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Loner and Gun Nut perks as traits


Kosher19

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Self-explanatory.

 

Loner's effects; "Your solitary childhood and upbringing mean that you work much better when alone. All stats that aren't affected by Charisma get a 10 point boost. Consequentially, in addition to a 5 point penalty to all Charisma-affected skills, the 10 point boost is decreased to 5 when you have a non-human companion. The boost is nullified when you have either two companions or one human companion." Ideally, the requirements would be <5 CH and >5 IN.

 

Gun Nut's effects; "You are obsessed with using and maintaining a wide variety of conventional firearms and other similar forms of explosive ordnance. You gain 10 points to Guns, Repair and Explosives, as well as being able to give a name to guns, explosives and/or Ballistic Fists, getting attached to them in the meantime. Additionally, interactions that require the Guns skill can be made with this skill instead. As a result, due to your disinterest in the other sorts of weapons, you take a 10 point penalty to Energy Weapons, Melee Weapons and Unarmed." Preferably, the requirements would be 4 AG and 4 IN.

 

Also, is it possible that the Ballistic Fist and the Two-Step Goodbye, in addition to use an ammo source, be classified as a Gun and Explosive weapon, respectively?

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istic Fist and the Two-Step Goodbye, in addition to use an ammo source, be classified as a Gun and Explosive weapon, respectively?

Probably not in any useful way. They are hand to hand weapons, not firearms and that's reflected in their weapon forms. Re: the ammo, do you mean make them use ammo? If so yeah you can have them remove ammon on a succesful hit via script.

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