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