name | Dar Israd |
---|---|
level | 1 |
xp earned | 41 |
xp to next level | 59 |
origin | Vault Dweller |
Name | TAG | Attr | Rank | ∑ |
---|---|---|---|---|
Athletics | STR | 2 | 7 | |
Barter | CHA | 0 | 4 | |
Big Guns | END | 0 | 5 | |
Energy Weapons | PER | 5 | 13 | |
Explosives | PER | 0 | 8 | |
Lockpick | PER | 3 | 11 | |
Medicine | INT | 0 | 8 | |
Melee Weapons | STR | 0 | 5 | |
Pilot | PER | 5 | 13 |
Name | TAG | Attr | Rank | ∑ |
---|---|---|---|---|
Repair | INT | 0 | 8 | |
Science | INT | 0 | 8 | |
Small Guns | AGI | 0 | 6 | |
Sneak | AGI | 5 | 11 | |
Speech | CHA | 0 | 4 | |
Survival | END | 0 | 5 | |
Throwing | AGI | 0 | 6 | |
Unarmed | STR | 0 | 5 |
Location | Phys. DR | En. DR | Rad. DR | HP |
Head (1-2) | ||||
Torso (3-8) | 1 | 2 | ||
Left Arm (9-11) | 1 | 2 | ||
Right Arm (12-14) | 1 | 2 | ||
Left Leg (15-17) | 1 | 2 | ||
Right Leg (18-20) | 1 | 2 |
Name | TAG | Type | Dmg | Ammo Type | Range | Rate |
---|---|---|---|---|---|---|
10 MM Pistol | Small Guns | 4d6 | 10 mm | C | 2 | |
Effects | Qualities | Reliable | Weight | 2 | ||
Switch Blade | Melee Weapons | 2d6 | - | |||
Effects | Piercing 1 | Qualities | Concealable | Weight | 1 | |
Baton | - | - | ||||
Effects | Qualities | Weight | 2 |
Caliber | Type | Count |
---|---|---|
10 mm Rounds | Physical | 8 |
Fusion Cells | Physical | 14 |
Perk | Rank |
---|---|
Vault Kid | |
Your healthier start to life at the hands of trained doctors and sophisticated auto-docs means you reduce the difficulty of all END tests to resist the effects of disease. In addition, your carefully-planned upbringing means you have one additional tag skill of your choice. |
Perk | Rank |
---|---|
Sniper | 1 |
When you take the Aim minor action, and then make a ranged attack with a two-handed weapon with the Accurate quality, you can specify a hit location to target without increasing the difficulty of the attack |
Item | Weight |
---|---|
Vault 69 Jumpsuit | 1 |
Vault 69 Canteen | 1 |
Pip Boy | <1 |
Scrap (5) | 5 |
Calmex (1 Dose) | <1 |
Item | Weight |
---|