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 EC-1101 Character Sheet

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Donutt

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Posts : 221
Join date : 2014-08-27

PostSubject: EC-1101 Character Sheet   Mon Jul 27, 2015 1:18 am

Welcome peasants, nobles, middle class, knights, etc. to my game, EC-1101. This will be a Fallout themed game, so shit's gonna get cray. Here we go with the character sheet:

Name:

Face claim:

Caste (depending on what you pick here, you get a unique perk. See below.):

Age:

Gender:

Height:

Weight:

Description:

Backstory:

Inventory (since you start in a vault there isn't much loot so for now you only get 3 slots.)

Gear (5 slots you get 1 starting weapon. You may choose from a knife, laser pistol, 9mm handgun, and dynamite. If you choose dynamite I will roll for quantity.):

Perks (add these here as you get them. You get your first when you choose your caste.):

Stats (these depend entirely on your governing SPECIAL attribute. I will edit your stats when you finalize your character. You get TWO stats you may tag. Tagging a skill instantly raises said skill by 15.)

Barter:
Big Guns:
Energy Weapons:
Explosives:
Lockpick:
Medicine:
Melee Weapons:
Repair:
Science:
Small Guns:
Sneak:
Speech:
Unarmed:

Strength:
Perception:
Endurance:
Charisma:
Intelligence:
Agility:
Luck:

HP:

You start with 5 in each attribute above, with an additional 5 to spend. Each SPECIAL attribute affects a few different things. Use google to look at what they actually affect. You may rearrange ALL of your points as much as you see fit (for example you can take away 4 strength and add those points to luck, giving you 1 strength and 9 luck. You may not exceed 9 points in a stat. You must have at least 1 point in each stat. Your total should equal 40 points.

Now for the caste perks. They are as follows:
Peasant: +5 to unarmed, sneak, or lockpick, + 1 endurance
Middle class: +5 to barter, repair, or science, + 1 to perception
Knight: +5 to either melee weapons, small guns, explosives, or energy weapons. +1 to Strength.
Cleric: +5 to medicine, + 1 to Intelligence
Noble: +5 to speech, +1 to Charisma
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