Wasteland Trader Bob
| name | Bob |
|---|---|
| level | 1 |
| xp earned | 41 |
| xp to next level | 59 |
| origin | Survivor - Trader |
Attributes
strength
4
perception
4
endurance
4
charisma
4
intelligence
8
agility
7
luck
9
luck points
9
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 | 3 | 7 | |
| Big Guns | END | 5 | 9 | |
| Energy Weapons | PER | 3 | 7 | |
| Explosives | PER | 0 | 4 | |
| Lockpick | PER | 3 | 7 | |
| Medicine | INT | 0 | 8 | |
| Melee Weapons | STR | 0 | 4 | |
| Pilot | PER | 0 | 4 |
| Name | TAG | Attr | Rank | ∑ |
|---|---|---|---|---|
| Repair | INT | 5 | 13 | |
| Science | INT | 2 | 10 | |
| Small Guns | AGI | 4 | 11 | |
| Sneak | AGI | 0 | 7 | |
| Speech | CHA | 0 | 4 | |
| Survival | END | 0 | 4 | |
| Throwing | AGI | 0 | 7 | |
| Unarmed | STR | 0 | 4 |
Combat
melee dmg
-
defense
1
initiative
11
health
13 / 13
poison dr
Protection
| Location | Phys. DR | En. DR | Rad. DR | HP |
| Head (1-2) | ||||
| Torso (3-8) | 1 | 1 | ||
| Left Arm (9-11) | 1 | 1 | ||
| Right Arm (12-14) | 1 | 1 | ||
| Left Leg (15-17) | 2 | 3 | ||
| Right Leg (18-20) | 2 | 3 |
Weapons
| Name | TAG | Type | Dmg | Ammo Type | Range | Rate |
|---|---|---|---|---|---|---|
| Pipe Gun | Small Guns | 3d6 | .38 | C | 2 | |
| Effects | Qualities | Unreliable | Weight | 2 |
Ammo
| Caliber | Type | Count |
|---|---|---|
| .38 | Physical | 22 |
| 5 MM Rounds | Physical | 122 |
| Flamer Fuel | Physical | 8 |
Perks & Traits
| Perk | Rank |
|---|---|
| Educated | N/A |
| Benefit: You have one additional tag skill. Penalty: When you fail a skill test using a skill other than a tag skill, the GM gains 1 AP. | |
| Grim Reapers Sprint | 1 |
| When you make an attack that kills one or more enemies, roll 1d6. If you roll an Effect, add 2 AP to the group’s pool. | |
| Perk | Rank |
|---|---|
| Mysterious Stranger | 1 |
| From time to time, a Mysterious Stranger comes to your aid, with lethal results. At the start of a combat encounter, you may spend 1 Luck point. If you do so, then at any point during the scene, the GM may have the Mysterious Stranger appear, make a single ranged attack against an enemy you attacked, or who just attacked you, and then vanish. If you spend a Luck point and the Mysterious Stranger does not appear, the GM must refund the Luck point you spent. | |
Gear
| Item | Weight |
|---|---|
| Tough Clothing | 3 |
| Leather Armor Legs (Chaps) | 4 |
| Pipe Gun | |
| Garble Holo Disk | <1 |
| Signal Flares (7 Charges) | <1 |
| Pre-War Money (25 Caps Value) | <1 |
| Mutant Ox "Brahmin" (Bob -n- Weave) | |
| Multi Tool | 1 |
| Lab Coat | 1 |
| Mentats (1 Dose) | <1 |
| Welding Goggles | 1 |
| Item | Weight |
|---|
caps 50
carry weight 12 / 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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