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Marios's Mustache Wax
Join Date: Oct 2009
Posts: 11
Reputation: 10
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Fallout: DC (Open)
Fallout: DC
12 years after the lone wanderer completed his/her mission, but at the cost of his life. The Enclave has been destroyed. The purifier is now working and processing millions of liters of dirty, toxic gunk to sparkling pure water. Everyone is, as they say, happy? No. Man still has his tools to destruction. There are still the raiders roaming the land, the mutants and the super mutants taking over weak towns, the slave traders are kidnapping weak travelers and kids, and the ghouls still inhabit the dark underground corners of the wasteland, and the radiated giant bugs and animals are still wandering the wastes, attacking travelers.
((Sub-plot))
A new army is rising, slowly but surely, to raise havoc amongst the wastes. They look for recruits as they collect ammo and guns to combat the Brotherhood of Steel.
Species You Can Be
Humans- Good or bad they are human. Non-radiated human.
Ghouls- usually roam the darker areas of the wastes. There are also good ghouls whom help the humans. (Are different types)
Super Mutants- are bulked up brutes who rely on the power of brute force and large guns to kill their enemies. (Are different types)
Types of Humans
Vault Dwellers- People who live in vaults or have recently come out of vaults. (Expanding this type)
Wastelanders- People who live out in the wastes
Settlers- Have settled in a particular town
Mercenaries- Soldiers for hire.
Raiders- Will kill anything for pleasure, they figure if the world is ending, they might as well have fun.
Slavers- Kidnap and slave weak travelers, settlers or children.
Slaves- Either escaped or still in captivity or serving a master. They are trying to rebuild their life and are always on the run from slavers.
Kids- The parentless ones inhabit Little Lamplight but others have followed their parents to the towns as settlers
Enclave survivor- A survivor after the lone wanderer destroyed the base. Is helping trying to rebuild the Enclave.
Skills
Barter (S.P.E.C.I.A.L. Relation: Charisma) - Your Barter skill affects the prices you get for buying and selling items. The higher your barter skill, the lower your prices on purchased items and the more money you get from selling the spoils of your travels. This is useful for haggling with shops in towns or with travelling caravans that appear randomly in the world.
Big Guns (S.P.E.C.I.A.L. Relation: Endurance) - This skill determines your effectiveness with oversized weapons like the Fatman, flamethrowers, missile launchers, miniguns and the devastating gatling laser. It also effects your skill with the handmade Rock-It Launcher. Ignore this skill and your aiming and damage done with Big Guns will suffer dramatically.
Energy Weapons (S.P.E.C.I.A.L. Relation: Perception) - The Energy Weapons skill determines your effectiveness with the Alien Blaster, Laser Pistol, Laser Rifle, Mesmetron, Plasma Rifle and Plasma Pistol. Ignore this skill and your aiming damage done with Energy Weapons will suffer dramatically.
Explosives (S.P.E.C.I.A.L. Relation: Perception) - The Explosive skill determines the power of your explosive devices, the chance of spotting hostile mines, ability to disarm said hostile mines, and the damage delt by grenades and other thrown explosives. It also effects your skill with the handmade Bottle-Cap Mine and Nuka Grenades.
Lockpick (S.P.E.C.I.A.L. Relation: Perception) - In the lockpicking mini game, you are trying to open a locked crate, and such items. You have a screwdriver, which is a weightless item always with you, and a bobby pin, which will also be a weightless item, that you collect through out your journey. Every time you fail to pick a lock you will lose the bobby pin you were using.
Medicine (S.P.E.C.I.A.L. Relation: Intelligence) - The Medicine skill determines how many Hit Points you'll replenish upon using a Stimpack, and the effectiveness of Rad-X and RadAway. Don't use some medicine all the time because you can become addicted.
Melee Combat(S.P.E.C.I.A.L. Relation: Strength) - With high enough points in this skill, melee weapons can be just as effective as guns. These range from lead pipes and batons, all the way to the high-tech SuperSledge, a powerful futuristic sledgehammer. The Melee Combat skill also effects your skill with the handmade Shishkebob.
Repair (S.P.E.C.I.A.L. Relation: Intelligence) - Throughout your travels, your weapons and armor (helmets, apparel etc.) will reduce in quality, lowering their defense/attack stats. Use your Repair skill to fix them. This skill also means that whenever your create a new weapon, it's starting stats will be higher.
Science (S.P.E.C.I.A.L. Relation: Intelligence) - The Science skill represents your combined scientific knowledge and is primarily used to hack restricted computer terminals. Science will also be important for specific parts of quests.
Small Guns (S.P.E.C.I.A.L. Relation: Agility) - A basic skill that determines your skills with regular weapons like hunting rifles, assault rifles, 10mm pistols, .44 magnums, and shotguns. It also effects your skill with the BB gun that your father gives you when you're a kid in Vault 101, and with the handmade Railway Rifle and Dartgun. Ignore this skill and your aiming and damage delt with Small Guns will suffer dramatically.
Sneak (S.P.E.C.I.A.L. Relation: Agility) - The higher your Sneak skill, the easier it is to remain undetected, steal an item, or pick someone's pocket. Successfully attacking while undetected grants an automatic critical hit. Sneaking is the easiest way to get through 'dungeon areas' with as little enemy contact as possible.
Speech (S.P.E.C.I.A.L. Relation: Charisma) - The Speech skill governs how much you can influence someone through dialogue, and gain access to information they might otherwise not want to share. Can open new options in dialogue with NPCs.
Unarmed (S.P.E.C.I.A.L. Relation: Endurance) - The Unarmed skill is used for fighting without a weapon, or with the few weapons specifically designed for hand-to-hand combat, such as Brass Knuckles or the Powerfist, a deadly fist-mounted piston you can use to punch enemies' heads clean off.
Character Sheet
Name:
Species:
Type:
Skills (Pick 3):
Gender:
Age:
Appearance (description or picture):
Personality:
Weapon: (different weapons can be picked up throughout the RP. Please only carry one small gun, one energy weapon, one big gun and a melee type weapon or unarmed weapon. This weapon is your one starting weapon)
Items:
S.P.E.C.I.A.L
(You have 40 points to use on these)
# Strength: Points to strength will make you do more melee damage and allow you to carry more items in your inventory. Since every type of character needs room in their inventory, it's highly recommended that Strength be at least a 5.
# Perception: Perception makes enemies easier to detect on your compass and grants bonuses to the skills: Lockpicking, Energy Weapons, and Explosives.
# Endurance: Endurance is related to how much health you have and how resistant you are to the effects of radiation and poison. It also gives bonuses to the skills Big Guns and Unarmed. Like strength, endurance is one of those stats that every type of character is going to need, and therefore shouldn't be neglected too much.
# Charisma: Charisma dictates how well you are able to talk your way into or out of situations. Specifically, it gives bonuses to the Speech and Barter skills.
# Intelligence: Every point in Intelligence gives you an extra skill point to distribute when you level up. In addition to that, it also gives bonuses to the Medicine, Repair, and Science skills.
# Agility: Gives bonuses to the Small Guns and Sneak skills.
# Luck: More points in the Luck stat will improve your critical strike chances and will provide small bonuses to all skills.
Rules
1. NO GODMODDING- to me this means don't make your character invincible or unable to kill/hurt. It makes it no fun for others. Also this means your character can kill/badly hurt another one in one shot. In other words, your character is not god.
2. No bashing others or their characters- it hurts others so please don't do it.
3. Please at least try to keep your posts long- I know that sometimes it's hard but at least try. If you can't make your characters action long, try describing the things around.
4. No LOL NoOB
(If I think of any more rules I'll put them down here, and it would be nice if you could suggest some rules)
(Credit to vGirl)
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My character: (Credit to killbot608)
Name: John Shepard
Species: Human
Type: Wastelander/Mercanary
[u]Skills (Pick 3): Lockpick, medicine, repair.
Gender: Male
Age: 19
Appearance (description or picture): About 6'2", linebacker build, buzzcutted dark black hair, dark brown eyes.
Personality: He's usually relaxed and very nice but he can get pretty brutal when called upon. He's a bit antisocial from his ordeals in the wasteland.
Weapon: Chinese assault rifle.
Items: Backpack, basic medical supplies, various holsters and pockets in his military style flak jacket and pants, combat helmet.
S.P.E.C.I.A.L
Strength: 8
Perception:5
Endurance: 8
Charisma: 3
Intelligence: 5
Agility:4
Luck: 7
Last edited by WarGod101; 10-30-2009 at 12:02 AM.
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