Fallout: Echoes of the Void – Character Sheet
Name:
Race: (Choose from: Human, Ghoul, Super Mutant, Synth Gen 3)
Character appearance (Easier just image but feel free to fluff out if you like - also consider using AI art generation, way easier and gives you almost exactly what you want:
Background:
Primary Goal:
S.P.E.C.I.A.L. (depending on starting level plus base 30 points - max starting level will be set at 5 for balance and not to be too op but it is generally decided based on the logic of the background)
Strength (S):
Perception (P):
Endurance (E):
Charisma (C):
Intelligence (I):
Agility (A):
Luck (L):
Derived Stats:
Hit Points (HP): [Calculate based on Endurance and level. Endurance x 2 + 5 HP per level] HP represents your character's overall physical health.
Action Points (AP): [Calculate based on Agility. Agility x 2.] AP represents your character's energy and ability to perform complex actions.
Sanity: [Calculate 5 per level + 1 INT + 1 PER + 1 END] Sanity represents your character's mental and emotional resilience. Horrifying encounters can threaten it.
Skills
[Start with 2-3 open slots. As ya'll invent recurring actions, skills will fill these slots organically.]
Notes/Inventory: [Carrying capacity dictated by Strength = base 25 + 25 per level = example level 10 = 275lbs ]
Race-Specific Notes:
Race Bonuses and Weaknesses
Ghouls:
Bonuses: +2 Agility, +1 Endurance extra each two levels, Regeneration (full health per 2 in-game hours rest at the cost of 10 sanity points -- Sanity can be regenerated upon consuming Jet.)
Weaknesses: Sanity per level instead of 5 base it is 3, Vulnerability to Feral State (Particularly threatening encounters can double the damage taken to sanity than a human would)
Super Mutants:
Bonuses: +3 Strength, +2 Endurance base per level, Damage Resistance (up to half damage taken depending on a centennial roll)
Weaknesses: -2 Intelligence, -1 Charisma, Can have a lose sanity double debuff for an in- game week if faced with emotional challenges
Synth Gen 3:
Bonuses: +2 Intelligence, +1 Perception bonus every two levels, Unique Synth Abilities (This is open-ended, Ya'll propose ideas based on the Institute's tech and your synth's background)
Weaknesses: Vulnerability to EMP/Hacking, Existential Doubt (Can severily impact sanity, make your synth have 75% percent loss in sanity debuff that stays with them over two in-game days should it be triggered by certain conversations or incursions into their systems)
Instructions for Players
Distribute your points across S.P.E.C.I.A.L. There are no minimum requirements for each stat.
Refer to your S.P.E.C.I.A.L., skills, and race bonuses when attempting actions. I will tell you when a roll is needed.
Track your HP, AP, and Sanity. These can change throughout your journey!
Develop your character as you play. New skills, abilities, and even changes to your race might emerge organically as you explore the wasteland and the multiverse.
Name:
Race: (Choose from: Human, Ghoul, Super Mutant, Synth Gen 3)
Character appearance (Easier just image but feel free to fluff out if you like - also consider using AI art generation, way easier and gives you almost exactly what you want:
Background:
Primary Goal:
S.P.E.C.I.A.L. (depending on starting level plus base 30 points - max starting level will be set at 5 for balance and not to be too op but it is generally decided based on the logic of the background)
Strength (S):
Perception (P):
Endurance (E):
Charisma (C):
Intelligence (I):
Agility (A):
Luck (L):
Derived Stats:
Hit Points (HP): [Calculate based on Endurance and level. Endurance x 2 + 5 HP per level] HP represents your character's overall physical health.
Action Points (AP): [Calculate based on Agility. Agility x 2.] AP represents your character's energy and ability to perform complex actions.
Sanity: [Calculate 5 per level + 1 INT + 1 PER + 1 END] Sanity represents your character's mental and emotional resilience. Horrifying encounters can threaten it.
Skills
[Start with 2-3 open slots. As ya'll invent recurring actions, skills will fill these slots organically.]
Notes/Inventory: [Carrying capacity dictated by Strength = base 25 + 25 per level = example level 10 = 275lbs ]
Race-Specific Notes:
Race Bonuses and Weaknesses
Ghouls:
Bonuses: +2 Agility, +1 Endurance extra each two levels, Regeneration (full health per 2 in-game hours rest at the cost of 10 sanity points -- Sanity can be regenerated upon consuming Jet.)
Weaknesses: Sanity per level instead of 5 base it is 3, Vulnerability to Feral State (Particularly threatening encounters can double the damage taken to sanity than a human would)
Super Mutants:
Bonuses: +3 Strength, +2 Endurance base per level, Damage Resistance (up to half damage taken depending on a centennial roll)
Weaknesses: -2 Intelligence, -1 Charisma, Can have a lose sanity double debuff for an in- game week if faced with emotional challenges
Synth Gen 3:
Bonuses: +2 Intelligence, +1 Perception bonus every two levels, Unique Synth Abilities (This is open-ended, Ya'll propose ideas based on the Institute's tech and your synth's background)
Weaknesses: Vulnerability to EMP/Hacking, Existential Doubt (Can severily impact sanity, make your synth have 75% percent loss in sanity debuff that stays with them over two in-game days should it be triggered by certain conversations or incursions into their systems)
Instructions for Players
Distribute your points across S.P.E.C.I.A.L. There are no minimum requirements for each stat.
Refer to your S.P.E.C.I.A.L., skills, and race bonuses when attempting actions. I will tell you when a roll is needed.
Track your HP, AP, and Sanity. These can change throughout your journey!
Develop your character as you play. New skills, abilities, and even changes to your race might emerge organically as you explore the wasteland and the multiverse.