Classes

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This page is part of the character rules.

The class is the vocation of your character, their formal education or upbringing. Each class has specific starting equipment and starting capital, one time bonuses on certain skills as well as extraordinary skills, that are often also found apart from a class or are learnable in a different way, but that each member of a class has from ground up.

If there are several options given, for example with the starting equipment or with the extraordinary skills or elsewhere, and if they are marked by an OR only one(!) may be chosen.

Furthermore you'll find with each class a column with “fitting traits”. You can mind those, but don't have to. To use an over simplified example: a NCR Ranger infantry man with the trait Faster Addiction has basically only trouble with it: most drugs are illegal in the NCR, on duty he has little opportunity to get some and he'll lose his job if he gets caught with some. One could say this trait is useless to such a character. But players are welcome to try it themselves. If the character that you're planning works that way, is, as always, subject to a master's ruling.

This list is organized by theme – within the themes by alphabet.

A word to the starting capital: The starting capital is not only the amount of money that your character has at the start of his first adventure: it's also the money used to begin with, to “buy” the further equipment of your character: from special items that are needed for his vocation to lucky charms to hobby accessories like musical instruments.

Concerning an own bed, an own apartment or similar, it's encouraged to anchor that in the character's history and agree on it with the master. Furthermore, there is only the most important set of clothes of your class given. Further clothes are bought with the starting capital. And if, for example, with a uniform no socks and underwear are mentioned, well, that does not mean your character isn't issued one. Please assume that your character has at least one full set of clothes unless he is a poor beggar.


Warriors and Fighters:

Bodyguard
Bounty hunter
Caravan guard
Mercenary
Paladin of the Brotherhood of Steel
People's Guardsman (San Francisco)
Ranger of the New California Republic Both the cavalryman and the infantryman
Vault City Guard


Criminals:

Burglar
Hitman
Pickpocket
Slave hunter
Slave trader


People persons:

Doctor
Entertainer
Medic
Preacher
Prostitute
Scribe of the Brotherhood of Steel
Teacher



Travelers:

Courier
Junkie
Prize fighter
Traveling musician
Traveling salesman: Free trader or part of a trading outfit



Technicians:

Carpenter
Electrician
Furrier
Hacker
Smith
Tailor
Tinkerer
Knight of the Brotherhood of Steel



Wilderness dwellers:

Farmer
Hunter
Rancher
Trapper
Survivor



Tribals:

Hunter and gatherer
Warrior
Shaman