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Fallout PnP

Character Creation

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Making a character for Fallout Tabletop is similar to other pen and paper systems. It involves distributing main stats and what they apply to, then choosing skill points and perks. The final stage, equipment selection, is always performed in close cooperation with the Overseers.

Players begin at level 0

Creating a character is done in the following steps:

1. Deciding Level and ExperienceEdit

Character levels and experience is a represents a character's toughness based on the adventures they have been through. New campaigns should begin players off at Level 0, with no experience. Characters earn experience points by doing tasks (solving quests, killing monsters, using skills, figuring things out). When characters get enough experience, they can advance a level. Experience points affect one thing: character level. "Advancing a level" is where players spend skill points and perk slots after they achieve the next highest necessary experience point total.

1,000 x Next Level = Experience needed to level up.

If Samuel, lvl 2, earned 3,250 EXP, he would level up to 3, and have 250 EXP left over for the next 4,000 he needs to go to lvl 4.

2. Determining S.P.E.C.I.A.L.Edit

All characters have seven stats that define their mental and physical capabilities. The player begins with 0 in every statistic and may determine a total 15 points across all seven statistics during character creation. No statistic may be raised above 5 or dropped below -3 during character creation. Determining SPECIAL is on a sliding scale, meaning that it costs that many points to raise a statistic.

For example:

  • It would cost 2 point to raise the skill from 1 to 2.
  • It would cost 5 to raise a statistic from 4 to 5.
  • It would cost 15 points to raise a statistic from 0 to 5 (1 + 2 + 3 + 4 + 5).

A character can make a statistic go negative for extra points to spend, on a 1-for-1 basis (take a -3 in Perception for 3 extra points to spend, for example). No SPECIAL statistic can begin above 5 or below -3 (though racial bonuses and traits can push these above or below).

It is important to note that race selection, traits, medicine, equipment or perks may modify these main attributes above or below the ranges listed here (-3 to 5), In this case going above or below the maximum and minimum are allowed.

  • Strength - Raw physical power. Strong characters can carry more gear and can swing melee weapons more effectively. Strength is added to Melee Attack Rolls and Damage Rolls on a 1-for-1 Basis.
  • Perception - Natural senses and instinct. Perceptive individuals are better at determining distances and noticing fine details. It makes characters more accurate with ranged weapons and spotting hidden objects and creatures more easily. Perception is added to all Attack Rolls on a 1-for-1 Basis.
  • Endurance - Hardiness and resilience. Characters with high endurance can take considerably more damage before they die. This directly effects health and beating physical effects, such as rads or poison. Endurance is added to player Health every time they level up on a 1-for-1 Basis.
  • Charisma - Force of personality. Charismatic individuals are much better in social situations and are more confident in their actions. They have good relationships with other people and rarely hesitate in the face of danger.
  • Intelligence - Reasoning and thinking abilities. Intelligent characters learn from their mistakes faster. They gain experience faster (so they level-up faster) and are able to gain skills faster than their less-gifted friends. Every point of Intelligence a character has reduces the amount of XP they require to level up by 5%, and increases the amount of skill points gained form lesser perks.
  • AgilityManual nimbleness and reflexes. Agile characters are able to dodge better and are faster at reacting when combat starts. Every point of this raises defense and initiative on a 1-for-1 Basis.
  • Luck - Lucky characters will have things go their way. It effects a wide variety of perks and increases the chance of critical hits. It also raises a character's Action Points, which allows them to change some dice rolls.

3. Deciding RaceEdit

Race is not ethnicity (skin color, for our purposes). Race means if the character is a human, super mutant or ghoul. Race affects a variety of stats, such as SPECIAL bonuses, metabolism and age. The most basic and notable ways race affects stats are the following:

  • Humans, Standard rules apply
  • Dwarf (midget), +1 AG, +2 LK, -1 ST, Small Size (+2 Defense), 1/2 Carry weight
  • Ghoul, +1 IN, -1 CH, Rad Child (Perk), Begin with 300 Rads

Note: All Super-Mutants are Large Sized (-2 Defense)

  • First Generation Super Mutant, +1 ST, -1 PE
  • Second Generation Super Mutant, +1 ST, +1 EN, -2 IN
  • Yellow Super Mutant (East Coast Variant), +2 ST, -2 IN, -2 CH
  • Nightkin (Super Mutant), +2 AG, -1 EN, -1 CH

4. Choose TraitsEdit

Traits are personality quirks that affect your players stats in special ways. They are all double edged swords, granting bonuses, but always inuring a penalty. A player, when created, can take zero, one, or two traits.

5. Choose Tag!Edit

Each player begins with two skills they choose to tag. Doing this grants a rank in the skill and makes it cost 1 point to raise each rank.

6. Choose Perk and Lesser PerkEdit

Perks are unique abilities gained based on your character's skills and abilities. Every character begins at level 0 with a Perk, and a Lesser Perk. You gain a new Perk and Lesser Perk to determine every time you gain a level. You can select any Perk you meet the requirements for or spend a Perk on a smaller Perk instead. Smaller perks can ONLY buy smaller perks. A player can also always exchange 1 smaller Perk per level for (3 + INT) Skill Points. The very first perk that the player chooses at level 0 can ignore any condition. Every Perk thereafter must meet the requirements to be obtained.

7. Fill in the Derived AttributesEdit

At this point all the decisions for you character have been made and all that is left is filling in your derived attributes based on your S.P.E.C.I.A.L.

Hit PointsEdit

Base HP 0: 10 + EN

Each Subsequent Level: 1d6 + EN

Hit points represent a character's ability to withstand physical punishment before dying. Each time a player levels up, they will re-roll their HP, rolling 1d6+EN per level. If this new number is higher than the previous level, they can claim it as their new HP.

For example:

When a character reaches zero hit points, he or she falls into "Bleed-out" and will lose 1 HP per round till they are stabilized using first aid or they reach -10 HP, at which point they will fall unconscious and keep bleeding till they reach -20 HP, at which point they die. A character bleeding out can only participate in the action phase, all skill checks (including combat) are halved, and are limited to 1 SQ movement (unless they have a broken leg). Should they receive first aid they are considered Stabilized, and will no longer bleed-out, though all other effects still apply.

Defense Edit

( Defense = AG + 8)

This is the difficulty to hit or be hit with a weapon. An attack must SURPASS this number to hit a target. This statistic is affected by Agility, armor, cover, perks, race and many other modifiers. All races, no matter what, have a Defense bonus of 8. Some races that are large (such as super mutants) or Small (Dwarves) also have their Defense modified.

Speed Edit

4 Squares (with no perks)

Speed is how many squares a character can travel when performing a move action. By default it is 6, though perks and other factors effect this. A square is considered to be 5 square feet.

Action PointsEdit

(5 + LK + level)

Action Points, or AP, are your ability to fudge numbers and perform special abilities via Perks. Under certain conditions the player can spend AP to change or determine a dice roll.

  • Re-Roll Dubs: When a character rolls two of the same number, they can re-roll the odd dice for 1 AP.
  • Re-Roll Trips: When three of the same number are rolled, for 1 AP the player can re-roll all of their dice and add the number that was original rolled (1, 2, 3, 4, 5, or 6) to the new roll.
  • Take 10: the player can spend 2 AP to automatically roll 10 on a skill check, as long as that skill is tagged.
  • Perform a V.A.T.S. attack (See the combat page)

Carry WeightEdit

([ST + 10] * 10)

The higher your carry weight, the more equipment you can carry. You can carry a total amount of equipment in pounds equal to your carry weight, and no more.

RAD ResistanceEdit

Here are the Base Racial RAD Resistances for character creation.

  • Humans have a 10% bonus to RAD resistance
  • Ghouls have a bonus of 20% to RAD resistance.
  • Super Mutants have a bonus of 25% to RAD resistance.

Use the following equation to determine your RAD resistance based on Endurance

(En x 2) + Racial Bonus = RAD resistance

Healing Rate Edit

(EN + 4)

Your healing rate is how fast lost HP is recovered and the rate at which a player deals with rads. If you have taken damage or rads, you will get a number of points back at the end of each day equal to your healing rate after resting for six hours. Therefore, in a day where the character spends 12 hours active and 12 hours recovering, he or she will regain (2 * healing rate) HP and loose that same amount of rads. In no case can healing rate allow you to get more current hit points than your maximum number of hit points or drop rads to a negative level. 

Hunger and ThirstEdit

CounterEdit

Your player's count does not particularly DO anything, though it does allow you to keep track of a statistic you want to remember and boast about, such as kills of a monster type, or number of Nuka-Cola consumed. Any number may be placed here.

8. Equipment SelectionEdit

A player can opt to choose one of these sets of equipment to begin with or discuss with the Overseers what to begin with. Of course, the Overseers can always forbid the players from chosing one of these starting packages.

  • Tribal Background: Studded Leather Jacket, Bow + 10 arrows, Healing Powder x3, Radscorpion Poison x2
  • Backwater Background: 20Ga Stacked Double Barrel Shotgun (10 Rounds), Dog Companion (Weak), Coyote Chew x2
  • Vault Background: Pip Boy (V.A.T.S.), Switchblade (Small Knife), Vault Suit (Leather Jacket), 1 Nuka-Cola
  • Civilized Background: Basic Clothing, 9mm Standard Pistol, 24 Rounds (2 Clips), 20 Caps, 1 Stimpack.
  • Raider Background: Combat Knife, Piecemail Armor, Dynamite x3, Lighter
  • Advanced Background: Laser Pistol (24 Shots, 1 SEC), Padded Clothing,  3 Stimpacks

 

Wageman's Fallout PnP
Rules Character Creation | Skills | Perks | Lesser Perks | Traits
Armory Armor | Repair | Firearms | Energy Weapons | Melee | Launchers | Hand Thrown
Gear Items | Chems and Consumables | Food and Water | Skill Books | Crafting
Bestiary Abominations | Animals | Ghouls | Insects | Robots | Super Mutants
Reference Glossary | Play Materials | Combat and Actions | Survival | Reputation and Karma

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