Today we’ll be building a character for the Fallout RPG. Fans of the Fallout videogames will find a lot of these concepts to be familiar, but with a 2d20 twist.
Choose your Origin
We start with picking an Origin from 6 different choices: Brotherhood of Steel, Ghoul, Super Mutant, Mister Handy, Survivor and Vault Dweller. These Origins determine your Trait as well as any Mutations.
For the sake of our example today we’ll go with a Survivor, the humans who managed to get by after the apocalypse without the safety of a Vault. Doing so gives me two traits to begin with and so I go with:
- Benefit: You have one additional tag skill
- Penalty: When you fail a skill test using a skill other than a tag skill, the GM gains 1 AP
- Benefit: If taking a second major action in combat to make a ranged attack, the additional major action costs only 1 AP instead of 2.
- Penalty: You cannot benefit from the Aim minor action
Each character in Fallout is defined by the seven Attributes used in the videogames: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. In the tabletop rpg, these are rated from a minimum of 4 and a maximum value of 10.
I’ve decided to just go for the focused attribute array provided in the book and distribute the points as:
- Strength 4
- Perception 6
- Endurance 4
- Charisma 5
- Intelligence 7
- Agility 8
- Luck 6
Skills are also pretty much lifted from the Fallout videogames as well, from Athletics, to Energy Weapons. These are rated from 0 to 6 and starting at 0 in each skill. For character creation we start by picking three skills to be tag skills, given that we’re going for what looks like a gun-slinging survivor, let’s go with the following Tag Skills, which begin with 2 ranks each:
- Lockpick (Per) 2
- Repair (Int) 2
- Small Guns (AGI) 2
We then get 9+INT more points to increase skill ranks.
- Barter (CHA) 2
- Lockpick (PER) 4
- Repair (INT) 4
- Science (INT) 2
- Small Guns (AGI) 5
- Sneak (AGI) 2
- Speech (CHA) 3
One of the best parts of the Fallout videogames were the Perks that you could start with. This is preserved in the Fallout RPG complete with the adorable Vault Boy illustrations we’ve come to know and love. For our gunslinger, let’s go with the Quick Hands perk that let’s you spend 2 AP to double the Fire Rate of your gun for a ranged attack.
At this point we do a quick run through of some formulas to derive the following:
- Carry Weight: 190 lbs.
- Damage Resistances: Physical 0, Energy 0, Radiation 0, Poison 0
- Defense: 1
- Initiative: 14
- Health Points: 10
- Melee Damage: No Bonus
Now that we’re done with the character, we can then pick out an equipment package based on what kind of character our Survivor is. Each of the Origins has a number of equipment packs, and for this character, I’ll go with the Mercenary equipment pack.
That means I get:
- Tough clothing
- A leather armor chest piece
- A machete
- A 10mm automatic pistol
- 10 +5 Combat Dice rounds of ammo
- A note advertising a job in a nearby settlement that offers to pay 50 caps
- 15 caps
In addition, my Tag Skills also contribute a bit of equipment:
- 4 +2 Combat Dice bobby pins
- 6 +3 Combat Dice additional shots of ammo
Character creation in Fallout is rather quick, and I’m not sure if that means we should be worried about dying often. That said there’s a comforting and familiar feel to it and I’m sure that old fans of the videogames like me will find themselves right at home.
The presence of the perks and such are always a great way to make your character unique, and there’s plenty of room to personalize it so you can pretty much make whoever you want. As is I’m already fighting the urge to stat out characters from the earlier game (like good old Sulik!)
Next up, we’ll be taking a look at Equipment and Survival!
If you’re looking to grab the Fallout RPG, you can pre-order some really snazzy physical versions right now at the Modiphius Website!