R.oleplaying A.nd D.eathclaws
PLAYER CHOICES
OUR SITE IS CURRENTLY A WORK IN PROGRESS, THANK YOU FOR YOUR PATIENCE
Here you'll find choices on character creation. Innate Perks caused by race, Traits & Disabilities as well as other various informations.
Found at the bottom of the right half of the sheet, these are things that make you categorize as you.
✦ Character Race ✦
You'll find there to be four Races available to your character to be from. Here we'll list what they are and what they grant in the form of your Race Perk.
✦ Character Race Variant ✦
The variant of your Race you fall into. Here we'll list what they are and what bonuses/negatives they gain you in the form of your Variant Trait.
(You will note that each race has what is called an 'Advanced Variant' which is noted by starting with a '⋆' in the section below. These Variants are only available with approval and might be denied due to inexperience, too many being on the server of another reason. These will be added in time)
✦ Starting Trait ✦
A chosen trait taken on the starting of a character. You'll be able to find a list of all traits below.
✦ Bonus Perk ✦
You get to choose up to two Bonus Pekrs - which include Race/Race Variant Perks or Background Perks specific per (So long as you meet it's requiements) or the perk "Racial Variable", You can then gain a third at the cost of a Non-Mendabel Disability.
Traits are those little quirks that make someone special, the character may choose to start with up to two of these or they may choose to forgo a trait if they wish to.
Beta Software - (Req: Robot) Gain +1 Tag'd skill but on a crit fail roll 1d4.
+1 DoD to next roll
Loose 1 AP
Nothing happens
You can move up to 2 blocks in this moment
Bionic - You're made of blood & steel. Can use Robot & Human Requiring Perks/Items but are counted as a robot/human for pulse DMG. Note: if taken with Racial Variable to gain additional specified robot/non-robot (based on you base) perks it takes up augment slots. The cost being slots equal to half it's level, minimum of one.
Built to Destroy - Deal +1d4 DMG on a critical hit, take +1d4 DMG from incoming crits.
Bruiser - +1 to Strength but -2 AP (if your agility is already zero gain disadvantage to any Agility based rolls)
Brick Shithouse - +1 END & Gain half the effect from successful limb targeted attacks upon you but -1 Agility.
Cautious Assault - During an Assault boiling point if doing a counter action (Sabotage or Suppress) gain an additional -1d6 reduction effect but gain -1d6 blocks/DMG on agressive actions (storm & snipe).
Close Quarters Fighter - Your Guns or Energy Weapons Skill scales off Agility instead of Perception/Intelligence but gain +1 DoD in long range.
Dexterous Hands - Your Lockpicking Skill scales off Agility instead of Perception but you gain -2 movement.
Early Bird - Gain +5 to skill rolls while in the daylight but -2 to skill rolls while it's nighttime.
Far Sighted - Gain -1 DoD to ranged attacks and +2 PER checks at a distance (20+ blocks away) but +1 DoD to ranged attacks and -2 PER checks up close (<20 blocks away).
Fast Metabolism - Spend 1 AP to gain +1d4 HP whenever healed by a chem or aid item but take you always take +1 effect from sources of poisons or atomic DMG. You cannot take this trait if you are a robot or FEV mutant.
Fast Shot - Whenever using a gun with a speed above 1 have it's speed is increased by +1, but attacks with such high speed weapons are done at disadvantage. Guns with speed of 1 gain a flat +1 DoD.
Fear the Reaper - (Req: Ghoul, Child of Boulder, Schitzophrenic Character or Human over 65+ years old) Whenever you level up you take an attack from "The Reaper's Scythe". If you die to it you do not go down but just die. As benefit though you gain +2 Skill Points per Level you would gain skill points.
Finesse - Critical rolls lowered by 1 for SPECIAL and 5 for skill rolls but you do -2 DMG if the attack has no additional degrees of success, if damage become fully negative it is done to you instead.
Focused Duelist - Gain an additional Boiling Point action during a Standoff but gain no Boiling Point action during an Ambush.
Forward Assault - During an assault boiling point if doing an aggressive action (Storm & Snipe) gain +1d6 Blocks/DMG but gain an additional -1d6 reduction from counter actions (Sabotage & Supress)
Gifted - Gain +1 to all SPECIAL scores but -5 to all non-Tag'd skills and when most gain 5 skill points on odd levels you instead gain 3.
Good Natured - User gains -1 Degrees of Difficulty on Barter/Medicine/Repair/Science/Speech rolls but disadvantage on User gains +1 Degrees of Difficulty Big Guns/Guns/Melee Weapons/Energy Weapons/Unarmed rolls.
Heavy Handed - Melee/Unarmed attacks deal +1d4 DMG but gain disadvantage with all ranged attacks.
Hoarder - Gain the ability to draw/redraw/switch/exchange one item from you inventory for free per turn but suffer -2 to movement speed.
Hot Blooded - Gain 2 DMG resistance while below half health but also gain disadvantage to Perception/Agility based rolls while in this state.
Hubologist - Gain +5 to Speech & AGL rolls but -5 to Barter and INT rolls.
Hush - Gain -1 Charisma Score but gain the ability to spend 1 AP to gain +1d6 Sneak Attack DMG.
Identity Crisis - The player gains a second character card for another personality. This character sheet must share the same base physical SPECIAL (STR/END/AGL), race, race variant, etc. but can otherwise be different skills, traits, non-physical disabilities and non physical SPECIAL and the two level separately. Monthly XP is split between the personalities. During an event XP split is decided based on personality participation & you can take this trait multiple times for more personalities but each one must take the same number of this trait. NOTE: This trait requires staff approval and can be turned down.
Jinxed - Everyone within 20 blocks of you gains -1 Luck, yourself included.
Junk Bot - If you count as a robot you can use any make and model of parts.
Kamikaze - +5 total AP pool but you take +2 DMG from every attack that has one or more additional degree of success (not including multiple hits from higher speed weapons).
Latter Day Saint - You gain +3 movement speed but double negative effects caused by chems, sodas and alcohol. If a robot or FEV Mutant you gain -1 Turn while downed and can only be brought back up from someone else.
Lightweight Boxer - Your Unarmed Skill scales off Agility instead of Strength but you loose 2 max HP.
Lone Wanderer - You gain +1 to attribute rolls & +5 to skill rolls while not with a follower or when allies are not within 5 blocks but gain a -1 to attribute rolls & -5 to skill rolls if accompanied by a follower or an ally is within 5 blocks.
Loose Cannon - Gain +1 Speed with thrown weapons, but cannot use the long range of thrown weapons or you could choose to take out a second thrown weapon instead.
Mindful Survival - Your Survival Skill scales off Perception instead of Endurance but you gain -2 Priority.
Mob Mentality - Gain an additional Boiling Point action during a Ambush but gain no Boiling Point action during an Standoff.
Natural Combatant - User gains -1 Degrees of Difficulty on Big Guns/Guns/Melee Weapons/Energy Weapons/Unarmed rolls but disadvantage on User gains +1 Degrees of Difficulty Barter/Medicine/Repair/Science/Speech rolls.
Near Sighted - Gain +1 DoD to ranged attacks and -2 PER checks at a distance (20+ blocks away) but -1 DoD to ranged attacks and +2 PER checks up close (<20 blocks away).
Night Owl - Gain +5 to skill rolls while it is nighttime but -2 to skill rolls while in the daylight.
Nimble Melee - Your Melee Weapons Skill scales off Agility instead of Strength but tank and block reactions have halved effects.
Old Dog - The user gains +25 skill points to spend as they see fit but non-Tag'd skills take twice as many points to upgrade. This trait required appropriate backstory and approval.
Overly Endowed - You gain +1 Charisma Score but take double the effects of targeted attacks to the groin & shots to the groin gain -1 DoD to hit.
Premonitory Foresight - Gain -1 AP to a reaction once per turn but you can't be effect by an aid action and gain -2 to Bad Trip rolls.
Poorly Endowed - You gain -1 Charisma Score but cannot be targeted in the groin.
Power Armor Training - Gain the ability to Pilot suits of Power Armor, cannot train others (Req: Acceptable Backstory)
Prepared! - You gain +10 Starting Item Points (Can be taken twice).
Rigid Mind - Gain neither the positive or negative effects of Intelligence Variables.
Skilled - Gain +5 to all skills but suffer from -50% experience point gain.
Small Frame - +1 to Agility but gain double the effect from successful limb targeted attacks upon you.
Smart Sapper - Your Explosives Skill scales off Intelligence instead of Endurance but you gain disadvantage to rolls avoiding traps.
Smooth Operator - Your Operations Skill scales off Intelligence instead of Agility but you have -2 AP.
Sneak Thief - Gain +1d4 to sneaking rolls but -1d4 to sneak attack rolls.
Socially Inept - Gain neither the positive or negative effects of Charisma Variables.
Solo Controller - Gain +1 Range to Scattershot & Cleave keywords but can't gain the base benefits of flanking.
Ricochet Rocketeer - Your Explosives Skill scales off Luck instead of Endurance but you have -1 Max radius.
Tactical Hyperfixation - Your Guns Skill scales off Intelligence instead of Perception & your Energy Weapons Skill scales off Perception instead of Intelligence but you gain -2 to reaction effects.
Tight Nuts - (Req: Robot) You 1 natural damage resistance to damage types besides shock but you are healed by robot repair items 2 less.
Trigger Discipline - All ranged attacks are done at advantage - if you already have advantage you now roll three times and take the greatest but weapons with a speed above 1 have it's speed decreased by -1.
Tunnel Vision - You gain +5 to hit in one on one fights but -5 to hit if 2 or more enemies are within 10 blocks of you. Note: An ally in that same range will just nullify the +5 but not grant the -5 if an enemy is not present.
Vanguard - You gain +3 Priority but you gain disadvantage on reactions.
Wasteland Companion - Gain a simple follower (even if you have 0 charisma), as well simple followers don't take up a follower slot but gain +1 DoD to skill rolls while within 3 blocks of an ally who isn't your wasteland companion. CURRENT OPTIONS: Dog, Coyote, Cat, Eyebot & Helper Eyebot.
Wild Wasteland - Whenever you roll a critical of any kind (success or failure) roll one the Wild Wasteland Sheet for an effect to take place! Choose a target before you roll in case an effect has a target.
Yesteryear - (Req: Ghoul) You can take perks from the human variants: "Raider, Wastelander or Pure Human" but you loose 1 INT score. (Backstory Dependant on which one) As well can take general human perks (based on you base) perks it takes up "augment" slots vis stress on the body. The cost being slots equal to half it's level, minimum of one.
A character can find themselves able to have a disability upon their character creation, which is a detriment they can trade in for a benefit in turn.
✦ What does a Disability do? ✦
For each disability the character has they gain a one time bonus to their skill point total. They can exchange two mendable or one non-mendable of these for an additional trait. These limbs are counted as permanently crippled and cannot be used in cases that call for them. Stacking Disabilities count the same as stacked Crippled Limbs.
You can also trade out disabilities on character create for more starting gear points. Mendable = 5, Non-Mendable = 8.
Non-Mendable Disabilities can also be taken to gain a second Bonus Perk, though this cannot be done multiple times.
✦ Mendable Disabilities ✦
Disabilities that cannot be repaired in the wasteland, these give you +2 one time skill points when taken.
Eyes - The character gains a disabled eye, the first one gives disadvantage on all sight related Perception based rolls and with the second they fail all rolls.
Ears - The character gains a disabled ear, the first one gives disadvantage on all hearing related Perception based rolls and with the second they fail all rolls.
Throat - The character is unable to talk, only being able to communicate via other means.
Torso - The character gains disadvantage on any Endurance or Strength based rolls for their.
Arms - The character gains a disabled arm, this cannot be used.
Legs - The character gains a crippled leg, the first one gives -3 movement speed (if becoming negative it is zero) and with the second they have no movement speed.
Feet - The character gains a disabled foot, the first one gives the Limping Status effect and with the second they have their movement speed halved.
✦ Non-Mendable Disabilities ✦
Disabilities that cannot be repaired in the wasteland, these give you +4 one time skill points when taken.
Head - The character gains disadvantage on intelligence based rolls, ranged attack rolls or reactions.
Asthma - If you make any more movement than normal you loose -1d4 AP - this penalty can be removed by using an inhaler.
Epilepsy - If you fail to resist a flashbang or are hit in the head or eyes by an energy weapon loose -1d4 AP and are made prone until end of next turn.
Shell Shock - When killing an enemy, roll Intelligence (DC 13+) on a fail you cannot make another attack until the end of your next turn.
Chronic Pain - Take +1 DMG when DMG is taken.
Muscle Atrophy - -1 Strength Score
Astigmatism - -1 Perception Score
Autoimmunity Issues - -1 Endurance Score
Speech Impediment - -1 Charisma Score
Brain Damage - -1 Intelligence Score
Mobility Limitations - -1 Agility Score
Poor Fortunes - -1 Luck Score
Learning Disability - -3 XP when XP is gained.
Schizophrenia - THE VOICES! GMs have permission to mess with your character and make their lives harder.
✦ Gained Disabilities ✦
Disabilities that are gained in character on the server, they do not gain you bonuses like the above listed disabilities found in this listing.
✦ Fears ✦
A non-mendable disability of sorts, though they cannot be exchanged to traits and give +3 skill point or 5 starting gear points per taken phobia.
Agoraphobia - (The Fear of the Outside & Crowds) Gain disadvantage on attribute rolls while outside or have 10+ people within 15 blocks of you but advantage on them while inside.
Achmophobia - (The Fear of Needles & Pointy things) Loose 1 AP when a syringe is used on you or you take piercing DMG to HP.
Arachnophobia - (The Fear of Spiders) Take +1d4 DMG from Spiderlike entities.
Astraphobia - (The Fear of Storms) Gain +1 DoD to rolls while thunder or lightning are present.
Barophobia - (The Fear of Gravity) Receive +1 DMG for each DMG taken by Falling (cannot transfer)
Cacophobia - (The Fear of Ugliness) Gain doubled effects from negative charisma variables zones.
Claustrophobia - (The Fear of Tight Spaces) Gain disadvantage on attribute rolls while inside or having all available spaces around you taken up.
Coulrophobia - (The Fear of Clowns) Take +1d4 DMG from any Clown-like entities.
Cynophobia - (The Fear of Dogs) Take +1d4 DMG from any Dog-like entities.
Dementophobia - (The Fear of Madness) Whenever gaining a Feral or Addiction Trigger gain one more.
Entomophobia - (The Fear of Bugs) Take +1d4 DMG from any Bug-like entities.
Heliophobia - (The Fear of The Sun) Gain +1 DoD to rolls while in Sunlight.
Hemophobia - (The Fear of Blood) Loose 1 AP per turn the Bleed Effect is present within 10 blocks of you.
Hepetophobia - (The Fear of Reptiles) Take +1d4 DMG from Reptillian entities.
Hydrophobia - (The Fear of Water) Gain +1 DoD to rolls while in water or rain is present.
Kinemortophobia - (The Fear of Zombies) Take +1d4 DMG from Feral Ghouls or "Puppeted" human-like entities.
Metathesiophobia - (The Fear of Being Changed) If you become or are a Ghoul or FEV mutant gain -1 INT or CHAR Score & gain -1 HP per Cybernetic or disability (stacking).
Necrophobia - (The Fear of The Dead) Loose 1 AP per turn while within 10 blocks of a corpse or ghoul.
Nyctophobia - (The Fear of Darkness) Gain +1 DoD to rolls while in Darkness.
Pharmacmophobia - (The Fear of Medicine) When going to use or be given any medicine or chem roll Intelligence (DC 13+) on a fail you cannot gain +1 DoD on actions for 1d4 turns
Phasmophobia - (The Fear of The Supernatural) Take +1d6 DMG from Supernatural Entities
Phobophobia - (The Fear of Phobias) Gain double the effects of any other phobia.
Pyrophobia - (The Fear of Fire) Take +1 DMG from Fire & Loose 1 AP per turn while fire is within 5 blocks.
Radioophobia - (The Fear of Radiation) Take +1 DMG & loose 1 AP per hit from Atomic DMG
Robophobia - (The Fear of Robots) Take +1d4 DMG from Robots
Tachnophobia - (The Fear of Speed) Loose 1 AP each time someone moves over 20 blocks within 10 blocks of you.
✦ Addictions ✦
You can choose to start addicition to a substance at the gain of +2 skill or starting item points per addiction.
A character might find themselves suffering from things that come from simply who they were born/reborn as in the wasteland. As such one will find these unique Non-Mendable disabilities can be taken to represent those hardships.
✦ Human ✦
"Normally the most accepted even humans come with their issues..."
Not Radical Enough - (Req: Human) Your lowest rad level you can achieve is 1.
Looking Wasteland - (Req: Wastelander) You gain +1 DoD to any Speech/Barter checks and other rolls of the sorts like lying, intimidation, etc.
Vaultie Immune System - (Req: Pure Human) Take +1d8 Atomic DMG when Atomic DMG is taken.
Backwards Tribal - (Req: Tribal) -1 INT Score
Little Legs - (Req: Dwarf) Crippled leg limbs also cripple the attached foot and vice versa.
Rowdy Raider - (Req: Raider) -1 DoD to see through your stealth and to use stealth against you.
Failing Immune System - (Req: Child of Boulder) if a medicine roll on you fails you take the dmg it would have healed you instead.
Freak of the Week - (Req: Freak) -1 CHAR Score
I failed the G.O.A.T. - (Req: Synthetic Humanoid) Attacks using V.A.T.S. gain +1d4 DMG against you.
✦ Ghoul ✦
"Often the outcast these irradiated folks can always have it worse..."
Halfway Feral - (Req: Ghoul) On a critical failiure your next actions taken must be used to facilitate harming the person closest to you.
Zombie! - (Req: Zombie) Some people will just attack you on sight, thinking you are a full blown feral.
Just like in the Movies - (Req: Zombie) Headshots target head cripple twice.
Unwanted Vagrant - (Req: Vagrant) +10% Cost of goods in towns from DM'd NPC vendors.
Unwashed Masses - (Req: Vagrant) -1 CHAR Score
Messy Mutate - (Req: Mutate) -3 Max HP
Reborn Wrong - (Req: Mutate) When you crit failr or succeed you take 1d4 DMG
✦ FEV Mutants ✦
"Born by mad science, it's only expected to not be perfect..."
Big, Meaty, Claws - (Req: FEV Mutant) You cannot use any unarmed weapons and their unarmed STR score DMG is reduced by one STR Score.
Dumb Mutant - (Req: FEV Mutant) -1 INT Score
Green Giant - (Req: FEV Mutant) You cannot wear Heavy Armor and while wearing any non-specially made armor gain -1 Mvmnt speed.
Violent Greenskin - (Req: FEV Mutant) Some people will just attack you on sight, thinking you are a full blown violent supermutant.
Failed Experiment - (Req: West-Tek Experiment) You loose 2 SPECIAL score of your choice.
Master's Slave - (Req: Maste's Child) Charisma/Speech/Barter checks, lying, intimidation & Similar gain +1 DoS against you. As well Psyker abilities gain the same.
Broken Mind - (Req: Nightkin) You're prone to hallucinations, fits of insanity and talking to yourself. -1 INT Score.
✦ Robots ✦
"How can you trust the world of a machine that think's it's alive? A machine that's had it's mind erased, it's thoughts programmed- it's very soul manufacturered..."
Added Combat Inhibitor - (Req: Robot) You gain +1 Inhibitor Chip to be targeted.
Glitching - (Req: Robot) On a critical failiure your next action must be the exact same as your last.
Robotic Slave - (Req: Robot) Charisma/Speech/Barter checks, lying, intimidation & Similar gain +1 DoS against you. As well hacking or Shudown abilities/attempts gain the same.
Rusting Away - (Req: Robot) -1 AGL Score
Handless Handy - (Req: Gen. Atomics Unit) +1 DoD on action success rolls When holding 2+ Items.
Nappy Nanny - (Req: Gen. Atomics Unit) When brought back to consciousness you are stunned for a turn.
Gutless Gutsy - (Req: Gen. Atomics Unit) When you kill an enemy you take 1d4 DMG.
Wobbly Wobot - (Req: Protectron) You gave +1 DoD to being checked, grappled, proned or similar as well as on AGL checks.
Assaultwrong - (Req: Assaultron) On a critical failiure you gain the weakened status effect.
Communication Error - (Req: Securitron) On a critical failiure you cannot speak until the end of your next turn or unless you take a Major Action to reboot that system.
Standstill Sentry - (Req: Sentry Bot) -5 Mvmnt Speed
Biomed Gel Deterioration - (Req: Robobrain) On a failed INT based roll loose 1d4 or 2 AP (choose before rolling the 1d4)
Calculator's Pawn - (Req: C-27) Take +1 DMG per hit from organic enemy attacks.
Simple Synth - (Req: Early Gen. Synth) -1 INT Score
Faulty Combat Inhibitor - (Req: An Inhibitor Chip) +2 turns effect from a crippled inhibitor chip.
A list for one to roll on when a 'Wild Wasteland' effect takes place. Reference this when such is in play and rolled for, though don't forget to choose a target before you roll in case it's needed.
1. Falling Flat - Target slips & falls prone.
2. Stray Bullet - Target gets hit by a stray bullet from some other conflict, they take 1d6 Ballistic DMG.
3. Empty Tank - All involved in encounter roll Luck, the lower roll looses all current AP.
4. Full Tank - All involved in encounter roll Luck, the highest roll regains up to their maximum AP.
5. Ill Omen - Target gains disadvantage on all S.P.E.C.I.A.L. attribute rolls until the end of their next turn.
6. Surge of Hope - All within 5 blocks of the target (target included) heal for +1d4 HP (up to maximum).
7. Oncoming Dispair - All within 5 blocks of the target (target included) are hurt for -1d4 HP (up to maximum).
8. Whoops! - Target drops their weapon.
9. Whoohoo! - Target gets to make a free attack in this moment on a target of their choice.
10. Whoohoo? - Target makes a free attack in this moment on a target of luck's choice. All involved roll Luck, lower is hit by the attack.
11. Nothing seems to happen - Somewhere in the world a Nuka Cola exploded like a frag grenade though...
12. GM Invitation - If a GM is involved in this encounter/available they can through a third party, friendly or foe into this encounter. If there is not such available or similar such just roll again.
13. Again again! - Roll again, but twice this time.
14. Fireworks - Fireworks go off in the encounter, where did those even come from!?
15. Spontaneous Combustion - Target gains the Burning Status Effect.
16. Spontaneous Laughter - Target starts laughing a lot while performing their actions, up to their choice how long but must be at least a little bit.
17. B-B-B-Bonus! - Target gains a free non-attack action in this moment.
18. Nuclear Winter - Target says 'Patrolling Colorado almost makes you wish for a nuclear winter."
19. Western Shootout - A tumbleweed passes, the first people to make a shot at a target gets advantage.
20. Fountain of Youth - Anyone unconscious in this encounter is brought back to consciousness with 1 HP.
21. Everstand - Target cannot be knocked prone for 1d4 turns.
22. Truther - Target is a flat earther for 3 seconds, if already then they realize how stupid that is.
23. Chucklefuck - Target's held item giggles.
24. What was that? - Target gains a supernatural vision of a very mundane event happening far far away.
25. Welp, Fuck! - Target is now Haunted
26. Swing Doors - The door closest to the Target opens, unless a GM doesn't want it to, then the Target falls over.
27. Clean Me! - Target looses 10 Rads.
28. Radical Time - Target takes 1d20 Atomic DMG
29. Stronk - Target cannot be crippled for 1d4 turns.
30. Bleugh - Target throws up in their mouth a little.
31. I fucked up... - Target is now the sworn enemy of a Deathclaw
32. Bugs Hate Me! - Target's presence attracts 1d4 hostile insectoids (If GM not present reroll)
34. Oopsy Boopsy - Target cannot switch items for 1d4 turns.
35. Quickly Now - Target gains the ability to, in this moment switch out one item for another.
36. Believer - The Target is convinced ghosts are real and wants to kiss them.
37. They're Gone! - Target sees others as if they gained the effects of a Stealth Boy for 1d4 turns.
38. I'm Gone! - Target gains the effect of a Stealth Boy for 1d4 turns.
39. What the fuck happened? - Luck decides: chosen rolls 1d20 and gains status effect in that order (Goes back to the top if surpassing)
40. Fuck happened to me? - Target rolls 1d20 and gains the status effect in that order (Goes back to the top if surpassing)
41. REVOLUTION! - Target gets molotoved from somewhere.
42. Where did I get this? - Target pulls out a frag grenade from somewhere and now has it equipped in one hand.
43. Yummy Abraxo - Target pulls out a box of Abraxo and eats it - which gains them the sickened effect.
44. Tim Crooz - Target feels like maybe they should try out this Hubology thing
45. DRUGS! - Target gains +1 Addiction Trigger
46. RAWR! - Target gains +1 Feral Trigger. (If not a ghoul they gain +1d100 rads)
47. Honk Honk! - Target's head item slot is unequipped and switched out for a Pint Sized Slasher Mask.
48. Yeehaw! - Target's head item slot is unequipped and switched out for a Cowboy Hat.
49. Cheeki Breeki! - Target's head item slot is unequipped and switched out for a Ushanka.
50. Throw the Cheese! - Target can throw cans of cheese +10 blocks until end of encounter.
51. Fire Shroom - Target can apply the burning attack to their next hit target if they eat mushroom Soup first.
52. False Idol - Target's hair shines blue for a moment and they have a strange craving for leaks.
54. Super Straight - Target is straight for 3 seconds, if they're already straight they're ashamed of it.
55. Super Gay - Target is gay for 3 seconds, if they're already gay then they're more gay for 5 seconds.
56. Jump Parry - Target can Parry on their next dodge for a combined AP cost.
57. Sturdiest Block - Target can Tank on their next block for combined AP cost.
58. Change it up! - Target can change their trinket mid ecnounter if they wish
59. I dropped it! - Target unequips their trinket for the encounter
60. C'mere! - Target can Half Grapple action another within reach in this moment.
61. Come here! - Target can Full Grapple action another within reach in this moment.
62. Go away! - Target can Push Action another within reach in this moment.
64. Long Arms - Target gains +1 reach until end of next turn
65. Delivery - Target gains a Nuka Cola Qunatum
66. Foot Loose - Target feels the urge to dance
67. I got better - Any cripples on the Target are healed in this moment
68. Chest Pains - Target's Torso is Crippled
69. My Puscocky! - Target's Groin is crippled
70. Severe Headache - Target's Head is Crippled
71. Right Cramp - Target's Right Leg is Crippled
72. Left Cramp - Target's Left Leg is Crippled
74. Cramp Right - Target's Right Arm is Crippled
75. Cramp Left - Target's Left Arm is Crippled
76. Ow my feetsies - Target's Feet are Crippled
77. Blinded by the Flip! - Target rolls 1d4, 1. Both eyes are crippled, 2. right eye is crippled, 3. left eye is crippled, 4. they do a backflip perfectly (if grappled they are no longer).
78. Rock out! - Target rolls 1d4, 1. Both ears are crippled, 2. right ear is crippled, 3. left ear is crippled, 4. they fall prone.
79. Schtinky - Target farts
80. I'm Fireproof, nothing to loose! - Target is immune to fire/burning for 1d4 turns
81. No Bonus for You - Target cannot make use of bonuses to DoS for 1d4 turns
82. Successful - Target gains +1 DoS until end of turn
84. Not Difficult - Target gains -1 DoD until end of turn
85. Difficult - Target gains +1 DoD until end of turn
86. Pick up the Pace - Target raises one place in the priority
87. Falling Behind - Target drops one place in the priority
88. Fatigue - Target looses 1d4 AP up to max
89. Ow! - Target looses 1d4 HP up to max
90. Second Wind - Target gains 1d4 AP up to max
91. Power Up - Target gains 1d4 HP up to max
92. Naked - Target's attire items fall off
94. Bootless - Target's boots fall off
95. Leggingless - Target's leggings fall off
96. Chestless - Target's chestplate falls off
97. Helmetless - Target's helmet/hat falls off
98. Left Drop - Target looses the item in your left hand
99. Right Drop - Target looses the item in your right hand
100. Jackpot! - Target gains 1d100 Caps (Cannot choose this with abilities that let you choose)
STRENGTH Brawn Scale:
One will find their STRENGTH Attribute aiding greatly to their brawn throughout the wasteland if high or hindering them if low. This mostly interacting with the unarmed damage and how much your fists can do to hurt someone before even adding unarmed weapons.
Strength 0 - Your unarmed attacks do...
Unarmored Foes: 0 DMG
Light Armored Foes: 1 DMG to yourself
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 1 - Your unarmed attacks do...
Unarmored Foes: 1 DMG
Light Armored Foes: 1 DMG to yourself
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 2 - Your unarmed attacks do...
Unarmored Foes: 1 DMG
Light Armored Foes: 1 DMG to yourself & them
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 3 - Your unarmed attacks do...
Unarmored Foes: 2 DMG
Light Armored Foes: 1 DMG to yourself & them
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 4 - Your unarmed attacks do...
Unarmored Foes: 2 DMG
Light Armored Foes: 1 DMG to yourself & 2 DMG to them
Medium Armored Foes: 2 DMG to yourself
Heavy Armored foes: 3 DMG to yourself
Power Armored Foes: 4 DMG to yourself
Strength 5 - Your unarmed attacks do...
Unarmored Foes: 1d4 DMG
Light Armored Foes: 1 DMG
Medium Armored Foes: 1 DMG to yourself & them
Heavy Armored foes: 2 DMG to yourself
Power Armored Foes: 3 DMG to yourself
Strength 6 - Your unarmed attacks do...
Unarmored Foes: 1d4 DMG
Light Armored Foes: 2 DMG
Medium Armored Foes: 1 DMG to yourself & them
Heavy Armored foes: 2 DMG to yourself
Power Armored Foes: 3 DMG to yourself
Strength 7 - Your unarmed attacks do...
Unarmored Foes: 1d4 DMG
Light Armored Foes: 1d4 DMG
Medium Armored Foes: 1 DMG to yourself & them
Heavy Armored foes: 2 DMG to yourself
Power Armored Foes: 3 DMG to yourself
Strength 8 - Your unarmed attacks do...
Unarmored Foes: 1d6 DMG
Light Armored Foes: 1d4 DMG
Medium Armored Foes: 1 DMG to yourself & 2 DMG to them
Heavy Armored foes: 1 DMG to yourself & them
Power Armored Foes: 3 DMG to yourself
Strength 9 - Your unarmed attacks do...
Unarmored Foes: 1d6 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1 DMG to yourself & 2 DMG them
Heavy Armored foes: 1 DMG to yourself & 1d4 DMG to them
Power Armored Foes: 2 DMG to yourself
Strength 10 - Your unarmed attacks do...
Unarmored Foes: 1d8 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1d4 DMG
Heavy Armored foes: 1 DMG to yourself & 1d4 DMG to them
Power Armored Foes: 1 DMG to yourself
Strength 11 - Your unarmed attacks do...
Unarmored Foes: 1d8 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1d4 DMG
Heavy Armored foes: 1d4 DMG
Power Armored Foes: 1 DMG to yourself & them
You can now wield two handed weapons as if hand & half if doesn't have the Slow Keyword. Though it is rolled with +1 DoD
Strength 12 - Your unarmed attacks do...
Unarmored Foes: 1d8 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1d6 DMG
Heavy Armored foes: 1d4 DMG
Power Armored Foes: 1 DMG to yourself & 1d4 DMG to them
You can now wield two handed weapons as if hand & half if doesn't have the Slow Keyword. Though it is rolled with +1 DoD
Strength 13 - Your unarmed attacks do...
Unarmored Foes: 1d10 DMG
Light Armored Foes: 1d6 DMG
Medium Armored Foes: 1d6 DMG
Heavy Armored foes: 1d6 DMG
Power Armored Foes: 1d4 DMG to them
You can now wield two handed weapons as if hand & half if doesn't have the Slow Keyword. Though it is rolled with +1 DoD
Strength 14 - Your unarmed attacks do...
Unarmored Foes: 1d10 DMG
Light Armored Foes: 1d8 DMG
Medium Armored Foes: 1d8 DMG
Heavy Armored foes: 1d6 DMG
Power Armored Foes: 1d6 DMG
You can now wield two handed weapons as if hand & half if doesn't have the Slow Keyword. Though it is rolled with +1 DoD
PERCEPTION Awareness Scale:
One will find their PERCEPTION Attribute aiding greatly to their awareness throughout the wasteland if high or hindering them if low. This mostly interacting with sneaking and passive noticing of things.
Perception 0 - Sneak rolls against you require a 10+ to succeed & you gain +1 DoD to limb target attacks.
Perception 1 - Sneak rolls against you require a 25+ to succeed & you gain +1 DoD to limb target attacks.
Perception 2 - Sneak rolls against you require a 25+ to succeed & you gain disadvantage to limb target attacks.
Perception 3 - Sneak rolls against you require a 30+ to succeed & you gain disadvantage to limb target attacks.
Perception 4 - Sneak rolls against you require a 50+ to succeed.
Perception 5 - Sneak rolls against you require a 50+ to succeed.
Perception 6 - Sneak rolls against you require a 50+ to succeed.
Perception 7 - Sneak rolls against you require a 60+ to succeed & you gain advantage to limb target attacks.
Perception 8 - Sneak rolls against you require a 75+ to succeed & you gain advantage to limb target attacks.
Perception 9 - Sneak rolls against you require a 75+ to succeed & you gain -1 DoD to limb target attacks.
Perception 10 - Sneak rolls against you require a 90+ to succeed & you gain -1 DoD to limb target attacks.
Perception 11 - Sneak rolls against you require a 90+ to succeed & you gain -2 DoD to limb target attacks (does not decreased DoD past normal success.)
Perception 12 - Sneak rolls against you require a 95+ to succeed & you gain -2 DoD to limb target attacks (does not decreased DoD past normal success.)
ENDURANCE Grip Times:
One will find their ENDURANCE Attribute aiding greatly to their nimbleness throughout the wasteland if high or hindering them if low. This mostly interacting with the Climbing, specifically being how long many turns you can climb without falling.
Endurance 0 - You can not take a climb action.
Endurance 1 - You can climb for 1 turn before falling.
Endurance 2 - You can climb for 2 turn before falling.
Endurance 3 - You can climb for 3 turn before falling.
Endurance 4 - You can climb for 4 turn before falling.
Endurance 5 - You can climb for 5 turn before falling.
Endurance 6 - You can climb for 6 turn before falling.
Endurance 7 - You can climb for 7 turn before falling.
Endurance 8 - You can climb for 8 turn before falling.
Endurance 9 - You can climb for 9 turn before falling.
Endurance 10 - You can climb for 10 turn before falling.
Endurance 11 - You can climb for 11 turn before falling.
Endurance 12 - You can climb for 12 turn before falling.
CHARISMA Aid Scale:
One will find their CHARISMA Attribute aiding greatly to their interactions throughout the wasteland if high or hindering them if low. Most inherently in the form of lowered or raised effectiveness of those around them. Note that this only includes and effects organic targets.
Charisma -1 - Everyone within 20 blocks of you has disadvantage on all rolls. (Includes you)
Charisma 0 - Everyone within 10 blocks of you has disadvantage on all rolls. (Includes you)
Charisma 1 - Everyone within 10 blocks of you has disadvantage on skill checks. (Includes you)
Charisma 2 - Per encounter, The first 3 skill rolls made by you or within 10 blocks of you are done at disadvantage.
Charisma 3 - Per encounter, The first 2 skill rolls made by you or within 10 blocks of you are done at disadvantage.
Charisma 4 - No Effect.
Charisma 5 - No Effect.
Charisma 6 - No Effect.
Charisma 7 - The first 2 skill checks made within 10 blocks of you by allies are done at advantage - per encounter.
Charisma 8 - The first 3 skill checks made within 10 blocks of you by allies are done at advantage - per encounter. If Low Charisma Aid scale effects are within a zone of 10 blocks from you, they do not apply.
Charisma 9 - Allies within 10 blocks of you has advantage on all skill checks. If Low Charisma Aid scale effects are within a zone of 20 blocks from you, they do not apply.
Charisma 10 - Allies within 10 blocks of you has advantage on all rolls. If Low Charisma Aid scale effects are within a zone of 30 blocks from you, they do not apply.
Charisma 11 - Allies within 15 blocks of you has advantage on all rolls. If Low Charisma Aid scale effects are within a zone of 30 blocks from you, they do not apply.
Charisma 12 - Allies within 20 blocks of you has advantage on all rolls. If Low Charisma Aid scale effects are within a zone of 30 blocks from you, they do not apply.
INTELLIGENCE Aid Scale:
One will find their INTELLIGENCE Attribute aiding greatly to their planning interactions throughout the wasteland if high or hindering them if low. Most inherently in the form of lowered or raised effectiveness of those around them. Note that this only includes and effects robotic targets, those wearing power armor frame (or equivilent) or otherwise piloting a vehicle.
Intelligence -1 - Everyone within 20 blocks of you has disadvantage on all rolls. (Includes you)
Intelligence 0 - Everyone within 10 blocks of you has disadvantage on all rolls. (Includes you)
Intelligence 1 - Everyone within 10 blocks of you has disadvantage on skill checks. (Includes you)
Intelligence 2 - Per encounter, The first 3 skill rolls made by you or within 10 blocks of you are done at disadvantage.
Intelligence 3 - Per encounter, The first 2 skill rolls made by you or within 10 blocks of you are done at disadvantage.
Intelligence 4 - No Effect.
Intelligence 5 - No Effect.
Intelligence 6 - No Effect.
Intelligence 7 - The first 2 skill checks made within 10 blocks of you by allies are done at advantage - per encounter.
Intelligence 8 - The first 3 skill checks made within 10 blocks of you by allies are done at advantage - per encounter. If Low Charisma Aid scale effects are within a zone of 10 blocks from you, they do not apply.
Intelligence 9 - Allies within 10 blocks of you has advantage on all skill checks. If Low Charisma Aid scale effects are within a zone of 20 blocks from you, they do not apply.
Intelligence 10 - Allies within 10 blocks of you has advantage on all rolls. If Low Charisma Aid scale effects are within a zone of 30 blocks from you, they do not apply.
Intelligence 11 - Allies within 15 blocks of you has advantage on all rolls. If Low Charisma Aid scale effects are within a zone of 30 blocks from you, they do not apply.
Intelligence 12 - Allies within 20 blocks of you has advantage on all rolls. If Low Charisma Aid scale effects are within a zone of 30 blocks from you, they do not apply.
Agility Falling Safety Scale:
One will find their AGILITY Attribute aiding greatly to their interactions with falling and how it damages you. Note: Fall damage after your 'safe zone' is 2 DMG per block taken as an untargeted attack on you that auto-succeeds.
Agility 0 - You can fall 2 blocks before fall damage calculations is began.
Agility 1 - You can fall 3 blocks before fall damage calculations is began.
Agility 2 - You can fall 4 blocks before fall damage calculations is began.
Agility 3 - You can fall 5 blocks before fall damage calculations is began.
Agility 4 - You can fall 6 blocks before fall damage calculations is began.
Agility 5 - You can fall 7 blocks before fall damage calculations is began.
Agility 6 - You can fall 8 blocks before fall damage calculations is began.
Agility 7 - You can fall 9 blocks before fall damage calculations is began.
Agility 8 - You can fall 10 blocks before fall damage calculations is began.
Agility 9 - You can fall 11 blocks before fall damage calculations is began.
Agility 10 - You can fall 12 blocks before fall damage calculations is began.
Agility 11 - You can fall 13 blocks before fall damage calculations is began.
Agility 12 - You can fall 14 blocks before fall damage calculations is began.
LUCK Critical Thresholds:
One will find their LUCK Attribute aiding greatly to their fortune throughout the wasteland if high or hindering them if low. Most inherently in the form of lowered or raised critical thresholds for rolls.
Luck -10 - Cannot roll a critical success. Critical Fail on a 1-16 or 1-75. When wild wasteland happens choose three targets and it happens twice
Luck -9 - Cannot roll a critical success. Critical Fail on a 1-15 or 1-70. When wild wasteland happens choose three targets.
Luck -8 - Cannot roll a critical success. Critical Fail on a 1-14 or 1-65. When wild wasteland happens choose three targets.
Luck -7 - Cannot roll a critical success. Critical Fail on a 1-13 or 1-60. When wild wasteland happens choose two targets.
Luck -6 - Cannot roll a critical success. Critical Fail on a 1-12 or 1-50. When wild wasteland happens choose two targets.
Luck -5 - Cannot roll a critical success. Critical Fail on a 1-11 or 1-45.
Luck -4 - Cannot roll a critical success. Critical Fail on a 1-10 or 1-40.
Luck -3 - Cannot roll a critical success. Critical Fail on a 1-9 or 1-35.
Luck -2 - Cannot roll a critical success. Critical Fail on a 1-8 or 1-30.
Luck -1 - Cannot roll a critical success. Critical Fail on a 1-7 or 1-25.
Luck 0 - Cannot roll a critical success. Critical Fail on a 1-5 or 1-20.
Luck 1 - If roll a critical success, roll a 1d4 - if a 1, 2 or 3, you don't get the effect, if a 4 you do. Critical Fail on a 1-3 or 1-15.
Luck 2 - If roll a critical success, roll a 1d4 - if a 1 or 2, you don't get the effect, if a 3 or 4 you do.
Critical Fail on a 1-2 or 1-10.
Luck 3 - If roll a critical success, roll a 1d4 - if a 1, you don't get the effect, if a 2, 3 or 4 you do.
Luck 4 - Roll critical successes as normal
Luck 5 - Roll critical successes as normal
Luck 6 - Roll a critical success on a base roll of 19+ for attribute checks or 95+ for Tag'd skill checks.
Luck 7 - Roll a critical success on a base roll of 18+ for attribute checks or 90+ for Tag'd skill checks.
Luck 8 - Roll a critical success on a base roll of 18+ for attribute checks or 85+ for Tag'd skill checks. You gain one "Reroll Cap"
Luck 9 - Roll a critical success on a base roll of 17+ for attribute checks or 85+ for Tag'd skill checks. You gain two "Reroll Cap"
Luck 10 - Roll a critical success on a base roll of 17+ for attribute checks or 80+ for Tag'd skill checks. You gain two "Reroll Cap"
Luck 11 - Roll a critical success on a base roll of 16+ for attribute checks or 80+ for Tag'd skill checks. You gain
three "Reroll Cap"
Luck 12 - Roll a critical success on a base roll of 16+ for attribute checks or 80+ for Tag'd skill checks. You gain
three "Reroll Cap"
Luck 13 - Roll a critical success on a base roll of 16+ for attribute checks or 75+ for Tag'd skill checks. You gain
three "Reroll Cap"
Luck 14 - Roll a critical success on a base roll of 16+ for attribute checks or 75+ for Tag'd skill checks. You gain
four "Reroll Cap"
Luck 15 - Roll a critical success on a base roll of 15+ for attribute checks or 75+ for Tag'd skill checks. You gain
four "Reroll Cap"