Derived Statistics – Will be filled out by qualified Vault-tec representative. Please leave this section blank. center]
Hit Points: How much damage you can take before you die. When this reaches 0, you die. Is based on Strength and Endurance.
Armor Class: How difficult it is to hit your character. Is based on Agility and Perception.
Action Points: How many actions you can take per round of combat. Is based on Agility.
Melee Damage: How much extra damage you do with melee or unarmed attacks. Is based on Strength.
Damage Resistance: How much damage is absorbed by your armor. Has a max of 95% and starts at 0% with no armor.
Radiation Resistance: How much radiation you ignore. Is a percentage. Is affected by Endurance.
Poison Resistance: How likely you are to avoid getting poisoned. Furthermore, reduces damage you take from poison. Is affected by Endurance.
Sequence: Affects which side goes first in combat. Is affected by Perception.
Healing Rate: The amount of health you receive per 6 hours. While resting this number is doubled.
Critical Chance: How likely you are to do critical damage with any given weapon. Is affected by Luck.
Carry Weight: How much equipment you can carry. You cannot pick up or purchase an item that would put you over this limit. Is affected by Strength.
Personal Health Record – Will be monitored by your pip-boy and need not be manually tracked.
-Sickness Stats: These effect you over time and require medicine or time to cure.-
Poison: Causes your health to degenerate over time. Will fade over time and comes from animals or poorly prepared food.
Levels of Poison:
None,
Poisoned, and
Badly PoisonedRadiation: Received through being in a irradiated area. It can only be removed by special medicine. There are rumors, however, of high doses of radiation giving interesting side-effects, both good and ill. It is important to note that Radiation Poisoning increases one level for every 200 rads.
Levels of Radiation:
None,
Minor,
Advanced,
Critical,
]Deadly, Fatal
Can lower you SPECIAL skills until it is purged. If you reach Extreme you will die a slow and painful death. This can only be cured through prevention or certain medicines. Higher doses of Radiation will cause your SPECIAL skills to be depleted more severely. There are rumors that high doses of radiation for prolonged periods of time can cause interesting side-effects, both good and ill.
-Limb Stats: These range from Fine/Hurt/Crippled/Missing. They can be healed via the doctor skill. You cannot recover a Missing limb however.-
Left/Right Eye: With this eye Hurt you will have your perception lowered by -1. With it Crippled or Missing it will be lowered by -2. If both eyes are Crippled or Missing your Perception and Agility will be lowered to 1.
Left/Right Arm: Hurt bestows no negative effects. If one arm is Crippled/Missing you can no longer use 2-handed weapons or dual wield weaponry. Furthermore you strength receives a -1 modifier. If both arms are Crippled/Missing you cannot use any weaponry and your strength gains a -6 modifier.
Left/Right Leg: Hurt bestows no negative effects. If one leg is Crippled/Missing you move half as quickly. If both legs are Crippled/Missing you cannot move at all unless another character is carrying you.
Misc – Follow instructions next to each heading.
Traits: [Select between 0-2 Traits from the
Traits section. DO NOT apply the bonuses given in the trait. A certified vault-tec representative will handle this to assure correct formatting. Sometimes, in rare instances, you may find that you have gained a trait after character creation.]
Perks: [0 are available at character creation. Once you reach level 3 you will be able to receive your first perk and then an extra perk every three levels thereafter. You will only be aware of a perk if you are able to receive it. There are rumors of certain conditions giving you extra perks.]
Repuation (City): 0 (Nobody) [Reputation exists on a scale of -10 to 10. Treating a group of people well increases this value while behaving negatively can lower it. Consult the
Reputation scale further in the Survival Guide in order to better understand the effects it could have.]
Kills: 0 [This shows the exact number of kills you have made. If you mouse over the number you can see all the notable kills, if any, you have made.]
Skills: Will be filled out by certified Vault-Tec Representative. However you must select 3 skills to “tag”. Tagging increases the stats starting amount by 20% and causes it to grow twice as fast during the Level Up process. All skills have a maximum amount of 300.
Combat Skills Small Guns :
[Initially based off Agility]
Big Guns:
[Initially based off Agility]
Energy Weapons :
[Initially based off Agility]
Unarmed :
[Initially based off of Agility and Strength]
Melee Weapons:
[Initially based off of Agility and Strength]
Throwing :
[Initially based off of Agility]
Medical Skills First aid:
[Initially based off Intelligence and Perception]
Doctor:
[Initially based off Intelligence and Perception]
Theft Skills [These are not condoned by Vault-Tec and may result in loss of Karma, Reputation or Life] Sneak:
[Initially based off of Agility]
Lockpick:
[Initially based off of Perception and Agility]
Steal :
[Initially based off of Agility]
Traps:
[Initially based off of Perception and Agility]
Misc. Skills Science:
[Initially based off of Intelligence]
Repair:
[Initially based off of Intelligence]
Speech:
[Initially based off of Charisma]
Barter:
[Initially based off of Charisma]
Gambling:
[Initially based off of Luck]
Outdoorsman:
[Initially based off of Endurance and Intelligence]
Inventory (Starting inventory will be determined by your TAG skills.)
Inventory: [Weight of Current Inventory/Total Carrying Weight]
Total Weight: 0 lbs.
Vault-Tec Personnel Background Check
In order to be accepted into a Vault you must fill out the following to the best of your knowledge. These may seem much less important than the previous however in the interest of Vault Security they are actually some of the most important information you could give. Any falsifying on your part will result in immediate termination of your Vault residency.
Personnel Appearance: What do you look like? This is to avoid anyone sneaking into the vault using your Identification Card should they pry if from your cold dead hands.
Personnel Personality: Same as the above. Also used to detect any incompatibilities with bunk-mates.
Personnel Background: What accomplishments do you have on your record? Hard work is to be rewarded but we also desire you to share your shortcomings for the good of the vault.