Strength
6
 
Perception
7
 
Endurance
6
 
Charisma
7
 
Intelligence
10
 
Agility
6
 
Luck
6
 
Action Points
102
 
Carry Weight
260
 
Critical Chance
11%
 
Dmg Resist
25%
 
Hit Points
440
 
Melee Damage
3.0
 
Skill Points
23
 
Barter
70
 
Big Guns
75
 
Energy Weapons
80
 
Explosives
75
 
Lockpick
100
 
Medicine
80
 
Melee Weapons
30
 
Repair
80
 
Science
100
 
Small Guns
80
 
Sneak
80
 
Speech
75
 
Unarmed
30
 
Action Boy/Girl
Ant Sight
Barkskin
Better Criticals
Child at Heart
Comprehension
Concentrated Fire
Cyborg
Daddy's Boy/Girl
Educated
Finesse
Grim Reaper's Sprint
Gun Nut
Impartial Mediation
Lawbringer
Life Giver
Master Trader
Silent Running
Strong Back
Thief
Toughness
Level 1
ST 5 PE 5 EN 5 CH 6 IN 9 AG 5 LK 5
Lockpick, Science, and Repair
Bobblehead (Strength)
Bobblehead (Intelligence)
Bobblehead (Perception)
Bobblehead (Luck)
Bobblehead (Agility)
Bobblehead (Barter)
Bobblehead (Explosives)
Bobblehead (Energy Weapons)
Bobblehead (Big Guns)
Bobblehead (Endurance)
Bobblehead (Melee Weapons)
Bobblehead (Sneak)
Bobblehead (Repair)
Bobblehead (Small Guns)
Bobblehead (Medicine)
Bobblehead (Unarmed)
Bobblehead (Speech)
Bobblehead (Charisma)
Bobblehead (Science)
Bobblehead (Lockpick)
Ant Sight
Barkskin
Level 2
Sneak +3 (30), Small Guns +2 (34), Energy Weapons +1 (30), Lockpick +6 (50), Speech +1 (30), Explosives +1 (30), Barter +1 (30), Medicine +5 (40)
Gun Nut
Level 3
Small Guns +6 (40), Energy Weapons +5 (35), Explosives +5 (35), Medicine +1 (46), Big Guns +3 (30)
Daddy's Boy/Girl
Level 4
Small Guns +5 (45), Energy Weapons +1 (36), Repair +5 (60), Science +5 (60), Medicine +4 (50)
Educated
Level 5
Small Guns +4 (49), Energy Weapons +4 (40), Lockpick +10 (60), Explosives +5 (40)
Comprehension
Level 6
Energy Weapons +3 (43), Explosives +10 (50), Medicine +10 (60)
Toughness
Level 7
Small Guns +11 (60), Energy Weapons +7 (50), Barter +5 (35)
Thief
Level 8
Sneak +5 (40), Explosives +10 (60), Barter +5 (40), Melee Weapons +3 (30)
Strong Back
Level 9
Sneak +10 (50), Unarmed +3 (30), Speech +5 (35), Barter +5 (45)
Impartial Mediation
Level 10
Lockpick +3 (68), Speech +5 (40), Barter +5 (50), Science +10 (70)
Finesse
Level 11
Sneak +10 (60), Lockpick +2 (70), Repair +1 (61), Big Guns +10 (40)
Child at Heart
Level 12
Speech +10 (50), Repair +3 (64), Barter +10 (60)
Silent Running
Level 13
Sneak +3 (73), Lockpick +5 (75), Science +5 (75), Big Guns +10 (50)
Life Giver
Level 14
Lockpick +10 (85), Repair +3 (67), Science +10 (85)
Cyborg
Level 15
Lockpick +10 (95), Repair +3 (70), Science +10 (95)
Master Trader
Level 16
Sneak +2 (75), Small Guns +5 (65), Energy Weapons +5 (65), Repair +5 (75), Explosives +5 (65), Science +1 (96)
Action Boy/Girl
Level 17
Small Guns +10 (75), Energy Weapons +10 (75), Speech +3 (53)
Lawbringer
Level 18
Speech +17 (70), Science +1 (97), Medicine +5 (65)
Concentrated Fire
Level 19
Lockpick +3 (98), Barter +5 (65), Big Guns +15 (65)
Better Criticals
Big Book of Science => Science +2 (99)
Big Book of Science => Science +2 (100)
Dean's Electronics => Repair +2 (77)
Chinese Army: Special Ops Training Manual => Sneak +2 (77)
D.C. Journal of Internal Medicine => Medicine +2 (67)
Nikola Tesla and You => Energy Weapons +2 (77)
Paradise Lost => Speech +2 (72)
Duck and Cover! => Explosives +2 (67)
Dean's Electronics => Repair +2 (79)
D.C. Journal of Internal Medicine => Medicine +2 (69)
Guns and Bullets => Small Guns +2 (77)
Lying, Congressional Style => Speech +2 (74)
Tumblers Today => Lockpick +2 (100)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (67)
Tales of a Junktown Jerky Vendor => Barter +2 (67)
Tumblers Today => Lockpick +2 (100)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (69)
D.C. Journal of Internal Medicine => Medicine +2 (71)
Level 20
Sneak +3 (80), Small Guns +3 (80), Energy Weapons +1 (78), Speech +1 (75), Repair +1 (80), Explosives +4 (71), Barter +3 (70), Medicine +5 (76), Big Guns +2 (71)
Grim Reaper's Sprint
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (73)
Nikola Tesla and You => Energy Weapons +2 (80)
U.S. Army: 30 Handy Flamethrower Recipes => Big Guns +2 (75)
Duck and Cover! => Explosives +2 (73)
Duck and Cover! => Explosives +2 (75)
D.C. Journal of Internal Medicine => Medicine +2 (78)
D.C. Journal of Internal Medicine => Medicine +2 (80)
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