------- Android ------- You are a mechanically engineered bio-form known as an Android. You feel, think, breathe and eat just like a human but you are far from it. Your cybernetic nature makes you a little tougher than the average mortal (receive the Cyborg Perk) but a little slower to the draw (-15 Action Points). Other Bonuses: Start with Rank 1 Cyborg Perk. --------------- Chinese Officer --------------- You are part of the Chinese Remnants located in what remains of the United States. Due to your poor English you suffer a penalty to your Speech (-5) and Barter (-5) skills. However, you gain bonuses to you Lockpicking, Sneak and Small Guns skills (+5 each) due to your training as an infiltrator. Other Bonuses: None. ------ Doctor ------ You were raised by a rather accomplished Wasteland surgeon, granting you a bonus to your Medicine skill (+15). However, time spent fixing bullet holes in patients has left you with less time to practice making your own (-5 to Small Guns and -5 to Energy Weapons). Other Bonuses: None --------------- Enclave Refugee --------------- Colonel Autumn has gone mad and declared you a Traitor to the Enclave. You've managed to escape but your former comrades will now shoot you on sight. Due to training you receive before being declared a traitor you receive a bonus to your Energy Weapons (+10) and a high aptitude for precision (+5% Critical Chance). A life in bondage has left you with few talents for negotiation (-10 barter). Other Bonuses: Enclave is hostile. --------------- Ghoul --------------- You are viewed as a walking corpse (-30 Disposition). And rightly so, as your body has been mutated due to severe radiation exposure. However, while humans see you as a Ghoul your mutations aren't as severe and other Ghouls still refer to you as being a 'smoothskin.' On the positive side, radiation will heal you. Note: Ghoul history requires the Ghoul race. Disposition Modifier only applies to humans. Ghouls will have normal Disposition toward you. -------- Mechanic -------- You've always had an easy time with mechanical parts, earning a bonus to your repair skill (+15). 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 and RobCo Robots are friendly. ------- Outcast ------- You were once part of the mighty Brotherhood of Steel but defected with your comrades. Due to the training you received you gain the ability to war power armor and a bonus to your Big Gun Skill (+5). The Brotherhood was never known for stealthy approaches and you are no exception (-10 to Sneak). Other Bonuses: Can use Power Armor. In the Outcast Faction (their enemies are your enemies). Access to Fort Independence. ---------- Politician ---------- If the world hadn't been practically destroyed you probably would have been an amazing politician. You are more charismatic than most and possess amazing speech skills (+10). However, because you've talked you way out of most situations in life you've never been very good at fighting (-5 to Unarmed and -5 to Melee). Other Bonuses: +10 Disposition for everyone you meet. ------ Raider ------ You've spent your life plundering and pillaging to your heart's content. Years of using force to get what you want has resulted in a boost to your Small Guns (+10) and being forced to fix your own weapon you gain a bonus to Repair (+5). However, the need to most fast from one place to the next has left you unaccustomed to heavy loads (-10 Carrying Capacity). Other Bonuses: Added to the Raider Faction (their enemies are your enemies) ------- Refugee ------- For your entire life you've always been on the move, never taken settling down. You've been constantly attacked by Super Mutants, Raiders, and Slavers alike and have become quite proficient at hiding from them (+10 to Sneak). You’ve also relied on your words more find shelter among other wastelanders (+5 Speech). A lack of education has left you slower in certain subjects (-5 Medicine, -5 Science). Other Bonuses: None --------- Regulator --------- You've spent most your life tracking and hunting evil throughout the Wastelands. You’ve become adept at reacting quickly to dangerous situations when enacting the rule of law (+15 action points). Heavy firepower usually leaves the suspect in poor condition, and your training is limited with those weapons (-10 big guns). Other Bonuses: Added to the Regulator Faction (their enemies are your enemies). Start with the Lawbringer Perk. --------- Scavenger --------- Living the life of a scavenger you've learned to find parts and pieces in the most obscure locations. You have also become condition 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: Starts with the Scrounger Perk. ------------- Escaped Slave ------------- You've lived a life of slavery and as a result you have become accustomed to using your hands to take care of business (+10 Unarmed) and moving quickly to avoid the whip (+10% Speed). However, a lack of education has left you woefully unskilled with technology (-10 science). Other Bonuses: Slavers will shoot on sight. Unremovable Disarmed Slave Collar. ------ Slaver ------ Humans and Ghouls are nothing more than a commodity and the world is full of commodities. Years of haggling for the best price for a slave has granted you a substantial increase to your barter skill (+10). Furthermore, keep your slaves obedient has trained your hand (+5 Melee). However, you’ve always had your minions doing the manual labor, and your mechanical skills have suffered (-10 repair). Other Bonuses: Added to the Slaver Faction (their enemies are your enemies) ----------------------- Talon Company Mercenary ----------------------- You were raised by the rutheless Talon Company Mercenaries. Due to the harshness of the life you have gained a bonus to your Small Guns (+10) from the extensive training. The Talon Company’s reputation precedes you, making those you meet a little uncomfortable (-10 disposition). Other Bonuses: Added to the Talon Company Faction (their enemies are your enemies). Start with Contract Killer Perk. ------------- Vault Dweller ------------- You've lived your life underground in Vault 101 and have spent your time studying and learning and are granted bonuses to your Science (+10) and Medicine (+5) skills. Due to limited exposure to radiation in the vault, you have little stomach for it in the wastes (-10 radiation resistance). Other Bonuses: None ----------- Wastelander ----------- You've spent your life wandering the Capitol Wasteland. Due to radiation exposure you've developed a slight resistance to Rads (+10 Rad Resistance) and skill at setting traps (+10 explosives). Rock and sand fills your days, and you’ve never given much thought to technology (-5 to Science). Other Bonuses: None.