Homebrew Origins and Perks in Forever Fallout, Missouri 2317 | World Anvil
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Homebrew Origins and Perks

Universal Perks


 

Archer


  A new Perk for use with bows and crossbows, which are considered Throwing Weapons.
[Very special thanks to Mortagon for coming up with this Perk.]
  Ranks: 3
Requirements, Rank 1: PER 7, Level 2+
Requirements, Rank 2: PER 7, Level 6+
Requirements, Rank 3: PER 7, Level 10+
  At rank 1 you become quicker when drawing arrows and loading crossbows, your fire rate with bows and crossbows increases by 1. (Note that most bows begin with a Fire Rate of 2. As Two-Handed ranged weapons, they are affected by the Rifleman Perk. But with the Archer 1 Perk, these weapons are brought to Fire Rate 3, and Rifleman no longer applies.)
  At rank 2 your attacks with bows and crossbows gain piercing 1 or increase their piercing by 1.
  At rank 3 The difficulty for attacking with bows and crossbows due to range decreases by 1.
   

Hand Loader


  [Even more thanks to Mortagon for these rules.]
  Ranks: 4
Requirements, Rank 1: AGI 6, Level 2+
Requirements, Rank 2: AGI 6, Level 6+
Requirements, Rank 3: AGI 6, Level 10+
Requirements, Rank 4: AGI 6, Level 14+
  You can craft ammunition from raw materials at a Tinker’s Workbench. Each rank in this Perk unlocks new ammunition types. (See the Crafting in Forever Fallout page for rules and recipes for crafting ammunition.)
   

Vehicle Perks


  These Perks can be found in Jimbly's Fallout 2d20 Vehicle Rules. For more information on vehicles, see the Vehicle Rules page.
 

Ace


Ranks: 2
Requirements, Rank 1: PER 6, Level 5+
Requirements, Rank 2: PER 6, Level 10+
  When you make a ranged attack with any weapon mounted on an aircraft (helicopter, airplane, etc.) you add +1CD per rank to the weapon’s damage. Each time you take this perk, the level requirement increases by 5.
   

Driver


Ranks: 1
Requirements: AGI 7, Level 2+
When piloting a wheeled vehicle, all of your Pilot Skill Tests are made a -1 Difficulty.
   

Flyboy


Ranks: 1
Requirements: AGI 7, Level 4+
When piloting an aircraft (helicopter, airplane, etc), all of your Pilot Skill Tests are made a -1 Difficulty.
   

Gearhead


Ranks: 3
Requirements, Rank 1: INT 6, Level 2+
Requirements, Rank 2: PER 6, Level 9+
Requirements, Rank 3: PER 6, Level 13+
  You can modify vehicles with mods. Each rank in this perk unlocks an additional rank of vehicle mods: rank 1 unlocks rank 1 mods, rank 2 unlocks rank 2 mods, etc.
   

Leadfoot


Ranks: 1
Requirements: PER 6, AGI 6, Level 4+
When you are piloting a wheeled vehicle in Combat, its Top Speed increases by 25% (round down). This does not affect the vehicle’s Acceleration, Braking or its speed over Long Distance.
   

Road Warrior


  Ranks: 2
Requirement, Rank 1: AGI 7, Level 5+
Requirement, Rank 2: AGI 7, Level 10+
  When you make a ranged attack with any weapon mounted on a ground vehicle (motorcycle, automobile, train, etc.) you add +1CD per rank to the weapon’s damage.
   

Sailor


Ranks: 1
Requirement: INT 6, Level 2+
When you pilot watercraft (boats, ships, submarines, etc), the vehicle’s Speed increases by 25% (round down) over Long Distance. This bonus does not apply to Combat movement.
 

Caesar's Legion Perks

     

DIMACHAERUS


  Ranks: 2
  Requirements, Rank 1: Legionary Training, Level 5+
  Requirements, Rank 2: Legionary Training, AGI 9+, Level 9+
    If the character is currently welding two weapons (each weapon in a separate hand or pincer,) and after making an attack with the first (main-hand) weapon, you may spend 1 AP to make a second attack with the off-hand weapon. The first (main-hand) attack needn’t be successful to initiate the off-hand attack. These two attacks and their damages are resolved separately with no special modifiers. There is no special penalty whatsoever. AP, LP and Fire Rate can be spent normally on each. The two weapons needn’t be of the same type (Legion troops often use a Melee Weapon in one hand and a Throwing Weapon in the other.)
    If the character buys any number of additional Major Actions with AP (or any other ability) and uses those Major Actions to make attacks, you may always spend 1 AP to add an off-hand attack. This off-hand attack and its damage are resolved normally. Any penalties that would apply to the main-hand attack are applied to the off-hand attack, but there are no special penalties to the off-hand attack. A character who had the amazing ability to take 10 Major Actions in a single turn would be able to make 10 off-hand attacks, given they had the 10 AP to spend.
    Though the main-hand attack spends a Major Action as usual, the off-hand attack is a Free Action. A character who uses a Major Action to make a main-hand attack and then spends 1 AP to make an off-hand attack still has their 1 Minor Action available to use however they wish. That character would also be able to buy 1 additional Major Action with AP and 1 additional Minor Action as usual.
    At rank 2, a character with three hands or pincers who is currently wielding three weapons, one in each grasper, may spend an additional 2 AP for a second off-hand attack. That totals 1 main-hand attack costing 1 Major Action, a first off-hand attack costing 1 AP and a second off-hand attack costing 2 AP. A sufficiently trained and equipped Mister Handy could make six attacks every Turn, though it would cost 8 Action Points.
     

Child of Atom


 

Origin


You are a faithful member of the Children of Atom religion, basking in the blessed glow of Atom's glory.
 

Child of Atom Perks


 

Atomic Storm


Ranks: 1
Requirements: Child of Atom, Level 5+
Once per Scene, and at any time, the character may enter a state of violent religious frenzy.
  Before any other action is resolved, the character immediately gains 10 Initiative, 10 HP and suffers -1 to their Defense. The Overseer makes note of the character's current HP and keeps it entirely secret. Any HP loss or Injuries the character takes are noted by the Overseer, but not reported to any of the players. The character suffers no ill effect from Injuries until the Atomic Storm ends.
  On each and every one of the character's Turns, they must take at least one Attack Major Action. Failing to do so costs them 5 Hit Points, taken away when their Turn ends. Each attack they make enjoys +2 Damage dice and -1 to the Difficulty of the Attack. Complications rolled on these Attacks will generate Attacks against allies, whenever possible.
  While in a state of Atomic Storm, a character can communicate and take actions as usual, but cannot engage in complex tasks involving Charisma or Intelligence.
  The Atomic Storm ends either when all enemies have been defeated, the character is reduced to 0 HP, or with a successful END+Survival Test (Difficulty 4.) The Skill Test can be Assisted, usually with CHA+Speech. When the Atomic Storm ends, the character immediately regains 1 Defense, loses 10 Initiative, loses 10 HP, all Injuries come into effect and the player is informed of the character's current HP.
   

Intelligent Deathclaw

[Very special thanks to ELH and Huitzil37 for the inspiration and much of the text for this origin.]
 

Origin


You are a creature feared throughout the wasteland, a 12-foot tall bipedal lizard, made even more deadly and clever by The Enclave exposing your ancestors to the Forced Evolutionary Virus (FEV). It is likely that you can trace your origins to the deathclaws Goris and Xarn, the only two survivors of the massacre of Vault 13 (from Fallout 2).
  You begin with the following traits:
  Powerful Body: Your initial Strength and Endurance attributes are increased by +2 each, and your maximum Strength and Endurance are increased to 12, but your maximum Intelligence and Charisma are both reduced to 6. Though you may raise any Skill Rating to 6, your Target Number on any roll cannot exceed 16 (even if your Attribute of 12 and your Skill Rating of 6 would logically mean it was 18.) You are completely immune to radiation and poison damage.
  You stand over 10 feet tall, and your hulking body is covered with greenish-grey scales. Your enormous hands and claws are surprisingly dexterous, allowing you to operate most human-intended devices such as doorknobs, computers and melee weapons. Only items that absolutely require human-scale hands like small guns, energy weapons and vehicles are inoperable to an adult deathclaw. You can only wear apparel which has been made to fit a deathclaw, usually at triple the listed price.
  Claws: Your basic Unarmed Strike (usually Damage 2, Physical) is replaced with your enormous claws, with the following stats:
Melee Weapon Weapon Type Damage Rating Damage Effects Damage Type Qualities
Deathclaw Claws Unarmed 3 Piercing Physical None

  Keen Senses: Whenever making a PER-based Skill Test employing your senses, reroll 1d20.
    Natural Hide: The Deathclaws thick scales offer a base 3 Physical DR and 3 Energy DR to all the body's Hit Locations. This is added to any additional DR from apparel, Perks, chems, etc.
 

Intelligent Deathclaw Perks


 

Hide of Scars


  Ranks: 3
Requirements, Rank 1: END 8, Level 3+, Intelligent Deathclaw
Requirements, Rank 2: END 8, Level 7+, Intelligent Deathclaw
Requirements, Rank 3: END 8, Level 11+, Intelligent Deathclaw
  Each rank of this Perk grants +1 Damage Resistance against Physical and Energy damage on all of your Hit Locations.
   

Talon of Fear


  Ranks: 3
Requirements, Rank 1: STR 7, END 7, Level 1+, Intelligent Deathclaw
Requirements, Rank 2: STR 7, END 7, Level 5+, Intelligent Deathclaw
Requirements, Rank 3: STR 7, END 7, Level 9+, Intelligent Deathclaw
  Each rank of this Perk grants your Deathclaw Claw attacks the Poison Damage Effect.
   

Synth, Generation 3


You are the ultimate achievement of The Institute, a synthetic person emulating a wild biological organism in every measurable way. You may or may not know your nature, but deep inside your brain is neural programming put their by your masters to control you.
 

Origin


Gen 3 Synths are so well-crafted that a player generates a Synth character using the Origin of the type of person they are emulating. A Gen 3 Synth emulating a Wastelander simply uses the Wastelander Origin, etc. There is only one added trait.
 

Gen 3 Synth Trait


As a simulated being, your internal processes, while indistinguishable from wild biologicals even with close medical scrutiny, is different. You do not visibly age, even if your model is in the form of a child. Your body generates its own energy from internal nuclear processes, so you never need to eat or sleep. But your simulation is such that your psychological need for food and sleep is intact, and you will suffer Fatigue from not eating or sleeping just as the creature you are emulating (Gen 3 Synths can die by Fatigue, but its really them thinking themselves to death.)
  The Institute has engineered control systems into both the flesh of your brain and a small mechanical Synth Component hidden deep in your skull. A complete control override, allowing someone to give you absolutely irresistible commands, is possible through either a unique command signal frequency (sent by radio wave) or a unique control override code (a spoken sequence of random words.) Engineers from The Railroad in The Commonwealth have spent decades trying to remove Institute conditioning from the world's remaining Synths. Even with the best of these treatments, an Institute override must be resisted by a successful END+Survival Skill Test, Difficulty 2.
 

Gen 3 Synth Perks


A synthetic person can push their biological frame harder than wild humans can. Synth Perks allow the player to take on points of Fatigue to accomplish effects. This Fatigue is always considered Sleep-based and can only be removed by sleep.
   

Killing Machine


Ranks: 2
Requirements, Rank 1: Gen 3 Synth, Level 4+
Requirements, Rank 2: Gen 3 Synth, Level 8+
  The player can give their character 2 Fatigue to add +1 Damage Dice to all of their attacks for the rest of the Scene.
  At Rank 2, the character can take an additional 2 Fatigue for an additional +1 Damage Dice to their attacks (that's 4 Fatigue for +2 Damage.)
   

More Human than Human


Ranks: 1
Requirements: Gen 3 Synth, Level 6+
At any time during their Combat Turn, the player can give their character 2 Fatigue to gain one additional Minor Action. The player can also give their character 4 Fatigue to take one additional Major Action. These can combine together and combine with spent Action Points for a total of 3 Minor Actions and 3 Major Actions per Combat Turn.
   

Savant


Ranks: 2
Requirements, Rank 1: Gen 3 Synth, Level 5+
Requirements, Rank 2: Gen 3 Synth, Level 9+
Before any Skill Test or Attack, the player can give their character 2 Fatigue to activate this Perk. If any Critical Successes are rolled on that Skill Test (whether by rolling a 1, or rolling at or below the Skill Rating of a Tagged Skill), you receive 1 additional d20 to the Dice Pool of that Skill Test. Additional Critical Successes generate AP as usual. This can increase a Dice Pool to 6d20.
  At Rank 2, the first two Critical Successes rolled become additional d20s in the Dice Pool. This can increase a Dice Pool to 7d20.
   

The Data Could be Called Pain


Ranks: 1
Requirements: Synth, Level 1+
The player can give their character 2 Fatigue to gain a state of pain rejection. For the rest of the Scene, the player ignores the effects of any and all Injuries.
   

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