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Stara 2.4.2009, 17:56   #6
Ilmarinen
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~*~*~Traits~*~*~


Optional Traits – Optional traits describe your character in more detail. All traits will have positive and negative effects. You can choose none or up to two traits during character creation.


Agoraphobic*

Description:
You have an inborn fear of outdoors. Fells like you were living your entire life in a vault or something. You’ve spent more time at home learning, feeling safer in your room. As long as you are in closed area [inside of a building, sewers, caves etc.] you gain +10% bonus to your skill rolls. But, whenever you find yourself out on open [aka desert, fields, city squares, streets etc.] you suffer a panic attack [roll for IN] and lose -2 to AG as well as your skill bonus, but get +2 ST from fear.


Beta Software

Description: You have been equipped with an experimental operating system and peripherals. You get 1 extra tag skill, but whenever using any tag skill you must roll against LK or suffer automatic failure and, in combat, loss of all APs for that round.


Bloody Mess

Description: By some strange twist of fate, people around you die violently [including you!]. You always see a worst way a person can die. All critical hits do 20% more damage when you are around.


Bruiser

Description: A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your Strength is increased. You loose 2 AP, and get 4 point bonus to ST [can’t go over racial maximum].


Chemical Reliant

Description:
You are more easily addicted to chems. Your chance to be addicted is twice as normal, but you recover in half the time from their ill effects. Robots cannot choose this trait.


Clean Living (ex Chemical resistant)

Description:
Chems affect you only half as long as normal, but your chance to get addicted is only 50% the normal amount. Robots cannot choose this trait.


Claustrophobic*

Description: Years of living in the wasteland have left you wary of closed spaces. As long as you are out on open [desert, fields, city squares, streets etc.] you gain +10% bonus to your skill rolls. But, whenever you find yourself between four walls [inside of a building, sewers, caves etc.], you suffer a panic attack [roll for IN] and lose -2 to AG as well as your skill bonus, but get +2 ST from fear.


Domesticated


Description: You have undergone extensive house training and have developed above-average intelligence. Your IN is raised by 1 [can go above racial maximum] but you get a -2 penalty to melee damage. Only Deathclaws and Dogs can choose this trait.


Doubled Vital Equipment*

Description: You have two sets of vital internal machinery. This makes you able to sustain more damage but takes some extra room in your storage capacity. Your hp gained per level is doubled but your carry weight is lowered by 100. Only Robots can choose this trait.


EMP Shielding

Description: You have a dedicated EMP shielding system. You must pay 6 AP more for any move involved action because of your heavy equipment, but you have 50% resistance to all forms of EMP attacks. Robots only.


Fast Metabolism

Description: Your metabolic rate is twice as normal. This means that you are much less resistant to radiation and poison, but your body heals faster. You get a 4 point bonus to your healing rate, but your radiation and poison resistance start at 0% regardless of EN [racial modifiers are added later]. Robots cannot choose this trait.


Fast Shot


Description: You don’t have time to aim for a targeted attack, because you attack faster than normal people. It costs you 10 AP less to use a weapon [has no effect on HtH attacks], but you cannot perform targeted shots.


Fear the Reaper

Description:
You have cheated death! You gain perks as if you were human, but you are now on death short list. Whenever you receive a critical hit, you must roll against your LK or else drop dead. Only Ghouls can choose this trait.


Feral Kid*

Description:
School never interested you. You always preferred the natural ways than to boggle your mind with technology. You gain one-time bonus of 15% to unarmed, melee weapons, throwing, archery, sneak and outdoorsman but all of your tech skills suffer a penalty [biology, chemistry, physics, electronics, computers, geology, mechanics, pilot, and repair are down 10% - these numbers cannot go below 0%].
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