Fallout: Fail-Safe TRAITS/SKILLS/PERKS

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    Ordin
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    Ultimate End character
    Class: Gladiator/Judge
    Life:
    160/200  (160/200)
    Weave:
    30/30  (30/30)

    Fallout: Fail-Safe TRAITS/SKILLS/PERKS

    Post by Ordin on Wed Mar 03, 2010 8:12 pm

    traits
    When building your character you can pick between zero and two traits. No traits can be gained after your character starts. They are not necessary, but you may find one that you like.

    Bruiser

    A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your combat sequence is -4, but your damage with melee and unarmed attacks are increased by 2.

    Chem Reliant

    You are more easily addicted to chemicals. Your chance to be addicted to chemicals is twice normal, but you recover faster from their ill effects.

    Clean Living

    You try to avoid the quick thrills of chemical enhancements. Chemicals only affect you half as long as normal, but your chance to be addicted is half normal.

    Fast Metabolism

    Your metabolic rate is increased. This means that you are much less resistant to radiation and poison, but your body heals faster. -10% to radiation and poison resistance, +2 to healing rate.

    Fast Shot

    You don't have time to take aim because you're too busy firing off shots as fast as possible. You always beat your opponent during sequencing, but your critical hits come in 6 point increments.

    Finesse

    Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits. -2 to damage, +2 to attack rolls for purposes of determining critical hit results.

    Gifted

    You are naturally superior to those around you, but you often rely on your natural talents instead of putting effort into mastering a variety of skills. You gain +7 points to spend on primary attributes, but you earn perks only once every four levels.

    Good Natured

    You're a friendly person and are hesitant to employ violence to solve problems. You have +2 to Medic, Persuasion, and Science. However, your combat sequence is -4.

    Kamikaze

    By not paying attention to any threats, you can rush in where angels fear to tread. You are easier to hit, but you act earlier in combat. -2 to Evade, +4 to Combat Sequence.

    Night Person

    When performing actions at night (6 p.m. to 6 a.m.), you do things better. During the day, however... It has nothing to do with the level of light, just the time of day. You're not a morning person. +2 to all skill checks at night, -2 to all skill checks in daytime.

    One Hander

    You excel with one hand, but two-handed weapons cause a problem. +2 chance to hit with one-handed weapons, -2 to hit with two-handed weapons.

    Jinxed

    You're not particularly lucky or unfortunate, but when lightning strikes, it strikes hard! If you fail a roll you have a chance to make a comeback. These either result in extreme success, or blowing yourself in half in the attempt. If during crit roll +30 to crit.

    Skilled

    Since you spent more time improving your skills than a normal person, you gain an additional Tag skill. However, you gain -1 skill points every level because you often spread yourself too thin.

    Small Frame

    You are smaller than average. It's hard for you to carry heavy loads, but it's easy to avoid the lumbering giants of the wasteland. -50 to Carry Weight, +2 to Evade.

    skills
    The following skills can be used in a variety of different situations. Each skill contains a description mentions the stat it uses.

    Obviously, some things are harder to accomplish than others. A situation that requires a skill check will be accompanied by a task difficulty rating. Rolls are the related stat and luck VS 2d10.

    Task Difficulty Ratings:

    • very easy: 15
    • easy: 25
    • average: 50
    • hard: 75
    • very hard: 100


    Explosives (PE)

    Knowledge of the uses and inner-workings of explosive weaponry is covered by this skill.

    Athletics (ST)

    Athletics covers general activities of a physical nature. Climbing, jumping, and swimming are all covered by Athletics.

    Barter (CH)

    Never forget to walk away with more than you've brought. Helps in buying and selling.

    Big Guns (EN)

    The best way to win an argument is to be the loudest. Related to wielding those bigger than life guns.

    Energy Weapons (PE)

    Arrive at peaceful resolutions by using superior firepower. Relates to using those super-powered sci-fi guns.

    Investigation (PE)

    Not to be confused with the Perception attribute (which is used for passive detection), the Investigation skill is used to actively perceive things in the environment and in other characters.

    Repair (IN)

    Why go down with the ship when you can try to fix it? Repair covers knowledge for all sorts of mechanical and electronic devices (other than computers). It's used to deal with everything from engines to elevator doors to weapons and armor.

    Medic (IN)

    The smart man knows bandages only hide his wounds. The medic skill covers everything from the knowledge of creature anatomy to hands-on proficiency at treating wounds, healing broken limbs, and dealing with toxins/disease.

    Tasks:
    * Field Healing: A PC can tend to one character with field healing at a cost two charges of a kit (costs 1 action in combat). The check is Very Easy Difficulty and heals 8 points of damage. For every 5 points over the check, the character heals an additional +4 points. A character can only receive field healing once in a day.
    * Long-Term Healing: A PC can tend to up to five characters (including himself or herself) to heal more damage over time. The character must make a Trivial Difficulty Medic check. Making it heals an additional +8 damage over the character's normal healing rate and uses one charge from their kit. For every 5 points over the check, the character heals an additional +4 points.
    * Lowering Grays: Characters suffering from Acute Radiation Sickness (ARS) will have a Gray count that usually spells their quick death. Timely use of the Medic skill and a kit can help alleviate these problems. A character's Gray count falls at their healing rate per day, but this usually isn't quick enough to prevent their death. An Easy Difficulty Medic check will heal an additional +4 damage over the character's normal healing rate and uses one charge from their kit. For every 5 points over the check, the character heals an additional +4 points.
    * Repair Maim: Repairing a maim requires an Average Medic check and requires a full day of rest from the receiving character. For 5 points over the check, the amount of rest required drops by 2 hours.
    * Repair Break: Repairing a break requires a Very Hard Medic check and requires 10 full days of rest from the receiving character. For every 5 points over the check, the amount of rest required drops by 1 day.

    Melee (ST)
    [img]http://images1.wikia.nocookie.net/fallout/images/9/9f/MeleeWeapons.gif[img]
    It's important to do business up close and personal. The use of all hand-to-hand and thrown weapons is covered by the Melee skill.

    Outdoorsman (PE)

    This skill covers scouting and survival in the wilderness.

    * Trivial - Finding north when you know the time of day and can see the sun in a clear sky. Associating heavy clouds and thunder with rain and lightning. Knowing not to eat rotten or maggot-infested flesh.
    * Very Easy - Finding north when the sun is partially obscured and the time of day is uncertain. Associating a change in humidity with the possibility of impending rain. Able to prepare ordinary game to make it palatable for consumption.
    * Easy - Finding north in a clear sky at night. Associating creature movements with weather patterns and the locations of food and water. Able to prepare poisonous game to make it palatable for consumption.
    * Average - Tracking a small group of people or animals over clear ground during daylight. Finding enough water to keep a single human adult healthy for a day. Able to forage safe plants for human consumption. Turn a large animal into a leather outfit or six shivs.
    * Hard - Tracking a small group of people or animals over broken ground during night. Finding enough water to keep three or four human adults healty for a day. Able to forage safe plants for three or four adults to consume. Able to spot dangerous natural locations for what they are one hundred feet ahead of time. Turn a small animal into a leather outfit or six shivs. Make equivalent of Medic chems.
    * Very Hard - Tracking a single person or animal over clear ground during daylight. Finding enough water in the desert to keep a single human adult healthy for a day. Able to forage safe plants in the desert for a single adult human to consume. Able to spot dangerous natural locations for what they are one hundred yards ahead of time. Turn a large animal into leather armor, ten shivs and two bows. Make equivalent of Medic chems.
    * Epic - Tracking a single person or animal over clear ground during night. Finding enough water in the desert to keep three or four human adults healthy for a day. Able to forage safe plants in the desert for three or four adults to consume. Able to spot dangerous natural locations for what they are a mile ahead of time. Turn a small animal into leather armor, ten shivs and two bows. Make equivalent of Medic chems.

    Small Guns (AG)

    Because it's easier to have courage from a safe distance away. Relates to the usage of those one handed weapons.

    Speech (CH)

    Let words be your weapon. Used to convince people of what you want them to believe, either through diplomacy or threats. Also used in lying and not getting caught.

    Pilot (AG)

    Used in piloting/driving a vehicle of all sorts.

    Lockpicking (AG)

    This catch-all skill encompasses lockpicking and dealing with traps. While Investigation is used for locating traps of all sorts, Lockpicking must be used to disarm or otherwise neutralize a trap once it has been found.

    Science (IN)

    Always be prepared to explain the how's and why's. The broad Science skill covers knowledge of mathematics, physics, computers, and a bit of biology and chemistry (overlapping with Medic).

    Sneak (AG)

    The safest distance between two points is a shadowy line. General skulking and creeping without detection is covered by Sneak.

    Pickpocketing (AG)

    The pickpocket skill is used to swipe things without being detected.

    Unarmed (EN)

    When words fail, there's always fists. Punching, kicking, holding, and otherwise beating people down with your body (and objects like brass knuckles) is covered by the Unarmed skill.

    perks
    Accelerated Healing

    Prerequisites: EN 6, Level 3
    Ranks: 3
    Benefit: With each rank of this perk, you gain +4 to your healing rate.

    Action Boy

    Prerequisites: AG 5, Level 12
    Ranks: 1
    Benefit: Action boy allows you to perform an extra action during combat, but the results of the skill checks are always halved for both.

    Artful Dodger

    Prerequisites: AG 6, Athletics 15
    Ranks: 1
    Benefit: You're quite used to using your natural agility to avoid attacks. You have a bonus of 2 to Evade.

    Ayyyyyy!

    Prerequisites: Lockpicking 15
    Ranks: 1
    Benefit: You can punch or kick a locked object and add d10 x5 to the Lockpicking check. However, if successful, this automatically opens the object and is always noisy.

    Battlefield Saint

    Prerequisites: Medic 10
    Ranks: 3
    Benefit: Healing wounds under pressure comes naturally to you. Though you gain no bonus to healing broken limbs or curing other ailments, when successfully performing field healing, you heal +4 hit points for every rank of this perk.

    Biff!

    Prerequisites: Melee 10
    Ranks: 1
    Benefit: You make the best use of your firearms, even when they run out of ammo. When you score a hit with a Throw your attack is increased by 20 for purposes of determining critical hits.

    Bigger They Are...

    Prerequisites: ST 6 and Melee 20
    Ranks: 1
    Benefit: Your attacks with melee weapons have a greater chance of knocking an opponent over. And when they are knocked over, they get knocked back farther. Double the knock-back chance and distance for any melee attack (not unarmed).

    Master Thief

    Prerequisites: Unarmed 4, Pickpocketing 20
    Ranks: 1
    Benefit: Your skill at theft is so calmly focused that you can exercise your talent even in battle. Though it is difficult (+10 Difficulty), you may select an enemy in combat for theft and steal one of their unequipped items as an action.

    Bone Head

    Prerequisites: EN 7, Level 6
    Ranks: 1
    Benefit: You've been banged around enough that you've developed a very thick skull. Critical hits against your head have to exceed 25% of your total hit points to achieve a maim, and over 75% to achieve a break. BONUS: When combined with Unbreakable, this changes to 50% for a head maim, with no chance of a head break.

    Bonus HTH Damage

    Prerequisites: ST 6, AG 6 and Unarmed 10 or Melee 10
    Ranks: 3
    Benefit: Secret art of the iron fist! You do an additional +2 damage with melee and unarmed attacks with each level of this perk.

    Bonus Ranged Damage

    Prerequisites: AG 6 and (Firearms 5 or Melee 15)
    Ranks: 2
    Benefit: Experience with ranged weapons has given you the edge when it comes to damage. You do an additional +2 damage with thrown melee weapons and firearms with each level of this perk.

    Fanning

    Prerequisites: PE 6, IN 6, AG 7, and (Firearms 10 or Melee 20)
    Ranks: 1
    Benefit: You've got quick hands, quick eyes, and a quick mind between them. Your extraordinary skill with ranged weapons results in all attacks with ranged melee weapons and firearms gaining an additional attack at a -4 penalty.

    Born Leader

    Prerequisites: Speech 15 and CH 8
    Ranks: 3
    Benefit: You've finally come into your own as a leader, and positively radiate confidence to everyone around you. All allies nearby gain +1 to skill checks for every rank.

    Bulk Trader

    Prerequisites: Speech 15
    Ranks: 1
    Benefit: Quantity is the name of the game, and you're holding all the cards. When you buy and sell goods, you get a +25% when you sell five at once.

    Child of the Wastes

    Prerequisites: Outdoorsman 10, Melee 5, Lockpicking 5
    Ranks: 1
    Benefit: You are skilled at stalking and killing in the wasteland. You gain +1 to damage against all animals and plants. You also have +5 to relevant skills when making equipment at an Outdoorsman Camp.

    Comprehension

    Prerequisites: IN 6 and (Science 15 or Repair 15)
    Ranks: 1
    Benefit: You pay much closer attention to details when you are reading. You gain an extra skill point when reading skill-increasing books.

    Critical Defense

    Prerequisites: PE 5, AG 5, Firearms 5, Melee 5, Unarmed 5
    Ranks: 3
    Benefit: You've been battered around enough in combat to know when you really need to get out of the way. As a result, when an enemy scores a hit on you, their attack roll is effectively lowered by 10 points for purposes of determining critical hits.

    Doctor On Call

    Prerequisites: PE 6, Medic 20
    Ranks: 2
    Benefit: As long as everyone is sitting still and following your directions, you can get them back to tip-top shape in no time. When using wound healing on characters, all characters you successfully treat heal an additional +4 hit points regardless of other bonuses.

    Educated

    Prerequisites: IN 6 and (Science or Medic) 10
    Ranks: 3
    Benefit: Each rank of Educated adds 2 skill points every time you advance a level. It is best purchased early in your adventuring career.

    El Bandolero

    Prerequisites: IN 3 and Firearms 20
    Ranks: 1
    Benefit: You've been carrying guns and ammo all over the wasteland for quite a while now, and you're not a drooling idiot, so you know a thing or two about how to store it. Reloading is now a free action.

    Esteemed Academic

    Prerequisites: IN 9, (Science or Medic) 30
    Ranks: 1
    Benefit: From now on, they'll have to call you Professor Science Boy! You have the ability to write skill-increasing books and, subsequently, lift the ignorant masses from their confused drooling and post-apocalyptic rock-banging. Requires a Science Lab.

    Firewalker

    Prerequisites: EN 8
    Ranks: 2
    Benefit: You have mastered the arts of walking on coals and taking cookie pans out of the oven bare-handed. For each level of this perk, you have +4 Heat DT that stacks with armor.

    Fists of Fury

    Prerequisites: Unarmed or Melee 15
    Ranks: 3
    Benefit: You may make an extra melee or unarmed attack for each rank during combat at a -4 penalty.

    Flexible

    Prerequisites: AG 5, Athletics 10
    Ranks: 1
    Benefit: You can change from prone to standing as a half-action in combat. Also, you can change from prone to crouch or crouch to stand as a free action at the beginning or end of your movement phase.

    Flower Child

    Prerequisites: EN 5
    Ranks: 1
    Benefit: With this perk, you are 50% less likely to be addicted to chems and you suffer half the withdrawal time of a normal person.

    Intense Training

    Prerequisites: Level 10
    Ranks: 10
    Benefit: You hone your skills to a razor-sharp point. +1 to any SPECIAL stat.

    Here and Now

    Prerequisites: Level 3
    Ranks: 1
    Benefit: You immediately gain 1 level upon taking this perk.

    Hit the Deck!

    Prerequisites: AG 6, Athletics 15
    Ranks: 1
    Benefit: You react very quickly to the word "incoming". When hit by damage from explosions or sprays, you get a Luck-based reflex roll to absorb damage.

    I'll Sleep When I'm Dead

    Prerequisites: EN 6, Medic 15
    Ranks: 1
    Benefit: You don't let shock bring you down, because it's all in your head. In fact, short of large holes in your chest, not much can bring you down. You cannot die as a result of fatigue.

    In Your Face!

    Prerequisites: Melee 15 or Unarmed 15
    Ranks: 1
    Benefit: Opponents suffer a 4 penalty with any firearm attack mode, Bean, Lob, or Throw when you are within 1 hex and holding melee weapons or are unarmed.

    Innocent Bystander

    Prerequisites: CH 5, Steal 15
    Ranks: 1
    Benefit: Your thievery is so smoothly executed that you can easily steal two items from someone for every single successful Steal check.

    Junk Merchant

    Prerequisites: Speech 10
    Ranks: 1
    Benefit: All items you find that are worth 1-5 bottlecaps are worth five times as much when you trade them.

    Lifegiver

    Prerequisites: EN 4, Level 3
    Ranks: 2
    Benefit: With each rank of this perk, you gain an additional 4 hit points each time you advance a level.

    Light Step

    Prerequisites: AG 5, Luck 5, Sneak 5
    Ranks: 3
    Benefit: 50% chance you do not set off an enemy mine.

    Anatomy Major

    Prerequisites: Medic 15 and (Melee 10 or Firearms 10 or Unarmed 10)
    Ranks: 1
    Benefit: You have a better understanding of the strengths and weaknesses of living creatures. You gain a +2 damage bonus against all living creatures and when you score a hit against living creatures, your attack roll is increased by 5 for purposes of determining critical hits.

    Monkeywrench

    Prerequisites: Repair 15
    Ranks: 1
    Benefit: You know the weaknesses of robots so well that you gain +4 to damage against them and successful attacks against them are increased by 20 for purposes of determining critical hits.

    More Criticals

    Prerequisites: Firearms 20 or Melee 20 or Unarmed 20
    Ranks: 3
    Benefit: When you score a hit in combat, add 20 to the attack roll for purposes of determining critical hits.

    Recoil Reduction

    Prerequisites: Firearms 20
    Ranks: 3
    Benefit: For every rank of this skill the recoil penalty for a burst is reduce.

    Night Vision

    Prerequisites: PE 6
    Ranks: 1
    Benefit: With the Night Vision Perk, you can see in the dark better. This will halve any and all penalties for darkness.

    Ninja

    Prerequisites: Melee 80, Sneak 80
    Ranks: 1
    Benefit: +15% critical chance with melee and unarmed weapons, +25% damage with sneak attack criticals

    Pathfinder

    Prerequisites: Outdoorsman 10, EN 6
    Ranks: 2
    Benefit: You are better able to find the shortest route. Your overland (long-term) travel time is reduced by 25%.

    Quick Draw

    Prerequisites: Firearms 5 or Melee 5
    Ranks: 1
    Benefit: This perk allows the user to equip items faster than normal. Swapping out a small item is now a free action, and swapping a big item is a half-action.

    Rad Child

    Prerequisites: EN 7 or Ghoul
    Ranks: 1
    Benefit: You do not take immediate damage from radiation. In fact, you gain extra healing while being exposed to it! However, radiation continues to build up in your system as normal. For every 10 ranks of radiation in your system, your healing rate is increased by 1.

    Sharpshooter

    Prerequisites: Firearms 25 or (Firearms 15 and PE 7)
    Ranks: 1
    Benefit: You have a talent for hitting things at longer distances. When using Firearms, long distance shots are easier and carry a bonus to crit.

    Back Stab

    Prerequisites: Sneak 15 and (Unarmed 15 or Melee 15)
    Ranks: 1
    Benefit: While sneaking, if you hit a critter in the back with a hand-to-hand attack, you will cause double damage.

    Six-Shooter

    Prerequisites: Firearms 15 and PE 8
    Ranks: 1
    Benefit: You know that your trusty revolvers won't jam like those new-fangled automatic pistols. And hey, if you can't drop someone in six shots (or five), you need to spend more time at the firing range. When using revolvers, you never suffer critical failures, gain +4 to range, and attacks are considered to be +10 for purposes of determining critical hits.

    Slayer

    Prerequisites: Unarmed 25 and ST 7 and AG 7
    Ranks: 1
    Benefit: The slayer walks the wasteland! When using unarmed attacks, your successful attack rolls are increased by 30 for purposes of determining critical hit results.

    Snakeater

    Prerequisites: EN 3
    Ranks: 2
    Benefit: Yum! Tastes like chicken. For each level of this perk, you gain +5 Bio DT that stacks with armor.

    Sniper

    Prerequisites: Firearms 25 and PE 7 and AG 7
    Ranks: 1
    Benefit: You don't waste bullets on flesh wounds. When using firearms, your successful attack rolls are increased by 30 for purposes of determining critical hit results.

    Specialize

    Prerequisites: Level 3
    Ranks: 1
    Benefit: When selecting this perk, the player is allowed to select one skill for a permanent +4 bonus.

    Steady Aim

    Prerequisites: Firearms 15 and PE 6
    Ranks: 3
    Benefit: You have the patience to wait for the perfect shot. You may sacrifice your move action to aim, gaining a +2 bonus to hit per rank.

    Stonewall

    Prerequisites: ST 6 and Level 3
    Ranks: 1
    Benefit: You've been around long enough to know how to keep your footing in a fight. There is a 50% chance you can ignore any knockdown or kneel effect.

    Street Sweeper

    Prerequisites: Firearms 20 and ST 6
    Ranks: 1
    Benefit: You know when to hold 'em, know when to fold 'em... in half with bullets! When making sweep attacks, you gain a +2 bonus to hit (after penalties).

    Strong Back

    Prerequisites: ST 5 and EN 5 and Level 3
    Ranks: 3
    Benefit: Each level of this perk allows you to carry an additional 50 lbs. of equipment.

    Swift Learner

    Prerequisites: < Level 6 and IN 6 and (Repair 10 or Medic 10 or Outdoorsman 10 or Science 10) or Swift Learner
    Ranks: 3
    Benefit: You are indeed a swift learner with this perk, as each level gives you an additional +5% bonus when you earn experience points. This perk is not retroactive, so buy it early.

    Tag!

    Prerequisites: Any three skills above 20
    Ranks: 1
    Benefit: Your mastery over several skills has opened up another skill for your attention. Select an additional skill to tag. You will gain a permanent 5 points in that skill bought on the standard scale. Also, after buying this perk, the Tag! skill also goes up by 1 every level.

    Team Player

    Prerequisites: Speech 10 and CH 6
    Ranks: 1
    Benefit: There is no "I" in "ENCLAVE", and you know that better than anyone. You gain +2 to all skill checks when within the influence of at least two teammates.

    Tech Vulture

    Prerequisites: Repair 10 and PE 5
    Ranks: 1
    Benefit: Waste not, want not. When you find a recently destroyed robot, there is a good chance you will be able to salvage something useful from it. You may replenish tool kit charge from robots. Regain 1d6 charges from a small robot, 1d8 from a medium, and 1d10 from a large.

    Tough Hide

    Prerequisites: EN 8
    Ranks: 1
    Benefit: Maybe you stood next to the reactor too much. Maybe a harsh life of slavery inured you to the little scuffs and scrapes of this God-forsaken world. Or maybe you're just a certified bad ass. You gain +2 Normal DT and +2 Ballistic DT that stack with armor.

    Two-Fisted Death

    Prerequisites: AG 7, Firearms 15 or Melee 15
    Ranks: 1
    Benefit: Faced with two enemies, you've got two guns: one for each of 'em. This perk allows you to use two weapons at the same time with halved penalties.

    Unbreakable

    Prerequisites: EN 8
    Ranks: 1
    Benefit: You see dead people, swing away, and no one calls you Mr. Glass. How's that for a pop-culture reference, jackass? Critical hits against your head, arms, legs, torso, and groin have to do 50% of your total hit points to achieve a break.

    Weapon Master

    Prerequisites: Melee 25 and ST 7 and PE 7
    Ranks: 1
    Benefit: Some say a man is only as good as his tools. You are not one of those people. Your successful melee attack rolls are increased by 6 for purposes of determining critical hit results.


    _________________

    Good day prospective employer, I am both smarter than a hatful of periwinkles and prettier than two bags of smashed assholes.
    Priest Gaven

      Current date/time is Wed Dec 19, 2018 12:04 am