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2024-04-29 15:14:28 +02:00
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commit 6b07b49c00
5 changed files with 252 additions and 65 deletions

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@ -47,15 +47,17 @@ Once per quest, the GM may introduce a complication which reflects the nature of
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\begin{tabular}{|p{2cm}|p{7cm}|p{7cm}|}
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\begin{tabular}{p{2cm}p{7cm}p{7cm}}
\rowcolor[HTML]{000000}
{\color[HTML]{FFFFFF}\textbf{SURVIVOR TRAITS}} & {\color[HTML]{FFFFFF}\textbf{BENEFIT}} & {\color[HTML]{FFFFFF}\textbf{PENALTY}} \\ \hline
Educated & You have one additional Tag skill & When you fail a skill test using a skill other than a tag skill, the GM gains 1 AP. \\ \hline
Fast Shot & If you take a second major action in combat, and use it to make a ranged attack, the additional major action only costs 1 AP, rather than 2 & You cannot take the aim minor action. \\ \hline
Gifted & Choose two S.P.E.C.I.A.L. attributes and increase them by +1 each. & Your maximum number of Luck Points is 1 less than your LCK attribute. \\ \hline
Heavy-handed & Your Melee Damage bonus increases by +1\dice{} & Your melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20\\ \hline
Small Frame & You may re-roll 1d20 on all AGI tests which rely on balance or contortion. & Your carry weight is 150 + (5 x STR) lbs., rather than 150 + (10 x STR) lbs.\\ \hline
\multicolumn{3}{c}{\color[HTML]{FFFFFF}\textbf{SURVIVOR TRAITS}} \\
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\multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{TRAITS}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{BENEFIT}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{PENALTY}} \\
Educated & You have one additional Tag skill & When you fail a skill test using a skill other than a tag skill, the GM gains 1 AP. \\
Fast Shot & If you take a second major action in combat, and use it to make a ranged attack, the additional major action only costs 1 AP, rather than 2 & You cannot take the aim minor action. \\
Gifted & Choose two S.P.E.C.I.A.L. attributes and increase them by +1 each. & Your maximum number of Luck Points is 1 less than your LCK attribute. \\
Heavy-handed & Your Melee Damage bonus increases by +1\dice{} & Your melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20\\
Small Frame & You may re-roll 1d20 on all AGI tests which rely on balance or contortion. & Your carry weight is 150 + (5 x STR) lbs., rather than 150 + (10 x STR) lbs.\\
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@ -75,27 +77,29 @@ You may choose two Tribal traits or 1 Tribal trait and either a Survivor trait o
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{\color[HTML]{FFFFFF}\textbf{ATTACHMENT}} & {\color[HTML]{FFFFFF}\textbf{EFFECT}} \\ \hline
10mm Auto Pistol & You can make ranged attacks using a 10mm auto pistol \\ \hline
Buzz-Saw & You can cut objects and make melee attacks with a circular saw. The buzz-saw inflicts 3\dice{} Piercing 1 physical damage. \\ \hline
Flamer & You can set objects alight, cook food, or make ranged attacks with a short-range flamethrower. \\ \hline
Laser Emitter & You can cut objects or make ranged attacks using a laser. \\ \hline
Pincer & You can pick up objects with an individual pincer that weighs no more than 40 lbs. and manipulate objects in your environment. You may also make unarmed attacks (2\dice{} physical damage) with the pincer. \\ \hline
\multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{ATTACHMENT}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{EFFECT}} \\
10mm Auto Pistol & You can make ranged attacks using a 10mm auto pistol \\
Buzz-Saw & You can cut objects and make melee attacks with a circular saw. The buzz-saw inflicts 3\dice{} Piercing 1 physical damage. \\
Flamer & You can set objects alight, cook food, or make ranged attacks with a short-range flamethrower. \\
Laser Emitter & You can cut objects or make ranged attacks using a laser. \\
Pincer & You can pick up objects with an individual pincer that weighs no more than 40 lbs. and manipulate objects in your environment. You may also make unarmed attacks (2\dice{} physical damage) with the pincer. \\
\end{tabular}\vspace*{10pt}
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\begin{tabular}{|p{2cm}|p{7cm}|p{7cm}|}%
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\begin{tabular}{p{2cm}p{7cm}p{7cm}}%
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{\color[HTML]{FFFFFF}\textbf{TRIBAL TRAITS}} & {\color[HTML]{FFFFFF}\textbf{BENEFIT}} & {\color[HTML]{FFFFFF}\textbf{PENALTY}} \\ \hline
Mother Wasteland & Spend 1 Luck point to gain insight into the quest, situation, or scene as if you'd spent 3 AP to use Obtain Information 3 times. This information is often cryptic and mystical in nature. & Complications make scenes involving pre-War artifacts harder to understand, limiting your use of them. \\ \hline
Nomad & Re-roll 1d20 on Survival tests to travel, set up camp, and forage for food and water. In addition, ignore the first complication rolled when making these tests. & Barter and Speech tests increase their difficulty and complication range by 1 when dealing with inhabitants of a static settlement. Science cannot be a Tag skill. \\ \hline
Rite of Passage & The first time you spend Luck in a scene, roll 1\dice{}. If you roll an effect you have not spent that Luck point. & You view everyone who hasn't gone through your rite of passage as lesser. You cannot assist another PC without spending 1 AP first. \\ \hline
Tools of the Old World & You may use Survival instead of Repair or Science to repair or make use of pre-War tech. & The complication range of tests involving pre-War technology (not weapons) is increased by 2. \\ \hline
The Chosen One & The first d20 you purchase is free on tests relating to your tribe's quest, and you can always succeed at a cost. & The GM adds 2 AP to their pool when your quest comes up. \\ \hline
\multicolumn{3}{c}{\color[HTML]{FFFFFF}\textbf{TRIBAL TRAITS}} \\
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\multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{TRAIT}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{BENEFIT}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{PENALTY}} \\
Mother Wasteland & Spend 1 Luck point to gain insight into the quest, situation, or scene as if you'd spent 3 AP to use Obtain Information 3 times. This information is often cryptic and mystical in nature. & Complications make scenes involving pre-War artifacts harder to understand, limiting your use of them. \\
Nomad & Re-roll 1d20 on Survival tests to travel, set up camp, and forage for food and water. In addition, ignore the first complication rolled when making these tests. & Barter and Speech tests increase their difficulty and complication range by 1 when dealing with inhabitants of a static settlement. Science cannot be a Tag skill. \\
Rite of Passage & The first time you spend Luck in a scene, roll 1\dice{}. If you roll an effect you have not spent that Luck point. & You view everyone who hasn't gone through your rite of passage as lesser. You cannot assist another PC without spending 1 AP first. \\
Tools of the Old World & You may use Survival instead of Repair or Science to repair or make use of pre-War tech. & The complication range of tests involving pre-War technology (not weapons) is increased by 2. \\
The Chosen One & The first d20 you purchase is free on tests relating to your tribe's quest, and you can always succeed at a cost. & The GM adds 2 AP to their pool when your quest comes up. \\
\end{tabular}
\end{center}
@ -402,29 +406,30 @@ Chose one of the following equipment packs, in accordance with your origin:
\subsection{Tag Skill Equipment}
For each Tag skill you selected during character creation, gain the items listen in the table below:
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{\color[HTML]{FFFFFF}\textbf{TAG SKILL}} & {\color[HTML]{FFFFFF}\textbf{ITEMS RECEIVED}} \\ \hline
Athletics & Casual clothing, 1 Buffout \\ \hline
Barter & 2d20 additional caps \\ \hline
Big Guns & 4+2\dice{} shots of flamer fuel \\ \hline
Energy Weapons & Fusion cell containing 6+3\dice{} shots \\ \hline
Explosives & 2 Molotov cocktails or 2 baseball grenades \\ \hline
Lockpick & 4+2\dice{} bobby pins \\ \hline
Medicine & 1 first aid kit, 1 Stimpak \\ \hline
Melee Weapons & Machete or baseball bat \\ \hline
Pilot & Broken car parts (equivalent to 5 common scrap) \\ \hline
Repair & Multi-tool \\ \hline
Science & Lab coat, 1 dose of Mentats \\ \hline
Small Guns & 6+3\dice{} additional shots of ammunition of a type you already possess \\ \hline
Sneak & One dose of Calmex \\ \hline
Speech & Formal hat, formal clothing \\ \hline
Survival & 2 purified water, 1 iguana on a stick \\ \hline
Throwing & 4+2\dice{} throwing knives or 2+1\dice{} tomahawks \\ \hline
Unarmed & Knuckles \\ \hline
\multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{TAG SKILL}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{ITEMS RECEIVED}} \\
Athletics & Casual clothing, 1 Buffout \\
Barter & 2d20 additional caps \\
Big Guns & 4+2\dice{} shots of flamer fuel \\
Energy Weapons & Fusion cell containing 6+3\dice{} shots \\
Explosives & 2 Molotov cocktails or 2 baseball grenades \\
Lockpick & 4+2\dice{} bobby pins \\
Medicine & 1 first aid kit, 1 Stimpak \\
Melee Weapons & Machete or baseball bat \\
Pilot & Broken car parts (equivalent to 5 common scrap) \\
Repair & Multi-tool \\
Science & Lab coat, 1 dose of Mentats \\
Small Guns & 6+3\dice{} additional shots of ammunition of a type you already possess \\
Sneak & One dose of Calmex \\
Speech & Formal hat, formal clothing \\
Survival & 2 purified water, 1 iguana on a stick \\
Throwing & 4+2\dice{} throwing knives or 2+1\dice{} tomahawks \\
Unarmed & Knuckles \\
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