Here are the description of edges and hindrances for my Fallout Conversion
Renamed Edges
educated (jack of all trades), Animal Friend two tiered (Beast Master & Beast Bond), Fast Metabolism (Fast Healer), Life Giver (Healer) Admantium Skeleton two tiered (Hard to Kill & Harder to kill) Action Boy two tiered ( Level Headed & Improved Level Headed) Sniper (Marksman) Bloody Mess (No Mercy)
Removed Edges
Noble, Rich, Very Rich, Arcane Resistance, Arcane backgrounds, all power edges, champion, Holy/Unholy Warrior, Gadgeteer, Metalist, Mr Fix it (Remove weird Science) Wizard
New Edges
Armorer (professional)
Requirements: novice, repair (armor)
You know the ins and outs of building and repairing armor. You gain +2 to repair and salvage armor.
Fortunate One (background)
Requirements: Novice Wild Card Spirit d6
Karma Smiles upon you. You start play at the +1 Benchmark on the karma chart.
Black Widow/ Lady Killer
Requirements: Attractive
Your bringing Sexy Back. Your attractiveness is very disarming to the opposite sex you gain a +2 to charisma and +1 to damage vs the opposite sex. You can not have the ugly hindrance.
Gun Nut
Requirements: Novice shooting d6, repair d6 (weapons)
Your obsessed with using and maintaining a wide variety of small firearms. You gain a +1 to repair tests when dealing with small arms
Improved Gun Nut
Requirements: veteran, Shooting d10, repair d10 (weapons), gun nut
Your affinity for small arms has increased your bonus to repair increases to +2
Little Leaguer
Requirements: Novice, Throwing d6, fighting d6 Throwing d6
Years of playing on the vault baseball team has increased your aptitude with thrown and melee weapons. You gain a +1 bonus to fighting when using a two-handed chopping or bashing weapon (ex. Bat, longsword, great sword) and +1 to range on thrown explosives
Improved Little Leaguer
Requirements: veteran, Throwing d10, fighting d10 Throwing D10
Years of playing on the vault baseball team has increased your aptitude with thrown and melee weapons. Your bonus to fighting with two-handed chopping or bashing weapons increases to +2, and you add +2 to range when throwing explosives.
Child at Heart
Requirements: Novice Spirit d6 Persuasion d6
You receive a +2 to social tests dealing with children
Comprehension
Requirements: Novice, Smarts d8
You deductive reasoning is superb. You gain a +1 to all common Knowledge rolls
Swift Learner
Requirements: Novice Smarts d8 Spirit D8
Your insight and intelligence grants you unique advantages. You may convert convert two raises from a trait test into a benny . You may no go over your total benny count.
Entomologist (Professional)
requirements: Novice Smarts D8, Knowledge (biology) d8
You are an expert on the mutant invertebrates of wasteland. You gain a +2 to damage vs mutated bugs.
Martial Arts
Requirements: Novice, Fighting d6
Your kung fu is strong. You are considered armed when fighting unarmed.
Iron Fist
Requirements: Seasoned Fighting d8 Martial Arts
Your skills at fighting unarmed formidable. Your unarmed damage is
increased to strength + d6
Scoundrel
Requirements: Seasoned Spirit d8 Persuasion d10
Your wit is like a well honed blade. When trying to increase an npc's attitude towards you you receive a +2 bonus.
Demolition Expert (Professional)
Requirements: Seasoned Knowledge (explosives) D8 Smarts d8
Working around explosives and things that go boom is the envy of the wastes. You receive a +2 to setting explosives and explosive damage
Fortune Finder
Requirements: Seasoned Luck Notice d10
When Searching through the ruins and the aftermath of combat you find 10% more caps than usual.
Gunslinger (Professional)
Requirements: Seasoned Quickdraw Shooting D10
When using any pistol weapons you receive a +1 to called shots
Lead Belly
Requirements: Seasoned Vigor d8 Survival d10
You are inured to the ambient radiation found in the local food stuffs and water. You receive a +4 on vigor tests vs ingested poisons
Toughness
Requirements: Veteran Vigor d10
You are one tough son of a bitch, you gain a +2 to soak rolls
Commando
Requirements: Seasoned Shooting d10
When using a rifle of some kind you gain a +1 to called shots
Impartial Mediation
Requirements: seasoned Persuasion d8 Intimidate d8 Taunt d8
When conducting negotiations you gain a +2 bonus social tests.
You must have a Karma score of 0
Rad Resistance (weird)
Requirements: seasoned Vigor d8
Something about makes you just a little more resistant to radiation
You gain a +2 bonus to resist the effects of radiation.
Scrounger
Requirements: seasoned, Notice d10, Luck
When Searching through the ruins and the aftermath of combat you find 10% more ammo.
Size Matters
Requirements: seasoned, Brawny Shooting d10, strength d8
You aptitude for the big gun is down right scary. You Gain a +1 bonus to shooting when using any weapon classified as a big gun.
Strong Back
Requirements: Seasoned Str d8
You carry the weight of the world on your shoulders. Your carry capacity is increased by 2 (ex a character has the brawny edge 8 x str with this edge it increases to 10 x str)
Finesse
Requirements: Veteran, Agility d8, shooting d10 fighting d10
Your skill in combat is tough o match. With a raise on your attack roll it hits you gain an additional +1 to AP
Here and Now (Background)
Requirements: Novice Wild Card
You have survived the wastes making you more capable than the average folk. When you take this edge you immediately start at Seasoned gaining 5 advancements. You can only take this at character generation. You must pay the xp debt before you can advance.
Nerd Rage
Reuirements: Veteran Smarts D10+ Strength d6 (or less) Knowledge (Any Science) D10
You have been pushed around to much. When dropped to 1 wound you may ignore all wound penalties and gain a +4 to damage, the benefits end when you have been restored to two or more wounds. To take this edge you must have a strength d6 or lower
Night Person (Weird)
Requirements: Veteran
At night you are much more effective. You gain a +2 notice and common knowledge tests.
Cannibal (Weird and GM's Permision)
Requirements: Veteran
They say that the eating of human flesh is the key to immortality. You may consume human flesh to help with your bodies healing process. You must eat at least a pound of flesh, you may make a natural healing roll at the end of the deed with a +2 bonus. This action takes 10 min. Any npc's who sees this behavior will attack, player characters who see this behavior must make a guts check faliure means that they are shaken, on a snake eyes they must make a spirit test or attack. *Addiction: After finishing the deed make a spirit check with a penalty equal to the pound of flesh bonus, if you fail you have become addicted. You gain the major habit as a hindrance.
Pyromainiac
Requirements: Veteran, Knowledge (Explosives) d10
Fire! Fire! Fire! You gain a +2 to damage with fire based weapons.
Robotics Expert
Requirements: Veteran, Smarts d8+ Knowledge (Engineering) D10
Danger Will Robinson! You gain a +2 to damage VS robots and cyborgs
Silent Running
Requirements: veteran, agility d8+, Stealth d10
You may move your full speed when trying to be stealthy.
Chemist
Requirements: Veteran, Vigor d8+, Knowledge (Chemistry) d10
Your use and knowledge of drugs has allowed you to double the time duration of ingested or injected drugs.
Light Step
Requirements: Veteran, Smarts d8, Notice d10, Repair d8, lockpick
Tired of setting off enemy traps. You gain a +2 to notice traps and +2 to agility tests to avoid the consequences.
Master Trader (professional)
Requirements: Veteran, Smarts d8, Persuasion d10 or Intimidate D10
During price negotiations you gain a +2 bonus to social tests
Better Criticals
Requirements: Heroic, Agility d10, Shooting d10, fighting d10
When you critical you just hit harder. When you get a raise on the fighting or shooting die you roll a d8 instead of a d6
Chem Resistance
Requirements: Heroic, Vigor d10, Knowledge (Chemistry)
You casual use of drugs has made you some what resistant to he affects of addiction. You gain a +2 to vigor rolls to resist addictions.
Tag
Requirements: Heroic
You may pick a non-tag skill you gain a +1 to rolls with that skill.
Computer Whiz (professional)
Requirements: Heroic, Smarts d10, Knowledge (Computers)d10
You gain a +2 to computer rolls to hack a computer , in addition you may ignore the locked out status of a computer when hacking
Concentrated Fire
Requirements: Heroic, Agility d10, shooting d10
When making attacks with a ranged weapon with a ROF higher than 1, you gain a +1 to damage with each shot after the first impact (More than one shot has to hit)
Infiltrator
Requirements: Heroic, Lock-Picking d10
When attempting to pick a physical non electical lock you gain a +2 to your roll in addition you may ignore the -2 penalty when forcing a lock to open.
Paralyzing Palm
Requirements: Heroic, Fighting d10, Martial arts, Iron Fist
When fighting unarmed any time you get a raise you may sacrifice the extra damage To paralyze them , they must make a vigor test or be paralyzed for 1d4 rounds
Explorer
Requiements: Legendary, Smarts D12, Wasteland Lore D12
You know of the ins and outs of the Shattered Gulf region. You gain +4 to all wasteland lore checks for the region, and you may make Wasteland Lore checks at no penalty for new areas you have not visited.
Ninja (professional)
Requirements: Legendary, Fighting d12, Stealth D12
When Fighting Unarmed or a with a Small Melee weapon such as a dagger or short sword when you get the drop on someone you gain an additional +4 to damage.
Grim Reapers Sprint
Requirements: Legendary, Shooting d12, Fighting d12
When you slay a foe any bennies you spent during your action to kill them are returned.
Solar Powered
Requirements: Legendary, Vigor d12
The Sun is the bringer of life. While in direct Sunlight you gain the slow regeneration quality meaning they may make a natural healing roll once a day as opposed every 5 days
Hindrances
Anemic (Changed to Major)
Karmic Debt (Major)
Karmas a Bitch and you know her on a first name basis. You begin play at the -1 benchmark on the karma chart.
Doppleganger (Minor or Major)
Someone looks a lot like you or you them. When ever you enter a new town there is a 10% chance your double has been there causing a ruckus. This can cause all sorts of trouble for the player as a minor maybe a day in the slammer, or it could lead to a lynching. it is up to the GM.
Sunday, December 13, 2009
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