Courier.



BACKGROUNDS.

Couriers play a Vital Role in The wasteland, Braving the Elements, The Raiders, Radiation and the Deathclaws to Deliver packages and Mail across the wastes. While most couriers choose the to walk the wasteland seeking a life of adventure others choose to Travel as an escape From the past or more present  Dangers. 

 

Often Working for the Couriers Mile These Brave men and women Risk Their Lives to Deliver packages too small or too important for The Trade Caravans, The work of a Courier Requires A Good sense of Direction and a strong Knowledge of Repair, Survival, Science and Most importantly the ability to Fight and Defend themselves whether that's with Guns, Melee or Energy weapons. 


Traits You can pick one trait from the list below that best suits your character, or roll 1D6 to randomly choose.


1. I follow the open Road wherever it takes me each day is a new Journey.
2. I have a joke for every occasion, especially occasions where humour is inappropriate.
3. Nothing can shake my optimistic attitude.
4.  I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
5. I judge people by their actions, not their words.
6. Sarcasm and insults are my weapons of choice.

 

Ideal You can pick one ideal from the list below that best suits your character, or roll 1D6 to randomly choose.
1. Independence. I am a free spirit – no one tells me what to do.
2. Loyalty. Once you have earned my Trust i'll go to the ends of  the earth For You.
3. Duty. There is nothing more Important than my Work, ill Do anything to ensure my Packages are delivered on Time.
4. Survival. when i'm on the Road i do whatever it takes to survive, no matter the consequence to others.     
5. Secrets. I keep moving from Town to Town and avoid staying too long, imscared someone from old life will find me.
6. Aspiration. I'm determined to make something of myself.

 

Bond You can pick one Bond from the list below that best suits your character, or roll 1D6 to randomly choose.
1. I'm a wanted Man, I walk the road of a courier to avoid being captured and Killed.
2. some one i love is desperately ill, i hope one day my travels will help me find a Cure.
3. Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her.
4. I grew up in a vault or a sheltered settlement/camp i walk the wasteland Now to seek New things and Meet new people. 
5. I Travel to protect those who cannot protect themselves. 
6.  I have an ancient text that holds terrible secrets, it must not fall into the wrong hands.

 

Flaw You can pick one Flaw from the list below that best suits your character, or roll 1D6 to randomly choose.
1. I can't resist a pretty face.
2. I Cant escape The horrors of my past acts, they haunt my dreams and stalk me from the shadows.
3. I have a weakness for the vices of the city, especially hard drink.
4. My pride will probably lead to my destruction. 
5. I obey the law, even if the law causes misery. 
6. I'd risk too much to uncover a lost bit of knowledge.

 


Starting gear

Couriers start out with a pair of old Boots, leather armour leg and chest pieces and a Regulators Duster coat  they also carry 1 extra Trinket as a package of High importance. They also Carry a 10.mm Pistol and 2D10 Bullets.

Couriers can be any race. And any alignment though they tend to be neutral or good 

When creating a Courier here are some things to consider.

What made you choose the life of a courier?
How far would you go to make a delivery? 


Important skills and Bonuses
The 5 main skills for a Courier are.
Guns +5
Tinkering +5
Survival +5
Traps +5 
Scavenging +5

 

Perk

WASTELAND WANDERER.

You spend a Large amount of Time travelling through the wastes, During this Time you've Learnt a Variety of useful Survival Tips, as your survival modifier increases your Exhaustion Rate Decreases.

0-24 Survival: each level of Exhaustion Requires 1 point. 

25-49 Survival: each level of Exhaustion Requires 2 points. 

50-74 Survival: each level of Exhaustion Requires 3 points. 

75-99 Survival: each level of Exhaustion Requires 4 points. 

100 Survival: each level of Exhaustion Requires 5 points.

Disadvantage.

CABIN FEVER. 

You are Used to Long Stretches in the wastes and short stays in Civilisation. When you spend time in a Camp or Settlement after a Day you Begin to suffer Disadvantages, each Disadvantage stacks with Those Before it. 

On the Second Day Disadvantage to All ability Rolls.

On the Third Day Disadvantage to All Combat Rolls.

On the Fourth Day -25 Points To All Skills.

On The Fifth Day -50% To your Max Hp.