Colt Buckner

Description:

Colt (PC)

PRIMARY STATISTICS

Level: 11

S: 5
P: 7
E: 5
C: 3
I: 5
A: 10
L: 6

SECONDARY STATISTICS

Maximum HP: 80
Armor Class: 10
Action Points: 10
Detection: 56

Sequence: 24
Range Mod: 13
Critical Mod: 21 [+96]

Healing Rate: 1
Gas Resistance: 00%
Poison Resistance: 25%
Radiation Resistance: 10%
Electricity Resistance: 30%

Karma: 0
Disposition: 9
Carry Weight: 150 lbs.

SKILLS

Skill points per lvl up: 15
Skill point total: 150 (150)

Simple Weapons:
Unarmed = 30 | 30%
Melee = 25 | 25%
Throwing = 32 | 32%

Advanced Weapons:
Small Guns, Tag = 47 + (27×2) + 40 | 141%
Big Guns = 22 | 22%
Energy Weapons = 24 | 24%

Medicine:
First Aid = 20 | 20%
Doctor = 15 | 15%

Thieving:
Sneak, Tag = 50 + (25×2) + 28 | 128%
Steal = 20 | 20%
Lockpick = 27 | 27%
Explosives = 27 | 27%

Technical:
Science = 20 | 20%
Repair = 20 | 20%
Pilot = 44 | 44%

Social:
Speech = 16 | 16%
Barter = 11 | 11%
Disguise = 20 | 20%

Survival:
Outdoorsman, Tag = 40 + (30×2) | 100%
Athletics = 40 | 40%

TRAITS

Built To Destroy – The flamer that burns twice as bright burns half as long. All weapons have +5% chance to Critical Hit, but whenever your equipment is damaged it takes an extra box of damage.

Finesses – Your attacks show a lot of finesse. You don’t do as much damage, but you cause more critical hits. All of your attacks lose 25% of their damage but you gain a 10% bonus to Critical Chance on attacks. Super Mutants cannot choose this trait.

PERKS

Scout – 2 – Your character can see further in the wilderness. Maps are easier to read. It is up to the GM to determine exactly how this works. Special encounters and items are a little easier to find with this skill as well.
Requirements: PE 7

Tunnel Rat – 4 – You crawl like a baby. Well, you crawl like a very fast baby. You can move at your normal rate (1 AP per hex) while crouching or prone.
Requirements: AG 6 Sneak 60%

Silent Running – 6 – This perk allows characters to move at normal speed and sneak at the same time. You cannot use a faster movement speed and maintain stealth though.
Requirements: AG 6, Sneak 50%

Defensive Mode – 8 – You can take a “wait & ambush” action during combat (costs 1 AP). You do nothing after taking that action but you can spend any remaining AP’s in opponents turn. ie. You have 10 AP, you spend one to go into defensive mode. Your opponent pops out of cover, you sequence and shoot, take cover and reload. All remaining AP’d must be used at the same time, you cannot go into defensive mode twice per round.
Requirements: PE 6, AG 7

Better Criticals – 10 – Your shots somehow hurt more than usual. The critical hits you cause in combat are more devastating. When you do a critical hit that does not kill outright, your hit does 150% normal damage (in addition to any damage bonuses already gained). If you critically hit for 40 points of damage, for instance, you would instead deal a whopping 60 points. OUCH! Mutants cannot choose this perk.
Requirements: PE 6, LK 6, AG 4

Bio:

BACKGROUND

DOCUMENTS

MEMORIES

EVENTS

Colt Buckner

Fallout: Van Buren SGTDan