The basics of your character - name, background, and a sense of who they are before the wasteland gets involved.
New to Fallout TTRPG? Don't overthink this step. Pick a name that feels right, choose where your character came from, and write a sentence or two about what they want. Everything else follows from that. You can always change details later.
Starting Gear
Origin Traits
Bonus Tag Skill
A specific place if you have one - it shapes how other characters react to you.
What do you do? How do you survive out here?
Your current level determines which perks are available to you.
One sentence is enough. This is the engine of your character.
Step 2 - S.P.E.C.I.A.L.
Your seven core attributes. They define what kind of person your character is physically, mentally, and socially - and they feed into everything else.
How it works: You have 40 points to distribute across seven attributes. Each attribute starts at 1 and can go up to 10. Most characters have a mix of highs and lows - a brilliant but frail scientist looks very different from a tough but dim brawler. Hover over each stat to see what it covers.
Rule: No attribute can go below 1 or above 10. You must spend all 40 points before moving on.
Points remaining: 40
Lone Star tip: If you're playing a Fort Worth cowboy, consider putting points in Strength or Agility. A settlement medic benefits from Intelligence and Perception. A trader or diplomat wants Charisma. There's no wrong answer - play what sounds fun.
Step 3 - Skills
Skills are rated in ranks from 0 to 6. You spend ranks from a budget, and tagging a skill gives it 2 free ranks on top.
How it works: You have 9 + your Intelligence score + 1 per level above 1 rank points to spend. Each rank you spend raises that skill by 1, up to the level-based cap (3 at Level 1, rising by 1 each level). You can also Tag up to 3 skills — tagging gives 2 free bonus ranks, shown in gold, on top of whatever you've spent.
Using skills in play: When you attempt something challenging, the GM sets a Difficulty (usually 1-3). You roll two d20s and each die that lands equal to or under your linked attribute × skill rank counts as a success. The more successes the better the outcome.
Rank points remaining: 14
Tags used: 0 / 3
Skill rank cap: 3 at current level (increases by 1 per level)
Step 4 - Perks
Perks are special abilities that define your character's unique tricks. You start with one perk at character creation.
How it works: Choose 1 perk from the list below. Perks may have S.P.E.C.I.A.L. requirements - if your stats don't meet them, the perk is greyed out. You'll earn more perks as you level up during the campaign. Pick something that fits who your character is, not just what's mechanically strongest.
Selected: None
Perks: 0 / 1 slots used (Level 1)
Step 5 - Derived Statistics
These values are calculated automatically from your S.P.E.C.I.A.L. stats. They define your character's limits in the field.
These are calculated for you. You don't choose these - they follow from your S.P.E.C.I.A.L. scores. Review them here and make sure they make sense for the character you've built. If anything looks wrong, go back and adjust your attributes.
Equipment & Starting Gear
Starting equipment is determined by your GM in session zero based on your character's background. The fields below are for notes - fill them in as you acquire gear during play or after your pre-game conversation.
Combat Reference
Track your resources and keep all combat actions at your fingertips.
Action Points
Individual pool — max 6
6/ 6
Luck Points
Max = LCK score (auto):
5/ 5
Hit Points
Max HP reduced by Radiation taken
Current
10
/
Max (after Rad)
10
/
Base Max
10
Radiation Damage
Each point reduces your max HP by 1
0
Minor Actions — free on your turn
Move
Move up to your movement distance. Difficult terrain costs extra movement.
Free
Draw / Holster Weapon
Ready a weapon from your inventory or stow one you are holding.
Free
Pick Up Item
Grab a nearby item from the ground or a surface within reach.
Free
Stand Up
Rise from prone. Costs your minor action for the turn.
Free
Drop Prone
Fall prone voluntarily. Ranged attackers have higher difficulty. Melee attackers gain advantage.
Free
Use Item / Pip-Boy
Use a consumable like a Stimpak or chem, access your Pip-Boy, or interact with a simple object.
Free
Take Additional Minor Action
Take one extra minor action on your turn. Maximum 2 minor actions per round total.
1 AP
Major Actions — your primary action each turn
Attack
Make a melee or ranged attack. Roll your combat skill against your target number. Each success generates combat dice for damage.
Free
Skill Test
Attempt any non-combat skill — Medicine, Science, Speech, Repair — requiring meaningful effort during the encounter.
Free
Aim
Take careful aim to reduce the difficulty of your next ranged attack this turn by 1.
Free
Sprint
Move a significantly greater distance than a standard move. Cannot be combined with an attack this turn.
Free
Take Cover
Move into or behind available cover, gaining defensive benefits against ranged attacks.
Free
Add Extra Damage
On a successful melee or thrown attack, roll additional combat dice. +1 die per AP spent, maximum +3 dice for 3 AP.
1–3 AP
Take Additional Major Action
Take one extra major action on your turn. Any skill test attempted increases in difficulty by 1. Maximum 2 major actions per round total.
2 AP
Any Time — your turn or between turns
Buy Bonus d20s
Before you roll, add extra dice to your pool. Costs scale — see table below. Maximum 3 bonus d20s per test.
1–6 AP
Obtain Information
After a successful test, ask the GM one question about the current situation. The GM answers truthfully, though the answer may not be complete.
1 AP
Reduce Time
After a successful test, halve the time the action takes to complete.
2 AP
Lucky Timing
At the start of any round or after another character acts, interrupt initiative and take your turn immediately. Cannot be used if you have already acted this round.
1 Luck
Miss Fortune
Re-roll 1 d20 per Luck point spent, or up to 3 combat dice per Luck point. Each die may only be re-rolled once. You must accept the new result.
1+ Luck
Stacked Deck
Before a skill test, use your LCK attribute instead of the default attribute. Only useful if your Luck is higher than the attribute it replaces.
1 Luck
Luck of the Draw
Introduce a helpful detail about your situation — the right ammo, a key, a password. The GM may veto or ask for more Luck points.
1+ Luck
Buying Bonus d20s
Dice Pool
Bonus d20s
AP Cost
2d20 (base)
—
0
3d20
+1d20
1 AP
4d20
+2d20
3 AP
5d20
+3d20
6 AP
Quick Reference
Damage Types
Physical - Standard weapons Energy - Lasers, plasma Radiation - Nuclear weapons Poison - Chems, creatures
Common Qualities
Accurate - Re-roll 1d20 on Aim attacks Blast - Hits all in zone Burst - Spend ammo for +damage Close Quarters - No penalty in melee Concealed - Hidden from search Inaccurate - Cannot use Aim action Persistent - Damage continues Piercing X - Ignores X points of DR Reliable - Never jams Spread - Hits adjacent targets Stun - Inflicts Stunned condition Suppressed - Silenced Two-Handed - Requires both hands Unreliable - May jam on Effect Vicious - +1 CD on hit
Range Bands
C Close
M Medium
L Long
E Extreme
* Special
Inventory
Track everything your character is carrying. Carry weight is calculated automatically from your Strength.
Carry Weight
0
/ 0 lbs
Caps
caps
Weapons
Armor & Clothing
Ammunition
Chems, Food & Consumables
Misc Gear, Books & Tools
Saved Characters
Characters are saved in your browser. They'll be here next time you open this page on the same device.