Post by saturnine on Feb 8, 2019 16:54:34 GMT
Before making a character, it’s best to read up on Fallout lore beforehand and if you want to have some sort of special ability, speak to the GM. Below are the steps to follow for building your character, and information on when to input your stats.
Character Creation Steps > Process > Section
Character Creation Steps > Process > Section
Step 1: Character Concept and Background (Imagination)
Step 2: Karma Alignment (Karma Alignments)
Step 3: Race (Races)
Step 4: S.P.E.C.I.A.L. (Primary and Secondary Stats)
Step 5: Traits (Traits)
Step 6: Background Perk (Background Perk)
Step 7: Tagged Skills (Skills)
Step 8: Skill Points (Skills)
Step 9: Equipment (Starter Equipment)
Step 2: Karma Alignment (Karma Alignments)
Step 3: Race (Races)
Step 4: S.P.E.C.I.A.L. (Primary and Secondary Stats)
Step 5: Traits (Traits)
Step 6: Background Perk (Background Perk)
Step 7: Tagged Skills (Skills)
Step 8: Skill Points (Skills)
Step 9: Equipment (Starter Equipment)
RACES
Fallout has a few playable races that inhabit the world. Although some races are dependent on the timeline of a campaign, they each have their own strengths and weaknesses.
All races have a Minimum and Maximum for their S.P.E.C.I.A.L. stats. The Minimum S.P.E.C.I.A.L. is the minimal requirement for that race to have on the stat, while the Maximum S.P.E.C.I.A.L. is the max amount of points they can have on their S.P.E.C.I.A.L. stat. It’s set up like this:
Minimum S.P.E.C.I.A.L./Maximum S.P.E.C.I.A.L.
Per Every Level is . It’s how many perks a race can get not counting level 1.
Resistances are covered in the Damage Type Section.
Sizes refer to the height, width, and depth of the characters personal space. Refer to the chart below.
Size | Space in Feet
Small/Medium: 5 by 5 ft.
Large: 10 by 10 ft.
Huge: 15 by 15 ft.
Gargantuan: 20 by 20 ft. or Larger
Fallout has a few playable races that inhabit the world. Although some races are dependent on the timeline of a campaign, they each have their own strengths and weaknesses.
All races have a Minimum and Maximum for their S.P.E.C.I.A.L. stats. The Minimum S.P.E.C.I.A.L. is the minimal requirement for that race to have on the stat, while the Maximum S.P.E.C.I.A.L. is the max amount of points they can have on their S.P.E.C.I.A.L. stat. It’s set up like this:
Minimum S.P.E.C.I.A.L./Maximum S.P.E.C.I.A.L.
Per Every Level is . It’s how many perks a race can get not counting level 1.
Resistances are covered in the Damage Type Section.
Sizes refer to the height, width, and depth of the characters personal space. Refer to the chart below.
Size | Space in Feet
Small/Medium: 5 by 5 ft.
Large: 10 by 10 ft.
Huge: 15 by 15 ft.
Gargantuan: 20 by 20 ft. or Larger
Some races have a few extra abilities such as increased health per level, a chance to grow bigger, or even become susceptible to pulse. Choose very carefully through the list of races below and understand that not every race is accepted as friendly. Some people of the wasteland are willing to kill those that are green monsters or zombies.
Below is a list of races to choose from with details about their abilities further down.
Below is a list of races to choose from with details about their abilities further down.
Name: Pick
Race: Age:
Gender:
Height:
Weight:
Eye Color:
Hair Color:
Personality:
Motivation:
History:
Experience: - This starts off at 0, and accumulates higher when you complete quests and the like.
Level: - This starts off at 1. When you accumulate enough Experience to qualify, you can level up.
S.P.E.C.I.A.L.: - All characters start with 1 skill point in every attribute. They receive an additional 33 points to add to these attributes at creation.
Stat Points: - This starts off at 7/40 during creation, and is used to easily keep track of your maximum S.P.E.C.I.A.L. points, as well as others gained through enhancement.
STRENGTH is a measure of your raw physical power. It governs the use of Athletics (Run, Climb, Lift), Carry Weight, Throwing Weapons, Melee & Unarmed.
- A character's base Carry Weight is: (75) + (Strength x 10).
- A character's base Throwing Weapon/Melee/Unarmed damage is: (Strength x 5). This is then added to the damage rating on a Throwing/Melee/Unarmed weapon.
PERCEPTION is the ability to see, hear, taste and notice unusual things. It is your environmental awareness and "sixth sense". It governs the use of: Explosives, Energy Weapons, Rifles, Shotguns and Big Guns, Vision, Hearing & Scent.
ENDURANCE is a measure of your physical stamina and hardiness. It affects Health, Swim, and how long you can keep doing physically strenuous activities before tiring. It governs the use of: Hit Points, Radiation/Poison/Disease/Infection Resistance.
- A character's Hit Points are: (100) + (Endurance x 20) + (Level x 5).
CHARISMA is a combination of appearance and your ability to charm and convince others. It governs the use of: Speech, Perform.
- A character's Hit Points are: (100) + (Endurance x 20) + (Level x 5).
CHARISMA is a combination of appearance and your ability to charm and convince others. It governs the use of: Speech, Perform.
INTELLIGENCE is knowledge, wisdom and the ability to articulate and think quickly. It governs the use of: Disguise, Crafting, Medicine, Engineering & Science.
AGILITY is a measure of your overall finesse and reflexes. It governs the use of Dodging, Sneaking, balancing, as well as one-handed ballistic guns and light throwing weapons.
LUCK is a bit like fate. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is.
- Increases the chance of finding items or money when exploring/looting.
- Modifies your Critical Hits. For every 1 Luck, you gain +1% Critical Chance. To trigger a critical hit, you must roll a natural 20 with an attack. You must then roll a d100, and if the resulting number falls within your range, you will crit.
- Increases the chance of finding items or money when exploring/looting.
- Modifies your Critical Hits. For every 1 Luck, you gain +1% Critical Chance. To trigger a critical hit, you must roll a natural 20 with an attack. You must then roll a d100, and if the resulting number falls within your range, you will crit.
Bonuses: - All characters receive bonuses or suffer penalties to relevant skills or actions depending on what their corresponding stat is. The values are listed below.
1: -4
2: -3
3: -2
4: -1
5: +0
6: +1
7: +2
8: +3
9: +4
10: +5
1: -4
2: -3
3: -2
4: -1
5: +0
6: +1
7: +2
8: +3
9: +4
10: +5
Carry Weight: 0 / ?? - (75) + (Strength x 10)
Caps: 0
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CLOTHES / ARMOR / ACCESSORIES
Head:
Eyes:
Mask:
Body:
TRAITS: - Are chosen at creation to further enhance your character, sometimes at a trade off. You can pick up to 2, or none.
1)
2)
TAG! Skills: - Are chosen at creation to further enhance your character's specialty. Select 3 main skills to receive +1 (example below)
1) Sneak
2) Unarmed
3) Survival
PERKS: - You gain a single free perk at level 1, and an additional perk each time you level up. Most perks have level requirements.
1)
2) ??
COMBAT: - Battle information
HP: ?? / ??: - This is your Current / Maximum HP
DR: ?? - DR stands for Damage Resistance. For every 1 DR you have, you will reduce incoming damage by 1%. DR is always calculated before DT.
DT: ?? - DT stands for Damage Threshold. For every 1 DT you have, you will reduce incoming damage by that much. DT is always calculated after DR.
Defense: 10 (10+??) - Your Defense is your automatic chance to avoid incoming attacks. This number is 10 on its own, and is modified by contextual stats. The higher your Defense, the harder it will be to hit you.Dodge: 10+(AGI) - Dodge is your ability to avoid harm by reacting quickly enough to displace yourself from the hazard. It governed by Agility.
Parry: 10+(AGI) - Parry is your ability to deflect hazards with a Melee/Unarmed weapon. It is governed by Agility.
Block: 10+(END) - Block is your ability to deflect or outright stop hazards with a Shield. It is governed by Endurance.
Climbing: 1d20+(STR) - Climbing is a form of Athletics. It is governed by Strength.
Jumping: 1d20+(STR) - Jumping is a form of Acrobatics. It is governed by Strength.
Running: 1d20+(AGI) - Running is a form of Athletics. It is governed by Agility.
Balance: 1d20+(AGI) - Balance is a form of Acrobatics. It is governed by Agility.
Sneak: 1d20+(AGI) - Sneak is your ability to hide and move without being detected. It is governed by Agility.
Sleight of Hand: 1d20+(AGI) - Used to determine Pickpocketing, and other measures of manual dexterity.
Disable Device: 1d20+(AGI) - Disable Device counts for Lockpicking and Trap Disarming, and is governed by the user's Engineering skill bonus. Disable Device is also used to disarm Explosives, but that is governed by the Explosives skill bonus instead.
Spot: 1d20+? (PER)
Hearing: 1d20+? (PER)
Scent: 1d20+? (PER)
Speech: 1d20+? (CHA)
Perform: 1d20+? (CHA)
Creature Taming: 1d20+? (CHA)
Search: 1d20+(INT) - This is different from Perception: Spot, and involves deeply examining everything in the environment in order to search for something.
Disguise: 1d20+(INT) - This is your ability to remain disguised while under scrutiny.
Engineering: 1d20+(INT)
Science: 1d20+? (INT)
Medicine: 1d20+? (INT)
MISC. POSSESSIONS: - This is where things like Vehicles, Houses or Collectibles might go.
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