Vault Dweller

Kind

Might
Speed
intellect
AP
9
9
9
2

A vault dweller starts with the ability points and AP listed below.

Starting benefit

You start with a Pipboy, giving you access to VATS,

Vats allows you to use AP in multiple ways:
1. You can use VATS to make multiple attacks on your turn, one AP for each additional attack, all attacks made on a round you use VATS do 1 point of extra damage.
2. Store a critical hit, on a critical hit you can choose to treat it as a normal attack and store the critical hit in VATS. On subsequent hit, you can spend an AP to engage the critical hit from VATS.

Optional Traits

You can choose up to two optional traits. They each have a benefit and a hinderance. While you can do things to overcome your hinderances you cannot get rid of them.

Clean bill of health

Benefit - Growing up in a vault has given you overall good health you get an extra d4 whenever rolling for you own healing.

Hinderance - You take 1 extra rad from rad exposure.

Picture Perfect

Benefit - Perhaps it is all the years of growing up and not being exposed to radiation but your complexion is immaculate. Most people find that appealing you gain an asset when talking to wastelanders.

Hinderance - Your immaculate complexion can make others jealous, when first meeting an NPC the GM roles a d20 on a roll of 3 or lower the NPC is jealous of you, and will do things to undermine you.

Everything is coming up you

Benefit - You can spend an AP instead of an XP to reroll a die.

Hinderance - Your pipboy makes you easily identifiable as a vault dweller and people take advantage of you naivety. All tasks related to seeing through deceptions are one step harder.

Wastelander

Might
Speed
intellect
AP
9
9
9
1

A Wastelander starts with the ability points and AP listed below.

Starting benefit

Your years of traveling and surviving the wasteland has giving you a sixth sense when it comes to danger and you react quickly in those situations. You have an asset to initiative.

As well you pick a town that you are known in. When you are in that town you know people and have background information that can be of benefit to you. You can ask the GM to provide you with knowledge related to people or events in the town of your choice, the information will be pertinent and beyond what an outsider might be able to able glean

Optional Traits

You can choose up to two optional traits. They each have a benefit and a hinderance. While you can do things to overcome your hinderances you cannot get rid of them.

snake oil salesman

Benefit - You have a way of convincing people that something is better than it really is, you are trained in deception.

Hinderance - Somewhere along the way you duped somebody that belongs to an organization that has a lot of power and reach. There is a bounty on your head and people will randomly show up to try and collect on that bounty.

True grit

Benefit - On the initial round of combat you charge towards the enemy firing your gun, you can make up to 4 attacks but each attack is one step harder than the previous. You also gain an asset to defense rolls for the first round of combat.

Hinderance - Whenever you use your true grit ability in the initial round of combat, all enemies that can target you do on their next attack action.

Wasteland survival guide subscriber

Benefit - You have read several issues of the wasteland survival guide, when cooking food you use your special ingredients and are able to remove all rads. Also you can forage from the wasteland, for every ten minutes spent foraging you find enough food to feed one person for a day.

Hinderance - One of your secret ingredients is alcohol all food you prepare has a 1 addiction rating. You have are more susceptible to becoming addicted to alcohol, any time you consume something alcoholic your chance of addiction is increased by 1

Ghoul

Might
Speed
intellect
AP
9
9
9
1

A vault dweller starts with the ability points and AP listed below.

Starting benefit

Being a ghoul is not easy. One benefit is that the radiation does not seem to affect you as much as it does the smooth skins. You have a natural radiation defense against environmental radiation and radiation from weapons of 3, and this is accumulative with armour and other protections.

Anytime your radiation defense is higher than the radiation damage you should take you heal for a quarter of the damage you would have taken and heal at least one ability point.

Optional Traits

You can choose up to two optional traits. They each have a benefit and a hinderance. While you can do things to overcome your hinderances you cannot get rid of them.

chem trails

Benefit - You reduce the chance of becoming addicted to chems by 2.

Hinderance - Your chance of becoming addicted to alcohol increases by 1.

Only a flesh wound

Benefit - When you take damage you can choose which stat pool you take damage from.

Hinderance - Pick one stat pool the first level of effort for tht pool costs 4 ability points instead of 3.

Only a mother could love

Benefit - You have a look that says trouble, you are trained in intimidation.

Hinderance - Your ghoulish features make all other personal interactions one step harder.

timeless experience

Benefit - Your long life has taught you a thing or two, you gain 1 edge in intellect and 3 ability points in your intellect pool.

Hinderance - You are hard on yourself when you make mistakes, you always think you should have known better, you take 2 intelect damage on all critical failures.

super mutant

Might
Speed
intellect
AP
9
9
9
1

A super mutant starts with the ability points and AP listed below.

Starting benefit

The super mutant will eventually replace humans and dominate the world. One sure indicator of this is that the super mutants are immune to radiation damage.

Optional Traits

You can choose up to two optional traits. They each have a benefit and a hinderance. While you can do things to overcome your hinderances you cannot get rid of them.

up close and personal

Benefit - Because of your awesome strength you do an additional 3 points of damage when using melee weapons, and minimum damage due to armour reduction becomes 2.

Hinderance - Using effort, skills, or abilities related to using firearms cost 1 point more than normal.

mighty dumb

Benefit - You immediately subtract 4 points from intellect but add 6 to your might. When you increase your ability points, if you do not put any into your intellect you get 2 bonus points to put into your might.

Hinderance - All intellect tasks are one step harder.

Mutant tough

Benefit - When reduced to 0 in strength and/or speed ability pools you do not suffer the impaired or debilitated conditions.

Hinderance - When you are reduced to 0 in your intellect pool you become debilitated instead of impaired.

Thick skinned

Benefit - You have naturally thick skin and have a base armour of 2 that counts even when wearing armour.

Hinderance - With skin that thick you damage needles reducing healing from stimpaks by 2 points.