GURPS: FALLOUT - Fallout GURPS - Free
GURPS: FALLOUT - Fallout GURPS - Free
GURPS: FALLOUT - Fallout GURPS - Free
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• Negotiator [+10]<br />
Prerequisites: Merchant 12+, Fast Talk 12+<br />
Game Effect: Adds a +2 bonus to all social Influence Skill rolls.<br />
• Pack Rat [+5/level; Max 2 levels]<br />
Prerequisites: Cannot have Light Frame trait, ST 10+<br />
Game Effect: Character's ST is increased by 4 for encumbrance<br />
purposes. Note that ST cannot be raised over racial maximum<br />
(20 for humans).<br />
• Strong Back [+5]<br />
Prerequisites: Cannot have Light Frame trait or Skinny<br />
disadvantage, ST 12+<br />
Game Effect: Basically the Lifting ST advantage - Light<br />
Encumbrance becomes 6xST, Medium encumbrance becomes<br />
10xST, heavy encumbrance becomes 20xST and extra heavy<br />
encumbrance becomes 30xST.<br />
• Pathfinder [+5]<br />
Prerequisites: HT 12+, Survival 13+ and Navigation 12+<br />
Game Effect: Increases the daily travel rate of the party by 25%,<br />
but only to offset penalties for terrain.<br />
• Pyromaniac [+8]<br />
Prerequisites: Luck, Guns(Flamethrower) 12+<br />
Game Effect: As for the 'Bonus Ranged Damage' perk, except this<br />
only works for any fire-based attacks. The pyromania disadvantage<br />
is not required, but is common for people with this perk....<br />
• Quick Pockets [+10]<br />
Prerequisites: DX 12+<br />
Game Effect: With this perk, the character can fast-draw<br />
anything he carries in a pocket or a holster with a straight DX roll.<br />
• Quick Recovery [+5]<br />
Prerequisites: Acrobatics 12+<br />
Game Effect: It takes 1 second less time than normal for the<br />
character to stand up after being knocked down.<br />
• Ranger [+4]<br />
Prerequisites: Perception 12+, Survival 12+, Tracking 12+<br />
Game Effect: Adds a +2 bonus to Tracking and Survival skills.<br />
• Sharpshooter [+3]<br />
Prerequisites: Perception 14+, IQ 12+, Any Guns Skill 12+<br />
Game Effect: Gives a +2 bonus to all Guns skills, but only for<br />
countering range penalties.<br />
• Silent Death [+10]<br />
Prerequisites: DX 14+, Stealth 13+ and; Unarmed Skill 13+ or<br />
Knife 13+<br />
Game Effect: While sneaking undetected, any HtH attacks done<br />
from behind the target receive an extra x2 modifier for any<br />
damage getting through the Damage Resistance.<br />
• Silent Running [+1]<br />
Prerequisites: DX 12+, Stealth 12+<br />
Game Effect: This perk allows the character to use the Stealth<br />
skill at no penalty while running at half move. For running at full<br />
move, the usual penalty is reduced by two, into -3. It is not<br />
possible to actually sprint and use Stealth skill at the same time.<br />
Note that in order for this perk to work, character must have<br />
proper soft footwear and must take some care on how she<br />
carries her equipment (i.e. no metal bits clanging together).<br />
• Slayer [+60]<br />
Prerequisites: DX 16+, ST 16+, Unarmed Skill 16+<br />
Game Effect: In HtH/melee combat, all attacks of the character<br />
which successfully get through the active/passive defenses are<br />
converted to Critical Hits. Attacks which miss the target are<br />
unaffected, and so are critical failures.<br />
• Sniper [+60]<br />
Prerequisites: DX 16+, Perception 16+, IQ 12+, Guns 18+<br />
Game Effect: Any ranged attacks getting through the targets<br />
active/passive defenses are converted to Critical Hits. Attacks<br />
which miss the target are unaffected, and so are critical failures.<br />
• Stonewall [10]<br />
Prerequisites: ST 12+, Cannot be Skinny, Cannot have the<br />
Light Frame trait.<br />
Game Effect: Add a +4 bonus to ST for resisting any kind of<br />
knockdowns, takedown or slam attacks. Stonewall rarely falls<br />
down.<br />
• Weapon Handling [+6]<br />
Prerequisites: DX 12+, ST 10+, Any Combat Skill 12+, Cannot<br />
have the Light Frame trait<br />
Game Effect: Gives a +3 bonus to ST, but only for meeting the<br />
Min ST requirements of weapons - This bonus has no effect on<br />
basic damages or throwing distances of weapons.<br />
• Bluff Master [+5]<br />
Prerequisites: Charisma +1, Fast Talk 10+<br />
Game Effect: With this perk, the character can automatically talk<br />
himself out of trouble once when he is caught stealing. If he is<br />
caught second time by the same person/authority, the perk is of<br />
no help at all.<br />
• Bonsai [+1]<br />
Prerequisites: Must be a Ghoul, Survival 10+, Biology (Botany)<br />
10+<br />
Game Effect: Due to careful nurturing, a small mutated fruit tree<br />
now grows from the Ghoul characters head. It lives by tapping the<br />
ghouls bloodstream for nutrients (it eats only waste products from<br />
the blood and thus is not harmful to the ghoul), and produces a<br />
small harvest of 1D6 perfectly good edible fruits once per month.<br />
• Bracing [+4]<br />
Prerequisites: Combat Skill 12+, Cannot have the Light Frame<br />
trait<br />
Game Effect: Gives a +2 bonus to ST, but only for meeting the<br />
Min ST requirements of weapons.<br />
• Brown Noser [+4]<br />
Prerequisites: IQ 12+, Reaction Modifier total 0+, Savoir Faire<br />
12+<br />
Game Effect: Within any rank hierarchy, the Brown Noser may<br />
with a successful IQ roll and minimal effort behave in one instance<br />
as if he had one level higher rank, since he is on such good terms<br />
with his superiors. Because of this, he is also likely to be next on<br />
the promotions list, regardless of his actual abilities and<br />
achievements...<br />
• Cancerous Growth [+40]<br />
Prerequisites: Must be a Ghoul, ST less than 14<br />
Game Effect: the Regrowth advantage - Even lost limbs grow<br />
back at the ghouls usual regeneration rate.<br />
• Die Hard [+8]<br />
Prerequisites: First Aid 10+, HT 12+<br />
Game Effect: While at or under 30% of his hit points, the<br />
character gets a +1 bonus to Damage Resistance and +2 bonus<br />
to all HT rolls.<br />
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