Welcome to the world of Mad Max!

A sample character sheet, editable and with self-updating sections, can be found HERE. I would recommend printing a copy from the 1st page (titled "Printable"), or downloading a copy and using the 2nd page (titled "Editable") by filling it out on your computer, or re-uploading it into your own GoogleDocs account with a new name.
Some basic rules and terminology descriptions can be found on the Game Play Information page.
While making your character, you should also look into information about Equipment.

Attributes


Strength

Strength is the attribute that determines your ability to interact with the world using raw, brute force. You add your strength modifier to skills that involve athletics and combat involving raw muscle, and also to your damage with melee attacks and thrown weapons.
  • Str-based Skills: Climb, Grapple, Jump, Melee, Throwing, Unarmed.

Dexterity

Dexterity is the attribute that determines your ability to interact with the world using skillful action and agility. You add your dexterity modifier to skills that involve nimbleness and grace, and also to your Armor Class.
  • Dex-based Skills: Balance, Driving, Shooting, Stealth, Tumble.

Intelligence

Intelligence is the attribute that determines your ability to interact with the world using knowledge and mental strength. You add your intelligence modifier to skills that involve higher learning, mental training, or keen senses, and also as a bonus number of skill points at each character level.
  • Int-based Skills: Chemistry, Medicine, Navigation, Repair, Search, Sense Motive.

Charisma

Charisma is the attribute that determines your ability to interact with the world using your wit and force of personality. You add your charisma modifier to skills that involve leading social interactions or entertaining others.
  • Cha-based Skills: Deception, Intimidate, Leadership, Music, Persuasion.

Survival

Survival is the attribute that represents your tenacity and will to overcome adversity within the wasteland. You add your survival modifier to your Hit Die at each level, and also use it to make Survival checks (d20 + your Survival modifier) to ignore the occasional powerful effect within the wasteland.


Race


Viable Human

These are people basically unchanged by the conditions of the world - other than the harshness of everything around them, and their general state of unhealthiness, they are the same as humans today. They have no modifiers to any of their statistics.

Mutant Human

These are people that are most warped by the conditions of the world. Mutants can range in exact shape and size and often appear even from viable human families. When you create a mutant human character, it gains a Benefit and Detriment (some examples are listed below). However, mutant humans are also universally viewed as second-class citizens, which may complicate many interactions in the wastelands of the world.
Benefits
Detriments
Big and Strong (+2/3 Str)
Mangled Hand
Claws (+4 Climb and Unarmed)
Mangled Leg/Legs
Dark Vision
No Voicebox
Prodigy (+6 Chemistry, Music, or Repair)
No Eardrums
Speedy (+10ft movement)
Compromised Lungs
Tough Skin (+1 Soak)
Don't Think so Good (-4 Int)

Ugly Ass Fuck (-4 Cha)


Classes


Big Fucker

"She's big and you don't want to fight her."
The Big Fucker is the most dangerous melee combatant you could encounter in the wasteland, extremely durable and also able to wield heavy guns with devastating ease.

Black Thumb

"Engine's on fire - don't worry, I can fix it."
The Black Thumb is the brains in the wasteland, able to answer questions nobody else even knows to ask, and fixing anything from a broken machine to an injured person.

Road Head

"What's better than a V8 and a full tank, am I right?"
The Road Head is the undisputed master of the wasteland roads, the only person able to operate vehicles to perform amazing driving maneuvers, while equally skilled at blasting enemies out their driver's seat windows.

Rock God

"Bitch I'll crank it up to 12 any damn time I want!"
The Rock God fuels the ferocity of other denizens of the wasteland, channeling pure fury and power into their allies, learning a multitude of tricks to rejuvenate and manipulate people with their music.

Sand Scout

"I'll scout ahead!"
The Sand Scout is the master of stealth and unexpected strikes, able to move unseen through the wasteland and strike down foes with sudden and overwhelming attacks.

War Boss

"It may be a shit hole - but its MY shit hole!"
The War Boss leads several lessers into glorious combat, carving out a place for themselves and their allies within the wasteland. You are a potent leader, durable and able to inspire your allies to tremendous heights.


Skills

You use skills to interact with the world.

Strength Skills

  • Climb: Used to climb up obstacles or vehicles, or cling to the side of the same. Failing a climb check will usually result in a Survival check against the Failure Table.
  • Grapple:
  • Jump: Used to leap across distances or up obstacles or vehicles. The DC is usually equal to the distance, and you can only jump a maximum distance equal to your remaining movement speed. If you do not have at least 10 feet of movement before the jump, the DC is doubled. Failing a climb check will usually result in a Survival check against the Failure Table.
  • Melee: Your melee damage rolls gain a bonus equal to 10% of your modifier (max of +4).
  • Throwing: Your throwing damage rolls gain a bonus equal to 10% of your modifier (max of +4).
  • Unarmed: Your unarmed damage rolls gain a bonus equal to 10% of your modifier (max of +4).

Dexterity Skills

  • Balance: Used to prevent falling off of moving vehicles or otherwise navigate slippery or treacherous terrain. The DC is usually equal to the difference in speed between moving objects. Failing a climb check will usually result in a Survival check against the Failure Table.
  • Driving:
  • Shooting: Your shooting damage rolls gain a bonus equal to 10% of your modifier (max of +4).
  • Stealth:
  • Tumble: You can reduce the damage from falling or being hurled into objects equal to the result of your Tumble check.

Intelligence Skills

  • Chemistry:
  • Medicine: Whenever you use a Chem or attempt to stabilize someone who is Unconscious or Bleeding Out, you heal the target hitpoints equal to 10% of your Medicine check result (and can make a Medicine check if you wouldn't normally). If you are a Black Thumb, you can also make a Medicine check to do so as an action.
  • Navigation:
  • Repair: As an action while at the engine block, you can make a Repair check to increase your vehicle's movement speed by 10ft per 10 points of your result for its next round.
  • Search: Used to find hidden things or notice distance sights.
  • Sense Motive: Used to notice secret intentions or hidden meanings from other people.

Charisma Skills

  • Deception:
  • Intimidate:
  • Leadership: If you have War Bois, they gain a +1 bonus to their Survival attribute for every 10 points of modifier you have. Also as an action, you can make a Leadership check to grant your War Bois a bonus on their next action equal to 10% of your result.
  • Music:
  • Persuasion:


"Level 0" and Leveling Up


When you first create a character, its "level 0" is max hitpoints for the class level you are planning on taking, plus your Survival modifier. You gain no skill points at level 0.

When you level up, you gain the following rewards:
  • Increased current and maximum hitpoints, equal to 1 Hit Die of class level you are taking, plus your Survival modifier. If you roll hitpoints less than the average of the Hit Die, take the average instead.
  • New class abilities based on the class level you are taking.
  • +1 to an Attribute score of your choice.
  • Additional skill points equal to 10 + your Intelligence modifier.