Races:
Each character is from a predetermined species, mostly sentient ones but not always. The following are part of the selectible races you may choose to make your character
Race |
Attribute Modifier |
Additional Effects |
Description |
Deathclaw |
+4 Str, +3 Agi/Dex, +2 Per/Wis, -4 Int |
See Deathclaw |
A whirling death machine. Giant, meaty and blades for hands. Whats not to love? |
Human |
+2 Primary/+1 Secondary |
None |
That guy on the street, the one that sells oranges |
Clone |
+4 LCK, +2 [Choose], +1 [Choose], -2 END |
All healing effects are half as effective |
A duplicate of someone else, either through tube or magic. |
Synthetic |
+4 INT, +1 [Choose], -2 LCK |
See Synthetic |
A robot with human skin. Groovy |
Undead |
+4 END, +1 [Choose] -2 AGI |
See Undead/Ghoul |
A walking dead, a rotting meat stew. Enjoy |
Superhuman |
+2 STR, +2 END, +1 [Choose] |
See Superhuman |
Faster then a plane, and thicker then steel. Most of the Time. |
Hanar |
+2 PER/WIS, +1 INT |
See Hanar |
Floating Brain, with spagetti |
Lapine |
+2 AGI/DEX, +1 LCK |
See Lapine |
Long ears, short body. A whole new meaning of short stuff |
INSERT DND RACE HERE |
??? |
Just ask me, I'll work with you |
RAINBOW BRITE GO!. |
Attributes:
These are a measure of what your character is and will be capable of, each score below starts at 10. A score can be drained no lower then 8, and improved no higher then 20. However, some races or features may improve or reduce a score past these caps. With 10 in each value, they are improved using points from the point buy system.
- Strength: Modifies accuracy and damage with most melee weapons, and skills dependent on raw physical might.
- Perception/Wisdom: Represents the character's intuition and insight into the world around them. Modifies ranged weapon accuracy and damage. Serves as a key modifier for thematically related supernatural effects.
- Endurance/Constitution: A measure of a character's stamina and resolve, affecting hit point totals and skills related to withstanding stressful situations.
- Charisma: A measure of appearance and social acumen expressed through skills focused on interacting with other people. Modifies supporting effects. Serves as a key modifier for thematically related supernatural effects.
- Intelligence: Raw mental acuity, affecting the number of skills proficiencies a character can achieve and determining the number of skill points a character gains at each level. Serves as a key modifier for thematically related supernatural effects.
- Agility/Dexterity: A measure of grace, coordination and fine motor skills required for precision of action. Modifies accuracy and damage for light melee weapon attacks, and determines dodge-based defenses.
-
Luck:
A measure of good fortune and timely action, affecting resource gathering, sheer nerve, critical hit chance and damage.
Point Buy:
Each character receives a total of 27 points to spend on their attribute scores. Using the table below, and spending these points the attributes increase, changing the modifiers associated with the respective attribute.
Score Value |
Points to Improve |
8-14 |
1 |
15-18 |
2 |
19-20 |
4 |
Hit Points:
Each character begins with (8+Endurance/Constitution Modifier) Maximum Hit Points. For more information see
Hit Points
Juice:
Each character begins with 2 Juice to fuel their abilities, and this total increases by 2 until level 20 at which it stops improving. for more information see
Juice
Saves:
Each character begins with their choice of two trained Saves. For more information see
Saving Throw
Features:
Each character begins with their choice of 4 starting features, the attribute requirements of these features must be adhered to as normal. For a quick list see
Feature Overview
Skills:
- Acrobatics
- Arcana
- Athletics
- Awareness
- Deception
- Handling
- Harvesting
- History
- Initative
- Intimidation
- Medicine
- Performance
- Science
- Smithing
- Speech
- Stealth
- Survival
- Technology
Starting Gear:
Each character begins the game with 500 coins to spend on their beginning equipment. This equipment is limited to primary gear, ammunition, consumables, and components. This excludes item modifications, and secondary gear.
- Weapons:
- Armor:
- Shields:
- Focuses:
- Healing Consumables:
- Chems:
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