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Fallout Perks A - C


Maelstrom

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I don't know how many people remember Fallout, but I had some time and designed some of the "Perks" from the game. Unfortunately, some of concepts don't transfer well, but here they are, for what they're worth.

 

10 Action Boy: +1 SPD

 

Adrenaline Rush, all slots Only when STUN drops below 50% Power loses about half of its effectiveness (-1)

5 1) +10 STR (10 Active Points); Only when STUN drops below 50% Power loses about half of its effectiveness (-1) 1

9 2) +6 DEX (18 Active Points); Only when STUN drops below 50% Power loses about half of its effectiveness (-1)

 

8 Animal Friend: +25 PRE (25 Active Points); only to keep animals from attacking you Power loses almost all of its effectiveness (-2)

 

13 Awareness: Detect Armament or Weapon A Single Thing 11- (Unusual Group), Discriminatory, Analyze 0

 

7 Ayyyyyyyyy: Lockpicking 15- (9 Active Points); Limited Power Power loses about a fourth of its effectiveness (Must hit the locked item or door loudly; -1/4)

 

19 Better Criticals: Hand to Hand: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Trigger: only on a half-roll (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Only for games that allow half-roll criticals, of course.; +1/4) (19 Active Points) 2

 

19 Better Criticals: Ranged: Killing Attack - Ranged 1d6, Trigger: only on a half-roll critical (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Only for games that allow a half-roll critical.; +1/4) (19 Active Points) 2

 

4 Bluff Master: +10 PRE (10 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only when trying to talk yourself out of trouble; -1 1/2)

 

2 Body Snatcher: +3 with Disguise (6 Active Points); Limited Power Power loses about two-thirds of its effectiveness (When you have uniforms of the enemy, no matter how bloodstained or torn.; -1 1/2)

 

2 Bone Head: +5 STR (5 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only when down to 1/2 STUN points; -1 1/2) 1

 

1 Bonsai: There's a tree growing out of your head!: Life Support (Eating: Character does not eat) (3 Active Points); Limited Power Power loses about half of its effectiveness (Only for the "Ghoul" race; -1) 0

 

5 Bonus HtH Attacks: Rapid Attack (HTH)

 

3 Bonus HtH Damage: Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-1/2) 1

 

10 Bonus Move: +1 SPD

 

15 Bonus Ranged Damage: Killing Attack - Ranged 1d6 1

 

5 Bonus Rate of Fire: Rapid Attack (Ranged)

 

3 Bracing: +10 STR (10 Active Points); Limited Power Power loses almost all of its effectiveness (Only useable for STR minimums; -2) 1

 

1 Brown Noser: can be taken multiple times: Fringe Benefit: Corporal

 

7 Cancerous Growth: Healing BODY 1d6, Can Heal Limbs (15 Active Points); Limited Power Power loses about half of its effectiveness (Only for Ghouls; -1) 1

 

6 Cautious Nature: +3 versus Range Modifier for Hearing Group and Normal Sight 0

 

5 Comprehension: Eidetic Memory

 

17 Crazy Bomber: Desolidification , Trigger: just before the explosion goes off (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; +1/4) (50 Active Points); Limited Power Power loses almost all of its effectiveness (Only if your demolitions roll fails; -2) 5

 

10 Cult of Personality: +10 PRE

 

 

Couldn't figure out the HTML, sorry.

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Re: Fallout Perks A - C

 

Nice work and repped ..but a few remarks if you don't mind :)

 

1st.IMO this limitation

"Limited Power Power loses about half of its effectiveness (Only for Ghouls; -1)"

should be removed from all powers that have them as it is not a limitation on the use of the power...either you have are a Ghouls and thus you can take it and have full benefit or you are not and can't take it in the first place

....if at all it should be a perk for the ghule (x-points..Ghouls: can take ghoule only powers and abilitie)

 

2nd.IMO the following power

"19 Better Criticals: Hand to Hand: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Trigger: only on a half-roll (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Only for games that allow half-roll criticals, of course.; +1/4) (19 Active Points) 2"

should be built differently because as you have it now it cost you more to do more damage only if you roll high enough then doing more damage always

 

so here is how I would build it

10 Better Criticals: Killing Attack - Hand-To-Hand 1d6 (15 Active Points); Limited Power Power loses about a third of its effectiveness (only on a half-roll; -1/2)

Note:Power is available only for games that allow half-roll criticals, of course.

 

same thing for the ranged variant ..obviously ;P

 

Please do make the rest of them as this raises nostalgia for me and also helps bear the weight of anticipation for Fallout 3 :D

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  • 2 weeks later...

Re: Fallout Perks A - C

 

D through F

 

Deadly Accuracy

5 1) +1 with Ranged Combat

6 2) +2 with range mod

 

Death Sense

4 1) +4 PER with Sight Group (8 Active Points); Limited Power: only in darkness Power loses about half of its effectiveness (-1) 0

4 2) Only to spot stealthed enemies: +5 PER with Sight Group (10 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 1/2) 0

 

10 Demolitions Expert: +5 with Demolitions

 

4 Dermal Impact Armor: Armor (5 PD/0 ED) (8 Active Points); IIF Expendable (Very Difficult to obtain new Focus; -3/4) 0

 

Dermal Impact Assault Armor

7 1) Armor (8 PD/0 ED) (12 Active Points); IIF Expendable (Very Difficult to obtain new Focus; -3/4) 0

1 2) Ugly, now: -1 with single Characteristic Roll -- Presence-based (-2 Active Points)

 

6 Die Hard: Armor (5 PD/5 ED) (15 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only when BODY drops below 1/4 of total; -1 1/2) 0

 

3 Divine Favor: +3 STR 1

 

3 Divine Favor (in the alternative): +1 DEX

 

5 Dodger: +1 with DCV

 

Drunken Master, all slots Limited Power Power loses about half of its effectiveness (Only when inebriated; -1)

4 1) Hand-To-Hand Attack +2d6 (10 Active Points); Limited Power Power loses about half of its effectiveness (Only when inebriated; -1), Hand-To-Hand Attack (-1/2) 1

 

Educated: Use "SCHOLAR" skill enhancer. Can't figure out how to do this with Hero Designer, unfortunately.

 

5 Earlier Sequence: Lightning Reflexes: +3 DEX to act first with All Actions

 

6 Empathy: Telepathy 3d6 (15 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only to gauge other person's reactions in conversation; -1 1/2) 1

 

4 Expert Excrement Expeditor: +2 with Conversation

 

7 Explorer: 3d6 (15 Active Points); Limited Power Power loses about half of its effectiveness (only for encountering special things in the wilderness; -1) 0

 

5 Faster Healing: Rapid Healing

 

4 Flexible: Double Jointed

 

5 Flower Child: Life Support (Immunity: withdrawal effects from chemical stimulants) 0

 

7 Fortune Finder: Luck 3d6 (15 Active Points); Limited Power Power loses about half of its effectiveness (Only for finding loot during encounters in the wilderness; -1) 0

 

3 Friendly Foe: Detect Enmity towards ME A Single Thing 11-/20- (Unusual Group) 0

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