Finally, GluttonCreeper unveils something about the ruleset they've been cooking up. (PDF)
To stick with the quality standards they have established with their first two "samples", GluttonCreeper has decided to show the last remaining part after fiction newspaper clips and the planned cover art - Traits from actual ruleset itself.
Their approach to making the Traits, much like their approach to the cover art, is...interesting, to say the least. Many focus upon stat-swapping, mostly useless aside from giving stats outside of racial limitations, some outright ridiculous.
Here are some samples, starting with the Useless:
Sickly: The character was born with a weak immune system and suffers a -1 penalty to Constitution. However his body may be weak but his will to survive is great. The character receives a +1 bonus to Will saving throws.
Physically Fit: Years of toning and training has built up the character's stamina. The character gains +1 bonus to Strength and Constitution. However, during the years of training, he neglected the learning arts and suffers a -1 penalty to Intelligence and Wisdom.
Flexible almost qualifies for this category, but it has some other effect than switching around stats. It is, however, likely to prove beneficial.
Here's one for those who want to swap around stats and feel "fat" for doing so:
Large Body: The character is larger than the normal person. He gains a +1 Strength and Constitution bonus, but suffers a -2 penalty to Dexterity. Additionally, the character weight is increased by 50% (x 1.5) of base racial weight.
The obvious choices for anyone who wants to play a munchkin melee, or doesn't feel like moving stats around:
Big and Dumb: The character was born dim-witted and suffers a -1 penalty to Intelligence, Wisdom, and Charisma. However, nature granted him with increased Strength. The character gains a +3 bonus to Strength.
Ham Fisted (Super Mutants Only): Genetic engineering [sic] has endowed this mutant with huge hands. His unarmed attacks deal lethal damage (1d6 + STR), however he suffers a -1 penalty to all Dexterity-based skills the require the use of his hands.
A similar one exists for non-mutants, for a couple of points lesser damage. So to all the munchkins out there, GluttonCreeper is thinking of you. Traits were supposed to be an even hand-off of benefits and drawbacks.
Beautiful and Extreme Personality (Free +1 CHA to good guys) have interesting effects when put together. 2 CHA points for the extra attention, but it could also affect the amount of negative rep points given (up to 4x, if the bonus in Beautiful conveys over to EP's negative modifier), and taking both traits is munchkin mode, as it gives free CHA without much drawback - or it might just be how they were planning to play (evil, for negative rep in certain locations) so there's little to no drawback.
The obligatory urination upon canon and the effects of FEV:
Vat Skin (Super Mutant only): Other people find this mutant hideous to behold and vomitous to smell! The mutant gains +3 natural armor and a -2 penalty to all Charisma based skill (except Intimidation). Additionally, any friends or foes within 20 feet of this mutant must make a Fortitude save (DC 10 + 1/2 character level) or suffer a -2 penalty on all attack rolls, melee weapon damage rolls, saving throws, skill checks, and ability checks as they become sickened. If the save is successful, the character is immune to the Mutant Vat Skin effect for 24 hours. Vat Skin effects do not stack with other Vat Skin Mutants, and character that are protected from gas-based attack (such as wearing a environment armor or a gas mask) are not affected by the Vat Skin effect.
Super-mutants are not dopplegangers, kiddies. Research the FEV before you add anything further along this line to the core rules.
To traits GC changed for the hell of it and now don't have a reason to be picked by anyone with a brain:
Jinxed: The character has a large dose of bad mojo and receives a -1 Action Point. The good part is that everyone with 30 feet of the character also received this penalty when in the area of influence. Also when a critical failure is rolled on an attack roll (a natural 1 on a d20) by anyone in the influence area, the worst possible thing happens to that character. It is up to the overseer to determine the exact effect.
Hey, it doesn't sound so bad when you can only inflict that upon your enemies during their turn with Lucky.
And the outright moronic:
Clumsy: The character is extremely clumsy, but sometimes the clumsiness falls into that dumb luck category. She gains a -1 penalty to Dexterity, but gains a +1 Action Point.
Only *possibly* useful on even AGI/DEX scores, as otherwise you're dropping an entire point of DEX for one derived stat and gaining back the AP you just lost without anything else you get from that point of DEX. Even if taken when the character's agility is even, it sacrifices 1 point of DEX (2 DEX per AP) in order to get +1 AP, further lowering their overall DEX and ability to get a natural additional AP through raising DEX. The only way this would possibly be worth selecting would be if AP was 1 per 3 DEX, and even then it would be questionable.
Finally, for last, the one that puts question to how carefully GC is paying attention to both character systems:
Lucky: The character is lucky and gains a +1 Action Point. If the character expends all of his action points, he gains the Jinxed trait until he regains his action points.
So...if you use up all the APs you have on your turn, you can give the enemies bad luck during their attack turn, until you get APs again (from it being either your turn as per Fallout's rules, or being replenished at the end of a D&D combat round), the effect is over, and it's your turn again. Not only can you jinx your enemies' attacks when you have no APs, but you also get an additional AP!*
Welcome to Munchkinville!
Thanks to Grifka for the update!
Thanks to GluttonCreeper for expecting for people to pay for this garbage!
* - This is per Fallout's definition of APs. Now if we were to use d20's version of AP's, an alternate diagnosis may be seen here.
To stick with the quality standards they have established with their first two "samples", GluttonCreeper has decided to show the last remaining part after fiction newspaper clips and the planned cover art - Traits from actual ruleset itself.
Their approach to making the Traits, much like their approach to the cover art, is...interesting, to say the least. Many focus upon stat-swapping, mostly useless aside from giving stats outside of racial limitations, some outright ridiculous.
Here are some samples, starting with the Useless:
Sickly: The character was born with a weak immune system and suffers a -1 penalty to Constitution. However his body may be weak but his will to survive is great. The character receives a +1 bonus to Will saving throws.
Physically Fit: Years of toning and training has built up the character's stamina. The character gains +1 bonus to Strength and Constitution. However, during the years of training, he neglected the learning arts and suffers a -1 penalty to Intelligence and Wisdom.
Flexible almost qualifies for this category, but it has some other effect than switching around stats. It is, however, likely to prove beneficial.
Here's one for those who want to swap around stats and feel "fat" for doing so:
Large Body: The character is larger than the normal person. He gains a +1 Strength and Constitution bonus, but suffers a -2 penalty to Dexterity. Additionally, the character weight is increased by 50% (x 1.5) of base racial weight.
The obvious choices for anyone who wants to play a munchkin melee, or doesn't feel like moving stats around:
Big and Dumb: The character was born dim-witted and suffers a -1 penalty to Intelligence, Wisdom, and Charisma. However, nature granted him with increased Strength. The character gains a +3 bonus to Strength.
Ham Fisted (Super Mutants Only): Genetic engineering [sic] has endowed this mutant with huge hands. His unarmed attacks deal lethal damage (1d6 + STR), however he suffers a -1 penalty to all Dexterity-based skills the require the use of his hands.
A similar one exists for non-mutants, for a couple of points lesser damage. So to all the munchkins out there, GluttonCreeper is thinking of you. Traits were supposed to be an even hand-off of benefits and drawbacks.
Beautiful and Extreme Personality (Free +1 CHA to good guys) have interesting effects when put together. 2 CHA points for the extra attention, but it could also affect the amount of negative rep points given (up to 4x, if the bonus in Beautiful conveys over to EP's negative modifier), and taking both traits is munchkin mode, as it gives free CHA without much drawback - or it might just be how they were planning to play (evil, for negative rep in certain locations) so there's little to no drawback.
The obligatory urination upon canon and the effects of FEV:
Vat Skin (Super Mutant only): Other people find this mutant hideous to behold and vomitous to smell! The mutant gains +3 natural armor and a -2 penalty to all Charisma based skill (except Intimidation). Additionally, any friends or foes within 20 feet of this mutant must make a Fortitude save (DC 10 + 1/2 character level) or suffer a -2 penalty on all attack rolls, melee weapon damage rolls, saving throws, skill checks, and ability checks as they become sickened. If the save is successful, the character is immune to the Mutant Vat Skin effect for 24 hours. Vat Skin effects do not stack with other Vat Skin Mutants, and character that are protected from gas-based attack (such as wearing a environment armor or a gas mask) are not affected by the Vat Skin effect.
Super-mutants are not dopplegangers, kiddies. Research the FEV before you add anything further along this line to the core rules.
To traits GC changed for the hell of it and now don't have a reason to be picked by anyone with a brain:
Jinxed: The character has a large dose of bad mojo and receives a -1 Action Point. The good part is that everyone with 30 feet of the character also received this penalty when in the area of influence. Also when a critical failure is rolled on an attack roll (a natural 1 on a d20) by anyone in the influence area, the worst possible thing happens to that character. It is up to the overseer to determine the exact effect.
Hey, it doesn't sound so bad when you can only inflict that upon your enemies during their turn with Lucky.
And the outright moronic:
Clumsy: The character is extremely clumsy, but sometimes the clumsiness falls into that dumb luck category. She gains a -1 penalty to Dexterity, but gains a +1 Action Point.
Only *possibly* useful on even AGI/DEX scores, as otherwise you're dropping an entire point of DEX for one derived stat and gaining back the AP you just lost without anything else you get from that point of DEX. Even if taken when the character's agility is even, it sacrifices 1 point of DEX (2 DEX per AP) in order to get +1 AP, further lowering their overall DEX and ability to get a natural additional AP through raising DEX. The only way this would possibly be worth selecting would be if AP was 1 per 3 DEX, and even then it would be questionable.
Finally, for last, the one that puts question to how carefully GC is paying attention to both character systems:
Lucky: The character is lucky and gains a +1 Action Point. If the character expends all of his action points, he gains the Jinxed trait until he regains his action points.
So...if you use up all the APs you have on your turn, you can give the enemies bad luck during their attack turn, until you get APs again (from it being either your turn as per Fallout's rules, or being replenished at the end of a D&D combat round), the effect is over, and it's your turn again. Not only can you jinx your enemies' attacks when you have no APs, but you also get an additional AP!*
Welcome to Munchkinville!
Thanks to Grifka for the update!
Thanks to GluttonCreeper for expecting for people to pay for this garbage!
* - This is per Fallout's definition of APs. Now if we were to use d20's version of AP's, an alternate diagnosis may be seen here.