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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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