This document provides a character creation reference chart for a Fallout game. It lists character stats, skills, and derived attributes that determine abilities. It also summarizes character origins and backgrounds, noting starting bonuses and penalties for each. Leveling up increases health, skills, and allows picking a new perk. The chart helps players understand character building and roleplaying different types of characters in the post-apocalyptic Fallout world.
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CharGen Reference
This document provides a character creation reference chart for a Fallout game. It lists character stats, skills, and derived attributes that determine abilities. It also summarizes character origins and backgrounds, noting starting bonuses and penalties for each. Leveling up increases health, skills, and allows picking a new perk. The chart helps players understand character building and roleplaying different types of characters in the post-apocalyptic Fallout world.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Fallout Character Creation Reference Chart
Str Pcn End Chr Int Agl Lck :Stat
Athletics Energy Wpns Big Guns Barter Medicine Small Guns :Skills Melee Wpns Explosives Survival Speech Repair Sneak Unarmed Lockpick Science Throwing Pilot ------------------------------------------------------------------------------------------------------------------------------------------------------ Carry Weight Initiative(1/2) Health(1/2) Defense Health(1/2) :Derived (1/2) Melee Dmg Initiative
Leveling Up = +1 HP +1 Skill Rank +1 Perk
Pros (+) and Cons (-) of each Origin
Brotherhood Ghoul Super-Mutant +Extra Tag Skill +Healed by Radiation + 2 pts to Str & End (Energy Wpns, Science, Repair) +Survival is Tag Skill +Immune to Radiation +Improved Access to Tech +Ageless +Immune to Poison -Chain of Command -Discrimination +Max Str & End is 12 -------------------------------- -Might Go Feral -Max Int & Chr is 6 (Initiate) ------------------------------- -Severe Discrimination (Scribe) (Mercenary) -Hard to find things that fit (Raider) ------------------------------------- (Settler)* (Brute)* (Trader)* (Skirmisher)* (Wanderer)*
Survivor Vault Dweller Mr. Handy
+Gain two traits +Start with Pip-Boy +360 degree vision (Educated, Fast Shot, Gifted, +Start with good Equipment +Enhanced Senses Heavy Handed, or Small Frame) -Survivor of Experiments +Immune to Radiation -Each trait has small penalty ---------------------------------- +Immune to Poison --------------------------------- (Resident) +Ignore Difficult Terrain (Mercenary) (Security) +Variable Arm Options (Raider) -Lower Carrying Capacity (Settler)* -Cannot Heal, Repair Only (Trader)* -May not have manipulation limb (Wanderer)* -Possibility of being hacked -------------------------------------------------- (Miss Nanny) (Mr. Farmhand) (Mr. Gutsy) (Mr. Handy) (Nurse Handy) *Starts with Trinket to replenish luck