Derived Statistics – Will be filled out by qualified STARS 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.
Infection Resistance: How much infection 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.
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 PoisonedInfection: Received through contact with infectious materials that can turn one into a BOW. It can only be removed by special medicine. Infection increases one level for every 200 INF.
Levels of Infection:
None,
Minor,
Advanced,
Critical,
Deadly, Fatal
-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 STARS 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.]
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 STARS 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 Duelist: The use of Hanguns and Magnums. [Initially based off Agility]
Automatics: The use of Submachine Guns and Assault Rifles. [Initially based of Agility]
Assault: The use of Shotguns of all sorts. [Initially based off of Agility.]
Marksman: The use of scoped or accurate weapons. [Initially based off of Perception.]
Explosives: The use of explosive weapons such as RPGs or Grenades. [Initially based off of Perception.]
Melee: The use of close range weaponry such as knives or bats. [Initially based off of Agility and Strength]
Other Skills First aid: The ability to restore health to an ally or yourself without medical supplies. [Initially based off Intelligence and Perception]
Sneak: The ability to move past enemies undetected. [Initially based off of Agility]
Lockpick: The ability to pick locks to open doors or chests. [Initially based off of Perception and Agility]
Steal : The ability to take things without others noticing.[Initially based off of Agility]
Traps: The ability to notice, set, or disarm traps.[Initially based off of Perception and Agility]
Misc. Skills Science: Knowledge and use of non-biological science such as vehicles or computers. [Initially based off of Intelligence]
Repair: Ability to fix broken equipment or other mechanical knowledge. [Initially based off of Intelligence]
Speech: Ability to convince people that you are correct in a given situation.[Initially based off of Charisma]
Barter: Ability to receive a better price on items you purchase. [Initially based off of Charisma]
Survival: Ability to survive in difficult circumstances. [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.
STARS Background Check
In order to be accepted into the STARS program you must fill out the following to the best of your knowledge. These may seem much less important than previous information however it is of the utmost importance that we have this information. Falsifying of information will lead to immediate termination of STARS status.
Personnel Appearance: What do you look like?
Personnel Personality: Explain your personality to the best of your abilities.
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 unit.