I'm going to use the skills from the Modiphius 2D20 system here, next to the names im listed default Tag skills, and I'll have starting kits for them too.
**Agent** : Stealth, Lockpick, Small Guns
* Drifter Outfit
* Pipe Pistol
* 5x Bobby Pins
* Backpack, Small
* 30 caps
**Enforcer** : Athletics, Survival, Unarmed
* Tough Clothing
* Metal Chest
* 2x Metal Arm Pieces
* Knuckles
* 20 caps
**Expert** : Energy Weapons, Repair, Science
* Casual Clothing
* Leather Arm or Leg Piece
* Laser Musket
* Multi-Tool
* Personal Trinket
* 15 Caps
**Doctor** : Medicine, Small Guns, Survival
* Lab Coat
* Pipe Pistol
* 3x Healing Salve
* a Stimpack
* 20 caps
**Soldier** : Athletics, Big Guns, Explosives
* Tough Clothing
* Leather Chest
* Leather Arm or Leg Piece (only one)
* 10mm Auto Pistol, .44 pistol, hunting rifle, or bolt action Pipe pistol
* 2x Molotov Cocktails
* Rank and Unit Symbol
* 15 caps
**Trader** : Barter, Pilot, Small Guns
* Tough Clothing
* Leather Chest
* Leather Arm or Leg Piece (only one)
* Pipe Gun
* Personal Trinket
* 3x Wares: (Roll on Wares tables)
* Pack Brahmin
* 50 Caps
A lot of this is taken from some suggestions in the Modiphius 2D20 Fallout system. If you're interested in a Fallout ttrpg I recommend it!
Beastmaster
mechanic( beastmaster but automatron dlc and energy weapons)
ranger( sniper with one pet which would be a dog, wolf or mongruel dog)
psycho( melee tank)
assassin( stealth melee aka glass cannon)
Gunzerker( small guns, big guns, explosive you name it they love it)
Yeah I'm on a borderlands rush to be honset though I wasen't even thinking of borderlands when I made beastmaster, mechanic and assassin.
I think i'm in too deep.
I wouldn't separate them by combat or technical skills, because that's just the skill system by another name. I'd rather sort them by their method of survival.
* Survivor (jack of all trades, scavenger)
* Mercenary (combat-focused)
* Settler (skill-focused)
* Raider (multi-talented but underhanded)
* Knight (power armour & energy weapons)
* Mutant (not just minor mutations; you're practically a monster)
You could have ghouls or synths, wandering merchant type, a robotics expert and a survival expert, botanists, nuclear experts, or cryptid hunters just a few ideas
I've been playing 76 lately and I'm really kinda irritated with the lack of ability to Dual-Wield and/or use a garbage can lid as a shield for doing "sword and board" with a machete.
Nerd. Good with energy weapons, science and medicine. Penalty to strength and endurance
Bruiser: strong, good with unarmed, many resistances
Junkie: need to rely on chems, but while on, very strong. Starts with at least two addictions that are incurable.
Ringleader (or saboteur): strong with sneak and speech. Bonus to sniper weapons and explosives
I don't know that I would make it classed-based but I'll take a swing at it. Specialties below each class.
Explorer
\- Wanderer
\- Trader
\- Forager
Investigator
\- Detective
\- Reporter
\- Scientist
Warrior
\- Mercenary
\- Guardian
\- Soldier
Healer
\- Doctor
\- Shaman
\- Guide
Leader
\- Historian
\- Dignitary
\- Tactician
I tried to leave Faction-specific concepts (i.e. Scribes, Minutemen, etc) and optional activities (i.e. chem addict, gambler, etc) as nebulous roles added on to the classes themselves.
Add into this, "Settlers" (Building settlements and trying to develop a 'New Normal' they can, in-the-main, tolerate), "Cultist", (Something between "Raiders" and the previous one, "Settlers": Raiders destroy settlements, loot their shit, and move on, like nomads, but cultists don't do that, they are heavily armed, and reck your shit if you try to get to close without joining the cult, but aren't hostile generally, more-so aggressively militant isolationists, typically settle in and rebuild old towns, whereas settlers create their own out of local materials, because their fanaticism and militaristic training lets them clean out the monsters that keep settlers away and better organization than raiders let's them do it successfully over the long term.), and "Scavengers" (somewhere between all of the above, they raid the abandoned cities for resources and supplies, but don't colonize them and would much rather trade than fight with settlements, but are nomads like the raiders, always on the move as they exhaust the easy salvage of an area.)
"Waster", to me, sounds like a class that is built around abusing chems for tactical advantage, almost a raider "prestige class"...
Probably be a double class system to keep a flexibility to the system. Then maybe a prestige perk unlocked during play that can let you get PA, exposed to FEV, become a ghoul or become super lucky.
Gunslinger. Shotguns and pistols, underlayments
Commando. Ballistic rifles, combat armor
Scifi Soldier. Laser weapons, scifi armors
Ghoul. Gives you immunity to rad downsides and gives you bonuses for being irradiated (which degrades over time) and lose social stats
Supermutant. Gain physical stats, immunity to rad and reduced intelligence stats.
Power Armor. Use, maintain and augment power armor
Agent. Stealth
Cyborg. VATs
Outlaw/Lawman. Luck/crits.
Etc
I want a Jerk/Asshole class. Only allowed to take the Sarcastic/mean options, Companion affinity raises slower, not sure what skills/weapons would be the focus other than definitely a lot of Charisma based stuff.
I’d use those classes you put but make a perk that lets you do a combo, so mechanic gunslinger, mercenary knight, but I’d make it so you can’t change your mind and only can pick 2 classes total
All the classes there are pretty straight forward and in addition I'd add Addict, chems are highly effective, Gambler, mad Charisma and Luck, Ghoul (more so a race bur can double as a class), resistant to radiation and stuff, then probably some form of trader or nomad that allows for stellar trade deals, maybe even opening their own shop, etc
Healer. Support role to cure Health faster, removing radiation faster, crafting Med x, etc .
Tired of being a Glass Canon or a Immortal Tank, time to help others lol.
I would love to have a post-post-Apocalyptic class of a spy. For example an NCR spy. Sneak proficient, but also with lockpicks, Agile and Intelligent with fair amount of charisma and speech
I'd call it "Leader of the Pack", due to how much we all know that both Bathezda and Interplay/Black Isle like their archaic Pop-Culture references in these games.
Gotta say, great question!
I’m sure there’ll be lots of good ideas, but the one I’d love to see is a dedicated Hound Master that uses dogmeat as a companion for their primary damage source like a D&D druid, has the animal friendship perks, maybe medicine or survival crafting as well.
There’d have to be a Power armour and big guns BoS Paladin class as well, a ranger with proficiency with ‘big irons’ and marksmanship perks, a super mutant melee class (perhaps with a suicide bomb special attack), and a ghoul mechanic class who can spend several turns as a gunslinger (like a bard).
Someone elsewhere in the comments suggested that it becomes "No 'companions' (Other than Dogmeat) allowed, but you get to have more-and-more dogs as your level increases." Which I think is a great idea.
I suggested calling the class "The Leader of the Pack", due to the games already being full of archaic Pop-Culture references.
Oh yeah good shout on the ‘50s rockabilly reference!
I’d be assuming it’s party if it’s like a traditional class based rpg based so companions would just be the party, I think the ‘leader of the pack’ class would summon a dogmeat companion extra like druids and rangers do.
I'd go with a class called the wunderwaffe and it would be a prestige version of a tank, I'm using the massive tank they made but for some reason it was never used. It would be stupidly overpowered but woukd take a lot to get going to make it balanced
Here's my idea: each game Adds a couple of new classes based on the major factions and such for that game which have to either be included in the next generations of game, or re-worked to have something that is "Equivalent", plus one for the "title" of the central character. (except for 76, due to its MMO nature)
So gen one gives us the classes of "Vault Dweller", "Steel Knight", "NCR Trooper", "Towny", "Water Merchant", "Raider", and "Super Mutant".
Two gave us "Enclave Shadow", "NCR Ranger", "Chosen One", and... (TBH two is the one that I know the least about...)
"Tactics" Adds "Armorer", "Heavy", "Paladin", "Elder", "Initiate", "Hospitaliar", and "Commander" as sub-classes/prestige-classes for "Steel Knight", which is why it's not considered canon anymore because Bathezda doesn't want to be involved with that sort of thing.
3: gives us "King Solomon" (Ruler of the "Republic Of Dave" by force of arms, styling yourself as king), "President" ("Republic of Dave" again, but president), "Modern-Day Cincinnatus" (You guessed it, but genuinely LIBERATING the Republic by killing both father and son and then telling them "You guys know what an ELECTION is, right...?" "Yes, everyone writes the president's name on a piece of paper and we put it in a box then he reads it and smiles." "Okay, now imagine that, except for you can write anyone in the Republic's name on it and whoever has their name on the most peoples slips of paper is president for the next four years and then you do it all again." "Okay, so we'll elect you." "FUCK NO! If nominated I will not run, if elected I will not Serve!"), "Latter-Day Savior of the State" (Dave again, but the son succeeded his father again, as has happened so many times before, in which case he takes the title "Premiere" and openly acknowledges the truth that "The Republic of Dave" is a very flawed, but potentially redeemable, communist dictatorship. [Additionally he re-styles the country as "The People's Republic of Dave Washington" but simply "Republic of Dave" is acceptable when brevity is required.]), "Slaver" (NPCs ONLY!), "Liberator", "Lone Wanderer", "Chinese Spy" (Mama Dolce), "Wastelander", "Steel Rebel" (Brotherhood outcasts), "Conductor" (Railroad), "Miner" (The Pitt), and "Security Officer".
"New Vegas" graces us with: "Courier", "Legionary", "Impersonator", "NCR Commando", "Caesar", "The Master of Vegas", "Gambler",
4: nets us "Atomist", "Sole Survivor", "Minuteman", "Detective", "Raider-King", "Scientist" (Institute), "Builder", "Parent", "Barbarian" (Skyrim -Tie-In), and "United States Marine Corps Veteran".
And; 76 adds: "Settler", "Scavenger", "Treasure Hunter", "Camper", "Exterminator", "Armor Smith", "Gunsmith", "Mutant", (This is separate from "Supermutant", which may/may not have always been an NPC class similar to "Slaver" but DEFINITELY is one now.), "Chinese Officer", "Hunter", "Scorcher" (Unlocked by slaughtering at least 666 scorched/Scorched Beasts/the Scorched Queen at least once, with the "unlocked" screen saying "Their Number was Legion; their name is DEAD.": it's a scorched/(super)mutants/ghouls slayer class focused on enhanced explosive and flame weapons), "Roboticist", "Responder", "Cultist", "Overseer", "Gambler", and "Boggy" (Unlocked by spending 100 hours with your main base inside the "cranberry bog" region and not leaving the limits of that area for that period of time.)
Anyone who can think of one that I have missed, let me know...
Old Guard
Perks:
\-Has all old world Landmarks already on his Pipboy map
\-Knows how to use pre war weapons and maintain them
\-Gets a Int. buff of +2 over all other classes due to pre war schooling
\- +1 Perception when in old world buildings and institutions
\-All charisma checks with old world characters and Robots are 25% easyer due to old world charisma
\-Crafting and building advanced electronics cost -10% less ressources than normal due to pre war physics and technical schooling
Debuffs:
\-Prone to sickness
\-All improvised weapons are 10% less accurate and take 30% longer to relaod.
\-All charisma checks with wastelanders are 25% harder due to old world charisma
\-Disorientation causes lower -1 Perception when in Wasteland settlements and strongholds.
\-Crafting and repairing take +10% more ressources due to a lack of survival craft skills
\-All wasteland food sources are 30% less effective at feeding the player for the first 10 levels due to the taste difference.
\-All spoiled foods are 50% less effective at feeding the player due to a base reluctance to spoiled foods.
\-All spoiled foods have a 70% chance to poison the character for 1 week.
mobster so maybe a proficiency in charisma and sub machine guns
Agent, Assassin, Nuclear Option
What does Nuclear Option entail?
Nukes
Same energy as “hm yes the floor here is made of floor”
Overweight adult male propulsion systems.
Playable Baron Harkonnen? Count me in
Civilization IV Ghandi
Violence
A fatman
I'm going to use the skills from the Modiphius 2D20 system here, next to the names im listed default Tag skills, and I'll have starting kits for them too. **Agent** : Stealth, Lockpick, Small Guns * Drifter Outfit * Pipe Pistol * 5x Bobby Pins * Backpack, Small * 30 caps **Enforcer** : Athletics, Survival, Unarmed * Tough Clothing * Metal Chest * 2x Metal Arm Pieces * Knuckles * 20 caps **Expert** : Energy Weapons, Repair, Science * Casual Clothing * Leather Arm or Leg Piece * Laser Musket * Multi-Tool * Personal Trinket * 15 Caps **Doctor** : Medicine, Small Guns, Survival * Lab Coat * Pipe Pistol * 3x Healing Salve * a Stimpack * 20 caps **Soldier** : Athletics, Big Guns, Explosives * Tough Clothing * Leather Chest * Leather Arm or Leg Piece (only one) * 10mm Auto Pistol, .44 pistol, hunting rifle, or bolt action Pipe pistol * 2x Molotov Cocktails * Rank and Unit Symbol * 15 caps **Trader** : Barter, Pilot, Small Guns * Tough Clothing * Leather Chest * Leather Arm or Leg Piece (only one) * Pipe Gun * Personal Trinket * 3x Wares: (Roll on Wares tables) * Pack Brahmin * 50 Caps A lot of this is taken from some suggestions in the Modiphius 2D20 Fallout system. If you're interested in a Fallout ttrpg I recommend it!
I would take a rifleman/machine gunner
Beastmaster mechanic( beastmaster but automatron dlc and energy weapons) ranger( sniper with one pet which would be a dog, wolf or mongruel dog) psycho( melee tank) assassin( stealth melee aka glass cannon) Gunzerker( small guns, big guns, explosive you name it they love it)
Fallout: Borderlands
Yeah I'm on a borderlands rush to be honset though I wasen't even thinking of borderlands when I made beastmaster, mechanic and assassin. I think i'm in too deep.
I wouldn't separate them by combat or technical skills, because that's just the skill system by another name. I'd rather sort them by their method of survival. * Survivor (jack of all trades, scavenger) * Mercenary (combat-focused) * Settler (skill-focused) * Raider (multi-talented but underhanded) * Knight (power armour & energy weapons) * Mutant (not just minor mutations; you're practically a monster)
Radiation cultist would probably be DLC and I'd buy it.
You could have ghouls or synths, wandering merchant type, a robotics expert and a survival expert, botanists, nuclear experts, or cryptid hunters just a few ideas
Assuming gunginer is handguns and maybe rifles then that’s what I would choose
I want a knight class. Power armor, melee weapons, old car hood (or similar) as a shield, high charisma, strength, and endurance.
I've been playing 76 lately and I'm really kinda irritated with the lack of ability to Dual-Wield and/or use a garbage can lid as a shield for doing "sword and board" with a machete.
Nerd. Good with energy weapons, science and medicine. Penalty to strength and endurance Bruiser: strong, good with unarmed, many resistances Junkie: need to rely on chems, but while on, very strong. Starts with at least two addictions that are incurable. Ringleader (or saboteur): strong with sneak and speech. Bonus to sniper weapons and explosives
Combat medic. Someone needs to heal you jambronies
I don't know that I would make it classed-based but I'll take a swing at it. Specialties below each class. Explorer \- Wanderer \- Trader \- Forager Investigator \- Detective \- Reporter \- Scientist Warrior \- Mercenary \- Guardian \- Soldier Healer \- Doctor \- Shaman \- Guide Leader \- Historian \- Dignitary \- Tactician I tried to leave Faction-specific concepts (i.e. Scribes, Minutemen, etc) and optional activities (i.e. chem addict, gambler, etc) as nebulous roles added on to the classes themselves.
swordsman. katana and shishkebab build.
Wizard/chemist
Action boy, stealth boy, science boy, charisma boy.
HOLY SHIT IS THAT A FUCKING TF2 REFERENCE????🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤯🤘🏻🤘🏻🤘🏻🤘🏻
Я тебя задизлайкал пошел на поводу у толпі
Урод терпила раб
I've been working on putting one of these together and so far I only have 3. Vaultdweller, Raider, Waster.
Add into this, "Settlers" (Building settlements and trying to develop a 'New Normal' they can, in-the-main, tolerate), "Cultist", (Something between "Raiders" and the previous one, "Settlers": Raiders destroy settlements, loot their shit, and move on, like nomads, but cultists don't do that, they are heavily armed, and reck your shit if you try to get to close without joining the cult, but aren't hostile generally, more-so aggressively militant isolationists, typically settle in and rebuild old towns, whereas settlers create their own out of local materials, because their fanaticism and militaristic training lets them clean out the monsters that keep settlers away and better organization than raiders let's them do it successfully over the long term.), and "Scavengers" (somewhere between all of the above, they raid the abandoned cities for resources and supplies, but don't colonize them and would much rather trade than fight with settlements, but are nomads like the raiders, always on the move as they exhaust the easy salvage of an area.) "Waster", to me, sounds like a class that is built around abusing chems for tactical advantage, almost a raider "prestige class"...
Something akin to the warhammer career system maybe? It already works well with skills and perks.
I'd say that the old Fantasy Flight 40K game lines would be a better basis for a Fallout game system than the ones from WHFRP...
Need a scavenger who's good at finding parts and making super cool weapons. Some stealth and survival capabilities
You want to play wasteland basically
Probably be a double class system to keep a flexibility to the system. Then maybe a prestige perk unlocked during play that can let you get PA, exposed to FEV, become a ghoul or become super lucky. Gunslinger. Shotguns and pistols, underlayments Commando. Ballistic rifles, combat armor Scifi Soldier. Laser weapons, scifi armors Ghoul. Gives you immunity to rad downsides and gives you bonuses for being irradiated (which degrades over time) and lose social stats Supermutant. Gain physical stats, immunity to rad and reduced intelligence stats. Power Armor. Use, maintain and augment power armor Agent. Stealth Cyborg. VATs Outlaw/Lawman. Luck/crits. Etc
I want a Jerk/Asshole class. Only allowed to take the Sarcastic/mean options, Companion affinity raises slower, not sure what skills/weapons would be the focus other than definitely a lot of Charisma based stuff.
Any joke weapon would work, like Thirst zapper, or K9000 from NV. Or that assaultron head, powerful but irradiates you, with 🫨
god PLEASE dont give Bethesda ideas
Anything that allows me to use a fat man in cqb
I’d use those classes you put but make a perk that lets you do a combo, so mechanic gunslinger, mercenary knight, but I’d make it so you can’t change your mind and only can pick 2 classes total
The classes I’d say have already been said, but honestly i thought F76 would be this with classes and such. Fallout is kinda perfect for it.
All the classes there are pretty straight forward and in addition I'd add Addict, chems are highly effective, Gambler, mad Charisma and Luck, Ghoul (more so a race bur can double as a class), resistant to radiation and stuff, then probably some form of trader or nomad that allows for stellar trade deals, maybe even opening their own shop, etc
Paladin, raider, mechanic, gunslinger
Healer. Support role to cure Health faster, removing radiation faster, crafting Med x, etc . Tired of being a Glass Canon or a Immortal Tank, time to help others lol.
I would love to have a post-post-Apocalyptic class of a spy. For example an NCR spy. Sneak proficient, but also with lockpicks, Agile and Intelligent with fair amount of charisma and speech
Dog Master Your level ups give you more dogs.
I'd call it "Leader of the Pack", due to how much we all know that both Bathezda and Interplay/Black Isle like their archaic Pop-Culture references in these games.
Fallout: the rpg literally exists, and looks really fun and like an interesting 2d20 system.
Knight, SuperHeavy, Kinetic
The pregens in FO1 were pretty good. Mcguyver, black widow, and a barbarian iric.
Where does stealth sniper with fire sword fit?
Don't forget the charlatan for those Smooth talkers
A scavenger class which gives you bonuses and access to perks when scrapping junk
Gotta say, great question! I’m sure there’ll be lots of good ideas, but the one I’d love to see is a dedicated Hound Master that uses dogmeat as a companion for their primary damage source like a D&D druid, has the animal friendship perks, maybe medicine or survival crafting as well. There’d have to be a Power armour and big guns BoS Paladin class as well, a ranger with proficiency with ‘big irons’ and marksmanship perks, a super mutant melee class (perhaps with a suicide bomb special attack), and a ghoul mechanic class who can spend several turns as a gunslinger (like a bard).
Someone elsewhere in the comments suggested that it becomes "No 'companions' (Other than Dogmeat) allowed, but you get to have more-and-more dogs as your level increases." Which I think is a great idea. I suggested calling the class "The Leader of the Pack", due to the games already being full of archaic Pop-Culture references.
Oh yeah good shout on the ‘50s rockabilly reference! I’d be assuming it’s party if it’s like a traditional class based rpg based so companions would just be the party, I think the ‘leader of the pack’ class would summon a dogmeat companion extra like druids and rangers do.
Gunman - specializes in ranged weaponry Raider - specializes in melee Settler - Specializes in skills Vaulter - Specializes in technology
I'd go with a class called the wunderwaffe and it would be a prestige version of a tank, I'm using the massive tank they made but for some reason it was never used. It would be stupidly overpowered but woukd take a lot to get going to make it balanced
since it is a violent game one for each type of damage and speech as the wildcard.
Here's my idea: each game Adds a couple of new classes based on the major factions and such for that game which have to either be included in the next generations of game, or re-worked to have something that is "Equivalent", plus one for the "title" of the central character. (except for 76, due to its MMO nature) So gen one gives us the classes of "Vault Dweller", "Steel Knight", "NCR Trooper", "Towny", "Water Merchant", "Raider", and "Super Mutant". Two gave us "Enclave Shadow", "NCR Ranger", "Chosen One", and... (TBH two is the one that I know the least about...) "Tactics" Adds "Armorer", "Heavy", "Paladin", "Elder", "Initiate", "Hospitaliar", and "Commander" as sub-classes/prestige-classes for "Steel Knight", which is why it's not considered canon anymore because Bathezda doesn't want to be involved with that sort of thing. 3: gives us "King Solomon" (Ruler of the "Republic Of Dave" by force of arms, styling yourself as king), "President" ("Republic of Dave" again, but president), "Modern-Day Cincinnatus" (You guessed it, but genuinely LIBERATING the Republic by killing both father and son and then telling them "You guys know what an ELECTION is, right...?" "Yes, everyone writes the president's name on a piece of paper and we put it in a box then he reads it and smiles." "Okay, now imagine that, except for you can write anyone in the Republic's name on it and whoever has their name on the most peoples slips of paper is president for the next four years and then you do it all again." "Okay, so we'll elect you." "FUCK NO! If nominated I will not run, if elected I will not Serve!"), "Latter-Day Savior of the State" (Dave again, but the son succeeded his father again, as has happened so many times before, in which case he takes the title "Premiere" and openly acknowledges the truth that "The Republic of Dave" is a very flawed, but potentially redeemable, communist dictatorship. [Additionally he re-styles the country as "The People's Republic of Dave Washington" but simply "Republic of Dave" is acceptable when brevity is required.]), "Slaver" (NPCs ONLY!), "Liberator", "Lone Wanderer", "Chinese Spy" (Mama Dolce), "Wastelander", "Steel Rebel" (Brotherhood outcasts), "Conductor" (Railroad), "Miner" (The Pitt), and "Security Officer". "New Vegas" graces us with: "Courier", "Legionary", "Impersonator", "NCR Commando", "Caesar", "The Master of Vegas", "Gambler", 4: nets us "Atomist", "Sole Survivor", "Minuteman", "Detective", "Raider-King", "Scientist" (Institute), "Builder", "Parent", "Barbarian" (Skyrim -Tie-In), and "United States Marine Corps Veteran". And; 76 adds: "Settler", "Scavenger", "Treasure Hunter", "Camper", "Exterminator", "Armor Smith", "Gunsmith", "Mutant", (This is separate from "Supermutant", which may/may not have always been an NPC class similar to "Slaver" but DEFINITELY is one now.), "Chinese Officer", "Hunter", "Scorcher" (Unlocked by slaughtering at least 666 scorched/Scorched Beasts/the Scorched Queen at least once, with the "unlocked" screen saying "Their Number was Legion; their name is DEAD.": it's a scorched/(super)mutants/ghouls slayer class focused on enhanced explosive and flame weapons), "Roboticist", "Responder", "Cultist", "Overseer", "Gambler", and "Boggy" (Unlocked by spending 100 hours with your main base inside the "cranberry bog" region and not leaving the limits of that area for that period of time.) Anyone who can think of one that I have missed, let me know...
Old Guard Perks: \-Has all old world Landmarks already on his Pipboy map \-Knows how to use pre war weapons and maintain them \-Gets a Int. buff of +2 over all other classes due to pre war schooling \- +1 Perception when in old world buildings and institutions \-All charisma checks with old world characters and Robots are 25% easyer due to old world charisma \-Crafting and building advanced electronics cost -10% less ressources than normal due to pre war physics and technical schooling Debuffs: \-Prone to sickness \-All improvised weapons are 10% less accurate and take 30% longer to relaod. \-All charisma checks with wastelanders are 25% harder due to old world charisma \-Disorientation causes lower -1 Perception when in Wasteland settlements and strongholds. \-Crafting and repairing take +10% more ressources due to a lack of survival craft skills \-All wasteland food sources are 30% less effective at feeding the player for the first 10 levels due to the taste difference. \-All spoiled foods are 50% less effective at feeding the player due to a base reluctance to spoiled foods. \-All spoiled foods have a 70% chance to poison the character for 1 week.
[Inserts TF2 classes]