Creating a character for Fallout PnP is fairly similar to many other pen and paper systems. It involves picking a race, allocating primary statistics and what they apply to, then choosing skill points and perks. The final stage, equipment selection, is always performed in close cooperation with the Overseer.
Character Sheets are located on the Play Materials page for download.
Players begin at level 0
Creating a character is done in the following steps:
1. Determine Level and ExperienceEdit
A character's level represents an arbitrary rating of experience and overall "toughness". Characters increase levels by gaining experience. Experience points more finely represent what level does: "adventuring" experience and overall toughness. New Campagins should begin players off at Lvl 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 only affect one thing: character level. "Advancing a level" is a mini-game where players spend skill points and perk slots after they achieve the next highest requisite experience point total. A character's level affects the following things:
- Total hit points (starts at 30+ST+EN, 6+En every level after)
- Total skill points (starts 6+IN, 6+1 Per level after)
- Total perks (1 Perk per level, and one Lesser Perk every even level)
1,000 x Next Level = Experience needed to level up. If Bob, 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 attain lvl 4.
2. Allocate S.P.E.C.I.A.L.Edit
As you will find in the Primary Attributes section, all characters have seven statistics that define their basic mental and physical capabilities. All characters start with -3 in every statistic. The player may allocate a total 27 points across all seven statistics. No statistic may be raised above 5.
It is important to note that later in character creation and gameplay, race selection, traits, drugs, equipment or perks may modify these primary attributes above or below the ranges listed here (-3 to 5), In this case going above or below the maximim and minimum are allowed.
- Strength - Physical power. Affects carrying capability and damage with many melee and thrown weapons. Affects throwing range.
- Perception - Senses and intuition. Affects chance to detect hard-to-notice people/places/things. Affects accuracy with thrown and launched weapons.
- Endurance - Hardiness and resilience. Affects health, healing rate, rad resistance, and similar things.
- Charisma - Force of personality. Affects speech skills and other character interactions.
- Intelligence - Reasoning ability. Affects academic skills.
- Agility - Balance, speed, and grace. Affects combat speed, ability to dodge, and efficiency as well as several skills.
- Luck - How often things randomly go your way. Chances of critical hits, ability to do strangly amazing and somewhat impossible things, and your sheer ability to beat the odds (especialy at gambling)
3. Decide RaceEdit
Race is not ethnicity (skin color, for our purposes). Race specifies if the character is a human, super mutant or ghoul (or other race). Race affects a variety of statistics, such as SPECIAL bonuses, metabolism and age. Most notably, it affects the following:
- Humans, Standard rules apply
- Dwarf (midget), +1 AG, +2 LK, -1 ST, Small Size (+3 AC), 1/2 Carry weight
- Ghoul, +1 IN, -1 CH, Rad Child (Perk), Begins with 300 Rads
- First Generation Super Mutant, +1 ST, -1 CH, Large Target (-3 AC)
- Second Generation Super Mutant, +1 ST, +1 EN, -2 IN, Large Target (-3 AC)
- "Third Generation" Super Mutant, +2 ST, -2 IN, -2 CH, Large Target (-3 AC)
- Nightkin (Super Mutant), +2 AG, -1 EN, -1 IN, -1 CH, Large Target (-3 AC)
Age and Sex mostly affects Humans, and there are no rules for them. However, if the Overseer deems it nessary this can be changed.
4. Choose TraitsEdit
Traits are personality quirks that affect your players stats in special ways. They are all double edged swords, granting a bonus, but always incuring a penalty. A player, upon creation, can take zero, one, two, or three traits.
Traits are listed on THIS page
5. Choose Tag! skillsEdit
Each player begins with three skills they choose to tag. These skills begin with a +5 Bonus in ranks, and level up faster according to the chart under Skills and Skill Rate
6. Allocate Skills and Determine Skill RateEdit
(IN + 6)
Each Player begins at level 0 with (6+ IN) Skill points to spend. How many skill points you gain per level (including first level). Spend skill points on the following skill rank scale:
- 1-10: 2
- 11-20: 3
- 21-30: 4
If a skill is Tagged, each rank costs one less skill point per rank.
- 1-10: 1
- 11-20: 2
- 21-30: 3
Players are allowed to save skill points if they cannot spend all of them.
The List of Skills can be seen HERE
In addition the points that characters spend in skills, they gain a natural bonus based off of their SPECIAL. Though many things can temporarly modify skill bonuses, primary skill bonuses are always derived from the character's SPECIAL. These bonuses are considered ranks invested when trying to meet the requirements of a Perk. See skills for the bonuses on each skill.
7. Choose Perk and Lesser PerkEdit
Perks are unique abilitys gained based on your character's skills and abilities. Every character begins at level 0 with 1 Perk, and 1 Lesser Perk. You gain a new perk to allocate every time you gain a level, and a lesser perk every other (even) level. Perks can purchas any 1 perk that you qualify for, be it a perk or lesser perk. Lesser perks can ONLY buy lesser perks. The very first perk that the player chooses at level 0 can ignore any prequesete. Lesser perks, and every other perk thereafter must meet the requirements to be obtained.
To see the list of perks, look HERE
8. Fill in the Derived AtributesEdit
At this point all the decissions for you character have been made and all that is left is filling in your derived atributes based on your S.P.E.C.I.A.L.
Determine Hit PointsEdit
Level 0: 30 + EN + ST, Each Subsequent Level: 6 + EN
Hit points represent a character's ability to withstand physical punishment before dying. When a character reaches zero hit points, he or she dies.
(EN + 6)
People heal at different rates over time. Your healing rate will tell you how fast you heal. If you have taken damage, you will get a number of hit points back at the end of each day equal to your healing rate * level. If you rest, you will get a number of hit points back every six hours equal to your healing rate * level. Therefore, in a day where the character spends 75% of the time awake and active and 25% of the time resting, he or she will regain 2 * (healing rate * level) in hit points. In no case can healing rate allow you to get more current hit points than your maximum number of hit points. Healing rate is also used for recovery from fatigue and radiation. A character loses fatigue at his or her healing rate every round/6 seconds, and every day they lose an amount of radiation equel to their healing rate.
(ST + AG)
At the beginning of combat, it is added to the result of a 1d10 roll. It determines when the character takes his or her turn in combat. Higher is better, resulting in the character acting earlier.
4 Hexes (with no perks)
Speed is how many squares a character can move in the movement phase (or the action phase, should they so choose) by default it is 4, though perks and other factors, such as armor and perks affect this.
([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.
(ST + 6)
This is the distance in hexes that any thrown weapon can be hurled by the player. It defines the maximum range of a weapon, as opposed to a firearm's attack modes defining it. Only relevant when the character is making a throw attack.
Certian thrown weapons have range bonuses or penalties, such as the bow, flamer, and grenade launcher.
( AC = AG + 10)
The amount added to an enemy's difficulty to hit after all other modifiers are applied. This can be further modified by perks and agility. All races, no matter what, have an armor bonus of 10. Some races that are large (such as super mutants) or Small (Dwarves) also have their AC modified.
Critical Hit and Fail ChanceEdit
See This Page for information on Critical hits and Fails
Critical Hit: 5% + A Positive Luck Score
Critical Fail: 10% + A Negative Luck Score
Damage Threshold is the amount of damage resisted when injured. All damage resisted is turned into Non-Lethal Fatigue damage instead. This statistic is mainly based on the armor worn, but some perks also affect it. There are four type of DT: Basic, Heat, Concusive, and EMP.
- Basic DT is simply your ability to shrug off all types of damage
- Heat DT helps resist damage delt by fire, plasma and lasers. If it hurts hot or cold, Its affected by Heat DT, which stacks with basic DT.
- Concusive DT is your ability to shrug off damage delt by Explosions and Shrapnel. Concusive DT stacks with basic DT.
- EMP DT is your ability to shrug off damage delt from electricity. Any time a sum of energy damage is delt to you, subtract this from you Energy DT. Unless you are wearing Power Armor, or are a Robot, all energy damage delt is non-lethal. Energy DT stacks with basic DT.
The rules on Radiation can be found on This Page, but 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
Hunger and ThirstEdit
See This Page for more information
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, number of nuka cola consumed, or number of times having had sex. Any number may be placed here.
9. Equipment SelectionEdit
Fallout PnP does not use a traditional method of equipment selection. Characters are not allocated money to spend on items with fixed values. Instead, the Background and Personality Creation of the character, combined with the flavor of the character and the power level of the campaign, should determine starting equipment by the Overseer. The game is best played when the players start with no equipment save for a back pack or perhaps some basic clothing.
There is often times the irritation of players joining in mid game. Should a new companion randomly join in during an adventure, this list may help to quickly allocate equipment.
- Tribal Background: Studded Leather Jacket, Bow + 10 arrows, Healing Powder x3, Radscorpien Poison x2
- Backwater Background: 20Ga Stacked Double Barrel Shotgun (10 Rounds), Dog Companion (Weak), Cayote 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), 100 + 10d10 Caps, 1 Stimpack.
- Raider Backround: Combat Knife, Piecemail Armor, Fifth of Whisky, Cigaretes x12, Dynamite x3, Lighter
- Advanced Backround: Laser Pistol (24 Shots, 1 SEC), Padded Clothing, 3 Stimpacks
Other background types are certainly possible, but these basic backgrounds should give insight into what strengths and weaknesses each type might have.
|Wageman's Fallout Tabletop|
|Rules||Play Materials | Character Creation | Traits | Skills | Perks | Lesser Perks | Survival | Combat and Actions | Reputation and Karma|
|Gear||Survival Gear | Chems and Consumables | Skill Books|
|Armory||Armor | Ammo | Weapons | Handguns | Shotguns | Rifles | Automatic Guns | Lasers and Plasma | EMP and Gauss |One Handed Melee | Two Handed Melee | Fist Weapons | Hand Thrown | Launchers|
|Bestiary||Abominations | Animals | Ghouls | Insects | Robots | Super Mutants|