Homebrewed list of Bobble Heads

Updated complete list of Bobbleheads. I came up with 76 of them (get it… 76 bobbleheads… vault 76… oh, never mind). I even put them into a random table (roll 3d20).

|3|Strength - +1 Strength|
|4|Strength - Carry weight is Strength x 13 pounds|
|5|Strength - Add +2d when spending AP for additional melee damage instead of +1d|
|6|Perception - +1 Perception|
|7|Perception - Reduce the difficulty to see hidden or sneaking entities by 1|
|8|Perception - Gain +2 Initiative|
|9|Endurance - +1 Endurance|
|10|Endurance - +2 Poison DR|
|11|Endurance - +6 Hit Points|
|12|Charisma - +1 Charisma|
|13|Charisma - You may take the Dogmeat perk a second time|
|14|Charisma - The party’s AP pool is increased by 1|
|15|Intelligence - +1 Intelligence|
|16|Intelligence - Tag a skill|
|17|Intelligence - Gain 3 skill points, they must be spent on different skills|
|18|Agility - +1 Agility|
|19|Agility - When taking the Defend action, inrease your defense by 2 if successful|
|20|Agility - The first time you use the Draw action in a turn, it’s a free action, not a minor action|
|21|Luck - +1 Luck|
|22|Luck - Your Luck Pool max is increased by 2|
|23|Luck - Increase ammo and caps found by 1d|
|24|Athletics - +1 Athletics|
|25|Athletics - Reduce the AP cost of moving through difficult terrain / barriers / obstacles by 1|
|26|Barter - +1 Barter|
|27|Barter - 5% better prices|
|28|Big Guns - +1 Big Guns|
|29|Big Guns - Weapons with Gatiling consume 2 less round per ammo used (8x instead of 10x)|
|30|Energy Weapons - +1 Energy Weapons|
|31|Energy Weapons - Weapons that use Microfusion cells as ammo gain pierce +1|
|32|Explosives - +1 Explosives|
|33|Explosives - Weapons with the Blast quality roll full damage on a missed attack (no effects)|
|34|Lockpick - +1 Lockpick |
|35|Lockpick - Reduce the difficulty of Lockpick checks by 1|
|36|Medicine - +1 Medicine|
|37|Medicine - You heal +2 dmg when you make a successful Medicine check to heal someone|
|38|Melee Weapons - +1 Melee Weapons|
|39|Melee Weapons - +1 Melee weapon damage|
|40|Pilot - +1 Pilot|
|41|Pilot - Spend 2 AP to not spend an extra charge of a fusion core when piloting a vehicle / PA|
|42|Repair - +1 Repair|
|43|Repair - You heal +2 dmg when you make a successful Repair check to repair a robot / PA|
|44|Science - +1 Science|
|45|Science - Reduce the difficulty of Hacking checks by 1|
|46|Small Guns - +1 Small Guns|
|47|Small Guns - Ignore Unreliable on small guns|
|48|Sneak - +1 Sneak|
|49|Sneak - While successfully sneaking, weapons with Suppressed or Silenced do +2cd|
|50|Speech - +1 Speech|
|51|Speech - When taking the Rally action and making a Cha + Speech check, rerolls are free|
|52|Survival - +1 Survival|
|53|Survival - When butchering an animal, double the amount of all things found|
|54|Throwing - +1 Throwing|
|55|Throwing - Reduce the difficulty of throwing an aerodynamic object by 1, minimum 1|
|56|Unarmed - +1 Unarmed|
|57|Unarmed - +1 Unarmed damage|
|58|Mr. Handy - You may equip an additional mod - robots only|
|59|Player chooses|
|60|Roll twice|

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