2]-16
*Diplomacy (H) IQ [2]-15
*Observation (A) Per+1 [4]-15
*Fast-Talk [2]
*Shadowing (A) IQ+1 [3]-12
*Leadership [2]
*Tracking (A) Per+2 [2]-16
*Public Speaking, all (A) IQ+1 [2]-17


===Secondary Skills [23]===
'''Secondary Skills:'''
*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
*Merchant (A) IQ-1 [4]-15
*Sex Appeal (A) HT+2 [2]-13
*Holdout (A) IQ-1 [1]-14
*Interrogation [1]
*Intimidation (A) Will+1 [1]-16
*Dancing [1]
*Propaganda [1]
*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]===
*One of Boxing (A) DX [2]-14, Brawling (A) DX+1 [2]-15, or Karate (H) DX-1 [2]-13
9 points in improved primary or secondary skills or choose from:
*Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [2]-14
*Administration
*Fast-Draw (Whatever you like) (E) DX [1]-14
*Connoisseur (any)
*Climbing (A) DX-1 [1]-13
*Counterfeiting
*Stealth (A) DX-1 [1]-13
*Erotic Art
*Driving/TL9 (Motorcycle) (A) DX [2]-14
*First Aid
*Gesture (E) IQ+1 [2]-12
*Forgery
*Cartography [4] IQ+3 [1]-14
*Fast-Draw (Pistol) (E) DX [1]-13
*Traps (A) IQ+1 [4]-12
*Gambling
*Hiking (A) HT-1 [1]-12
*Pickpocket
*Survival (any) (A) Per+3 [1]-17
*Savoir-Faire (any)
*Swimming (E) HT [1]-13
*Sleight of Hand
*Search (A) Per-1 [1]-13
*Filch
*Scrounging (E) Per [1]-14
*Smuggling


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


==Quirks==
*Computer Operation/TL9 (E) IQ [1]-11
*You may customize your character further by choosing 4 additional quirks.
*Driving/TL9 (Automobile) (A) DX-1 [1]-13
*Guns/TL9 (Pistol) (E) DX [1]-15


=Thief=
*3 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 (Equines), or Throwing, all (A) DX-1 [1]-13; First Aid or Seamanship, both (E) IQ [1]-11; Armoury/TL9 (Missile Weapons or Small Arms), Prospecting, or Weather Sense, all (A) IQ-1 [1]-10; Running (A) HT-1 [1]-11; Skiing (H) HT-2 [1]-10; or Teamster.
[[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]==
*Pick the Vault Dweller Lens [10]


*ST 10
==VaulTec Medical Doctor==
*DX 15 [100]
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.
*IQ 13 [60]
*HT 11 [10]


*HP 10
'''Attributes:'''
*Will 13
*Per 13
*FP 11


*Basic Lift 20
*ST 10 [0]
*Damage 1d-2/1d
*DX 12 [40]
*IQ 15 [100]
*HT 12 [20]


*Basic Speed 7 [10]
'''Secondary Characteristics:'''
*Basic Move 7


*Social Background
*Damage 1d-2/1d
*TL: 9 [0]
*BL 20 lbs.
*Cultural Familiarities: Western (Native) [0]
*HP 10 [0]
*Languages: English (Native) [0]
*Will 15 [0]
*Per 15 [0]
*FP 12 [0]
*Basic Speed 6.00 [0]
*Basic Move 6 [0]


==Advantages [50]==
'''Advantages:'''
*Flexibility [5]
*Nimble 2 [10] (Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps)
*Perfect Balance [15]


20 points chosen from among:
*Healer 4 [40]
*+1,+2 ST
*Higher Purpose (“Medic!”) [5]
*+1 DX
*Luck [15]
*+1 IQ
A further 30 points chosen from among lens advantages:
*+1,+2 HT
*ST +1 to +3 [10/level]
*Ambidexterity
*DX +1 [20]
*Basic Speed +1 [20]
*IQ +1 [20]
*Basic Move +1 or +2 [5 or 10]
*HT +1 to +3 [10/level]
*Catfall
*Combat Reflexes [15]
*Combat Reflexes
*Contact Group (Clinic, hospital, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15]
*Danger Sense
*Daredevil [15]
*Enhanced Dodge 1 or 2 [15 or 30]
*Fearlessness [2/level] or Unfazeable [15]
*Gizmos 1-3 [5/level]
*Gizmos 1-3 [5/gizmo]
*High Manual Dexterity 1-4 [5/level]
*High Manual Dexterity 1-4 [5/level]
*Night Vision 1-9 [1/level]
*Resistant to Disease (+3) or (+8) [3 or 5]
*Honest Face
*Resistant to Poison (+3) [5]
*Peripheral Vision
*Sensitive [5] or Empathy [15]
*Serendipity [15/level]
*Serendipity 1-2 [15/level]
*improve Flexibility [5] to Double-Jointed [15] for 10 points
*Signature Gear [Varies]
*Gun Perks
*Weapon Bond
*Wild Talent 1 [20]
*Wild Talent 1 [20]
*anything else the '''GM allows''' you to take
*or replace Luck [15] with Extraordinary Luck [30] for 15 points.
 
'''Disadvantages:'''
 
*-20 points chosen from among Duty (Agency, mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or -15]
*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]
 
Another -15 points chosen from among those traits or:


==Disadvantages [50]==
*Charitable [-15*]
*One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15]
*Chummy [-5] or Gregarious [-10]
*One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-5]
*Code of Honor (Hippocratic Oath) [-5]
*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]


A further -25 points chosen from either of the two previous lists or  
A further -15 points chosen from either of the previous lists or:


*Bad Temper [-10*]
*Alcoholism [-15]
*Bloodlust [-10*]
*Curious [-5*]
*Compulsive Carousing [-5*]
*Insomniac [-10 or -15]
*Compulsive Gambling [-5*]
*Nightmares [-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 Skills:'''


===Primary [19]===
*Diagnosis, Pharmacy (Synthetic), and Psychology, all (H) IQ+2 [1]-17†
*Climbing DX/A - DX+3 18 [1] includes: +1 from 'Perfect Balance', +3 from 'Flexibility'
*Physician (H) IQ+5 [8]-20†
*Escape DX/H - DX+1 16 [1] includes: +3 from 'Flexibility'
*Surgery (VH) IQ+1 [1]-16†
*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]===
'''Secondary 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]===
*Either Judo (H) DX-1 [2]-11 or Wrestling (A) DX [2]-12
5 points in improved primary or secondary skills or choose from:
*Guns (Pistol) (E) DX [1]-12
*Carousing
*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;
*Gambling
*or 2 points to raise one of those skills or a grappling skill by a level
*Fast-Draw (any)
*Three of Driving (Automobile or Heavy Wheeled), Piloting (Helicopter),
*Garrote
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;
*Guns (Submachine Gun)
*or 2 points to raise one of those skills by a level.
*First Aid
Background Skills:
*Panhandling
*Computer Operation (E) IQ [1]-15
*Cartography
*Connoisseur (any)
*Disguise
*Fast-Talk
*Merchant
*Counterfeiting
*Forgery
*Poisons
*Lip Reading
*Observation


==Lens [24]==
==VaulTec Melee Specialist==
*Add the Vault Dweller [10] Lens
 
==Quirks==
*You may customize your character further by choosing 4 additional quirks.
 
=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 that range is an advantage and that your favorite toy is no less detectable than a gun, so you also value stealth and concealment.
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.


==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) ''or'' Enhanced Block [5]
*Enhanced Parry 1 (Weapon of choice) [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 384:
*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 398:
*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
*Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]
*Code of Honor (“Fight fair!”) [-5], (Gentleman’s) [-10], or (Bushido) [-15]
*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 423:
*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 433:
*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 453:
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 471:
*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 483:
points/level after that.
points/level after that.


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


*Acrobatic Stand [1 to 6]
*Acrobatic Stand [1 to 6]
Zeile 776: Zeile 497:
*Toe Flip [1 to 5]
*Toe Flip [1 to 5]


==Lens [24]==
==VaulTec Security Officer==
*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.
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== 
'''Attributes'''


*ST 11 [10]
*ST 11 [10]
*DX 16 [120]
*DX 16 [120]
*IQ 11 [20]
*IQ 11 [20]
*HT 12 [20]
*HT 12 [10]
 
'''Secondary Characteristics'''
 
*Damage 1d-1/1d+1
*Damage 1d-1/1d+1
*BL 24 lbs.
*BL 24 lbs.
Zeile 801: Zeile 518:
*Basic Move 7 [0]
*Basic Move 7 [0]


==Advantages==
'''Advantages'''


*Gunslinger [25]  
*Gunslinger [25]  
*Frontline Leader 2 [10] (Intelligence Analysis, Leadership, Savoir-Faire(Military), Strategy, Tactics, Soldier)
*Luck [15]


A further 25 points chosen from among:
A further 30 points chosen from among:
*ST +1 to +3 [10/level]
*ST +1 to +3 [10/level]
*DX +1 [20]
*DX +1 [20]
Zeile 831: Zeile 548:
*Signature Gear [Varies]
*Signature Gear [Varies]
*Wild Talent 1 [20]
*Wild Talent 1 [20]
*replace Luck [15] with Extraordinary Luck [30] for 15 points.
* or replace Luck [15] with Extraordinary Luck [30] for 15 points.
*anything else the '''GM allows''' you to take


==Disadvantages==
'''Disadvantages:'''


-20 points chosen from among:
-20 points chosen from among:
Zeile 860: Zeile 576:
*Stubbornness [-5]
*Stubbornness [-5]
*Wounded [-5]
*Wounded [-5]
*anything else the '''GM allows''' you to take


'''Primary Skills:'''


==Skills==
===Primary===
*Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16
*Fast-Draw (Ammo), Forced Entry, and Jumping, all (E) DX [1]-16
*Acrobatics (H) DX [4]-16
*Acrobatics (H) DX [4]-16
*One of Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2 [4]-18
*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.
*Seven of Guns (Light Machine Gun, Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+1 [1]-17, bought from default to first Guns specialty
===Secondary===
*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 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
*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;
*Driving (Automobile or Motorcycle) and Stealth, both (A) DX-1 [1]-15;
*Intimidation [1]
*Armoury (Heavy Weapons or Small Arms) and Holdout, both (A) IQ+1 [4]-12
*Holdout [1]
*Running (A) HT [2]-12.
*Tactics, Strategy(Land), Savoire-Faire(Military), Leadership, Intelligence Analysis all [1]
'''Background Skills:'''
*Observation [1]
*Computer Operation (E) IQ [1]-15
 
==VaulTec 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.
 
'''Attributes:'''
 
*ST 10 [0];
*DX 13 [60];
*IQ 15 [100];
*HT 11 [10].
 
'''Secondary Characteristics:'''


===Background Skills===
Damage 1d-2/1d
==Lens [24]==
*BL 20 lbs.
*Add the Vault Dweller [10] Lens
*HP 10 [0]
*Will 15 [0]
*Per 15 [0]
*FP 11 [0]
*Basic Speed 6.00 [0]
*Basic Move 6 [0]
 
'''Advantages:'''
 
*Attractive [4]
*Honest Face [1]
*Luck [15]
*Smooth Operator 2 [30]
 
A further 31 points chosen from among:
 
*ST +1 to +3 [10/level]
*DX +1 [20]
*IQ +1 [20]
*HT +1 to +3 [10/level]
*Alcohol Tolerance [1]
*Business Acumen 1-3 [10/level]
*Charisma 1-6 [5/level]
*Contact Group (Corporation, local black market, quartermaster, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15]
*Cultural Adaptability [10]
*Daredevil [15]
*Fashion Sense [5]
*Gun Perks [1/perk]
*Language Talent [10]
*Languages (any) [2-6/language]
*No Hangover [1]
*Rapier Wit [5]
*Sensitive [5]
*Empathy [15]
*Serendipity 1-2 [15/level]
*Signature Gear [Varies]
*Smooth Operator 3-4 [15/level]
*Voice [10]
*Wild Talent 1 [20]
*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
 
'''Disadvantages:'''
 
*-15 points chosen from among Duty (Agency, mob, service, or similar; 9, 12, or 15 or less) [-5, -10, or -15]
*Greed [-15*]
*Secret (Past scams) [-5 or -10]
*Sense of Duty (Team) [-5]
*Social Stigma (Criminal Record) [-5]
*Trickster [-15*]
 
Another -15 points chosen from among those traits or:
 
*Chummy [-5] or Gregarious [-10]
*Compulsive Carousing [-5*]
*Compulsive Gambling [-5*]
*Compulsive Lying [-15*]
*Lecherousness [-15*]
 
A further -20 points chosen from either of the previous lists or:
 
*Curious [-5*]
*Impulsiveness [-10*]
*Jealousy [-10]
*Kleptomania [-15*]
*Overconfidence [-5*]
*Selfish [-5*]
*Trademark [-5 to -15]
 
'''Primary Skills:'''
 
*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
 
'''Secondary Skills:'''
 
*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
*Guns (Pistol) (E) DX+1 [2]-14
*Holdout (A) IQ-1 [1]-14
*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
'''Background Skills:'''
*Driving (Automobile or Motorcycle) (A) DX-1 [1]-12.
*Computer Operation (E) IQ [1]-15
 
==VaulTec Reconstruction Engineer==
 
'''Attributes'''
 
*ST 11 [10]
*DX 11 [40]
*IQ 16 [100]
*HT 11 [10]
 
'''Secondary Characteristics'''
 
*HP 11
*Will 16
*Per 12 [-20]
*FP 11
*Basic Lift 24
*Damage 1d-1/1d+1
*Basic Speed 6 [10]
*Basic Move 6
 
'''Advantages:'''
 
*Luck [15]
*Gadgeteer (Quick) [50]
*Gizmo 1 [5]
 
A further 20 points chosen from among:
 
*Gizmo [5/level]
*+1-2 ST
*+1 DX
*+1 IQ
*+1-2 HT
*Lightning Calculator or Intuitive Mathematician [2 or 5]
*High TL [5]
*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]
*Language (Written/Spoken at Accented Level) [4]
 
'''Primary Skills:'''
 
*Armoury
*Carpentry
*Computer Operation
*Computer Programming
*Computer Hacking
*Electrician
*2 Electronics Operation
*4 Electronics Repair
*2 Engineer
*Mathematics (Applied)
*Machinist
*Masonry
*Scrounging
 
'''Secondary Skills:'''
 
*One of Boxing (A) DX [2]-14, Brawling (A) DX+1 [2]-15, or Karate (H) DX-1 [2]-13
*Either Judo (H) DX-1 [2]-13 or Wrestling (A) DX [2]-14
*Fast-Draw (Gizmo)
*Guns (Pistol)
*Cryptography
*Research
*Diplomacy or Fast-Talk
*Smuggling
 
'''Background Skills:'''
 
*Driving (Heavy Wheeled)
 
==VaulTec Procurement Specialist==
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
ahead and open the door.
 
'''Attributes:'''
*ST 10 [0]
*DX 15 [100]
*IQ 13 [60]
*HT 11 [10].
 
'''Secondary Characteristics:'''
 
*Damage 1d-2/1d
*BL 20 lbs.
*HP 10 [0]
*Will 13 [0]
*Per 13 [0]
*FP 11 [0]
*Basic Speed 7.00 [10]
*Basic Move 7 [0]
 
'''Advantages:'''
 
*Flexibility [5]
*Luck [15]
*Perfect Balance [15]
 
A further 25 points chosen from among:
 
*ST +1 or +2 [10 or 20]
*DX +1 [20]
*IQ +1 [20]
*HT +1 or +2 [10 or 20]
*Per +1 to +5 [5/level]
*Basic Move +1 to +3 [5/level]
*Absolute Direction [5] or 3D Spatial Sense [10]
*Absolute Timing [2]
*Acute Senses (any) [2/level]
*Breath-Holding [2/level]
*Catfall [10]
*Combat Reflexes [15]
*Craftiness 1-4 [5/level]
*Danger Sense [15]
*Daredevil [15]
*Enhanced Dodge 1 [15]
*Fit [5] or Very Fit [15]
*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]
*Serendipity 1 [15]
*Signature Gear [Varies]
*Wild Talent 1 [20]
*improve Flexibility [5] to Double-Jointed [15] for 10 points
*replace Luck [15] with Extraordinary Luck [30] for 15 points
 
'''Disadvantages:'''
 
*Loner (12) [-5]
 
-20 points chosen from among Duty (Agency, mob, service, or similar; Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20]
 
*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 -25 points chosen from among the previous traits or:
 
*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
 
'''Primary Skills:'''
 
*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
 
'''Secondary Skills:'''
 
*One of Boxing (A) DX [2]-15, Brawling (A) DX+1 [2]-16, or Karate (H) DX-1 [2]-14
*Either Judo (H) DX-1 [2]-14 or Wrestling (A) DX [2]-15
*Guns (Pistol) (E) DX [1]-15
*Two of Driving (Automobile or Motorcycle) (A) DX [2]-15; Swimming (E) HT+1 [2]-12; Running (A) HT [2]-11; or 2 points to raise one of those skills or Acrobatics, Stealth, or an unarmed skill by a level.
*Eight 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
*or 1 point to raise one of those skills or Climbing, Forced Entry, or Jumping by a level.


==Quirks==
'''Background Skills:'''
*You may customize your character further by choosing 4 additional quirks.


[[Endzeit Templates unused]]
*Computer Operation (E) IQ [1]-15

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