Post by bear on Sept 20, 2015 12:41:24 GMT
Character Creation Perks
Under certain circumstances, you might be able to purchase starter Perks that you didn't take with XP. This would require an enormous event within the RP, as well as an expenditure of XP. I'm not going to post any hard rules for it here, because it is 100% a roleplay driven thing and must have ST permission. Maybe an IC romance reaches the point where True Love is appropriate, or you spend so much time ICly training in how to doctor people that you can get Skill Aptitude for Medicine. Regardless, it's not going to happen often, so don't plan a character around it.
XP Perks
Just like in the Fallout games, you may purchase perks as you advance, though it doesn't happen often. These perks may be purchased with a normal XP spend, but only after you have spent a certain amount of overall XP on your character, and if you meet the Stat and Skill requirements. This represents the character's overall advancement. This is currently a work in progress.
Quick Pockets (5 XP)
Requires 3 Agility, 15 XP
You've learned to be very fast at getting gear and items into play. You may draw a weapon, switch weapons, reload, or use a Stimpak without using a Minor Action. This includes reloading bows.
Toughness (7 XP)
Requires 4 Endurance, 20 XP
You're tough as nails, kid. Your naked skin now has 1 DT, stacking with your armor.
Second Skin (10 XP)
Requires 4 Endurance, 4 Agility, 40 XP
You're so used to armor that you can move in it like it's a second skin. There are no longer any penalties for Medium armor, and no Dodge penalty for Heavy armor. Pure Athletics rolls in Heavy armor are now at only a -1 instead of a -3.
Deadly Speed (10 XP)
Requires 5 Agility, 40 XP
You move at the speed of Death himself. In combat you may move up to half your normal movement speed per turn at no penalty, and using a Minor Action now lets you travel your entire Movement distance.
Silent Running
Requires 5 Agility, 5 Sneak, 40 XP
You are one with the shadows and can dance through them at will. All Sneak rolls have +1 dice.
Gunslinger (12 XP)
Requires 5 Agility, 5 Guns, 50 XP
Using the sights is too damn slow for you. You already know where the bullet will land so why bother? All Agility-based Guns rolls have +1 dice.
Unstoppable Force (12 XP)
Requires 5 Melee, 5 Strength, 50 XP
You swing with the strength of a juggernaut. Your Melee strikes can no longer be parried, as the sheer force of your swing would rip the weapon from the enemy's hands or destroy it outright. Their only recourse is to attempt to dodge.
Sniper (15 XP)
Requires 5 Perception, 5 Guns, 60 XP
The sniper's art is in your very bones. All Perception-based Guns rolls are made at -1 DC.
Slayer (15 XP)
Requires 4 Melee, 4 Unarmed, 5 Agility, 60 total XP earned.
You are a master of dealing death hand-to-hand, your blows a whirlwind of steel. Multiple Actions no longer have any DC penalty if they are used to attack or parry with Melee.
Under certain circumstances, you might be able to purchase starter Perks that you didn't take with XP. This would require an enormous event within the RP, as well as an expenditure of XP. I'm not going to post any hard rules for it here, because it is 100% a roleplay driven thing and must have ST permission. Maybe an IC romance reaches the point where True Love is appropriate, or you spend so much time ICly training in how to doctor people that you can get Skill Aptitude for Medicine. Regardless, it's not going to happen often, so don't plan a character around it.
XP Perks
Just like in the Fallout games, you may purchase perks as you advance, though it doesn't happen often. These perks may be purchased with a normal XP spend, but only after you have spent a certain amount of overall XP on your character, and if you meet the Stat and Skill requirements. This represents the character's overall advancement. This is currently a work in progress.
Quick Pockets (5 XP)
Requires 3 Agility, 15 XP
You've learned to be very fast at getting gear and items into play. You may draw a weapon, switch weapons, reload, or use a Stimpak without using a Minor Action. This includes reloading bows.
Toughness (7 XP)
Requires 4 Endurance, 20 XP
You're tough as nails, kid. Your naked skin now has 1 DT, stacking with your armor.
Second Skin (10 XP)
Requires 4 Endurance, 4 Agility, 40 XP
You're so used to armor that you can move in it like it's a second skin. There are no longer any penalties for Medium armor, and no Dodge penalty for Heavy armor. Pure Athletics rolls in Heavy armor are now at only a -1 instead of a -3.
Deadly Speed (10 XP)
Requires 5 Agility, 40 XP
You move at the speed of Death himself. In combat you may move up to half your normal movement speed per turn at no penalty, and using a Minor Action now lets you travel your entire Movement distance.
Silent Running
Requires 5 Agility, 5 Sneak, 40 XP
You are one with the shadows and can dance through them at will. All Sneak rolls have +1 dice.
Gunslinger (12 XP)
Requires 5 Agility, 5 Guns, 50 XP
Using the sights is too damn slow for you. You already know where the bullet will land so why bother? All Agility-based Guns rolls have +1 dice.
Unstoppable Force (12 XP)
Requires 5 Melee, 5 Strength, 50 XP
You swing with the strength of a juggernaut. Your Melee strikes can no longer be parried, as the sheer force of your swing would rip the weapon from the enemy's hands or destroy it outright. Their only recourse is to attempt to dodge.
Sniper (15 XP)
Requires 5 Perception, 5 Guns, 60 XP
The sniper's art is in your very bones. All Perception-based Guns rolls are made at -1 DC.
Slayer (15 XP)
Requires 4 Melee, 4 Unarmed, 5 Agility, 60 total XP earned.
You are a master of dealing death hand-to-hand, your blows a whirlwind of steel. Multiple Actions no longer have any DC penalty if they are used to attack or parry with Melee.