Player Stats, Skills, Etc.

## Description

For this campaign I want to branch off from the normal DND system. I'm going to use the SPECIAL stats from fallout. Anything that may have a decimal in it has to be rounded down unless it is .8 or .9.

## Stats

The SPECIAL stat system comprises of 7 stats that have 5 points invested initially but can be decreased or increased at your pleasure. Each Stat maxes out at 15 and can be lowered to 0. You have 5 extra points outside of the ones already invested making out a total of 40 points. Each point in a stat above 5 increases it by the same amount(eg: 6 STR is +1, 15 STR is +10) however every stat point below 5 decreases the modifier by the same amount(eg: 4 STR is -1, 0 STR is -4).

##### Strength

Determines your ability to carry and use heavy things.

##### Power

Determines your ability to control Kagunes/Quinques, the output of Kagunes, and your ability to efficiently store RC cells(Ghoul and Quinx only)

##### Endurance (Con)

Determines your health point amount and your ability to resist special effects.

##### Charisma

Determines your ability to communicate with others and how well you can maneuver a conversation.

##### Intelligence (and Wis)

Determines your ability to think, analyze, comprehend, and learn.

##### Agility (Dex)

Determines your speed, agility, flexibility, and your ability to dodge.

##### Luck

Determines how well your fate will be, best not to go into the negatives with this one. Luck can increase or decrease all of your skills by it's modifier, however it only adds half of a point to rolls per point in Luck and results round down always when there is a decimal in place, meaning you have to invest 2 points to add 1.

**THESE STATS WILL NOT BE ABLE TO BE PERMANETLY INCREASED THROUGH NORMAL DND MEANS, SO MAKE SURE YOU HAVE THE RESULTING STATS YOU WANT FOR THE REST OF THE CAMPAIGN.**

## Skills

Skills are affected by different stats each. You may see some skills you have not seen before, or notice that some have been removed, this is my doing.

## Perks

Perks can be earned through player achievement and depending on the build that player creates there may be options for perks every other level. I will probably be making these perks up as the game goes on so if you gain a perk long after an event has happened it's probably because I didn't decide to create the perk until then. You can only have 25 non-negative perks at once, you are able to switch perks out but you can only get said perk back if you complete the feat again or through level up if there are any left.

### Negative Perks

Negative perks can be gained through bad enough stats, feats, or decisions.

### Common Perks

Common Perks can be earned by anyone of any build through certain feats or can be earned from early game level ups. Some

### Uncommon Perks

Uncommon Perks can be earned by creating a certain build of character through feats or level ups.

### Rare Perks

Rare Perks can be earned through feats or level ups and are usually either niche, hard to get, racial traits, or late game level up perks.

### Epic Perks

Epic Perks can be earned through difficult feats or gained from the final level up.

### Legendary Perks

Legendary Perks can be earned through end game level feats or achieving an end game status.

## Etc.

### RC Cells (Ghouls)

You start with a certain amount of RC Cells and every time you gain RC cells while at your current maximum then your current maximum increases until you hit your potential maximum. Potential maximum is based on power, 8000 + (200 x Power Modifier) = Potential Maximum. Consuming ghouls for RC Cells will give you all of them until you reach your current maximum, where then you get a random amount depending on the rank.

Kagunes drain 3 rc per turn, half kakuja 6, full kakuja 9.

### Kagune Health

#### Rinkaku Health

Base health/ number of tentacles x 0.75 per tentacle

#### Ukaku Health

Works until deactivated or base health x 0.8/ number of ukaku things

#### Koukaku Health

Base Health x 1.5/ number of items or becomes the health of the armor/item other wise if no more than 1.

### RC Typ Weaknesses

#### Ukaku

Strong: Bikaku, advantage to hit Weak: Koukaku, disadvantage to hit

#### Koukaku

Strong: Ukaku, they have disadvantage to hit Weak: Rinkaku, they have advantage to hit

#### Rinkaku

Strong: Koukaku, advantage to hit Weak: Bikaku, they have advantage to hit.

#### Bikaku

Strong: Rinkaku, advantage to hit Weak: Ukaku, they have advantage to hit

### Regenerate

You are able to regenerate your health for 5 rc cells per health point as a bonus action.

### Dodging

The dodge action now uses the dodge skill and that roll, if above your current AC, becomes your AC for that round. However, using the dodge action requires movement and uses 5 of your movement speed for every attack dodged.

### Clutch

This is for rolls that you think you shouldn't have failed or think you should reroll a certain roll, it's basically the lucky feat but free and not 3 uses.

### Strong Dash

The strong dash uses your strength and dex modifier added together then multiplied by 5, it takes your full action.

### Carry Weight

100 + 10xSTR. Won't be too important unless you plan on having multiple weapons.