FIND YOURSELF

"I care not from where my Stock originate. When fitted with a Bomb-Collar, all men are made equal."

                                                              -Paolo Perez

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I wanna be a Super Mutant!
So do I, but for the sake of sanity, Player Characters are limited to playing normal Human folk. This is intentional, because a group consisting of a Ghoul, a Dog, and a Robot is kind of goofy, and the Wasteland is full of restrictions and prejudices for the more colorful Species around, and it's just easier all around to stick to traditional norms. So, for ease of access and use, only Humans are playable characters. However, every PC has an important choice to make when it comes to their Character's history and upbringing...


Character Background 

When you create your Character, the first thing you should do is decide on your Background. There are three choices that will greatly color who your character is and what their history entails. It is heavily advised that no two PC’s choose the same background, in order to foster a diverse range of skills, abilities and outlooks. 

 

Besides adding flavor to your Character, each Character Background gains a unique Perk that is only available to members of that particular Origin. 

WASTELANDER 

Born and raised in the atom-shattered world, you eked out your existence amid small settlements and the occasional city, dwelling amid the ruined structures and ghost-towns of Pre-War America. You’ve ventured to the Long Dry for fame, fortune, or perhaps for the pure love of adventure. Recent events have made the Long Dry a sought-after destination for those brave souls who wish for a fresh start, and you count yourself among them for reasons all your own. 

 

Wastelander Perk: Rad Resistance 

When the bombs fell, the larger cities were the most high-priority targets, and you are more accustomed to concentrated Radiation than other Humans as a result of your tendency to dwell around settlements and shattered cityscapes. Whenever you roll to acquire Contamination Points (Rads), roll twice and use the lesser result. Furthermore, whenever you use Radaway, roll twice and use the highest result. 

 

VAULT DWELLER 

Accustomed to life in the cloistered, sterile halls of Vault 42, you were born with all the safety and supplies one could ever hope for, but that simply was not enough for you. Whether you volunteered to leave the Vault willingly to satiate your scientific curiosity, or ran afoul Overseer Kandrian in some way, you are new to the harsh excesses of the Wasteland. Will you retain your civility amidst the chaos, or succumb to the all-too-Human failings of desperation and deprivation that seem to have racked the world? 

 

Vault Dweller Perk: Pip-Boy PRO 

All Vault Dwellers are outfitted with a handy Pip-Boy, but your Vault managed to get a supply of the state-of-the-art Pip-Boy PRO model, which can be outfitted with a variety of upgrades. A Pip-Boy has a built in Radio, Holotape Player, and Geiger Counter. In addition to this, choose one of the following upgrades for your Pip-Boy PRO: 

 

-Hidden Blade: You’ll never be unarmed again with this retractable blade, which acts as a Code Yellow weapon that can be retracted at will. 

 

-Sparkshot: By collecting the static energy of your body throughout the day, your Pip-Boy can launch sizzling bolts of electricity. This is a Ranged Combat attack (Knack for the Marksman Edge) that deals Code Orange damage and has the “Stun” Weapon Trait. You may use this attack three times per day. 

 

-Cutting Laser: Once per day you can use your Pip-Boy PRO’s internal battery to produce a thin, boiling hot stream of energy that can be used to cut through chains or other metals no thicker than one inch. The Cutting Laser can operate for d6 minutes before fizzling out. 

 

-Armored Casing: Once per day, you can use your Pip-Boy PRO as a makeshift shield, swatting attacks out of the air with it. You may use this ability to negate one Success on any attack roll made against you. If that reduces the attack to 0 Successes, then the attack misses. 


-Computer Interface: You can plug your Pip-Boy PRO directly into a Computer or Robot, allowing for much more intuitive use than normal. Generally speaking, your direct interface with the machine halves the normal time of programming or hacking attempts.   

 

-Vending Machine: Once per day, your Pip-Boy PRO can be used to grant you a random prize from within its miraculous confines. Roll a d6 to determine what goody you get. 

 

1-A trading card of a random member of The Unstoppables 

2-Enough Gumdrops candy to act as 6 points of Rations 

3-One random healing item (roll d6 for type. 1-2 (Radaway) 3-4 (Stimpak) 5-6 (Super Stimpak) 

4-D6 x 100 Caps 

5-D6 units of Ammunition (roll d6 for ammo type. 1-2 (Code Yellow) 3-4 (Code Orange) 5-6 (Code Red)) 

6-Player's Choice 

 

TRIBAL 

Once, you were part of a unique Tribe with its own customs and laws. You traded and warred with neighbors, and lived in some manner of harmony with the primitive world around you. That, however, was before the coming of The Chaplain. A mysterious figure visited upon each Tribe and swayed them over to his side, retreating into the distant and sweltering jungles where few dare to tread. You did not bend to The Chaplain’s strange wisdom and honeyed words, and are now an Orphan of your previous people. You are not alone, however, as the other leftover Tribals banded together to form a loose confederation of abandoned Sons and Daughters known as the Rustheart Nation. Do you revel in your newfound adopted Family, or do you still long for the fellowship and traditions you once knew?  

 

Tribal Perk: Totem Spirit 

Some Tribals identify closely to a particular animal spirit that offers them some manner of strange ability that they can temporarily manifest. The Tribal calls upon their Totem Spirit to possess them and offer a small hint of their aid. Perhaps you feel that a certain Spirit has watched over your family for generations, or a particular Wasteland creature spared your life in an encounter and you now revere it for the kindness, or maybe you simply identify with a certain natural animal native to the Wastes. Whatever the origin of your relationship with your Totem, choose one from the list below, or work with your Director to create your own.

 

-Brahmin: You can spend a point of Spark once per day to infuse yourself with the Brahmin Spirit, allowing you to carry incredible physical burdens for short periods of time. This allows you to perform non-attack feats of strength that would normally be impossible. Pretty much, if a Brahmin could pull it or lug it around, so can you. This ability lasts for a number of minutes equal to your Vigor score.   


-Gecko: The resourceful Gecko can regrow lost limbs or its tail, and you can call forth to borrow just a hint of its power. Once per day, you can spend a point of spark to regenerate d6 Energy at the start of your turn for 3 turns.

 

-Radroach: The ultimate survivor, the Radroach will endure any catastrophe. Whenever you suffer a Wound, roll a d6. On a result of 6, the spirit of the Radroach negates the Wound entirely, allowing you to live another day. Once this ability is used, it cannot be used again for 24 hours. 

 

-Mirelurk: You may spend a point of Spark to infuse yourself with the Spirit of the Mirelurk, gaining the ability to breathe underwater for 1 hour. During this time, your Swim Speed equals your land Speed, and being submerged in water does not cause Rads for you. 

 

-Yao Guai: You may spend a point of Spark to grow a set of wicked bear claws for 3 rounds. These claws add +1 to your Unarmed Close Combat damage. This ability can be used once per day. 

 

-Vultoon: You gain the rather...unappetizing ability to gain nutrition from the flesh of the dead. Chowing down on a corpse offers you d6 Rations once per day. Naturally, this is a highly disturbing thing to watch, and this Tribal Totem is almost exclusively favored by the savage members of the Ghost-Soul Tribe. 

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