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fallout:charaktere

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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

LVLfeat
2 intense training A
3 rifleman I
4 intense training P
5 photosyntese
6 intense training P
7 sniper
8 intense training L
9 rifleman II
10 intense training L
11
12 intense training L
13
14 intense training L
15

hunting rifle (small guns) dmg 6 (physical) effects piercing 1, vicious fire rate 0+1(vented) 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

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.

receiver 
	tuned			???
-/25	calibrated		gain vicious
-/20	hardened		+1 dmg
1/25	powerful		+2 dmg
3/20	.38
4/30	.50
barrel
1/20	long			inc range by by 1 step
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
stock
1/10	full			gain two-handed, remove inaccurate
2/20	marksman		gain two-handed, remove inaccurate, gain accurate
magazine
1/-3	large			+1 fire rate, unreliable
-/8	quick-eject		gain reliable
1/23	large quick-eject	+1 fire rate
sights
-/14	reflex			may reroll hit location die
1/11	short scope		gain accurate
1/29	long scope		gain accurate, inc range by by 1 step
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
1/59	recon			gain accurate, gain recon
muzzle
2/10	bayonet			melee weapon, deals 4dmg piercing 1
2/45	suppressor		gain suppressed

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.

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, you may mark the target you aimed at. The next ally to attack that target may re-roll one d20 on their attack.

Suppressed: If an enemy is not aware of you when you attack with a Suppressed weapon, they do not notice the attack unless they are the target or they pass a PER + Survival test with a difficulty of 2.

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.

Vicious: The attack inflicts +1 damage for each Effect rolled.

fallout/charaktere.1781700047.txt.gz · Zuletzt geändert: von malcolm