Human: Survivor
You are the living legacy of the people who prepared
for Armageddon on their own. You are only alive in
the post-nuclear apocalyptic landscape because your
forebears dug in, survived, and found community
enough to continue humanity’s existence.
You could be from any number of settlements, isolated
shelters, or traveling groups that sparsely populate the
wasteland from West Coast to East Coast. You could
be from the New California Republic, carrying on the
legacy of Vault 15 and Shady Sands. You could fight
to protect others, calling a group of survivors like the
Minutemen or the Regulators your home. You could
also be a merciless raider or be born into one of these
groups but escaped in order to rehabilitate and reform.
Wherever you are from, or wherever you travel, making connections and laying down roots can be hard.
Survivors are naturally wary of others, and are always
on the lookout for the next conman, raiding party,
or thief that will take their hard-earned resources.
Travelling vast distances is difficult too, and many travelling survivors—particularly trading caravans—move
between large settlements within their area of the
wasteland, rather than travelling from coast to coast.
Traits
You may choose two of the following traits, or one trait and one additional perk. Each trait has a benefit and may have an accompanying penalty.Trait | Benefit | Penalty |
---|---|---|
Educated | You have one additional tag skill. | When you fail a skill test using a skill other than a tag skill, the GM gains 1 AP. |
Fast Shot | If you take a second major action in combat, and use it to make a ranged attack, the additional major action only costs 1 AP, rather than 2. | You cannot benefit from the Aim minor action—you’re too impatient. |
Gifted | Choose two S.P.E.C.I.A.L. attributes and increase them by +1 each. | Your maximum number of Luck points is one fewer than your Luck attribute. |
Heavy Handed | Your Melee Damage bonus increases by +1CD. | Your melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20. |
Small Frame | You may re-roll 1d20 on all AGI tests which rely on balance or contortion. | Your carry weight is 150 + (5 x STR) lbs., rather than 150 + (10 x STR) lbs. |
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