Getting Started

When starting out, you have many options to pick when creating your initial character. the first of which is your race, you have many options to pick from. Wastelander, Ghoul, and Vault Dweller share the same baseline HP, AP and carrying capacity, this does depend on the SPECIAL stats you select. Super Mutants Cannot lower their strength and endurance below 5.

* Wastelander Born after the bombs and exposed from birth to radiation, they are well rounded to most tasks depending on their abilities have no special stat increases or decreases.
* Vault Dweller A post nuclear bunker dweller who hasn't experienced much of the world except their tiny slice of paradise.
	+ +Intelligence maximum capacity raised to 12.
	+ +Charisma Maximum capacity raised to 12.
	+ -Decreased Strength capacity to 9.
	+ -Decreased Endurance capacity to 9.
* Ghouls Heavily Irradiated humans who adapted to thrive in radiation, this leaves them overall weaker than normal humans.
	+ +Intelligence maximum capacity raised to 12.
	+ +Immunity to radiation, higher levels will heal you and increase your endurance.
	+ --All damage you take is increased by 30%, having 500+ rads decreases this to 10%
	+ -Decreased Endurance maximum capacity to 9
* Super Mutant. Once human, they have evolved past the weakness of humanity. Possessing great strength, but dim intellectual skills. the super mutant is feared throughout the wasteland as a threat.
	+ +Strength Maximum Capacity raised to 15.
	+ +Endurance Maximum Capacity raised to 15.
	+ =Immunity to radiation at a cost, the amount of radiation you gain will give you different bonuses and debuffs, with higher doses increasing your strength and endurance while lowering your intelligence and charisma.
	+ - You lose the ability to wear normal human apparel, but gain access to specific super mutant armors and clothing.
	+ - You lose the ability to wield pistols/handguns
	+ -Decreased Intelligence maximum capacity to 5 -Decreased Charisma maximum capacity to 5
	+ -Decreased Agility maximum capacity to 7 -Decreased Luck maximum capacity to 9

#### Special Stats

SPECIAL stats define your abilities in different skills and also influence abilities such as your movement speed, Carrying capacity, Reload Speed, Max HP, Amount of skill points, ETC. Every player has 33 Character points they can distribute between all 7 SPECIAL stats\*

* Strength
	+ +Effects the skills: Melee Weapons, Unarmed, and Engineering.
		- +Increases Maximum HP by 5 per character point.
		- +Increases your Carrying Capacity by 10 per Character Point.
		- +Allows weapons with a strength requirement to be used properly.
		- +Reduces Recoil of weapons by 2% for every odd numbered Character Point, and 3% for every even number with a baseline recoil reduction of -12.5%
		- +Increases Melee Damage by 1.5% Per Character Point
* Perception
	+ +Effects the skills: Commando, Energy Weapons, Explosives, Gunslinger, Rifleman, Sneak, Science, Prospecting.
	+ +Increases the amount of Combat skill points gained per level, (1 Perception gives 4 per level up, so 2 = 5 4 = 6 6=7 8=8 10=9)
	+ +Reduces Spread of all ranged weaponry by 1.5% per Character Point, with a base spread of -10%
* Endurance
	+ +Effects the skills: Outdoorsman, Melee Weapons
	+ +Increases HP Maximum by 10 per character Point
	+ +Effects AP costs for movement abilities such as sprinting and jumping. Reducing the amount of AP needed to continue these actions
* Charisma (WIP) Most Traditional uses of charisma such as persuasion checks, are not currently added into resurgence.
	+ +Effects the skills: Barter, Speech. +Gives a bonus to bartering of 1% per character point spent. which gives a discount with any merchant
	+ + Gives a bonus to faction reputation rewards from factions increasing the amount gained from completing a quest. 1% per character point spent.
	+ +Increases the amount of other people you can add to a party, starting at a base of 2 increasing by 1 every even number. (Maximum of 12)
* Intelligence
	+ +Effects the skills: Energy Weapons, Engineering, Science, Medicine, Outdoorsmen, Barter, and speech.
	+ +Similarly to perception, intelligence effects the amount of skill points gained per level for utility levels. ( Intelligence 1 gives 4 Skill points per level up, so 2 = 5 4 = 6 6=7 8=8 10=9)
* Agility
	+ +Increases your maximum AP by 5 per character point.
	+ +Increases your maximum sprint speed by 5 per level
	+ +Increases your ranged weapon reload speed by 2% per character point
	+ +Increases your world map speed by 1% per character point.
	+ +Increases your overall speed by 1 every even numbered point. starting at 0
	+ +Increases your jump height by 5 per character point.
* Luck
	+ +Affects all skills
	+ + Increases Loot chance by 1.2% (base -6%, lowest -4.8%)
	+ +Increases Spread Reduction by 0.5%
	+ +Decreased Addiction chance by 5%

#### Skills

After you have chosen your SPECIAL stats, you will have to choose 3 skills to increase by 15. Skills are divided into two categories, Utility Skills and Combat Skills all of which have a cap of 200.

##### Combat Skills

* Gunslinger

Starts at 10

* 10 + (agl \* 1.5) + (per \* 0.5) + (lck \* 0.5)
	+ Increased Pistol Spread Reduction by 0.2 %
	+ Increased Pistol reload speed by 0.25%
	+ Decreased Pistol Recoil by 0.2%
	+ Increased Pistol Bash damage by 0.12%

* Commando

* Starts at 6
	+ 6 + (agl \* 1) + (per \* 0.5) + (lck \* 0.5)
		- Increased Automatics Spread Reduction by 0.2 %
		- Increased Automatics reload speed by 0.25%
		- Decreased Automatics Recoil by 0.15%
		- Increased Automatics Bash damage by 0.12%

* Rifleman Starts at 5
	+ 5 + (int) + (agl \* 0.5) + (per \* 0.5) + (lck \* 0.5)
		- Increased Rifle Spread Reduction by 0.2 %
		- Increased Rifle reload speed by 0.25%
		- Decreased Rifle Recoil by 0.15%I
		- increased Rifle Bash damage by 0.12%

* Melee Starts at 5
	+ 5 + (str \* 1.5) + (edr) + (lck \* 0.5)
	+ Increases melee damage by 0.5%

* Unarmed Starts at 15
	+ 5 + (str \* 2) + (agl) + (lck \* 0.5)
	+ Increases melee damage by 0.34% (says melee damage here as well so)

* Explosives Starts at 5
	+ 5 + (per \* 2) + (lck \* 0.5)

* Sneak Starts at 5
	+ 5 + (agl \* 2) + (per \* 0.5) + (lck \* 0.7)
	+ Reduces enemy detection range by 0.2%\* (for AI)

Utility Skills

* Prospecting starts at 11
	+ 11 + (per \* 2) + (lck \* 1.5)
	+ Increases Loot chance by 0.1%
	+ Increases Salvaging Damage by 1.5%

* Engineer starts at 5
	+ 5 + (int \* 2) + (str \* 0.5) + (lck \* 0.3)
	+ Increases Repair percentage by 0.25%
	+ Crafting skill (all crafting skills are vital for making useful items. such as armor, weapons, medical supplies, ETC)

* Science starts at 5
	+ 5 + (int \* 2) + (str \* 0.5) + (lck \* 0.3)
	+ Crafting Skill

* Medicine starts at 1 (lul)
	+ 1 + (int \* 2.5) + (lck \* 0.5)
	+ Increases revive speed
	+ Crafting Skill

* Outdoorsman starts at 10
	+ 10 + (edr \* 1.3) + (lck \* 1.1)
	+ Increases map movement speed by 0.5%
	+ Crafting Skill

* Barter starts at 10
	+ 10 + (chr \* 2.5) + (int \* 0.5) + (lck)
	+ Increases barter values by 0.2%

* Speech starts at 10
	+ 10 + (chr \* 1.5) + (int) + (lck \* 0.5)
	+ Increases reputation/influence rewards by 0.45%

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