Attribute and Talents
Attribute |
Value |
AST |
CST |
WT |
15 |
7 |
5 |
WL |
8 |
4 |
3 |
STR |
15 |
7 |
5 |
DFT |
15 |
7 |
5 |
SPD |
14 |
7 |
5 |
HLH |
30 |
15 |
10 |
Attribute Analysis
DFT Group 3 - If this character had a DFT of 20, they would have a GRP 3 when encumbered (25% reduction in DFT for Partially Encumbered)! This is a huge advantage.
Increase DFT to 20
Talent |
Value |
Charismatic |
1 |
Combative |
9 |
Communicative |
-1 Not allowed to be teacher |
Esthetic |
0 |
Mechanical |
0 |
Natural |
0 |
Scientific |
10 |
Talent Analysis
Combative - Combative is close to 10, which gives special benefits. Consider increasing it to 10.
Increase CombativeScientific - Scientific is only used for doctor type skills. Mechanaical is a better choice, for every character except doctors. Decrease Scientific
Calculated Stats
|
Learning Rate: |
3 |
Freely Improvable Skills: |
23 |
STR Group: |
3 |
Maximum Number of Actions [MNA]: |
3 |
Base Action Phase [BAP]: |
7 |
Phases Consumed in Action [PCA]: |
2 |
Combat Dodge Ability [CDA]: |
1 |
Off Hand Dexterity: |
9 |
Healing Rate: |
4 |
Shock Factor: |
14 |
Damage Resistance Total [DRT]: |
42 |
Encumbrance Capacity: |
12 |
Personal Encumbrance: |
4.2 |
Skill Values and Calculations
Skills: 17 of 231 Total Skills
|
|
|
|
Skill |
Value |
BCS |
Calculation |
Advanced Medical |
40 | 8 | WT + DFT + Scientific |
Brawling |
78 | 15 | STR + DFT + Combative [Double] |
Chemistry |
25 | 5 | WT + Scientific + Natural |
Culture, Post-Ruin |
14 | 2 | WT + Communicative + Esthetic |
Culture, Pre-Ruin |
14 | 2 | WT + Communicative + Esthetic |
Demolitions |
30 | 6 | DFT + WT + Mechanical |
First Aid |
40 | 8 | DFT + WT + Scientific |
Grenade Launcher |
39 | 7 | DFT + WT + Combative |
Knife |
38 | 7 | DFT + SPD + Combative |
Lab Technique |
30 | 6 | DFT + WT + Mechanical |
Literacy, English |
22 | 4 | WT + WL + Communicative |
Pathology |
40 | 8 | WT + WT + Scientific |
Pistol, Modern |
78 | 15 | DFT + WT + Combative [Double] |
Rifle, Modern |
78 | 15 | DFT + WT + Combative [Double] |
Single Weapon |
78 | 15 | STR + DFT + Combative [Double] |
Survival, Rural |
38 | 7 | HLH + WL + Natural |
Technology Use |
30 | 6 | DFT + WT + Mechanical |
Skills Review
Literacy: Literacy is important because it allows characters to learn from books when teachers are unavailable. Consider doubling Literacy to minimize problems learning from books.
This is extreemly important when books are available.
Bold skills are combat skills and are Format 3. Reviewing your skill selection allows you to adjust your attributes and talents to maximize your skill scores.
Skill and attribute suggestions are outside of role-playing considerations and campaign limitations. Your roleplaying desire or campaign restrictions might overrule suggestions here, so they are just that, suggestions and these suggestions work best for a standard 20 year after game. Follow suggestions with care for less traditional campaigns or when creating NPCs.