So far here is what we've established,
Skills
Spoiler
-Explosives
1.) Thrown
2.) Launched
3.) Timed
-E.W
1.) Two Handed
2.) One Handed
-Guns
1.) Two Handed
2.) One Handed
-Thief
1.) Lockpick
2.) Pick Pocketing
3.) Sneak
-Traps
-Medic
-Melee
1.) Bladed
2.) Blunt
3.) Thrown
-Engineer
1.) Passive (repairing, ammo, armor etc.)
2.) Aggressive (weapons, traps etc.)
-Speech
1.) Economic (Barter)
2.) Deception (negative speech/lying)
3.) Persuasion (positive speech/finding out hidden information)
-Unarmed
1.) Thrown
2.) Launched
3.) Timed
-E.W
1.) Two Handed
2.) One Handed
-Guns
1.) Two Handed
2.) One Handed
-Thief
1.) Lockpick
2.) Pick Pocketing
3.) Sneak
-Traps
-Medic
-Melee
1.) Bladed
2.) Blunt
3.) Thrown
-Engineer
1.) Passive (repairing, ammo, armor etc.)
2.) Aggressive (weapons, traps etc.)
-Speech
1.) Economic (Barter)
2.) Deception (negative speech/lying)
3.) Persuasion (positive speech/finding out hidden information)
-Unarmed
Primary Stats
Spoiler
Endurance-Health, Action Points, Resistances
Strength-Weight, Weapon Req.
Intellect-Skill Points, number of Engineering recipes*
Agility-Accuracy, move position
*Note this is just the amount of recipes available not if you can craft them (that's what Engineering would determine)
Strength-Weight, Weapon Req.
Intellect-Skill Points, number of Engineering recipes*
Agility-Accuracy, move position
*Note this is just the amount of recipes available not if you can craft them (that's what Engineering would determine)
Derived Stats
Spoiler
Carry Weight= 100 + Endurance x 20
Damage= Weapon damage X %Damage Resistance
Damage Resistance= Base of zero (modified by Armor)
Electric, Drug, Fire, and Poison resistance= 5 X %Endurance
AP (base)= 5
Per Level increase= Base + Endurance
Health (base)= 15 + Endurance x 5 (max 40, min 20)
Per Level Increase= Base + (Level(Endurance X 5))
Skill Points= 3 x Int.
Skills start at a minimum of 15 and go up to 100
Damage= Weapon damage X %Damage Resistance
Damage Resistance= Base of zero (modified by Armor)
Electric, Drug, Fire, and Poison resistance= 5 X %Endurance
AP (base)= 5
Per Level increase= Base + Endurance
Health (base)= 15 + Endurance x 5 (max 40, min 20)
Per Level Increase= Base + (Level(Endurance X 5))
Skill Points= 3 x Int.
Skills start at a minimum of 15 and go up to 100
Now for the non-maths of Character creation! There are basically
1.) Name, Gender, Age
2.) Pick two skills to tag* if your skill has multiple branches, choose one branch to tag (I.E. tag guns, then tag either Two-Handed or One-Handed)
3.) Choose how to distribute your four points between Endurance, Strength, Intellect, or Agility (each start at a minimum of one)
*Tagging a skill raises it by 10 points
So that is what we have so far, we are still working on a game world back-story, perk/trait system, and game-plot. Once that is/as they are done I will update this topic. Feel free to leave criticisms/feedback on the various lists. This is our first time doing something of this scale so any help is greatly appreciated!
-Twich
P.S. this is the only board where I felt this would fit in--its not a Fallout fan-work per say but it is Fallout inspired.