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albert v2.20.

3 no DL knife
3 5 2d6+3 5ft
protectotron
cultist 18 *3

1 Thrown, x3/x6
8 3 3 5 5 10 4
0
-2 3 -2 -2 0 0 5 -1
-2 bolt-action
5 1d8 x7/x12
pipe pistol 6
-4
20, 1d8.
-4 6

5 11 1 15 8 Breakable. Kickback. Manual


2 Reload.
3
-2
5
0 15
7
2
-2
3 10

Super Slam! Bruiser


Cultist Requirements: Strength 6. A little slower, but a little bigger. You
Skills: +2 to Melee Weapons, Speech, If you spend your action points to move may not hit as often,
and Sneak. at least 15 feet in but they will feel it when you do! When 80+50
Trait: The Sight Beyond a straight line, your next unarmed or you damage a 50
Whether you were born into this life or melee weapon attack creature from an attack with a melee =130
these people has advantage. If this attack hits and weapon that deals
brought hope to you when you hit rock deals damage to the bludgeoning damage, or an unarmed
bottom. You are in creature's hit points, you may choose for attack; the damage
is increased by an additional damage 51
service to a group of followers who the target to
zealously recruit all either fall prone or be knocked back a dice. However any x1 leather armor,
they can find into their doctrine. This number of feet unarmed or melee weapon attack you x1 knife,
new world, born of equal to 5 x your Strength ability make costs 1 more x1 bolt-action pipe pistol,
fire, is a gift. Only now that this world modifier. action points. x15 9mm bullets,
has been cleansed Wild Wasteland, option 1: When you x1 backpack,
can the truth be seen. You now wander damage a creature x1 chain,
the wastes looking from an attack with a melee weapon x2 RobCo Quick Fix-it 1.0, x1
Ninja
for signs and awaiting orders from the that deals overclock hardware,
Requirements: Agility 7.
great beyond. bludgeoning damage, or an unarmed x1 cache clearer, and
You can spend 5 action points on
Starting Equipment. attack; the damage x50 caps.
your turn to perform a
is increased by 3. However any
spinning attack, this attack
Talented unarmed or melee
targets 3 creatures that are
You’ve learned many weapon attack you make costs 2 more
within 5 feet of you and acts as an
valuable tricks, but haven’t action points.
unarmed attack.
honed Wild Wasteland, option 2, true to the
Additionally, whenever you attack
your skills as much. You original: Your
with a melee weapon or
gain an extra perk at 1st Strength score is increased by 2,
unarmed attack; your crit chance
level. however your maximum
decreases by 2
However, five different skill action points are reduced by 2.
modifiers of your choice
decrease by 2.
Wild Wasteland: You gain
two extra perks at 1st level.
However, all your skill
modifiers decrease by 2.

-2- ENW,EXP,MED,CR,BR

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