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fallout:charaktere [2026/06/17 12:44] malcolmfallout:charaktere [2026/06/17 22:33] (aktuell) malcolm
Zeile 16: Zeile 16:
 |    | rifleman II | |    | rifleman II |
 |  10  | intense training L | |  10  | intense training L |
-|  11  | |+|  11  | rifleman III|
 |  12  | intense training L | |  12  | intense training L |
 |  13  | | |  13  | |
 |  14  | intense training L | |  14  | intense training L |
-|  15  | |+|  15  | better criticals|
  
 ===weapons=== ===weapons===
 ^hunting rifle (small guns)^^ ^hunting rifle (small guns)^^
-|dmg |6 (physical)| +|dmg |6 (physical)+2(riflemanI+II)| 
-|effects |piercing 1, vicious|+|effects |piercing 1(riflemanII), vicious|
 |fire rate |0| |fire rate |0|
 |range |medium| |range |medium|
Zeile 36: Zeile 36:
 |sight |short night accurate| |sight |short night accurate|
 |muzzle |suppressor| |muzzle |suppressor|
- 
-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. 
  
 <code> <code>
Zeile 112: Zeile 68:
  
 </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.1781700284.txt.gz · Zuletzt geändert: von malcolm