fallout:charaktere
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
| Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
| fallout:charaktere [2026/06/17 12:01] – malcolm | fallout:charaktere [2026/06/17 22:33] (aktuell) – malcolm | ||
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| Zeile 1: | Zeile 1: | ||
| + | === S.P.E.C.I.A.L.=== | ||
| + | LVL 9 | ||
| + | ^ ^ ST ^ PE ^ EN ^ CH ^ IN ^ AG ^ LU ^ | ||
| + | |start | ||
| + | |current| | ||
| + | |||
| + | === feats === | ||
| + | ^LVL^feat^ | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | | ||
| + | | 10 | intense training L | | ||
| + | | 11 | rifleman III| | ||
| + | | 12 | intense training L | | ||
| + | | 13 | | | ||
| + | | 14 | intense training L | | ||
| + | | 15 | better criticals| | ||
| + | |||
| + | ===weapons=== | ||
| + | ^hunting rifle (small guns)^^ | ||
| + | |dmg |6 (physical)+2(riflemanI+II)| | ||
| + | |effects |piercing 1(riflemanII), | ||
| + | |fire rate |0| | ||
| + | |range |medium| | ||
| + | |qualities |two-handed, | ||
| + | |weight |10+1(barrel)+2(muzzle)+1(sight)| | ||
| + | |cost |55| | ||
| + | |mods | | | ||
| + | |receiver |calibrated vicious| | ||
| + | |magazin |quick eject reliable| | ||
| + | |sight |short night accurate| | ||
| + | |muzzle |suppressor| | ||
| + | |||
| < | < | ||
| receiver | receiver | ||
| Zeile 9: | Zeile 47: | ||
| barrel | barrel | ||
| 1/ | 1/ | ||
| - | 1/ | + | 1/ |
| - | 1/ | + | 1/ |
| stock | stock | ||
| 1/ | 1/ | ||
| Zeile 19: | Zeile 57: | ||
| 1/23 large quick-eject +1 fire rate | 1/23 large quick-eject +1 fire rate | ||
| sights | sights | ||
| - | -/ | + | -/ |
| 1/11 short scope gain accurate | 1/11 short scope gain accurate | ||
| 1/29 long scope gain accurate, inc range by by 1 step | 1/29 long scope gain accurate, inc range by by 1 step | ||
| - | 1/38 short night visiongain | + | 1/38 short night vision gain |
| 1/50 long night vision gain accurate, gain night vision, inc range by by 1 step | 1/50 long night vision gain accurate, gain night vision, inc range by by 1 step | ||
| 1/ | 1/ | ||
| muzzle | muzzle | ||
| - | 2/ | + | 2/ |
| 2/ | 2/ | ||
| + | |||
| </ | </ | ||
| + | ^Double-Barrel Shotgun (Small Guns)^^ | ||
| + | |dmg |5 (physical)+2(riflemanI+II)+3(receiver)| | ||
| + | |effects |spread, | ||
| + | |fire rate |0+1(receiver)+1(muzzle)| | ||
| + | |range |< | ||
| + | |qualities |two-handed, | ||
| + | |weight |9+1(barrel)+2(receiver)+1(muzzle)| | ||
| + | |cost |39| | ||
| + | |mods | | | ||
| + | |receiver |Advanced +3 dmg, +1 fire rate| | ||
| + | |barrel |Long Barrel +1 range| | ||
| + | |sight |reflex sight may re-roll hit location| | ||
| + | |muzzle |muzzle break remove inaccurate, +1 fire rate| | ||
| - | Reliable: During each combat encounter, a Reliable | + | < |
| - | weapon ignores the first complication you roll on a | + | Receiver: |
| - | test to use that weapon. A weapon | + | -/ |
| - | Reliable and Unreliable. | + | -/20 Hair Trigger +1 fire rate |
| + | 1/ | ||
| + | 2/ | ||
| + | Barrel: | ||
| + | 1/20 Long Barrel +1 range | ||
| + | -2/ | ||
| + | Stock: | ||
| + | 1/10 Full Stock gain two-handed, remove inaccurate | ||
| + | Sights: | ||
| + | -/14 Reflex Sight may re-roll hit location | ||
| + | Muzzle: | ||
| + | 1/30 Muzzle Brake remove inaccurate, +1 fire rate | ||
| + | </ | ||
| - | Unreliable: When you make an attack with an | ||
| - | Unreliable weapon, increase the complication | ||
| - | range of the attack by 1. A weapon may not be both | ||
| - | Reliable and Unreliable. | ||
| - | Recon: When you Aim with a Recon weapon, | + | **Accurate**: |
| + | attacking with an Accurate weapon, you may spend | ||
| + | up to 3 AP to add +1 DC per AP spent to the attack’s | ||
| + | damage. If you gain damage in this way, you may | ||
| + | not spend ammunition for extra damage. A weapon | ||
| + | cannot be both Accurate and Inaccurate. | ||
| + | |||
| + | **Close Quarters**: A Close Quarters weapon is easy to | ||
| + | use up-close, and suffers no difficulty increase for | ||
| + | being used when within Reach of an enemy. | ||
| + | |||
| + | **Inaccurate**: | ||
| + | Inaccurate weapon, you gain no benefit from the | ||
| + | Aim minor action. A weapon may not be both | ||
| + | Accurate and Inaccurate. | ||
| + | |||
| + | **Recon**: When you Aim with a Recon weapon, | ||
| you may mark the target you aimed at. The next | you may mark the target you aimed at. The next | ||
| ally to attack that target may re-roll one d20 on | ally to attack that target may re-roll one d20 on | ||
| their attack. | their attack. | ||
| - | Suppressed: If an enemy is not aware of you when | + | **Reliable**: |
| + | weapon ignores the first complication you roll on a | ||
| + | test to use that weapon. A weapon may not be both | ||
| + | Reliable and Unreliable. | ||
| + | |||
| + | **Spread**: For each Effect rolled, your attack inflicts | ||
| + | one additional hit on the target. Each additional hit | ||
| + | inflicts half the rolled damage (round down) and | ||
| + | hits a random location even if a specific location | ||
| + | was targeted for the initial attack. | ||
| + | |||
| + | **Suppressed**: If an enemy is not aware of you when | ||
| you attack with a Suppressed weapon, they do not | you attack with a Suppressed weapon, they do not | ||
| notice the attack unless they are the target or they | notice the attack unless they are the target or they | ||
| pass a PER + Survival test with a difficulty of 2. | pass a PER + Survival test with a difficulty of 2. | ||
| - | Accurate: If you take the Aim minor action before | + | **Unreliable**: When you make an attack |
| - | attacking | + | Unreliable |
| - | up to 3 AP to add +1 DC per AP spent to the attack’s | + | range of the attack |
| - | damage. If you gain damage in this way, you may | + | Reliable |
| - | not spend ammunition for extra damage. A weapon | + | |
| - | cannot | + | |
| - | Vicious: The attack inflicts +1 damage for each | + | **Vicious**: The attack inflicts +1 damage for each |
| Effect rolled. | Effect rolled. | ||
| + | |||
| + | ===perks=== | ||
| + | |||
| + | SNIPER | ||
| + | Ranks: 1 | ||
| + | Requirements: | ||
| + | When you take the Aim minor action, and then make | ||
| + | a ranged attack with a two-handed weapon with the | ||
| + | Accurate quality, you can specify a hit location to target | ||
| + | without increasing the difficulty of the attack. | ||
| + | |||
| + | RIFLEMAN | ||
| + | Ranks: 2 | ||
| + | Requirements: | ||
| + | When you make a ranged attack | ||
| + | with any two-handed weapon with | ||
| + | a Fire Rate of 2 or lower (except | ||
| + | heavy weapons), you add +1 DC to | ||
| + | the weapon’s damage per rank. | ||
| + | At rank 2, you also add the Piercing 1 damage effect, | ||
| + | or add +1 to the rating of any Piercing X damage effect | ||
| + | the weapon already had. Each time you take this perk, | ||
| + | the level requirement increases by 4. | ||
| + | |||
| + | INTENSE TRAINING | ||
| + | Ranks: 10 | ||
| + | Requirements: | ||
| + | Increase any one S.P.E.C.I.A.L | ||
| + | attribute by 1 rank. As usual, | ||
| + | your S.P.E.C.I.A.L attributes | ||
| + | cannot be increased beyond 10 | ||
| + | using this method. Each time | ||
| + | you take this perk, the level | ||
| + | requirement increases by 2. | ||
| + | |||
| + | PHOTOSYNTHSIS | ||
| + | gain 1HP/hour in sunlight | ||
| + | |||
| + | BETTER CRITICALS | ||
| + | Ranks: 1 | ||
| + | Requirements: | ||
| + | When you inflict one or more | ||
| + | points of damage to an enemy, | ||
| + | you may spend 1 Luck Point to | ||
| + | automatically inflict a critical | ||
| + | hit, causing an injury. | ||
| + | |||
fallout/charaktere.1781697710.txt.gz · Zuletzt geändert: von malcolm
