Maelstrom Posted March 9, 2008 Report Share Posted March 9, 2008 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. Quote Link to comment Share on other sites More sharing options...
Curufea Posted March 11, 2008 Report Share Posted March 11, 2008 Re: Fallout Perks A - C I've a friend who is mad keen on Wasteland and its Fallout sequels - I'll have to let him know, even though he isn't a Hero gamer, but a systemless. Quote Link to comment Share on other sites More sharing options...
Maelstrom Posted March 12, 2008 Author Report Share Posted March 12, 2008 Re: Fallout Perks A - C No worries. If he finds them useful, I'll work on D to Z. Quote Link to comment Share on other sites More sharing options...
robertep Posted March 13, 2008 Report Share Posted March 13, 2008 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 Quote Link to comment Share on other sites More sharing options...
Maelstrom Posted March 15, 2008 Author Report Share Posted March 15, 2008 Re: Fallout Perks A - C All excellent points, and I went round and round mentally about the "ghoul" deal, then decided it would be a precursor perk . . . um . . . which I haven't designed yet. And your criticals are better than mine. Looking forward to FO3. Quote Link to comment Share on other sites More sharing options...
Aroooo Posted March 15, 2008 Report Share Posted March 15, 2008 Re: Fallout Perks A - C When you get this all written up I'd like to post this on starherofandom if you don't mind Aroooo Quote Link to comment Share on other sites More sharing options...
Maelstrom Posted March 24, 2008 Author Report Share Posted March 24, 2008 Re: Fallout Perks A - C Sure, please do. Quote Link to comment Share on other sites More sharing options...
Maelstrom Posted March 24, 2008 Author Report Share Posted March 24, 2008 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 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.