Stats
There are seven statistics that form the S.P.E.C.I.A.L system they are,
Strength- A measure of your characters raw physical strength. This statistic is
used for Carry Weight, Melee Damage, and Hit Points. Rolls against strength are
used when the character tries to do something that requires sheer muscle power.
Perception- How well you use your five senses, and also pertains to a
"sixth sense". This statistic is used for combat range, and several skills such
as Lockpick, Traps, First Aid, and Doctor. Rolls Against Perception are used when
there is something that the character may notice that others would not.
Endurance- The body's overall constitution and overall health. This statistic
is used for Hit Points, Poison Resistance, Radiation Resistance, Healing Rate,
and Outdoorsman. Rolls against Endurance are made when a character is trying to
hang onto a rope or something that involves resisting physical or mental damage.
Charisma- Charisma is how physically attractive your character is, and how
adept they are at knowing exactely what to say and do in social situations.
This statistic is used for the Barter and Speech skill. Rolls against charisma
are made when someone is trying to do something like talk their way past a guard
or convince someone something.
Intelligence- Intelligence is a character's higher reasoning power. This
statistic determines the number of skill points your character gains each level.
Rolls against Intelligence are made when characters are attempting to do something
like guessing a password or dtermining the sequence of electric charges running
through the pattern on the floor.
Agility- Agility measures the speed of a characters reactions. This statistic
is the basis for Armor Class and Action Point statistics. Rolls against agility are made when your character does something like
attempting to dodge a poison dart trap or attempting to jump out of the way
of a bullet.
Luck- Perhaps the most ambiguous statistic, Luck is everything and nothing.
Luck directly affects the Critical Chance and the Gambling skill. Luck rolls
are made at the GM's discretion.
Secondary Statistics
Hit Points- Perhaps the most important statistic, since Hit Points determine
wether your character is alive or dead. The base number of hit points is
15 + (STR + (2 X EN)). In addition a character gains more maximum hit
points for ever level equal to 3 + 1/2 EN, rounded down.
Armor Class- Maybe the second most important statistic in the game, Armor
Class reduces the amount of damage your character takes from things that
seek harm to them. Armor class is measured as a percentage.
Your character's base Armor Class is equal to their Agility.
In addition, any armor they are wearing can make his/her armor
class even higher. For instance, if your character's agility is 6, and
they don a leather jacket with an armor class of 5, his/her AC is now
11(%). Armor class effects the chance to hit, so if an enemy attempts to attack
then there is an 11% chance that attack won't go through the armor.
Carry Weight- How much equipment your character on his/her back. Every item
in the game weighs something. Carry Weight is 25 lbs + 25 X STR.
Damage Resistance- Damage resistance is determined entirely by armor.
All characters start with their damage resistance at 0%. Depending on the
armor they have it will reduce the total damage you recieve when you get
attacked.
Damage Threshold- Damage threshold represents the actual amount of
damage that a piece of armor can stop. A character does not have any
actual Damage Thresold until he or she is wearing armor of some kind.
Healing Rate- Life posses the remarkable ability to heal itself naturally.
Your characters healing rate is the number of hit points they heal naturally
in a day of activity. The table below determines healing rate, based on
endurance.
Endurance Healing Rate
1-5 1
6-8 2
9-10 3
11+ 4
Races (Note these sheets are just stat based, I could throw in some flavor if you want.)
Human
STR PE EN CH IN AG LK
Minimum 1 1 1 1 1 1 1
Maximum 10 10 10 10 10 10 10
Perk every 3 levels
30% Resistance to Electricity
Ghouls
STR PE CH IN AG LK
Minimum 1 4 1 2 1 5
Maximum 8 13 10 10 6 12
Perk every 4 levels
80% Radiation Resistance
30% Poison Resistance
Supermutant
STR PE EN CH IN AG LK
Minimum 5 1 4 1 1 1 1
Maximum 13 11 11 7 11 8 10
Perk every 4 levels
Cannot wear normal armour
50% Radiation Resistance
20% Poison Resistance
25% Damage Resistance
When Mutants use small guns they roll as if they're perception is 2 points lower.
Skills
Small Guns
This skill covers the use of bows, pistols, sub-machine guns, rifles and,
shotguns. Starting Small Guns skill is equal to 5+(4 X AG)/10.
Big Guns
This is the skill of flamethrowers, miniguns, rocket launchers, heavy machine
guns, and other large support weapons. Starting Big Guns skill is equal to
0+(2 X EN)/10
Energy Weapons
If it uses an energy cell or power pack, and not cartridge ammunition, it
falls under this skill. Starting Energy Weapons skill is equal to
0+(2 X AG)/10
Unarmed
This is the skill of beating people up with your fists and feet. The better
you are at this skill, the more likely you are going to hit them in combat.
30+(2 X (AG + STR))/10
First Aid
The skill of minor healing. You will be able to heal minor wounds, cuts,
and bruises with this skill. You can only use it three times a day, and it
takes a little while to work. Starting skill equal to 0 + (2 X(PE + EN))/10
Doctor
A more advanced form of healing. You can heal serious damage and crippled
limbs. You can only use the doctor skill twice a day. Starting skill equal to
5 + (PE + IN)/10
Melee Weapons
This covers the use of most melee weapons. Starting skill equal to
20 + (2 X (AG + STR)/10
Sneak
The skill of being able to move quietly or out of sight. Starting skill is
equal to 5 + (3 X AG)/10
Throwing
Whenever a weapon is thrown, this skill gets used. Starting skill is equal to
0 + (4 X AG)/10
Lockpick
If you need to open locks without the proper key, this is the skill for you.
Starting skill is equal to 10 + (PE + AG)/10
Repair
If you need to do something involving mechanical things, this is the skill for
you want. Starting skill is equal to 0 + (3 X IN)/10
Pilot
The skill of operating various kinds of motor vehicles. Starting skill is
equal to 0 + 2 X (AG + PE)/10
Science
Science is the skill of working with electronic devices such as computers.
Starting skill is equal to 0 + (4 X IN)/10
Speech
This is the skill of dialogue. The better your speech skill, the more likely
you will be able to get your way when talking to people. Starting skill is
equal to 0 + (5 X CH)/10
Barter
The skill of trading. In the post-nuclear world, currency is not always used.
Barter will allow you to get more for less when trading. Starting skill is
equal to 0 + (4 X CH)/10
Gambling
The Gambling skill covers a knowledge of and adeptness at games of chance.
Starting skill equal to 0 + (5 X LK)/10
Outdoorsman
This is the skill of outdoor living and survival in hostile environments.
Starting skill is equal to 0 + (2 X (EN + IN))/10
Weapons and Armor Condition (I didn't really do any stats for this, I was planning on making it so that the worse the condition of the weapon the more likely Critical Failures are suppose to happen.)
Weapon Condition
When a weapon is used for an attack but it fails, or when
the player does something inordinately stupid like using
your rifle as a crowbar, will cause damage to your weapon.
One your weapon reaches a certain amount of damage, it will
break or jam. The player will then have to repair it or throw it
away. The amount of damage done is decided by the GM.
Armor Condition
Every time an enemy makes a succesful attack against you, your
armor takes damage. Once it reaches a certain amount of
damage it will absorb less damage.
Critical Failures
It is possible to screw up an attack so badly that
something bad happens to the attacker. This is called a critical failure
and can be slightly comedic, in a wierd sort of way. The chance for Critical failure to happen
is always 3%. Every time you fail an attack 1d100 is rolled, on 97-100 it is a critical failure.
Then I roll the following table.
1. Ammo Problems- The Magazine was damaged or the ammo
was bad. The gun does not fire and the magazine must be discarded.
2. Weapon Jammed- The weapon will take 1 turn to unjam,
and the ammo inside must be discarded.
3. Loss of AP- The attacker looses all remaining AP
for that round.
4. Dropped Weapon- Something slipped, and the weapon flew out
of your hands and hit the ground.
5. Weapon Explodes- Something nasty that happens only with
explosive or energy weapons. Deals 3d10+7 damage to anyone
nearby the weapon.
6. Hit Something Else- Instead of hitting your target, you hit
another target close to the origional one.
7. Damage Self- You cut yourself on your knife, or shot yourself
in the foot. Half the weapons normal damage is dealt to
you instead.
8. Slip and Fall- All remaining AP are gone, and the next
round you must get up. While down you loose all armor class from
agility.
9. Weapon Breaks- The weapon breaks beyond repair.
10. Anvil- A miniature anvil falls out of the sky and strikes you
on the head for 1d10 points of damage. No chance to dodge,
and DT and DR are disregarded for this attack.
I forgot I never made an actual list of perks, because I was lazy. So here are some traits, these may or may not be overpowered/underpowered.
Traits
Fast Metabolism
2 point bonus to healing rate, -1 to your endurance when trying to resist Radiation
and Poison Damage.
Bruiser
+2 Strength Bonus, -2 to your Agility
Small Frame
+1 to your Agility, but your carry weight is only 15 lbs X STR
One Hander
-2 Penalty to hit with Two Handed Weapons, +2
bonus to hit with one handed weapons.
Heavy Handed
+1 to melee damage, 30% less chance for criticals.
Bloody Mess
You always see the worst way a person can die...
Jinxed
Your enemies have more critical failures in combat, unfortunately
so do you.
Good Natured
You get a 2 point bonus to First Aid, Doctor, Speech, and Barter.
But you get a 1 point penalty to Small Guns, Big Guns,
Energy Weapons, Unarmed, and Melee Weapons.
Gifted
All stats get a +1, but all skills get a 1 point penalty and
you recieve 5 less skill points per level.
Skilled
You gain a perk one level higher than normal, but you
get 5 more skill points per level and a 1 point bonus to
all of your skills.
Night Person
You get a +1 to your IN and PE during the night, but a
-1 to your IN and PE during the day.
Chem Reliant
Your chance to be addicted is twice as normal, but
you recover in half the time from their ill effects.
Chem Resistant
Chems only effect you half as long as normal, but your
chance to be addicted is only half the normal amount.
EDIT: Just wanted to note that you probally shouldn't directly use these, just use them for ideas. I also just realized I made a backstory for a fallout styled robot worshipping cult awhile ago. I keep on finding a bunch of unfinished concepts to :/