Grawk
Male
250lbs 2.8 meters tall
Super Mutant
Traits: Bruiser (+2 Str, -2 AP), Ham Fisted (Free Unarmed Tag, -20% to Small Guns, First Aid, Doctor, Repair, Science, Lockpick).
Strength (5 – 13): 8 [+2]: 10
Perception (1 – 11): 5
Endurance (4 – 11): 9
Charisma (1 – 7): 3
Intelligence (1 – 11): 3
Agility (1 –
: 6
Luck (1 – 10): 6
Hit Points: 43
Armor Class: [Base: 6] + [Armor: ?]: ??%
Action Points: 8 [-2]: 6
Carry Weight: 275 Lbs.
Melee Damage: 5
Poison Resistance: [End 9 x 5 + Racial]: 65%
Radiation Resistance: [End 9 x 2 + Racial]: 68%
Gas Resistance: 0 Inhaled/0 Contact
Electricity Resistance: 0
Damage Resistance: 25%
Sequence: 10
Healing Rate: 3
Critical Chance: 6%
- Small Guns: 29 [-20]: 9%
- Big Guns: 12% [TAG]: 32%
- Energy Weapons: 12%
- Unarmed: 62% [TAG]: 82%
- Melee: 52% [TAG]: 72%
- Throwing: 24%
- First Aid: 28 [-20]: 8%
- Doctor: 13 [-20]: 0%
- Sneak: 23%
- Lockpick: 21 [-20]: 1%
- Steal: 18%
- Trap: 21%
- Science: 12 [-20]: 0%
- Repair: 9 [-20]: 0%
- Pilot: 22%
- Speech: 15%
- Barter: 12%
- Gamble: 30%
- Outdoorsman: 24% [TAG]: 44%
Racial
Mutants enjoy a 50% Radiation Resistance bonus and a 20% Poison Resistance bonus,
and gain a perk every 4 levels. They gain an additional 2 hit points per level. Mutants cannot easily use small arms; when using a weapon that requires a roll on the small guns skill, mutants make the roll as if their Perception were two points lower. Mutants gain a 25% bonus to their Damage Resistance for all types of attacks, too. Mutants can easily live 200 years beyond when they were "dipped." Mutants born of a mutant-mutant union mature at the same rate a human does, and generally live around 250 years. Mutants cannot wear armor designed for humans; they just don't make it their size. Someone in that vast wasteland might, however.
Equipment:
Description:
History:
(to be continued....also im not sure how much starting bottlecaps are, if i knew that id add equipment.)