Fallout: Races

Fallout: Races

The first step in character creation is to choose which race you would like to play. Each race is unique and has its own advantages. Each race gets up to three tags which gives certain skills a permanent +20 to those skills.

Beastlord

Are a group of cannibalistic tribals who underwent a mutation which gave them psychic control over various creatures. They were fond of poison, which can cause problems for even the most stalwart of bands.

S.P.E.C.I.A.L. Score Increase: Your Endurance and Intelligence increase by 1.

Age: Beastlords reach adulthood in their late teens and live less than a century.

Size: Beastlords vary widely in height and build, from barely 5 feet to well over 6 feet tall.

Speed: Your base walking speed is 30 feet.

Tags: You gain a tag in Animalismm, Survival and Wilderness Lore.

Vulnerability: You take twice as much damage from headshots.

Psychic Control: You can attempt to control an animal under your level using and Intelligence roll. If successful the animal is charmed by you and will follow you for up to 24 hours. You can only control one animal at a time.

Potent Poison: Poisons you craft deal twice as much damage as normal.

C-27 Series Robot

Created by the Acme corporation before the Great War, C-27 Series humanoid robots are the main work force for the Calculator. As the name states, they are bi-pedal, two armed robots, about the size of a large man.

S.P.E.C.I.A.L. Score Increase: Your Strength and Perception increase by 1.

Age: They remain active until powered down or destroyed.

Size: C-27 robots are on the larger size of humans and stand 6 to 8 feet tall.

Speed: Your base walking speed is 30 feet.

Tags: You gain a tag in Athletics, Big Guns and Throwing.

Vulnerability: You take twice as much damage from Energy Weapons.

Acme Born: You reduce all damage from non-energy weapons by 5.

Sensor Arrays: Your detection skill has different spectrums including Infrared, thermal, electromagnetic, nightvision, ultraviolet  

Dwarf

The DNA of the dwarves has mutated so instead of growing up to the average size of a human, they exhibit a remarkable height shortage. Although they lack the height of an average human, they lack none of the musculature

S.P.E.C.I.A.L. Score Increase: Your Agility increases by 1 and your Luck increases by 2.

Age: Dwarfs reach adulthood in their late teens and live less than a century.

Size: Dwarfs vary in height and build, from 2 feet to 4 feet tall.

Speed: Your base walking speed is 25 feet.

Tags: You can choose any three tags.

Vulnerability: You take twice as much damage from headshots.

Nimble Fingers: When attempting to pickpocket or steal you can reroll the check if you remain stealthed taking the better of the two checks.


Ghoul

Decrepit, rotting, zombie-like mutants. Intense and prolonged radiation has ravaged their skin, much of their flesh and many of their ligaments.

S.P.E.C.I.A.L. Score Increase: Your Endurance and Agility increases by 1 and your charisma decreases by 1.

Age: Ghouls are creations of radiation and can live 100 x their Endurance Score.

Size: Ghouls vary widely in height and build, from barely 5 feet to well over 6 feet tall. 

Speed: Your base walking speed is 40 feet.

Tags: You gain a tag in Unarmed, Sneak and Survival.

Vulnerability: You take twice as much damage from legshots.

Radioactive: Ghouls are immune to to radiation. Spending 10 minutes in intense radiation heals all broken limbs.

Glowing One: You can choose to make your Unarmed attacks deal Radiation damage instead of bludgeoning. 

Human

Humans are the most common among the surviving population.

S.P.E.C.I.A.L. Score Increase: You can choose any two S.P.E.C.I.A.L. scores and increase it by 1.

Age: Humans reach adulthood in their late teens and live less than a century.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. 

Speed: Your base walking speed is 30 feet.

Tags: You can choose any three tags.

Vulnerability: You take twice as much damage from headshots.

Super Mutant

These mutants were created by the Institute by means of exposure to the Forced Evolutionary Virus (FEV). They are massive, muscle-bound green creatures.

S.P.E.C.I.A.L. Score Increase: Your Strength by 3 and decrease your Charisma by 1.

Age: Super mutants regenerate their cells and cannot die from old age.

Size: Super Mutants are much larger creatures standing 7-10 feet tall.

Speed: Your base walking speed is 30 feet.

Tags: You gain a tag in Heavy Weapons Intimidation and Melee Weapons.

Vulnerability: You take twice as much damage from armshots.

Super Regeneration: Super Mutants are immune to to radiation and disease.

Super Weapon: When using a melee weapon your damage die changes to d12 instead of what it normally is. 

Synth

Synths represent the pinnacle of technology, being virtually indistinguishable from natural-born humans down to the cellular level. Each synth is built from lab-grown bones, muscles and other tissues that are assembled and brought to life at the Institute's Robotics lab, and are "born" with the bodies and mental faculties of full-grown adult humans. 

S.P.E.C.I.A.L. Score Increase: Your Endurance and Intelligence increases by 1.

Age: Synths age at a much slower rate and can live a century based upon their programming.

Size: Synths vary widely in height and build because they mimic other humans therefore they are from barely 5 feet to well over 6 feet tall.

Speed: Your base walking speed is 30 feet.

Tags: You gain a tag in Computer Science, Deception and Energy Weapons.

Vulnerability: You take twice as much damage from Energy Weapons.

Synthetic Body: You are immune to radiation.

Synth Skin: Your hard synth skin reduces all non-energy weapon damage by 2 to locations without armor.

Half-Claw

Created in a lab during the early stages of the post apocalyptic wasteland, these bio-engineered creatures were created to rain destruction upon their enemies. Instead they broke out of containment and spread among the states. Most fully transformed into a terrifying creature known as a Death Claw. But on rare occasions the human gene would take precedent and stop them from turning. 

S.P.E.C.I.A.L. Score Increase: Your Endurance by 2 and Strength by 1.

Age: Half-Claws who maintain their human side live longer then normal humans due to the genetic remapping. They can live up to 5 centuries.

Size: Half-Claws have claw like protrusions from their forearms and make them look bigger then what they are. They stand on average 6 to 7 feet tall.

Speed: Your base walking speed is 30 feet.

Tags: You gain a tag in Athletics, Unarmed and Intimation.

Vulnerability: You take twice as much damage from hits to your torso.

Claw Protrusions: Your claws that protrude from your arms are as dangerous as they look. Your Unarmed Strikes deal a d10 instead and are considered Fast in terms of spead.

Genetic Enhancement: Your limbs and head can withstand excessive force. Your arms, legs and head have an armor of 4 when not wearing armor.