FTRPG Rules Version 2.0 (Part I)
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Chapter 1: Introduction
War.Warneverchanges.
War. War has never changed.
The Romans waged war for wealth and slaves.
The Spaniards built a vast empire for money and territory.
Hitler's Third Reich went to war for superpower.
But war has never changed......
――Fallout,Apost-neclearrolepalyinggame
When humanity created that terrible weapon, their fate was decided.
At the beginning of the 21st century, the world had 30,000 nuclear bombs. It only takes 1,000 pieces to destroy the world of miè.
People always sue themselves that these weapons will not be shè, will not.
However, on October 23, 2077......
TheGreatWar。
The Third World War broke out.
No one knows why, no one knows why, no one knows who fired first, and no one knows why it was fired......
99% of human beings and living beings disappeared in this war.
The world's population, which was originally 8 billion, may have been reduced to less than 50 million - but that is completely unconfirmable.
However, there are still humans who have survived in the void of the nuclear bomb.
Some are in underground bunkers, some are in the deserted countryside, and some are transformed into another creature in the spoken......
The land was slowly reborn, a process that took about 100 years.
After 100 years, the spokes were finally lowered to an acceptable level. People came out of seclusion and began to build new civilizations.
This land...... It's called ......
Wasteland. Wasteland。
AdvancedFallout: TableRolePlayingGame, a tabletop role-playing game based on the d100 system.
Dice can be played, or chat rooms/dice plugins/sandboxes can be played (in http://www.dndrpg.net/bbs
www.dndrpg.net/bbs the TRPG above / Gun with Cat's Paw area there).
This game has nothing to do with a real country, person, organization, or event.
In-game abbreviations:
d4 = four-sided dice
d6 = six-sided dice
d8 = eight-sided dice
d12 = twelve-sided dice
d20 = 20-sided dice
d100 = 100 dice, which is actually the result of a fixed order of 2d10
ST=Strength
PE = Perception
EN = Endurance
CH = Charm
IN = Intelligence
AG = Agile
LU=Luck
HP = HitPoints, health. The rate at which a character gains health is counted as HP/Lv.
LV=Level
XP=Experience, experience points
AC=ArmorClass, defense strength
DC=DifficultyClass
PR=PoisonRes, antivirus
RR = RadiationRes, anti-radiation
GR = GasRes, anti-gas (divided into inhalation defense and contact defense)
HR=HealRate, the organic response rate
AP=ActionPoints
SE=Sequence, order
AR=AvailableRange
MD=MeleeDamage, melee damage
CC=CriticalChance, heart rate
CM=CriticalMiss,Yan zhòng mistakes
DT=DamageThreshold
DR=DamageRes, the rate of damage offset
N=Normal, Normal Damage Defense
L=Laser, laser defense
F=Fire, Fire Defense
P=Plasma, plasma damage
E=Explosive, explosion damage
GM=GameMaster, Game Host
PC=PlayerCharater, Gamer
NPC=Non-PlayerCharater
Karma = Reputation
PrimaryStats=Mainly xìng, which is the general name of ST, PE, EN, CH, IN, AG, LU (that is, S.P.E.C.I.A.L)
SecondryStats=Derived genus xìng, a general term for all other genera xìng above
Background=Background, a special background that the character can choose from
Trait = Talent, the starting talent that the character buys with the point buying method
Perk = Stunt, a special and beneficial skill possessed by a character. The speed at which a character gets a stunt is called PerkRate.
Skills=Skills, the number of skill points a character has. The number of skill points a character receives per level is called the SkillRate.
Round = Round, the basic combat unit, one round is generally equal to 5-10 seconds
Chapter 2: Races
"He has humiliated me, hindered me hundreds and thousands of times, mocked my losses, mocked my gains, despised my people, blocked my dealings, mocked my friends, and helped my enemies; Why? Just because I'm a Jew. ”-
The Merchant of Venice, Act III, Scene 1:45–8
As the beginning of character creation, you have to choose a race.
In the world of Fallout, there are 5 standard races: Humans, Mutants, Zombies, Deathclaws, and Mechs. In addition, dogs are an optional race, because they are very difficult to play, and it is up to each GM to choose whether to open it or not.
Different races, with different starting abilities.
mankind
Human
You are the most basic horn sè, with two hands, two feet and two eyes, similar to you and me. Humans began without any reward or punishment on their genus. Humans can afford items from 110 to 280 and are 1.5-2.5 meters tall.
MINMAX
ST110
PE110
EN110
CH110
IN110
AG110
LU110
Sum of the cardinal numbers of the genus xìng: 40 points
PerkRate:3
Race 特xìng: There is no special xìng.
Race Review: Human ...... The weakest race, right? There is no special xìng, there is no intensity. If you insist that humans are the "best race", then I have nothing to say either. "Energy Armor"? Sorry, there isn't a GM here that will give you easy access to Energy Armor or even Battle Armor. "Gauss gun"? Not to mention, it's almost impossible. Remember, in FTRPGs, there is no such thing as a "prospect", here is not a CRPG, there is no need to think about the "final battle"; Again, it's not a graphic MUD, you can't try to get stronger than others.
Perhaps, the only thing you are better than others is one Perk for every 3 levels...... Unfortunately, this is not very useful. Want to be a trustworthy horn? Want to reassure your teammates about the future in your hands? So, let's look at the other races first.
If you're going to be human, it's better to have a xìng, which is the only thing the GM can give you. Whether it's a trap and sneak set of fire, or a leader who is invincible in trading and eloquence, or a beautiful woman who relies on CH, looks and xìng sense to open the way, or even a medicine jar, you become invincible after taking medicine...... These are things that are not easy for other races to do. In addition, humans have the most comprehensive selection of backgrounds.
corpse
Ghoul
When the bomb fell, it inevitably changed his mortal xìng...... (And not the kind that turned to dust in the heart of the atomic bomb). Zombies are mutated from humans who are still alive after the bomb explodes, and the shè line changes the structure of their cells. Zombies can enjoy an extremely slow rate of mitosis, which is essentially free from aging. Putting shè lines also changes their appearance, turning them into undesirable "people" forever.
Their skin hung out of their bones, some in pieces, and their sunken eyes glared out of the twisted, burned skulls that gave these unfortunate men their names. Their skin may be pale to dark, usually yellow-green. If they still have hair left, it usually won't grow any longer. Some of the zombies and plants have an indescribable fusion, with overly lush shrubs and mosses growing all over their bodies. It may have distorted their bodies, but the shè line did not affect their minds, and they were forced to live as deformed children who had been banished, fully aware of the society they had been a part of, but also aware that they could not return. For this reason, many zombies gather to form their own colonies, or live in living quarters for humans and mutants who don't mind their appearance. Unlike the fictional goblins of the same name (Ghoul is also a ghoul, the kind that gets up in the middle of the night to find dead people's brains from the grave to eat...... Zombies don't eat human flesh. They need energy, but they need a small number of radial shè lines to survive, and for this reason, the zombies that can be found are usually found near leaked nuclear reactors or in volcanic craters formed after a nuclear war.
Zombies age slowly, and their lifespan is astronomical 300 years when they are exposed to the nuke shè line. Their unusually long lifespan does not mean that they cannot be killed, however, zombies, like every human, have weaknesses such as disease, aging, bullets, etc. Zombies can generally carry 80-160 pounds of items and are 1.5-2.5 meters tall. Whether zombies are capable of reproducing has become the subject of scientific debate. Zombies get a perk every 4 levels. Luckily, zombies can wear any armor that humans can equip.
MINMAX
ST16
PE414
EN110
CH19
IN213
AG18
LU510
Sum of base points: 42 points
PerkRate:4
Ethnicity: 60% RR, 10% PR. Starting HP-5, Starting Defense DT: N: 2L: 0F: 0P: 0E: 0.
As you can see from the numerical values, zombies have a high scary PE, but in comparison, ST and AG are low, making it difficult for zombies to become a powerful horn. A high PE will be useful for detection, reconnaissance, etc., as well as being a scary sniper...... The advantage is that it is not afraid to put the shè line, and it can sanction the GM who likes a high-spoke shè environment. This race is really difficult to play, is anyone volunteering? It is regarded as a brick and brick for the team, and in the future, we must preempt the enemy from a long distance......
Zombies have much higher abilities as snipers than others. High level of luck, allowing them to hit Critical from a long distance; high intelligence, which may allow them to improve their abilities faster than others; High PE, so that they are almost not punished by shè cheng. Alternatively, zombies can also become professional gamblers; They don't have much weakness other than being slow and having little strength.
Super mutants
SuperMutants
Super mutants (or just mutants, as they prefer to call themselves) are not a "natural" product of the aftermath of the war (as opposed to zombies), but a race created by a man who is the overseer of a crazy special shelter who wants to be a superior race. Using a pre-war military device for biological research, Tong Guò invented the "Forcibly Evolved Virus" (FEV) and began to apply the actual to the human body. Many died before he got the results he wanted. After "immersing" humans in a large tank filled with FEV, they will emerge and suffer a series of intense physiological changes. They became stronger and smarter, just like their tall stature.
The mutant army had enslaved them as a master and his dream of throwing all of humanity into the virus tank, but in the end, the master was killed by the mutants (although the mutant said that the master was a savior and not a madman). Like zombies, mutants have a slow metabolism, but they don't live as long as their cousins.
Mutants are usually huge, easily reaching a height of 2.8-3 meters (think about how Marcos took care of the Avengers...... Terror ...... ), the maximum weight limit is 350 pounds, and it can be male or female. Their skin is usually a mixture of yellow-green and yellow, and there are various cysts and tumors covering the epidermis (so...... Invulnerable~~). Their hair grows on the average human area, but usually grows very slowly (because the mitosis of cells slows down after the FEV virus). Despite not being able to have children for a long time after "impregnation", the mutants finally had children (this ...... It's terrifying~~), and they are of the same kind or half-mutants, half-mutant hybrids are produced (see below, half-mutants).
Unfortunately, just like zombies, mutants are often expelled from human communities. Many mutants have chosen this path, seeing human society as unsound and inferior, because prejudice and ** still exist in human society. Mutants seem to have played the role of trying to mix humanity's fraternity and overcome humanity's own weaknesses, and rumor has it that the FEV virus tank still exists...... I remember that the mayor of Gecko didn't become a mutant after falling in, but became a ...... Corpse......? Don't say that zombies can also be "made" in three generations...... And some group of mutants is trying to accomplish that goal (the goal of assimilating all of humanity...... Even after the fall of the Juggernaut.
Mutants have 50% Radiant Shè Resistance and 20% Toxin Resistance, and they get a perk for every 4 levels, and they get an additional bonus of 2 HP for each level. Mutants have a hard time with small firearms; When using a weapon related to the Spear skill, gain a penalty of minus 2 Perception. Mutants have a 25% defense against all forms of weapon damage. Mutants can easily live for 200 years after being "impregnated". Mutants cannot wear human armor; They just won't make the one that fits their size. However, it is worn by certain mutants in the wild.
Super mutants are not a product of nature, some of them are from the original generation of FEV viruses, and some of them are from MASTER's FEV virus tests. The former is known as Alpha (type A) mutants, and they are incapacitated. In general, type A mutants are very rare, and if they do, they require a special background, and the default mutants are all type B. The latter is known as the Beta (type B) variant, and type B can reproduce under the effect of modified FEV. However, in comparison, Type B has a much lower intelligence than Type A, although they are stronger.
Super variants are huge, easily grow to 2.8-3.0M, weigh up to 350 pounds, and their skin is usually yellow-green. Super mutants have 50% Radiant Resistance, 20% Toxin Resistance, PERK every 4 levels, and 2 bonus health points per level. THEY'RE NOT GOOD AT SMALL ARMS, THEY HAVE SAMLLGUN SKILL -15 AND CAN LIVE FOR ABOUT 250 YEARS WHEN THEY'RE 'DIPPED' (YOU KNOW HOW THEY MAKE THEM). Due to their sheer size, they cannot wear any armor designed for humans. But there will also be people who make armor that fits their body shape.
The basic genus xìng is as follows
Type A:
MINMAX
ST412
PE110
EN312
CH18
IN111
AG18
LU110
Sum of base points: 40 points
PerkRate:4
Ethnicity: 0/50 gr, 40% rr, 20% PR, +2 HP/LV.
Starting Defense DT: N: 6L: 2F: 4P: 2E: 3
Type B:
MINMAX
ST513
PE110
EN412
CH18
IN18
AG18
LU110
Sum of base points: 40 points
Ethnicity xìng: 0/35gr, 10%RR, 20%PR, +5 starting HP, +2HP/LV.
Starting Defense DT: N: 6L: 2F: 4P: 2E: 3
Well...... According to this setting, the death of the master is too wronged...... It turns out that the information that our Savior used to persuade him was temporary...... However, this message seems to have a diametrically opposed explanation in FalloutBible.
Mutants are a very powerful race, because in TRPG, you don't have to think about it very easy to get Advpowerarmor...... Moreover, the ability has also weakened. But I think we should be able to design our own simple armor for mutants, deathclaws, mechs, and dogs...... (Definitely not higher than the combat armor...... Because the most advanced manufacturing technology in the wasteland is not necessarily able to transform environmental armor and power armor...... Early mutants should be hand-to-hand combatants, because small guns are not as effective as hand-to-hand combat. One Perk every 4 levels, a little harder......
All human talents can be acquired except for "*Appeal", "SmallFrame", and "Finesse", plus "VatSkin" and "HamFisted".
In the early stage, he went to the front line to fight hand-to-hand, and in the later stage, he swept shè with a big gun. Perfect race.
Deathclaw
Deathclaws
Deathclaw is a giant variant of the lizard with intelligence. They walk upright on two legs, are over 2 meters tall as adults, and have scaly appearances ranging from greenish-brown to yellowish. Their claws are unusually large, and they have spines (?) ), perhaps after the war, lizards and human DNA were mixed together. Some Deathclaw tribes in the western and eastern parts of the US have evolved local fur to adapt to the more extreme climates there. (It's hot during the day, it's cold at night, and the Earth and the Moon are about the same after the bombs are dropped...... )
Deadclaws are found in colonies of 25-100 individuals, and spend most of their lives protecting mothers and hunting for eggs and young. They can easily communicate with each other (telepathically?). ), and some simple tactical plans can also be used.
Some of the Deadclaws are smart enough to speak human language, although in fact they can't "speak" like we do - they just speak like parrots, but their "voices" are mostly low, hoarse, and feel like they are outsiders. A dead claw community, the GREY community in northern California, is the main body of scientific intelligence, and its members are far more intelligent and clever than the average variant lizard. Dead claws get their name from the bony claws that bend and stretch freely on their "fingers". This means they have a melee weapon included; This also means that they are unable to use weapons other than their own claws; Armor cannot be equipped, as no one makes it for them.
Deathclaw is one of the most hated, feared, and misunderstood creatures in the wasteland (are there any other creatures that we have also "misunderstood"~ Could it be that the planktonic multi-legged Vanami ...... OHDEARMYGOD…… - When they walk with humans, they have to disguise themselves, such as covering their faces with a loose headscarf robe, which is a must. Most humans simply attack the Deathclaws in their field of vision, or run as far as they can.
Deathclaw has a perk every 4 levels, and each level has a 2 HP bonus. They stand 3 meters tall on their limbs and weigh 400 pounds. Deathclaws typically only live for 15 years, reaching maturity in 4 years.
In parentheses is the number jù of the Grey tribe's deathclaws
MINMAX
ST614(12)
PE412
EN113(11)
CH13
IN15(8)
AG616
LU110
Sum of base points: 41
PerkRate:4
Race Characteristics xìng: +4HP/LV, +25HP, 0/30GR
Starting Defense: N: 8L: 1F: 0P: 1E: 5
Can only be hand-to-hand combat...... But look at the AG! AG10 or above is 1 AP per 1 point...... So......
It doesn't matter if you use Grey's, I guess everyone wants to have a little more skill. Maybe we could have designed our own "Deadclaw ...... with Fighting Skills"
It is the only striker on the front lines.
Machine qì people
Robots
Before the war, several companies and research factories made some humanoid machines. These machines are not inherently artificial intelligence, but are equipped with incredibly fast giant computers that allow them to "judge" like humans of the same level (and, in some cases, make more reasonable judgments than their creators).
In the background of spokes, the horn sè is very rare, and can only play the horn sè that fits the plot of the game. They almost always come from high-tech areas or facilities, and are often only part of a high-tech syndicate (in other words, tribal natives cannot be kept organic).
Machines can communicate with humans through the language they memorize, and even have their own unique gifts (Traits, see Chapter 5). Many humans in the wasteland will encounter a talking robot in many special events, whose abilities even surpass those of real creatures, but they will not talk to them unless they are part of a large group; They just don't recognize that a machine is also a sentient creature - and the topic of whether a machine is sentient or not has been added to the discussion.
Artificial creatures, very rare, they can be of any size, from 1-3 meters, weighing between 300-400 pounds. They are usually made of iron and silicon, and are white, hazel, or pale gray. Men also cannot wear armor, but they can use weapons and tools; Although they can't get Perk, their armor and systems have a chance to be updated every 5 levels (as long as they have enough money). They need regular maintenance, which can usually be done by themselves, but if they are seriously injured, someone must spend at least 12 hours a month on successful repairs and scientific skills. Otherwise, they will take 1D10 damage every 24 hours until they die. They do not automatically regenerate health, only with scientific skills. As with First Aid, a successful use of the Science skill restores 1D10 health.
The machine qì people are immune to spokes, toxins, and poisonous gases. 40% resistance to any other form of injury. But the EMP (PULSE) weapon will deal full damage to them. The lifespan of a person is determined by the battery in the body, which usually lasts for 75-150 years. Of course, the batteries are replaceable, and as long as they get enough energy, they can survive forever.
Combat form machine qì people
CombatRobot
MINMAX
ST612
PE612
EN612
CH11
IN112
AG112
LU55
Sum of base points: 45
PerkRate:0
Ethnicity is not effective against drugs: MaxPR, RR, GR, which is ineffective against drugs. SR+5, you can never learn Perk. Starting HP-10.
Base Defense N: 12L: 6F: 20P: 6E: 6
Artificial intelligence machine qì people
AIRobot
It was the last great pre-war invention, a scaled-down version of the same technology as the VAX system (i.e., the technology used by Skynet). A human-like appearance was used - but underneath the cloak was still a body of steel. Given the hobby problem of most humans, the appearance is almost always feminine. This kind of machine qì was not originally used for combat, so it was slightly lower than combat xìng on the genus xìng; But there is still an advantage over humans. Perfect appearance and high AI program make them all charming stunners.
Due to the use of high-jīng tip manufacturing techniques, the AIRobot is more difficult to repair than normal (difficulty -20). This kind of appearance is the machine of beautiful girls, and if they really make up their minds to go to battle, their steel bodies will not be much worse than their battle cousins. However, due to the difference in the original owner and the environment, each AIRobot has its own xìng grid...... Despite its humanoid appearance, it still can't use any armor, and its steel body will wear out all armor. The female xìng version is born with a slightly weaker sense of xìng.
There are also male xìng versions, but they are very rare, and there is no xìng sense of xìng.
MINMAX
ST411
PE411
EN411
CH411
IN111
AG111
LU55
Sum of base points: 48
PerkRate:0
Ethnicity is not effective against drugs: MaxPR, RR, GR, which is ineffective against drugs. SR+5, you can never learn Perk. Starting HP-15. Speech/Barter is xìng+20 for males and xìng-20 for females.
Base Defense N: 10L: 4F: 15P: 4E: 4
dog
Dogs
A creature with 4 legs, loyal to its owner. Usually 0.6-1.5 meters tall, covered in long hair, the face can be from white to black only to see any face. They cannot use any weapons and tools. They can only communicate by wagging their tails and roaring. They can't use anything other than specially made armor. They also can't carry anything unless someone makes such a device for him. They can't pick up anything but with their mouths. The GM must think carefully before agreeing to allow a player to play as a dog.
Dogs get a perk every two levels and live for 10-15 years. Weigh between 30-150 pounds. They are 50% resistant to electricity.
Dogs cannot use most skills (see Skills for details).
Dogs must have an owner to be in the ranks. The dog feeding fee is 100 yuan per month.
MINMAX
ST17
PE414
EN16
CH15
IN13
AG115
LU110
Sum of base points: 35
PerkRate:2
Ethnicity xìng: HP-7. Well, it's very difficult for dogs to survive.
Whoever wants to be who is willing to be, the race can be selected, and it is up to the GM to decide.
Race cheat sheet in this chapter
PerkRate, Sum of Base Points, Starting HP, Modifier, HP/Lv, PRRRGR, Innate Defense, DT
Human 34000000/00
Zombie 442-5010600/0N: 2
Mutant A4400 + 220400/50N: 6L:2F:4P:2E:3
Mutant B4405+220100/35N: 6L:2F:4P:2E:3
Dead claw 44115 + 2000/30N: 8L: 1F: 0P: 1E: 5
Machine qì human CO046-100MaxMaxMaxN: 12L: 6F: 20P: 6E: 6
Machine qì human AI049-150MaxMaxMaxN: 10L: 4F: 15P: 4E: 4
Dogs 235-700000
Chapter 3: Genus xìng (Stats)
As everyone knows, this TRPG for spokes uses the SPECIAL system.
These are the "genus xìng" that construct chéngrén things.
There are 7 basic genera of characters: strength, perception, stamina, charisma, intelligence, agility, and luck. These seven genera xìng are called "primary genus xìng" (Primary Statistics).
It belongs to xìng test and difficulty level DC
PrimaryStatisticsCheckandDifficultyClass
The genus xìng test is often used below.
The method of the genus xìng test is to use 1d20+ corresponding genus xìng, compared with the difficulty level DC to determine the result.
If the test result exceeds DC, it will be considered a success, otherwise it will be considered a failure. (20 is regarded as a great success, 1 is regarded as a strict failure)
Difficulty Level DC is an abbreviation that is often used below.
For the genus xìng test, the DC is as follows:
DC difficulty
10 is very simple, a standard corner sè can basically be successful, such as finding a book on waste paper with an intelligence test, or attracting a child's attention with a charm test
12 is relatively simple, and most people can have a 1/3 probability of success
On average, most people have a 1/2 chance of success
18 is slightly difficult, if the xìng is very high or the dice are very good to be relatively easy to succeed
20 is difficult, and it is very laborious for ordinary people to complete
23 is very difficult, it must be a very high angle sè to complete
25 is almost impossible for the average person, and there is only hope for supernormal performance
30 moves beyond the limits of human beings
DC is used not only here but also in skill checks, but if you use d100 for judgment there, DC will be increased to 100 or more.
Strength (ST)
Strength is the strength of the horn sè and the "strength of the muscles".
The horned sè with high strength is naturally a "muscular man" - especially mutants. A person with great strength can also be surprising in hand-to-hand combat. The guy with low strength can't even hold a rifle.
Variants of Strength Influence include: Carry Weight (CW), MeleeDamage (MD), and Health (HitPoints, HP).
Abilities affected by strength include: BigGuns, Unarmed, MeleeWeapons, and Throwing.
In addition, people who use large firearms and throwing weapons cannot ignore this genus. Most firearms have a minimum force requirement, and if you don't have enough power, you'll probably have to use a pistol.
The main areas of the strength test include: breaking doors, flipping a rusty switch, and other behaviors that the GM deems to require pure muscular strength.
Strength is not limited by race, and can be increased by up to 2 points beyond the race limit by the day after tomorrow.
People whose strength is reduced to 0 are unable to move and can only lie down and rest.
Perception (PE)
Perception, in general, is the ability to perceive one's environment - or the "sixth sense" (of course, this genus xìng is actually a collection of all senses).
With a high sense of perception, you can perceive the peculiarities of the environment or the attitude of others faster than others. In the post-spoke world, the highly perceptual horn sè can even detect if someone else is lying, or where those spoke shè lines are - which is very important if you don't have a Geiger counter.
Perceive high horns and tend to be efficient investigators, or terrifying snipers. The low-perception horn sè was unaware of even the shadow of the agent following behind him.
The most important of the derivative genera xìng affected by perception are "AvailableRange" (AR) and "Sequence of Action" (SE).
Skills affected by Perception include: SmallGuns, BigGuns, EnergyWeapons, Picklock, Traps, FirstAid, Doctor, Sneak, Pilot, and Outdoorsman.
The main areas of perception verification include: reconnaissance, listening, maintenance, direction determination, radiation intensity and hazard verification, etc. You can use your perception to determine if there is a dangerous enemy in an area - for example, you can sniff out if there are combat vehicles/combat armoured personnel passing nearby by the smell of lube, or determine the number of dead claws in the vicinity based on the smell.
Perception is not limited by race, and can be increased by up to 2 points beyond the race limit by the day after tomorrow.
If the perception is reduced to 0, they will not be able to carry out any attacks and will be completely blind.
Endurance
Endurance is the sum of a person's physique and health.
Horned sè with high stamina, the immune system is very strong, and the ability to endure radiation, injury, and pain is also very strong. A guy with low stamina can bleed to death after two shots, let alone fight. In the early years after the war, most of those who survived were those with amazing endurance - but now the spokes have been reduced to acceptable levels, and with the exception of those areas where nuclear missiles hit them directly, the spokes were no longer a problem.
The derivatives affected by stamina include HitPoints (HP), Poison Resistance (PR), RadiationResistance (RR), and HealingRate (HR).
There are not many skills that affect stamina: skills such as Repair, Pilot, and Outdoorsman that require long movements.
Most long-term movements of more than an hour require an endurance test. In addition, the most used is to fight against knockdown and coma.
Endurance is limited by race and cannot be increased beyond the race limit.
When stamina decreases to 0, the coma loses consciousness until stamina is restored.
Charisma, CH
Charisma, a person's ability to speak for socially. It has two main components: appearance and leadership.
Generally speaking, the charismatic Kasè is always the leader of the ranks, and most people follow his/her orders. Generally speaking, charismatic horns are easier to convince others, and they always go out to buy things.
Contrary to stamina, charisma does not affect the genus xìng. - Except for your starting money. A high-charismatic horn sè will have much more starting gold. For a normal Lv1 corner, each point of charm can bring a starting gold of 300 yuan.
Skills affected by Charisma include Steal, Speech, and Barter.
Charisma checks are not widely used, and generally speaking, when you meet an NPC for the first time, they will use it to determine how well they like you. In other cases, the language test can also be used in other cases. It is worth mentioning that the greatest usefulness of the charismatic test is often in the leadership aspect. A person who is charismatic and ranked, and who has corresponding stunts, will often have reliable subordinates. (Optional Rule)
Charm is limited by race and cannot be increased beyond the racial limit.
If your charisma is reduced to 0, you will not be able to communicate with others.
Intelligence (IN)
Without a doubt, intelligence is one of the most important major genera in the world of Fallout.
Intelligence is an important factor influencing combat effectiveness -- only people with high intelligence can gain more from the same experience.
The only derivative skill that Intelligence affects is the skill gain rate - but that's important enough.
Intelligence affects a wide range of skills, including Energy Weapon, FirstAid, Doctor, Lockpick, Traps, Science, Repair, Pilot, Speech, and Outdoorsman.
Intelligence tests are rarely used.
Intelligence is limited by race and cannot be increased beyond the racial limit.
Lowering intelligence to 0 will become the same as a newborn baby.
Agility (AG)
Agile...... Oh, and what could be more important than this genus xìng?
Velocity. Accurate. React. In battle, agility is a qiē. Almost all of the genera it affects are related to combat.
The genus xìng it determines has Defense Power (AC) and Action Points (AP), both of which are crucial skills in combat.
The skills affected by agility are almost all combat skills. SmallGuns, BigGuns, EnergyWeapons, Unarmed, Melee Weapons, Throwing, Evasion, Sneak, Lockpick, Steal, Traps, Pilot. The only problem is that in most skills, agility is not the determining skill, there is often another skill that is just as important as it. You can't improve your skills as effectively as charm is to language, intelligence is to technology, and luck is to gambling.
Agility is often used when dodging traps - when attacking, agility is already reflected in AC.
Agility is not limited by race, and can be increased by up to 2 points beyond the race limit the day after tomorrow.
Anyone whose agility is reduced to 0 will only have 5 AP to act on, and will lose all dodge bonuses.
Luck (LU)
Luck......
In the world of Fallout, you have two pieces of luck. One is your own sè fortune – that's what every TRPG does.
However, there is one more luck in your horn sè. It was his luck...... It's not about you.
It is embodied in the derivative genus xìng, which is the probability of heavy attack (CriticalChance) and the probability of error (CriticalMiss). We'll talk about the specific method of decision below. Plus, every bit of luck gives you a starting gold of 100 - think it's a street pickup.
There is only one skill that luck can affect: gambling.
Luck Check...... God, what is the use of suing me for this thing?
Also, in any case, the LU will definitely not exceed 10.
People whose luck is reduced to 0...... You are God's enemy. You can't hit CC, but you have a 20% chance of being ironclad CM.
In addition to the above seven basic genera, the remaining genera are not assigned by us, but are mainly genera, talents, backgrounds, and skills...... And so on. Because we can't directly control zhì, they are called derivative genus xìng. Below are the starting values for these derived genera xìng.
HitPoints
Health. There's not much more to say, really. Does this need to be described?
The calculation is 20 + race modifier + (ST+2*EN).
HP/LV: The rate at which health is worth it. 3 + Race modifier + 1/2 EN (Move Down).
ArmorClass,AC
Defense strength, based on 1/4 EvasionSkill, 1/4 of the evasion skill, is closer to AG. In addition to this, there are other additional sources of AC itself, such as Combat Armor Modification, Perk, and so on.
Additional AC: A source of AC provided by external factors such as armor.
Total AC: the sum of the above two items. Please list them separately for easy query and calculation.
ActionPoints,AP
Action Points. Action Points are generally only associated with AG. Here's a comparison table of Action Points and AG:
AGAP
15
2-36
4-57
6-78
8-99
1010
1111
1212
1313
1414
1515
CarryWeight,CW
Load. The light load is 10+10*ST pounds, and the maximum load is 25+25*ST pounds. Under light loads, you can run without taking any other action, and you can run twice as fast as usual, and you can move 2 m with 1 AP.
MeleeDamage,MD
Hand-to-hand injuries. Melee damage is added to all melee attacks, including melee and melee weapons. The following is a comparison table of ST and MD:
STMD
1-51
62
73
84
95
106
118
1210
1312
1414
1516
PoisonRes/RadRes/GasRes,PR/RR/GR
Anti-Virus/Anti-Radiation/Anti-Gas. The method of use is the same: when the horn is attacked by venom or infected by the radiant shè. Basically, the higher the one, the less susceptible to these threats. See the chapter "Living in the Wasteland" for details. Calculation formula: PR=5*EN+Ethnicity, RR=2*EN+Ethnicity, GR=0/0. GR is divided into two parts: exposure to poison gas and inhalation of poison gas, which is basically only related to armor. Armor corresponding to the environment/power armor level, poison gas is completely ineffective.
DamageTreshold,DT
Damage blocking represents the limit of how much damage you can take, and generally speaking, damage blocking comes from armor - there are also races that have innate damage barriers.
When you are damaged, the part of DT that is restricted does not actually reach you, but is absorbed by your skin, armor, etc.
There are 5 types of damage blocks: Normal damage (N), laser damage (L), fire damage (F), plasma damage (P), and explosion damage (E). In addition, there are two special types of damage: Pulse and EMP.
Indicates that the biological power of Pulse is 20 after halving; EMP's damage doesn't work against mobs, but both of these damages are full damage to machines.
The starting DT is determined by race only.
Sequence,SE
The order determines the order in which you shoot.
Before each battle, each corner sè must use 1d20+SE to decide where to shoot. When a change of situation occurs, etc., during a battle, the order needs to be recalculated.
Starting SE=2*PE.
HealingRate,HR
Natural Recovery Rate (HR) determines how quickly you can recover from injuries you have taken naturally.
There will always be times when you can't find someone to treat you or can't find medication to get back to your state. This is where the organic response rate comes in.
The organic response rate is equal to EN. This is generally the amount you can recover after an 8-hour break.
CriticalChance/CriticalMiss,CC/CM
The heavy hit probability CC and the strict zhòng error probability CM are the genus xìng that are closely related to your horn sè.
CC represents the probability that you will be able to land the perfect hit, while CM represents the Cheng dù of your bad luck.
CC and CM, which are guided by luck, will inevitably happen regardless of the final calculation - because it is no longer possible to calculate with common sense.
In any case, the CC rate and CM rate will not be lower than 5 - this is the standard value for LU5 angle sè. In other words, above 96 and below 5, it must be CC/CM. Each point of LU affects an average of 2 points of probability.
The correspondence between other LU and CC/CM is as follows:
LUCCCM
1515
2512
359
457
555
675
795
8115
9135
10155
There are some special attacks that will increase the CC rate, or increase the CM rate. When you're using these tactics as your primary attack, write these add-ons into your character card as well.
For more information on the calculation of heavy hits, see the "Combat" chapter.
SkillRate
Skill gain rate, equal to 5+IN*2.
With each level-up, the horn sè can get so many skill points, which are distributed on all genera.
SR is also influenced by acquired Trait, see Chapter 5: Talent.
AvailableRange,AR
Possibly, shè distance, is the range of attack that a character can reach without punishment.
Beyond this range, you get -10 hit per m.
This derivative skill is only related to PE.
AR Table:
PEAR
12
24
36
48
510
612
715
818
921
1024
1128
1232
1336
1440
1545
1650
1755
1860
1965
2070
Calculation cheat sheet in this chapter (unless otherwise specified, all starting Lv1 characters):
HP=20+Race modifier+(ST+2*EN)
HP/Lv = 3 + Race modifier + 1/2EN (Downward)
AC Defense Strength = AG, i.e. Evasion/4
AP Action Points = See table above
MD melee damage = see table above
CW load = light load 10 + 10 x ST, maximum load 25 + 25 x ST
PR Antivirus = 5 * EN + Race modifier
RR anti-radiation shè = 2 * EN + race modifier
GR Gas = Race modifier
DT Damage Block = Race Modifier
SE order = 2 * PE
HR natural response rate = 2 * EN
CC Hit Probability = See table above
CM error probability = see table above
SR Skill Point Acquisition Rate = 5 + IN*2
AR may shè distance = see table above
Chapter 4: Background
Background......
Each corner sè has a background, there's no doubt about it.
The world after the nuclear explosion is also very vast. A person who is a zombie may have once been an amazing American soldier; A giant mutant who may have once been an idealist who fought hard to dominate ideals. Even if he looks like an average human, he may have just emerged from some mysterious underground bunker and risked his life to save his friends......
That's the background.
Of course, as a TRPG gamer, you should design the background yourself; In the post-nuclear world, though, these backgrounds have their own peculiarities.
For example, there will be no "heroes who slaughtered dragons" here, only "ex-Enclave soldiers who are struggling with their consciences". This is the wasteland, a world where there are no heroes, only death, survival, and wilderness.
The background here is purely for your reference.
Any PC can design its own background with the permission of the GM.
In addition, the background here can also be seen as part of the world setting. The default background of the spoke shè is on the West Coast of the United States, the vast majority of California. See the "Worlds" section below for details.
Generally speaking, it is best to choose no more than two backgrounds here, and when choosing two, it is necessary to make sense in terms of the characters xìng grid and jīng force. Keep in mind that this is a corner sè play, not an online game. There is no need for "strong people" here.
(All backgrounds below, unstated, do not include dogs)
VaultDweller
Shelter dwellers
Residents of a shelter......
Since before the war, you have entered the vast underground shelter system of the United States -- you are the unfortunate ** real yàn product.
Luckily, your shelter hasn't been turned on - until a short time ago.
For some reason, you have to leave your hometown and enter the outside world of shè dust. Contrary to your expectations, the outside is already suitable for human survival. So that's how you survived here......
Applicable race: only humans, purebred humans.
Ability Influence and Horn Sè Effect: The inhabitants of the shelter are arguably ignorant of the wasteland. You can't choose the Outdoorman skill to start with, and your starting CH/IN can't be lower than 5. You barely know most of the mutated creatures in the wasteland, and you need someone to guide you. Your fragile body is particularly low in resistance to external radiations and toxins (RR/PR of 0), but because of the long hours spent studying indoors, you can choose to add two 10 bonuses to one of the following skills: First Aid, Medical, Technology, and Repair.
BOSMember
A member of the Brotherhood of Steel
Brotherhood of Steel, one of the strongest organizations.
You are a member of this organization - or at least once was.
Sadly, not all members of the Brotherhood of Steel wear energy armor and carry energy weapons. You may occasionally get a little help from the Brotherhood of Steel, but most of the time, they don't seem to want to help you.
Applicable races: Human, Zombie, Mutant. Deathclaws are not considered combatants, at least within the Brotherhood, and we only occasionally hear of a few of them following the party in the East BOS.
Ability Influence and Horn Sè Effect: Members of the Brotherhood of Steel, divided into two types: Knight and Scribe. If you are a knight, your CH cannot be lower than 3, IN cannot be higher than 8, and the starting skills must include small guns, large guns, dodge, combat, melee weapons, and throwing four of them, and you can choose two of them to increase the value by 10; But you don't know anything about skills outside of combat, and you can't choose from skills like Healing, Stealth, Lockpicking, Stealing, Trapping, Technology, Repair, Trading, or Gambling. You are also very poor at other non-combat skills, and all non-combat skills (only four) take -10 depenance.
The researchers were the opposite. The researcher's CH cannot be lower than 3, IN cannot be lower than 7, and the combat skill can only be 3 at most, and it must include energy weapons. Researcher has -10 impairment on all combat skills. As a protective weapon, they all carry a small "W1000 Laser Pistol" and 10 small energy clips, but they start with only half of the gold (not counting the amount obtained from using Talent: Wealth). The researcher can choose two of the remaining skills to get a 10 bonus.
As part of the role of the horns, most of the BOS members are vicious. They are in a Cold War relationship with Enclave.
EnclaveCitizen
Citizen of Enclave
You prefer to call yourself a "CitizenofUnited States."
The Enclave is the toughest organization in the wasteland—but that doesn't mean you're the toughest. You're just a regular Enclave citizen - and convinced you're right.
You used to live in the Enclave's California colony, and after the rig disappeared, it was the new Enclave headquarters: Navarro D.C.
Applicable race: Human. Citizens of the Enclave hate humans of any other race, not even members of the Enclave; But if they are not in the sphere of influence of the state, other races will also be tolerated.
Ability Effects and Angular Playing Effects: Enclave citizens also don't know anything about the wild, and they can't choose Outdoorsman as a skill; In addition, it may be a character issue as a member of the Enclave, and when you CM, the result will be +2. Other than that, life in Navarro doesn't have any good or bad effects - the only thing that's special is that you tend to be comfortable with high-tech gadgets. You've grown up in a high-tech environment. You'll be sure to have science and repair skills, both of which have a 15 bonus.
WastelandFarmer
Farmer in the wasteland
Well? How did you, the farmer, leave the land?
You've been working on the wasteland...... It doesn't matter where it is, it could be a small village in the middle of nowhere, or it could be a detached farm.
The only thing that is certain is that you are not from a big city.
Applicable ethnicity: All except Qì people
Ability Influence and Horn Sè Role-Playing Impact: As a farmer, you are not good at using firearms. You can't choose large guns or energy weapons as abilities, and when you choose small guns, you start with -10 skills. But after a long period of work, your strength has increased by 1, ST+1.
Farmers are generally not accustomed to city life, but they are very active in the wild.
Raider
predator
Predator......
The cancer of the wasteland.
Yes, yes, it's the kind of person in the Hokuto God Fist that Kenjiro knocked out many people with one punch. It's the same kind of person that ChosenOne is looking at with a machine gun while muttering, "Why don't these guys even have armor?"
There are also everyone among the predators, and the only constant is that they never forget their interests. You've at least done it among them, and you'll probably never forget it.
Applicable ethnicity: All except Qì people
Ability Influence and Corner Play Impact: The Marauder is best at small guns, and the starting skill must have a SmallGun, which has a 20 bonus. The problem with predators is that their attacks are often not lethal. When they hit CC, it turned out to be a -3 impairment. Predators are generally not interested in their interests - they are also very afraid of public power.
Beastlord
Beast Tamer
Beast tamers are a group of people with special abilities.
Generally speaking, the Beast Tamers are mostly zombies, and Spokeshè gives them this power.
They once built a vast empire with the power of the Dead Claws; But that empire was gone.
Nowadays, animal tamers are generally good partners with Deathclaw.
Applicable races: zombies, humans
Ability Effect and Horn Play Effect: The Beast Tamer is not good at fighting on his own, and all combat skills are -15. However, the Beast Tamer's AnimalTraining skill is much easier to use than everyone else's, starting with a 30 bonus.
For more information on taming beasts, see the Skills section. The starting ability of the Beast Tamer must be the Tamer.
Beast Trainers can often shine when they have Deathclaws and Dogs - if they don't have one in the team, they can get their own Battle Beast according to the level of the Beast Tamer's skill.
Merchant
merchant
A businessman, as the name suggests, is a person who does business. A businessman is often able to become the captain of a team.
You move from city to city in the wasteland - but occasionally get involved in certain events.
Profit first! It is a typical portrayal of a businessman.
Applicable race: except for dead claws, machine qì people
Ability Effect and Horn Sè Effect: Merchants must have at least 8 CH and their starting gold increased by 50% (not counting the amount obtained from using Talent: Wealth). The merchant must have +20 skill trading and +10 language.
But as a businessman, there is a lack of exercise guide zhì his ST-1, EN-1.
Traveller
traveller
Travelers, people who hang out in the wasteland......
What an apt description.
However, the new age of travelers is indeed different. They have cars! …… Motorcycle. It also has the ability to survive in the wild. When it comes to fighting, they try to stay out of the way - travelers are probably very timid.
Applicable Ethnicity: All
Ability Impact and Angular Impact: Start with a SportHawg, plus 40 fusion batteries. As a result, the amount of money on the body is only a quarter of that of the average person (not counting the amount obtained by using talent: wealth).
You must have the Outdoorsman and Pilot skills, which start at +20. However, as soon as you get out of the car, your order bonus is fixed at 0 (cannot be repeated with any other talents/perks that affect SE, such as EarlierSequence/theLastOne, etc.).
Travelers don't have an exact xìng grid – imagine for yourself.
Mercenaries
mercenary
You are a mercenary, and for you, life is money and battle.
Applicable Ethnicity: All
You are capable of fighting, but you are cautious. You must have +20 Evasion and 5 out of 7 combat skills in your skill list. But you've been injured too much, and your vitality is not as strong as it was then, with a maximum HP of -10 and an HR of only EN/2. Previously, your battles gave you some extra rewards, and your starting gold increased by 500.
Master’sSoldier
The soldiers of the Domination
…… Do you know who the "juggernaut" is?
In today's California, very few people know about it.
But you know. You keep in mind. The name is always in your heart. You're over 100 years old, but the name you still remember.
Applicable race: Super mutants
Ability Influence and Horn Sè Play Influence: The followers of the Juggernaut are the most powerful of the super mutants. Their combat skills are excellent, and their defensive capabilities are higher than ordinary people. However, years of wind and frost have caused their bodies to begin to dull.
Of the 7 combat skills, at least three must be mastered, and each of these three can get a +15 bonus, and the starting defense DT is N:10L:4F:7P:4E:7, and there are two instead of one Perk at Lv1. But all major genera xìng-1.
They never forget the teachings of the Juggernaut and want to build a nation of mutants.
Pre-U.S.Army/PLACommando
Former U.S./PLA commando
It's been almost 200 years......
2077, 2050.
What a long two centuries...... But you're alive.
Your mind has been drained, but your abilities are still there. Your anti-shè nerves are as sharp as they were 200 years ago. Invincible commando ...... Back then, your companions called you "Jedi".
There are two things that can never be killed, one is the cockroach and the other is you - the hero of the action movie.
Applicable Race: Zombies
Ability to affect and angle play impact: IN is required to be less than 3 and AG is equal to 8. As a commando of the year, you have an AC of +50 and can choose two combat skills of +10, however, all of the non-combat skills you choose suffer a -15 drawdown, and a long period of spokes will reduce all major genera except AG by 1.
ShiMember
Member of the Shi family
The Chinese community "beginning".
Your ancestors were members of China's submarine force - unfortunately, they found that they didn't have enough fuel to get back to the west coast of the Pacific.
Eventually, they came to San Francisco, where they established their own organization.
Applicable race: Human
Ability Influence and Corner Sè Playing Influence: Shi has very outstanding weapons and technology, there must be Science and Repair, +10, and energy weapons are also your strength, energy weapons +10. However, you are so bad at medical treatment that not only do you not have medical and first aid skills, but you will also have a -10 impairment in the results of treatment with various treatment needles. Even if someone treats you, the amount of HP you recover is somehow halved - you may always worry that he will cut off your spleen. People who know how to treat have moved out of Shi's base...... That's why.
MadeMan
Underworlds
What weapon should the underworld use?
TommyGun,TommyGun!
Applicable races: Human, Zombie, Mutant
Ability Influence and Corner Sè Play Impact: Get a free TommyGun at the beginning, and a free Perk "TommyGun special jīng" (bullets to buy at your own expense). However, with the exception of the small gun, other weapon skills have a -10 detention; The starting reputation level is bad.
Hubologists
Haberdians
Keywords: Hubble, star, space shuttle......
Tempted by celebrities, you dream of being able to fly into space.
Applicable race: All (even the dead claws and the machine qì people are collected...... )
Ability Effect and Corner Sè Role-Playing Effect: You get a three-inch incorruptible tongue (Speech must have it, +10) and a little extra CH. But if you are pious, you have to donate 1/5 of all your income to the Habers, and you have to bring others into the church from time to time.
Slaver
Slave traders
Slave Traders...... You are notorious for doing all kinds of evil.
All the tribesmen will immediately turn their swords against you - but the slave trade has brought you great wealth.
Applicable race: Human
Ability Influence and Horn Sè Playing Impact: All tribesmen will immediately turn against you, and your starting reputation is evil. But you have +2000 starting gold.
Tribel
Tribal members
You are a man from within the tribe.
Strong, tenacious, agile. But there are not many modern skills that can be used.
Applicable races: Human, Zombie, Mutant
Ability Effect and Corner Play Effect: -15 for all firearm skills (if selected); Repair, technology, lockpicking, trapping, driving you can't choose. Your IN-4, ST+2, EN+1, AG+1, Unarmed/Melee +15.
Followerofchosenone
Followers of the Chosen One
ChosenOne, the hero of the wasteland.
You firmly believe that that hero is your idol.
When something comes your way, your mantra comes out: "One." ChonseOne。 ”
Applicable races: Human, Zombie, Mutant
Ability Influence and Horn Sè Role-Playing Influence: There is no special ability effect, but the reputation starts with kindness. Sadly, your faith makes you always fight for justice.
WastelandHunter
Wasteland Hunter
A hunter is someone who can deal with those terrifying creatures lightly.
You're the best hunter you can be, and you're not afraid of any monster in the wasteland, whether it's a plankton or a wanamin.
Applicable Ethnicity: All
Ability Effect and Corner Play Effect: Outdoorsman must have it, starting with +20, starting with an additional +2 damage to wasteland wilds, which can continue to accumulate with Outdoorsman's rewards. However, the perennial life in the wild, while making your survival ability in the wild, gradually decreases your luck (LU-2), presumably the good luck has run out.
NoBackground
Your genus xìng has not been modified.
Of course, that's not to say you don't have a background, it's just that you don't have a specific background.
You can be an ordinary citizen, a member of some small organization (e.g., Reaver, Ranger......
Without corrections, you can zìyóu set your own background.
To reiterate: not without context!
Chapter 5: Traits
In FTRPGVer2, the pros and cons method is used to deal with talents.
There are no advantages and no disadvantages to the beginning of each corner; But they can choose the strengths and weaknesses that suit them in order to help the horn sè play and add fun to the game.
The total value of the pros purchase should never exceed the disadvantages, and vice versa. (i.e. add up all the strengths and weaknesses and must be less than or equal to 0)
The following is a table of the current advantages and disadvantages (ethnicity inside: creatures do not include machine qì people; Humanoids do not include machine qì people, dogs, dead claws; Animals are dogs and dead claws; Wisdom is to remove the dog and the dead claw):
Merit:
Ambidextrous, +1
Ethnicity: All
Your hands are equally agile. You don't have a dominant hand/non-dominant hand, and if one hand is disabled, the other hand can be attacked in the same way without being punished.
CatlikeBalance, +1
Ethnicity: All
Your balance is so good that you have a +5 bonus when it comes to knockdown EN decisions.
High Stats, +1
Ethnicity: All
You are inherently better than others in some way. A specific genus xìng starts with +1, up to 3 times, and must be on a different genus xìng.
ChemResistent, +1
Race: Biology
You are highly resistant to drug addiction, and your probability of becoming addicted is halved. Conflicts with other pharmaceutical talents.
Berserk! ),+1
Race: Biology
When your HP is below 1/4, you'll fall into a state of madness. At that point, you have AP+5 per turn, but from then on you can only do two actions: advance (only in a fixed direction until there is no one else in that direction) or attack the person closest to you (you can choose a corner at the same distance). The Berserk status will continue until the end of the battle.
Strong (Bruiser), +1
Race: Biology
You're strong, ST+2, but sluggish, AP-1.
GlowingOne, +1
Race: Zombie
You are the guiding light that illuminates the team. Around you, the degree of spokes shè is always small, but you are completely immune to spokes.
NightPerson, +1
Race: Humanoid
At night, you're tough. At night, all of your skills/hits have +10 modifiers.
Good Luck (LuckyOne), +1/+2/+3
Race: Biology
Your luck is not generally good.
If you buy with +1, your CC verdict will have a +1 bonus. Use +2/+3 to get a +2/+3 bonus, respectively. Note: CC/CM result corrections are not cumulative, when you have a lot of CC/CM result corrections, select the highest/lowest of them for judgment. For example, if LuckyOne+3 and BorninFate are present at the same time, it can only be regarded as a CC result correction of +3.
theSixthSense, +1
Race: Biology
You can always feel something strange...... You can ask the GM some questions about the back, or ask the GM to give vague hints at key moments.
Note: This talent should be selected with the permission of your GM.
MountedWeapon, +1
Ethnicity: Machine qì people
You have a preloaded weapon on your shoulder. This weapon requires an additional $500 installation fee, but it is considered a ready-to-use second primary weapon, and it does not require a hand, and has a maximum reload of twice as much as usual.
After rì, every time you change the weapon in this position, you need to pay 500 yuan. You can also choose this talent first, rì and then install it.
Rich, +1
Ethnicity: All
For each point you use to select Rich, your starting gold increases by $1,000, up to a maximum of +5.
Helper, +1
Ethnicity: All
You have a friend or group of friends who are willing to help you.
You can go to them for help when it matters most. Depending on their strength, they range from +1 to +5 (e.g. if your friend is a farmer who can use a shotgun, it might be +1, but if even the NCR president is your iron buddy, it's +5).
Note: To choose this talent, please get permission from the GM.
Domesticated, +1
Race: Animal
You are well tamed. So your IN+2, MD-2.
FastMetabolism, +2
Race: Biology
Your recovery speed is so fast, much faster than someone else's natural recovery rate. The recovery speed of ordinary people is EN, but the recovery speed of yours is 2*EN.
FastShot, +2
Race: Intelligence
You're very fast. This shè strike speed allows you to shè/sweep shè as needed for AP-1, but you can't aim shè hits. If aiming shè is allowed, this merit is worth +5.
HeavyHanded, +2
Race: Biology
Your melee attacks are very strong and powerful. Your MD+4.
Special attack jīng god (Kamikaze), +2
Race: Biology
With your starting SE+10, you can almost always be the first to act. It can't be repeated with the last one (theLastOne), nor with the Traveler background - in short, not with any choice that affects your SE, but with a perk boost.
TechWizard, +2
Race: Zombie
+15 for all technical skills of your choice.
VatSkin, +2/+4
Race: Mutant
Your Powerful Skin gives you an extra 4 DT against Normal.
If it is worth +4, it has an extra 8 points.
xìng sense (*Appeal), +2
Race: Human
You are so xìng that you are attracted to all the different xìng. +30 for Speech/Barter for different xìng.
TargetingComputer, +2/+4
Ethnicity: Machine qì people
Regardless of the weapon you use, attack AP increases by 1 and HC increases by 20.
If you don't use 1 AP for a shè hit, the talent is worth +4.
Electromagnetic Shield (EMPShielding), +2
Ethnicity: Machine qì people
For all EMP damage, you have 10 DT.
Arsonist, +2
Race: Humanoid
You are a madman who sets fires, and all fire attacks deal +10 extra damage in your hands.
BorninFate, +2
Ethnicity: All
You were born by destiny. CC+10, CM+10;+2 for both CC and CM.
OneHander, +3
Race: Intelligence
You are used to using small firearms such as pistols, **Gs, etc. Your proficiency with these guns gives you +20 hits when using them, and you can use "two-handed use" weapons with one hand without any HC penalty.
Non-militant (GoodNatured), +3
Race: Intelligence
+10 for all non-combat skills of your choice.
BadNatured, +3
Race: Intelligence
+15 for all combat skills of your choice.
HamFisted, +3
Race: Mutant
You do get this free freehand skill perk (Tag).
Bloodlust (Rabid), +3
Race: Animal
Each time you kill an enemy, your AP temporarily increases by 5.
TightNuts, +3
Ethnicity: Machine qì people
You have an additional 5 DT against normal damage.
ExtraTag, +3
Ethnicity: All
You can have one more perk.
HeavyEquipment, +3
Ethnicity: Machine qì people
With the help of heavy gear, your starting HP is doubled - oh, and of course, the additional HP you get from the rì upgrade is not doubled.
Educator, +3
Race: Intelligence
You can educate people -- you can write books. Each book is worth 200*Skill Points, which can improve the skill value of those who are incapacitated.
It usually takes a week to write a skill manual and contains up to 5% of your skill points (e.g. 160 skills, the book can include up to 8 skill points).
The upper limit of skill points can not exceed the skill points of the book *15 (for example, a book with 8 skill points can be upgraded to a maximum of 120 skill points).
Note: To choose this talent, please get permission from the GM.
LoyalFollower, +3
Ethnicity: All
You have a faithful subordinate.
He will be there for you when you need him (NPC).
He doesn't have experience, but his level is always half of your +1 (you get to Lv2 he goes to Lv2, you get to Lv4 he gets Lv3...... and so on).
Note: This talent should be selected with the permission of your GM.
AddictionImmunity, +4
Race: Biology
You will never be addicted to any drugs, but those effects are still there. Conflicts with other pharmaceutical talents.
jīng Finesse, +4
Ethnicity: All
You jīng secret hit, so the CC rate is particularly high, and the CC rate is increased by 10.
Skilled, +5
Ethnicity: All
Your skills are very skilled. You start with +15 for all skills and +5 for SR.
Gifted, +6
Race: Biology
You are a true genius. You start with all the basic genus xìng+1, which is zìyóu points increase by 7.
NineLives, +6
Ethnicity: All
You are an immortal rebel.
You have a surprising strength in this corner.
You have a total of 9 resurrections...... It is possible to ignore the law of qiē on the wasteland.
If you choose this talent, you will be able to resurrect 8 times without any penalty.
Shortcoming:
SmallFrame, -1
Race: Biology
You're very small in comparison. Your light load is 5+5*ST, the maximum load can only be 15+15*ST, and you can only run 1.5m with 1AP. This talent also blocks all perks related to running.
Low genus xìng (Low Stats), -1
Ethnicity: All
You are inherently inferior to others in a certain aspect, and you can choose up to 5 times, which must be on different genera. If you choose a genius, then you can't choose that talent.
Slow Healing, -1
Race: Biology
You can't recover fùHP naturally, unfortunately. and all talents/backgrounds that affect the recovery rate.
Cannot resist Poison (PoisonWeakness), -1
Race: Biology
You don't have any resistance to poison. and all talents/backgrounds that affect PR.
Unable to resist radiate shè (Radiate Weakness), -1
Race: Creature (excluding zombies)
You don't have any anti-radiation shè capabilities. and all talents/backgrounds that affect RR.
Myopia (BadSight), -1
Race: Biology
When you use PE to determine AR, lower it by 2 notches (for example, PE5, you can only have PE3 AR, and the AR is not less than 1). If the PE is below 3, a very poor alignment gives all of your HC a -5 correction.
Drug dependence (ChemReliant), -1
Race: Biology
You're always dependent on medications...... You have a high probability of becoming addicted, with an addiction rate*2. But it is also easier for you to quit, and you only need 3 EN judgments to live in the case of taking the drug. Conflicts with other pharmaceutical talents.
Coward, -1
Race: Biology
Contrary to Berserk, you are a natural coward. When your HP is below 1/4, your AP is +5 - but you can only do two things: replenish your HP (first aid or vaccination) or run away (in a direction where there are no enemies). Even if your HP is over 1/4, this status will last for 3 rounds.
PermanentWound, -1
Race: Biology
You've had damage from Yan zhòng before, which has reduced your maximum HP. Your max HP is reduced by 5/-1, 12/-2, 20/-3.
Enemy, -1
Race: Intelligence
You have an enemy or a group of enemies who must take your life. He'll keep tracking you......
Depending on the enemy's strength, the value of this talent can be increased up to -5 (e.g., a group of Raiders tracking you may only be -1, but the current boss of the Enclave sees you as a thorn in the side is -5).
The enemy's AI is much higher than that of the average enemy. They tend to be cautious about your intelligence, and it will be very difficult for you to spot them.
Their strength increases as you level up (-1 strength tends to be similar to your team's overall strength).
Note: To choose this talent, please get permission from the GM.
Wanted, -1
Race: Intelligence
You are wanted by some force, and your head is something they can buy with money.
Depending on the power, it varies from -1 to -3.
Note: To choose this talent, please get permission from the GM.
Twins, -1
Race: Humanoid
You have another twin whose whereabouts are unknown, but who are in the same situation as you - or someone who is particularly like you.
What he does, it's likely that it will affect you as well...... Depending on the effect, it varies from -1 to -3.
Note: To choose this talent, please get permission from the GM.
OneEye, -2
Race: Biology
It's sad that you only have one eye.
When you use PE to determine AR, lower it down by 3 notches (for example, PE4, you can only have the AR of PE1, and the AR is not less than 1).
If your PE is below 4, the one-eyed will guide you to misjudgment and will guide your HC to have a -10 correction.
FeartheReaper, -2
Race: Biology
It is much easier for you to die than for others. You will die as long as your HP is below 0.
WeakEquipment, -2
Ethnicity: Machine qì people
You are especially afraid of electromagnetism. EMP damage deals up to 2x damage to you.
BadCriticals, -2
Ethnicity: All
All of your bash results have a -3 modifier (if less than 0 they can't be bized).
OutofFate, -2
Race: Biology
You are ignored by fate. You can't play CC, and you can't play CM. Your LU must be 5 to have this talent. and all other advantages and disadvantages that affect CC/CM/CC results/CM results.
The last one (theLastOne), -2
Ethnicity: All
Your SE bonus is -10. This disadvantage takes precedence over the other qiē advantages and cannot overlap with other SE backgrounds.
Slow Learning (SlowPerk), -2
Race: Biology
You learn Per so slowly that you get Perk one level slower than others (PerkRate+1).
If you get Perk two levels slower than others, the skill is worth -3, and Level 4 is -4, and you can never get Perk-5, you don't even have a starting Perk and you can never get Perk-6.
Lacks perks (LesserTags), -2
Ethnicity: All
You have one less tag than others. If you have two fewer tags than others, the value is -5.
ChemAddict, -3
Race: Biology
You're addicted...... You're addicted to a drug of your choice. This disadvantage conflicts with other pharmaceutical talents.
Drug ineffectiveness (ChemImmutiy), -3
Race: Biology
All medicines don't work for you. You can only count on someone else to treat you. This disadvantage not only conflicts with all other drug talents, but also takes precedence over one qiē other special xìng - drugs are not effective against you in any way.
Learning Disabilities (HardtoLearn), -3
Ethnicity: All
It's harder for you to level up than others, and you need 50% more exp to level up than others.
Lame, -3
Ethnicity: All
Your feet don't shine much. You need 2AP/m to move, and you can't run.
Mute, -3
Ethnicity: All
You can't speak out and can only communicate in other ways.
Note: To choose this talent, please get permission from the GM.
Deaf (Deaf), -3
Ethnicity: All
You can't hear the outside world, you can't hear anyone else talking.
Note: To choose this talent, please get permission from the GM.
OnlyArm, -4
Race: Humanoid
You can't use any two-handed weapons, and you use a rifle as well. While years of practice allow you to reload with one hand, it's much slower (AP5 is required for all reloads).
If you choose to have the advanced weapon mounting slots and hair shè system on the severed arm, then this talent is worth -1.
Replacing a weapon mounted in the weapon mounting slot costs an additional $1,000 (+500 price if you start with one pre-installed). The weapons installed here have twice as many ammos.
Doom Star (Jinxed), -4
Ethnicity: All
You always feel like you're in a dark sè atmosphere. You find that you are surrounded by more bad luck than others, and that the results of bad luck are worse than others.
Your CM rate is +10, and your CM result is +5.
WeakTags, -4
Ethnicity: All
All of your tags start with no 20 skill bonus.
Unskilled, -4
Ethnicity: All
All your skills start at -10 and gain rate at -5.
Radiated! ),-6
Race: Human
You are human, but you have received an overdose of radiation. Although there are no more radiants in your body now, all of your talents have been reduced by 1 point (total points have been reduced by 7 points).
Blind, -6
Ethnicity: All
All your hits have a -50 modifier, you only have PE1, AR2.
Note: It's very difficult to play! It's better to get GM permission!
Chapter 6: Skills
Skills.
The most important genus of a horn is skill.
Each human, zombie, and mutant corner can choose up to 8 skills to master. If you start with less than 8 types, you can make up for 8 types when you level up after rì.
The machine qì people start with 10 skills.
There can only be 5 types of dead claws and 3 types of dogs, and they are limited to the following list: Unarmed, Melee, Throwing (dogs can't), Evasion, FirstAid, Traps, Sneak, and Outdoorsman.
You can choose 3 of your starting skills as Tags, and if there are special Traits or Perks, they will be as they are described.
The starting point of the Tag skill is 20 points more, and the increase rate is very high.
Whenever you level up, you can get skill points.
Skill points can be used to improve skills as follows:
The range is not TagTag
1-1001SkillPoint=1Skill1SkillPoint=2Skill
101-1251SkillPoint=1Skill1SkillPoint=1Skill
126-1502SkillPoint=1Skill2SkillPoint=1Skill
151-1753SkillPoint=1Skill2SkillPoint=1Skill
176-2003SkillPoint=1Skill3SkillPoint=1Skill
201-3004SkillPoint=1Skill3SkillPoint=1Skill
300+5SkillPoint=1Skill4SkillPoint=1Skill
Note: From 99 to 101, 1 Skill is required for a Tag.
Note: All Tag bonuses, talents, and Perk bonuses must be included in the skill level, that is, all the skill values you have improved will be regarded as the skills you actually have, which will affect the skill growth rate, and cannot be written in the "Additional Skill Value"; Only those gains/decreases obtained by external factors, such as the medical box for medical treatment, and the energy armor for a large number of skills, can be written in the "additional skill value", and do not affect the growth rate of the skill.
Similarly, the bonus earned due to the basic xìng does increase count towards the skill level, while the bonus earned due to the temporary increase/decrease can only be written in the "Additional Skill Value".
For example, if your Tag skill SmallGun is 90, but you choose a Perk with SmallGun +20, then when you increase SmallGun with skill points, it will be regarded as increasing at level 110, and 1 SP will be exchanged for 1 Skill. However, if your unlocking skill is 120 and you have a +10 bonus with the unlock picker, when you increase the unlocking with skill points, you will still use 1 SP for 1 Skill until 125.
In spokeshèTRPGVer2, skills are divided into three main categories:
Combat skills, technical skills, and social skills, each with 7 skills.
Below, let's describe all the skills one by one.
Combat skills
As the name suggests, combat skills are combat skills that affect your hit rate, dodge rate, and the weapons you can use in battle.
Generally speaking, no matter what kind of horn sè should choose at least one, the horn sè with no combat power at all will be difficult to survive in the wasteland.
Small firearms
SmallGun
The Small Gun skill determines your hit rate when using a Small Firearm. There are a wide range of types of small firearms, but most of them are not powerful enough.
It's also because of the wide range of types, no matter how high your skill is, it can only affect the hit rate, and there are no other advantages.
Classification of small firearms:
Archery...... What's so good about this thing? The average shè speed is 4AP, and the loading is 1AP.
Pistols, Pistol, the most basic firearms. Small and exquisite, mostly without power requirements, shè is fast, fast to reload, but not enough to reload. Typical examples are the 10mm pistol, which was the standard product of the post-war production at a low level, because it was difficult to manufacture high-caliber guns. The pistol shè is close, and the maximum shè is mostly within 15, but there are no other weaknesses. The average speed of the pistol is 4AP, and the loading is 2AP.
**G, with a dual-purpose firearm for sweeping shè/dot shè. The jīng of these guns is very poor, and all **G sweeps shè have a -20 hit reduction, and only those special guns can make up for this weakness. Compared with the machine gun, the sweeping power of **G is really not worth mentioning, and it cannot kill in one round like a machine gun. **G average shè speed is 4AP, sweep shè 6AP, load 4AP. The effective power is generally within 25 meters.
Shotguns, these guns are relatively close, less powerful rifles. In general, shotguns will not have a range of more than 20 meters. But shotguns have a special attack: DoubleShot, two-pronged shè. When using DS, the PC must declare at the time of the roll of the dice; If the result is a hit, it is considered that both shells hit at the same time, and the shè stroke is reduced by 3 meters (if CC, only one CC judgment can be made). Shotguns have an average shè speed of 5AP and a loading rate of 2AP.
Rifle, a weapon primarily used for sniping. The rifle is characterized by a slow firing speed, a high degree of jīng, a long distance, and a high power, which can only be fired singlely. The shè range of the rifle is almost always beyond the AR. Rifles can be fitted with a wide range of attachments and tend to have the highest hit rate. The average rifle speed is 5-6AP, loading 2AP.
Assault rifle, the strongest type of small gun, can sweep shè can be single-shot, jīng degree is good, shè is far away, easy to install. However, it is not easy to use, and the general strength is very demanding. Assault rifles have an average speed of 5AP, sweep 7-8AP, and a loading 4AP.
The starting value of a small firearm is 2*PE+2*AG.
Large firearms
BigGuns
Large firearms are the king of firearms. If you know a large firearm, you can make the firearm in your hand more powerful as your skills improve.
When the Large Gun skill increases, the gun damage bonus will increase (see table below).
BigGunsDamage
+0 below 50
50++2
75++4
100++6
120++8
140++10
160++12
180++14
200++16
Damage +2 for every 20 increase above 200
Classification of large firearms:
The Minigun, a standard six-barreled machine gun, is characterized by a large amount of sweeping ammunition but a small value-added and requires high power. The relative speed is relatively fast, the average speed is 6AP, and the filling is 4AP.
Heavy machine guns, Heavy Machine Gun, rely on shè speed machine guns, which require higher power and less ammo in comparison, with an average speed of 8AP and 4AP filling.
Grenade launcher/mortar, GrenadeLauncher/Mortar, the best choice for high power and wide area destruction, power, weight, price, and killing range are all amazing. Depending on the power of the grenade, the shè speed varies from 5 AP to the current full AP, and the reload speed is 2 AP. Mortars generally require a full round of shè and a full round of reloading, but the power will make you feel that it is worth the ticket price.
RocketLauncher, RocketLauncher, average speed 5AP, loading 2AP, generally also area kill.
The FlameThrower, with an average speed of 6 AP and a 4 AP load, is most convenient against groups of enemies or animals.
The starting value for large firearms is PE+2*ST+AG.
Energy weapons
EnergyWeapons
Energy weapons are used differently than small guns/large guns. The recoil is small, the speed is fast, and the impact point is small...... As a result, the use of energy weapons needs to be relearned - including all energy weapons, from pistols to energy cannons.
As your Energy weapon skill increases, so does your chances of hitting CC with this special skill (see table below) - but the jīng density of most Energy weapons increases the chance of them making a mistake.
This CC is considered to be born CC.
EnergyWeaponsCriticalChance
+0 below 50
50++1
75++2
100++3
120++4
140++5
160++6
180++7
200++8
Every 20+ above 200, CC+1
There are a wide range of energy weapons, and I won't list them all here.
The starting value of energy weapons is 2*PE+AG+IN.
fistfight
Unarmed
It's a great skill when you don't have a weapon - there's no guarantee that you'll always have a gun or knife on hand.
The power of martial arts is surprising - you don't just have one attack, you have many, many kinds - as long as your ability is mentioned high enough.
The basic attacks of human, zombie, and mutant fighting include punches and legs. The basic ability of the punch is 1d4+MD,3AP, and the leg is 1d6+MD,4AP.
As your fighting skills go up, so do your punch and leg abilities.
Starting at 40, for every 20 increase in Unarmed's ability, your attacks will be enhanced; You can choose whether it's a punch or a kick.
At 40 times, you can choose between:
1. +1MD (up to +5MD for this skill)
2. A certain attack Dice is upgraded by one level, and the damage modifier of this skill is +1 (up to d12, e.g. from d4 to d6+1)
3. If a certain attack Dice is increased by one, Dice will drop two levels and +1 the damage modifier of the skill (the minimum cannot be lower than d4, for example, from 1d8+2 to 2d4+3)
4. Enhance the confrontation against DC3 of special attacks (no more than 30DC).
In addition, when your skill is strong enough to reach a certain level, you can choose to practice special skills in place of your normal fist and kick attacks (however, if you choose to learn a new martial art, you can't choose to attack strengthen, pay attention). All special tricks cannot be used to target attacks.
PiercingPunch: 60% or more in combat. Attack AP+2 and ignore DT.
PiercingKich: 60% or more in combat. Attack AP+2 and ignore DT.
Disarm: 80% or more of the fighting. To attack AP+1, you must do the Strength Confrontation check (DC: 12).
Knockdown: 80% or more of the fight. Attack AP +1 to knock down opponents and stamina resistance check (DC: 12).
CriticalStrike: Fighting at 100% or more. Attack AP+2, CC+30%. The CC of the Heartbreaker counts as an additional CC.
CriticalKick: Fight 100% or more, attack AP+2, CC +40%. The CC of the flirt is counted as an additional CC.
MeteorSwarmStrike: Fighting 120% or more. Attack AP+3, increase the number of Dice in this attack by 5.
JumpPowerKick: 120% or more in combat. Attack AP +4,5m range (there must be no obstacles and other corners in the middle). When used and hits the opponent, the opponent must do an endurance check (DC: 18) or be knocked back 1d6m and fall to the ground. This attack has +10 damage.
StunStrike: Fighting 140% or more. Attack AP+3, the opponent must do the Endurance Confrontation Check (DC: 15), otherwise Stun (Stun) 1d4 rounds.
WheelwindKick: 160% or more in combat. The final move of the heart requires a round of full AP. All targets in a 1m radius of up to 5m from you to the target are hit indiscriminately by your legs and knocked down (Endurance Check, DC: 12).
HoldPersonFinger: Fighting 160% or more. Oriental mystical immobilization method, attack AP+4. The opponent must do the Endurance Resistance Check, otherwise he will lose consciousness (Unconsciousness) 1d4 rounds.
BulletReflect: 180% or more in combat. This is a defense mode where you can use 5AP to get 100 AC for live weapons.
KillingStrike/Kick: Fighting more than 200%. The opponent must do the Endurance Confrontation check (DC: 18, this DC cannot be increased), otherwise it will kill in one hit (HP is -10). Requires full AP charge for one turn, +3 AP attack for the next turn.
The above special attacks, if allowed by the AP, can be used in combination (especially armor-piercing skills).
Dead paws and dogs have their own special algorithms.
There are two types of fighting skills for Deathclaw:
Deathclaw Punch: 2d6+MD, 3AP.
Dead Claw Impact: 1d8+MD, with knockdown function, starting against ENDC: 12,5AP.
There is one of the dog's fighting skills:
Dog scratch: 1d4+MD, with knockdown function, starting to ENDC: 12, 4AP.
Deadclaw and Dog Enhancement Options: Starting at 30, you can choose a boost every time your skill increases by 15. Options include:
1. +1MD (up to +10MD)
2. A certain attack Dice is raised by one level (up to d12, e.g. from d4 to d6)
3. If you increase Dice by one for a certain attack, Dice will drop by two levels (the minimum cannot be lower than D4, for example, from 1d8 to 2d4)
4. Increase the DC of a special attack by 2 (up to DC24)
5. CC is increased by 3 (up to 15CC is increased, which is regarded as additional CC, and is only effective when attacking with this skill)
With more than 100 fighting skills, Deathclaw/Dog can choose to use an additional 2AP to get an armor-piercing attack.
The attack power of the machine qì in empty-handed combat is 1d12+MD, but there is no chance to increase.
Combat skills start at ST*3+AG.
Melee weapons
MeleeWeapons
Melee weapons are much less fancy--swordsmanship, swordsmanship, and so on in the 22nd century.
However, melee weapons can also have unexpected functions:
With the help of the weapon in your hand, you can increase your ability to resist.
Starting at 50%, melee weapon skills, if you are using a melee weapon, can increase the bonus AC (see table below).
Melee weapon skill AC increased
0 below 50
503
756
1009
12012
14015
16018
18021
20024
200 or more, 3 for every 20
Starting at 50, +1MD for every 50 increase in melee weapons.
In addition, from 100% of the skill, you have the ability to attack armor-piercing - as long as you are willing to pay an extra 2AP, you can choose to attack armor-piercing, DT ignores (energy-based melee weapons are ineffective) and cannot be used to aim.
Starting at skill 150%, you can use a Rainstorm attack once a day, increasing the number of Dice you attack by 5.
Deathclaw has two melee weapon attack abilities:
Swing claw: 2d6+MD, 3AP.
Claw: 3d8+MD, non-aim, 4AP, ENDC: 16, knockback 1d6m (but not knockdown).
The dog has a melee weapon attack ability:
Dog bite: 2d6+MD, 3AP.
Deadclaw and Dog Enhancement Options: Starting at 40, you can choose a boost every time your skill increases by 20. Options include:
1. +1MD (up to +10MD)
2. A certain attack Dice is raised by one level (up to d12, e.g. from d4 to d6)
3. If you increase Dice by one for a certain attack, Dice will drop by two levels (the minimum cannot be lower than D4, for example, from 1d8 to 2d4)
4. CC is increased by 3 (up to 15CC is increased, which is regarded as additional CC, and is only effective when attacking with this skill)
Starting at 100% of the skill, you can choose to attack by paying an additional 2AP.
Melee weapons start at ST*2+AG*2.
Throwing
Throwing
Throwing skills are also important, and all grenades are in the category of throwing skills.
Generally speaking, grenades are thrown at a stationary target, so the additional AC is not counted, only the AC itself.
The maximum distance thrown is the smaller of ST*2 and AR.
When the throw exceeds 100, you can try to catch the opponent's grenade and throw it back as long as you are in the throwing path, but your skill result must be greater than 50+ opponent's throwing result.
The Miss result algorithm caused by the throw is different. When throwing Miss, roll 1d10 to determine the fate of the grenade (see table below).
1-2 Explosion under their own feet
3. Left deviation of 1 meter
4. 1 meter to the right
5. More than 1 meter at a distance
6. The distance is less than 1 meter
7. Left deviation 1d4 meters
8. Right deviation 1d4 meters
9 more than 1d4 meters at a distance
10 is less than 1d4 meters away
11-12 hit the first/second person on the 1m radius of the shè line (if any, more than two will be judged by d4, d6, d8, etc.)
The starting value of the throwing skill is 2*ST+2*AG.
avoid
Evasion
The dodge skill is the best way to explain it.
The Evasion skill provides you with AC - this AC is your own AC.
Your own AC is equal to 1/4 of your Evasion skill (Closer).
That is, BaseAC=EvasionSkill/4.
When the evasion skill reaches 100 and 200, there is an additional bonus of 10 AC each.
That is, 100+, AC=Evasion/4+10, 200+, AC=Evasion/4+20.
The starting point of the evasion skill is 4*AG (that's why it says that the starting AC=AG...... )。
Technical Department Skills
first aid
FirstAid
First aid is battlefield first aid, battlefield first aid is the most important means of replenishing blood on the battlefield, after all, treatment needles are a bit expensive.
15AP is required for First Aid (can work continuously, lose evasion AC during continuous work)
The First Aid skill can be used for FirstAid/20 times per day (at least 1 time if you have this skill).
The amount of HP that can be healed by the First Aid skill is as follows (without any First Aid supplies):
First Aid skill healing
Below 1001d10
1002d10
1503d10
2004d10
2505d10
3006d10
In addition, when the first aid skill exceeds 100, you can use the field first aid once a day, and the target HP is full (20AP is required, and it can also work continuously).
This battlefield first aid will increase the number of uses each at skill 200 and 300, accounting for the total number of first aid times per day.
The start of the first aid skill is 2*IN+2*PE.
medical
Doctor
Medical skills allow you to treat others to your heart's content - but it takes a long time, which is very different from first aid.
Medical skills can only be used after a battle, not during a battle.
The healing skill can be used Doctor/40 times per day (at least 1 time if you have this skill).
The amount of HP that can be healed by a medical skill is as follows (without any medical supplies):
Medical skill healing amount
Below 1002d10
1003d10+2
1504d10+5
2005d10+7
2506d10+10
3007d10+12
After the medical skill exceeds 80, you can use a major operation once a day, and the target HP is full. The number of times this major surgery is performed will increase at 150, 225, and 300 times, which will take up every number of medical treatments.
In addition, healing can also increase your damage to human enemies (zombies, mutants) (see table below). This is written in parentheses next to the weapon's damage in case you forget it.
Medical skill damage
+0 below 50
50++1
75++2
100++3
120++4
140++5
160++6
180++7
200++8
200 or more, +1 damage per 20 skills
The starting point of the medical skill is 3*IN+PE.
unlock
Lockpick
Lockpicking skills tend to deal with special locks, and there's nothing good to say about this skill, but there are just extra XP for unlocking.
The xp obtained by unlocking is 100+2*DC.
Ordinary locks can be opened with bare hands, or with Lockpick; The electronic lock cannot be opened with bare hands, and must be opened with electronic Lockpick; The safe cannot be opened with bare hands, and there must be special tools to open the safe. Each attempt takes 1 minute; If the thrown range is in the CM range...... Unfortunately, the lock broke. In general, it is difficult to repair it again, and you can only blow up the door......
The starting value of unlocking is 2*PE+2*IN.
pitfall
Traps
Setting traps and disarming them is a must-have for a soldier.
There are a lot of mines in this land, and if you don't clear the traps, you will probably be blown to the ground.
To detect traps, PE should be used to determine them; GM can increase the difficulty coefficient (note, use /rh when deciding, don't let the player see it; Moreover, only those who have the ability to trap have the opportunity to make this judgment). Trap removal is calculated according to the formula of 1d100+Trap-Difficult, and if it is greater than 100%, the trap is successfully removed; Otherwise, the trap will be triggered. Set the trap, the same formula, and set it if it succeeds; Otherwise, LU judgment is made, and the failure is triggered, and the engine is extinguished if it succeeds. If the Player doesn't find out, unfortunately, everyone they enter will have to throw AG in order to determine if it triggers; The same is true for /rh.
When the explosives are set, the success rate of the trap is also measured. If it succeeds, the blast time set by the Player will be faithfully executed; Otherwise, it depends on the GM's will (which can also be changed to the will of the dice), or late explosion, or early explosion, or no explosion; When the unfortunate one is thrown at the CM during the trap detection, the explosives will turn into ashes and be in front of the eyes of the setter...... Let's throw damage. Similarly, the Player can also pick up explosives as with disarming traps.
For every 1 trap successfully set/cleared, you get experience points equal to 50+ difficulty. Traps are all on the table, and this skill is also required to create traps.
The starting value of the trap skill is 2*PE+AG+IN.
technology
Science
The basic use of technology is equivalent to the first aid of machines and vehicles, but the number of uses is small, and the use is also 15AP.
Tech skills can be used on Science/30 times per day (at least 1 time if you have this skill).
Tech skill healing
Below 1001d10
1002d10
1503d10
2004d10
2505d10
3006d10
In addition, technology is an essential skill for crafting items and modding, as detailed below.
The starting value of the technology is 4*IN.
repair
Repair
Repairs are equivalent to medical treatment of machines and vehicles, and cannot be used in combat.
The Repair skill can be repaired 40 times per day (at least 1 time if you have this skill).
Repair skill healing
Below 1002d10
1003d10+2
1504d10+5
2005d10+7
2506d10+10
3007d10+12
In addition, repairs can repair weapons/armor that are in the "Dangerous" or "Poor" status to the "Normal" state, as detailed in the Weapon Status section below.
The Repair skill also has a damage bonus to enemies (people, vehicles).
Skill damage
+0 below 50
50++1
75++2
100++3
120++4
140++5
160++6
180++7
200++8
200 or more, +1 damage per 20 skills
The starting value of the repair is 3*IN+EN.
drive
Pilot
Driving is a relatively minor skill. When you have a vehicle, driving is a must.
Ordinary driving, generally speaking, more than 60 skills are enough.
Over 60, no judgment is required for ordinary driving (no fighting, no more than 8 hours a day).
When driving below 100, the combat speed of an enemy on foot must not exceed 30m per turn (except for vehicular combat); 100-200, not more than 40m.
Shooting from a vehicle while driving below 100 takes -20 drawdown (-40 if you're driving).
Only when braking, starting, making sharp turns, and fighting, may require driving judgment.
This is indeed a relatively minor skill......
But motorcycles are very useful, especially those with reinforced armor, which can be used to break through the defense line.
The starting value is 2*PE+IN+EN.
Sociology skills
sneak
Sneak
Stealth is also often used on occasion.
Speaking of stealth, SilentAttack comes to mind...... First, let's understand the stealth rules.
Perform a stealth check on each group of enemies. In the case that the other party has a reconnaissance or jǐng ring, it has to be made up every minute.
The starting DC is 100.
The NPC group is more than 20m away from you, and the correction is not counted, 10-20mDC10/person, and DC20/person within 10m.
DC-40 in complete darkness, DC-20 in yīn shadow, DC+20 in broad daylight.
After you successfully enter the stealth, gain +40 stealing skills and can act in the shadows.
SilentAttack is a special ability that you have in stealth. By using a silent attack, your final damage will be doubled - and it will increase as your stealth skill improves.
Skill multiplier
Less than 80*2
80*3
120*4
160*5 plus instant death effect, EN judgment, DC is 12
200*5 plus instant death effect, EN judgment, DC is 16
250*6 plus instant death effect, EN judgment, DC is 20
300*6 plus instant death effect, no judgment
If stealth is detected, the chance of detection is PE*2 for people who do not have stealth skills, and PE*5 if they have stealth skills.
The start of the stealth skill is 3*AG+PE.
steal
Steal
Steal...... This one is just as the name suggests.
Stealing and placing are calculated using the same formula, and putting something on an NPC is just as difficult as taking something from an NPC.
1d100+Stealing+stealth modifier; DC is 100 + PE modifier + item weight modifier, if it is greater than 100%, it will be successful.
PE is corrected to PE*5.
Item weight modifier: Tentatively squared as the item's weight, but not less than its absolute number (e.g. ammo weight is 1, but there are 20 rounds in total, then the minimum difficulty is 20).
Item value modifier: Very valuable things, NPCs will always look closely...... This depends on the setting of GM.
If you are able to attract the attention of NPCs, you can make the PE modifier drop very low...... It depends on what GM means.
Stealing can not only take things from NPCs, but also from companions!
The starting value of stealing is 2*AG+IN+CH.
language
Speech
Language Proficiency ...... It is the ability to negotiate.
In general, there are many ways to use language ability, and it is used in the following situations:
Bluffing: The technique of deceiving others with lies and big words, in which case a language test is done.
Playing: The skill of pretending to be another identity from the appearance and momentum, in this case to do two tests: language and CH.
Persuasion: This is used when you have to convince others to do something.
Investigation: Investigate intelligence and ask for information, and this technique should also be used at this time.
The above is the content that will definitely be judged by language.
Also, when you want to improve the attitude of NPCs towards you, a language verdict with a big success (150 or more or CC) can be very helpful.
The starting value is 3*CH+IN.
trade
Barter
There's not much to say about the deal either.
Buy something, sell something.
Generally speaking, the selling price of an item starts at 3 times to 1 times its value, usually 2 times; You can get the final purchase result through the guò transaction decision.
If you're going to get rid of something, you can usually substitute value for what you're buying; Or exchange for cash equivalent to 1/2 of the value.
As a result, CM, you angered the shopkeeper. Misfortune.
As a result, less than 100 prices remain unchanged.
As a result of more than 100, you get a minimum price of 2 times the value (if the starting price is less than 2 times, the counter-offer is invalid)
As a result of more than 125, you get a minimum price of 1.5 times the value.
As a result of more than 150, you get a minimum price of 1.2 times the value.
MORE than 200/CC you get for the price of the value.
The starting value of the transaction is 4*CH.
gambling
Gambling
In addition to gambling money, there are of course other uses.
GamblewithFate:
The gambler's strongest skill, and fate gambles! Most people won't gamble with you, but fate will bet with you! You can fix any sèko you are not satisfied with with with it with gambling skills! If you win, you will get a chance to rethrow; If you lose...... Then things will go in the worst direction. For example, your hit sèzi will become CM, the enemy's will become CC, your damage sèzi will become 0, the enemy's will become the maximum, and the other sèzi will take the worst value......
Here's what you can expect if you win:
Using 1d10:
1-2: Leave it as it is (bad luck)
4-7: Rethrow (accept the verdict of fate anyway)
8-9: You can re-throw it 2 times, and then you choose one of them that you are satisfied with
10: You can re-throw it 3 times, and then choose one of them that you are satisfied with
Gambling/50 times per day.
Examples of how to use it:
When hitting sè when CM appears.
When an enemy hits a CC appears.
When randomizing the genus xìng of a good weapon.
When a skill that cannot fail is determined......
Wait, the scope of the use of this skill is only limited by your imagination.
Gambling starts at 4*LU.
Survive in the wild
Outdoorsman
The first is to deal with encounters in the wild.
According to the person with the highest Outdoorsman in the team, roll 1d100+Outdoors-DC, and more than 100% will be successful. After success, the player can determine whether to meet the visitors or not. If he decides to meet, then, according to his distance of 2d10+2*PE, the two sides meet on the field. As for what it is, it depends on what the GM means. If you throw it between 91-100...... Hey, the special encounter begins! I guess there may be unexpected surprises! The frequency of field events that can be encountered in the field is generally once every 2 days and 8 hours.
Then it is used to search for herbs and food, water.
Herbs see the manufacturing part, food and water are needed throughout the day, successfully obtaining 1d4 people natural food.
Finally, the Survival in the Wild skill can deal extra damage to animals and mutated animals (including deathclaws).
Skill damage
+0 below 50
50++1
75++2
100++3
120++4
140++5
160++6
180++7
200++8
200 or more, +1 damage per 20 skills
The starting value is 2*PE+IN+EN.
Animal training
AnimalTraining
This is a special skill.
To have this skill, you need at least 7 CH, 7 IN, 7 PE (except for Beast Tamers).
After that, you can choose this skill and start domesticating your pets or curry favor with wild creatures.
Wild animals that are hostile to you can be converted from hostile to neutral as long as they have the Beast Taming Skill Determination (DC100) (but not sapient ones, such as intelligent Deathclaws or Battle Dogs). Creatures that have a master or receive orders are generally not able to transform.)
Pets are mostly creatures of the wasteland. You'll have to find dying creatures (which are dying), treat them, and use guò animal training to get them as pets. Moreover, this injury cannot be inflicted by your own hands.
You can only have a pet when you have more than 60 skill in taming, and you can only have one pet at a time.
Domestication of various creatures in the DC chapter See the chapter on Wasteland Ecology.
The pets you own can also be upgraded. Unlike the Player Corner, pet upgrades don't count as experience, but rather as a combination of your AnimalTraining skills and level.
Whenever you level up, you can also level up your pet by one level if you also meet the requirements.
The maximum level of a Skill pet
601
61-802
81-1003
101-1204
121-1405
141-1606
161-1807
181-2008
201-2209
221-24010
241-26011
261-28012
281-300 is not limited
Keep in mind that you can only level up one level of creatures around you each time you level up. For example, if you get a Deathclaw Warrior as a tamed creature at level 9, your Beast Taming skill reaches 140; But you also have to level up 4 levels, which means that when you are level 13, you will be able to get the corresponding level 5 Deathclaw Warrior.
If you think that's too slow, there's another way; When you have enough XP, you can choose to level up your tamed creatures instead of yourself, so that your XP will return to the midpoint of your current level and the tamed creatures will level up. This method is also limited by the skill of taming the beast.
Increasing a creature's level is the same as increasing its own level; On the basis of the numerical value of wasteland ecology, the ability to improve according to the basic genus xìng will not be repeated here.
However, it is important to note that domesticated creatures do not have Perk, nor can they choose new skills in addition to their innate skills.
Creatures without intelligence will not be able to improve their Skill, but will only be able to increase their HP and other innate values.
Quick reference to the formulas in this chapter:
Combat skills
SmallGun=2*PE+2*AG
BIGGUN=PE+2*ST+AG
Energy=2*PE+AG+IN
Unarmed=ST*3+AG
Melee=ST*2+AG*2
Throwing=2*ST+2*AG
Evasion=4*AG(BaseAC=Evasion/4)
Technical Department Skills
FirstAid=2*IN+2*PE
Doctor=3*IN+PE
Lockpick=2*PE+2*IN
Traps=2*PE+AG+IN
Science=4*IN
Repair=3*IN+EN
Pilot=2*PE+IN+EN
Sociology skills
Sneak=3*AG+PE
Steal=2*AG+IN+CH
Speech=3*CH+IN
Barter=4*CH
Gambling=4*LU
Outdoorsman=2*PE+IN+EN
AnimalTraining=2*CH+IN+PE;