Creating a Character Step-By-Step Edit
Step 1: DescriptionEdit
A character is more than statistics with a name. A character should be a unique vehicle for the player, an organicly developing aspect of play that deepens the overall experience. Statistics should reinforce the character, not define them.
- I - Develop a concept. Are you a hero, a villain, or a little of both? Do you try to uphold justice, sow chaos, or are you only looking out for number one? What are your goals? What do you want? What are your means? How do you get there, and how far are you willing to go? For a little help with this, see the article on defining your moral compass.
- II - Vital Statistics. Gender, Age, Hight, Weight, Hair and Eye color, etc. Once you know who your are, it's time to decide what you look like.
- III - Name. Now that you have a character, decide on a moniker that best fits him or her. Consider weather or not they have a nick name. A nickname can help define a character, but it can sometimes be more fun to have one pop-up in playing the game.
Step 2: Background Edit
Your character's background, their origin, will determine their knowledge, perspective on the world, and the resources available to them.
- Natives of the wastes who survive in cities and towns, holding on the the last vestiges of society and trying to rebuild. Their level of education varies by place, but some towns value the education of the young and pass on what histories they know.
- Inhabitants of safe havens beneath the wastes dating back before the fall. The current generations of Vault dwellers have no first hand memories of the world before the fall, but are usually well educated in its history and knowledge.
- Individuals placed in suspended animation before the fall that have woken to the wastelands. Sleepers are intimately familiar with the world before the fall, having lived it first hand.
- Natives of the wastes that surviving alone by their own guile. Accepting no culture or community, they are often the least educated lot. They value, instead, the practical skills either passed down from their elders or learned through bloody trials.
Step 3: Skills Edit
You have a pool of 375 points, 300 for Mutants and Psychics, available at character creation. The maximum score for any skill or skill group is 75 at character creation, but 100 in-game. All skills and skill groups begin at 0. Increasing a skill by 1 costs 1 point. Increasing a skill group by 1 costs 3 points. A skill group's score effects all skills in that group. So, having a 30 in "Marksmanship" is equivalent to having a 30 in "Archery," "Firearms," "Gunnery," and "Throwing." This can not increase any skill above 100. So, having a 30 in "Marksmanship," an 80 in "Firearms," and a 20 in "Archery" is equivalent to having a 50 in "Archery," 100 in "Firearms," and 30 in both "Gunnery" and "Throwing."
- Engineering This skill applies to your knowledge of mechanics, hardware, physics, and structure.
- Hacking This skill applies to your knowledge of software, computers, and electronics.
- Medicine This skill applies to your knowledge of first aid as well as the diagnosis and treatment of sickness and injury.
- Science This skill applies to your knowledge of natural science including astronomy, biology, and chemistry.
- Archery This skill applies to your use and knowledge of weapons such as bows and crossbows.
- Firearms This skill applies to your use and knowledge of weapons such as pistols, rifles, shotguns, and sub-machine guns.
- Gunnery This skill applies to your use and knowledge of implaced weapons, vehicle mounted weapons, and heavy weapons such as flamethrowers and rocket launchers.
- Throwing This skill applies to your ability to use thrown weapons including axes, knives, spears, darts, etc.
- Acrobatics This skill effects your health, endurance, and applies to feats of agility such as swinging, tumbling, and balance.
- Athletics This skill effects your defense, and applies to feats of strength such as lifting, jumping, climbing, and swimming.
- Armed This skill applies to combat with melee weapons. It is used both for offense and defense in close quarters fighting.
- Unarmed This skill applies to unarmed combat. It is used both for offense and defense in close quarters fighting.
- Bushcraft This skill applies to wilderness survival and your practical knowledge of thriving in natural environments.
- Driving This skill applies to the operation mechanical vehicles including automobiles, watercraft, and aircraft.
- Perception This skill pertains to your sensory abilities; vision, hearing, smell, taste, and touch, and situational awareness.
- Stealth This skill pertains to your ability to remain unnoticed through sneaking, hiding, and slight of hand.
- Persuasion This skill applies to diplomacy, bartering, and otherwise convincing others to see things your way.
- Deception This skill applies to lying convincingly.
- Intimidation This skill applies to imposing your will on others through threats of violence.
- Insight This skill applies to reading the motivations of others and seeing through deception.
Step 4: Derived Statistics Edit
- Maximum HP = ( Athletics Skill ÷ 20 ) + 15
- Evade = ( Acrobatics Skill ÷ 2 ) + 50
Step 5: Abilities Edit
Combat Abilities are the martial aspects of your character. You may choose one from this list at character creation.
Step 6: Equipment Edit
A character begins the game with 1 item associated with each of the skills he or she has at least 25% in. For most skills, this means kits. For combat skills, however, this means weapons or armor. The options available depend on your level in the skill and your character background.
Step 7: Special Character Features Edit
While things like mutation are generally considered bad, the player may wish to take on one of the unique templates at character creation. Note that these are not only available at character creation, and may become available through other means in-game. See the individual pages for details on creating each kind of character.
- Mutant Due to the unpredictable side-effects of radioactivity, the genetic code of a mutant has been altered in often horrific ways.
- Psychic For some unknown reason, some wanderers have been given strange mental gifts.