Post Apocalyptic Nuclear Gaming System: D20 Modern Fallout System
THE TOUGH FOCUS Ability: Constitution
+1 fort Save
Damage Reduction Talent Tree
The Character has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign).
Damage Reduction 1
The Character ignores 1 point of damage from melee and ranged weapons.
Damage Reduction 2
The Character ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).
Prerequisites: Damage reduction 1
Damage Reduction 3
The Character ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).
Prerequisites: Damage reduction 1 & 2
Energy Resistance Talent Tree
The Character is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.
Prerequisites: Damage reduction 1
The Character ignores an amount of acid damage equal to his or her Constitution modifier.
The Character ignores an amount of cold damage equal to his or her Constitution modifier.
The Character ignores an amount of electricity damage equal to his or her Constitution modifier.
The Character ignores an amount of fire damage equal to his or her Constitution modifier.
The Character ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.
The Character gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Character’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
The Character becomes especially robust, gaining a number of hit points equal ½ their Con score. Thereafter, the hero gains their Con Mod in hit point with each level of Tough focus he or she gains.
The Character can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to the number of levels of Tough Focus x his or her Constitution modifier. This talent does not increase the Character’s hit points beyond the character’s full normal total.
The Character recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
The Character has learned how to shake off adverse conditions. When a Character is subjected to one of the following conditions, the duration of the condition’s effect is halved: cowering, dazed, exhausted, fatigued, nauseated, panicked, paralyzed, shaken, and stunned. If the condition’s duration is only 1 round, the Character is not affected at all.
A Character gains a +4 morale bonus on Will saves to resist fear effects and on level checks to oppose Intimidate checks.
A Character can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Character spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Character is fatigued for 1d4+1 rounds.
A Character can temporarily increase two physical ability scores if they spend 3 action points. At the end of the duration, the Character is fatigued for 2d4+2 rounds.
Once per day, a Character can delay the damage dealt by a single attack or effect for a number of rounds equal to ½ his or her level, minimum 1.
Increase Massive Damage Threshold
A Character increases his or her massive damage threshold by x2 their Con Mod. This increase stacks with the increase provided by the Improved Damage Threshold feat.
Once per round, if the Character is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Character can subject him or herself to the attack in the ally’s stead. If the attack hits the Character, he or her takes damage normally. If it misses, it also misses the ally.
The Character must declare his or her intention to place him or herself in harm’s way before the attack roll is made. The Character selects his or her ally either prior to combat or immediately after the Character makes his or her initiative check. The Character can’t change his or her ally for the duration of the combat.
This ability allows a Character to designate a single opponent during his or her action and receive a +1 competence bonus on attacks against that opponent. The Character can select a new opponent on any action.
The Character can spend 2 action points to increase this to +2 for the duration of the battle.
Once per day, a Character can focus his or her effort to burst into sudden action when the situation calls for it. The Character can change his or her place in the initiative order, moving higher in the count by a number less than or equal to his or her class level, as the Character sees fit. The Character can declare the use of this ability at the start of any round, before anyone else takes an action.
A Character of can make a charge without having to move in a straight line. All other charge rules apply, but the Character can alter his or her direction when making a charge to avoid obstacles.
If an opponent makes a melee attack against the Character and misses while the Character is using the total defense option, the Character can attack that opponent on his or her next turn (as an attack action) with a +4 bonus on his or her attack roll. The Character gains no bonus against an opponent who doesn’t attack the Character or against an opponent who makes a successful attack.
A Character can use his expertise to provide protection for up to six allies (not including himself) within sight and voice range of his position.
The Character spends 1 action point and takes a full-round action to issue orders and directions. Doing this provides the Character’s allies with a +1 insight bonus to Defense for 3 rounds.
The Character is immune to fear effects and Intimidate.
The Character is incredibly sure-footed. She gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.
The Character treats any suit of armor worn as though its armor penalty is 2 better.
The Character can temporarily increase her Strength, but at a penalty to Defense.
The Character gains a +8 morale bonus to Strength, but takes a –4 penalty to Defense. Activating ability surge is a free action, and the surge lasts for a number of rounds equal to the Character’s class level. Following the ability surge, the Character is fatigued for as many rounds as she surged, but may negate this penalty as a free action by spending an action point. The Character may use the ability surge twice per day.
The Character does not need to move before making an overrun attempt against an opponent. She also gains a +2 bonus on any trip attack made against an opponent who blocks her overrun attempt.
Prerequisite: Improved Charge
The Character becomes especially skilled in defensive fighting. When fighting defensively or takes the total defense action, she gains a +3 bonus to Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense).
The Character must be wearing medium, heavy, or powered armor to gain this bonus.
The Character treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in one hand and if they are considered light weapons.
Using his constitution instead of his dexterity, the Character applies his Constitution bonus to his Defense instead of his Dexterity bonus. Any situation that would deny the Character his Dexterity bonus to Defense denies the Constitution bonus.
The Character gains the ability to shrug off some amount of injury from each attack. The Character gains damage reduction 5. Subtract 5 from the damage the Character takes each time he is dealt damage from a physical attack—usually weapons or natural attacks but not energy attacks.
Damage resistance can reduce damage, after base damage, to 0, but not below 0. Damage reduction does not stack with itself unless otherwise stated—if the Character gains other forms of damage reduction, apply the best damage reduction for the situation.
Damage resistance may stack with the damage reduction tree; in this case add the benefit of those damage reductions for attacks from melee and ranged weapons.
Prerequisite: Damage Reduction