Post by saturnine on Jun 21, 2019 22:10:05 GMT
Primary and Secondary Stats
You have 40 points to spend and you must use some to meet the racial requirements. The rest is up to you. Your S.P.E.C.I.A.L. stats reflect your character. Use common sense and distribute your points however you like. Some stats affect your character visually.
STRENGTH (STR)
Measures how strong your character is. Strength determines what weapons you can use, so make sure to check those Strength Requirements. This is also used for Carry Weight, Melee Damage, and Hit Points. You use Strength whenever you’re trying to push a heavy boulder or trying to pull yourself up a cliff. Strength checks are used when doing actions such as climbing, pushing a heavy object, or lifting a large heavy door. A character with low strength is more likely to be skin and bones and would barely be able to pick up a weapon. A character with high strength is able to bench press himself. This affects your muscle mass to an extent.
Hit Points (HP)
The Hit Point equation for determining your Base Health.
15 + (ST + (2 * EN))
Upon Level Up Gain Maximum HP based on the equation below.
3 + ½ EN, Rounded Down
Carry Weight (CW)
Races' Carry Weight Equation
Strength / Melee Damage
1–6: +1
7: +2
8: +3
9: +4
10: +5
11: +6
12: +7
And so on...
Luck | Success Range / Failure Range
1: 1 / 91/100
You have 40 points to spend and you must use some to meet the racial requirements. The rest is up to you. Your S.P.E.C.I.A.L. stats reflect your character. Use common sense and distribute your points however you like. Some stats affect your character visually.
STRENGTH (STR)
Measures how strong your character is. Strength determines what weapons you can use, so make sure to check those Strength Requirements. This is also used for Carry Weight, Melee Damage, and Hit Points. You use Strength whenever you’re trying to push a heavy boulder or trying to pull yourself up a cliff. Strength checks are used when doing actions such as climbing, pushing a heavy object, or lifting a large heavy door. A character with low strength is more likely to be skin and bones and would barely be able to pick up a weapon. A character with high strength is able to bench press himself. This affects your muscle mass to an extent.
Hit Points (HP)
The Hit Point equation for determining your Base Health.
15 + (ST + (2 * EN))
Upon Level Up Gain Maximum HP based on the equation below.
3 + ½ EN, Rounded Down
Carry Weight (CW)
Carry weight is a measure of how much your character can carry. Understand that you need something to be able to carry your equipment. Exceeding past your carry weight will result in taking a level of Exhaustion for every 20 lbs. With the limit being Exhaustion Level 3. Refer to the Exhaustion Section for conditions.
Races' Carry Weight Equation
Human/Synth/Ghoul: 25 + (10 x Strength) + (10 x Endurance)
Super Mutant/Deathclaw: 200 + (30 * Strength) + (20 * Endurance)
Half Mutant: 100 + (25 * Strength) + (15 * Endurance)
Super Mutant/Deathclaw: 200 + (30 * Strength) + (20 * Endurance)
Half Mutant: 100 + (25 * Strength) + (15 * Endurance)
Melee Damage (MD)
STR – 5, Minimum 0
Melee Damage is additional damage that can be added to your Melee Weapons and Unarmed attacks. Your Strength determines how much extra damage you add.
STR – 5, Minimum 0
Melee Damage is additional damage that can be added to your Melee Weapons and Unarmed attacks. Your Strength determines how much extra damage you add.
Strength / Melee Damage
1–6: +1
7: +2
8: +3
9: +4
10: +5
11: +6
12: +7
And so on...
PERCEPTION (PER)
Relates towards the five senses. It’s your awareness and “street smarts.” You notice details no one else may be able to catch on to, find the needle in the haystack, and on. This affects your range table. Perception checks are used when surveying the land for any landmarks, observing a large structure for weak points, or seeing the entrances and windows of a large building that’s very far away. Perception checks are more generalized towards the five senses. For specific actions such as investigating a room for anything out of place, is an Investigation check. A character with a low Perception would be oblivious to what's around him. A character with a high Perception would always be aware of where he stands and as well as everything else around. This doesn’t affect you visually at all.
Detection Range
PER x 2
Detection Range relates to someone sneaking up on you and how far your Detection Skill can go. Refer to the Skills section in the Detection, Sleight of Hand, and Sneak rules.
Relates towards the five senses. It’s your awareness and “street smarts.” You notice details no one else may be able to catch on to, find the needle in the haystack, and on. This affects your range table. Perception checks are used when surveying the land for any landmarks, observing a large structure for weak points, or seeing the entrances and windows of a large building that’s very far away. Perception checks are more generalized towards the five senses. For specific actions such as investigating a room for anything out of place, is an Investigation check. A character with a low Perception would be oblivious to what's around him. A character with a high Perception would always be aware of where he stands and as well as everything else around. This doesn’t affect you visually at all.
Detection Range
PER x 2
Detection Range relates to someone sneaking up on you and how far your Detection Skill can go. Refer to the Skills section in the Detection, Sleight of Hand, and Sneak rules.
Range Table
The range table is the additional range you get on your ranged weapons. Depending on how perceptive you are, increases your range with Archery, Big Guns, Energy Weapons, and Small Guns. Melee Weapons, Throwing, and Unarmed has a set range that Perception cannot effect. Refer to the table below.
Perception | Range in Feet / Meters
1: 5 / 1.5
The range table is the additional range you get on your ranged weapons. Depending on how perceptive you are, increases your range with Archery, Big Guns, Energy Weapons, and Small Guns. Melee Weapons, Throwing, and Unarmed has a set range that Perception cannot effect. Refer to the table below.
Perception | Range in Feet / Meters
1: 5 / 1.5
2: 10 / 3
3: 15 / 4.5
4: 20 / 6
4: 20 / 6
5: 25 / 7.5
6: 30 / 9
7: 35 / 11.5
8: 40 / 13
9: 45 / 14.5
10: 50 / 16
11: 55 / 17.5
And so on…
ENDURANCE (END)
Your overall constitution and overall health. The more Endurance, the greater your immune systems. This dictates your Hit Points, Poison Resistance, Radiation Resistance, and Healing Rate. Endurance dictates your reaction upon actions such as hanging on to that rope over a canyon or resisting the deadly bacteria that renegade scientist just sprayed on your face. Endurance checks are used for resisting poison, trying not to vomit from a horrific smell, or not getting drunk while chugging a gallon of red wine. A character with a low Endurance is frail to the point that anything can kill them. A character with a high Endurance will take a stab from a sword, fight through the pain and slice the man’s head off, remove the sword inside of him, and finish the job. This affects your body type and muscle mass.
Healing Rate (Short Rest and Well Rested)
For healing rate, you roll your Endurance, whatever you roll, you regain health for that hour but it cannot exceed past your Endurance.
Example, if your Endurance is 5 and you roll a 10 out of a d10, you regain only 5 HP. If you roll a 3, you only gain 3 health. This is what you roll for a short rest or an hour. If your Endurance surpasses 10, you automatically get the remaining numbers as health. Meaning if you have 12 Endurance and you rolled a 6, you add the remaining 2 and the total health you get is 8. There are two types of rests that you can use to regain health, relax, maybe work on some crafting, etc. They are short rest and well rested. A short rest is equivalent to an hour. Well rest is sleeping for more than six hours. You regain all your hit points but you’re unable to heal crippled limbs. You need to go see a Doctor for that.
8: 40 / 13
9: 45 / 14.5
10: 50 / 16
11: 55 / 17.5
And so on…
ENDURANCE (END)
Your overall constitution and overall health. The more Endurance, the greater your immune systems. This dictates your Hit Points, Poison Resistance, Radiation Resistance, and Healing Rate. Endurance dictates your reaction upon actions such as hanging on to that rope over a canyon or resisting the deadly bacteria that renegade scientist just sprayed on your face. Endurance checks are used for resisting poison, trying not to vomit from a horrific smell, or not getting drunk while chugging a gallon of red wine. A character with a low Endurance is frail to the point that anything can kill them. A character with a high Endurance will take a stab from a sword, fight through the pain and slice the man’s head off, remove the sword inside of him, and finish the job. This affects your body type and muscle mass.
Healing Rate (Short Rest and Well Rested)
For healing rate, you roll your Endurance, whatever you roll, you regain health for that hour but it cannot exceed past your Endurance.
Example, if your Endurance is 5 and you roll a 10 out of a d10, you regain only 5 HP. If you roll a 3, you only gain 3 health. This is what you roll for a short rest or an hour. If your Endurance surpasses 10, you automatically get the remaining numbers as health. Meaning if you have 12 Endurance and you rolled a 6, you add the remaining 2 and the total health you get is 8. There are two types of rests that you can use to regain health, relax, maybe work on some crafting, etc. They are short rest and well rested. A short rest is equivalent to an hour. Well rest is sleeping for more than six hours. You regain all your hit points but you’re unable to heal crippled limbs. You need to go see a Doctor for that.
Limb Resistance
END / 2 (Rounded Down)
Limb Resistance pertains towards getting a Targeted Shot to the arms and legs. Your Resistance determines how many times you need to be attacked with a Targeted Attack in order for the limb to be crippled in combat. Critical Hits instantly cripple the limb. Refer to the Critical Chance Section for more information.
END / 2 (Rounded Down)
Limb Resistance pertains towards getting a Targeted Shot to the arms and legs. Your Resistance determines how many times you need to be attacked with a Targeted Attack in order for the limb to be crippled in combat. Critical Hits instantly cripple the limb. Refer to the Critical Chance Section for more information.
Poison Resistance
END x 5
Poison is an assassin weapon that's proven to be very effective. However, some have the ability to resist its effects. Refer to the Damage Types section for more about Poison.
First roll Endurance, if you fail you take the damage for the hour. If you pass, you take half the poison damage (This may vary depending on the poison type).
Poison Damage x Difference of Poison Resistance = Damage Result
Example: You take 15 Poison Damage. You roll EN and let's say you pass, you take only 7 Poison Damage. Let’s say you have 15% Poison Resistance, you take the difference, which is 85%, multiply it by 7, which will result in 5 Poison Damage deducted from your HP.
Radiation Resistance
END x 2
What’s a nuclear apocalypse with a little radiation?
Apply the same rules as Poison Resistance to the Radiation Resistance. Refer to the Radiation Section for debuffs and conditions.
Implant Limit
END / 3 (Rounded Down)
Implants can boost your overall performance, but your body has a limit as to how many it can take. For information about implants, refer to the Cyborgs section.
END x 5
Poison is an assassin weapon that's proven to be very effective. However, some have the ability to resist its effects. Refer to the Damage Types section for more about Poison.
First roll Endurance, if you fail you take the damage for the hour. If you pass, you take half the poison damage (This may vary depending on the poison type).
Poison Damage x Difference of Poison Resistance = Damage Result
Example: You take 15 Poison Damage. You roll EN and let's say you pass, you take only 7 Poison Damage. Let’s say you have 15% Poison Resistance, you take the difference, which is 85%, multiply it by 7, which will result in 5 Poison Damage deducted from your HP.
Radiation Resistance
END x 2
What’s a nuclear apocalypse with a little radiation?
Apply the same rules as Poison Resistance to the Radiation Resistance. Refer to the Radiation Section for debuffs and conditions.
Implant Limit
END / 3 (Rounded Down)
Implants can boost your overall performance, but your body has a limit as to how many it can take. For information about implants, refer to the Cyborgs section.
CHARISMA (CHA)
You’re a bard and no this isn’t empathy. Empathy is used in Perception. This is to be able to sex up that pretty lady, or man. I don’t judge. If you’re trying to convince someone to aid you or trying to get access to a place, you can use Charisma. Charisma checks are used in situations regarding interaction. If you're trying to convince someone that they're wrong about a topic or trying to present yourself as a debonair/lady. Think of Charisma checks are general use and how people view you. A high Charisma means you're approachable and good looking. They seem friendly enough to have a drink with. Maybe more. A character with low Charisma means you're ugly and people get a bad feeling about you just from looking at you. You also tend to avoid people.
You’re a bard and no this isn’t empathy. Empathy is used in Perception. This is to be able to sex up that pretty lady, or man. I don’t judge. If you’re trying to convince someone to aid you or trying to get access to a place, you can use Charisma. Charisma checks are used in situations regarding interaction. If you're trying to convince someone that they're wrong about a topic or trying to present yourself as a debonair/lady. Think of Charisma checks are general use and how people view you. A high Charisma means you're approachable and good looking. They seem friendly enough to have a drink with. Maybe more. A character with low Charisma means you're ugly and people get a bad feeling about you just from looking at you. You also tend to avoid people.
INTELLIGENCE (INT)
This skill determines how smart you are and how you apply it. You are better at figuring things out. This determines how many Skill Points you get per level. Intelligence checks can be used when someone is attempting to mind control you, or if your trying to figure out a puzzle, or if you're trying to recall an incident from your past that you barely remember, or you need help with a puzzle. Having an Intelligence equal to or below 3 means you can’t read nor write. Your speech pattern is simple and big words hurt you. Having an Intelligence of 4 allows you to read and write at a basic. A character with a high Intelligence, however, is able to think faster and learn more. This stat does not affect your character visually.
Skill Points
5 + (IN x 3) = Skill Points
Skill points are used when leveling up to increase your Combat and Support Skills. Refer to the Leveling Up Section for more information.
This skill determines how smart you are and how you apply it. You are better at figuring things out. This determines how many Skill Points you get per level. Intelligence checks can be used when someone is attempting to mind control you, or if your trying to figure out a puzzle, or if you're trying to recall an incident from your past that you barely remember, or you need help with a puzzle. Having an Intelligence equal to or below 3 means you can’t read nor write. Your speech pattern is simple and big words hurt you. Having an Intelligence of 4 allows you to read and write at a basic. A character with a high Intelligence, however, is able to think faster and learn more. This stat does not affect your character visually.
Skill Points
5 + (IN x 3) = Skill Points
Skill points are used when leveling up to increase your Combat and Support Skills. Refer to the Leveling Up Section for more information.
AGILITY (AGI)
Agility measures the speed of a character’s reaction. The secondary modifiers are Armor Class, Sequence, and Action Points. You can use Agility to dodge out of the way of a rock falling. Agility checks are used when you’re trying to balance on a tightrope, or if you have to quickly dodge out of the way of an attack. A character with low Agility is quite slow, physically. A character with high Agility is quick on the draw and light on his feet at all times. This stat does not affect your character visually.
Action Points (AP)
Action Points are the primary Secondary Stat used in combat. Everything that you do in combat costs Action Points during your turn. The more Agility you have, the more Action Points you have. To find out more about your Action Points, refer to the Combat and Action Points Section.
Agility / Action Points
1: 5
Agility measures the speed of a character’s reaction. The secondary modifiers are Armor Class, Sequence, and Action Points. You can use Agility to dodge out of the way of a rock falling. Agility checks are used when you’re trying to balance on a tightrope, or if you have to quickly dodge out of the way of an attack. A character with low Agility is quite slow, physically. A character with high Agility is quick on the draw and light on his feet at all times. This stat does not affect your character visually.
Action Points (AP)
Action Points are the primary Secondary Stat used in combat. Everything that you do in combat costs Action Points during your turn. The more Agility you have, the more Action Points you have. To find out more about your Action Points, refer to the Combat and Action Points Section.
Agility / Action Points
1: 5
2-3: 6
4-5: 7
6-7: 8
4-5: 7
6-7: 8
8-9: 9
10+: 10
Armor Class (AC)
Your Agility dictates your natural Armor Class. Armor Class determines how easy, or hard it is to attack you. Add this to your Armor on Base. For Armor and bonuses add them to the Total Armor Class.
Sequence
1d20 + AGI
Sequence is your initiative in combat. The higher your Agility, the more likely you’ll be higher on the turn order. Sequence goes from Highest to Lowest. If anyone ties goes by the highest Agility. If it ties again, both roll Agility, the individual with the biggest difference wins.
Your Agility dictates your natural Armor Class. Armor Class determines how easy, or hard it is to attack you. Add this to your Armor on Base. For Armor and bonuses add them to the Total Armor Class.
Sequence
1d20 + AGI
Sequence is your initiative in combat. The higher your Agility, the more likely you’ll be higher on the turn order. Sequence goes from Highest to Lowest. If anyone ties goes by the highest Agility. If it ties again, both roll Agility, the individual with the biggest difference wins.
LUCK (LCK)
This is your primary looting roll and it also dictates your critical success and failure table. Luck also determines the condition of items found. Luck checks are trickier in the sense of leaving everything to fate. If the Overseer or DM allows you to roll Luck for looting, you're putting fate into their hands. Luck cannot be used in every situation. For example, you can’t use Luck to look around for a hidden compartment, or immediately discover the secret plans of the bad guy. Luck makes life easier for you and makes looting randomized. However, your Luck also affects your critical chance in combat. A character with low Luck is very unlucky and it will come back to haunt him. A character with high Luck is more likely to have situations lean towards their favor. This stat does not affect your character visually. Refer to the table below.
This is your primary looting roll and it also dictates your critical success and failure table. Luck also determines the condition of items found. Luck checks are trickier in the sense of leaving everything to fate. If the Overseer or DM allows you to roll Luck for looting, you're putting fate into their hands. Luck cannot be used in every situation. For example, you can’t use Luck to look around for a hidden compartment, or immediately discover the secret plans of the bad guy. Luck makes life easier for you and makes looting randomized. However, your Luck also affects your critical chance in combat. A character with low Luck is very unlucky and it will come back to haunt him. A character with high Luck is more likely to have situations lean towards their favor. This stat does not affect your character visually. Refer to the table below.
Luck | Success Range / Failure Range
1: 1 / 91/100
2: 1-2 / 92-100
3: 1-3 / 93/100
4: 1-4 / 94/100
5: 1-5 / 95/100
6: 1-6 / 96/100
7: 1-7 / 97/100
8: 1-8 / 98/100
9: 1-9 / 99/100
10: 1-10 / 100
11: 1-11 / 100
12: 1-12 / 100
To loot it’s very simple. First, you roll Perception to see if you see the object, or if another object is in the area, then you roll Luck to see in what condition it’s in, or if something else happens. If a person is generalling looking for something, just roll Luck. Luck is the primary loot stat. Survival or Investigation may be used as well for looting, however, this up to the GM’s personal playstyle. (Tell your players first!)