Nerd Rage! (Fallout Supplement)
From D&D Wiki
NERD RAGE! Extraordinary
When hurt don't count the nerds out! They can be fierce when cornered or when someone takes their hot pockets.
Prerequisite: Intelligence 14, Toughness
Benefit: The nerd can call upon inner savage gamer when badly wounded, granting them additional combat prowess. A nerd can rage for a number of rounds equal to 4 + their Intelligence modifier. Temporary increases to Intelligence, such as those gained from drugs, do not increase the total number of rounds that a nerd can rage. Although this ability activates when the nerd's hit points are reduced to 20% or less it may not happen more than once every two hours.
While in a rage, the nerd gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, they take a –2 penalty to Armor Class. The increase to Constitution grants the nerd 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a nerd cannot use any Charisma, Dexterity, or Intelligence based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Back to Main Page → D20 Modern → Feats
Back to Main Page → D20 Modern → Campaign Settings → Fallout → Feats