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Post by Vault Boy on Jun 14, 2012 18:20:08 GMT -5
The SPECIAL System is how your character's base attributes are derived and control pretty much everything you do.
Each attribute also governs a set of skills tied to it.
The seven attributes (And Skills) that make up your character are:
Strength (Melee Weapons) Perception (Explosives, Energy Weapons, Lockpicking) Endurance (Unarmed, Survival) Charisma (Speech, Barter) Intelligence (Science, Medicine, Repair) Agility (Guns, Sneak) Luck
They all work in completely different ways to make your character unique.
They will each be explained in more detail below, along with the skills they govern..
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Post by Vault Boy on Jun 14, 2012 18:39:40 GMT -5
STRENGTH Raw physical power. A high Strength is good for physical characters. Affects many things, including: -Weapon Handling: All weapons have a minimun strength requirement. -Starting HP -How much you can carry = 2 + 1/2 S -Melee/Unarmed attacks: +1 Damage for every 2 points. The Skills Governed By Strength Are: Melee Weapons: Determines your effectiveness with Blades, bats, and pretty much anything you swing at/stab someone with. What your score means and what you could do: S 10: Herculean- Can lift/ move a car out of the way, without help. S 5: Average Joe- Can lift moderately heavy objects with a little help. S 1: Atrophic- Cannot even do a push up.
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Post by Vault Boy on Jun 14, 2012 18:57:49 GMT -5
PERCEPTION The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter. Affects many things, including: -Instincts: A sort of danger sense. Timing also falls under this. -Conversations: Can help you tell when someone is lying or acting strange from time to time. -Range: Allows you to be more effective with weapons at longer ranges then normal. The Skills Governed by Perception are: Explosives: Affects your ability to use/Disarm/interact with bombs and grenades of all kinds. Energy Weapons: Affects your ability to use projectile weapons that rely on unorthadox methods, such as Laser Pistols, Plasma Rifles, and Gauss Rifles. Lockpicking: Affects your ability to unlock door with the use of bobby pins, screw drivers, and much more. What your score means and what you can do: P 10: 6th sense- Can see everything for miles and miles. P 5: Average Joe- If you try hard, you could eaves drop on a converation. P 1: Impaired- Suffering from some kind of hear/sight loss.
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Post by Vault Boy on Jun 14, 2012 19:07:15 GMT -5
ENDURANCE Stamina and physical toughness. A character with a high Endurance will survive where others may not.Affects many things, including: -Starting HP = 15+S+(E*2) -HP per LVL = 1/2 of E + 2 -Healing Rate= 1/3 E. The amount of health that is passivly recovered after a rest, without food or med. -Crippling Resistence- If a limb takes 1/3(1/4 for head) of your max HP in damage, it is Crippled -Rad Resistence= E*2 The Skills Governed by Endurance are: Unarmed: Determins your effectivness with your bare hands, brass knuckles, power fists, and other Hand to Hand weapons. Survival: Your ability to prepare food, create herbal remedies, identify flora and fauna, etc. What your score means and what you can do: E 10: Bullet Proof- You can take a shotgun blast to the chest and remain standing. E 5: Average Joe- Smaller injuries heal up fine, but large ones can cripple you. E 1: Sickly- Have a condition of some kind that makes any injury life threatening.
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Post by Vault Boy on Jun 14, 2012 19:08:44 GMT -5
CHARISMA A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words.
Affects many things, including: -First impression: A high charisma gives you a bonus at the begining of a persuasion. attempt. -Sex appeal: For every 2 points above 5, you gain an extra degree of success when dealing with the opposite sex. The Skills Governed by Charisma are: Speech: Your ability to persuade, lie, threaten, anything having to do with verbal communication, sans Barter. Barter: Your ability to trade, haggle, rip people off, etc. What your score means and what you can do: C 10: Casanova- Wrangles himself a threeway on a regular basis. C 5: Average Joe- Knows his manners, and can get along with most people. C 1: Autistic- Has serious problems functioning in normal sociaty and is avoided by most.
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Post by Vault Boy on Jun 14, 2012 19:12:34 GMT -5
INTELLIGENCE Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character.Affects many things, including: -Skill Increase Per Level = 10 + 1/2I -Literacy: At least a 4 is required to be able to read and write. The Skills Governed By Intelligence Are: Science: A collection of everything you know about Technology, be it robotics, hacking, or college algebra. Medicine: Everything you know about medical treatment, Drugs, Chemicals, etc. Repair: All of your Mechanical Expertise, be it Guns, Vehicals, or a leaky pipe. What your score means and what you could do: S 10: Super Genius- Can easily solve any problem. S 5: Average Joe- Occasionally has a nugget of information stored away. S 1: Retarded- Has trouble forming sentences.
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Post by Vault Boy on Jun 15, 2012 14:26:23 GMT -5
AGILITY Coordination and the ability to move well. A high Agility is important for any active character. Affects many things, including: -Action Points = 5 + 1/2A -Movement- How much/Fast you can get somewhere, be it in battle or out of it. -Athletics- Your ability to run, jump, swim, etc. -Dodge- Traps, sneak attacks, etc. -DT- You get an Armor bonus if wearing light armor, equal to 1/2 A. -Initiative- Based soley on A. The Skills Governed By Agility Are: Guns: Your effectiveness with good ol' fashioned lead spitters, be it a 9mm or and AK-47. Sneak: Your ability to move quietly as well as sleight of hand. What your score means and what you could do: A 10: Acrobat- Can dodge bullets. A 5: Average Joe- Can run fast over short distances. A 1: Handicapped- Is physically hindered in some way, be it a bad knee or a missing appendage.
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Post by Vault Boy on Jun 15, 2012 14:30:45 GMT -5
LUCK Fate. Karma. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is.Affects many things, including: Fate Points = 1 + 1/3 L (With a bonus point at Rank 10) Critical Hits- Calculated using your L Score and any modifiers. Salvage- A lucky character will find better items then an unlucky one, plain and simple. Misc. Things- Lucky characters will occasionally catch a break if things aren't going their way. The Skills Governed By Luck Are: All Of Them get a bonus equal to 1/2 of your Luck. What your score means and what you could do: L 10: God's Favorite- Never loses the lottery. L 5: Average Joe- Can hit a sweet spot from time to time. L 1: Cursed- Can't seem to catch a break.
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