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| The Remnants of the Old World Discussion Topic; Make nuclear 'murica graet again | |
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| Tweet Topic Started: August 14, 2017, 6:43 pm (913 Views) | |
| NTNP | August 14, 2017, 6:43 pm Post #1 |
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Admin
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![]() The Remnants of the Old World: An Enclave Story “You were born to a legacy of the greatest superpower that the world has ever known. You are the sons and daughters of freedom and liberty, the children of heroes. You are one of the last few, pure human beings in this world baptized in nuclear fie. You are greater than the mutants, abominations and wastelanders who bombard our compound, who threaten to destroy the last bastion of humanity. You are the future of mankind, and with the secrets that you carry to our brothers and sisters in Washington DC, the Capitol Wasteland to those barbarians outside, you will awaken the very sky itself and bring death to those who have destroyed our homes, stole away our friends and family and today threaten to destroy what little we have left because they fear us- and they should. They will remember that fear again soon, when you reawaken the beating heart of America and bring it to bear against the wasteland. You will be greeted as heroes, landing in Raven Rock and unlocking the satellite system that once protected our nation’s capital. Now get into that vertibird Sigma Squad Three and make America great again.” – Mark Gannon, deputy commander of the Navarro military base. This is a Fallout style RP, based around Fallout role playing game which shares a number of similarities to most pen and paper rpg systems such as d20. In particular, the usage of dice- on the behalf of the admin (in this case me) to help determine the outcomes and results of actions taken by the players. During this narrative, your characters will join the story in the form of one of the few remaining Enclave members during the year 2277 answering the call of Colonel Autumn. You will be traveling, via vertibird, a pre-war airplane across the Mohave Desert only to be shot down, crash landing in the desert. Stranded, without hope of rescue, you will be given a simple mission: leave the Mohave in one piece and travel to the Capitol Wasteland as your superiors intended to deliver the passcodes that can unlock one of America’s forgotten superweapons to be used against the Brotherhood of Steel and the Wasteland as a whole. Or choose not to, and find your own meaning in the Mohave. In the end, you are all launched into a new world unlike what you had known before and are given the greatest of challenges: the opportunity to choose your own fate. During this narrative, your character will be asked to work alongside his or her fellow Enclave members and those that they meet in the Wasteland in order to survive the challenges associated with the world of Fallout. This group will be requested to travel together as you explore the Mohave Desert approximately 20 years before the events of Fallout New Vegas in the same year as the first battle of Hoover Dam. This is when the New Republic of California and Caesar’s Legion first clashed, as the people of New Vegas saw their homeland become a battleground for their neighbors and Mr. House took control over the three families transforming them into something more civilized than they were before. All decisions will be determined by the group as a whole: often by having the administrator (me in this case) offering up 2-3 possible locations to be explored by the party, alongside possible story hooks associated with the area or characters that can be found there. Then each player will offer a single vote in regards to where they would like the party to go. The majority will determine which location will be highlighted in the narrative next. This RP will be using an episodic format: each thread will represent an episode, which will last approximately from the point when the “party” encounters the location or character associated with the story voted on by the players and will end upon the completion of the narrative. All players will be requested to play a single character, and in the topic itself, post in character and generally maintain a certain level of awareness of what is happening around them within the story. Alternatively, all conversations, arguments, ideas or suggestions should instead be posted within the Out of Character Thread (this one) in order to maintain the integrity of the story. In order to involve yourself in this narrative, you will be asked to create a character using a Fallout inspired RPG system. You can create your character by selecting your starting stats, overall skill levels (determined by the stats selected), race and finally background of your character. While it is advocated that all characters should start off as human and you will be able to transition from being a mortal into a ghoul or super mutant early on in the narrative, if you choose to begin otherwise that is acceptable as well. Character Creation: Players will make only 14 “actual” decisions during the process of character creation. They will choose their seven primary stats (Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck), up to two traits out of 50 possible ones, their three tagged skills out of eighteen which start with 15 points added to their bases and each point invested into them counts double during the game and finally a starting “character type” at the beginning of the narrative of either a waste lander (which allows for starting as a non-humanoid if requested) or a member of the Enclave. However for either group, there will be opportunities early on to transform oneself into either a ghoul, supermutant or even a synth should they choose to do so. Stats: The stats used in this narrative will be Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. You are granted 42 points to spend in these stats (average of 6 in each stat), which will determine your base skills, which perks you will be able to choose later in the narrative, your secondary stats like your avoidance, chances to hit, ability to inflict damage etc along with your starting equipment. The stats are as follow: Spoiler: click to toggle Skills: Skills are the abilities that a character possesses that allows them to alter the world around them. From jumping from one roof to the next, fixing a broken well, activating a death ray, constructing a sword made of a propane tank, lawnmower blade and motorcycle tank or punching someone in the face they determine the chances of success based on both the difficulty of the task and by chance. There are a total of eighteen total skills to choose from during this narrative. Each level up, the PCs and their companions will be given the chance to "choose" how to use the skill points they earn to further customize their characters. These skills are broken down into three segments: combat skills, primary skills and secondary skills. The first five skills are called “combat skills” which means they are used in battle in order to inflict harm to others. These category includes: guns: the ability to use traditional ballistic kinetic weapons such as pistols, rifles etc. This skill is dependent on agility. Energy weapons: the ability to use laser and plasma based advanced technology. This skill is dependent on perception. Explosives: weapons that inflict harm by creating explosions targeting either entire groups or single targets with explosive power. This skill is dependent on perception. Melee which relies on the ability to inflict harm using weapons. This skill is dependent on strength. Then finally Unarmed which is defined as using martial arts to inflict harm to enemies and the ability to throw objects at foes. This skill is dependent on strength. The next set of skills are called “primary skills” which are able to be used during the narrative by the players on their own volition to create a change in circumstance. These skills are as follows: Sneak is the ability to conceal yourself before or during combat, allowing the user to perform sneak attacks (adding an extra 1d6 to damage and 1d6 to accuracy per attack). This skill is dependent on agility. Steal comprises the ability to pick doors, pickpocket the unaware and steal from enemies in combat. This skill is dependent on agility. Athletics is the ability to jump, climb, run and perform special maneuvers in combat such as shoving and grappling. This skill is dependent on strength. Medicine is the ability to heal wounds, either in combat or while resting. During combat, a person can perform a “medic” check, allowing for 1d8HP plus 1d4HP to be recovered for every 10 points in this skill. Someone trained in Medicine can also make a Doctor check outside of combat, healing 1d12HP plus 1d6HP to be recovered for every 10 points in this skill. This skill is dependent on intelligence. Mechanics covers the ability to fix damage that happens to weapons and armor during the course of an episode (both using parts and by making a check directly at a penalty) along with being able to repair damaged objects found within the narrative. This skill is dependent on intelligence. Investigation is the ability to notice important information, gain knowledge from your surroundings and acknowledge challenges, opportunities and threats upon entering a scene such as a shiny bottle cap hidden in the dirt, or a trip wire at the corner of a door. This skill is dependent on perception. Security is the ability to both create, disarm and reuse traps and technology found within the waste land meant to inflict harm on those who encounter them. From setting down a bear trap, to constructing a complex oil dropping device with a net and an office fan or reprogramming the raider’s turrets to turn on them, security is the way to do it. This skill is dependent on perception. The last set of skills are “secondary skills” which, while unable to be used on command, can provide many bonuses to interacting with the environment and NPCs of the world. These skills include: Speech, which is your ability to convince others to do as you asked either through sound arguments or other forms of diplomacy. Additionally, the ability to buy and sell items at a better price is also defined by the speech skill. This skill is dependent on charisma. Persuasion is the ability to use intimidation, bluffs and outright lies to convince others to do things your way. While unquestionably an effective and usable tactic it has a higher chance of producing enemies upon failure than speech but requires less skill. This skill is dependent on charisma. Piloting is the ability to use vehicles, including but not limited to vertibirds, cars, trucks and even power armor effectively. Those with minimal training, while perhaps able to get it started would find themselves with a high chance of failure when using such vehicles while those well trained can not only bring out their full potential but also make modifications to them to increase their effectiveness. This skill is dependent on intelligence. Science is the general knowledge of engineering, robotics, chemistry, technology and science. By having a high score in these areas, you are able to understand, utilize, modify and even create technological innovations from the old world. Survival is the understanding of the natural world, including tracking, hunting, scavenging for supplies, finding your way and general survival based skills needed in the wasteland. Those who have high scores in survival have knowledge about the natural world, including plants, animals, poisons and geography. Finally Academics covers any knowledge skills that are not included in the areas of either Survival or Science, including but not limited to history, literature, niche skills and other general information not listed above. This skill is dependent on intelligence. As a note on skills, generally any skill with a score of 10 or below is considered "untrained." If you attempt to use an "untrained" skill during the narrative, it will incur a penalty decreasing the chances of success. Moreover, a score of 0 (or below, due to traits or permanent injuries) will make it where that skill (or combat style) cannot be used by that character. How Combat Works: All characters possess Action Points, which is used just like in game. This number is determined by 3 + Agility stat. It provides characters the ability to engage in combat using VATs- Vault Assisted Targeting System. Now for simplification, all combat will be designed with the basic concept that 1 Agility = 1 AP. All weapons possess a certain set of functions- the damage dealt (1d4 for weak, 1d6 for average, 1d8 for large, 1d10 for massive + STR (for melee or unarmed), AGI (for guns) and PER (for energy). So that means an individual possessing 5 AGI, would in turn have 5 AP to use in combat. Since small weapons have an AP cost 1, he could launch 5 small attacks (1d4) such as those using a pistol, slicing with a knife or using a pair of iron knuckles. Medium attacks, like those using a machine gun or swinging (1d6) a bat would cost 2 AP, so he could make only two of those with a remainder of 1 AP. Large attacks (1d8) like those from a rifle, or maybe a super sledge would require 3 AP, so he could make only one of those per turn. Heavy weapons like sniper rifles or those that fire multiple projectiles like mini guns would cost 4 AP to fire off and inflict high damage (1d10). Lastly those weapons that take a long time to prime and fire, like sniper rifles, missile launchers etc would require 5 AP to use, but would have the highest chance of inflicting the most damage at 1d12. At the end of each turn, a character can choose to “not use” the remaining AP they possess, at which point it will be transformed temporarily into extra Avoid. This means that a character with three AP left over at the end of their turn could transform that into 3 extra Avoid to keep themselves safe. Formulas: Spoiler: click to toggle Called Shots: One aspect to Fallout that has been essential to the experience was the ability to perform "called shots" which would target specific locations on the body to inflict harm to the target and potentially cripple the foe. When performing a "called shot" the AP cost for that attack is increased by +1 and all rolls are made at disadvantage increasing the chance of missing the foe considerably. However, all damage dice are automatically maximized ensuring the highest possible damage for each individual attack. Additionally, there are four "areas" that can be targeted which each provide their own bonuses: the head, torso, arms and legs. Attacks aimed at the head have a 1/4 chance to either A: inflict an injury to the eye blinding the target halving Perception until healed, B: instantly knocking the target unconscious, C: causing brain damage halving Intelligence until healed or D: completely missing the target. The torso has a 1/3 chance of either A: causing a gut wound halving Endurance until healed, B: piercing the target's heart greatly breaking their moral halving Charisma until healed or C: inflicting damage as usual. The arms have a 1/3 chance of either A: causing the target to drop their weapon, B: crippling the arm halving Strength until healed and making them unable to use two handed weapons or C: inflicting regular damage. The legs have a 1/3 chance of either A: knocking the target down reducing the person's Avoid to be 0 until their turn begins again, B: crippling the legs halving Agility until healed and making them unable to dash in combat or C: inflicting regular damage. However, keep in mind that both the players AND the adversaries found in the Wasteland can use these combat tactics to inflict harm... What Can Be Done On My Turn? One common question is, what can be done on my turn? In order to answer that question, I created a short list of available actions that can be taken along with their associated Action Point costs. While there are specific actions that are considered free (speaking, moving less than 5 total feet, interacting with non-tactically important objects, switching between the two "slotted" items carried on your character such as a pistol and a knife for example etc) those listed below are all examples of actions that cost AP:
Spoiler: click to toggle Character Sheet: BLANK CS How to gain equipment and items If you notice, you begin the narrative without any equipment or resources for your player to use. This is done intentionally in order to A: ensure a general balance between starting characters and B: to give each character a "flair" that represents their individual capabilities. For individuals possessing between 0 and 15 in a skill, they might be given a small or common item to use, or nothing at all. Those with 15-24 alternatively will gain a better item or uncommon items to make their time in the wasteland easier. Lastly those scoring over 25 in any category will provide the best possible starting items. Generally, combat skills will provide combat items which will be used to increase the chances of survival in the wasteland by destroying opposition. Primary skills alternatively generally provide items that grant bonuses to survival and taking care of oneself. Lastly Secondary Skills if not invested in will provide next to no bonuses, but those who invest heavily may gain the ability to possess rarer items or, in the case of Charisma associated skills, potentially even non-humanoid companions designed by the players themselves. After submitting a character and it being approved by the admin, all starting equipment will be provided to the player allowing them to finalize their submission and begin the exploration of the Wasteland. Locations of Interest: At the beginning of the narrative, the PCs will be asked to choose between one of three possible locations for the “main” activities of that session to take place in. Obviously once the first episode takes place, there will be forth option added which involves staying in that location in order to advance the narrative in that location. The first site during the story will be the “crash site” where the Enclave vertibird comes crashing down into the southernmost corner of the Mohave Desert and where the “Enclave” members and their waste land compatriots will meet for the first time. Afterward, the group will (through a vote) choose where they wish to go: From Crash Site: North: Matthews Animal Husbandry Farm: “That’s close enough stranger. We are a peaceful farm, and don’t want any trouble. Just state your business and keep your hands where I can see’em.” Located to the north of the Vertibird crash site, the Matthews Animal Husbandry Farm is a small settlement focused on raising Brahmin and bighorns, large highly mutated versions of cows and rams respectively. There they can see firsthand the “mutants” of the wasteland in the form of the Matthews family. A primarily normal family unit, they eek out a meager existence raising mutated creatures to sell in Camp Searchlight, a military instillation a short distance from there. While originally uneasy, if chosen they can become willing to take the party in and give them a meal… but the next day, a deadly threat looms on the horizon. Farmer Matthews and his family bids the party to stay out of it as they deals with these “raiders.” Soon a man, dressed in fine clothes and wearing a live snake around his neck walks toward the homestead with his arms held out wide with grenades dangling from his wrists on the verge of going off. He bids the Matthews family and the PCs welcome, “It is time for the mice to pay their dues or meet the fangs of the great snake” he demands eyes blood red and with a fiendish smile showing sharpened teeth. “That one” he says, pointing at the youngest daughter of the Matthews family, “she will make a wonderful toy for us. We will “wrap” her up again and again, until she proves herself worthy with ten more of our ilk. Give her to us, or we will take her along with all those you hold dear from you… one by one.” Will the party sit by and just watch these good people that took them in meet their fate at the fangs of the Viper tribe? Will they fight against them? Or join their barbarity? Enemies: Potentially Viper thugs and Potentially Matthews Family Loot Expected: Salvaged Supplies, Farm goods, Wasteland Survival Guide (Survival Skill Book) East: Searchlight Airport: “Ghosts of the old world, nothing more than shadows that once filled the sky and brought terror to the world.” Located eastward of the Vertibird crash site, this is the first time that our protagonists will encounter the current “power” of the region in the form of the NCR dealing with the creatures of the wasteland. A half dozen troopers supported with turrets, mowing down rad scorpions from defensive towers and the craning of lights and the low hum of generators. Occasional patrols of NCR troops walk the old graveyard of aviation, giving them a chance to take measure of the Bear in action. Creeping around the old airport, the party can salvage a few parts that might eventually lead them to getting back into the air by repairing the Vertibird and in the process, see an exchange between rogue NCR troopers making a backroom deal with the Vipers, a gang of ruffians and thugs, for the ability to act in the area without intervention in exchange for a crate full of caps and drugs. What will the party do? Observe and salvage the parts without being seen? Seize the moment to weaken this “alliance” of the local NCR and the Vipers to improve the lives of those around them? Or choosing another option? That is up to the party. Enemies: Radscorpions, potentially Viper thugs and potentially NCR troopers Loot Expected: Salvaged Supplies, Ammo Boxes, Energy Weapon Shipment and Caps Shipments West: Old Nuclear Test Site: “Nuclear waste disposal. Pre-War, people figured there was so much desert in Nevada, you might as well turn it into a big dumping ground.” Located westward of the Vertibird crash site, this is the first place that our protagonists find in the Mohave Wasteland. There they will see exactly what sort of hell they have entered- a ghostly little city, cold and deserted but untouched by time. No one moving, no one living here or salvaging. Only a horrifying serenity and the ever clicking sound of a Giger Counter going higher and higher. There they will meet a young woman, who feels like this world isn’t worth living in any longer. After escaping from the Legion, finally reaching the Mohave only to find it hopeless, she contemplates transforming herself into a Ghoul by walking into the heart of the radiation filled village and just letting herself die, or turn. Can the party change her mind? Will they join her in hopes of becoming a ghoul themselves? And will they find the hidden heart of the Nuclear Test Site? Enemies: Ghouls, Glowing One (Boss) Loot Expected: Nikola Tesla and You (Skill Book), Access to a Chemistry Kit and Authority Glasses Edited by NTNP, September 11, 2017, 10:22 am.
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| Sin | August 14, 2017, 9:34 pm Post #2 |
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Slow and steady...
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I'm excited to RP again!
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| Onime No Ryu | August 14, 2017, 10:37 pm Post #3 |
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I'll be your Undertaker this evening
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I vote yes to do this. I vote Matthew's Goat Whorehouse for Location/first story. I request clarification on pretty much all the stuff, and submit this rough draft of a character sheet in hopes you could see where I had some issues and help fix it while providing an example to other players at the same time. CS
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| NTNP | August 15, 2017, 12:15 am Post #4 |
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Admin
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So firstly, no equipment is chosen by you guys nor do you have any starting skill points. The only decisions that are made is based on the twelve decisions that you get to make at the beginning of the narrative, so that means up to two traits, how to spend those 36 stats, choosing to either be an Enclave member or a Waste Lander and finally your three tags. But using Onime’s submission, let’s evaluate each step at a time and I’ll add what he gains from those selections. Stats: Onime’s math works out. He has 36 stats, - 1 from his trait selection. While I might advocate perhaps increasing Charisma, where it will create some noticeable difficulties in interacting with NPCs in a meaningful way and ensure that he will not ever gain the assistance of NPCs or others between sessions it otherwise is acceptable. Strength: 8 Perception: 6 Endurance: 8 Charisma: 1 Intelligence: 4 Agility: 8 Traits: Jock: You get a bonus to melee, unarmed and athletics (+10) but a penalty of -1 to Intelligence. This will decrease the stats from above, dropping his total to only 35 stat points to spend. Ham Fisted: Tag Unarmed automatically, but decrease Mechanics, Pilot, and Guns by -5. This will modify the skills listed below based on the decisions made by stats. Skills and Starting Equipment: Guns: Agility: 8 x 3 = 24 – 5 (ham fisted trait) = 19 0-15: 10mm Pistol x1: 1d6: 2AP, 10mm ammo x20 15-25: Shotgun: 1d8: 3AP x1, Shells x30 Melee: Strength: 8 x 3 = 24 + 15 (tag) = 39 0-15: Wrench x1: 1d4: 1AP cost 15-25: Police Baton x1: 1d6: 2AP cost 25+: Fire Axe x1: 1d8: 3AP cost Unarmed: Strength: 8 x 3 = 24+ 15 (tag) = 39 0-15: Boxing Gloves x1: 1d4: 1AP cost 15-25: Throwing Knife x3: 1d4: 1AP cost 25+: Brass Knuckles x1: 1d6: 2AP cost Energy Weapons: Perception: 6 * 3 = 18 0-15: 10 fusion cells 15-25: Laser Pistol: 1d6: 3AP, 20 fusion cells: 1d6: 2AP cost Security: Perception: 6 * 3 = 18 0-15: Trap Wire x10 15-25: Caltrops and Pressure Plates x5 Explosives: Perception: 6 * 3 = 18 0-15: Frag Mine x3: 1d12: 5AP cost 15-25: Frag Grenade x5: 1d10: 4AP cost Sneak: Agility: 8 x 3 = 24 + 15 (tag) = 39 0-15: None 15-25: Combat Knife x1: 1d6: 3AP cost: Bonus: Sneak Attacks inflict 1d8 instead of 1d6 damage and accuracy bonus is 1d8 instead of 1d6. 25+: Stealth Boy x3: Lasts 1d4 turns and grants invisibility. Any “action” taken while in stealth will render the stealth boy ineffective. Steal: Agility: 8 x 3 = 24 0-15: None 15-25: Bobby Pins x5 Athleticism: Strength: 8 x 3 = 24 + 15 (tag) = 39 0-15: None 15-25: Backpack x1 (increases carry weight by +25 as an accessory) 25+: Suit of Metal Armor (heavy): Metal Helm: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Armor: 2 Energy Damage Resistance, 4 Ballistic Damage Resistance: 1 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Left Arm: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Right Arm: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Left Leg: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Right Leg: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Mechanics: Intelligence: 4 x 3 = 12 – 5 (ham fisted trait) = 7 0-15: Armor Repair Kit: Can restore durability to armor after one session x1 Medicine: Intelligence: 4 x 3 = 12 0-15: Stim Pack: Restores 1d10HP in combat x3, Rad-Away: Decreases radiation by 25 x3 Investigation: Perception: 6 * 3 = 18 0-15: None 15-25: Binoculars x1 (accessory increasing “threat perception range” by +2) Speech: Charisma: 1 x 3 = 3 0-15: 25 caps Persuasion: Charisma: 1 x 3 = 3 0-15: Buffout: Increase STR and END by +2 for one encounter. Can become addictive. Mentats: Increase INT by +2 for one encounter. Can become addictive., Wine: Increase STR and CHA by +2, -1 INT for one encounter. Can become addictive. Science: Intelligence: 4 x 3 = 12 015: None Academics: Intelligence: 4 x 3 = 12 0-15: None Survival: Endurance: 8 x 3 = 24 0-15: Dirty Water (recover 1d6HP and increase radiation by 5 outside combat) x 3 15-25: Food Items: Noodle Cup (recover 1d8HP and increase radiation by 10 outside combat) x 3 Pilot: Perception: 6 * 3 = 18 – 5 (ham fisted trait) = 13 0-15: Fusion Core: Item that can power “equipment” for one session x1 Secondary Stats: Hit Points: 8 (END) x 2 + 8 (STR) x 1 = 24 Action Points: 3 + 8 (AGI) = 11 Avoid: 6 + 8 (AGI) + Metal Armor Set (1) = 15 Ballistic Damage Resistance: 0 + 8 (Endurance) + Metal Armor Set (14) = 22 Energy Damage Resistance: 0 + 8 (Endurance) + Metal Armor Set (7) = 15 Damage Weaknesses: -18 fire, -18 ice, -0 electricity, -0 acid Poison Resistance: 8 (END) Radiation Resistance: 8 (END) Sequence: 6 (PER) Carry: 20 x 8 (STR) = 160 + 25 (backpack) = 185 Party Size: 0 (CHA > 2) Heal Rate: 8 (END) Combat Formulas: Unarmed Accuracy: (PER 6) + (Unarmed SKILL 3)= (1d20 + 9) - Target's Avoid Unarmed Damage: ((STR 8) + 1d4/1d6) - Target's Dmg Res. Melee Accuracy: (PER 6) + (Melee SKILL 3)= (1d20 + 9) - Target's Avoid Melee Damage: ((STR 8) + 1d4/1d6) - Target's Dmg Res. Gun Accuracy: (PER 6) + (Gun SKILL 1)= (1d20 + 7) - Target's Avoid Gun Damage: (AGI 8) + 1d6/1d8) - Target's Dmg Res. Energy Weapon Accuracy: (PER 6) + (Energy Weapon SKILL 1)= (1d20 + 7) - Target's Avoid Energy Weapon Damage: (PERI 6) + 1d6) - Target's Dmg Res. Explosive Accuracy: (PER 6) + (Explosive SKILL 1) = (1d20 + 7) - Target's Avoid Explosive Damage: (PERI 6) + 1d8/1d12) - Target's Dmg Res. Overview: Yuudai is a pretty typical raider, for the lack of a better term which appears to be what Onime was going for. Due to his stats, he has reasonably high health points (24 HP out of a max of 30), good damage resistance due to starting equipment but lower than average avoidance meaning that he can take a shot well, likely not having an opponent break through the minimum damage resistance early game but also is able to dodge attacks rather effectively thanks to his high base Agility requiring most foes to both roll well to hit him and roll well to break his damage threshold per turn. Survivability should be a strength for this character. Yuudai’s damage dealing potential is above average, he can inflict 1d6 to 1d8+8 STR damage with a strong bonus to hit using melee or unarmed pretty effectively and the same is also true for using ranged weapons, in particular energy weapons or explosives since he did not take penalties in those areas while being vastly less accurate compared to his martial abilities. While he will be unable to even make a dog be his friend, he should do relatively well in walking up and punching folks and then surviving the next few rounds dealing with opponents. Once modifications are made and changes are popped into the character sheet you created he is accepted. Edited by NTNP, August 15, 2017, 12:17 am.
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| Onime No Ryu | August 15, 2017, 3:39 pm Post #5 |
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I'll be your Undertaker this evening
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Can I sell any equipment I don't want/don't see Yuudai using for more Starting Caps, and then spend these on different Starting Equipment? You forgot to add the +10 from Jock to some of the skills, will this add or change any of the items I got? How many of my available weapons can I "equip" at once, and could an Action Point be spent for "speedy changeout" if I want to, say, throw my knives and then close in with the knuckles in the same turn? How much weight does each item in my equip load and inventory have? What happens if we're overencumbered? I used CHA as a drop stat since I knew I wanted him to be kinda quiet and stoic anyway, and I don't mind not having access to companions right off the bat, but is it really gonna fuck me over super bad? Even with all the scars making him ugly, or his quiet nature making him unsociable, won't he still be able to talk somewhat or let his actions convince people instead? Did I do the CS right this time, and if not what do I change? CS DRAFT 2 Also because I know Kaze's a huge lazy ass I'll make this easier on all of us: BLANK CS
Edited by Onime No Ryu, August 16, 2017, 10:09 am.
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| NTNP | August 15, 2017, 9:02 pm Post #6 |
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Admin
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Your starting equipment is yours to use as you see fit, with that being said, you can sell them back to individuals within the Wasteland during the narrative based on your speech skill.
Oops, mistakes happen. And no, the “best” bonus is granted for having 25+ in a skill.
You are able to carry and use “one” item in combat at any given point. However, accessing the inventory and A: using an item, B: reloading a weapon, C: changing armor or D: changing a weapon during combat costs 3 AP to use. So for Yuudai, he could throw the knife (1 AP), access his inventory to equip the knuckles (3 AP) and then strike three times (2AP x 3 = 6AP). Additionally, changing ranges in combat (from say close range to hit people, to medium range (throwing/projectile) etc) costs 3 AP to perform as well.
Use the Fallout Wikia and look up the weight. For example looking up the 10mm pistol on the wikia (http://fallout.wikia.com/wiki/10mm_pistol_(Fallout_4)) using the information from the most recent Fallout game, in this case 4, gives you not only the weight (3.5) but also magazine size (12) so you can see what the effect is.
Yuudai will still be able to communicate and interact with his environment using social skills but they will be considerably less likely to succeed. Additionally, those with major deficits in certain stats will likely find themselves at a disadvantage in some situations. Generally, gaining levels with the system as it is does not make a character particularly “stronger” than they were at Lv.1. You gain END/2 as HP per level up, you do not gain any stat points so your bases generally are unchanged and the only way to really increase your “stats” comes from equipment which is generally independent to level as well to increase AC and damage reduction. So with that in mind, only really your “skills” go up overall which can create “some” difference adding 1-10 on any given skill check in the narrative, the original base stat will still HIGHLY impact your ability to perform successfully on any task. So a choice to have a dump stat will likely define that character throughout it’s entire existence. |
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| oniskieth | August 15, 2017, 9:18 pm Post #7 |
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The Silver Light
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Name: Kathrine Race: Caucassuan Gender: Female Age: 25 Theme: Appearance: Katie Kathrine is 5'8" and weighs 134 pounds on a typical day. She has bright green eye and very light skin that easily burns in harsh sunlight. Her hair is a dark brown, which she wears in a messy pony tail over her left shoulder. Her bangs are swept to the left side, covering most of her forehead. A dusty pair of glasses rest on her face, and a pair of desert goggles dangle around her neck. Her clothing consists of a white tank top, a pair of black denim pants and a trusty set of brown leather boots. Strapped around each knee is a protective knee pad, which add no protection but protects her knees when she needs to kneel and crawl. Additionally, she has a brown button up plaid shirt and a tan desert scarf to shield her skin from the sun. When in shade or indoors she typically wears the shirt around her waist with the scarf tucked into her backpack. More often then not, there is a cigarette in one hand and a stick of dynamite in the other. Background: Katie was born in the budding New California Republic. At a very young age, Kathrine's mother abandoned her family and was never heard from again. After that day Kathrine's father, a prospector, raised the girl alone. Due to her father's career, the two moved across the southwest constantly. When the locations were safe, Kathrine would occasionally accompany her father as he worked. From an early age she picked up the skills her father used daily. As a young teenager, Katie began accompanying her father daily. As the NCR expanded, newly imposed taxes began to effect the struggling family. Seeking a fresh start, the two traveled the Long 15 east into the Mojave Wasteland. For years the two explored and scavenged their new world together, but as she grew older Katie wondered if there was something more to life then her daily routine. With her father's blessing, the girl went her own way into the wasteland. The two bump into each other occasionally and catch up, and have planned meetings every few months. Alone, the girl mostly relied on her father's teachings and scavenging to get by, but began to experience a life she would have never had with her father. The growing tension between the NCR and Legion have left the young scrapper hesitant to travel north until the conflict has been settled. Equipment: Spoiler: click to toggle S.P.E.C.I.A.L:
Secondary Stats:
Combat Formulas: Unarmed Accuracy: (PER) + (Unarmed SKILL/10)= (1d20 + Result) - Target's Avoid Unarmed Damage: ((STR) + Weapon Dice) - Target's Dmg Res. Melee Accuracy: (PER) + (Melee SKILL/10)= (1d20 + Result) - Target's Avoid Melee Damage: ((STR) + Weapon Dice) - Target's Dmg Res. Gun Accuracy: (PER) + (Gun SKILL/10)= (1d20 + Result) - Target's Avoid Gun Damage: (AGI) + Weapon Dice) - Target's Dmg Res. Energy Weapon Accuracy: (PER) + (Energy Weapon SKILL/10)= (1d20 + Result) - Target's Avoid Energy Weapon Damage: (PER) + Weapon Dice) - Target's Dmg Res. Explosive Accuracy: (PER) + (Explosive SKILL/10) = (1d20 + Result) - Target's Avoid Explosive Damage: (PER) + Weapon Dice) - Target's Dmg Res. Traits:
Skills: Spoiler: click to toggle
Edited by oniskieth, August 18, 2017, 11:08 pm.
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Katherine's Approval
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| Onime No Ryu | August 16, 2017, 8:36 am Post #8 |
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I'll be your Undertaker this evening
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Onis to help save NTNP some time and effort I went ahead and did most of your skills calcs. There are a few places where I don't know what items you would be rewarded with, and I don't know if you'll get any glasses to make use of your Four Eyes trait with at the start so some numbers may have to be tweaked. NTNP, please double check and lemme know if I got anything wrong, and let Onis know what items he gets for the stats where he had higher values than I did. Guns: Agility: 6 x 3 = 18 0-15: 10mm Pistol x1: 1d6: 2AP, 10mm ammo x20 15-25: Shotgun: 1d8: 3AP x1, Shells x30 Melee: Strength: 3 x 3 = 9 0-15: Wrench x1: 1d4: 1AP cost Unarmed: Strength: 3 x 3 = 9 0-15: Boxing Gloves x1: 1d4: 1AP cost Energy Weapons: Perception: 8 * 3 = 24 0-15: 10 fusion cells 15-25: Laser Pistol: 1d6: 3AP, 20 fusion cells: 1d6: 2AP cost Security: Perception: 8 * 3 = 24 0-15: Trap Wire x10 15-25: Caltrops and Pressure Plates x5 Explosives: Perception: 8 * 3 = 24 + 15(tag) = 39 0-15: Frag Mine x3: 1d12: 5AP cost 15-25: Frag Grenade x5: 1d10: 4AP cost 25+: Ask NTNP Sneak: Agility: 6 x 3 = 18 0-15: None 15-25: Combat Knife x1: 1d6: 3AP cost: Bonus: Sneak Attacks inflict 1d8 instead of 1d6 damage and accuracy bonus is 1d8 instead of 1d6. Steal: Agility: 6 x 3 = 18 0-15: None 15-25: Bobby Pins x5 Athleticism: Strength: 3 x 3 = 9 0-15: None Mechanics: Intelligence: 8 x 3 = 24 0-15: Armor Repair Kit: Can restore durability to armor after one session x1 15-25: Ask NTNP Medicine: Intelligence: 8 x 3 = 24 0-15: Stim Pack: Restores 1d10HP in combat x3, Rad-Away: Decreases radiation by 25 x3 15-25: Ask NTNP Investigation: Perception: 8 (base) * 3 = 24, 7 (w/o glasses) * 3 = 21, 9 (w/glasses) * 3 = 27 0-15: None 15-25: Binoculars x1 (accessory increasing “threat perception range” by +2) 25+: Ask NTNP, not sure if you'll even get this since I dunno which value will be your default Speech: Charisma: 8 x 3 = 24 + 15(tag) = 39 0-15: 25 caps 15-25: Ask NTNP 25+: Ask NTNP Persuasion: Charisma: 8 x 3 = 24 0-15: Buffout: Increase STR and END by +2 for one encounter. Can become addictive. Mentats: Increase INT by +2 for one encounter. Can become addictive., Wine: Increase STR and CHA by +2, -1 INT for one encounter. Can become addictive. 15-25: Ask NTNP Science: Intelligence: 8 x 3 = 24 + 15(tag) = 39 0-15: None 15-25: Ask NTNP 25+: Ask NTNP Academics: Intelligence: 8 x 3 = 24 0-15: None 15-25: Ask NTNP Survival: Endurance: 3 x 3 = 9 0-15: Dirty Water (recover 1d6HP and increase radiation by 5 outside combat) x 3 Pilot: Perception: 8 * 3 = 24 0-15: Fusion Core: Item that can power “equipment” for one session x1 15-25: Ask NTNP Secondary Stats: Hit Points: 3 (END) x 2 + 3 (STR) x 1 = 9 HP Action Points: 3 + 6 (AGI) = 9 AP Avoid: 8 (PER) + 6 (AGI) = 14 AV Ballistic Damage Resistance: 0 + 3 (END) = 3 Bal. Res Energy Damage Resistance: 0 + 3 (END) = 3 Eng. Res Damage Weaknesses: None(?) Poison Resistance: 3 (END) Radiation Resistance: 3 (END) Sequence: 8 (PER) Carry: 20 x 3 (STR) = 60 Party Size: 2 humanoid and 1 non-humanoid, OR 4 non-humanoid (CHA = 8) Heal Rate: 3 (END) Combat Formulas: Unarmed Accuracy: (PER 8) + (Unarmed SKILL 0)= (1d20 + 8) - Target's Avoid Unarmed Damage: ((STR 3) + 1d4) - Target's Dmg Res. Melee Accuracy: (PER 8) + (Melee SKILL 0)= (1d20 + 8) - Target's Avoid Melee Damage: ((STR 3) + 1d4) - Target's Dmg Res. Gun Accuracy: (PER 8) + (Gun SKILL 1)= (1d20 + 9) - Target's Avoid Gun Damage: (AGI 6) + 1d6/1d8) - Target's Dmg Res. Energy Weapon Accuracy: (PER 8) + (Energy Weapon SKILL 2)= (1d20 + 10) - Target's Avoid Energy Weapon Damage: (PER 8) + 1d6) - Target's Dmg Res. Explosive Accuracy: (PER 8) + (Explosive SKILL 3) = (1d20 + 11) - Target's Avoid Explosive Damage: (PER 8) + 1d10/1d12) - Target's Dmg Res. |
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| Kazemitsu | August 16, 2017, 12:06 pm Post #9 |
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Assassin
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Name: Grunthor Race: Super Mutant Gender: Male Age: 32 Theme: Appearance: Grunthor easily matches the description of a Super Mutant. Towering over all but his Behemoth relatives and the Mirelurk queens at an impressive 10ft 5in tall. His hunch is a little less than his brethren, only dragging him down to a 'mere' 8ft. Still impressively massive. He's a hulking brute, huge corded muscle with bulging veins. The skin covering his body is more gray than green and littered with an uncountable number of scars. He's no beauty king, like Super Mutants everywhere he has very barbaric looks. No hair on him, his teeth almost constantly bared. Eyes with a yellow pallor and no distinguishing color, looking as dull and black as old boots. Deep crag-like wrinkles from excess skin line his chin. The only small thing about him are his ears which lay flat to his head, almost melded to his skull. His nose is wide and fairly flat, made for deep breathing during travel or fighting. Background: Imma leave it blank to bug onime. Equipment: Spoiler: click to toggle Inventory: Spoiler: click to toggle Stats: Spoiler: click to toggle Skills: Spoiler: click to toggle
Edited by Kazemitsu, August 16, 2017, 8:24 pm.
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| NTNP | August 16, 2017, 4:43 pm Post #10 |
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Admin
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Kathrine: A bespectacled beauty of the wasteland, who will have a lot to fear from any attacks aimed at her head for breaking her glasses or any critical failures which will be sure to shatter them. Since Onime already did most of this, I will just add in the parts that you needed. Kathrine appears to be a diplomatically designed character who has some offensive capabilities via explosives and, with the inclusion of a pip-boy and a non-humanoid companion, some impressive offensive capabilities and will be the core of a group since she will always know the way and has the best chances of knowing what to say. With that being said, she could easily end up 6 feet under from just one or two shots from an enemy so she will need to keep herself safe in a world that is seemingly anything but… Explosive: 25+: Grenade Launcher: 4AP cost: 1d10+PER damage, 25mm ammo x10 Mechanics: 15-25: Weapon Repair Kit: Restores weapon condition from a single session x3 Investigation: 25+: Pipboy, containing access to maps and map markers Persuasion: Charisma: 15-25: Jet, Med-x, Psycho x1 Science: Intelligence: 15-25: Med-x, Mentats, Jet x1 25+: Doctor’s Bag: Restores limb injury, toxins or poisons x1, Rad-X: Grants a 20 point resistance against radiation for the session x2, Rad Away: reduces radiation by 25 x2 Academics: Intelligence: 0-15: None 15-25: Stim Pack x2, Rad-X: Grants a 20 point resistance against radiation for the session x2, Rad Away: reduces radiation by 25 x2X x1 Pilot: Perception: 0-15: Fusion Core x1 15-25: Power Armor Frame: A body frame able to be used to mount power armor to in order to use it x1, Fusion Core x2 Speech: Charisma: 0-15: 25 caps 15-25: 50 caps 25+: Non-humanoid companion!!! Congrats Oni, for your heavy investment you can begin the narrative with either an animal companion or a robotic companion. Congrats on your puppy, floating eye bot or whatever else floats your boat. Spoiler: click to toggle Grunt: A brutish super mutant possessing remarkable strength, endurance and reasonable agility at the cost of everything else. Powerful, violent and likely to find the outside world to be a cold, dangerous and violent place without others to help sure up his lacking social skills, knowledge and general aptitudes that cannot be dealt with by hitting something until it stops moving. Guns: 0-15: 10mm Pistol: 2AP: 1d6 x1, 10mm ammo x20 15-25: Shotgun: 3AP: 1d8: x1, Shells x30 25+: Hunting Rifle 4AP: 1d10 x1, 32 caliber round x40 Melee: 0-15: Wrench: 1AP: 1d4 x1 15-25: Police Baton: 2AP: 1d6 x1 25+: Fire Axe: 3AP: 1d8 x1 Unarmed: 0-15: Boxing Gloves: 1AP: 1d4: x1 15-25: Throwing Knife: 1AP: 1d4 x3 25+: Brass Knuckles: 2AP: 1d6 x1 Energy Weapons: Perception: 0-15: 10 fusion cells 15-25: Laser Pistol: 2AP: 1d6, 20 fusion cells 25+: Laser Rifle: 3AP: 1d8: 40 fusion cells Security: Perception: 0-15: Trap Wire x10 15-25: Caltrops and Pressure Plates x5 Explosives: Perception: 0-15: Frag Mine x3: 1d12: 5AP cost 15-25: Frag Grenade x5: 1d10: 4AP cost Sneak: Agility: 0-15: None 15-25: Combat Knife 1d6: 3AP cost: Bonus: Sneak Attacks inflict 1d8 instead of 1d6 damage and accuracy bonus is 1d8 instead of 1d6. x1 Steal: Agility: 0-15: None 15-25: Bobby Pins x5 Athleticism: Strength: 0-15: None 15-25: Backpack x1 (increases carry weight by +25 as an accessory) 25+: Suit of Metal Armor (heavy) Metal Helm: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Armor: 2 Energy Damage Resistance, 4 Ballistic Damage Resistance: 1 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Left Arm: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Right Arm: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Left Leg: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Metal Right Leg: 1 Energy Damage Resistance, 2 Ballistic Damage Resistance: 0 Avoid bonus. Increased damage (3 points) from fire and ice type damage. Mechanics/Repair: Intelligence: 0-15: Armor Repair Kit x1 Medicine: Intelligence: 0-15: Stim Pack: Restores 1d10HP in combat x3, Rad-Away: Decreases radiation by 25 x3 Investigation: Perception: 0-15: None 15-25: Binoculars x1 (accessory increasing “threat perception range” by +2) Speech: Charisma: 0-15: 25 caps Persuasion: Charisma: 0-15: Buffout: Increase STR and END by +2 for one encounter. Can become addictive. Mentats: Increase INT by +2 for one encounter. Can become addictive., Wine: Increase STR and CHA by +2, -1 INT for one encounter. Can become addictive. Science: Intelligence: 015: None Academics: Intelligence: 0-15: None Survival/Outdoorsman: Endurance: Dirty Water (recover 1d6HP and increase radiation by 5 outside combat) x 3 15-25: Food Items: Gecko Steak (recover 1d8HP and increase radiation by 10 outside combat) x 3 25+: Superior Food Item: Human Flesh (recover 1d12HP and reduce radiation by 10 outside combat) x 3 Pilot: Perception: 0-15: Fusion Core x1 15-25: Power Armor Frame: A body frame able to be used to mount power armor to in order to use it x1, Fusion Core x2 Edited by NTNP, August 19, 2017, 4:50 pm.
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| oniskieth | August 18, 2017, 7:29 pm Post #11 |
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The Silver Light
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Heres my companion. Not sure if I was suppose to make one or not. Name: Chomper Race: Fire Gecko Gender: Female Age: 1 Theme: Appearance: ![]() Background: A Gecko hatched by Kathrine. Upon hatching. the lizard imprinted on the women, allowing her to domesticate and control the creature as it grew. Equipment: Spoiler: click to toggle S.P.E.C.I.A.L:
Edited by oniskieth, August 18, 2017, 7:30 pm.
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Katherine's Approval
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| NTNP | August 19, 2017, 1:39 am Post #12 |
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Admin
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Skills: Tagged Unarmed, Investigation and Sneak Melee: 15: Tire Iron: 1d4: 1AP Unarmed: 30: Throwing Spear x3: 1d6: 2AP Athletics: 15: None Energy: 12: None Security: 12: None Explosive: 12: None Investigate: 27: Worry Stone x1 (accessory increasing “investigation against traps” by +2) Pilot: 12: None Survival: 21: Gecko Omelet (recovers 1d6HP and increase radiation by 5 outside combat) Speech: 3: None Persuasion: 3: None Mechanics: 6: None Medicine: 6: None Science: 6: None Academics: 6: None Guns: 15: Pipe Pistol x1: 1d4, 1AP: .38 ammo x20 Sneak: 30: US Covert Operations Manual: 01, Whistling in the Dark (increases sneak permanently by +3) Steal: 15: None Secondary Stats: HP: 19 AP: 8 Avoid: 9 B. DR: 7 E. DR: 7 Poison: 7 Radiation: 7 Sequence: 4 Carry: 100 Group: 0 Healing: 7 Skill Gain: 4 Melee: Hit Bonus: 5: Damage: NA Unarmed: Hit Bonus: 7: Damage: Claw: 1d4: 1AP Guns: Hit Bonus: 5: Damage: NA Energy: Hit Bonus: 5: Damage: NA Explosives: Hit Bonus: 5: Damage: NA Edited by NTNP, August 19, 2017, 1:40 am.
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| Sin | August 19, 2017, 1:16 pm Post #13 |
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Slow and steady...
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Name: Alma Helquist Race: Human Gender: Female Age: 20 Theme: The Pretender Appearance: Height: 5' 4" ● Weight: 94 lbs. ● Hair: Dark Brown ● Eyes: Amber/Blue Background: Alma was born into Vault 566, a shelter constructed in southwestern United States to be used in the event of a nuclear attack. The population of the small town near it's point of construction just saw it as a contingency plan and never expected to actually have to use it, but nonetheless appreciated it's presence. The Vault was built long after the nation-wide construction project had begun and as such, was incomplete when the bombs fell. Very few actually made it into the shelter and those that did, discovered it's partial state. There were very few necessities such as food or water in place and many of the typical Vault luxuries were nowhere to be found. It didn't take long for panic to set in. The world outside was now poisoned and unable to support life and the handful of people that now called the Vault home were too numerous despite their low numbers. Only 60 people made it inside and it was only a matter of days before fighting broke out and the people began to kill each other in order to secure the precious few resources for themselves. The population was cut in half in a matter of days and those that remained, kept far from each other, hiding in small groups at far ends of the Vault. When food began to run out, the people turned to cannibalism, feeding off the dead and sometimes even the living. As desperation became the norm, the people began to venture outside of the Vault where the fallout was still very dangerous. The search for food and water was always the goal but what little they found was tainted by nuclear particles. Those that consumed it became poisoned and either died or suffered from it's side effects. As the years went on, deformities and stillbirths became a typical occurrence. Those born without such traits were often hailed as "chosen ones" and, at a very young age, sent out into the outside world to find hope for the people still living in the Vault. None of them ever returned as they were often claimed by the wasteland as was expected by children in such a harsh and hostile land. Many, many years after the bombs fell, Alma was born. While initially already dead upon birth, she was resuscitated by her father who refused to simply give up and leave her. Her parents were horrified by her deformity: no arms. While a healthy baby otherwise, Alma's lack of appendages caused many to argue that she should simply be consumed as food. Even her mother shared the mentality but as soon as her father looked into her eyes, he knew she was special and refused, taking his daughter to the farthest reaches of the Vault to hide her. They lived on scraps for years, foraging whatever they could find from any dark corner of the Vault until it became simply too difficult to survive. Sick, tired and dangerously close to death from malnourishment, Alma's father took her and left the Vault, venturing into the outside world to survive among it's dangers. Alma, now ten years old and her father managed to do the seemingly impossible... they survived the harsh trek from the relative safety of Vault 566 and found civilization in the outside world. Their venture took more than two years... two years of uncertainty of what they might find or whether or not they'd wake up the next morning each and every time they went to sleep. The group of survivors was small but they had food and water and were constantly on the lookout for others wandering the wasteland in search of help. They took Alma and her father in, providing Alma with prosthetic limbs to help her. The prosthetics were alien to the girl who'd grown up without them and it took her some time to grow acclimated to finally having arms. Her father couldn't be happier as his daughter was able to now experience some semblance of normality. The pair managed to live among this small group of survivors for several years and joined them in their search for others who wandered the wastes in need of help. They learned to fight off hostile survivors and how to find clean water and untainted food. They were taught to wield firearms, melee weapons and to fashion simple shelters from seemingly nothing at all. Sometimes someone would fall to the wasteland, either due to sickness, conflicts with hostile survivors or occasionally old age. But, the group persevered, picking up more and more members until they were able to establish a small settlement and hunker down in a single location. Now able to venture out from a central hub, the survivors were more prepared during their ventures in the wasteland. As Alma grew up, the engineers within the settlement were able to provide her with newer prosthetics to replace her old ones as they became too small and outdated. When Alma was 18 years old, her father had become too old and unhealthy to continue venturing out in search of survivors and when he decided to stop, Alma took his place. Having received similar training as her father, the girl was a natural and allowed her father to live out his remaining life in the comfort of the settlement. Unfortunately, his remaining years were quite brief and he passed away when Alma was only 20 years old. The girl found it difficult to cope with the loss of her father and was only able to remain with the settlement for another year before she found it too difficult to remain. Every time she came back home, she was reminded of her father and everything he'd done for her and before long, she decided to leave the settlement and venture into the wasteland alone. Equipment: Spoiler: click to toggle S.P.E.C.I.A.L:
Secondary Stats:
Combat Formulas: Melee: Hit Bonus NA Unarmed: Hit Bonus NA Guns: Hit Bonus 11 (two) or 13 (one) Energy: Hit Bonus 9 (two) or 13 (one) Explosives: Hit Bonus 11 (two) or 15 (one) Traits:
Skills: Spoiler: click to toggle
Edited by NTNP, August 20, 2017, 5:02 am.
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| Sin | August 19, 2017, 1:16 pm Post #14 |
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Slow and steady...
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Where are folks getting their equipment and numbers from? I did about as much as I could figure out how to do. |
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| Onime No Ryu | August 19, 2017, 3:05 pm Post #15 |
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I'll be your Undertaker this evening
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NTNP said fire breath would work as an energy based weapon, Onis. Sin you get the numbers from a calculation for each skill, like your Guns skill is your Agility score multiplied by 3. Other formulas might be different. Also, a Tag adds 15 to that initial value, so if for instance you had tagged Guns you would multiply your Agility by 3 and then add 15 more to it. I can't run the numbers at the moment but NTNP has a spreadsheet set up for it that makes things easier. Also, you have one too many Tags; we're supposed to have 3 at the start, and if any more get added it's because of a Trait. Yuudai has four of them because one of his Traits tags the Unarmed skill, but it costs him in other areas. But isn't it kind of backwards for her to have Unarmed, Melee, and Athletics tagged if she was born without arms and only got the prosthetics later? Also you should probably keep in mind that Falloutverse technology always has this 50s sci-fi vibe to it, and since her arms were probably scavenged from somewhere and attached via surgery (which is a rare thing post-War because not many people have the proper education, sterile lab environments, etc to be doctors) it's gonna be less like Raiden from Metal Gear and more like...Probably the arms of something like this at the very best: Spoiler: click to toggle
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| NTNP | August 19, 2017, 6:07 pm Post #16 |
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Admin
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Melee: 0: Untrained and cannot be used: None Unarmed: 0: Untrained and cannot be used: None Athletics: 6: None Energy: 27: 10 fusion cells, Laser Pistol (one handed): 2AP: 1d6, 20 fusion cells, Laser Rifle (two handed): 3AP: 1d8, 40 fusion cells Security: 27: Trap Wire x10, Caltrops and Pressure Plates x5 and Biological Sensors x 3 Explosive: 42: Frag Mine (one handed): 5AP: 1d12 x3, Frag Grenade (one handed) 4AP: 1d10: x5 and Grenade Launcher (two handed): 4AP: 1d10:, 25mm ammo x10 Investigate: 27: Binoculars x1 (accessory increasing “threat perception range” by +2) and Pipboy, containing access to maps and map markers Pilot: 27: 0-15: Fusion Core x1 and Power Armor Frame x1, Fusion Core x2 Survival: 18: Nuka-Cola: recover 1d6HP and increase radiation by 5 outside combat x 3 and Gum Drop recover 1d8HP and increase radiation by 10 outside combat x 3 Speech: 15: 25 caps Persuasion: 15: Buffout: Increase STR and END by +2 for one encounter. Can become addictive, Mentats: Increase INT and PER by +2 for one encounter. Can become addictive, Wine: Increase STR and CHA by +2 but -1 INT for one encounter. Can become addictive Mechanics: 21: Armor Repair Kit x1 and Weapon Repair Kit x3 Medicine: 36: Stim Pack: Restores 1d10HP in combat x3, Rad-Away Decreases radiation by 25 x3, Doctor’s Bag : Restores limb injury, toxins or poison x2, Rad-X : Grants a 20 point resistance against radiation for the session x2, Buffout: Increase STR and END by +2 for one encounter. Can become addictive, Mentats: Increase INT and PER by +2 for one encounter. Can become addictive, Wine: Increase STR and CHA by +2 but -1 INT for one encounter. Can become addictive, Jet: Increase AP by 2, Med-x: Increase Damage Resistance by 20%. Can become addictive, Psycho: increase damage dice by one step. Can become addictive x1 Science: 21: Jet: Increase AP by 2, Med-x: Increase Damage Resistance by 20%. Mentats: Increase INT and PER by +2 for one encounter. Can become addictive x1, Rad-X : Grants a 20 point resistance against radiation for the session x1 Academics: 21: Stim Pack: Restores 1d10HP in combat x2, Rad-Away Decreases radiation by 25 x1 Guns: 42: 10mm Pistol (one handed): 2AP: 1d6 x1, 10mm ammo x20, Shotgun (two handed): 3AP: 1d8 x1, Shells x30 and Hunting Rifle (two handed): 4AP: 1d10 x1, 32 caliber round x40 Sneak: 27: Combat Knife: 1d6: 3AP cost: Bonus: Sneak Attacks inflict 1d8 instead of 1d6 damage and accuracy bonus is 1d8 instead of 1d6 x1 and Stealth Boy: Lasts 1d4 turns and grants invisibility. Any “action” taken while in stealth will render the stealth boy ineffective. x3 Steal: 27: Bobby Pins x5 and Suit of Leather Armor (light) Spoiler: click to toggle HP 14 AP13 Avoid30 B. DR6 E. DR6 Poison 6 Radiation6 Sequence9 Carry 40 Group 2.5 Healing6 Skill Gain13 Melee: Hit BonusNA Unarmed: Hit Bonus NA Guns: Hit Bonus11 (two) or 13 (one) Energy: Hit Bonus9 (two) or 13 (one) Explosives: Hit Bonus11 (two) or 15 (one) Special Note: Now modified, Alma has a low (but usable) carry weight of 40, some of the highest secondary stats possible for a starting character and great accuracy when using a one handed weapon which given her low carry weight will be essential since she will be unable to trek around with much equipment herself. Offensively, Alma will be very powerful and accurate along with very agile, making her highly capable in combat against most foes. However critical hits, due to her almost non-existent damage resistance, may result in severe damage making luck Alma’s greatest adversary along with traps, environmental hazards and anything else that target’s HP directly without making a roll against avoid. Edited by NTNP, August 19, 2017, 6:11 pm.
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| NTNP | August 19, 2017, 6:53 pm Post #17 |
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Admin
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Party Analysis: Yuudai: The stereotypical “hero” character, Yuudai our resident reformed Yakuza member possesses above average abilities in direct combat, average (in relation to his party) stats with a focus on martial combat due to his high melee and unarmed skills over ranged options such as energy weapons, guns or explosives. Possessing metal armor and above average stats defensively, he is competent in both offense and defense, without some of the specialization seen in his fellow party mates. Skill wise he is the only individual trained in both sneak and athletics score making climbing up walls, sneaking down corridors silently and jumping over ravines easily accomplishable by him, making him the party scout by default. Katharine: Functioning as the party face and engineer, the bespectacled beauty Katharine will be the “voice” for the party in many situations. Skill wise, she has a wide variety of abilities including above average abilities when it comes to knowledge based inquires, communication, fixing things and generally has around 1/4th in all major skills making her by far the most “equally capable” member of the party when facing the myriad of challenges within the wasteland. In combat, Katharine could easily be killed by a single round of gunfire meaning she has to rely on her comrades, including her non-humanoid companion- a fire gecko- to deal damage for her while she, at most, relies on the occasional grenade lob or hit and run tactics with guns to inflict damage to an opponent. Grunthor: Counter to Katharine, Grunthor is the big guy build wise and character wise as a super mutant. Possessing more health, damage resistance and avoid than Yuudai, he is very capable in combat. In a fight, he will have similar durability with most “powerhouse” opponents which he can take on toe-to-toe either in melee or at a distance due to his equal skill with unarmed, melee, energy and regular guns. He does not fear much in the way of dangers, however this comes at the cost of major deficits skill wise. Barring survival, which would make him an ideal cook, tracker and navigator while in the wilds, all his other skills are far below average making him unlikely to succeed in many “finesse” based tasks. He is most likely going to have to rely on others in order to successfully accomplish most tasks that don’t begin or end with “hit it until dead.” Alma: With very low strength, an inability to even engage in melee combat and low health our scavenger extraordinaire Alma functions primarily as a ranged combatant. With a specialization toward one armed weapons and her natural stats, she is extremely accurate in combat and can inflict above average damage using most ranged weapons and even explosives. Boasting exceptional avoidance she is unlikely to be hit by most attacks, however critical hits could be disastrous to her meaning direct combat can be deadly for her. Additionally she is the only member of the party trained in medicine, meaning that her ability to restore the party’s HP will be an important asset to the group. Overall Review: This party is highly competent in combat, with Yuudai and Chomper who excels in melee and the other members able to provide heavy fire support at range. Two members have low health, but various ways to minimalize their chances of being targeted directly while the other members have higher health values that increase the chances of success. Skills wise, the group has the majority of the skill list covered fairly effectively although further specialization might provide a bonus in particular in the areas of mechanics, piloting, investigation, security and stealing since those are areas that no one chose for tagged skills but will be faced often making them important as the narrative progresses. Or someone ends up gaining new companions or other players join the story filling out the five man band. Lastly, the group will be highly interdependent on each other to cover respective areas of weakness making splitting up the party a dangerous, and time consuming, measure beyond initial scouting out of locations, targets and opponents. In closing, the group should be capable of survival within the wastes and more likely to face opposition via violence than diplomacy based on builds. Try not to lose your humanity in this world, or else you risk becoming nothing more than murders and raiders yourselves… Edited by NTNP, August 19, 2017, 6:53 pm.
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| Onime No Ryu | August 21, 2017, 6:36 pm Post #18 |
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I'll be your Undertaker this evening
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Now for everyone's favorite part: Looting the bodies! *confetti, recording of kids yelling YAAAAAAAAY!* So obviously Katherine might be able to analyze what's in the chem crate. Unfortunately her mechanics skill doesn't match up to her science skill, and so far it looks like the Enclave Officer Uniform, the Red Keycard, the Vault 101 Security Armor, the Tri Beam Laser Rifle, and the Tesla Cannon are also going to require a lot of repairs before they can be used. The Tesla Armor and Combat Armor are usable, from the looks of it, but in bad shape and likely wouldn't last if we tried to wear them in our next combat scenario. Because they're less damaged we might be able to repair them with whoever has the highest Mechanics check out of the party doing some work on them, but I kinda doubt it. And honestly I'm not real concerned about the Mr. Gutsies, that's take it or leave it in my eyes compared to all the other stuff. Now, we're obviously getting a lot of background info that's meant to make us sympathize with the Enclave. We don't have any idea what this Bradley Hercules thing is, and even Katherine doesn't have a high enough Science Skill to figure it out. This, in addition to the mechanics stuff, makes me think that our long term goal right now should be to head someplace where there are lots of eggheads or some other method of repairing, deciphering, and generally figuring shit out. The only thing is, we pretty much already know we can't trust the NCR at the moment because they shot down the Vertibird. Regardless of whether you think the Enclave is good or bad, or the NCR is full of real-American values and not just a bunch of corrupt wannabe soldiers, the fact is that those two factions are enemies, and if we walk up to the NCR carrying or wearing Enclave gear and let them know we're in possession of valuable Enclave mission data, they're just as likely to kill us or throw us behind bars as they are to offer us their aid. I'm willing to bet the Bradley Hercules holotape is more valuable to them than any of our lives. Outside of the NCR, the only other places I can think of in the current area (New Vegas territory) that would have the tech to decode the BH are Mr. House--who is also an untrustworthy S.O.B--and possibly that Think Tank group from the DLC. The Think Tank are fucking insane, but also seem to be really incompetent, although I haven't actually played the DLC. Then there's the Followers of the Apocalypse, and the Brotherhood of Steel. Personally, I think the Followers are our best bet because they're one of the only factions that isn't super gung-ho about killing people. The Brotherhood of Steel in the Mohave is kinda falling apart, though whether that's the case in this time frame I dunno, but like the NCR they're too opposed to the Enclave to risk it. As for dividing the actual stuff up, I think the submachine guns and mods should obviously go to Alma, considering she'd probably beast up with them with her Guns skill. Since we talked about it earlier, if Grunt will let Yuudai take the Baton and Ripper, Yuudai will trade him the other Fire Axe. Since Yuudai also has a police baton of his own, though, we might be able to split it between the two of us--I could take the Electric mod, and Kaze could take the Heavy Weight Mod. Yuudai and Grunt also both have injured arms, so that kind of requires them to take 2 of the 3 Stimpaks. We could use our own from inventory, but it'd also be best to replace them from the supply afterwards. But if necessary I think we have enough between all of us to split them out so that everyone has at least one, no big deal. Same thing with the food and water and ammo. I dunno where the Laser Weapons and their Mods would be best served, but I'm willing to bet Katherine would make better use of them than any of the others. Either she or Yuudai would also be a good fit for the Explosives, cause even without it being tagged Yuudai's stats give him a pretty decent skill for them. Everything else I honestly think we should shove into a backpack instead of trying to use it--like I said before, it's gonna take someone besides us with a good mechanics skill to get it all in working order. We could also try to scrap what's left of the Vertibird, though. If Grunt or Yuudai can make STR checks to take off metal plates, or especially some of the propellor blades, we might be able to engineer some Vertibird Swords or whatever they were called from them. Katherine might be able to take the terminal with her, or download more relevant data from it. We could probably also just try to take as much material in general (leather from the seats, rubber from the tires) that might come in more handy later when we find a place with some crafting stations. Thoughts? |
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| NTNP | August 21, 2017, 10:24 pm Post #19 |
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Admin
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A few bits of info, if I could. The Brotherhood of Steel and New California Republic are currently in the middle of the aptly named Brotherhood NCR War so they also are experiencing major conflicts among themselves around Novac, Helios One and Goodsprings/Sloan area via the Correctional Facility (NCR) and Hidden Valley (BoS). Additionally, you need to use doctor's bags or medical checks in order to fix injured body parts. We are playing hardcore realism survival mode in this narrative so no fast travel and no stim packs healing everything. Additionally unless you want to begin the next session with penalties to HP each person needs to have food and water they can consume on the road. Lastly once you all divide up everything if you would update your character sheets I would appreciate it. Perhaps Onime might be willing to quickly make an inventory sheet of who has what by the end to help keep track? Otherwise the path you want to take is entirely up to you. I would say that this is a fairly normal take on what an episode is for me in this RP. Around 30 to 50 posts in the end, a little combat and, or puzzle solving like with the exploding vertibird and some plot stuff like what is happening now. Also after each episode I will write up a summary and determine how actions taken have influenced the way the world sees everyone, in particular the Enclave for this episode of example. I hope you guys are enjoying everything. Additionally if anyone, like cough Matt or Ygg might be interested in joining perhaps at the beginning of the next episode would be an ideal option. Edited by NTNP, August 21, 2017, 10:26 pm.
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| Sin | August 21, 2017, 10:48 pm Post #20 |
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Slow and steady...
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Can I do Medical stuff on other characters? |
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| Kazemitsu | August 22, 2017, 4:09 am Post #21 |
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Assassin
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If you want o.o assuming the other person lets ya. Also why medic and doctor bags? Those stopped being a thing in the first three games (1, 2, tactics) if my memory is correct and we seem to be going by fallout 3, NV, and 4. Edited by Kazemitsu, August 22, 2017, 4:12 am.
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| Onime No Ryu | August 22, 2017, 4:46 am Post #22 |
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I'll be your Undertaker this evening
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Doctor's Bags are still a thing in NV at least, and like NTNP said they're important in Survival mode because to heal a crippled limb you either have to use one of them, or use a lot of other healing items and then sleep a lot. And yeah Sin, you can do Medical checks to help heal other characters, but I don't know if you can heal "crippled" limbs with just a check. I also don't know if Medical checks will consume healing items--it might depend on the severity of the wound and difficulty of the check. |
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| NTNP | August 22, 2017, 8:08 am Post #23 |
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Admin
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A high medical check will fix a crppled limb. Otherwise it may do nothing but restore some HP. Or they can be automatically fixed using the corresponding item like a doctor's bag or antitoxin. Mostly this is done to increase the importance of medicine as a skill along with increasing the feeling of survival in the narrative. |
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| NTNP | September 2, 2017, 5:19 am Post #24 |
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Admin
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Yuudai has officially done something purely altruistic in the Wasteland by giving Old Dore a stimpack, in an attempt to make it a better place without the expectation of gaining any reward. This has granted him a bonus in the form of one point of Karma, increasing the way that the world views him. It is a subtle bonus since this is just the first act toward becoming a paragon of good within the world, but if he continues upon this path it might result in him gaining additional perks and bonuses. The flip side of this coin is doing something vile, base and predatory which will reduce a character's Karma by one. Just like the positive route though, by losing Karma you can also gain access to additional bonuses and perks as well. Additionally while most individuals in the Wasteland are remarkably "neutral" overall, those with particularly high or low karma will naturally be drawn toward individuals with the same ethical beliefs granting a natural bonus to diplomacy, and will shun and dislike those on the opposite side of the spectrum. |
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| Onime No Ryu | September 12, 2017, 7:58 pm Post #25 |
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I'll be your Undertaker this evening
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Given recent events I think Kate should get negative Karma. Like, -1000. >:( |
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