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Fallout-rpg-cheat-sheet/parts/character_creation.tex
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\section{Character Creation}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Origin}
Your origin describes your character's background.
\subsubsection{Brotherhood Initiate}
You gain one additional Tag skill, which must be one of Energy Weapons, Science, or Repair.
\vspace*{5pt}
You are bound by the chain of command: The Chain that Binds. You must carry out the orders of your immediate superiors, and you are responsible for your subordinate siblings. If you do not carry out your duty, you are expelled from the Brotherhood and your technology will be reclaimed.
\subsubsection{Ghoul}
You are immune to radiation damage. In fact, you're healed by it -- you regain 1 HP for every 3 points of radiation damage inflicted upon you, and if you rest in an irradiated location, you may re-roll your dice pool when checking if your injuries heal. In addition, Survival becomes a Tag skill, increasing it by 2 ranks.
\vspace*{5pt}
You age at a much-decreased rate, and you're probably older than your unmutated companions -- but you're sterile. You may face discrimination from "smoothskins" (humans who aren't ghouls), increasing the difficulty or complication range of Charisma tests depending on your opponent's beliefs.
\subsubsection{Super Mutant}
Your initial Strength and Endurance attributes are increased by +2 each, and your maximum Strength and Endurance are increased to 12, but your maximum Intelligence and Charisma are both reduced to 6. You may not have more than 4 ranks in any skill. You are completely immune to radiation and poison damage.
\vspace*{5pt}
You stand over seven feet tall, and your body is bulky and muscular. Your skin is green, yellow, or grey, regardless of what color it was when you were human. You do not seem to age, but you are sterile. You can only wear armor which has been made to fit a super mutant.
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsubsection{Survivor}
You may choose two traits from the "Survivor Traits" table, or one trait and one additional perk. Each trait has a benefit and may have an accompanying penalty.
\subsubsection{Synth}
You gain one additional tag skill. You cannot suffer from starvation or dehydration and do not need sleep, but you do not gain a benefit from consuming food or beverage items. When you rest, instead of sleeping, you may engage in minor activities such as crafting, reading, or light scouting. You are immune to Poison and Radiation damage and disease. You do not age, nor do you gain or lose weight.
\vspace*{5pt}
When interacting with NPCs who know you are a synth -- unless they are sympathetic towards synths -- the difficulty of \textbf{CHA} tests made by you or your allies increases by 2. When a complication is rolled, they either become hostile, or your Faction Reputation or Settlement Reputation decreases by 1 per complication generated due to their fear of the Institute.
\vspace*{5pt}
The Institute has given you a unique recall code -- an unalterable verbal command that resets your personality and memories. When you hear the code spoken, you become incapacitated until you are retrieved and restored by the Institute.
\subsubsection{Vault Dweller}
Your healthier start to life at the hands of trained doctors and sophisticated auto-docs means you reduce the difficulty of all END tests to resist the effects of disease. In addition, your carefully-planned upbringing means you have one additional tag skill of your choice.
\vspace*{5pt}
Once per quest, the GM may introduce a complication which reflects the nature of the experiment you unwittingly took part in, or introduce a complication related to your early life of isolation and confinement within the Vault. If the GM does this, you immediately regain one Luck Point.
\end{minipage}
\vspace*{10pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\subtitlefont
\begin{tabular}{p{2cm}p{7cm}p{7cm}}
\rowcolor[HTML]{000000}
\multicolumn{3}{c}{\color[HTML]{FFFFFF}\textbf{SURVIVOR TRAITS}} \\
\rowcolor[HTML]{000000}
\multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{TRAITS}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{BENEFIT}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{PENALTY}} \\
Educated & You have one additional Tag skill & When you fail a skill test using a skill other than a tag skill, the GM gains 1 AP. \\
Fast Shot & If you take a second major action in combat, and use it to make a ranged attack, the additional major action only costs 1 AP, rather than 2 & You cannot take the aim minor action. \\
Gifted & Choose two S.P.E.C.I.A.L. attributes and increase them by +1 each. & Your maximum number of Luck Points is 1 less than your LCK attribute. \\
Heavy-handed & Your Melee Damage bonus increases by +1\dice{} & Your melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20\\
Small Frame & You may re-roll 1d20 on all AGI tests which rely on balance or contortion. & Your carry weight is 150 + (5 x STR) lbs., rather than 150 + (10 x STR) lbs.\\
\end{tabular}
\end{center}
\newpage
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsubsection{Mister Handy}
You have 360° vision and improved sensory systems that can detect smells, chemicals, and radiation, reducing the difficulty of Perception tests that rely on sight and smell by 1. You are also immune to radiation and poison damage, but you cannot use chems, nor can you benefit from food, drink, or rest. You move by jet propulsion, hovering above the ground, unaffected by difficult terrain or obstacles. Your carry weight is 150 lbs., and it cannot be increased by your Strength or perks, but it can be increased by modified armor. You cannot recover from your own injuries or heal health points without receiving repairs.
\vspace*{5pt}
You cannot manipulate the physical world like humans do, instead you have three of the arm attachments in the Arm Attachments table, determined by your choice of equipment pack. If you select an arm that features a weapon, you also gain 20 shots of ammo for that weapon.
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsubsection{Tribal}
You may choose two Tribal traits or 1 Tribal trait and either a Survivor trait or an additional perk.
\end{minipage}
\vspace*{10pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\subtitlefont
\begin{tabular}{p{3cm}p{13cm}}
\rowcolor[HTML]{000000}
\multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{ATTACHMENT}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{EFFECT}} \\
10mm Auto Pistol & You can make ranged attacks using a 10mm auto pistol \\
Buzz-Saw & You can cut objects and make melee attacks with a circular saw. The buzz-saw inflicts 3\dice{} Piercing 1 physical damage. \\
Flamer & You can set objects alight, cook food, or make ranged attacks with a short-range flamethrower. \\
Laser Emitter & You can cut objects or make ranged attacks using a laser. \\
Pincer & You can pick up objects with an individual pincer that weighs no more than 40 lbs. and manipulate objects in your environment. You may also make unarmed attacks (2\dice{} physical damage) with the pincer. \\
\end{tabular}\vspace*{10pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\subtitlefont
\begin{tabular}{p{2cm}p{7cm}p{7cm}}%
%
\rowcolor[HTML]{000000}
\multicolumn{3}{c}{\color[HTML]{FFFFFF}\textbf{TRIBAL TRAITS}} \\
\rowcolor[HTML]{000000}
\multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{TRAIT}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{BENEFIT}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{PENALTY}} \\
Mother Wasteland & Spend 1 Luck point to gain insight into the quest, situation, or scene as if you'd spent 3 AP to use Obtain Information 3 times. This information is often cryptic and mystical in nature. & Complications make scenes involving pre-War artifacts harder to understand, limiting your use of them. \\
Nomad & Re-roll 1d20 on Survival tests to travel, set up camp, and forage for food and water. In addition, ignore the first complication rolled when making these tests. & Barter and Speech tests increase their difficulty and complication range by 1 when dealing with inhabitants of a static settlement. Science cannot be a Tag skill. \\
Rite of Passage & The first time you spend Luck in a scene, roll 1\dice{}. If you roll an effect you have not spent that Luck point. & You view everyone who hasn't gone through your rite of passage as lesser. You cannot assist another PC without spending 1 AP first. \\
Tools of the Old World & You may use Survival instead of Repair or Science to repair or make use of pre-War tech. & The complication range of tests involving pre-War technology (not weapons) is increased by 2. \\
The Chosen One & The first d20 you purchase is free on tests relating to your tribe's quest, and you can always succeed at a cost. & The GM adds 2 AP to their pool when your quest comes up. \\
\end{tabular}
\end{center}
\newpage
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{{\titlefont{}S.P.E.C.I.A.L.} Attributes}
Each of your attributes start at 5, and you have 5 points to increase them. You may decrease attributes to 4 to get an extra point. Attributes may not be increased above 10.
\vspace*{10pt}
\subsection{Tag Skills and Buy Ranks}
Select 3 skills to be Tag skills. Each of your Tag skills start at 2, the others start at 0.
\vspace*{5pt}
You now have skill points equal to 9 plus your \textbf{INT}. Use these to buy ranks in skills. A skill may not be increased above 3 in character creation.
\vspace*{10pt}
\subsection{Select a Perk}
Chose one perk. You need to meet the requirements of a skill to take it.
\vspace*{10pt}
\subsection{Calculate Derived Stats}
\subsubsection{Carry Weight}
\vspace*{5pt}
\begin{center}
\textbf{Carry Weight (lbs) = 150+(10 * STR)}
\end{center}
\subsubsection{Defense}
If your \textbf{AGI} is 8 or less, your Defense is 1.
If your \textbf{AGI} is 9 or more, your Defense is 2.
\subsubsection{Initiative}
\vspace*{5pt}
\begin{center}
\textbf{Initiative = AGI+PER}
\end{center}
\subsubsection{Health Points}
\vspace*{5pt}
\begin{center}
\textbf{HP = END+LCK}
\end{center}
\subsubsection{Melee Damage}
If you have a \textbf{STR} of 7 or above, you gain a bonus to melee damage:
\begin{itemize}
\item \textbf{STR 7-8:} +1\dice{}
\item \textbf{STR 9-10:} +2\dice{}
\item \textbf{STR 11+:} +3\dice{}
\end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Starting Equipment}
Chose one of the following equipment packs, in accordance with your origin:
\subsubsection{Brotherhood of Steel Initiate}
\textit{Brotherhood Initiate}
\vspace*{5pt}
\begin{itemize}
\item Brotherhood fatigues and Brotherhood hood
\item Combat Knife
\item Laser pistol and a fusion cell containing 10+5\dice{} shots, or a 10mm pistol with 10+5\dice{} rounds of 10mm pistol ammunition
\item Brotherhood holotags containing identifying information
\end{itemize}
\subsubsection{Brotherhood of Steel Scribe}
\textit{Brotherhood Initiate}
\vspace*{5pt}
\begin{itemize}
\item Brotherhood Field Scribe's armor and Brotherhood Scribe's hat
\item Combat Knife
\item Laser pistol and a fusion cell containing 6+3\dice{} shots, or a 10mm pistol with 6+3\dice{} rounds of 10mm pistol ammunition
\item Brotherhood holotags containing identifying information
\end{itemize}
\subsubsection{Brute}
\textit{Super Mutant}
\vspace*{5pt}
\begin{itemize}
\item Raider armor torso, plus raider armor for one leg, or one arm
\item A pipe rifle (full-stock), and 6+3\dice{} rounds of .38 ammunition
\item A baseball bat or a machete
\item A personal trinket
\item 5 caps
\end{itemize}
\subsubsection{Skirmisher}
\textit{Super Mutant}
\vspace*{5pt}
\begin{itemize}
\item Raider armor torso, plus raider armor for one leg, or one arm
\item A pipe bolt-action rifle (full-stock, long barrel), and 8+4\dice{} rounds of .308 ammunition
\item A board
\item A personal trinket
\item 5 caps
\end{itemize}
\subsubsection{Mercenary}
\textit{Ghoul, Survivor}
\vspace*{5pt}
\begin{itemize}
\item Tough clothing
\item A leather armor chest piece, or a leather armor arm and a leather armor leg
\item One melee weapon from the following: machete, baseball bat, tire iron
\item One ranged weapon from the following: 10mm automatic pistol, .44 pistol, hunting rifle, bolt-action pipe gun
\item 10+5\dice{} rounds of ammunition for the chosen ranged weapon
\item 15 caps
\end{itemize}
\end{minipage}
\end{center}
\newpage
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsubsection{Raider}
\textit{Ghoul, Survivor}
\vspace*{5pt}
\begin{itemize}
\item Harness
\item Raider armor chest piece and raider armor for one of your arms
\item One melee weapon from the following list: lead pipe, pool cue, tire iron
\item A pipe gun, with 10+5\dice{} rounds of .38 caliber ammunition
\item 1 dose of Jet or RadAway
\item One Molotov cocktail or one stimpak
\item 15 caps
\end{itemize}
\subsubsection{Settler}
\textit{Ghoul, Survivor}
\vspace*{5pt}
\begin{itemize}
\item Tough clothing
\item One melee weapon from the following: switchblade, pipe wrench, rolling pin, knuckles
\item A pipe gun, with 6+3\dice{} rounds of .38 caliber ammunition
\item 2 rolls on the random food table
\item 1 personal trinket
\item 45 caps
\end{itemize}
\subsubsection{Wanderer}
\textit{Ghoul, Survivor}
\vspace*{5pt}
\begin{itemize}
\item Drifter outfit
\item One melee weapon from the following: switchblade, pipe wrench, rolling pin, knuckles
\item A pipe gun, with 8+4\dice{} rounds of .38 caliber ammunition
\item 1 dose of Jet or RadAway
\item 1 personal trinket
\item 30 caps
\end{itemize}
\subsubsection{Synth Infiltrator}
\textit{Synth}
\vspace*{5pt}
\begin{itemize}
\item Tough clothing
\item Baseball bat or switchblade
\item Pipe gun with 10+5\dice{} rounds of .38 caliber ammunition or 10mm pistol with 8+4\dice{} rounds of 10mm ammunition
\item 1 personal trinket
\item Cover possessions: 2 rolls on the Random Chems, Random Food or Random Beverages tables
\end{itemize}
\subsubsection{Synth Seeker}
\textit{Synth}
\vspace*{5pt}
\begin{itemize}
\item Tough clothing
\item A leather armor chest piece or a leather armor arm and a leather armor Leg
\item Knuckles or lead pipe
\item One ranged weapon from the following: 10mm pistol, flare gun, or hunting rifle
\item 3+3\dice{} ammunition for the chosen ranged weapon above
\item 2 rolls on the Random Ammunition, Random Chems, or Random Food tables
\end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsubsection{Vault-tec Resident}
\textit{Vault Dweller}
\vspace*{5pt}
\begin{itemize}
\item Vault jumpsuit
\item Vault-Tec branded canteen containing 1 purified water
\item Pip-boy
\item Switchblade
\item 10mm pistol with 6+3\dice{} rounds of 10mm pistol ammunition
\item 2 stimpaks
\item 10 caps
\end{itemize}
\subsubsection{Vault-tec Security}
\textit{Vault Dweller}
\vspace*{5pt}
\begin{itemize}
\item Vault jumpsuit
\item Vault-Tec security armor, and Vault-Tec security helmet
\item Vault-Tec branded canteen containing 1 purified water
\item Pip-boy
\item Baton
\item 10mm pistol with 8+4\dice{} rounds of 10mm pistol ammunition
\item 1 stimpaks
\item 10 caps
\end{itemize}
\subsubsection{Miss Nanny}
\textit{Mister Handy}
\vspace*{5pt}
\begin{itemize}
\item One pincer arm attachment, one flamer arm attachment, and one arm attachment of your choice
\item Standard plating
\item Behavioral analysis mod
\item Hazard detection mod
\item 10 caps
\end{itemize}
\subsubsection{Mister Farmhand}
\textit{Mister Handy}
\vspace*{5pt}
\begin{itemize}
\item One pincer arm attachment, one buzz-saw arm attachment, and one laser emitter arm attachment
\item Standard plating
\item One bag of fertilizer
\item 2 mutfruits
\item 25 caps
\end{itemize}
\subsubsection{Mister Gutsy}
\textit{Mister Handy}
\vspace*{5pt}
\begin{itemize}
\item One 10mm pistol arm attachment, one buzz-saw arm attachment, and one laser emitter arm attachment
\item Mister Gutsy plating
\item Recon sensors mod
\item 10 caps
\end{itemize}
\end{minipage}
\end{center}
\newpage
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsubsection{Mister Handy}
\textit{Mister Handy}
\vspace*{5pt}
\begin{itemize}
\item One pincer arm attachment, one buzz-saw arm attachment, and one flamer arm attachment
\item Standard plating
\item Robot repair kit
\item Integral boiler mod
\item 10 caps
\end{itemize}
\subsubsection{Nurse Handy}
\textit{Mister Handy}
\vspace*{5pt}
\begin{itemize}
\item One pincer or buzz-saw arm attachment, one buzz-saw arm attachment, and attachment of your choice
\item Standard plating
\item Stimpak
\item Diagnosis mod
\item 10 caps
\end{itemize}
\subsubsection{Modernist}
\textit{Tribal}
\vspace*{5pt}
\begin{itemize}
\item Either a 9mm Pistol with 8+6\dice{} 9mm Rounds and a Combat knife, or a Pump-Action Shotgun with 12+6\dice{} Shotgun Shells
\item Underarmor suit
\item Either a Combat Chest Piece or a Combat Arm and Combat Leg
\item Multitool
\item 1 roll on the random food table
\item 1 roll on the random beverages table
\item 3\dice{} junk
\end{itemize}
\subsubsection{Ritualist}
\textit{Tribal}
\vspace*{5pt}
\begin{itemize}
\item Either a Hunting Rifle with 6+4\dice{} .308 Rounds, a Black Powder Blunderbuss with 6+4\dice{} .50 Balls, or a Pipe Gun and Pipe Revolver with 4+6\dice{} .38 and 4+6\dice{} .45 Rounds.
\item Sturdy clothing
\item Leather chest piece
\item A personal trinket
\item 2 rolls on the Oddities and Valuables Table
\end{itemize}
\subsubsection{Naturalist}
\textit{Tribal}
\vspace*{5pt}
\begin{itemize}
\item A Bow with 10+6\dice{} Arrows, a Machete and a Combat Knife
\item A Hunter's Pelt Outfit and Hunter's Hood
\item A Wood Armor Chest Piece and either a Wooden Arm or a Wooden Leg
\item 3 rolls on the Random Food table
\item 3 Rolls on the Random Beverages Table
\end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Tag Skill Equipment}
For each Tag skill you selected during character creation, gain the items listen in the table below:
\vspace*{10pt}
\begin{center}
\rowcolors{1}{tablecolor1}{tablecolor2}
\subtitlefont
\begin{tabular}{p{1.8cm}p{5.5cm}}%
\rowcolor[HTML]{000000}
\multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{TAG SKILL}} & \multicolumn{1}{l}{\color[HTML]{FFFFFF}\textbf{ITEMS RECEIVED}} \\
Athletics & Casual clothing, 1 Buffout \\
Barter & 2d20 additional caps \\
Big Guns & 4+2\dice{} shots of flamer fuel \\
Energy Weapons & Fusion cell containing 6+3\dice{} shots \\
Explosives & 2 Molotov cocktails or 2 baseball grenades \\
Lockpick & 4+2\dice{} bobby pins \\
Medicine & 1 first aid kit, 1 Stimpak \\
Melee Weapons & Machete or baseball bat \\
Pilot & Broken car parts (equivalent to 5 common scrap) \\
Repair & Multi-tool \\
Science & Lab coat, 1 dose of Mentats \\
Small Guns & 6+3\dice{} additional shots of ammunition of a type you already possess \\
Sneak & One dose of Calmex \\
Speech & Formal hat, formal clothing \\
Survival & 2 purified water, 1 iguana on a stick \\
Throwing & 4+2\dice{} throwing knives or 2+1\dice{} tomahawks \\
Unarmed & Knuckles \\
\end{tabular}
\end{center}
\end{minipage}
\end{center}