|
user is offline ●
|
What makes a man, is it the power in his hands?
|
“
|
The Realest Motherfucker
|
Posts: 38
|
Likes: 0
|
Age: 18
|
|
VISION
|
Level: 10
|
ENGLAND
|
Android
|
|
A.I.
|
Post by JARVIS on Apr 17, 2015 12:41:30 GMT
OVERVIEW I. THESE SHOULD GO IN YOUR APP Below you'll find the official list of skills from Fallout New Vegas with a general overview of what they'll do. Put these in your app to give your character proficiency -- characters with powers only get 2 skills to choose, whereas those without can have up to 5. MADE BY ★MEULK OF GS
|
|
|
user is offline ●
|
What makes a man, is it the power in his hands?
|
“
|
The Realest Motherfucker
|
Posts: 38
|
Likes: 0
|
Age: 18
|
|
VISION
|
Level: 10
|
ENGLAND
|
Android
|
|
A.I.
|
Post by JARVIS on Apr 17, 2015 13:09:38 GMT
COMBAT SKILLS ENERGY WEAPONS Proficiency at using energy-based weapons and technology, including laser and plasma firearms, spaceship turrets, and other advanced pre-war tech, such as short-range teleporters and beam swords. EXPLOSIVES Proficiency at using explosive weaponry, disarming mines, and crafting explosives. GUNS Proficiency at using ballistic weapons that fire standard ammunition, whether it's a hand-portable minigun or a .22 pistol. MELEE WEAPONS Proficiency at using melee weapons with efficacy, anything from a 9 iron to a katana. UNARMED Proficiency at unarmed fighting in a number of disciplines, including multiple martial arts characters may have access to. MADE BY ★MEULK OF GS
|
|
|
user is offline ●
|
What makes a man, is it the power in his hands?
|
“
|
The Realest Motherfucker
|
Posts: 38
|
Likes: 0
|
Age: 18
|
|
VISION
|
Level: 10
|
ENGLAND
|
Android
|
|
A.I.
|
Post by JARVIS on Apr 17, 2015 13:16:59 GMT
NON-COMBAT SKILLS BARTER Proficiency at trading and haggling. Characters with Barter will get better quest rewards after redeeming them in the Vault-Tec Redeem-O-MaticTM system. LOCKPICK Proficiency at picking locks. Characters with Lockpick will also be able to easily wriggle themselves free of general restraints. MEDICINE Proficiency at using medical tools, drugs, and stabilising wounds, others or their own. Characters with Medicine will stand a far better chance of properly dressing a wound in the Empire Wasteland and be able to keep themselves or a wounded party stable. REPAIR Proficiency at repairing items and crafting items and ammunition. Characters with Repair will also be able to utilise raw parts in the wasteland around them to repair or jury-rig systems with speed. SCIENCE Proficiency at hacking terminals, recycling energy ammunition at workbenches, and crafting chems. Characters with Science will also be able to interact at length with androids and artificial systems, and interface almost seamlessly with cyborg prostheses should they require them. SNEAK Proficiency at remaining undetected and stealing. Characters with Sneak will be considerably less detectable by other player characters if they wish to remain in the shadows. SPEECH Proficiency at persuading others. Also used to convince people to give up vital information and succeeding in multiple speech checks. Characters with Speech will get better quest rewards after redeeming them in the Vault-Tec Redeem-O-MaticTM system. SURVIVAL Proficiency at cooking, making poisons, and crafting "natural" equipment and consumables. Characters with Survival stand a better chance of living and functioning completely alone in the Empire Wasteland. MADE BY ★MEULK OF GS
|
|