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Welcome to the 'Roleplaying and Deathclaws' System (or RAD for short). Here we will disucss the more general mechanics around your character, how to use it and more!
Here you'll find the appearance of our Character Sheet for the RAD system. When you apply for a character you'll send the staff the inputs for this sheet and they'll get it set up for you and shared for your viewing.
This section, found in the top left is where you enter info about your character that is mostly flavor, though below it is your current level and xp counter. (More on Levels & XP found below)
Found at the middle of the right half of the sheet, these are your wellness & action-ability.
✦ Wellness Statistics ✦
These are usable/effectable resources that act as a bars of what you can still do.
HP - Divided into current & maximum, this stat represents the state of your health, when this runs out you're unconcious. If you remain in this state for 3 turns without aid you will die.
| Maximum HP is calculated by 10+Endurance Score |
Armor - Divided into current & maximum, this stat represents the state of your armor and comes in two flavors (see.
| Maximum Armor is calculated by all your armor pieces Armor added together |
RADs - Divided into current & maximum, this state represents the amount of radiation you've accumulated and how it's effecting you. Your Race/Race Variant will determine your specific RADs progression.
| Maximum RADS is calculated dependent of your Race/Race Variant |
✦ Action Statistics ✦
These are your variety of statistics used to determine actions and turns.
AP - A stat used on extra actions for a turn. This does not give you more Major Actions but can be used on Minor Actions, Reactions, to gain advantage or when otherwise stated. Your AP as a resource lasts per encounter.
| Maximum AP is calculated equal to your Agility Attribute Score |
Mvmnt - A stat used to determine the amount of blocks you can move in a single instance.
| Mvment Speed is calculated equal to 5+(Agility Attribute Score/2)+(Endurance Attribute Score/2) *rounded*|
Initiative - A stat used to determine the speed of your ability to rise & react to the start of an encounter.
| Initiative is calculated equal to (Agility Attribute Score/2)+(Perception Attribute Score/2) *rounded*|
Found at the top of the right half of the sheet, these are your classic S.P.E.C.I.A.L (it spells that you're quite swell!)attributes. They're what make you Special! You get 40 of these on character creation to spend, each attribute can have up to 10 points spent and a minimum of zero. The roll bonuses gained by attributes is equal to it's score-3(so a score of 0 is -3, a score of 3 is +0 and a score of 10 is +7, etc.).
✦ What are they? ✦
- S is for Strength, and that means I am strong! I can carry lots of toys and swing stuff all day long!
- P is for Perception, a long funny word! It means what I tasted, smell, saw and heard!
- E is for Endurance, and that's how long I can play! I'm always really healthy, and have energy all day!
- C is for Charisma, it's why people think I'm great! I make my friends all laugh and smile, and never want to hate!
- I is for Intelligence, it means I'm really smart! I use my brain for lots of stuff, like science, math and art!
- A is for Agility, that's how I get around! I move real fast and easy, and I never make a sound!
- L is for Luck, and it's simple, you see! It means that good things always happen to me!
✦ What do they do? ✦
S.trength - Add +Strength final to Melee Weapon DMGs, access Strength Requirements for weapons & can be used to block.
P.erception - Add +Perception final to Range Weapon DMGs & contributes to initiative.
E.ndurance - Adds to HP, used to resist hits or can be used to block them & contributes to movement speed.
C.harisma - Adds final bonus to Barter/Speech & adds to 'Community Input'. As well you gain access to the Charisma Aid Scale which will be found below.
I.ntelligence - Adds final bonus to Science/Repair/Energy Weapons/Medicine & adds the Inelligence Score to starting Skill Points.
A.gility - Adds to AP pool, contributes to movement speed & contributes to initiative.
L.uck - Decreases Critical Threshold, improves critical effects & nebulas GM encounter based benefits.
(Note: On top of these, some perks may have set SPECIAL requirements to gain)
✦ When do I roll one? ✦
(SPECIAL rolls are done with a 1d20.)
S.trength - When attempting to BLOCK an attack, lift heavy object or with a STRENGTH contested rolls.
P.erception - When attempting to desern a detail/lie or with a PERCEPTION contested rolls.
E.ndurance - When attempting to RESIST or BLOCK an Attack or with a ENDURANCE contested rolls.
C.harisma - When giving off general friendliness/trustworthiness or with a CHARISMA contested rolls.
I.ntelligence - When attempting to gain knowledge/remember a specific detail or with a INTELLIGENCE contested rolls.
A.gility - When attempting more advanced movements or with a AGILITY contested rolls.
L.uck - A bit more nebulas in use or with a LUCK contested rolls.
Found to the left of the sheet, these are a set of skills that cover all your particular skills. (Brought to you by the Vault-Tec Vigor Tester Machine)
✦ What are they? ✦
(Skill rolls are done with a 1d100.)
Barter - Your ability & knowledge to convince an NPC about prices & business.
Big Guns - Your ability to make use of heavy weapons.
Energy Weapons - Your ability & knowledge to make use of energy weapons.
Explosives - Your ability & knowledge to make use of explosives.
Guns - Your ability & knowledge to make use of firearms.
Lockpick - Your ability & knowledge of locks and lockpicking.
Medicine - Your ability & knowledge of the body and medical goods.
Melee Weapons - Your ability & knowledge to make use of melee weapons.
Operations - Your ability & knowledge of vehicles, driving & piloting.
Repair - Your ability & knowledge of mechanics & structure - be it buildings or forging.
Science - Your ability & knowledge to electronics & chemicals.
Sneak - Your ability & knowledge to make use of stealth.
Speech - Your ability & knowledge to convince/lie to an NPC about thing not covered by Barter.
Survival - Your ability & knowledge of nature, cooking & survivalist skills.
Unarmed - Your ability & knowledge to make use of your body's ability to harm.
✦ Tagged Skills ✦
Upon creating a character you get to choose 3 tagged skills. Tagged skills gain you +5 to the roll of that skill as well as advantage when rolling that skill.
✦ Attribute Additions ✦
One will find that their SPECIAL attributes will have their final modifiers added to your skill total. So SPECIAL more directly effects you in your more common rolls.
Found at the bottom of the right half of the sheet, these are things that make you categorize as you.
✦ Character Race ✦
You'll find there to be four Races available to your character to be from. Here we'll list what they are and what they grant in the form of your Race Perk.
✦ Character Race Variant ✦
The variant of your Race you fall into. Here we'll list what they are and what bonuses/negatives they gain you in the form of your Variant Trait.
(You will note that each race has what is called an 'Advanced Variant' which is noted by starting with a '⋆' in the section below. These Variants are only available with approval and might be denied due to inexperience, too many being on the server of another reason)
✦ Starting Trait ✦
A chosen trait taken on the starting of a character. You'll be able to find a list of all traits below.
Here is a simplified guide to the process of leveling up.
✦ Starting Out - Level 1 ✦
When creating a character you will choose the following mechanical things on top of the flavor aspects of your character.
-Attribute Scores
-Tagged Skills
-Race
-Race Variant
-Trait
(You might have a small amount of skill points to spend depending on your intelligence score)\
✦ Even vs. Odd Levels ✦
On Even Level ups such as Level 2, the user will gain access to choosing a perk for their character. Then on Odd Level ups such as 3 (Does not include level 1) the user will gain access to five skill points that they may spend as they please.
✦ xxx ✦
Here is a list of mechanics that are big lists of information, these are not a thing you have to know all of by heart and are instead here as a list of all options.
✦ Available Races ✦
Human - Your default, these are your normies, humies & smooth-skins.
[ Pro: Gain no roll negative from critical failures & 1 Lucky Reroll per encounter | Con: You take +2 DMG from critical hits.]
Robot - Constructed by human hands, these beings are powered by servos & artificial intelligence.
[ Pro: You can modify your body with ease, can be brought back if data core remains intact & are immune to the burning/bleeding effects | Con: Susceptible to Pulse Effects & can be hacked if restrained or downed. ]
✦ Available Race Variants ✦
Human:
Pure Human - Pro: Start with an extra Tag'd skill for: Science, Medicine or Repair + Start w/ a Pip-Boy or Laser Pistol. | Con: Take +1d4 DMG from Guns/Melee Weapons
Robot:
General Atomics Unit - Pro: Gain one free aid action per turn + start w/ General Atomics Frame & Factory Default parts. | Con: Auto-Fail saves against setting off motion traps.
Here you'll find the effects of radiation as per each race variant and how that variant deals with oncoming radiation. There are displayed to the player via what is normally their minecraft XP bar with individual RADs being single xp points and the levels of such being the level of their radiation.
✦ Pure Human ✦
Radiation LVL 0-1 - Begin to feel unwell.
Radiation LVL 2-4 - Begin to feel sick. Disadvantage to STR/END attribute rolls and associated skill checks.
Radiation LVL 4-6 - Begin to feel very sick. Disadvantage on Attribute rolls.
Radiation LVL 6-8 - Begin to feel extremely sick. Take +1d8 DMG whenever DMG is taken.
Radiation LVL 8-10 - Begin to feel deathly ill. Disadvantage on all rolls.
Radiation LVL 10+ - Death
✦ Wastelander ✦
Radiation LVL 0-2 - Begin to feel unwell.
Radiation LVL 3-5 - Begin to feel sick. Disadvantage to STR/END attribute rolls and associated skill checks.
Radiation LVL 5-7 - Begin to feel very sick. Disadvantage on Attribute rolls.
Radiation LVL 7-9 - Begin to feel extremely sick. Take +1d8 DMG whenever DMG is taken.
Radiation LVL 9-11 - Begin to feel deathly ill. Disadvantage on all rolls.
Radiation LVL 11+ - Death
✦ Post-War Ghoul ✦
Radiation LVL 0-4 - Begin to feel tingly & a buzz to your body.
Radiation LVL 4-8 - Gain +1 to STR/END attribute rolls and associated skill checks.
Radiation LVL 8-12 - Gain advantage to STR/END attribute rolls and associated skill checks.
Radiation LVL 12-16 - Gain +1 to PER/INT attribute rolls and associated skill checks.
Radiation LVL 16-20 - Gain advantage to PER/INT attribute rolls and associated skill checks.
Radiation LVL 20+ - Begin to go Feral if alone or experiencing great trauma.
✦ Pre-War Ghoul ✦
Radiation LVL 0-3 - Begin to feel tingly & a buzz to your body.
Radiation LVL 3-7 - Gain +1 to STR/END attribute rolls and associated skill checks.
Radiation LVL 7-11 - Gain advantage to STR/END attribute rolls and associated skill checks.
Radiation LVL 11-15 - Gain +1 to PER/INT attribute rolls and associated skill checks.
Radiation LVL 15-19 - Gain advantage to PER/INT attribute rolls and associated skill checks.
Radiation LVL 19+ - Begin to go Feral if alone or experiencing great trauma.
✦ West-Tek Mutant ✦
N/A
✦Master's Child ✦
N/A
✦ Protectron ✦
Radiation LVL 0-2 - Begin to have some unpacked files and slower program speeds.
Radiation LVL 3-5 - Begin to feel glitchy. Disadvantage to PER/INT attribute rolls and associated skill checks.
Radiation LVL 5-7 - Begin to feel very glitchy. Disadvantage on Attribute rolls.
Radiation LVL 7-9 - Begin to feel extremely glitchy. On a critical failure, you cannot move for 1 turn after.
Radiation LVL 9-11 - Begin to feel fatally glitchy. Disadvantage on all rolls.
Radiation LVL 11+ - Shutdown.
✦ General Atomics Unit ✦
Radiation LVL 0-2 - Begin to have some unpacked files and slower program speeds.
Radiation LVL 3-5 - Begin to feel glitchy. Disadvantage to PER/INT attribute rolls and associated skill checks.
Radiation LVL 5-7 - Begin to feel very glitchy. Disadvantage on Attribute rolls.
Radiation LVL 7-9 - Begin to feel extremely glitchy. On a critical failure, you cannot move for 1 turn after.
Radiation LVL 9-11 - Begin to feel fatally glitchy. Disadvantage on all rolls.
Radiation LVL 11+ - Shutdown.
✦ Gen 3 Synth ✦
Radiation LVL 0-2 - Begin to feel unwell.
Radiation LVL 3-5 - Begin to feel sick. Disadvantage to STR/END attribute rolls and associated skill checks.
Radiation LVL 5-7 - Begin to feel very sick. Disadvantage on Attribute rolls.
Radiation LVL 7-9 - Begin to feel extremely sick. Take +1d8 DMG whenever DMG is taken.
Radiation LVL 9-11 - Begin to feel deathly ill. Disadvantage on all rolls.
Radiation LVL 11+ - Death
✦ Glowing One ✦
Radiation LVL 0-2 - Begin to feel tingly & a buzz to your body.
Radiation LVL 2-6 - Gain +1 to STR/END attribute rolls and associated skill checks.
Radiation LVL 6-10 - Gain advantage to STR/END attribute rolls and associated skill checks.
Radiation LVL 10-14 - Gain +1 to PER/INT attribute rolls and associated skill checks.
Radiation LVL 14-18 - Gain advantage to PER/INT attribute rolls and associated skill checks.
Radiation LVL 18+ - Begin to go Feral if alone or experiencing great trauma.
✦ Nightkin ✦
N/A
✦ Assaultron ✦
Radiation LVL 0-2 - Begin to have some unpacked files and slower program speeds.
Radiation LVL 3-5 - Begin to feel glitchy. Disadvantage to PER/INT attribute rolls and associated skill checks.
Radiation LVL 5-7 - Begin to feel very glitchy. Disadvantage on Attribute rolls.
Radiation LVL 7-9 - Begin to feel extremely glitchy. On a critical failure, you cannot move for 1 turn after.
Radiation LVL 9-11 - Begin to feel fatally glitchy. Disadvantage on all rolls.
Radiation LVL 11+ - Shutdown.
✦ Old Gen Synth ✦
Radiation LVL 0-2 - Begin to have some unpacked files and slower program speeds.
Radiation LVL 3-5 - Begin to feel glitchy. Disadvantage to PER/INT attribute rolls and associated skill checks.
Radiation LVL 5-7 - Begin to feel very glitchy. Disadvantage on Attribute rolls.
Radiation LVL 7-9 - Begin to feel extremely glitchy. On a critical failure, you cannot move for 1 turn after.
Radiation LVL 9-11 - Begin to feel fatally glitchy. Disadvantage on all rolls.
Radiation LVL 11+ - Shutdown.
One will find their CHARISMA Attribute aiding greatly to their interactions throughout the wasteland if high or hindering them if low. Most inherently in the form of lowered or raised effectiveness of those around them.
CHARISMA Aid Scale:
Charisma 0 - Everyone within 10 blocks of you has disadvantage on all rolls.
Charisma 1 - Everyone within 10 blcoks of you has disadvantage on skill checks.
Charisma 2 - The first 3 skill checks made within 10 blocks of you are done at disadvantage - per encounter.
Charisma 3 - The first 4 skill checks made within 10 blocks of you are done at disadvantage - per encounter.
Charisma 4 - No Effect.
Charisma 5 - No Effect.
Charisma 6 - No Effect.
Charisma 7 - The first 2 skill checks made within 10 blocks of you by allies are done at advantage - per encounter.
Charisma 8 - The first 3 skill checks made within 10 blocks of you by allies are done at disadvantage - per encounter. If Low Charisma Aid scale effects are within a zone of 10 blocks from you, they do not apply.
Charisma 9 - Allies within 10 blocks of you has advantage on all skill checks. If Low Charisma Aid scale effects are within a zone of 20 blocks from you, they do not apply.
Charisma 10 - Allies within 10 blocks of you has advantage on all rolls. If Low Charisma Aid scale effects are within a zone of 30 blocks from you, they do not apply.
One will find their LUCK Attribute aiding greatly to their fortune throughout the wasteland if high or hindering them if low. Most inherently in the form of lowered or raised critical thresholds for rolls.
LUCK Critical Thresholds:
Luck 0 - Cannot roll a critical success. Critical Fail on a 1-5 or 1-20.
Luck 1 - If roll a critical success, roll a 1d4 - if a 1, 2 or 3, you don't get the effect, if a 4 you do. Critical Fail on a 1-3 or 1-15.
Luck 2 - If roll a critical success, roll a 1d4 - if a 1 or 2, you don't get the effect, if a 3 or 4 you do.
Critical Fail on a 1-2 or 1-10.
Luck 3 - If roll a critical success, roll a 1d4 - if a 1, you don't get the effect, if a 2, 3 or 4 you do.
Luck 4 - Roll critical successes as normal
Luck 5 - Roll critical successes as normal
Luck 6 - Roll a critical success on a base roll of 19+ for attribute checks or 100+ for skill checks.
Luck 7 - Roll a critical success on a base roll of 19+ for attribute checks or 95+ for skill checks.
Luck 8 - Roll a critical success on a base roll of 18+ for attribute checks or 90+ for skill checks.
Luck 9 - Roll a critical success on a base roll of 18+ for attribute checks or 85+ for skill checks.
Luck 10 - Roll a critical success on a base roll of 17+ for attribute checks or 80+ for skill checks.
Traits are those little quirks that make someone special, the character may choose to start with one of these or they may choose to forgo a trait if they wish to.
Agoraphobia - Gain disadvantage on attribute rolls while outside but advantage on them while inside.
Built to Destroy - Deal +1d4 DMG on a critical hit, take +1d4 DMG from incoming crits.
Bruiser - +1 to Strength but -2 AP (if your agility is already zero gain disadvantage to any Agility based rolls)
Brick Shithouse - Gain half the effect from successful limb targeted attacks upon you but -1 Agility.
Claustrophobia - Gain advantage on attribute rolls while outside but disadvantage on them while inside.
Early Bird - Gain +2 to skill rolls while in the daylight but -2 to skill rolls while it's nighttime.
Fast Metabolism - Gain +1d4 HP whenever healed but take +1d4 effect from sources of poison or radiation.
Fast Shot - When using a gun with a speed above 1 have it's speed is increased by +1, but attacks with such are at disadvantage
Finesse - Critical rolls lowered by 1 for SPECIAL and 5 for skill rolls but you do -2 DMG, if damage become fully negative it is done to you instead.
Good Natured - Advantage on Barter/Medicine/Repair/Science/Speech rolls but disadvantage on Guns/Melee Weapons/Energy Weapons/Unarmed/Explosives rolls.
Heavy Handed - Melee/Unarmed attacks deal +1d4 DMG but gain disadvantage with all ranged attacks.
Hoarder - Gain the ability to draw/redraw/use/exchange one item from you inventory for free per combat but suffer -2 to movement speed.
Hot Blooded - Gain 2 DMG resistance while below half health but also gain disadvantage to Perception/Agility based rolls while in this state.
Jinxed - Everyone within 20 blocks of you gains -1 Luck, yourself included.
Kamikaze - +5 total AP pool but you take +2 DMG from every attack (not including multiple hits from higher speed weapons).
Loose Cannon - Gain +1 Speed with thrown weapons, but cannot use the long range of thrown weapons.
Night Owl - Gain +2 to skill rolls while it is nighttime but -2 to skill rolls while in the daylight.
Small Frame - +1 to Agility but gain double the effect from successful limb targeted attacks upon you.
Trigger Discipline - Ranged attacks are done at advantage but weapons with a speed above 1 have it's speed decreased by -1.
Skilled - Gain +5 to all skills but suffer from -50% experience point gain.
Coming soon...