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GURPS: FALLOUT - Fallout GURPS - Free

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• Outlaw Skills [+12]<br />

Streetwise (IQ/A) at IQ [2]; Pickpocket (DX/H) at DX-1 [2];<br />

Lockpicking (IQ/A) at IQ [2]; Stealth (DX/A) at DX [2]; Electronics<br />

Operation (Security) (IQ/A) at IQ [2]; Holdout (IQ/A) at IQ [2].<br />

• Social Skills [+11]<br />

Savoir Faire (IQ/E) at IQ [1]; Diplomacy (IQ/H) at IQ [4]; Sex<br />

Appeal (HT/A) at HT [2]; Leadership (IQ/A) at IQ [2]; Merchant<br />

(IQ/A) at IQ [2].<br />

• Outdoorsman [+14]<br />

Survival (Desert) (Per/A) at Per+2 [8]; Survival (Any other) (Per/<br />

A) Per [2]; Tracking (Per/A) at Per [2]; Traps (IQ/A) at IQ [2].<br />

• Medical Doctor [+20]<br />

Physician (IQ/H) at IQ [4]; Diagnosis (IQ/H) at IQ+1 [8]; Surgery<br />

(IQ/VH) at IQ-1 [4]; Electronics Operation(Medical) (IQ/A) at<br />

IQ+1 [4].<br />

• Gadgeteer [+30]<br />

Engineer (Electric) (IQ/H) at IQ+1 [8]; Mechanic(Electric) (IQ/A)<br />

at IQ+1 [4]; Electronics Operation(Any) (IQ/A) at IQ+1 [4];<br />

Engineer (Any other) (IQ/H) at IQ [4]; Mechanic(Any other)<br />

(IQ/A) at IQ [2]; Scrounging (Per/E) at Per+1 [2]; Math (IQ/H) at<br />

IQ-2 [1]; Computer Operation (IQ/E) at IQ [1]; Computer<br />

Programming (IQ/H) at IQ [4].<br />

Talents for <strong>GURPS</strong> <strong>Fallout</strong><br />

<strong>GURPS</strong> can use Talents to simulate <strong>Fallout</strong> Perks, this section contains<br />

guidelines on how to do this. Please note that the inclusion of these Perks<br />

in any <strong>GURPS</strong> <strong>Fallout</strong> game is entirely optional.<br />

• Perks are advantages which are gained through experience or<br />

training, and have various prerequisites which must be met<br />

before they can be bought.<br />

• Perks can be bought during and after the character creation,<br />

provided that the character first has all of the prerequisites met.<br />

• If the GM feels that any of these perks are abusive, he may wish<br />

to ban some of them. Especially perks like Sniper or Slayer may<br />

lead to munchkining or powergaming.<br />

• Adrenaline Rush [+6]<br />

Prerequisites: ST cannot be raised over racial max, cannot<br />

have Low Pain Threshold<br />

Game Effect: Right after character has lost half of the total hit<br />

points, ST is at +2 bonus for HT minutes.<br />

• Awareness [+8]<br />

Prerequisites: Perception at 10+, Tactics 10+<br />

Game Effect: The character has reached a special combat<br />

awareness, which allows him to correctly guesstimate the exact<br />

hit points, Damage Resistance and armaments of an opponent<br />

he can clearly see. Ability can be used once per combat turn, it is<br />

a free action and automatically successful.<br />

• Better Criticals [+10]<br />

Prerequisites: Luck advantage, Perception 12+, Any Combat<br />

Skill 12+<br />

Game Effect: This ability allows the character to adjust any<br />

Critical Hit roll by one line on the Critical Hit Table.<br />

• Bonus HtH Damage [+6]<br />

Prerequisites: Luck, DX 12+, HtH Combat Skill 12+<br />

Game Effect: When rolling for damage from any HtH attack, the<br />

character can improve the results of all damage dice by +1, if the<br />

original result is 5 or less. This means that if no sixes are rolled,<br />

character gets to add +1 damage per damage die.<br />

• Bonus HtH Attack [+40]<br />

Prerequisites: DX 12+, HtH/Melee Combat Skill 16+<br />

Game Effect: While using Unarmed or Melee combat skills, the<br />

character gets one additional attack per turn.<br />

• Bonus Move [+10]<br />

Prerequisites: Move 12+, DX 10+<br />

Game Effect: Increases the Move statistic by +2, but it does not<br />

affect characters sequence or dodge. If this increase is enough<br />

to bring Move up to 10+, characters 'Step and X' movement rate<br />

is also increased by +1.<br />

• Bonus Ranged Damage [+12]<br />

Prerequisites: Luck, Ranged Weapon Skill 12+<br />

Game Effect: When rolling for damage from any ranged attack,<br />

the character can improve the results of all damage dice by +1,<br />

if the original result is 5 or less. This means that if no sixes were<br />

rolled, character gets to add +1 damage per damage die.<br />

• Bonus Rate of Fire [+10]<br />

Prerequisites: DX 14+, IQ 12+, Perception 12+, Guns 12+<br />

Game Effect: When using any semi-automatic firearm, the<br />

character gets a +1 bonus to the weapons RoF.<br />

• Cautious Nature [+10]<br />

Prerequisites: Perception at 12+<br />

Game Effect: the character has learned to always look out for<br />

danger, and gains a +6 bonus to Perception rolls for spotting<br />

ambushes or traps only.<br />

• Comprehension [+20]<br />

Prerequisites: IQ 14+, Native Literacy<br />

Game Effect: Being a very smart fellow, the character learns<br />

much faster than others. Reduce learning time by -10% for each<br />

level of IQ over 10, up to maximum time reduction of -80%.<br />

• Demolition Expert [+8]<br />

Prerequisites: Explosives (Demolition) 14+<br />

Game Effect: Explosives set by this expert always blow up<br />

perfectly as intended, and cause twice the normal damage on<br />

the intended target. In case of any critical failure (or malfunction)<br />

while setting or defusing a bomb, character gets another roll to<br />

avoid disaster.<br />

• Dodger [+15]<br />

Prerequisites: DX 12+<br />

Game Effect: Character gets a +1 bonus when dodging by any<br />

means.<br />

• Earlier Sequence [+8/level]<br />

Prerequisites: Combat Reflexes, Tactics 12+<br />

Game Effect: Extensive combat experience of the character<br />

allows for much faster reaction times, for each level of this perk<br />

the character gets a +2 bonus to his Turn Sequence, up to 3<br />

levels maximum.<br />

• Educated [+5]<br />

Prerequisites: IQ 12+<br />

Game Effect: This perk gives a +1 skill bonus with any purely<br />

knowledge based 'non-creative' mental skills - most sciences,<br />

area knowledge etc. (For 'creative' mental skills, take the<br />

Versatile advantage instead.)<br />

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