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fallout:charaktere [2026/06/17 12:01] malcolmfallout:charaktere [2026/06/17 22:33] (aktuell) malcolm
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 +=== S.P.E.C.I.A.L.===
 +LVL 9
 +^       ^ ST  ^ PE  ^ EN  ^ CH  ^ IN  ^ AG  ^ LU  ^
 +|start  |  6  |  6  |  7  |  5  |  5  |  6  |  5  |
 +|current|  6  |  8  |  7  |  5  |  5  |  7  |  9  |
 +
 +=== feats ===
 +^LVL^feat^
 +|    | intense training A |
 +|    | rifleman I |
 +|    | intense training P |
 +|    | photosyntese |
 +|    | intense training P |
 +|    | sniper |
 +|    | intense training L |
 +|    | rifleman II |
 +|  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), vicious|
 +|fire rate |0|
 +|range |medium|
 +|qualities |two-handed, reliable, suppressed, accurate|
 +|weight |10+1(barrel)+2(muzzle)+1(sight)|
 +|cost |55|
 +|mods | |
 +|receiver |calibrated vicious|
 +|magazin |quick eject reliable|
 +|sight |short night accurate|
 +|muzzle |suppressor|
 +
 <code> <code>
 receiver  receiver 
Zeile 9: Zeile 47:
 barrel barrel
 1/20 long inc range by by 1 step 1/20 long inc range by by 1 step
-1/35 ported inc range by by 1 step, +1 fire rate +1/35 ported inc range by by 1 step, +1 fire rate 
-1/36 vented inc range by by 1 step, +1 fire rate, gain reliable+1/36 vented inc range by by 1 step, +1 fire rate, gain reliable
 stock stock
 1/10 full gain two-handed, remove inaccurate 1/10 full gain two-handed, remove inaccurate
Zeile 19: Zeile 57:
 1/23 large quick-eject +1 fire rate 1/23 large quick-eject +1 fire rate
 sights sights
--/14 reflex may reroll hit location die+-/14 reflex may reroll hit location die
 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 accurate, gain night vision+1/38 short night vision gain accurate, gain night vision
 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
 1/59 recon gain accurate, gain recon 1/59 recon gain accurate, gain recon
 muzzle muzzle
-2/10 bayonet melee weapon, deals 4dmg piercing 1+2/10 bayonet melee weapon, deals 4dmg piercing 1
 2/45 suppressor gain suppressed 2/45 suppressor gain suppressed
 +
 </code> </code>
 +^Double-Barrel Shotgun (Small Guns)^^
 +|dmg |5 (physical)+2(riflemanI+II)+3(receiver)|
 +|effects |spread, piercing 1(riflemanII), vicious|
 +|fire rate |0+1(receiver)+1(muzzle)|
 +|range |<del>close</del>medium(barrel)|
 +|qualities |two-handed, <del>inaccurate</del>(muzzle)|
 +|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|
  
-ReliableDuring each combat encountera Reliable +<code> 
-weapon ignores the first complication you roll on a +Receiver 
-test to use that weapon. A weapon may not be both +-/20 Hardened +1 dmg 
-Reliable and Unreliable.+-/20 Hair Trigger +1 fire rate 
 +1/25 Powerful +2 dmg 
 +2/35 Advanced +3 dmg+1 fire rate 
 +Barrel:  
 +1/20 Long Barrel +1 range 
 +-2/3 Sawed-off Barrelremove two handed, gain close quarters 
 +Stock:  
 +1/10 Full Stock gain two-handed, remove inaccurate 
 +ƒSights:  
 +-/14 Reflex Sight may re-roll hit location 
 +ƒMuzzle:  
 +1/30 Muzzle Brake remove inaccurate, +1 fire rate 
 +</code>
  
-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**: If you take the Aim minor action before 
 +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**: When making an attack with an 
 +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**: During each combat encounter, a 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.
  
-AccurateIf you take the Aim minor action before +**Unreliable**When you make an attack with an 
-attacking with an Accurate weapon, you may spend +Unreliable weapon, increase the complication 
-up to 3 AP to add +1 DC per AP spent to the attack’s +range of the attack by 1A weapon may not be both 
-damageIf you gain damage in this way, you may +Reliable and Unreliable.
-not spend ammunition for extra damage. A weapon +
-cannot be both Accurate and Inaccurate.+
  
-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: PER 8, AGI 6
 +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: AGI 7, Level 2+
 +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: Level 2+
 +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: LCK 9
 +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