R.oleplaying A.nd D.eathclaws
PLAYER CHOICES
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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.
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.
Agoraphobia - Gain disadvantage on attribute rolls while outside but advantage on them while inside.
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.
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).
Claustrophobia - Gain advantage on attribute rolls while outside but disadvantage on them while inside.
Close Quarters Fighter - Your Guns Skill scales off Agility instead of Perception but gain +1 DoD in long range.
Dexterous Hands - Your Lockpicking Skill scales off Agility instead of Perception but you gain -5 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 - Gain +1d4 HP whenever healed but take +1d4 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.
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.
Hush - Gain -1 Charisma Score but gain the ability to spend 1 AP to gain +1d6 Sneak Attack DMG.
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.
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.
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)
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.
Solo Controller - Gain +1 Range to Scattershot & Cleave keywords but can't gain the base benefits of flanking.
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.
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 unconciouce in this encounter is brought back to conciousness with 1 HP.
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.
✦ 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 +3 one time skill points when taken.
Head - The character gains disadvantage on intelligence, ranged attack rolls or skill checks.
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.
✦ 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.
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
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
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
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
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 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 skill checks.
Luck 7 - Roll a critical success on a base roll of 18+ for attribute checks or 90+ for skill checks.
Luck 8 - Roll a critical success on a base roll of 18+ for attribute checks or 85+ for 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 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 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 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 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 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 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 skill checks. You gain
four "Reroll Cap"