Doctor Handy: Difference between revisions
Jump to navigation
Jump to search
Quicksilver (talk | contribs) (Created page with "{{infobox fallout/denver}} ''Opening Statement'' == Discription == == Characteristics == {|width="400" |-style="font-size: 36px; text-align: center; height: 36px;" |'''S'''...") |
Quicksilver (talk | contribs) |
||
Line 146: | Line 146: | ||
* ''Mechanical'': Immune to Poison & Radiation, Cannot benefit from Food, Drink, Chems, Sleep or Medicine. Repair to heal. | * ''Mechanical'': Immune to Poison & Radiation, Cannot benefit from Food, Drink, Chems, Sleep or Medicine. Repair to heal. | ||
* ''Thrusters'': Hover Movement, Maximum carry is 150lb. | * ''Thrusters'': Hover Movement, Maximum carry is 150lb. | ||
* '' | * ''Medic'': When you use the first aid action to try and treat an injury, you can re-roll 1d20. | ||
== Equipment == | == Equipment == |
Revision as of 14:20, 21 May 2021
Fallout: Denver | |
---|---|
GM | |
Erik | |
Characters | |
Archibald Fitzwilliam Kingsland (Jason) The Doctor (Adam) Eugene (Ben) Odibee Jones (Mark) Roland Bell (Tim) The Vault Dweller (Lisa) | |
The Game | |
Character Level: 1 | |
Date | |
March 20, 2278 |
Opening Statement
Discription
Characteristics
S | P | E | C | I | A | L |
4 | 6 | 4 | 4 | 8 | 7 | 7 |
Skills
Skill | Ability | Rank | Tag? | Notes | |
Athletics | Str. | 0 | ✓ | ||
Barter | Cha. | 0 | |||
Big Guns | End. | 0 | |||
E. Weapons | Per. | 0 | |||
Explosives | Per. | 0 | |||
Lockpick | Per. | 0 | |||
Medicine | Int. | 0 | |||
M. Weapons | Str. | 0 | |||
Pilot | Per. | 0 | |||
Repair | Int. | 0 | |||
Science | Int. | 0 | |||
Small Guns | Cha. | 0 | |||
Sneak | Agi. | 0 | |||
Speech | Cha. | 0 | |||
Survival | End. | 0 | |||
Throwing | Agi. | 0 | |||
Unarmed | Str. | 0 |
Background & Perks
- Multieyed: Reduce perception difficulties by 1
- Mechanical: Immune to Poison & Radiation, Cannot benefit from Food, Drink, Chems, Sleep or Medicine. Repair to heal.
- Thrusters: Hover Movement, Maximum carry is 150lb.
- Medic: When you use the first aid action to try and treat an injury, you can re-roll 1d20.
Equipment
Built-In
- Pincer Arm: Manipulator
- Laser Cutter: Energy Weapon; Damage 4, Pierce 1,
- Arm
- Standard Plate:
- Diagnostic Unit:
Carried
- Bowtie: Magnetic Bowtie. Bowties are cool.
- Labcoat:
Consumables
- Stimpak:
- Mentats
- Caps: 10