HOW TO BUILD YOUR CHARACTER
Here you will find the steps to make a character. The process is not complicated, don’t worry.
Start with your characters name and age. Feel free to then write a short description of their appearance. This is also a good place to stick a picture if you feel so inclined. If you are wondering what a fitting name would be for yourself, all survivors name themselves, so look to your characters personality for a name. If you are wondering what a realistic age would be in this setting, this should help. The life expectancy currently is Immediate Agonizing Death. Every year after Immediate Agonizing Death is gravy. So there is no real standard age to restrict you because by all means, why are you still alive?!
NAME: Galthor The Wet-Fisted Savager.
Great! Now you have that out of the way. Time to give them skills!
2.SKILLS & HEALTH
Your character needs skills to make it out in this harsh world. You are the 1% of humanity who did. This is where you dictate how.
To start, every character has three skill pools. Now don’t panic, this is easy. All this is for is to give you a bunch of points you can spend. Simple as pee! The skill pools are:
Force is your ability pool for skills that require physical exertion. Agility is your ability pool for skills that require finesse. Knowledge is your ability pool for skills that require smarts and experience. Each skill pool has 10 points for you to spend at your leisure! Sweet deal! But hold up ace, there’s more! There is one more thing you can spend points on. You can increase your characters HEALTH as well! Keen! How to spend these points will be explained below.
SPENDING YOUR POINTS
It’s time to spend those 30 juicy points. But how, oh god HOW?! Well, pull on your learning pants and get ready for a lesson. Everything you can spend points on is handily listed with a (prefix). This is to tell you which pools points you can use to raise a skill with. The prefixes are (F)(A)(K) for basic skills. (F) skills require you to spend FORCE points. (A) requires AGILITY points, and (K) uses KNOWLEDGE points. You can not spend AGILITY points on a (K) skill or anything like that so don’t even try.
Here is where we mix it up however. The skills are split into categories containing 4 skills each. You will notice that one skill per category lists multiple skill prefixes. These are (A-F) (F-K) (A-K). Now calm right the hell down. This is simple too. This just means they are special skills that you can get freaky wild with. Pick one of the two pools and spend points only from that pool to buy it.
Now HEALTH is special. It’s prefix is (F-A-K). Unlike the special skills, you can put points from ANY pool into HEALTH instead of just one. This means that if you are willing to have less skills, you can make your character sturdier and healthier then the average. HEALTH starts at 50, and each point spent on it raises your health by 5. Skills all start at 5, and each point spent raises a skill by 1. These numbers might not mean much to you right now, and might not ever, but taking a look at the How To Play section might give you a better understanding. If you would prefer to just keep going with this, you can instead accept my assurances that 5 extra points of HEALTH is great and so is 1 extra point per skill. The more the merrier. HEALTH is capped at 100 however. That’s the most points in HEALTH you can have so take those spare points elsewhere good sir!
Go ahead and spend your points now using the tables below.
|FORCE – 10pts|
|AGILITY – 10pts|
|KNOWLEDGE – 10pts|
|SKILLS (+1 per point)||5=Untrained Average 7=Trained 9=Talented 10+=Virtuoso|
|HEALTH (+5 per point)||50=Average 60= Strong 70+=Beef Cake|
|SKILLS & HEALTH:
Once you have spent all 30 points, you should have something that looks like the below example. Organized however you like of course.
|FEARSOME EXAMPLE 2:|
As you can see, when spending points on the special skills, this player has crossed out one of the listed skill pools. This is because you may only spend points on a skill from one pool. This says how your character handles a task using that skill. For instance, choosing AGILITY as your pool for Defensive means you would dodge attacks and wear armour designed for ease of movement. Likewise, choosing FORCE would mean you block rather then dodge, and armour you design would be heavier but stronger. You may not leave both pools active. Pick a side, we’re at war.
Now for the fun part. Everyone alive is a Mutant. What doesn’t kill you makes you stronger as they say. That puts you in the lucky 1%. Now you get to pick the mutation that didn’t manage to kill you like everyone else.
You MUST choose one mutation. You however are allowed to take a maximum of two. Taking one power carries no penalty. Taking two can be a huge benefit, but in doing so you will become subject to a drawback. The GM will choose one of your powers and apply a secret drawback to your sheet. It is up to the GM’s discretion and imagination. The only requirement is that it must make sense in relation to you powers, and must not be directly lethal to you. Once your character has deduced the drawback in game, it can be officially recorded on your sheet instead of hidden. Three mutations would be lethal and can only be obtained as the game progresses, at the GM’s discretion of course.
Now please select Minimum 1 Mutation, Maximum 2. Clicking the title will direct you to a detailed list explaining each one.
Sticky Palms, Thick Hair, Strong Digestion, Reduced Sleep, Claw-Like Hands, Webbed Feet, Low Light Vision, Third Eye, Internal Compass, Pheromones, Sharp Vision, Flexible Bones, Camel Back, Glow Stick, Owl Neck, Chameleon, Gills, Large Lungs, Danger Sense, Bloodhound, Double Joints, Extra Limb, Filtered Lungs, Vomit Spray, Thick Skin, Steady Nerves, High Pain Threshold, Electric Conduit, Thought Reading, Natural Calculator, Photo Memory, Audio Playback, Eye Membrane, Horns, Cupped Ears, Internal Storage, Hammer Hands, Quiet, Social Butterfly, Spring Feet, Vampiric Fangs, Easy Sleeper, Long Arms, Microwave Oven, Regrowth, Prehensile Tail, Prehensile Feet, Body Spikes, Limb Substitution, Natural Disinfectant, Eager Organics, Megaphone, Human Battery, Glue Spitter, Antenna, Thermos, Refrigerator, X-ray Eyes, Sanitized Metabolism, Dowser, White Noise Machine, Tentacles, Diverse Diet, Blood Donor, Iron Grip, Balloon Boy, Magnetic, Razor Edge, Stove Top, Cushy Padding, Exoskeleton, Purifier, Frightening Visage, Foul Stench, Super Elephantiasis, Blind Sonar, Compound Eyes, Hardened Teeth, Egg Production, Udders, Stinger, Salivator, Ink Sac, Fertile, Light Eater, Rad Resistant.
Now that you have your skills and mutation(s), it’s time to gear up.
You may have mutant powers, and all the knowledge to get the job done, but without an inventory full of junk and crap, you are about as pointless as existence. You need tools to get the job done or you can’t do it. You need clothes to keep you from freezing to death. You almost assuredly need a gas-mask or respirator to even breath. It is now time to gather those essentials. Or as much as you can scrounge up and run with anyway.
You start out with a limited amount of stuff. Like skills, you are provided with points you get to spend. Each starting item will have a cost and an amount of required space measured in units. You are limited to what you can afford and how much you can carry. You start out with 200 LOOT points, and can carry 75units. Packing skill does not effect your starting limit, and neither does buying backpacks. Those are for in game. Make them points count!
tl;dr: You can start with 200 points worth of gear, but you can only carry 75 units worth to start. Using the packing skill and buying bags doesn’t increase your carry limit until you start playing.
One clothing item may stack with one armour item. Guns do not come loaded.
LOOT Points: 200
|Lockbox (empty)||9||25||8 units locked storage|
|Backpack (empty)||0||25||30 units extended storage|
|Canteen (empty)||2||2||2L liquid storage|
|Utility Belt (empty)||0||8||8x 1 unit extended storage pouches|
|Holster (Empty)||2||5||12 unit gun storage|
|Bandolier (Empty)||1||8||58 Shell ammo storage|
|Clothing, Light||6||8||Minor cold protection|
|Clothing, Heavy||10||15||Average cold protection|
|Clothing, Winter||15||30||Major cold protection|
|Clothing, Rags||1||0||Minor shame coverage|
|Clothing, Hazard Suit||40||140||Major radiation protection|
|Armour, Scrap||15||30||Average damage reduction|
|Armour, Hide||15||26||Minor damage reduction. Average cold protection|
|Armour, Leather||7||28||Medium damage reduction|
|Armour, Hockey||8||25||Medium damage reduction|
|Helmet, Scrap||8||25||Average head damage reduction|
|Helmet, Riot||12||75||Good head damage reduction|
|Goggles||2||5||Average eye protection|
|Respirator, Disposable||2||8||2 days minor air filtration|
|Respirator||3||25||1 week average air filtration|
|Gas Mask||4||35||Average air filtration. Minor radiation protection|
|Gas Mask with Respirator||5||50||Major air filtration. Average radiation protection|
|Oxygen Tank (Half Full)||7||60||5 hours of clean toxin free air|
|Lighter (Near Full)||1||50||1 month of use or longer|
|Matchbook (Full)||0||5||12 matches|
|Playing Cards, Old||1||5||Mismatched Backs, Full deck|
|Nails||2||2||100 iron nails|
|Lock Picks||1||15||Skill Tool|
|Telescope, Small||8||35||Doubles view distance|
|Welding Mask||4||15||Average face damage reduction|
|Welding Torch||2||25||Skill Tool|
|First Aid Kit||8||40||Skill Tool|
|Dry Rations||1||4||1 meal|
|Canned food, (???)||1||6||1 day of food|
|Škorpion vz. 61, Worn||30||100||10 round 7.65×17mm magazine, Loose stock|
|AK-47, Worn||55||125||40 round 7.62×39mm magazine, Damaged iron sights|
|M1 Carbine||45||120||30 round .30 Carbine magazine|
|Walther PPK||12||90||7+1 round 7.65×17mm magazine|
|Ammo, .30 Carbine||1||15||5 rounds|
|Ammo, .32 ACP||1||15||5 rounds|
|Ammo, .380 ACP||1||15||5 rounds|
|Ammo, 7.62×39mm||1||15||5 rounds|
|Leather Working Kit||10||10||Skill Tool|
|Sledge Hammer||15||12||Skill Tool|
|Clean Water, Jug||20||40||4 Gallons|
|Clean Water, Glass Bottle||4||5||1L|
|Gardening Kit||10||15||Skill Tool. No seeds|
|Propane Tank (Full)||50||100||20lbs compressed fuel|
This is of course just a small list of available starting gear. The availability of additional gear is determined by the GM in game. Once in game, storage space gained though items, or the packing skill will begin to apply.
Lets take a look at the example character again now that he has his mutant powers revealed, and some new loot!
|FEARSOME EXAMPLE 3:|
Oh. Well that’s not a very good example. Well. It’s an example of what NOT to do I suppose. He barely spent any of his LOOT points so they’re all gone. He didn’t even come close to his carry limit. The only real example here is showing that you can add simple cosmetic changes to clothing. More advanced changes to clothing and armour require the fabrication skill in game however. I shudder to imagine where he is keeping the jerky and scotch.
And hey what the hell. I totally had his mutation pegged as Sticky Palms. I guess we’ll never know the truth now.
Well, by now you should have filled out all the information you need to play this game. If you’ve made it this far and you have a character. Congratulations. The complicated stuff is done with. Once you become familiar with gameplay you will be ready to subject your poor ragged champion to the horrors of nuclear winter. Let’s see how long they last.