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✦ Radiation Cards ✦
A card representing a character's ability to handle, be effected by or otherwise interact with radiation.
✦ Specified Limb Targeting ✦
A card representing the unique limbs, weak spots and similar that a character might have different from others.
Those descending from the world before the war. This is your basic run of the mill but reliable human. Be they more "pure" humanity, survivors or otherwise they're the largest population found in the wasteland today.
PRO: Gain no roll negative from critical failures & 1 "Reroll Cap" per encounter (one time use advantage).
CON: You have the worst radiation cards
Pure Human - Those untainted by the long term effects of radiation.
[ Pro: Start with an extra Tag'd skill for: Science, Medicine or Repair & start with your choice of a SPECIAL bobblehead or the V.A.N.S. perk | Con: Take +1d4 Critical DMG from Guns/Melee Weapons ]
Wastelander - Those average survivors who survive across the wasteland.
[ Pro: Start with an extra Tag'd skill for: Barter, Guns or Sneak & you start +2 AP of start with the Cap Collector perk | Con: Take +1d4 Critical DMG from Explosives/Energy Weapons ]
Tribal - Those whose ancestors and kin have taken to a new way of life after the war.
[ Pro: Start with an extra Tag'd skill for: Survival, Unarmed or Melee Weapons & you start with +2 Priority or the Tribal-Craft perk | Con: Take +1d4 Critical DMG from Guns/Energy Weapons ]
Raider - Those whose ancestors have fully embraced the way of chaos.
[ Pro: Start with an extra Tag'd skill for: Guns, Big Guns or Melee Weapons & you start with +1 action during Boiling Points or advantage on Bad Trip rolls | Con: Take +1d4 Critical DMG from Unarmed/Explosives ]
Dwarf - Those whose genetics have been slightly altered by radiation as to have a shorter, wider frame.
[ Pro: Start with an extra Tag'd skill for: Explosives, Repair or Melee Weapons & +5 HP or the armorer perk. | Con: Take +1d4 Critical DMG from Fire & -2 Base Mvmnt Speed ]
Child of Boulder - Those whose genetics have become attuned to their god Atom by bathing in the holy springs of the Boulder Dumping Grounds and coming out the other side baptised.
[ Pro: Start with an extra Tag'd skill for: Energy Weapons, Science or Survival & 1/2 effects from Radiation Levels, as well you take -1d6 DMG from Atomic or you can count as a ghoul for the sake of taking perks and similar. | Con: Gain -1d4 HP whenever healed and for negative effects count as a ghoul ]
Radiation LVL 1 (1-199 Rads) - Begin to feel unwell.
Radiation LVL 2 (200-399 Rads) - Begin to feel sick. Disadvantage to STR/END attribute rolls and associated skill checks.
Radiation LVL 3 (400-599 Rads) - Begin to feel very sick. Disadvantage on Attribute rolls.
Radiation LVL 4 (600-799 Rads) - Begin to feel extremely sick. Take +1d8 DMG whenever DMG is taken.
Radiation LVL 5 (800-999 Rads)- Begin to feel deathly ill. Disadvantage on all rolls.
Radiation LVL 6 (1,000+ Rads) - Death
✦ Target Limbs ✦ You have the basic Limb Targeting.
Those once human and mutated by radiation into the scarred and often disliked ghouls. Whether your skin is rotting, dried out like a husk or otherwise these ageless members of the wasteland are a common sight - be they from before the war or after.
PRO: Gain positive effects from radiation instead of negatives & are left alone by controlled NPC ferals. The user also gains +1 turns while downed and are healed by Atomic DMG instead of damaged.
CON: -2 effect on tank reactions, +1 Degree of Difficulty on all Barter/Speech checks with humans & robots and critical attacks on you deal +1d4 DMG.
Zombie - Those ghouls whose skin is most actively rotting off their skin, sometimes requiring additional aid to keep from slothing off entirely.
[ Pro: Gain +1 on to hit & reaction rolls for every 5 HP you are missing from your maximum. | Con: But status effects last one turn longer on you. ]
Vagabond - Those ghouls who've spent their immortal lives accumulating various skills more than most.
[ Pro: Gain +1 DoS LVL amount of times per encounter. Max of once per roll but you can declare at any point on your turn/reaction | Con: But you crit fail on a 1-2 on special rolls and 1-5 on skill rolls. ]
Mutate - Those ghouls who fully embrace their mutated lives and thrive in radiation.
[ Pro: Gain +2 to hit on attacks within 25 blocks per level of radiation you have | Con: -1 to hit on attacks over 40 blocks away - both per level of radiation. ]
Trench Ghoul - Those ghouls of Rustheap, these ghouls seem to have been altered by it's chemical pollution.
[ Pro: When going down you stay up and conscious and can continue to act as normally. | Con: In regards to the conscious negative HP to the if an encounter ends with you in negative HP you can choose to either take a feral trigger and have 3 turns unconscious to be saved or don't take a feral trigger and have only one turn to be saved. Feral ghouls don't ignore you like other ghouls ]
Radiation LVL 1 (1-299 Rads) - Begin to feel tingly & a buzz to your body.
Radiation LVL 2 (300-599 Rads) - Gain +2 to END attribute rolls and associated skill checks.
Radiation LVL 3 (600-899 Rads) - Gain +2 to STR attribute rolls and associated skill checks.
Radiation LVL 4 (900-1,199 Rads) - Gain +2 to PER attribute rolls and associated skill checks.
Radiation LVL 5 (1,200-1,499 Rads) - Gain advantage to PER/STR/END attribute rolls and associated skill checks.
Radiation LVL 6 (1,500+ Rads) - Begin to go Feral if alone or experiencing great trauma.
ALT Radiation LVL 6 (1,500+ Rads) - Gain +1 DoS on Skill Success Rolls. (Only able to be gotten via Ghoul Milestone, in which case Rads above 2,000 becomes "Level 7" with the effects of the normal LVL. 6)
ALT Radiation LVL 7 (2,000+ Rads) - Gain +1 DoS on Skill Success Rolls. (Only able to be gotten via Ghoul Milestone, in which case Rads above 2,500 becomes "Level 8" with the effects of the previous)
✦ Target Limbs ✦ You have nearly basic Limb Targeting but when extra damage would be taken from it you take +1 DMG.
Those once humans who were mutated by the Forced Evolutionary Virus, a pre-war concoction created by West-Tek. This caused them to mutate nearly beyond recognition and often warped their minds into new ones. Be they born of direct West-Tek experiments, crafted by the hands of the Master of old or otherwise these mutants are feared across the wasteland - though some are known for being at least a bit less violent than the majority.
PRO: +1 Strength Score, are immune to the negative effects of consumables/inhaled/radiation & take -1 DMG from limb target attacks if they cause extra DMG already. FEV mutants also get a +5 HP and can use two handed weapons as hand and a half unless it has the slow keyword. Supermutants also can't gain addictions.
CON: Can't use weapons with the Holdout keyword as well as +1 Degree of Difficulty on all Barter/Speech checks with humans & robots. A FEV Mutant must have a minimum STR/END score of 7. You also gain half the number based positive effects from non-medical aid items. As well Supermutants cannot wear Power Armor Frames.
West-Tek Experiment - Those, often dumber, mutants with large muscle mass who were the unfortunate experiments of base West-Tek FEV.
[ Pro: Advantage on melee/unarmed attack rolls & +1 Strength Score | Con: -1 Intelligence Score ]
Master's Child - Those mutants who were forged not only by direct West-Tek FEV but also by the hands of the master and he genetic expertise and time spent tinkering.
[ Pro: Advantage on reaction rolls & +1 Endurance Score | Con: -1 Luck Score ]
⋆ Nightkin - Those mutants dubbed 'superior' in their creation by the master. These mutants spent some time as top operatives for their creator and were once gifted greater gear, including stealth boys - long term use of such altered their genetics even further.
[ Pro: +1/2 LVL DMG on sneak attack rolls & + 1 Agility Score | Con: -1 Charisma Score ]
⋆ Failed Abomination - A horrible body horror creature that in all honesty should be put out of it's misery.
[ Pro: +1 STR Score, +5 HP and if a limb would be crippled you can instead take an extra 1d6 DMG for it not to be. | Con: -1 CHAR Score and disadvantage to Luck, +1 DoD on Barter & Speech checks. As well loose 3 points to spend on SPECIAL attributes. ]
⋆ Moleman - A wastelander with molerat sickness exposed to trace amounts of a certain kind of FEV will result in a thinner muntant with no hair, skin growths and similar molerat like features.
[ Pro: +1 LUCK Score, gain 1 PHY or NRG natural defense (your choice), as well as the ability to make your unarmed attacks do SLSH DMG and gain +5 to skill rolls while underground. | Con: -1 PER Score & -10% Buying/Selling prices from DM'd NPCs and disadvantage on all perception based rolls and -3 to skill rolls while not underground and you have Agoraphobia with no reward. ]
✦ Radiation Card ✦ You are completely uneffected by radiation.
✦ Target Limbs ✦ You have nearly basic Limb Targeting but when extra damage would be taken from it you take -1 DMG.
Those whose genetics have been widlly altered by radiation in a unique way but havent cause them to become a ghoul either. They're mostly human but still considered something else by many across the wasteland.
PRO: Gain the ability to take Deviant Mutations when you could normally gain a trait. Start with three Deviant Mutations. You count as Human as well as Freak for things that would require such if it's a Variant requirement and not a base requirement. (Discluding Pure Human without proper backstory reasoning).
CON: -1 CHAR Score if Charisma becomes 10 or higher, -10% buy/sell prices from non-freak DM'd NPCs & Die if would become a ghoul or supermutant. (Note: You can attempt to fight off the change but if failed you die.) Cannot take racial variable.
Animalistic - Those who's random mutations have come to look similar to existing creatures.
[ Pro: Start with a Tag'd skill for: Survival, Unarmed or Sneak and Animals tend to ignore you. | Con: Count as an Animal for downsides and have Feral Triggers at twice the number of slots to ghouls ]
Farlander - Those who's random mutations have come to cause them to be more slender but perceptive.
[ Pro: Gain +1 PER Score and +5 to Short & Long Ranges. | Con: -2 STR Variable and any additions to DMG to Melee/Unarmed gain -1 effect. ]
Lopsided - Those who's mutations are less then ideal in look due to their environment.
[ Pro: Status effects last -1 turn and have -1 effect, your negative CHA cannot be cancelled by positive CHA | Con: -1 CHA Score and some npcs attack you on sight, your negative CHA cannot be cancelled by positive CHA ]
Psychically Unlocked - Those who's psyker potential was unlocked through random mutation.
[ Pro: Gain the Psionic Deviant Mutation for free with no downside and psyker perks have halved requirements to get | Con: Take plus 1d4 DMG from head cripple and Fire/Shock/Atomic which you choose upon creation ]
Radiation LVL 1 (1-199 Rads) - Begin to feel unwell.
Radiation LVL 2 (200-399 Rads) - Begin to feel sick. Disadvantage to STR/END attribute rolls and associated skill checks.
Radiation LVL 3 (400-599 Rads) - Begin to feel very sick. Disadvantage on Attribute rolls.
Radiation LVL 4 (600-799 Rads) - Begin to feel extremely sick. Take +1d8 DMG whenever DMG is taken.
Radiation LVL 5 (800-999 Rads)- Begin to feel deathly ill. Disadvantage on all rolls.
Radiation LVL 6 (1,000+ Rads) - Death
Those special choices that can be done by the Freak Race They get three of these as part of their Racial Variant but can also choose to replace any time they'd get a trait they can instead get one of these.
✦ General Deviant Mutations ✦
Acidic Maw - As a Bonus Action spit an acidic shot at your enemy. DMG: 1d6, SPD: 1, D-T: Energy, Range: 10(15), Crit: x2, Keyword(s): Acidic. Bite unarmed attacks also gain the Acidic Keyword. But you gain -10 to Barter & Speech as well as having 2 free communications per turn instead of 3. To hit roll Survival/Unarmed (Does not count as an unarmed attack)
Adrenal Reaction - Gain +1d4 to hit after a successful hit or you are hit (Both within a turn) but -2 Max HP
Aquatic - Gain the ability to breather underwater but +1 effect from gas based debuffs & the fire status effect.
Bioluminescent - Can choose to glow in a 10 block radius of light.
Bird Bones - Gain +1 AGL score but -1 END score
Bone Carapace - Spend a Bonus Action or 2 AP to grow your bone armor. Gaining +1d4 Physical or Energy Defense per limb grown on. This armor has no shield effect and cannot stack. You cannot be wearing armor on a limb to grow armor or with grown armor on it.
Cat Eyes - Gain no penalty from darkness but reactions against your attacks gain +1d4 to their success.
Cyclopse - Gain +1 to PER based rolls but you only have one eye
Chameleon - If not wearing any armor (Not including underarmor) you gain +10 to sneak rolls but sneak attacks are done at +1 DoD.
Eagle Eyes - Gain +1 PER score but -1 STR score
Egghead - Gain +1 INT score but -2 effect on all reactions
Electrically Charged - Spend 1 AP to make the 1d4 of the D-T of an attack into SHCK DMG but you take +1d4 DMG from NRG attacks.
Extra Arm - Gain an extra arm to use and hold stuff with but gain -1d4 to reaction rolls due to your off anatomy. This can be taken up to twice but costs two traits or equivilent.
Extra Ear - Gain +1 PER and an extra ear but ear target attacks deal +1d4 DMG. This can be taken up to twice.
Extra Eye - Gain +1 PER and an extra ear but ear target attacks deal +1d4 DMG. This can be taken up to twice.
Extra Hand - Gain an extra hand. This hand can hold non-weapon items, gains a free reload per turn and allows you to use a two handed weapon in one "hand". This can be taken up to twice. This shared hand arm cannot be made uncripple-able.
Get Wyrr'd with It - Can exchange Augmentation slots for natural Splinter Keyword, Toxic Keyword (Limited to unarmed) or Dissipate 1.
Glowing Eyes - Your eyes glow in the dark, gain no penalty from darkness but gain -1d10 to sneak rolls in the dark.
Goat Eyes - Gain +2 PER Variable but cannot use long ranges.
Grippy Feet - Can hold items in your feet as if hands, cannot move with this limb is holding an item & gain +2 Mvmnt Speed while climbing. Gain -2 Mvmnt Speed while not climbing.
Grounded - Gain the bonus of taking -1d4 DMG from NRG Attacks but +1d4 DMG from PHY attacks.
Healing Factor - Once per turn as a free action you can Roll END, if 15+ heal for 2 HP but chems gain -1 positive effect.
Natural Weapons - Deal unarmed damage as if one STR score higher and can choose BLNT/SLSH/PRCE dmg to add, Choose which limbs you want this on. If on a hand you gain +1 DoD to using handheld items, if on legs you cannot wear leggings and if on head you cannot wear a helmet. Gain Spike Runner 1 per limb chosen.
Needle Thrower - Can make a ranged "Needle Thrower" attack as a Bonus or Major Action. Costs 1 AP to reload, must be done after each shot. DMG: 1/2 LVL, D-T: PRCE, Range: 25(30), Crit: +1d8. No Keywords. Allies who pass within a direct block of you must make an AGL check (dc 10+) or else take 1d4 SLSH DMG. Its success roll can be Guns, Survival, Big Guns or Medicine (User's Choice). Choose limbs to give this to, each limb adds +1 DMG to allies failing AGL check.
One of the Wyrr - You will not be attacked by DM controlled Wyrr creatures and some might even come to your aid. You also take +1 DMG from the Burning Status Effect.
Psionic - Gain +1 effect to any psyker based ability but take +1 negative effect/dmg from Psychic abilities.
Pulsating Boils - Gain -1 CHAR score but anyone within 2 blocks of you when you take HP DMG must make an END check (DC 10+) or else become poisoned until the end of their next turn.
Quills & Spines - You cannot wear heavy or power armor but unarmed attacks, checks & tackles on you force the agressor to roll an AGL check (DC 15+) or else take 1d6 DMG.
Raw Tissue - Your skin is so thin you take +1d4 DMG from attacks that hit HP but you naturally have the menace keyword.
Running Hot - You are immune to the freeze status effect but the burn deals +1 DMG to max HP.
Scaly Skin - +2 Natural PHY & NRG Defense but -2 AP.
Scary Features - Gain advantage on intimidation or similar effects but -1 CHAR score.
Secrete Poison - As a Bonus or Major action you can coat a weapon you can touch in a special poison unique to you. This poison does on of the following (chosen on mutation gain) apply scared effect, apply sickened effect, -1 AP for 1d4 turns or -1d4 Priority. You take +1d4 DMG from Fire (does not count from burn fire DMG)
Sharp - Spend 1 AP to add +2 SLSH DMG and the Bleed Keyword to an unarmed/needle thrower attack but -2 priority.
Slowfall - Gain +5 Agility Variable but -3 Mvmnt on extra movements in a turn.
Speed Demon - +2 Mvmnt Speed but -2 effect from ingested items (Aid, chems, food, alcohol, etc.)
Spark of Humanity - Gain a Reroll Cap but choose a Deviant Mutation you have to gain +1 Negative Effect.
Spiderlike - No timer on climbing & +2 Mvmnt Speed while climbing. People with Arachnophobia deal +1d4 DMG per attack on you.
Stinger - Upgrade the following Deviant Mutations to gain the Toxic Keyword: Natural Weapons, Sharp, Quills & Spines, Needle Thrower. You gain +1 Negative Effect caused by poisons.
Thick Hide - Gain +2 to the effect of tank rolls but take -3 mvmnt speed.
Twisted Muscle - Spend 1 AP or a Bonus Action to add +1d4 DMG & the weighted keyword to a melee attack but -5 to non-melee/unarmed success rolls. (Does not include thrown)
Wyrr Wooded - Gain Wyrr armor. It is 1+1/2 LVL amount of soak per limb. It is double damaged by fire DMG. You can choose which limbs gain this effect when this is taken, you cannot wear armor on limbs with intact wyrr wooded soak.
✦ Animalistic Deviant Mutations ✦
Tail - Gain advantage and +1 DoS on AGL based resists (Ex: Against Grapple) But your tail can be targeted at normal DoD, if crippled take +1 extra DMG & gain the sickened effect.
Marsupial - Gain +3 blocks jump/leap range & you gain a quickdraw slot for one handed items (preset before combat) but -1 INT score.
✦ Farlander Deviant Mutations ✦
Geometrically Minded - You can, if possible, ricochet an attack with up to two bounces at +1 DoD per bounce and -1 DMG per bounce.
Telescopic Eyes - Gain +10 Long Range but -2 PER Variable.
✦ Lopsided Deviant Mutations ✦
Smogbreather - Gain rebreathing keyword naturally but feral ghouls will target you first like Trench Ghouls and -1d4 to any charisma based effects on ghouls.
Weathered - Become immune to negative effects caused by weather but have -2 MAX HP.
✦ Psychically Unlocked Deviant Mutations ✦
Magnetically Charged - Gain the ability to, as an action, pull a metallic object within 3 blocks to your yourself and equip or store it. This can only be done on objects smaller/lighter than you and if done on a person wearing mostly metal armor you can choose to grapple or check them at 1 ap.
Terror Resonance - As a Bonus or Major Action emminate a 5 block radius effect zone around you. All in this zone must make a INT/CHAR check (DC 7+1/2 your level) or else gain the Scared Effect. When used however you gain the sickened status effect until end of next turn and if that effect overlaps you take 1d6 Direct DMG.
Designed in the image of man by the ambitious and inventive hands of those descended from the Commonwealth Institute of Technology, these robots are the category closest to human found across the expanses of the wasteland.
PRO: Gain advantage to attack rolls while within 5 blocks of another synthetic and gain +2 to any rolls effected by Aid or a similar action
CON: Gain +1 DoD on any actions based around navigation and Malwares have +1 turns if they have a turn count. You can never take the "Junk Bot" ability and cannot attach any other robotic limbs.
FEATURE: Unless otherwise stated you use humanoid armors.
Gen 1 Synth - The earliest model of what would become known as synths. This being is a metal skeleton figure with manufactured parts that mirror the functions of some organs.
[ Pro: Can spend 1 AP to run on crippled legs at no penalty for the turn and also count as a robot (No OS) | Con: -1 INT Score and if crippled roll 1d4 and on a 1 the limb is lost until end of encounter (Not including Head or Torso). ]
Gen 2 Synth - The almost haunting, fake skinned older brother of the Gen 1 this model had improved combat capability but was still one they deemed needed to be improved upon.
[ Pro: Can reload at the cost of AP instead of bonus Action and 1 Natural NRG DMG Resistance | Con: -1 CHAR Score and if crippled roll 1d4 and on a 1 the limb is lost until end of encounter (Not including Head or Torso). ]
Android - The later inbetween of what would become known as Gen 2 & 3 synths the Androids of the Intitute were machines wrapped in a convincing enough later of synthetic organic matter but inside was still very much mechanical.
[ Pro: Start with the benefits of being human and robot (No OS) and gain either an extra Tag'd skill or +3 Augment Slots | Con: You experience the downsides of being human and robot (No OS) & take +1d4 critical DMG from electrical DMG sources. ]
Gen 3 Synth - A human not born from the womb of a loving mother. It was grown within the cold confines of a laboratory.
[ Pro: Start with an extra Tag'd skill for: Energy Weapons, Science or Sneak & you start with the Electronic Hobbyist perk or gain the non-Tag'd skill bonus of another Human Variant | Con: Take +1d4 Critical DMG from Electric DMG & gain the downsides of the Human Variant you "Replaced" ]
E.X.O. Combat Model - The earlier developed models developed by the enclave from reverse engineered Synth technology. These models were designed to act as robotic humanoid soldiers.
[ Pro: Can wear both Humanoid Armors and Robotic Armors at their respective race's base amount and also count as a robot (No OS) | Con: -2 Mvmnt speed and -1 AGL Score ]
E.X.O. Infiltration Model - The second model of enclave reverse engineered synths, the Infilitrators were designed to look mostly human, if not cyborg and where designed for covert operations, though they did not reach the level of lifelike that the Institute was able to craft in the Gen 3 synths.
[ Pro: Gain +5 to Sneak Rolls and Stealth Boys/similar items gain +1 turn effect | Con: Taking any damage or status effect ends stealth and Stealth Boys/similar item effects ]
Radiation LVL 1 (1-249 Rads) - Begin to have some unpacked files & minutely slower program speeds.
Radiation LVL 2 (250-499 Rads) - Begin to act a little odd. Disadvantage to CHAR/INT attribute rolls & associated skill checks.
Radiation LVL 3 (550-749 Rads) - Begin to feel like a different person. Disadvantage on all Skill Rolls.
Radiation LVL 4 (750-1,099 Rads) - Begin to feel very odd, On critical failures loose your bonus action until the end of your next turn. If already used gain -1d4 AP.
Radiation LVL 5 (1,000+)- Begin to feel extremely odd. Disadvantage on all rolls.
✦ Target Limbs ✦ You have the basic Limb Targeting.
Built by human creators as servants for the consumer world, these robotics beings have endured long after their masters and come in many varied shapes, sizes & manufactures. Some even have seemingly developed a certain level of sentience over time - but that's a more philosophical debate.
PRO: You can modify your body with ease, can be brought back if data core remains intact & are immune to the poison/bleeding effects. Robot, when using robot weapons with visible hands on them have those weapons count as no handed.
CON: Susceptible to Pulse Effects, can be hacked if restrained or turned off & have more differing - usually more varied - Limb Targeting points. Robot have their own armor system.
FEATURE: Robots are a bit different in this face however as they gain 1 Core Slot and 4 Widget Slots. Core Slots being able to have "Core" robotics items like Core Plating and Accessory Slots being used for non Robot Helmets, General Atomics Arm Units, Integrated Weapons and similar.
General Atomics OS - The critically acclaimed consumer robotics unit - equipped with a jet propelled frame and a trio of eyes & arms, some of these models were even fitted for military use.
Pro: Gain the ability to spend 1 AP or a Bonus Action to grant an ally half your associated roll modifier to their next roll. They can also spend a Major Action instead to not half this bonus
Con: The Haywire effect lasts an extra turn and you take +1d4 effect from Pulse Weapons
ROBCO OS - The critically acclaimed consumer robotics unit - equipped with a jet propelled frame and a trio of eyes & arms, some of these models were even fitted for military use.
Pro: Gain the ablity to choose a assigned "Job" and gain advantage on roles performing that job
Con: Gain +1 DoD unresisting being hacked or having Malwares applied
ACME OS - A robot created by ACME robotics, it is nearly the size of a supermutant and was once the foot soldier of the calculator's army up in the Midwest. A few remain functional and some have been repaired by wastelanders but they have a pension for independence after the calculator's servers went offline.
Pro: Gain +2 to the effect of the Tank Reaction and can wield weapons while ignoring their requirements
Con: Gain double the effects (not damage) caused from pulse sources, the EMP status effect lasts +1 Turn.
Robobrain Organic Think Tank - A joint project between multiple organizations the standard Robobrain is a human brain working as the processing unit for a tank tread bound robot with noodle arms.
Pro: You are able to make use of organic exclusive chems, medical supplies and similar and gain +5 to Intelligence based rolls
Con: Take +1d4 DMG Headshots & loose Robot "revival methods" due to organic parts - though you do gain twice as long as non-robotic entities in your downed state unless the downing attack was a headshot
Radiation LVL 1 (1-249 Rads) - Begin to have some unpacked files & minutely slower program speeds.
Radiation LVL 2 (250-499 Rads) - Begin to feel a little glitchy. Disadvantage to PER/INT attribute rolls & associated skill checks.
Radiation LVL 3 (550-749 Rads) - Begin to feel glitchy. Disadvantage on all Attribute Rolls.
Radiation LVL 4 (750-1,099 Rads) - Begin to feel very glitchy. On critical failures your movement speed drops to 0 until the end of your next turn.
Radiation LVL 5 (1,000-1,249 Rads)- Begin to feel extremely glitchy. Disadvantage on all rolls.
Radiation LVL 6 (1,250+ Rads) - Shutdown.
✦ Target Limbs ✦ Depends on the type of robot you are...
✦ Robot Limbs ✦
Eyestalks - You gain an extra accessory slot able to be used on a helmet and when having all three gain +1 PER score but emps 1/2 any perception based rolls for you while it lasts
General Atomics Chassis - You have an extra accessory slot that can be used on chips and other internal augments but take +1d4 DMG from shock.
Arms - You have 3 arms to use, gaining another accessory slot for integrated weapons but targeted attacks have -4 to their DC on them
Thruster - You automatically trigger pressure and floor traps but are immune to difficult terrain caused by the ground
✦ Robot Limbs ✦
Protectron Chassis - Consisting of a Torso, Take -1d4 DMG from physical attacks but have a Combat Inhibitor.
Combat Inhibitor - (DoD: +3) If successful the effected must spend their major action to attack the closest target or move to attack such for 2 turns.
Arms - +1 DoD to operations & Lockpicking rolls but enemies have +1 DoD to limb target attacks on such
Legs - 1/2'd base movment speed but enemies have +1 DoD to limb target attacks on such
✦ Robot Limbs ✦
Head - Assaultrons have only one eye & gain +2 to rolls trying to locate an enemy.
Assaultron Chassis - Consisting of a torso and groin, it takes +1d4 DMG from explosives but gain advantage to block, parry & dodge reaction rolls.
Arms - Gain double effect from limb cripples but with both gain advantage on attacks against downed/prone foes.
Legs - Gain double effect from limb cripples but with both intact gain +3 Mvmnt.
✦ Robot Limbs ✦
Securitron Chassis - Consisting of a torso and groin, You gain +2 integrated weapon slots in the shoulders but take +1 DMG from energy damages.
Screen - Advantage one any charisma based rolls but -1 DoD to land targeted attacks on this "head"
Arms - Gain +1 DoD to arm target attacks for toughness but gain -1d4 to operations and hand based repair/science rolls.
Wheel - Gain +5 movement speed when doing secondary movement as well as normal but with your one wheel you gain disadvantage on rolls to resist being knocked prone, moved, stunned or similar.
✦ Robot Limbs ✦
Head - You are immune to head cripple effects, but have -1 Perception Score.
Sentry Bot Chassis - Core armor you wear has an additional 10 Soak, but the Shield keyword does not apply to you.
Arms - Robot arm plating worn on these arms has an additional 3 Soak, but all weapons have the Slow keyword if they do not already.
Wheel Legs - You are immune to being tackled, grappled, or moved and are not impeded by rough terrain, but you can only jump or climb half the normal distance.
✦ Robot Limbs ✦
Dome - Targeted head attacks gain +1 DoD to succeed but you only have only one eye.
Robobrain Chassis - When below 50% HP you can spend 1 AP to deploy a burst of smoke to gain full non solid cover but you have a targetable Combat Inhibitor.
Combat Inhibitor - (DoD: +3) If successful the effected must spend their major action to attack the closest target or move to attack such for 2 turns.
Arms - Gain -1 DoD to Operations & Repair checks but when this limb is crippled when you go to repair it roll 1d4 and on a 1 it fails.
Treads - Suffer no penalty from difficult terrain but if one tread is disabled you can only move to that side and loose the benefit of treads and if both are you loose he benefit and cannot make movement actions
✦ Robot Limbs ✦
Head - Consisting of a head one eye, faceplate & antenna, you have more targetabel limbs but gain +1d4 to hit success rolls on organic targets.
Faceplate - (DoD: +2) attacking such successfully will give the C-27 +1 DoD on melee attacks until healed or limb cripple is removed.
Antenna - (DoD: +3) attacking such successfully will give the C-27 +1 DoD on ranged attacks until healed or limb cripple is removed.
C-27 Torso - Gain +1 to END score but gain +1 DoD to non-Tank rection rolls.
Arms - +0.5 STR Score and can gain SLSH DMG & the bleed keyword with unarmed attacks but limbs are disabled for the rest of combat if crippled by Electric DMG or pulse weapons.
Legs - Gain +2 to resisting grapple, tackle, or moved, but gain -2 Mvmnt speed.