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CLASSES AND LEVELING UP AND PERKS AND SKILLS...

Posted by The GMFor group 0
The GM
GM, 15 posts
Thu 11 Nov 2021
at 15:49
  • msg #1

CLASSES AND LEVELING UP AND PERKS...

"Okay, so this is Fallout but in a fantasy world... Since it's in a fantasy world, can we have character classes?"

Okay so I thought about this.

Look: every player in FALLOUT starts a basically a human Fighter 1//Thief 1.

As you level up, you can lean toward one of those classes or the other, or anywhere in-between, up to and including starting to take what would about to taking additional levels in Blacksmith-Artificer if you want.

So you're all going to start as the equivalent of Fighter 1//Thief 1 and go from there (unless you're an Ogre, in which case you're Fighter 1 (or 2?) or an Automata, in which case you're kind of a first-level mage. But that's not the point right now)...

Each time you level up, you may choose a Perk (edit: OR a Skill-- scroll down below the Perks). Here's the list of Perks:


FIGHTER PERK: Superior Warrior: When you hack and slash, on a result of 12 or better, you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy (GM's choice which).


FIGHTER PERK: Disarm: When you roll an 11 or better in melee, instead of dealing stress, you can choose to disarm your opponent. If you're using the right sort of weapon, this can sometimes mean natural weapons, too, like cutting off a giant scorpion's sting (not possible with a fencing foil, but if you have a big sword or axe...)



BARBARIAN/RANGER PERK: Trophy: When you face and triumph over a danger, you may keep a trophy to remind you of it. You may carry up to three trophies. When you choose, you may discard the trophy, to get a +2 bonus on your next roll...


BARBARIAN PERK: Now I'm Mad: Each time you take damage, take +1 forward. (But not +1 per hp lost! Just each time you take fresh damage, you take +1 on your next roll.)


BARBARIAN PERK: Step Off: Every melee attack you make has the chance to knock your enemy backwards, or maybe knock them down. This happens on a result of 11 or better.


BARBARIAN PERK: Revenge: Add +2 ongoing to your attack rolls if a PC ally has already been knocked out or killed in this combat.


BARBARIAN PERK: Look Of Fear: When you ritualistically mark your bare skin with terrifying designs, gain 1 armor as long as you wear these markings.


BARBARIAN PERK: Smash! When you hack and slash, on a 12+ deal your damage and choose something physical your target has (a weapon, their armor, their position-- but not a body part): they lose it.


BARBARIAN PERK: Guardian Totem: Choose a totem animal (suggestions: wolf, bear, ox, bighorn). Once a day (dawn to dawn) you may have your totem animal counter a magical attack targeting you. It will have no effect, or else its effect will be weakened (GM's choice). This has no effect on non-magical attacks. (If there is ever a gray area, the GM will decide what counts as a magical/non-magical attack.)


--BARBARIAN/BARD PERK: Taunt:
When you taunt an NPC, roll +Charming.
--On a 10 or better, you take +1 forward against them, and choose one from the list below.
--On a 7+, choose one from the list below.
--On a miss, they do as they please and you take -1 forward against them.

--They do what you wanted them to do
--They leave, upset with you
--They attack you, but they take -1 forward (-2 if your result was higher than 12!)



PALADIN PERK: Charge! When you lead the charge into combat, those you lead take +1 forward.


PALADIN PERK: That's My Philosophy: Choose two of these things: Justice, Mercy, Courage, Honor. At the dawn of each game day, hold 3 Creed. When you act to uphold one or more of the ideals you have chosen, you may choose to spend 1 Creed to add +1 to your roll. Also if you take damage as a result of that roll or action, you may spend Creed, 1 for 1, to reduce the amount of damage you take. You lose any remaining Creed at the start of each game day, and get 3 new Creed. If you ever act in a way that does not uphold your creed, you lose all Creed points until the next dawn.

This perk may be taken twice, to get 3 extra Creed each dawn.



PALADIN/BARD PERK: Welcome To Our Humble Settlement: When you arrive at a new settlement, someone honorable will accept you as their guest and provide you with hospitality, and advice. If you also agree to help them solve a problem they have, take +1 forward.


RANGER PERK: Favored Enemy: You must choose one type of enemy from this list:
--Accursed Insects
--Accursed Animals (that aren't insects)
--Ogres and Giants
--Mindless Ghouls
--Automata
--Cultists

You always get +1 when your roll directly involves your chosen Favored Enemy.


--RANGER PERK: HOLY MOLY: You've worked out an herbal solution that will ward off the curses... for a short time.
--When you spend at least an hour in a place where normal plants grow, you can gather herbs that you can prepare into a blessed mixture and ingest in a ceremony that will protect you (ONLY you! you can't give it to someone else!) from the negative energy of the curses cast by the Cursefall event... This ceremony will not wear off for 24 hours, BUT once it starts having to protect you, it will only protect you for the space of time it takes you to make three rolls. Once the Holy Moly ceremony starts having to actively protect you, after you make three rolls, it's used up. Still, it can be very useful in protecting you from glowing ghouls, or accursed areas, or from the effects of accursed food and/or drink...


--CLERIC PERK: Turn: When you hold your holy symbol aloft and call on your deity for protection, roll+Charming.
✴ On a 7+, so long as you continue to pray and brandish your holy symbol, no evil may come within reach of you.
✴ On a 10+, you also momentarily daze enemies and cause mindless ghouls to flee.

Aggression breaks the effects and they are able to act as normal.

Intelligent enemies may still find ways to harry you from afar.

DEITY CHOICES:
--Celadel, goddess of war
--Rhyse, goddess of Healing
--Noric, god of Freedom and The Stars
--Anthan, god of thieves and darkness and rebellion
--Mab: goddess of madness, wildness, and ancient things/very old stories/the wisdom of old people




--CLERIC PERK: Heal: Roll 2d6+Charming...

--10 or better: heal 1 point for a target you're close enough to touch (or, heal yourself). Or, heal 2 points, but choose one of the two options below:

* You also take 1 damage, yourself.
* Heal 2 damage, but that's all the healing you can do until after you use the REST move.

--7 to 9: Heal 1 point, but the GM chooses from the list above.

--6 or lower: There's no healing, and you take 1 point of damage.

NOTE: you can heal even if your personal deity isn't Rhyse, goddess of Healing. (Rhyse will be cool with you healing even if you're tight with Noric or whomever.)



\/\/\/\/\/\/ MORE PERKS BELOW! \/\/\/\/\/\/
This message was last edited by the GM at 19:56, Sat 13 Nov 2021.
The GM
GM, 16 posts
Thu 11 Nov 2021
at 15:50
  • msg #2

CLASSES AND LEVELING UP AND PERKS...

--CLERIC PERK: Divine Aid: With this move, once per day (from dawn to dawn), when you roll a roll? And one of the dice came up as a 1? You can reroll both dice.



--CLERIC PERK: Guidance: Roll 2d6+Charming: At 7 or higher, a symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take, then disappears. The message is through gesture only; your communication through the spell is very limited. Take +1 forward.
At 6 or lower, nothing happens, and you can't use Guidance again until you use the REST move.



--CLERIC PERK: Bless: Roll 2d6+Charming: At 7 or higher, your deity smiles upon a combatant of your choice (or it could just be you, yourself). They (or you) take +1 ongoing so long as battle continues and they (or you) stand and fight.
At 6 or lower, nothing happens, and you can't use Guidance again until you use the REST move.



--CLERIC PERK: Divine Protection: Roll 2d6+Charming: The next attack against you bounces off, towards another target. (With a 10 or higher, it's not toward an ally. With a 7 to 9, the new target is random).
At 6 or lower, nothing happens, and you can't use Divine Protection again until you use the REST move.



--DRUID PERK: Animal Friendship: Roll 2d6+Charming:
--8 or higher: One target animal (including insects) will become friendly, or at least indifferent, to you (but only you).
At 7 or lower, nothing happens, and you can't use Animal Friendship again until you use the REST move.





THIEF PERK: Trap Expert:
When you spend a moment to survey a dangerous area, roll+Insightful.
* On a 10+, hold 3.
* On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
--Is there a trap here and if so, what activates it?
--What does the trap do when activated?
--What else is hidden here?



THIEF PERK: DRIVES: Choose 2 of these drives. Take +1 forward every time you do either of the two things you chose...
--Defiance: Stand up to a bully or tyrant
--Conscience: Forego comfort or advantage to do the right thing
--Excitement: Cause trouble for your allies by taking an unnecessary risk
--Trickery: Get someone to act on false information
--Survival: Avoid detection or infiltrate a location.
--Greed: Steal, at risk to yourself, when it isn't necessary
--Vengeful: Avenge an insult to you.




--THIEF PERK: Insult To Injury: Whenever an opponent is already at a disadvantage-- they're drugged, poisoned, on fire, freezing, blinded, deafened, hobbled, stunned, one arm is numb, whatever-- in a way that disadvantages them, then with this perk, you can treat an attack result against them as one level higher:
--treat a 6 or lower like 7-9
--treat a 7-9 like 10-12
--treat a 10-12 like a 13 or higher.



--THIEF PERK: Escape Route:
When you’re in too deep and need a way out, name your escape route and roll+Agile.
--On a 10+ you’re gone.
--On a 7–9 you can decide to stay or go, but if you go it costs you: leave something behind (that you wouldn't want to leave behind) or take something with you (that you probably shouldn't be taking with you), the GM will tell you what.
--On a 6 or lower, it doesn't work and you take -1 forward.





--BARD PERK: Bardic Drives: Choose 2 of these drives. Take +1 forward after each time you successfully do one of the things you've chosen...
--Pursuit of knowledge: Uncover forgotten knowledge or discover something new.
--Keeper of the Peace: Avoid a conflict or defuse a tense situation.
--Promise Kept: Deliver on a threat or agreement despite cost.
--The Time Is Now: Spur others to significant and unplanned decisive action.
--Fame: Ensure that others will spread your name
--Wisdom: You get an NPC to act on your honest advice





--MAGE/BLACKSMITH/ARTIFICER PERK: AREA OF EXPERTISE: Your magical studies have particularly focused on one type of magic item. Choose one of the following. It is the only type of magic item you can produce yourself-- you can attempt to move magic from one item of your type to one you own already.
--Rods, Staves, and Wands
--Arms and Armor
--Books and Scrolls
--Potions and Oils
--Automata
--Jewelry and Clothing (excludes armor)
--Everyday Items (ropes, lanterns, torches, mirrors, candles, etc.)


When you spend you an hour or so tinkering with the magic in items, you may attempt to:

--Remove a magic item tag already present and replace it with another by taking a magic item tag from one item and moving it to another. It can be  No item you tinker with can have more than 3 magical item tags.

To do this, roll +Insightful:
--10 or higher: you can move the tag over as it is.
--7 to 9: you add a new tag that the GM will choose randomly.
--6 or lower: The GM will tell you what happens.

Example:
--Istvan's friend Grog has asked Istvan to enchant his two-handed axe. Istvan has a potion, a Sword of Sharpness. Istvan tinkers around for at least an hour and manages to enchant the big axe (thereby de-enchanting the Sword of Sharpness)... but Istvan's roll was an 8, so the axe gets a new random tag... it becomes a Two-Handed Axe of Poisoning-- those it injures continue to take 1 damage each round until combat ends. Grog is delighted.

You may take this Perk more than once, in order to add an additional area of expertise (3 times max).


A list of common tags:
--BANE: The item is particularly strong against a particular species or creed.
--COMPASS: The item will always guide you to a certain place, object, person, or creature.
--DEFENDER: The item grants +1 armor or can block an attack.
--EARTHBOUND, FIREBOUND, WATERBOUND, WINDBOUND: The item contains a bound elemental of the appropriate element.
--FIERY, ICY, SHOCKING, THUNDEROUS: The item burns with a powerful fire, is rimed with freezing cold, possessed of a powerful electric charge, or emits blasts of sound, none of which harm the wielder (when operated appropriately).
--GLAMOURED: With a thought from the wielder, this item can take on the form of something else. (Not really, but it looks like it. So a person could make a dagger that could look like a small wrench, or a warhammer that looks like an umbrella.)
--HURLED: The item gains the thrown tag.
--INDESTRUCTABLE: The item cannot be destroyed by mortal means.
--LIFE-LEECH: The item can drain the life force of those it is directed to.
--LIGHT: The item emits a brilliant light under certain circumstances (when it's dark, or in the presence of evil, or the presence of magic (other that that of the party), etc.)
--MYSTIC: You roll +Insightful instead of +Forceful nor +Agile to hack and slash or volley with this item.
--RETURNING: The item, when thrown or put down intentionally, will return at its owner's will.
--SHADOW: The item gives off clouds of smoky darkness.


--MAGE/BLACKSMITH/ARTIFICER PERK: Appraisal: With this move, when you examine an important item or object (your call) for the first time, roll+Insightful.
* On a 10+, ask three questions from the list below.
* On a 7-9, ask two. On a miss, ask one question anyway, but you might not like the answer.

Either way, if you act on the answers while using the item, take +1 forward.

--Does this have magical properties?
--How much is this worth and to whom?
--What has been done to this or with this?
--What is it for?
--Who made this and how old is it?


--AUTOMATA ONLY: --MAGE/BLACKSMITH/ARTIFICER PERK: Upgrade: This perk can only be taken by Automata-- you can add a point of Armor, or upgrade your built-in weapons. Choose one:
--Add a point of Armor (max 3)
--Add a second weapon, doing 1d4 extra melee or ranged damage (you pick when you choose it).
--Upgrade your onboard weaponry to Heavy, 1d10, but you lose a point of Agility.
--Upgrade your sensors-- +1 to hit in melee or ranged (but not both, unless you take this perk more than once).

This perk may be taken more than once.
This message was last edited by the GM at 17:59, Sun 06 Aug 2023.
The GM
GM, 19 posts
Sat 13 Nov 2021
at 19:00
  • msg #3

SKILLS!

Instead of a Perk, when you level up, you may choose a Skill (the same person can't pick the same skill twice):

--Ranged weapons (includes throwing light things such as knives): Any playbook may choose this. With this skill, you get a +1 bonus-- to hit and to damage-- to all rolls involving ranged attacks (but not dodging other people's ranged attacks.)

--Ogre playbook only: Two-handed weapons: With this skill, you get a +1 bonus-- to hit and to damage-- to all rolls involving you attacking with a heavy weapon.

--Ogre playbook only: Throwing big stuff: With this skill, you get a +1 bonus-- to hit and to damage-- on all rolls involving you attacking by throwing something heavy (like a big rock or whatever).

--Ogre playbook only: Unarmed Combat: With this skill, you get a +1 bonus-- to hit and to damage-- on all rolls involving you attacking unarmed in melee combat.


--Human or Ghoul only: One-handed weapons: With this skill, you get a +1 bonus-- to hit and to damage-- to all rolls involving ranged attacks (but not dodging other people's ranged attacks.)

--Human or Ghoul or Automata only: Magic and Magic items: With this skill, you get a +1 bonus to all rolls involving understanding/analyzing anything magical and with using magic items. (Note: most magical items are not actually usable by Automata.)

--Human or Ghoul only: Magic items: With this skill, you get a +1 bonus to all rolls involving understanding or using magic items (but not dodging other people's attacks with magic items.)


--Human (NON-Vault) or Ghoul only: Traps: With this skill, you get a +1 bonus to all rolls involving traps-- including setting them, spotting them (if you say you're specifically looking for them), disarming them safely, whatever. NOTE: Vault-raised humans may NOT choose this Skill.

--Human (NON-Vault) or Ghoul only: Lockpicking: With this skill, you get a +1 bonus to all rolls involving picking locks. NOTE: Vault-raised humans may NOT choose this Skill. NOTE: Vault-raised humans may NOT choose this Skill.


--Human or Ghoul only: Sneaking: With this skill, you get a +1 bonus to not getting noticed when you're sneaking around.

--Human or Ghoul only: Medic: With this skill, you get a +1 bonus to:
--Helping other people heal by helping them drink a healing potion real quick. During combat, this is an Agile roll (that you, with this skill, get an extra +1 to). Outside of a dangerous situation, there's no roll needed. Either way, the person drinking the potion will heal 1 extra hp.
--If you are awake and watching over a person using the Rest move, they will heal 1 extra hp.
--If you have the Heal perk, you get +1 to the roll, and also 1 extra hp is also healed if the roll is 7 to 9.

--Human, Ghoul, or Ogre only: Haggle: With this skill:
--prices will always be a little lower when you buy expensive things
--prices will always be a little higher when you sell expensive things
--Trades you make will always be a little better than they might have been otherwise.
This message was last edited by the GM at 17:02, Sun 14 Nov 2021.
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