Characters
A player may have a maximum of two characters, and must fill out a character sheet for each one. Every character has to have at least 2 defects, and number of attributes which are effected by the defect. Attributes work in the same sort of way that it does in D&D, where performing a certain action pertaining to an attribute requires a roll of a D-20. If the roll is higher than the attribute, the action fails. If the roll is lower, the action succeeds. There are also diseases and viruses that can be obtained that bear negative effects and may or may not go away. Lastly, there are two sets of inventory modifiers: Space and Weight. Packs and pockets will give space which items will have certain occupancy values. Weight is determined by dexterity and cannot be passed under any circumstance. Fall damage is a factor and bone integrity is a factor.
Attributes
-Metabolism- Static. The ability to conserve energy gained from food and water.
-Hunger-(on a scale of 30 points) GM will determine when a hunger roll must be made. A high roll will determine how many points are deducted from hunger, minus metabolism. If this reaches zero, your character will starve to death.
-Thirst-(on a scale of 30 points) See hunger, as it functions the exact same way.
-Dexterity- Static. The ability to do physical activity. Used in fatigue and moving object rolls. Also determines maximum carrying weight.
-Fatigue-(on a scale of 30 points) GM and actions determine when fatigue rolls are made. Functions similar to hunger and thirst. At 10 points player will be sleepy. At 5 points, player will be sluggish and delirious. At 0, the player will pass out.
-Temperature- (on a scale of 40 points) Determined by environment with the temperature rating of the clothing worn. At 5 player will start to develop frostbite. At 0, player will freeze to death. At 25, player will start sweating profusely. At 30, player will start to see mirages and hallucinate. At 40, player will die of heat stroke.
-Mental Stability- Static. Affected by drugs and murdering people. Affects perception, charisma and intellect.
-Perception- Static. Ability to see. Mostly static. At 0 player is blind. At 5 player requires glasses to see (unless effected by mental stability). Also determines how well a player can use a ranged weapon.
-Agility- Static. Determines the player's ability to dodge, run, and jump, among other things. Hindered by bone breaks.
-Intellect- Static. Ability to solve problems, puzzles, and perform tedious tasks. Affected by mental stability.
-Vitality- Static. Determines bone strength and health. Static.
-Health- (no true scale, but hp can vary in between 15-40 hp) Player's life. If this runs out, you die. Can be recovered through various medical treatments. Players will take bleeding damage from large wounds unless patched up.
-Charisma- Determines conversationally successful a player is. Affected by mental stability.
-Strength- How hard a player hits with melee weapon, as well as how well the player can take hits.
-Luck- Static. Self explanatory. Duh. Used in luck rolls for most tasks.
-Libido- Static. Determines how long you can go without an orgasm. Reversed; the higher the number, the worse.
-Radiation- (on a scale of 30) Starts at 0. Gains .5 every turn spent in a radiation pocket. Radiation sickness begins at 20, and death comes at 30.
Base stat is 10 for every static attribute
Defects
-Gigantism- Player is larger. +2 Strength, -1 Agility, +2 Vitality
-Dwarfism- Player is smaller. -1 Strength, +2 Agility
-Dyslexia- Letters and words are jumbled. -2 Perception
-Narcissism- Self Important. -2 Charisma, +1 Intellect
-20/20 Vision- Perfect Clarity Eyesight. +10 Perception, -1 Mental Stability, -2 Luck
-Far/Near Sighted (Astigmatism)- Blurry in respective focus. -5 Perception (without glasses or contacts)
-Kleptomania- Take things subconsciously. +3 Luck, -2 Mental Stability
-Dementia- Insane. -5 Mental State
-Sociopathic- Disregard for human life. No mental stability loss for murder, -2 Charisma
-Hyper Intelligence- Super Smart. +5 Intellect, -2 Charisma
-Prince Charming- Charmed I'm sure. +4 Charisma, -2 Intellect
-Rapey- Super Creepy. -5 Charisma, +5 Strength
-Nympho- Sex Addict. +5 Libido
-Ambidextrous- Can use both hands equally. +1 Perception
-Short Term Memory Loss- Forgetful. -1 Perception
-Oafish- Not intelligent and very clumsy. -2 Intellect, -2 Dexterity, -2 Agility, +6 Strength, +3 Vitality
-Limber/Flexible- More Agile. +3 Agility, +1 Dexterity, -2 Strength
-Squeamish- Doesn't like the sight of blood, gore, and vomit. (-2 Intellect, -1 Perception, -3 Mental Stability, +5 Metabolism) in the presence of blood, gore, or vomit.
-Skinny- Thin as a rail. +5 Metabolism, -2 Strength
-Chubby- A little on the heavy side. -2 Metabolism, -1 Agility, +1 Vitality
-Color Blind- Can't see in color. -1 perception
-Buff- Muscular. +2 Strength, +1 Vitality, +1 Dexterity -1 Intellect
-Asexual- No Sexual Attraction. -10 Libido
You may also allocate 5 points to the attributes of your choosing.
Character Sheet
Name:
Gender:
Height:
Weight:
Age:
Bust(if applicable):
Penis Size(if applicable):
Defects:
Vitality:
Metabolism:
Dexterity:
Agility:
Intellect:
Strength:
Luck:
Charisma:
Perception:
Mental Stability:
Libido:
Personality:
Bio: