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Benjamin “Rabbit” White, Lucky and Learned Tech        [250]

A wiry sunburned man with shaggy red hair sticking out underneath a faded black cap with a fraying bill and a “B” embroidered on it.  His eyes are obscured behind a set of tinted goggles.  A beat up leather duster covers greasy overalls, belted at the waist with a thick canvas tool belt.  Heavy workboots with strange stains and scuffed toes grace his feet.  Hands covered in heavy leather gloves grip a stout walking stick, and a shoulder bag is slung against his back.  A mule with one chewed up ear plods along behind him.

Attributes                [140]

ST    12    [10]    HP     12    [0] DX    11    [20]    FP     12    [0] HT    12    [20]    RP    12    [0] IQ     14    [60]    LFP         Per     12    [20]    BS    5.75    [0] Will     11    [10]    BM    5    [0] BL     28 lbs        Damage 1d-1/1d+1

Advantages                 [104]  Artificer 1 [5]* Eidetic Memory [5] Extraordinary Luck [30] Gadgeteer [25] Gizmos 2 [10] Versatile [5] Wasteland Wisdom 1 [5]* Wild Talent 1 (Focused, Mental, -20%) [16] Points for Cash 2 ($1000) Signature Gear (Mule, “Dave”)

Disadvantages            [-45] Bad Sight (Nearsighted, Correctable) [-10] Chummy [-5] Compulsive Gadgeteering (6) [-10] Curious (12) [-5] Intolerance (Luddites) [-5] Oblivious [-5] Skinny [-5]

Quirks                    [-5] Collects Red Sox cards Hates slavers Hates getting wet Rubs dingy rabbit’s foot on a necklace when thinking Tunelessly hums when he’s working

Skills                    [56] Animal Handling (Equine) (A) IQ-1 [1]-13 Anthropology (H) IQ-1 [1]-13‡ Architecture (A) IQ+1 [2]-15‡ Area Knowledge (Boston Commonwealth) (E) IQ+0 [1]-14 Armoury (Body Armor) (A) IQ+1 [2]-15† Armoury (Melee Weapons) (A) IQ+0 [1]-14† Armoury (Small Arms) (A) IQ+1 [2]-15† Chemistry (H) IQ-2 [1]-12 Climbing (A) DX-1 [1]-10 Computer Programming (H) IQ-2 [1]-12 Diagnosis (H) IQ-2 [1]-12 Electrician (A) IQ+0 [1]-14† Electronics Repair (Comm) (A) IQ+1 [2]-15† Electronics Repair (Security) (A) IQ+1 [2]-15† Engineer (Small Arms) (H) IQ-1 [1]-13† Expert Skill (Robotics) (H) IQ-1 [1]-13‡ Explosives (EOD) (A) IQ-1 [1]-13 Guns (Longarm) (E) DX+2 [4]-13 Hazardous Materials (Chemical) (A) IQ-1 [1]-13 Hiking (A) HT-1 [1]-11 Judo (H) DX+0 [4]-11 Lockpicking (A) IQ-1 [1]-13 Machinist (A) IQ+0 [1]-14† Mechanic (Automobile) (A) IQ+1 [2]-15† Merchant (A) IQ-1 [1]-13 Naturalist (H) IQ-1 [1]-13‡ Navigation (Land) (A) IQ-1 [1]-13 Observation (A) Per-1 [1]-11 Pharmacy (Synthetic) (H) IQ-2 [1]-12 Physician (H) IQ-1 [2]-13 Poisons (H) IQ-2 [1]-12 Running (A) HT-1 [1]-11 Scrounging (E) Per+1 [2]-13 Search (A) Per-1 [1]-11 Staff (A) DX+0 [2]-11 Survival (Plains) (A) Per+0 [2]-12 Survival (Radioactive Wasteland) (A) Per+0 [1]-12‡ Stealth (A) DX-1 [1]-10 Swimming (A) HT-1 [1]-11 Traps (A) IQ-1 [1]-13

*Artificer: Armoury, Electrician, Electronics Repair, Engineer, Machinist, Mechanic. Success with an appropriate skill listed for this Talent lets you improvise equipment for other skills that’s good enough to cut -1/level from the penalty for being improvised (p. B345). When rolling on the Enigmatic Device Table (pp. B478-479) or making any similar unskilled roll to figure out tech, apply +1/level instead. [5/lvl] ** Wasteland Wisdom: Anthropology, Architecture, Expert Skill (Mutants and Robotics), Naturalist, and Survival (Radioactive Wasteland). +1/level to all IQ-based default rolls made to recall general knowledge that falls outside your skills and deals with the Wasteland or the Ancients – not for practical feats. [5/lvl] † Includes +1 for Artificer. ‡ Includes +1 for Wasteland Wisdom.

Equipment            TL    Cost ($)    Weight (lbs)    Notes Bandoleer            5    -30        1        Holds 50 shells -12 12ga 00 Buck shells    6    -50        0.84        0.07 lbs/$4 -6 12 ga slugs            6    -24        0.42        0.07 lbs/$4 Boots                2    -80        3        DR2

Industrial S

l steel 3 -gan 1e, $351, 12.48 lbs, Torso, neck, legs DR2 Clothes, Ordinary        4    -        2        Status-1 clothes Gloves, Leather    (0/0)    1    -30        0        DR2 Goggles, Cor & Tint    (0/0)    6    -80        0.05        DR1 and sealed Staff            (0/0)    0    -10        4         Person Total                512        18.31

Bag, Shoulder        (0/0)    1    -10        1        Hold 10 lbs     -Duct Tape            6    -4        2        60 yd roll -First Aid Kit        (0/0)    4    -50        2        +1 to First Aid, 6 ban -Lockpicks        (0/0)    3    -50        0 -Personal Basics    (0/0)    0    -5        1 -Rations            2    -6        1.5        3 rations Shoulder bag Total            125        7.5

Belt                1    -10        0         -Multitool        (0/0)    5    -100        0.5        Improv. equip for rep -Tool Kit, Mini            5    -400        4        Electrician-2 Belt Total                510        4.5        

Small Mule            0    -250        -        Med enc @ 195 lbs -Bit & Bridle            1    -35        3        +2 to control -Blanket            1    -25        2.5        -2 to Survival -Rations            2    -24        6        15 rations -Shotgun, 12 ga,     (0/0)    5    -500        7.4 -Wineskin        (0/0)    0    -18        8.25        Full, 1 gal H2O 8 lbs Mule Total                852        27.15

Grand Total                -1999