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3.33% In Cyberpunk With Fallout System / Juan's New Character Sheet

Juan's New Character Sheet

Name: 'Big' Juan D. Welles

Level: 100

AKA: Juan Grande, Sexy Juan, Juan with the Thiccness, Handy Juan, Juan with the Big Hands, The Taco Terminator, Juan 'Hammer' D. Welles

SPECIAL

Strength: 10+9

Perception: 10+4

Endurance: 10+4

Charisma: 10+2

Intelligence: 10+2

Agility: 10+2

Luck: 10+2

SKILLS (1-24 beginner, 25-49 Trainee, 50-74 Journeyman, 75-99 Expert, 100 Master)

Barter: 100

Driving: 100

Explosives: 100

Guns: 100

Small Crimes: 100

Medicine: 100

Melee Weapons: 100

Repair: 100

Science: 100

Sneak: 100

Speech: 100

Survival: 100

Unarmed: 100

FALLOUT NEW VEGAS PERKS

Lady Killer (+10% damage to females, enhanced communication skills with females)

Educated (+2 Skill points per level) Free for finishing High School

Comprehension (+1 skill point per skill book) Free for finishing High School

Toughness (2) (+ 6 Damage Threshold - Light Bullet Resistance)

Intense Training (10) (Increase SPECIAL stats through intense training limit 10)

Gunslinger (+25% accuracy)

Quick Draw (+50% draw and holster speed)

Robotics Expert (+25% damage to robots, much greater ease with hacking and programming robots)

Jury Rigging (Supernatural capacity to fix and build things, almost WAGH type power)

Wasteland Implants (Grants Fallout New Vegas and Old World Blues Cyberpunk Converted Implant Recipes)

Cowboy (+25% damage with cowboy themed weapons)

Old World Blues (Cyberpunk converted Big MT Tech schematics)

Tech Commander (Laser Commander for tech weapons, +15% Damage +10% Crit Chance)

Grim Reaper Sprint: On kill, restore a small amount of stamina and dissipate a small amount of heat buildup in cybernetics.

Nerves of Steel: +20% to neural feedback tolerance, +20% to natural nerve transmission speed, +20% dexterity to cyberware

Hit the Deck: Damage threshold vs Explosions +25

Solar Powered: +2 Strength and major healing factor when exposed to solar radiation. Slowly fixes cyberware.

Atomic!: +2 Strength, +25% Attack Speed, +25% Move Speed, + Stamina Recovery Major

Old Vaquero: +33% Attack Speed with Revolvers and Lever Action Weapons.

Slayer: +25% Attack Speed Melee & Unarmed

Piercing Strikes: Melee and Unarmed attacks ignore 15 Damage Threshold

Lady Killer (+10% damage to females, enhanced communication skills with females)

Educated (+2 Skill points per level) Free for finishing High School

Comprehension (+1 skill point per skill book) Free for finishing High School

Toughness (2) (+ 6 Damage Threshold - Light Bullet Resistance)

Intense Training (10) (Increase SPECIAL stats through intense training limit 10)

Gunslinger (+25% accuracy)

Quick Draw (+50% draw and holster speed)

Robotics Expert (+25% damage to robots, much greater ease with hacking and programming robots)

Jury Rigging (Supernatural capacity to fix and build things, almost WAGH type power)

Wasteland Implants (Grants Fallout New Vegas and Old World Blues Cyberpunk Converted Implant Recipes)

Cowboy (+25% damage with cowboy themed weapons)

Old World Blues (Cyberpunk converted Big MT Tech schematics)

Tech Commander (Laser Commander for tech weapons, +15% Damage +10% Crit Chance)

Grim Reaper Sprint: On kill, restore a small amount of stamina and dissipate a small amount of heat buildup in cybernetics.

Nerves of Steel: +20% to neural feedback tolerance, +20% to natural nerve transmission speed, +20% dexterity to cyberware

Hit the Deck: Damage threshold vs Explosions +25

Solar Powered: +2 Strength and major healing factor when exposed to solar radiation. Slowly fixes cyberware.

Atomic!: +2 Strength, +25% Attack Speed, +25% Move Speed, + Stamina Recovery Major

Old Vaquero: +33% Attack Speed with Revolvers and Lever Action Weapons.

Slayer: +25% Attack Speed Melee & Unarmed

Piercing Strike: Ignore 15 Damage Threshold on Melee and Unarmed Attacks

Chemist: Drugs last twice as long

Enhanced Censors: Passive sixth sense detection. Able to perceive those hidden by stealth tech.

Full Maintenance: Condition of Juan's stuff degrades 75% slower (basically 3x durability for cyberware, armor, weapons, tools, vehicles owned and used by Juan)

Adamantine Skeleton: -50% limb damage (Limbs include torso and head in Fallout so this is just a 2x to Juan's durability)

Stonewall:+5 DT against melee and unarmed attacks and cannot be knocked down during combat.

Unstoppable Force: multiplies Melee and Unarmed damage by 4 when striking a blocking opponent

Ain't Like That Now: +25 to stamina recovery, +20% attack speed, immune to critical hits

FALLOUT 4 PERKS

Medic( Rank 4) Stimpaks fully heal. Radaway full irradiates. Both work much faster.

Solar Powered (Rank 3) When exposed to solar radiation +2 to Strength, +2 to Endurance, Radiation damage recovers, Major Regeneration

Life Giver (Rank 3) +60 health points (time it takes Juan to bleed out is his health points), Major Regeneration

Quick Hands (Rank 1): Reduce Reload time by 35%

Iron Fist (Rank 5): Doubles Unarmed Melee Damage, expert in disarms, crippling, and paralyzing attacks

Big Leagues (Rank 5): Doubles Melee Weapon Damage, master in disarms, expert in crippling and decapitation attacks

Rifleman (Rank 5): Doubles damage for non automatic rifles and shotguns, ignore 30% armor, expert in crippling shots

Gunslinger (Rank 5): Doubles damage of non automatic pistols, greatly increased effective range, master in disarming shots, expert in crippling shots

Commando (Rank 5): Doubles Automatic Weapon Damage, greatly reduced recoil and spread, masterful in staggering shots

Heavy Gunner (Rank 5): Doubles Heavy Weapon Damage, greatly reduced recoil and spread, expert in staggering shots (I don't think anyone Juan Shoots with a 'Heavy Weapon' is going to care about the extra stagger as opposed to him sending them straight to Jesus… or Hell)

Armorer (Rank 4): Gain access to 4th tier armor modifications (Wagh power)

Blacksmith (Rank 3): Gain access to 3rd tier weapon modifications (Wagh power)

Gun Nut (Rank 4): Gain access to 4th tier weapon modifications (Wagh power for sure)

Science! (Rank 4): Gain access to 4th tier tech mods (Wagh power for sure)

V.A.N.S. (Rank 2): Clairvoyant sense of direction, +2 Perception

Pain Train (Rank 3):

CYBERWARE

ICE AGE: Triple Self ICE implant that protects against hacking attempts

Welles Optics: Enhanced Vision Detail, Low Light Vision, Thermal Vision, UV Vision, Light Blinding Protection, Target Analysis, Threat Detector, Trajectory Analysis

Cyber-Ears: Enhanced audio range and detail, Sonic Attack Protection

Bioconductors Mk II: +40% tech cooldown

Bioplastic Blood Vessels: Strong Healing Factor

PHOENIX Monocyte Breeder Mk II: Moderate Healing Factor, Very High Immune System Support

Bionic Syn-Lungs Mk II: +60% stamina +25% stamina recovery

Karenzikov: enhanced aim while sliding, dodging, rolling, and diving. Bullet time while performing these maneuvers

Maneuvering System: Can dodge mid-air and perform expert acrobatics.

Platinum Gold Bones: +120% carrying capacity, diamond hard, not brittle

Welles Marrow: +30% melee damage +50% blood production

Bionic Joints Mk II: -40% weapon recoil, -50% cripple chance

Micro Rotors Mk II: +30% attack speed, +30% move speed

Synaptic Signal Optimizer Mk II: +80% max health

EMP and Microwave Shielding: Refer to name

Nieman Enhanced Subdermal Armor Mk 2: +20 Damage Threshold (Heavy Bullet Resistance)

Welles Arms RealSkin: Protects Cyberware from scans, +12 Damage Threshold (Moderate Bullet Resistance), Protects from extreme heat, cold, and electricity, prevents bleeding

Welles Arms Articulated Hydraulic Rams: Limbs are three times stronger than Gorilla Arms, +1 Agility

Big Hero Legs: Fortified Ankles (+ 300% Max Jump Height), Reinforced Tendons (Double Jump), Lynx Paws (Silent Running).

Welles Arms Juggernaut Muscles: Full body biotech muscles that perform as well by volume as myomar strands but still count as organic muscles. Better performance in the human body due to shape and anchoring. +8 Damage Threshold (Light Bullet Resistance)

Wave Breaker: Sandevistan, Berserk, Implant GRX Grade 2, Slows time to 8%, +15% Damage, +15% Crit Chance +15% Crit Damage, -15% Recoil, -15% Weapon Sway, Melee Damage +115%, Armor +30% Resistances +30%, +40% Max Health, +40% Max Stamina, +5% heal on kill, +1 Strength, +1 Damage Threshold, +100% spine durability, enhanced nervous system.

Two 'Heartless' Tech Hearts: Poison Immunity, -90 to critical hit chance from robots and automated targeting systems, moderate increases to chem efficacy.

SPECIAL Harmonics Implants Mk II: +2 to all Special stats

Implant Y-7 Mk II: Food and drinks restore additional health and stamina

Implant Y-3: Filters out radiation and toxins from food and drinks

COMBAT EQUIPMENT

Stealth Suit Mk IV: +50 Damage Threshold, +6 Strength, +3 Perception, +2 Agility, +25 Stealth, +20 percent to crouched movement speed, and an automated medical system that dispenses appropriate chems when needed, Jump boots for triple jumps and air dashing, greatly reduced explosion damage, NetWatch Netdriver MK.5 cyberdeck installed, Full Reinforcement Glyphs, Mantis Blades.

Jose & Maria: Twin Tech Revolvers, 6 shots each, for when you want to one shot a borg but there are several feet of ultra high strength concrete between you and him.

Nuestra Señora: Lever action Tech double barrel shotgun, for when you want to one shot a room full of borgs but there are several feet of ultra high strength concrete between you and them.

La Ultima Cena: Revolving Tech Rifle, 6 shots, for when you want to one shot a borg but there's a mega building between the two of you and he's driving a tank.


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