Fallout PnP





Generate a Character

If you're wondering what selecting a race other than "Human" does or if you're constantly getting an error talking about "racial norms" then you've come to the right place. There are many different types of characters in the wasteland and in a PnP environment, character creation is not just restricted to one cookie-cutter, poor-average-heroic setup. Sure, your character's strength may be a perfect 10 and considered "heroic" -- but compared to what? A human, that's what.

When a GM creates characters, he's not just creating humans. Should all these other races follow the same ability setup that humans do? Aren't Super Mutants stronger than Humans? Why would a 10 be considered perfect for a Super Human if it's just going to translate the same way to melee damage? Wait...robots don't breathe, why would a 0/0 gas resistance matter to them? These are things the GM has to think about. The result is a varieity of different races and racial norms. After these are set, it's only fair that the player gets to have their fun with them as well.

Below is a list of the races you may choose and why they are different. Each racial breakdown will be in three loose parts. The first contains average weight, average height, and average lifespan. These are for roleplaying purposes only and are very open to bending and stretching. The second part is not open to the same leniency. The abilities. While you may be used to a Human's abilityset (1 - 10 on all statistics), other races will have different limits. For example, a robot can't really have charisma. A dog can't be that smart. If you're getting S.P.E.C.I.A.L errors based on race, then it's because you're not following these minimums and maximums. It is imperative that you follow these. The last breakdown is the most varied. This contains, in addition to how many levels you need per perk, any sort of bonuses or penalties that occur when selecting that race. Certain races have better resistances, some have more HP or can't wear armor due to their size. All these are taken into account when generating your character.

To summarize, the first list is for roleplaying purposes, the second list dictates a successful character generation, and the third list is what will happen as a result of said generation. ~ Sam


Human
110 - 280lbs
1.5 - 2.5 meters
100 years
Abilities
Minimum
Maximum
S P E C I A L
1 1 1 1 1 1 1
10 10 10 10 10 10 10
• Perk every 2 levels
• 30% electricity resistance


Ghoul
80 - 160lbs
1.5 - 2.5 meters
300 years (after being Ghoul-ified)
Abilities
Minimum
Maximum
S P E C I A L
1 4 1 1 2 1 5
8 13 10 10 10 6 12
• Perk every 3 levels
• +80% radiation resistance
• +30% poison resistance


Super Mutant
350lbs
2.8 - 3.0 meters
200 years (after being dipped in FEV)
Abilities
Minimum
Maximum
S P E C I A L
5 1 4 1 1 1 1
13 11 11 7 11 8 10
• Perk every 4 levels
• Can't wear normal armor
• -2 PE (for range ONLY) when using one-handed guns
• +10 base HP
• +2 HP per level
• +50% radiation resistance
• +20% poison resistance
• 0/35 gas resistance (consider it "natural" skin resistance)
• +25% DR (all types; consider it "natural" armor)


Half-Mutant
150 - 300lbs
2 meters
150 years
Abilities
Minimum
Maximum
S P E C I A L
3 1 2 1 1 1 1
12 10 11 10 10 8 10
• Perk every 3 levels
• +15% radiation resistance
• +15% poison resistance


Deathclaw
400lbs
2 meters
15 years
Abilities
Minimum
Maximum
S P E C I A L
6 4 1 1 1 6 1
14 12 13 3 4 16 10
• Perk every 4 levels
• Can't wear normal armor
• 0/40 gas resistance (consider it "natural" skin resistance)
• +40% DR (normal, fire, and explosion; consider it "natural" armor)
• +4 DT (consider it "natural" armor)


Dog
30 - 150lbs
0.6 - 1.5 meters
10 - 15 years
Abilities
Minimum
Maximum
S P E C I A L
1 4 1 1 1 1 1
7 14 6 5 3 15 10
• Perk every 2 levels
• Can't wear normal armor
• 50% electricity resistance


Robot
300 - 400lbs
1 - 3 meters
75 - 150 years (average battery lifespan, batteries are replaceable)
Abilities
Minimum
Maximum
S P E C I A L
7 7 7 1 1 1 5
12 12 12 1 12 12 5
• Doesn't obtain perks
• Can't wear normal armor
• 0 HR (use science OR repair to heal)
• +100% radiation resistance
• +100% poison resistance
• 100/100 gas resistance
• +40% damage resistance (to all types; consider it "natural" armor)
• +5 DT (consider it "natural" armor)
• EMP vulnerable
• Requires maintenance once a month (successful repair AND science; takes 12 hours)
     -if failure to perform maintenance occurs, substain 1d10 damage per 24 hours until fixed


Advancement
Level Experience Required
10
21000
33000
46000
510000
615000
721000
828000
936000
1045000
1155000
1266000
1378000
1491000
15105000
16120000
17136000
18153000
19171000
20190000
21210000
22+ +40,000 per level

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