Endzeit Templates: Unterschied zwischen den Versionen

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Zeile 1: Zeile 1:
Siehe auch [[Endzeit Lenses]].
[[Category:Endzeit|Templates]]
Alle Templates+Lenses zusammen haben ''ungefähr'' folgende CP Verteilung:


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


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


Quirk
=Medic=
 
*Bunker4Life - Du bist es gewohnt in einem Bunker zu leben, nicht raus zu können und verhälst dich entsprechend.
 
==Medic==
[[File:VaulTec Medic.jpg|thumb|Medic]]
[[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.
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]===
==Attributes [160]==
 
*ST 10
*ST 10
*DX 12 [40]
*DX 12 [40]
Zeile 34: Zeile 31:
*Languages: English (Native) [0]
*Languages: English (Native) [0]


===Advantages [70]===
==Advantages [55]==


*Medic 4 [20] (Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician and Surgery)
*Medic 4 [20] (Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician and Surgery)
*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.)
*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.)
*Luck [15]


A further 30 points chosen from among lens advantages:
A further 30 points chosen from among lens advantages:
Zeile 57: Zeile 53:
*Signature Gear [Varies]
*Signature Gear [Varies]
*Wild Talent 1 [20]
*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 [-50]==


*Sense of Duty (Team) [-5]
*Sense of Duty (Team) [-5]
Zeile 80: Zeile 77:
*Guilt Complex [-5]
*Guilt Complex [-5]
*Selfish [-5*] or Selfless [-5*]
*Selfish [-5*] or Selfless [-5*]
*further -15 points chosen from either of the previous lists or:
*Alcoholism [-15]
*Alcoholism [-15]
*Curious [-5*]
*Curious [-5*]
Zeile 88: Zeile 84:
*Stubbornness [-5]
*Stubbornness [-5]
*Workaholic [-5]
*Workaholic [-5]
*anything else the '''GM allows''' you to take


===Skills [40]===
==Skills [40]==


====Primary [11]====
===Primary [11]===
*Diagnosis/TL9 (Human) IQ/H - IQ+2 18 [1] includes: +4 from 'Medic'
*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'
*Electronics Operation/TL9 (Medical) IQ/A - IQ+3 19 [1] includes: +4 from 'Medic'
Zeile 100: Zeile 97:
*Surgery/TL9 (Human) IQ/VH - IQ+2 18 [2] includes: +4 from 'Medic'
*Surgery/TL9 (Human) IQ/VH - IQ+2 18 [2] includes: +4 from 'Medic'


====Secondary Skills [25]====
===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 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]
*Either Wrestling DX/A - DX+0 12 [2] ''or'' Judo DX/H - DX-1 11 [2]
Zeile 107: Zeile 104:
*Fast-Draw (Medical Gear) DX/E - DX+2 14 [4]
*Fast-Draw (Medical Gear) DX/E - DX+2 14 [4]
*Forensics/TL9 IQ/H - IQ-1 15 [2]
*Forensics/TL9 IQ/H - IQ-1 15 [2]
*Guns/TL9 (Pistol) DX/E - DX+1 13 [2]
*Interrogation IQ/A - IQ+0 16 [2]
*Interrogation IQ/A - IQ+0 16 [2]
*Knife DX/E - DX+0 13 [2]
*Knife DX/E - DX+0 13 [2]
*Liquid Projector/TL9 (Sprayer) DX/E - DX+0 12 [1]
*Liquid Projector/TL9 (Sprayer) DX/E - DX+0 12 [1]
*Naturalist (Earth) IQ/H - IQ-1 15 [2]
*Naturalist (Earth) IQ/H - IQ-1 15 [2]
*Piloting/TL9 (Helicopter) DX/A - DX+1 13 [4]
*Driving/TL9 (Any) ''or'' Piloting/TL9 (Any) DX/A - DX+1 13 [4]


====Background [4]====
===Background [4]===
4 points in improved primary or secondary skills or choose from:
4 points in improved primary or secondary skills or choose from:
*Administration IQ/A - IQ-1 15 [1]
*Administration IQ/A - IQ-1 15 [1]
Zeile 135: Zeile 131:
*Writing IQ/A - IQ-1 15 [1]
*Writing IQ/A - IQ-1 15 [1]


===Lens [10]===
==Lens [24]==
*Add the Vault Dweller [10] Lens
*Add the Vault Dweller [24] Lens


===Quirks===
==Quirks==
*Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
*You may customize your character further by choosing 4 additional quirks.
*You may customize your character further by choosing 4 additional quirks.


==Scout==
=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 [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]]
[[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.
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]===
==Attributes [185]==
 
*ST 11 [10]
*ST 11 [10]
*DX 16 [120]
*DX 16 [120]
Zeile 172: Zeile 262:
*Languages: English (Native) [0]
*Languages: English (Native) [0]


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


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


*ST +1, +2 or +3 [10, 20 or 30]
*ST +1, +2 or +3 [10, 20 or 30]
Zeile 201: Zeile 290:
*anything else the '''GM allows''' you to take
*anything else the '''GM allows''' you to take


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


-15 points chosen from among:
-15 points chosen from among:
Zeile 224: Zeile 312:
*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 ''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]
Zeile 234: Zeile 323:
*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/E - DX+1 17 [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]
Zeile 249: Zeile 338:
*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)
Zeile 272: Zeile 361:
*Weather Sense
*Weather Sense


===Lens [10]===
==Lens [24]==
*Add the Vault Dweller [10] Lens
*Add the Vault Dweller [24] Lens


===Quirks===
==Quirks==
*Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
*You may customize your character further by choosing 4 additional quirks.
*You may customize your character further by choosing 4 additional quirks.


==Social Engineer==
=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 [170]===
==Attributes [160]==


*ST 10 [0];
*ST 10 [0];
Zeile 292: Zeile 381:
*HP 10 [0]
*HP 10 [0]
*Will 15 [0]
*Will 15 [0]
*Per 15 [0]
*Per 13 [-10]
*FP 11 [0]
*FP 11 [0]
*Basic Speed 6.00 [0]
*Basic Speed 6.00 [0]
Zeile 301: Zeile 390:
*Languages: English (Native) [0]
*Languages: English (Native) [0]


===Advantages [70]===
==Advantages [55]==


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


Zeile 335: Zeile 423:
*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]


===Disadvantages===
-15 points chosen from among
-15 points chosen from among


*Greed [-15*]
*Greed [-15*]
*Secret (Past scams) [-5 or -10]
*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 351: Zeile 437:
*Compulsive Lying [-15*]
*Compulsive Lying [-15*]
*Lecherousness [-15*]
*Lecherousness [-15*]
*Kleptomania [-15*]


A further -20 points chosen from either of the previous lists or:
A further -10 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 -15]
*Trademark [-5 to -10]
*anything else the '''GM allows''' you to take


===Skills===
==Skills==


====Primary [16]====  
===Primary [16]===


*Acting [2]
*Acting [2]
Zeile 375: Zeile 462:
*Public Speaking, all (A) IQ+1 [2]-17
*Public Speaking, all (A) IQ+1 [2]-17


====Secondary Skills [25]====
===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
*Merchant (A) IQ-1 [4]-15
*Guns (Pistol) (E) DX+1 [2]-14
*Sex Appeal (A) HT+2 [2]-13
*Sex Appeal (A) HT+2 [2]-13
*Holdout (A) IQ-1 [1]-14
*Holdout (A) IQ-1 [1]-14
Zeile 395: Zeile 481:
*Politics [1]
*Politics [1]


====Background [9]====
===Background [9]===
9 points in improved primary or secondary skills or choose from:
9 points in improved primary or secondary skills or choose from:
*Administration
*Administration
Zeile 411: Zeile 497:
*Smuggling
*Smuggling


===Lens [10]===
==Lens [24]==
*Add the Vault Dweller [10] Lens
*Add the Vault Dweller [24] Lens


===Quirks===
==Quirks==
*Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
*You may customize your character further by choosing 4 additional quirks.
*You may customize your character further by choosing 4 additional quirks.


==Thief==
=Thief=
[[File:City Thief.jpg|thumb|Thief]]
[[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!
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]===
==Attributes [180]==


*ST 10
*ST 10
Zeile 445: Zeile 530:
*Languages: English (Native) [0]
*Languages: English (Native) [0]


===Advantages [65]===
==Advantages [50]==
*Flexibility [5]
*Flexibility [5]
*Luck [15]
*Nimble 2 [10] (Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps)
*Nimble 2 [10] (Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps)
*Perfect Balance [15]
*Perfect Balance [15]
Zeile 473: Zeile 557:
*Weapon Bond
*Weapon Bond
*Wild Talent 1 [20]
*Wild Talent 1 [20]
*anything else the '''GM allows''' you to take


===Disadvantages [50]===
==Disadvantages [50]==
*Sense of Duty (Team) [-5]
*One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15]
*One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15]
*One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-5]
*One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-5]
Zeile 495: Zeile 579:
*Post-Combat Shakes [-5*]
*Post-Combat Shakes [-5*]
*Skinny [-5]
*Skinny [-5]
*anything else the '''GM allows''' you to take


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


====Primary [19]====
===Primary [19]===
*Climbing DX/A - DX+3 18 [1] includes: +1 from 'Perfect Balance', +3 from 'Flexibility'
*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'
*Escape DX/H - DX+1 16 [1] includes: +3 from 'Flexibility'
Zeile 508: Zeile 593:
*Traps/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 [21]===
*Acrobatics DX/H - DX-1 14 [1] includes: +1 from 'Perfect Balance'
*Acrobatics DX/H - DX-1 14 [1] includes: +1 from 'Perfect Balance'
*Brawling DX/E - DX+0 15 [1]
*Brawling DX/E - DX+0 15 [1]
Zeile 519: Zeile 604:
*Shadowing IQ/A - IQ+0 13 [2]
*Shadowing IQ/A - IQ+0 13 [2]
*Sleight of Hand DX/H - DX-2 13 [1]
*Sleight of Hand DX/H - DX-2 13 [1]
*Smuggling IQ/A - IQ+0 13 [2]
*Smuggling IQ/A - IQ+0 13 [1]
*Streetwise IQ/A - IQ+0 13 [2]
*Streetwise IQ/A - IQ+0 13 [2]
*Thrown Weapon (Knife) DX/E - DX+0 15 [1]
*Thrown Weapon (Axe/Mace)
*Urban Survival Per/A - Per+0 13 [2]
*Urban Survival Per/A - Per+0 13 [2]


====Background [5]====
===Background [5]===
5 points in improved primary or secondary skills or choose from:
5 points in improved primary or secondary skills or choose from:
*Carousing
*Carousing
Zeile 544: Zeile 629:
*Observation
*Observation


===Lens [10]===
==Lens [24]==
*Add the Vault Dweller [10] Lens
*Add the Vault Dweller [10] Lens


===Quirks===
==Quirks==
*Bunker4Life - You've grown up in a bunker, have never seen the light of day and act accordingly.
*You may customize your character further by choosing 4 additional quirks.
*You may customize your character further by choosing 4 additional quirks.


==Urban Scout==
=Melee Specialist=
[[File:Urban Scout.jpg|thumb|Urban Scout]]
[[File:Melee Specialist.bmp|thumb|Melee Specialist]]
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 ruins that were once great cities, you've become a master of urban scouting.
 
===Attributes [185]===
 
*ST 11 [10]
*DX 16 [120]
*IQ 11 [20]
*HT 12 [20]
 
*HP 11
*Will 11
*Per 14 [15]
*FP 12
 
*Basic Lift 24
*Damage 1d-1/1d+1
 
*Basic Speed 7
*Basic Move 7
 
*Ground Move 7
*Water Move 1
 
*Social Background
*TL: 9 [0]
*Cultural Familiarities: Western (Native) [0].
*Languages: English (Native) [0].
 
===Advantages [60]===
*Luck [15]
*Craftiness (2) [10] (Acting, Camouflage, Disguise, Holdout, Shadowing, Stealth)
 
35 points chosen from among:
 
*ST +1, +2 or +3 [10, 20 or 30]
*DX +1 [20]
*IQ +1 [20]
*HT +1, +2 or +3 [10, 20 or 30]
*Per +1 to +4 [5/level]
*Basic Speed +1 [20]
*Basic Move +1 to +3 [5/level]
*Either Absolute Direction ''or'' 3D Spatial Sense
*Acute Vision [2/level]
*Combat Reflexes [15]
*Danger Sense [15]
*Fit [5] or Very Fit [15]
*High Pain Threshold [10]
*Peripheral Vision [15]
*Rapid Healing [5] or Very Rapid Healing [15]
*Resistant to Disease (+3) ''or'' (+8) [3 or 5]
*Resistant to Poison (+3) [5]
*Signature Gear [Varies]
*or replace Luck [15] with Extraordinary Luck [30] for 15 points
*Gun Perk [1]
*Weapon Bond [1]
*anything else the '''GM allows''' you to take
 
===Disadvantages [50]===
*Sense of Duty (Team) [-5]
 
-15 points chosen from among:
 
*Bloodlust [-10*]
*Callous [-5]
*Honesty [-10*]
*Overconfidence [-5*]
*Stubbornness [-5]
*Greed [-15*]
 
Another -30 points chosen from among the previous traits or:
 
*Code of Honor (Pirate’s or Soldier’s) [-5 or -10]
 
*Intolerance (Hillbillies) [-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 [45]===
 
====Primary [14]====
*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]
*Camouflage IQ/E - IQ+3 14 [2] (includes: +2 from 'Craftiness')
*Stealth DX/A - DX+2 18 [2] (includes: +2 from 'Craftiness')
*Observation Per/A - Per+1 15 [4]
 
====Secondary [24]====
*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]
*Acting IQ/A - IQ+2 13 [2] (includes: +2 from 'Craftiness')
*Disguise/TL9 (Human) IQ/A - IQ+2 13 [2] (includes: +2 from 'Craftiness')
*Electronics Operation/TL9 (Security) IQ/A - IQ+0 11 [2]
*Either Fast-Talk IQ/A - IQ+0 11 [2] ''or'' Intimidation IQ/A - IQ+0 11 [2]
*Gesture IQ/E - IQ+0 11 [1]
*Guns/TL9 (Pistol) DX/E - DX+1 17 [1]
*Search Per/A - Per+0 14 [2]
*Shadowing IQ/A - IQ+3 14 [3] (includes: +2 from 'Craftiness')
*Stealth DX/A - DX+2 18 [2] (includes: +2 from 'Craftiness')
*Traps/TL9 IQ/A - IQ+0 11 [2]
*Urban Survival Per/A - Per-1 13 [1]
 
====Background [7]====
*7 points in improved primary or secondary skills or choose from:
*Architecture
*Armoury/TL9 (Missile Weapons)
*Climbing
*Electronics Repair/TL9 (Security)
*Fast-Draw (any)
*Forced-Entry
*Garrote
*Holdout
*Jumping
*Knife
*Knot-Tying
*First Aid
*Running
*Scrounging
*Skiing
*Swimming
*Throwing
*Streetwise
 
===Lens [10]===
*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.
 
'''Attributes:'''
 
*ST 12 [20]
*DX 14 [80]
*IQ 11 [20]
*HT 13 [30]
 
'''Secondary Characteristics:'''
 
*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]
 
'''Advantages:'''
 
*Absolute Direction [5]
*Luck [15]
*Vanguard 4 [20] (Camouflage, Cartography, Stealth, Navigation (Land), Survival and Tracking)
 
25 points chosen from among:
 
*ST +1 or +2 [10 or 20]
*DX +1 [20]
*HT +1 or +2 [10 or 20]
*Per +1 to +4 [5/level]
*Basic Speed +1 [20]
*Basic Move +1 to +3 [5/level]
*Acute Vision [2/level]
*Combat Reflexes [15]
*Danger Sense [15]
*Fit [5] or Very Fit [15]
*High Pain Threshold [10]
*Peripheral Vision [15]
*Rapid Healing [5] or Very Rapid Healing [15]
*Resistant to Disease (+3) or (+8) [3 or 5]
*Resistant to Poison (+3) [5]
*Signature Gear [Varies]
*or replace Luck [15] with Extraordinary Luck [30] for 15 points.
 
Disadvantages:
 
The following Disadvantages are mandatory:
 
*Sense of Duty (Team) [-5]
 
-10 points chosen from among:
 
*Bloodlust [-10*]
*Callous [-5]
*Honesty [-10*]
*Overconfidence [-5*]
*Stubbornness [-5]
 
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]
 
 
'''Primary Skills:'''
 
*Guns/TL9 (Shotgun) (E) DX+2 [4]-16, Guns/TL9 (Submachine Gun) or Guns/TL9 (Rifle)
*Either Bow (A) DX [2]-14, or Crossbow (E) DX [2]-15
*Navigation/TL9 (Land) IQ+4 [1]-15
*Camouflage (E) IQ+3 [2]-16
*Observation (A) Per+1 [4]-15
*Shadowing (A) IQ+1 [3]-12
*Tracking (A) Per+2 [2]-16
 
'''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 (Whatever you like) (E) DX [1]-14
*Climbing (A) DX-1 [1]-13
*Stealth (A) DX-1 [1]-13
*Driving/TL9 (Motorcycle) (A) DX [2]-14
*Gesture (E) IQ+1 [2]-12
*Cartography [4] IQ+3 [1]-14
*Traps (A) IQ+1 [4]-12
*Hiking (A) HT-1 [1]-12
*Survival (any) (A) Per+3 [1]-17
*Swimming (E) HT [1]-13
*Search (A) Per-1 [1]-13
*Scrounging (E) Per [1]-14
 
'''Background Skills:'''
 
*Computer Operation/TL9 (E) IQ [1]-11
*Driving/TL9 (Automobile) (A) DX-1 [1]-13
*Guns/TL9 (Pistol) (E) DX [1]-15
 
*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.
 
*Pick the Vault Dweller Lens [10]
 
==VaulTec Medical Doctor==
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:'''
 
*ST 10 [0]
*DX 12 [40]
*IQ 15 [100]
*HT 12 [20]
 
'''Secondary Characteristics:'''
 
*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]
 
'''Advantages:'''
 
*Healer 4 [40]
*Higher Purpose (“Medic!”) [5]
*Luck [15]
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.
 
'''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:
 
*Charitable [-15*]
*Chummy [-5] or Gregarious [-10]
*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 -15 points chosen from either of the previous lists or:
 
*Alcoholism [-15]
*Curious [-5*]
*Insomniac [-10 or -15]
*Nightmares [-5*]
*Overconfidence [-5*]
*Post-Combat Shakes [-5*]
*Stubbornness [-5]
*Truthfulness [-5*]
*Workaholic [-5]
 
'''Primary Skills:'''
 
*Diagnosis, Pharmacy (Synthetic), and Psychology, all (H) IQ+2 [1]-17†
*Physician (H) IQ+5 [8]-20†
*Surgery (VH) IQ+1 [1]-16†
 
'''Secondary Skills:'''
 
*Either Judo (H) DX-1 [2]-11 or Wrestling (A) DX [2]-12
*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
 
==VaulTec 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:'''
==Attributes [165]==
*ST 13 [30]
*ST 14 [40]
*DX 15 [100]
*DX 15 [100]
*IQ 10 [0]
*IQ 10 [0]
*HT 11 [10]
*HT 12 [20]
 
'''Secondary Characteristics'''
 
*Damage 1d/2d-1
*Damage 1d/2d-1
*BL 34 lbs
*BL 39 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 [10]
*Basic Speed 7.00 [5]
*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 30 points chosen from among:
A further 25 points chosen from among:


*additional martial-arts abilities
*additional martial-arts abilities
Zeile 923: Zeile 667:
*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 937: Zeile 682:
*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
*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.  
*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
*-20 points chosen from among Code of Honor (“Fight fair!”) [-5], (Gentleman’s) [-10], or (Bushido) [-15]
*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 -15 points chosen from among those traits or:
Another -30 points chosen from among previous or the following traits:


*Bad Temper [-10*]
*Bad Temper [-10*]
Zeile 962: Zeile 707:
*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 972: Zeile 714:
*Trademark [-5 to -15]
*Trademark [-5 to -15]
*Workaholic [-5]
*Workaholic [-5]
*anything else the '''GM allows''' you to take


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


A total of 16 points in skills to wield your melee weapon of choice and ancillary weapons, chosen
A total of 16 points in skills to wield your melee weapon of choice and ancillary weapons, chosen nfrom among:  
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 Skills:'''
===Secondary===
 
*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 992: Zeile 734:
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 1.010: Zeile 750:
*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 1.022: Zeile 762:
points/level after that.
points/level after that.


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


*Acrobatic Stand [1 to 6]
*Acrobatic Stand [1 to 6]
Zeile 1.036: Zeile 776:
*Toe Flip [1 to 5]
*Toe Flip [1 to 5]


==VaulTec Security Officer==
==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.
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 [10]
*HT 12 [20]
 
'''Secondary Characteristics'''
 
*Damage 1d-1/1d+1
*Damage 1d-1/1d+1
*BL 24 lbs.
*BL 24 lbs.
Zeile 1.057: Zeile 801:
*Basic Move 7 [0]
*Basic Move 7 [0]


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


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


A further 30 points chosen from among:
A further 25 points chosen from among:
*ST +1 to +3 [10/level]
*ST +1 to +3 [10/level]
*DX +1 [20]
*DX +1 [20]
Zeile 1.087: Zeile 831:
*Signature Gear [Varies]
*Signature Gear [Varies]
*Wild Talent 1 [20]
*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:'''
==Disadvantages==


-20 points chosen from among:
-20 points chosen from among:
Zeile 1.115: Zeile 860:
*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
*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.
*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===
'''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;
*Armoury (Heavy Weapons or Small Arms) and Holdout, both (A) IQ+1 [4]-12
*Intimidation [1]
*Running (A) HT [2]-12.
*Holdout [1]
'''Background Skills:'''
*Tactics, Strategy(Land), Savoire-Faire(Military), Leadership, Intelligence Analysis all [1]
*Computer Operation (E) IQ [1]-15
*Observation [1]


===Background Skills===
==Lens [24]==
*Add the Vault Dweller [10] Lens


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


==VaulTec Reconstruction Engineer==
[[Endzeit Templates unused]]
Gefällt mir gar nicht, ist schwer in ein 250 Pkt Template alles hineinzupacken was man braucht um einen allgemeinen Gagdeteer zu machen.
 
Mache wohl Lenses für den, wo man sein Spezialgebiet wählen kann, dann kann man später nach und nach ausbauen, z.B. Hemperors Robot-Gadgeteer mit Ally...
 
Tinkerer. 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, p. 190), and Scrounging skill is de rigueur. Cinematic inventors should also have High TL, Gadgeteer, and Gizmos.
 
'''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.
 
Vorschlag für Namen des Talents: Nimble Fingers
 
'''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.
 
'''Background Skills:'''
 
*Computer Operation (E) IQ [1]-15

Aktuelle Version vom 30. März 2012, 01:21 Uhr

Alle Templates+Lenses zusammen haben ungefähr folgende CP Verteilung:

  • >150 Attribute (Goal: 175)
  • >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:

Medic[Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

  • Medic 4 [20] (Diagnosis, Electronics Operation (Medical), First Aid, Pharmacy, Physician and Surgery)
  • 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:

  • 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][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

Primary [11][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

  • Add the Vault Dweller [24] Lens

Quirks[Bearbeiten | Quelltext bearbeiten]

  • You may customize your character further by choosing 4 additional quirks.

Reconstruction Engineer[Bearbeiten | Quelltext bearbeiten]

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 [175][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

Primary [18][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

  • Fast-Draw (Gizmo) [1]
  • Holdout
  • Diplomacy or Fast-Talk [1]
  • Research
  • Driving/TL9 (Any) or Piloting/TL9 (Any) [1]

Background Skills [0][Bearbeiten | Quelltext bearbeiten]

  • Carpentry [1]
  • Masonry [1]
  • Smuggling [1]
  • Speed-Reading [1]

Lens [24][Bearbeiten | Quelltext bearbeiten]

  • Add the Vault Dweller [24] Lens

Quirks[Bearbeiten | Quelltext bearbeiten]

  • You must take another 4 quirks to pay for the above and to have the recommended two Character Points left.

Scout[Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

  • ST 11 [10]
  • DX 16 [120]
  • IQ 11 [20]
  • HT 12 [20]
  • HP 11
  • Will 11
  • Per 14 [15]
  • FP 12
  • Basic Lift 24
  • Damage 1d-1/1d+1
  • Basic Speed 7
  • Basic Move 7
  • Ground Move 7
  • Water Move 1
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [45][Bearbeiten | Quelltext bearbeiten]

  • Vanguard (2) [10] (Camouflage, Hiking, Navigation (Land), Stealth, Tracking, Survival)

25 points chosen from among:

  • ST +1, +2 or +3 [10, 20 or 30]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1, +2 or +3 [10, 20 or 30]
  • Per +1 to +4 [5/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Either Absolute Direction or 3D Spatial Sense
  • Acute Vision [2/level]
  • Combat Reflexes [15]
  • Danger Sense [15]
  • Fit [5] or Very Fit [15]
  • High Pain Threshold [10]
  • Peripheral Vision [15]
  • Rapid Healing [5] or Very Rapid Healing [15]
  • Resistant to Disease (+3) or (+8) [3 or 5]
  • Resistant to Poison (+3) [5]
  • Signature Gear [Varies]
  • or replace Luck [15] with Extraordinary Luck [30] for 15 points
  • Gun Perk [1]
  • Weapon Bond [1]
  • anything else the GM allows you to take

Disadvantages [-45][Bearbeiten | Quelltext bearbeiten]

-15 points chosen from among:

  • Bloodlust [-10*]
  • Callous [-5]
  • Honesty [-10*]
  • Overconfidence [-5*]
  • Stubbornness [-5]
  • Greed [-15*]

Another -30 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]
  • anything else the GM allows you to take

Skills [45][Bearbeiten | Quelltext bearbeiten]

Primary [14][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

  • Either Boxing DX/A - DX+0 16 [2], Brawling DX/E - DX+1 17 [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]
  • Cartography/TL9 IQ/A - IQ+0 11 [2]
  • Driving/TL9 (Motorcycle) DX/A - DX+0 16 [2]
  • Either Fast-Talk IQ/A - IQ+0 11 [2] or Intimidation IQ/A - IQ+0 11 [2]
  • Gesture IQ/E - IQ+0 11 [1]
  • Guns/TL9 (Pistol) DX/E - DX+1 17 [1]
  • Hiking HT/A - HT+2 14 [2] (includes: +2 from 'Vanguard')
  • Navigation/TL9 (Land) IQ/A - IQ+2 13 [2] (includes: +2 from 'Vanguard')
  • Search Per/A - Per+0 14 [2]
  • 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][Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

  • Add the Vault Dweller [24] Lens

Quirks[Bearbeiten | Quelltext bearbeiten]

  • You may customize your character further by choosing 4 additional quirks.

Social Engineer[Bearbeiten | Quelltext bearbeiten]

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 [160][Bearbeiten | Quelltext bearbeiten]

  • ST 10 [0];
  • DX 13 [60];
  • IQ 15 [100];
  • HT 11 [10].
  • Damage 1d-2/1d
  • BL 20 lbs.
  • HP 10 [0]
  • Will 15 [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][Bearbeiten | Quelltext bearbeiten]

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

A further 30 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
  • anything else the GM allows you to take

Disadvantages[Bearbeiten | Quelltext bearbeiten]

  • Per 13 [-10]

-15 points chosen from among

  • Greed [-15*]
  • 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:

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

Skills[Bearbeiten | Quelltext bearbeiten]

Primary [16][Bearbeiten | Quelltext bearbeiten]

  • Acting [2]
  • 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][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

9 points in improved primary or secondary skills or choose from:

  • 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][Bearbeiten | Quelltext bearbeiten]

  • Add the Vault Dweller [24] Lens

Quirks[Bearbeiten | Quelltext bearbeiten]

  • You may customize your character further by choosing 4 additional quirks.

Thief[Bearbeiten | Quelltext bearbeiten]

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][Bearbeiten | Quelltext bearbeiten]

  • ST 10
  • DX 15 [100]
  • IQ 13 [60]
  • HT 11 [10]
  • HP 10
  • Will 13
  • Per 13
  • FP 11
  • Basic Lift 20
  • Damage 1d-2/1d
  • Basic Speed 7 [10]
  • Basic Move 7
  • Social Background
  • TL: 9 [0]
  • Cultural Familiarities: Western (Native) [0]
  • Languages: English (Native) [0]

Advantages [50][Bearbeiten | Quelltext bearbeiten]

  • Flexibility [5]
  • Nimble 2 [10] (Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps)
  • Perfect Balance [15]

20 points chosen from among:

  • +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][Bearbeiten | Quelltext bearbeiten]

  • One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15]
  • One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-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*]
  • Post-Combat Shakes [-5*]
  • Skinny [-5]
  • anything else the GM allows you to take

Skills [45][Bearbeiten | Quelltext bearbeiten]

Primary [19][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

  • 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][Bearbeiten | Quelltext bearbeiten]

5 points in improved primary or secondary skills or choose from:

  • Carousing
  • 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][Bearbeiten | Quelltext bearbeiten]

  • Add the Vault Dweller [10] Lens

Quirks[Bearbeiten | Quelltext bearbeiten]

  • You may customize your character further by choosing 4 additional quirks.

Melee Specialist[Bearbeiten | Quelltext bearbeiten]

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.

Attributes [165][Bearbeiten | Quelltext bearbeiten]

  • ST 14 [40]
  • DX 15 [100]
  • IQ 10 [0]
  • HT 12 [20]
  • Damage 1d/2d-1
  • BL 39 lbs
  • HP 13 [0]
  • Will 10 [0]
  • Per 10 [0]
  • FP 11 [0]
  • Basic Speed 7.00 [5]
  • Basic Move 7 [0]

Advantages[Bearbeiten | Quelltext bearbeiten]

  • Enhanced Parry 1 (Weapon of choice) or Enhanced Block [5]
  • Weapon Master (Weapon of choice) [20]

A further 25 points chosen from among:

  • additional martial-arts abilities
  • ST +1 to +3 [10/level]
  • DX +1 [20]
  • IQ +1 [20]
  • HT +1 to +3 [10/level]
  • Basic Speed +1 [20]
  • Basic Move +1 to +3 [5/level]
  • Born War Leader
  • Ambidexterity [5]
  • Arm ST 1-2 [5/level]
  • Combat Reflexes [15]
  • Daredevil [15]
  • Enhanced Dodge 1-3 [15/level]
  • Enhanced Parry 2-3 (Weapon of choice) [5/level]
  • Extra Attack 1 [25]
  • Gizmos 1-3 [5/gizmo]
  • Peripheral Vision [15]
  • Serendipity 1-2 [15/level]
  • Signature Gear [Varies]
  • Striking ST 1-2 [5/level]
  • Strong Chi 1-4 [5/level]
  • Wild Talent 1 [20]
  • Weapon Bond (Any starting weapon) [1]
  • 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.
  • anything else the GM allows you to take

Disadvantages[Bearbeiten | Quelltext bearbeiten]

-20 points chosen from among

  • Code of Honor (“Fight fair!”) [-5], (Gentleman’s) [-10], or (Bushido) [-15]
  • Fanaticism (Employer, nation, or service) [-15]
  • Intolerance (Rival nation or other large group) [-5]
  • Obsession (Beat a specific rival) [-5*]
  • Secret (Illegal tournament deaths) [-20]
  • Social Stigma (Criminal Record) [-5]

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

  • Bad Temper [-10*]
  • Bloodlust[-10*]
  • Callous [-5]
  • Delusion (“Guns are no match for my favorite weapon!”) [-5]
  • Honesty [-10*]
  • Impulsiveness [-10*]
  • On the Edge [-15*]
  • Overconfidence [-5*]
  • Vow (Use only muscle-powered attacks) [-10]
  • Distinctive Features (Dueling scars) [-1]
  • Jealousy [-10]
  • Loner [-5*]
  • Odious Personal Habits [-5 to -15]
  • Stubbornness [-5]
  • Trademark [-5 to -15]
  • Workaholic [-5]
  • anything else the GM allows you to take

Skills[Bearbeiten | Quelltext bearbeiten]

Primary[Bearbeiten | Quelltext bearbeiten]

A total of 16 points in skills to wield your melee weapon of choice and ancillary weapons, chosen nfrom 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.

Secondary[Bearbeiten | Quelltext bearbeiten]

  • Acrobatics (H) DX-1 [2]-14
  • Holdout (A) IQ+2 [8]-12
  • Jumping (E) DX [1]-15
  • and Stealth (A) DX [2]-15
  • One of Boxing (A) DX [2]-15, Brawling (E) DX+1 [2]-16, or Karate (H) DX-1 [2]-14
  • Either Judo (H) DX-1 [2]-14 or Wrestling (A) DX [2]-15
  • Five of Fast-Draw (any), Guns (Pistol), or Thrown Weapon (any), all (E) DX+1

[2]-16; Throwing (A) DX [2]-15; Parry Missile Weapons (H) DX-1 [2]-14; Armoury (Melee Weapons), Connoisseur (Melee Weapons), Soldier, or Streetwise, all (A) IQ [2]-10; Tactics (H) IQ-1 [2]-9; Hiking or Running, both (A) HT [2]-11; Intimidation (A) Will [2]-10

  • or 2 points to raise one

of these skills or Acrobatics, Stealth, or an unarmed skill by a level

Background Skills[Bearbeiten | Quelltext bearbeiten]

  • Driving (Automobile or Motorcycle) (A) DX-1 [1]-14.

Martial-Arts Abilities[Bearbeiten | Quelltext bearbeiten]

A total of 15 points in any of the perks, cinematic skills, and techniques below – preferably armed specialties, where possible.

Perks[Bearbeiten | Quelltext bearbeiten]

  • Deadly Pose [1]
  • Dirty Fighting 1-3 [1/level]
  • Finishing Move [1]
  • Focused Fury [1]
  • Off-Hand Weapon Training [1]
  • Trademark Move [1]
  • Weapon Bond [1]

Cinematic Skills[Bearbeiten | Quelltext bearbeiten]

  • Flying Leap (requires Power Blow) (H) IQ-2 [1]-8
  • Pressure Points (H) IQ-2 [1]-8
  • Throwing Art (H) DX-2 [1]-13
  • Kiai (H) HT-2 [1]-9
  • Power Blow (H) Will-2 [1]-8
  • Blind Fighting (VH) Per-3 [1]-7

Spending a total of 2 points in any skill buys it at one level higher, a total of 4 points purchases it at two levels higher, and cost is 4 points/level after that.

Techniques[Bearbeiten | Quelltext bearbeiten]

  • Acrobatic Stand [1 to 6]
  • Arm Lock [1 to 4]
  • Disarming [2 to 6]
  • Dual-Weapon Attack [2 to 5]
  • Evade [1 to 5]
  • Feint [2 to 5]
  • Kicking [2 or 3]
  • Retain Weapon [2 to 6]
  • Roll with Blow [2 or 3]
  • Stamp Kick [2 to 4]
  • Toe Flip [1 to 5]

Lens [24][Bearbeiten | Quelltext bearbeiten]

  • Add the Vault Dweller [10] Lens

Quirks[Bearbeiten | Quelltext bearbeiten]

  • You may customize your character further by choosing 4 additional quirks.

Vault Security Officer[Bearbeiten | Quelltext bearbeiten]

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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

-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[Bearbeiten | Quelltext bearbeiten]

Primary[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

  • 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[Bearbeiten | Quelltext bearbeiten]

Lens [24][Bearbeiten | Quelltext bearbeiten]

  • Add the Vault Dweller [10] Lens

Quirks[Bearbeiten | Quelltext bearbeiten]

  • You may customize your character further by choosing 4 additional quirks.

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