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Before you can make a character, you will need a Character Sheet.


STEP 1TRAITS

All numerical character properties are derived from the four Traits (Agility, Brains, Constitution, Demeanor). The various methods of character creation differ in the way these Trait scores are determined. Normal human Trait scores range from 1 to 12. Female characters get +1 Agility. Male characters get +1 Constitution. Among other things, your Trait scores set the normal maximum rating for the Skills under it. There are 3 Trait creation methods:

  1. Assignment: The GM gives you a character sheet with most or all of the character information already filled out. This may occur if the story requires a specific cast of characters or if it would be difficult or impossible to explain a new arrival but there is an Extra already present. The GM may allow some character customization.

  2. Point-Buy: You build your character however you choose by filling in Traits with a predetermined number of points. 24 Trait points is a good place to start for average humans. For veterans of the Wasteland, start with 30 Trait points. A minimum rating of 4 and a maximum of 9 is well-balanced.

  3. Random: Roll 2d6 for each Trait to determine your scores. Re-roll any Traits that are 3 or less. Re-roll all Traits if their total is less than 20. The GM may have players roll their Traits straight down the line or they may be allowed to place their scores as they wish. Ask your GM.

STEP 2 - BACKGROUND

Fill out your Height, Weight, Skin, Hair, Gender, and Age. Roll 2d6 for your Background, select one with GM approval, or have one assigned to you.

Backgrounds are meant to be guidelines, not restrictions. Feel free to get creative with them and develop a unique history.

Backgrounds

2d6

Background

Skill Bonus

Weapon

Equipment

1

2

1

Complicated Past

+1 to 3 Skills

Roll one: Melee or Projectile

1 MGL roll.

2

Athlete

+3 Swim

Baseball Bat

Duffel Bag

3

Bouncer

+3 Melee

Police Baton

Undercover Vest

4

Cop

+3 Leadership

Glock 17

Hand Radio

5

Farmer

+3 Tame

Pitchfork

Emergency Radio

6

Firefighter

+3 Climb

Axe

Firefighter Suit

3

4

1

Gymnast

+3 Acrobatics

Compound Bow

Running Shoes

2

Hobo

+3 Stealth

Metal Club

Backpack

3

Journalist

+3 Perception

SIG Sauer P290

Binoculars

4

Lawyer

+3 Socialize

Kimber 1911

Messenger Bag

5

Mechanic

+3 Build

Sledgehammer

Tool Belt

6

Paramedic

+3 Medicine

Tire Iron

EMT Bag

5

6

1

Performer

+3 Entertain

Staff

Pocket Mirror

2

Prisoner

+3 Trick

Colt Python

Lockpicks

3

Ranger

+3 Survival

Remington 870

Compass

4

Scientist

+3 Chemistry

Spear

NBC Suit

5

Veteran

+3 Projectile

AR-15

Tactical Vest

6

Living the Dream

+3 to 1 Skill

Pick one: Melee or Projectile

Pick one.

STEP 3 - SKILLS

Skills start with a score of 0. For each Trait, you get Skill points = parent Trait x2 to distribute as you wish between the Skills under that Trait. You may use Skill points from one Trait on Skills under another Trait but the cost is 2 for 1. The maximum Skill points you can have in any Skill is equal to its parent Trait score unless an Ability says otherwise. This limit does not count Backgrounds, Gear, Specialties, or other bonuses.

Agility Skills: Acrobatics, Projectile, Stealth, Trick

Brains Skills: Build, Chemistry, Medicine, Perception

Constitution Skills: Climb, Melee, Survival, Swim

Demeanor Skills: Entertain, Leadership, Socialize, Tame

STEP 4 - STATS

Calculate your Stats. If a Trait changes, recalculate all Stats immediately, even if the change is temporary.

STEP 5 - ABILITIES

Buy Abilities with starting XP = Brains and adjust any relevant modifiers accordingly. You do not have to spend all of your starting XP at this time.

STEP 6 - GEAR

You start with a shirt, pants, socks, shoes, underwear, a knife, a toothbrush, and a memento of some kind. The GM will help you roll starting Gear. Roll once for Armor. If your Background granted you a Projectile Weapon, roll once for Ammunition of that caliber. Make a number of extra Gear rolls on the MASTER GEAR LIST (MGL)) = Luck.