Fallout New Vegas

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Assassin:
You are a merciless hired gun. You will kill whomever, as long as it pays well. Small arms, sniping, and the tactical use of explosives are your preferred methods of attack (+5 Guns, +5 Explosives). You shun close quarters and needlessly complex energy weapons (-10 Energy Weapons), for surprise attacks at short or long range. You have recently moved to the Mojave, as turmoil brings business.
Other Bonuses: Start with Rank 1 of Demolition Expert. +10% Accuracy with Pistols and Rifles. -10% Accuracy with Shotguns.

Bar Fly:
The wasteland is a lush garden of mutated beasts, undrinkable waters, and humans driven to cannibalism and beyond. You've given up trying and have been hiding behind a bottle for years. You're the town drunk, and know how to stay standing even when you can't tell up from down (-2 INT, +1 AGI, +1 STR).
Other Bonuses: -5% Gun Spread, 2x Alcohol Addiction Duration.

Bounty Hunter:
Bounty hunting is a good job, if you don't mind the risk of death every day. You are an expert at combat in any form, and use this to your advantage (+5 all Combat Skills). Unfortunately, you've always been a shoot first, ask questions later type of person (-20 Speech).
Other Bonuses: None

Bright Follower: (Possibly Ghoul Only)
You are an industrious ghoul who has seen and done a lot in your long life (-2 STR, -1 CHR, +2 PER). You grow tired of a seemingly eternal life in wastes and decide Bright's group offers a chance to escape it. However, the glowing ghoul's recent manipulation, as you see it, of Chris Haversam has greatly disillusioned you despite training (+10 Energy Weapons).
Other Bonuses: Radiation regenerates health.

Brotherhood:
You are part of the mighty Brotherhood of Steel. Due to the training you received you gain the ability to wear and carry power armor (+1 STR) and are adept at using energy weapons (+10 Energy Weapons). The Brotherhood was never known for stealthy approaches or being friendly to outsiders, and you are no exception (-10 to Sneak, -1 CHR). After contact was lost with the Mojave branch, you were dispatched to determine their predicament. However, an unfortunate fight destroyed your orders, leaving you with no means of identifying yourself to the entrenched Chapter.
Other Bonuses: Can use Power Armor.

Brotherhood Recreant:
You were cast out of the brotherhood for developing "Feelings" for those outside the Order, putting their safety and well being before your brothers and sisters in the Brotherhood. You were trusted enough, and payed some dues, so you were allowed to leave your former Chapter alive. You retain many of your former skills and training (+5 Energy Weapons, +1 STR), but have had to sacrifice some knowledge, to learn anew in the world outside the bunkers. (-10 Science, +10 Survival). Now, Traveling to the Mojave, you recall there being an outpost here...yet you doubt they would be glad to see you.
Other Bonuses: Shunned by the Brotherhood. Can use Power Armor.

Brotherhood Scribe:
You've moved up in the ranks of Scribe faster than most (+2 INT). As a Scribe in the Brotherhood of Steel, it is your duty to maintain the technologies of the order (+10 Science). You are trained in the arts of self defense (+10 Unarmed, +5 Melee), but are discouraged from learning more about combat (-10 Guns, -10 Energy Weapons). Your focus on disarming over harming has led to a somewhat lacking physique (-2 STR). You were sent to the Mojave to investigate the new technologies the Brotherhood has discovered there, as well as provide lasting support for their libraries.
Other Bonuses: Start with the Educated Perk.

Brotherhood Page:
Your parents were Scribes in the Order. Their assignments took them far and wide, and they dragged you along with them. As a bright youngster in the Brotherhood, your schooling did not suffer (+1 INT, +5 Science), though your camaraderie did (-1 CHR). Because of the continuous traveling, your instruction in self defense was thorough (+5 Unarmed, +5 Energy weapons). Unfortunately, on a trip out East your family was attacked and your parents killed. With no way to contact the Brotherhood, you were left alone.
Other Bonuses: Start with either Comprehension or Retention Perk.

You've come of age in the Brotherhood, and are at the point where you need to decide your path. On one hand, you've always done well in your classes (+1 INT, +5 Science), but on the other, your self-defense and natural cunning have made you a prime canidate for Knighthood (+5 Unarmed, +5 Energy weapons).
Other Bonuses: Accepted by the Brotherhood of Steel.

Caravaneer:
You once ran a prosperous caravan, and your business experience shows it (-10% Buy Cost). However, hard times and recent attacks have whittled your capital down to nothing (-1 LCK). Out of resources and a job, you've struck out for New Vegas in the hopes of striking it big so you can rebuild your business.
Other Bonuses: Start with either Long Haul or Shotgun Surgeon Perk.

Courier:
Most folk don't have computers these days, let alone ones with dedicated network connections. That's where you come in. A Courier, a modern day mailman for those who need something to get somewhere, be it a letter, or a priceless treasure. Knowing the lay of the land, as well as the lay of a person's pockets, you've learned how to survive while on the road, and within towns (+6 Survival, +6 Barter). Constant Travel has also built up your immunities to the wasteland's worst, giving you a slight resistance to radiation, and the poison of mutated insects (+6% Rad Resist, +6% Poison Resist).
Other Bonuses: Run 10% faster.

Enclave Remnant
You trace your lineage back to Constantine Chase (+10 Energy, +5 guns, +5 Explosives), hero of the Anchorage Reclamation. You can never quite fill those heroic shoes (-5 Survival), and most of the remnants couldn't tell you what General Chase did (-10 Barter, -10 Speech), but they all know the name (+5% damage with all weapons).
Other Bonuses: Trusted with Enclave Remnants (Two trust points toward "Auld Lang Syne" quest).

Enclave Scientist
You come from a long line of hackers, in the truest sense of the word. One set of your great-great-great-great-great-great-grandparents manned the Vault monitoring stations, while another worked on the control circuits of power armor. You know the theory of it all (+10 science, +5 repair), but have no idea how to actually use the stuff (-5 all Combat Skills). Your real passion has been computers, though, and you know Robco Operating Systems like few others.
Other Bonuses: Trusted with Enclave Remnants (Two trust points toward "Auld Lang Syne" quest). Start with the Computer Whiz Perk.

Enclave Vertibird Pilot:
You had a stint as a pilot for a small holdout of Enclave personnel, taken under the wing of your aging predecessor before his old eyes caused him to accidentally detonate on-board ordnance, removing both your mentor and your aircraft from the picture. The old machinery needed increasing amounts of maintainence (+5 repair), and you were chosen for your hawkeye and reflexes (+2 Perception, +1 Agility), but your focus on mechanics and indirect combat left you lacking in basics like taking care of yourself (-5 Survival, -5 Medicine), and rusty with a hand-held weapon (-2 Strength).
Other Bonuses: Trusted with Enclave Remnants (Two trust points toward "Auld Lang Syne" quest).

Fiend:
Either through birth, or pure addiction, you've become one of the Fiends; violent, chem addicted raiders based in Vault 3. Your life around chems and violence has given you some resistance to injury, but made you that much weaker internally (+10 Melee Weapons, -1 END). You're also easily addicted to new chems, though you ride the high for longer as well.
Other Bonuses: 2x Addiction Rate, 2x Chem Duration.

Follower of the Apocalypse:
You were found as an orphan and raised by the Followers. They educated you (+10 Science, +10 Medicine) and taught you the history of the world. However, this knowledge comes at a price. Your training did not include combat, and so you are lacking in fighting skills (-5 all Combat Skills).
Other Bonuses: Accepted by the Followers of the Apocalypse (Two trust points toward "Auld Lang Syne" quest).

Follower Apostate:
After your group of Followers were attacked by raiders, your mind broke a bit. While you kept working for "The good of all" it was in ways that did not meet the Follower's ways. You still have your education (+5 Science, +5 Medicine), but have become an outcast from your former friends, creating weapons and explosives instead of teaching and helping the weak (+5 Explosives, +5 Energy Weapons, -5 all other Combat Skills).
Other Bonuses: Shunned by the Followers of the Apocalypse.

Follower Doctor:
You aren't just a Follower, you're a Doctor, through and through. You even had to take that old oath from before the war, and keep it close to your heart. Your skill in the medical sciences are matched by few (+15 Medicine, +15 Science, +1 INT). However, due to your oath, no matter how hard you try to justify it you can't bring yourself to fight to the fullest (-20 all Combat Skills). In Addition, being an actual doctor comes with it's perks, including being accepted by all the major factions, after all, true medical professionals are rare to come by in this Wasteland of a world.
Other Bonuses: Accepted by the Followers of the Apocalypse (Two trust points toward "Auld Lang Syne" quest). Start with plenty of doctor supplies. Accepted by all factions.

Follower Indigenous Liason:
Unlike your fellow Followers, your natural affinity came to travel, learning the different cultures, and trying to help those who didn't know any better. You have only the most basic training the Followers give in first aid (+5 Medicine). Wearing the colors of the Followers into the tribal camps usually does enough to protect you, but your charm, and careful words (+2 CHR, +10 Speech) Usually make up for any lack of knowledge on the local scene. Unfortunately some groups see you as...unclean now, and have a lower opinion of you.
Other Bonuses: Accepted by the Followers of the Apocalypse (Two trust points toward "Auld Lang Syne" quest). Accepted by all Tribals.

Gambler:
Win big, or lose it all is your life's motto! You've learned the tricks and ways of the Strip's casinos (+2 LCK), but your hands get shaky if not holding cards, or the hand of a one armed bandit (-6% Accuracy with Guns and Energy Weapons). You've also learned how to slip little things in and out of the casinos without getting caught (+7 Sneak).
Other Bonuses: Accepted on the Strip.

Gladiator:
Early on you discovered a talent for fighting (+10 Unarmed, +10 Melee). You weren't interested in losing yourself to the chems to become a Fiend Raider, and the Jackals are just desperate yokels with sticks. You found a good place to earn caps and respect in The Thorn. You've been knocked down, but always get back up. Maybe it's your stubborness or the head injuries, but you learn a bit slower (-10% Gained Experience).
Other Bonuses: None

Great Kahn:
You were born to one of New Vegas' last great Tribes, The Great Kahns. Growing up, you quickly became fascinated by the production of the various drugs and chemicals the Kahns make (+5 Medicine). Survival is key, but being a "Tribal" others don't take kindly to your ways (+ 5 Survival, - 5 Speech ).
Other Bonuses: Accepted by the Great Khans. Start with extra chems.

Immigrant:
Looking to escape your old life and past demons, you've traveled the wilderness on foot (+10 Survival), staying off the roads to avoid thugs and ruffians (-5 to gun skills). Drawn by the lights seen from miles in the mountains, you've arrived in New Vegas.
Other Bonuses: None

Legionary:
You were once part of a tribe that was incorporated into Caesar's Legion. Now you are forced to fight his enemies. Your former life as a tribal has afforded you some knowledge of the land (+5 Survival) and your training in the Legion has turned you into a true fighting force (+5 Guns). However, your training left you a little brainwashed, staying quiet, or spewing Legion praise. (-10 Speech).
Other Bonuses: Accepted by Caesar's Legion.

Legion Scout:
You are a now scout in Caesar's Legion, your once proud tribe destroyed. You wonder at the decision to make you a scout (+1 PER, +10 Sneak, +5 Survival), and assume it is a test of your loyalty to your new, great tribe. Unfortunately, the beatings while being trained crippled you somewhat (-1 STR and END).
Other Bonuses: Accepted by Caesar's Legion.

Legion Slave:
You are a former warrior from a recently conquered tribe (+1 STR). Beaten in battle, the Legion made you a slave to further increase your humiliation (+2 END). After months of planning you managed to disable you collar, kill your master , and escape. With the slave collar still bound, slightly too tight (-3 PER), to your neck; you venture into NCR territory in hopes of beginning anew.
Other Bonuses: Legion attacks you on sight. Start with minimal weapons and supplies.

Legion Victim:
You awaken half-dead, crippled, and beaten, with the remains of former life laying about you in smoking piles or masses of gore. Thoughts of revenge dance in your mind as you strip what supplies you can from the dead Legionaries around you (+1 END. +15% dmg to Legionaries ).
Other Bonuses: Start with 1/2 health, and two crippled limbs.

Mechanic:
You've always had an easy time with mechanical parts (+15 Repair). Furthermore, you seem to possess an aura around you and robots will never fire upon you unprovoked. Time spent talking to machines all day has left you a little awkward around your fellow humans (-10 to Speech).
Other Bonuses: Robots are friendly. Start with the Jury Rigging Perk.

NCR Deserter:
After fleeing your post after your training in the eastern NCR force (+15 Guns), you head to the Mojave in hopes of escaping capture, and execution, for going AWOL. With your armor stripped of all identifying patches and markings, you pass through the checkpoint at the Mojave Outpost amazed that your forged passport papers worked (+1 PER).
Other Bonuses: Shunned by the NCR.

NCR Homesteader:
With the bottle caps from the Homesteader Loan jingling in your pockets you head to the Mojave to start a new life. You hope raising Brahmin far from the thieving cattle barons will keep this homestead out of their reach. During the trip to the homestead, you didn't do much, and your decision to live in a near warzone have made you more aware ( -1 STR, -1 INT, +1 END, +1 PER).
Other Bonuses: Start with basic supplies and a couple thousand caps from the loan.

NCR Scout:
As a scout for the NCR, you are very in tune with nature (+5 Survival). However, all this sneaking (+5 Sneak) around and not fighting have dulled your combat skills (-5 Guns).
Other Bonuses: Accepted by the NCR (Two history points toward "I Forgot to Remember to Forget" quest). Start with Light Step Perk.

NCR Trooper:
From a young age you always wanted to be a soldier. You joined the NCR Military and were shipped out to New Vegas. Your military training taught you how to fight (+10 Guns), but your upbringing in New California left you lacking in other areas (-5 Lockpick, -10 Survival).
Other Bonuses: Accepted by the NCR (Two history points toward "I Forgot to Remember to Forget" quest).

Politician:
As an up-and-coming politician (+3 CHR) from The Hub, you've traveled out to the Mojave to view the current events as they happen, and maybe to try to earn some favors (+10 Barter). Your cultured upbringing and training in the political sciences have left you a bit aloof to the workings of the world (-20 Survival, -10 all Combat Skills), though you're not too afraid of getting your hands dirty (+5 unarmed). Your skill at seeing through what others are saying (+2 PER) has served you well, though you luck might have a bit to do with it (+1 LCK).
Other Bonuses: None.

Prospector:
Living the life of a prospector you've learned to find parts and pieces in the most obscure locations. You have also become conditioned to lugging all of your �treasures� around the wastes (+15 to Carrying Capacity). But with all the time in world, speed has never been on your side (-5% Speed).
Other Bonuses: Start with either Pack Rat or Scrounger Perk.

Prostitute:
You have sold your body for someone else for the last time (+3 CHR). Gomorrah has become a cage, and you want to go freelance our maybe quit all together. Either way, you know you have to get outta the Strip quickly, as the bosses do not look kindly on your decision to go.
Other Bonuses: Shunned on the Strip. Start with Lady Killer or Black Widow perk.

RobCo Certified: Cyborg Mechanic (req: medicine 35, science 25)
You've watched a few too many old Science Fiction reels (+5 Science), and your beloved copy of Mary Shelley's classic has about given up the ghost (+5 Medicine), but the inspiration has given you a certain... vision... and just enough moral ambiguity to have the fortitude to carry it through.
Other Bonuses: Start with Mad Scientist Perk.

RobCo Certified: Junk Bot Mechanic (req: repair 25, science 25)
You've never been one for book learnin' (-2 Skill points per level), but you're a bit of a technical savant (+3 INT), and while you may not know the "right" way the pieces go together, you've taught yourself to put together your own robots from scraps and pieces.
Other Bonuses: Start with the Crazed Inventor Perk.

RobCo Certified: Robco Mechanic (req: repair 25, science 25)
Your days of obsessively scavving for vacuum tubes and wires paid off (+10 Repair, +5 Science) when you came across a mostly-intact RobCo repair manual. You taught yourself the basics of robot repair. Your reliance on the help of your bots has left you ill-equipped to personally handle some situations alone (-5 all Combat Skills), and while your robots may not know the difference, your human interaction has been stunted by talking to entities with stock responses (-5 Speech, -5 Barter).
Other Bonuses: Start with the RobCo Certified Perk.

Sheriff:
You've spent most your life defending towns throughout the Mojave from evil. Your quick draw has become something of legend (+15% equip speed). Your skill with a guns means you can use them more efficiently (-5% AP Cost), and you have become adept at reacting quickly to dangerous situations when enacting the rule of law (+10% attack speed).
Other Bonuses: None

Snake Oil Salesman:
You realized selling people an ailment so you could sell them the cure (+1 CHA, +10 Speech, +5 Medicine) was your favorite way to put food on your table, not that you'd share your "hard-earned" bacon with anyone. Eventually someone would catch on, and you'd get chased out of town, preferring to flee rather than fight (-5 all Combat Skills, +5% run speed).
Other Bonuses: Bad Karma. Shunned in towns.

Stranded Settler:
Your Brahmin-drawn Corvega wagon was too obvious a mark, and you were lucky to make it away from the raiders with your life (+1 LCK). Destitute and having lost everything, life's sick idea of luck has played out again as you survive by the skin of your teeth (+5 Survival).
Other Bonuses: None

Survivalist:
You've spent your life wandering the Mojave Desert. Due to radiation exposure you've developed a slight resistance to Rads (+10 Rad Resistance) and skill at desert survival (+10 Survival). Rock and sand fills your days, and you�ve never given much thought to technology (-10 to Science).
Other Bonuses: 25% less radiation when drinking.

Thief:
After the prison break you decide to go it on your own. You are a very able thief and know that "Powder Gangers" will only hold you back(+15 Sneak, +15 Lockpicking). The other prisoners still respect you for your role in the breakout, but everyone else is wary of you.
Other Bonuses: Liked by the Powder Gangers. Hated by the NCR. Vender prices increased by 5%.

Town Resident:
A long-time resident of a small town, you've scraped out a living in the dust bowl. Your close working with pre-war technology has given you smarts (+5 Repair, +5 Science), but has left your knowledge of wilderness survival diminished. (-5 Survival, -5 Guns, -5 Energy Weapons).
Other Bonuses: None

Village Idiot:
You are your towns equivalent of Westside's Meansonofa[censored]: a huge, hulking dim-witted simpleton with the strength of a Brahmin (+4 STR) and the IQ to match (-4 INT, -10 Speech, -3 Skill points/level), On the plus side, everyone is glad to have you around (+10 Barter).
Other Bonuses: None