Crow The Ghoul Mercenary
| name | Crow |
|---|---|
| level | 1 |
| xp earned | 41 |
| xp to next level | 59 |
| origin | Ghoul Mercenary |
Attributes
strength
4
perception
8
endurance
6
charisma
4
intelligence
7
agility
6
luck
5
luck points
4
2d20
3d20
4d20
5d20
Roll equal or under target number: 1 success (TAG skills: 2 successes), roll of 20: creates complication, roll of 1: 2 successes
Roll equal or under target number: 1 success (TAG skills: 2 successes), roll of 20: creates complication, roll of 1: 2 successes
Skills
| Name | TAG | Attr | Rank | ∑ |
|---|---|---|---|---|
| Athletics | STR | 0 | 4 | |
| Barter | CHA | 0 | 4 | |
| Big Guns | END | 0 | 6 | |
| Energy Weapons | PER | 0 | 8 | |
| Explosives | PER | 5 | 13 | |
| Lockpick | PER | 1 | 9 | |
| Medicine | INT | 0 | 7 | |
| Melee Weapons | STR | 0 | 4 | |
| Pilot | PER | 0 | 8 |
| Name | TAG | Attr | Rank | ∑ |
|---|---|---|---|---|
| Repair | INT | 2 | 9 | |
| Science | INT | 1 | 8 | |
| Small Guns | AGI | 5 | 11 | |
| Sneak | AGI | 5 | 11 | |
| Speech | CHA | 0 | 4 | |
| Survival | END | 2 | 8 | |
| Throwing | AGI | 1 | 7 | |
| Unarmed | STR | 0 | 4 |
Combat
melee dmg
-
defense
1
initiative
14
health
11 / 11
poison dr
Protection
| Location | Phys. DR | En. DR | Rad. DR | HP |
| Head (1-2) | ||||
| Torso (3-8) | 2 | 3 | ||
| Left Arm (9-11) | 1 | 1 | ||
| Right Arm (12-14) | 1 | 1 | ||
| Left Leg (15-17) | 1 | 1 | ||
| Right Leg (18-20) | 1 | 1 |
Weapons
| Name | TAG | Type | Dmg | Ammo Type | Range | Rate |
|---|---|---|---|---|---|---|
| Tire Iron | Melee Weapons | 3d6 | - | 0 | ||
| Effects | Qualities | Weight | 2 | |||
| Hunting Rifle | Small Guns | 6d6 | .308 | L | 0 | |
| Effects | Piercing 1 | Qualities | Two Handed | Weight | 10 | |
| Baseball Grenades (2) | Explosives | 5d6 | M | 0 | ||
| Effects | Qualities | Blast, Thrown | Weight | 0 |
Ammo
| Caliber | Type | Count |
|---|---|---|
| .308 | Physical |
Perks & Traits
| Perk | Rank |
|---|---|
| Necrotic Post human | |
| You are immune to radiation damage. In fact, you’re healed by it—you regain 1 HP for every 3 points of radiation damage inflicted upon you, and if you rest in an irradiated location, you may re-roll your dice pool when checking if your injuries heal. In addition, Survival becomes a Tag skill, increasing it by 2 ranks. | |
| Perk | Rank |
|---|---|
| Pathfider | 1 |
| When traveling over long distances through the wilderness, a successful PER + Survival test (with a difficulty determined by the GM, based on the terrain) reduces the travel time by half. | |
Gear
| Item | Weight |
|---|---|
| Tough Clothing | 2 |
| Leather Chest Piece | 5 |
| Note For a Job (50 Caps State Theater) | <1 |
| Calmex (1 Dose) | <1 |
| Baseball Grenades (2) | 2 |
| Item | Weight |
|---|
caps 15
carry weight 21 / 190
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The 2d20 system and Modiphius Logos are © Modiphius Entertainment Ltd. 2015-2021. All 2d20 system text is © Modiphius Entertainment Ltd.
Fallout RPG Character Sheet v1.2, made by Tillerz - Updated: 2023-07-31
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