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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
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Warrior Perks


EDIT: The following is no longer accurate, because I had confused the Fallout perks and traits upon which the concepts here are based.

Perks are similar to skills but are often nearly as annoying as they are helpful. In some cases, a perk may have little effect in game, while providing some interesting dimension to a character.

This is just a beginning list...


Dangerous Brawler

In melee combat -- only against adjacent foes, your Warrior is more likely to score a Critical Hit or Extremely Critical Hit against his target. However, he is also more likely to score a Critical Miss as well.

How it works: IF your Warrior has this perk, he must roll TWO To Hit dice (TWO 1D12s) each time he attacks an adjacent foe in melee combat. The first one determines whether the Attack is a hit or a miss according to all the normal rules. IF the first To Hit result is a natural 1, 11, or 12, or a modified 1(or less) or 11+, then ignore the second 1D12.

Otherwise...

If the first 1D12 is a miss (NOT Critical), then check to see if the second 1D12 is a natural 1. IF it is, then your Warrior suffers a Critical Miss instead of a normal miss.

BUT, if the first 1D12 is a hit (but NOT any type of Critical Hit), then check to see if the second 1D12 is a natural 11 or 12. IF it IS, then your Warrior enjoys a Critical Hit or Extremely Critical Hit instead of a normal hit.

IF the first 1D12 is a natural 11 OR a modified Critical Hit (any 11, or 11+ that is NOT a natural 12), then check the second 1D12. IF the second 1D12 is a natural 12, then your Warrior does an Extremely Critical Hit instead of a normal Critical Hit.


Heavy Handed

Whenever a Warrior with this perk hits his foe in melee combat he is more likely to do serious damage. For every successful hit in melee combat, your Warrior adds +1 wound to the total amount of damage done. For every Critical Hit, your Warrior adds +2 wounds to the total amount of damage done. For every Extremely Critical Hit, your Warrior add +1D3 Absolute Wounds to the amount of damage actually inflicted upon his target.

As with most damage-inflicting skills and weapons, if the blow is evaded, dodge, parried, or reflected in some way. Then the extra damage is also avoided unless a special damage table (Critical Hit, Extremely Critical Hit, or Martial Artists Special Damage Table) prevents the blow from being thus avoided.

Well, there just has to be a down side... Whenever a melee Attack by a Heavy Handed Warrior goes astray -- for instance, hitting another Warrior or Ally instead of the intended target -- then the same extra damage will be caused upon the unintended target. Furthermore, all to hit dice results and any dice rolls used to determine the target's body area hit will be modified by ''-1'', to represent less accuracy of such powerful blows.

Note: this -1 modifier does NOT affect whether the Attack actually hits the target, only the result tables used for location hit. For instance, an aimed Attack would be slightly less likely to hit the area aimed at. AND, all Critical Hit types (strictly determined by the To Hit dice and/or any to hit modifiers) will still be considered Critical Hits.


Pack Rat

Suitable for treasure hunters, thieves, and Ogres! This perk grants an additional +4 slots to your Warriors' Backpack. However, whenever actually using this extra capacity, your Warrior suffers -1 to his current Movement Characteristic.

Last edited by OldWarrior, 28/Oct/2011, 8:37 pm


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