You Are S.P.E.C.I.A.L

S. is For Strength.

YOU ARE STRONG

In the wasteland essential supplies will be scarce. When an item of value is found, keep it close and away from bullies. The stronger you are the more you can carry, but be sure to know your limits. Or you may find it challenging to escape from hazardous scenarios, no matter how strong you are. There are other situations where you may find yourself in close proximity to unfriendly neighbours. for such cases you must learn to defend yourself using your natural strength, use anything sharp, or sturdy that you are strong enough to swing. Get creative with your implement, but stay reasonable. And look for anything that can further enhance your innate vigour. The greater your strength the greater the impact, but remember some moments require more than muscle.

P. is for perception.

YOU ARE PERCEPTIVE

It is the unfortunate truth that when you go above ground, you will be faced with many post nuclear nuisances. These frightening menaces will come in all different shapes and sizes, and pose an immediate threat towards your survival. You must learn to deal with these dangers may find this challenging at first. That’s why we’ve provided you with the Vault-Tec assisted targeting system, so you can scan the threat and pinpoint areas of weakness. And the higher your perception the more accurate you will be, why you’ll put Davey Crocket to shame. There may be times when you must engage in questionable activities, your perception can help to keep you safe in these morally ambiguous moments. Practice your pilfering on youths, the elderly or the incapacitated. As you continue to purloin your way to success try more challenging targets and more skilful techniques, for greater returns. But don’t get too cocky there sport.

E. is for Endurance.

YOU ARE ENDURING

We will all be faced with many new and unfamiliar health risks. such as infection, sudden loss of limb and above all harmful radiation. Fortunately, your formidable endurance has turned your body into a hardworking machine that can resist the harmful effects of radiation and physical violence. like any machine then your body must be well maintained to stay in tip top shape, while average joes will survive on old packaged standbys your iron clad insides will allow you to seek fresh meat, Radiation poisoning may have enlarged your favourite meals, this means more healthful nutrition for you but take caution not to bite off more than you can chew. Endurance can also provide new options for food, some of which can be an Acquired taste. Gone are the days of excising for fun. Instead you will need to combine athletics with crucial survival activities. the greater your endurance the further you can go. Just be certain to be mindful of others.

C. is for Charisma.

YOU ARE CHARASMATIC

Unlike the clean wholesome society you may recall. the wasteland will be a distrustful place, Full of unsavoury characters and few morals. earning the trust of your fellow man is an often-overlooked key to survival. One way to prove your trustworthiness is through fair commercial exchange, your renowned charisma will enable more favourable bartering, don’t get greedy now. Use your charismatic nature to negotiate your way out of tense moments, having friends is always a value. How else do i find friends? You may wonder. You may find an impromptu cocktail hour helps to ease social stress. Your charisma will help you avoid the perils of addiction, but not the immediate effects of drink. So practice moderation or you’ll find out who your real friends are the hard way. You’ll find that even wild animals can be charmed by your charisma, looks like you’ve found a new pal. But don’t get carried away there big fella.

I. is for Intelligence.

YOU ARE INTELLIGENT

With all the talk of physical survival in the wasteland you may forget that sometimes its survival of the smartest. An empty mind is a vessel for Knowledge and intelligence is the key to unlocking opportunity and adapting to your new world above ground. Your advanced knowhow will grant you access to new places and new technologies. Space age isn’t it. Intelligent survivors are also more inventive, creating technological wonders of their own. Note that the S in science stands for safety and when the tables are turned against you don’t be afraid to set aside your refined intelligence, for the raw instincts of survival. Just don’t lose your head.

A. is for Agility.

YOU ARE AGILE

A nuclear blast and the subsequent fallout will have many adverse effects on life as we know it. Intensive prolonged radiation exposure may transform those above ground into decrepit, rotting beings that have lost their abilities to reason. they will likely be without common manners and quick to anger. You must learn to make the most with available firearms but enthusiasm will only take you so far, it’s important to know when its best to turn tail and flee. Agility can also help you out in difficult moments, but why place yourself under undue stress? Instead try a subtler route taking the quieter approach is always worth consideration. your agility can turn a sneak attack into a complete tactical move, keep in mind others may have the same bright idea.

L. is for luck.

YOU ARE LUCKY

The difference between whether you live or die in the post nuclear world may depend on the flip of a coin. Luck is a mysterious sort of curiosity, see here a well-placed shot may not always do the trick. If lady luck favours you though you’ll find those critical moments a breeze. What’s this? only scrounging up duds? Time and patience may net you a suitable collection, but with luck on your side you’re bound to find some swell keepers. Be sure to hold onto anything shiny it may be of hidden value. Be careful not to get distracted by your new found fortune. Uh oh here comes trouble. At least your misfortune can be someone else’s fortune.

USING YOUR S.P.E.C.I.A.L SCORES.

Now that we’ve covered what each attribute represents, we need to cover which attributes pair up to which skills.
Each skill has a primary and secondary attribute, these 2 scores add together to give you your starting skill point,

for example a player with 7 strength and 8 intelligence would have 15 points in the explosive skill. 

Your attributes are also used to work out things like your maximum carry weight, speed, and starting Hp it will also be used by your Dm to calculate things like your Radiation Threshold and Addiction Threshold.

Attribute scores are also used to unlock perks, each perk has 3 Requirements PLAYER LEVEL, S.P.E.C.I.A.L and SKILL SCORE which will be explained in greater detail after the Skills list.



ASSIGNING YOUR S.P.E.C.I.A.L POINTS.

Starting Scores.

when you first create a character all S.P.E.C.I.A.L  scores are set to 5 as shown below

S. 5

P. 5

E. 5

C. 5

I. 5

A. 5

L. 5 

Step 1. Moving 5 points.

The first step when assigning your S.P.E.C.I.A.L scores is to move up to 5 points as shown in the example below. it is important to remember scores can not fall below 1 point or rise above 10 

S. 10

P. 5

E. 4

C. 1

I. 5

A. 5

L. 5

Step 2. Adding 5 points.

The second step is to add up to 5 points as shown in the example below. again remember your score cannot rise above 10.

10 

S. 10

P. 10

E. 4

C. 1

I. 5

A. 5

L. 5

STEP 3. Adding Racial Bonus points.

The final step when assigning your special scores is to add your 3 bonus points determined by your race once you've done this you can move onto calculating your skill scores. your racial bonus can be found below.

you total number of points should be between 38 & 43 depending on how many points you have assigned.

RACIAL BONUSES.

ASSAULTRON +2 Strength +1 Endurance

DURAFRAME EYEBOT +2 perception +1 Agility 

MR. GUTSY  +2 perception +1 Strength 

MR. HANDY +2 Endurance +1 Intelligence 

 

GHOUL +2 Perception +1 Luck 

HUMAN  +3 S.P.E.C.I.A.L Points

SPLICER +1 Strength, Perception & Agility

SYNTH(SECOND GEN) +2 Agility +1 Endurance 

 

ENCLAVE DEATHCLAW +2 Endurance +1 strength

MOLE MINER +2 Perception +1 Endurance

NIGHTKIN +2 Perception +1 Strength 

SUPER-MUTANT +2 Strength +1 Endurance