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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 & you take -1d4 DMG from Atomic and 1/2 effects from Radiation Levels. | Con: Gain -1d4 HP whenever healed and for negative effects count as a ghoul ]
CLOSED ⋆ Synthetic Humanoid - 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 & count as a robot as well as a human ]
⋆ Freak - Those whose genetics have been widlly altered by radiation in a unique way but havent cause them to become a ghoul either.
[ Pro: Start with a Tag'd skill for: Survival, Unarmed or Sneak & Start with up to two "Deviant Mutations". | Con: These mutations, much like traits have downsides ]
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 special choices that can be done by the Human Freak Variant. They get one 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.
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.
Bird Bones - Gain +1 AGL score but -1 END score
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
Extra Ear - Gain +1 PER and an extra ear but ear target attacks deal +1d4 DMG.
Glowing Eyes - Your eyes glow in the dark, gain no penalty from darkness but gain -1d10 to sneak rolls in the dark.
Grounded - Gain the bonus of taking -1d4 DMG from NRG Attacks but +1d4 DMG from PHY attacks.
Healing Factor - Once per turn as an action you can Roll END, if 15+ heal for 2 HP but chems gain -1 positive effect.
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.
Marsupial - Gain +2 blocks jump/leap range but -1 INT score.
Natural Weapons - Deal unarmed damage as if one STR score higher and can choose BLNT/SLSH/PRCE dmg to add but you gain +1 DoD to using handheld items.
Psionic - Gain +1 effect to any psyker based ability.
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 -3 AP.
Scary Features - Gain advantage on intimidation or similar effects but -1 CHAR score.
Speed Demon - +2 Mvmnt Speed but -2 effect from ingested items (Aid, chems, food, alcohol, etc.)
Spiderlike - No timer on climbing & +2 Mvmnt Speed while climbing.
Talons - Spend 1 AP to add +2 SLSH DMG and the Bleed Keyword to an unarmed attack but -2 priority.
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)
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 to all combat success 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 20 blocks per level of radiation you have | Con: Gain -2 to reactions for each level of radiation you have. ]
Radiation LVL 1 (1-299 Rads) - Begin to feel tingly & a buzz to your body.
Radiation LVL 2 (300-599 Rads) - Gain +1 to STR/END attribute rolls and associated skill checks.
Radiation LVL 3 (600-899 Rads) - Gain advantage to STR/END attribute rolls and associated skill checks.
Radiation LVL 4 (900-1,199 Rads) - Gain +1 to PER/INT attribute rolls and associated skill checks.
Radiation LVL 5 (1,200-1,499 Rads) - Gain advantage to PER/INT attribute rolls and associated skill checks.
Radiation LVL 6 (1,500+ Rads) - Begin to go Feral if alone or experiencing great trauma.
✦ 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/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.
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.
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 ]
✦ 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.
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 burning/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.
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 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: 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
CLOSED ⋆Institue OS - A humanoid robot with a skeleton like frame, sometimes plastered with rubber like skin. These robots were designed to serve but some have developed into more.
Pro: Gain advantage to attack rolls while within 5 blocks of another robot 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.
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.
✦ Robot Limbs ✦
Head - Consisting of a Head & two eyes, advantage intelligence or perception rolls (choose one) but disadvantage on speech/barter rolls
Synth Chassis - Consisting of a Torso & groin, can wear human armors instead of robot ones (overwrites limbs)
Arms - can reload at the cost of AP instead of bonus Action but if crippled roll 1d4 and on a 1 the limb is lost
Legs - can spend 1 AP to run on crippled legs at no penalty for the turn but if crippled roll 1d4 and on a 1 the limb is lost.