Adventures in the Wasteland: Fallout 2D20 PbP

Started by Missy, August 30, 2023, 10:35:34 PM

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Missy


Hello!

So for those who don't know, Modiphius Entertainment released a Fallout tabletop RPG a couple years back and I've been trying to get into a group ever since. I've not had any luck finding a GM on E, so I'm going to have to try my hand myself. I'll confess I'm not terribly experienced with GMing so I'm opting to run a series of shorter adventures over a full scale campaign. for these adventures I have a short series of multiple short adventures I plan on using, actually it's more as if I'm planning on just doing some quests independently of a normal full scale campaign; I feel more confident doing smaller things at the moment.

I'm going to do this as a Play-by-Post game here on E, so there's no need for working out schedule consistency (that's been teh primary reason I haven't been able to get involved in a group actually).

So if you're interested I'm looking for 3~5 players for a series of short adventures in the wasteland.

If you're not familiar with the game I recommend the Free Quickstart Guide from Modiphius' site - of course it's never bad to get the Core Rulebook and support the game PDF version is also available.

Lastly if you need to learn the rules and prefer a presentation Three-Eyes Townie's Learn to Play series is available to you as well.

https://www.youtube.com/watch?v=GtKXiF6lEKw

Rafael


Sparklemuffin

I love everything about Fallout, and am so incredibly interested in this! I do own the book(s) and think I have an ok handle on the system, but not much practical experience. Every game I've been in died out pretty quickly.  :'(

Rafael

Aww yiss. One more player and we can get you some practical experience!

Missy

This is great!

So I think I'll leave this thread open for about 7~10 days to see who all we can pick up, if we ultimately only end up with two players I'm okay with that, I did the math and it turns out 2>0 checks out  ;) .

In the meantime folks feel free to start working up your characters. Given I'm planning on some shorter adventures as opposed to a full scale campaign, go ahead and build level 5 characters and select equipment worth up to 400 caps (remember that's for everything clothes, armor and weapons). Let me know if there's any questions.


shroom

Expressing tentative interest in joining. Familiar with the setting, but not the system. I'll give a look over the provided reading materials and see if I want to make a more serious commitment to joining this.

Sparklemuffin

And 3>2!  :P

Also, level 5, wooo! Anything we should consider for starting location, character background, origins, etc.?

shroom

So, we're starting at level 5 and we get starting equipment plus 400 caps to spend on additional starting equipment, or no starting equipment and we have 400 caps to spend on everything we start with?

The recommended starting equipment for a level 5 character seems to be normal starting equipment plus 700 caps to spend on additional gear up to rarity 2, are we going for a lower general power level?

Missy

Quote from: shroom on September 01, 2023, 03:07:44 PM
So, we're starting at level 5 and we get starting equipment plus 400 caps to spend on additional starting equipment, or no starting equipment and we have 400 caps to spend on everything we start with?

The recommended starting equipment for a level 5 character seems to be normal starting equipment plus 700 caps to spend on additional gear up to rarity 2, are we going for a lower general power level?

Well darn I forgot and overlooked that, yes we should be using the CRB prescribed methedology.

Thanks.

Missy

Quote from: Sparklemuffin on September 01, 2023, 12:47:38 PM
And 3>2!  :P

Also, level 5, wooo! Anything we should consider for starting location, character background, origins, etc.?

I was going to be working within the Commonwealth, you can create your character backstories to be within the commonwealth or recently found their way into the commonwealth with eachother's characters knowing or not knowing eachother as of yet as ya'll please.

I was going to start the first adventure in the Dugout Inn.

Missy

Quote from: Missy on September 01, 2023, 05:45:26 PM
Well darn I forgot and overlooked that, yes we should be using the CRB prescribed methedology.

Thanks.

and just to be clear, that does mean using the starter equipment packs, though you can only also trade those for items of equal value if you like.

shroom

#11
Alright, so I've got three general ideas for a character:

Survivor's guilt: A ghoul with a very high luck stat. They've been living in the wasteland for more years than they've kept track of, and for one reason or another things always seem to go their way. Their luck doesn't seem to extend to those around them however, and most friends they've made have fallen victim to the many dangers of the wasteland while the character themself always escapes miraculously unscathed. They've tried going solo for a while, but the loneliness got to them and they're seeking new companions once again. This time, they're hoping to find some sturdier, more experienced folk who can hopefully hold their own without dying too quickly.

  • This character would be focused on luck, survivability and foraging.

Beast just beneath the surface: A vault dweller whose vault subjected them to some pretty harrowing experiments. In everyday life they appear friendly, sociable and well adjusted, but every once in a while they're overtaken by a brutal blood lust inflicted upon them by whatever dark conditioning they were subjected to in the vault. These periods of violence scare them, and they're hoping to find some good personal connections to help ground themselves and who could stop them from doing anything they'll regret when overtaken by rage.

  • This character would have some social skills, but be focused on melee unarmed combat and raw strength.

Outcast ranger: A survivor and former member of the Minutemen, they were kicked out because of their lone wolf tendencies and general unfriendliness. Someone who prefers to keep their distance both physically in combat and emotionally, they've learned that the only true friend they can always rely on is their trusty and heavily personalized rifle. They had been going it solo for a while, but some jobs are just too big to do by yourself. What very few who have met them have come to realize is that underneath their stony exterior is hidden a heart of gold, and all it would take is the right person to knock down their walls and find the kind, caring person underneath.

  • This character would focus on long range precision combat and awareness, with points into gun modification and maintenance.

What does everyone think? I'm open to feedback and willing to collaborate when it comes to character creation. I've found the right party composition goes a long way in ensuring a fun campaign.

Sparklemuffin

I'm looking at a vault dweller or a former raider. Either way I'm at least taking some of the crafting perks, at least the Armorer one.

Missy


Missy

Okeydokey, so here's a character sheet ya'll can use - if there are any issues or questions please let me know so I can work them out, I think this should be sufficient (if not super pretty, sorry).

Basic
Name:
Player:
Origin:
Level:
XP:
Qualities
Luck Points:
Skills:

Perks and Traits:

Combat
Melee Damage:
Defense:
Initiative:
HP: [current]/[max]
Poison Resistance:
Head: Phys. DR: / En DR: /Rad DR: / HP:
Body: Phys. DR: / En DR: /Rad DR: / HP:
Left Arms: Phys. DR: / En DR: /Rad DR: / HP:
Right Arm: Phys. DR: / En DR: /Rad DR: / HP:
Left Leg: Phys. DR: / En DR: /Rad DR: / HP:
Right Leg: Phys. DR: / En DR: /Rad DR: / HP:
Weapons:














|Name|Skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
Ammo:

  • [quantity]x [calibre]
  • [quantity]x [calibre]
Inventory:

  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
  • [quatity]x[item] - [weight]
Carry Weight: [current total]/[max]
Biography:

[b]Basic[/b]
Name:
Player:
Origin:
Level:
XP:
[b]Qualities[/b]
Luck Points:
Skills:
[list]
[li][/li]
[li][/li]
[/list]
Perks and Traits:
[list]
[li][/li]
[li][/li]
[/list]
[b]Combat[/b]
Melee Damage:
Defense:
Initiative:
HP: [current]/[max]
Poison Resistance:
Head: Phys. DR: / En DR: /Rad DR: / HP:
Body: Phys. DR: / En DR: /Rad DR: / HP:
Left Arms: Phys. DR: / En DR: /Rad DR: / HP:
Right Arm: Phys. DR: / En DR: /Rad DR: / HP:
Left Leg: Phys. DR: / En DR: /Rad DR: / HP:
Right Leg: Phys. DR: / En DR: /Rad DR: / HP:
Weapons:
[table]
[tr]
[td]|[/td][td][b]Name[/b][/td][td]|[/td][td][b]Skill[/b][/td][td]|[/td][td][b]TN[/b][/td][td]|[/td][td][b]Tag[/b][/td][td]|[/td][td][b]Damage[/b][/td][td]|[/td][td][b]Effects[/b][/td][td]|[/td][td][b]Type[/b][/td][td]|[/td][td][b]Rate[/b][/td][td]|[/td][td][b]Range[/b][/td][td]|[/td][td][b]Qualities[/b][/td][td]|[/td][td][b]Ammo[/b][/td][td]|[/td][td][b]Weight[/b][/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[tr]
[td]|[/td][td]Name[/td][td]|[/td][td]skill[/td][td]|[/td][td]TN[/td][td]|[/td][td]Tag[/td][td]|[/td][td]Damage[/td][td]|[/td][td]Effects[/td][td]|[/td][td]Type[/td][td]|[/td][td]Rate[/td][td]|[/td][td]Range[/td][td]|[/td][td]Qualities[/td][td]|[/td][td]Ammo[/td][td]|[/td][td]Weight[/td][td]|[/td]
[/tr]
[/table]
Ammo:
[list]
[li][quantity]x [calibre] [/li]
[li][quantity]x [calibre] [/li]
[/list]
[b]Inventory:[/b]
[list]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[li][quatity]x[item] - [weight][/li]
[/list]
Carry Weight: [current total]/[max]
[b]Biography:[/b]


Two other things:

I have a colonoscopy on Wednesday so if I disappear at any point over the next two days I will be back!

Lastly this is the first time I've taken up the role of GM so I'm not 100% certain I know everythign I need to do it, if I forget or miss anything you need please let me know so I can get onto that. I appreciate it  :-)

Rafael

With the people tossing ideas I'mma toss in my options:

The Cowboy Romantic
This character is one who's going about romanticizing the good old times cowboys. Fast draws, duels. And just about 0 in the terms of feeling of consequences. They're here to have a honorable time, not a long time. Works with both wastelander and vaulter backgrounds, probably slightly more fitting for a vaulter.

Wasteland Doctor
Smart, independent, but with a streak of bad luck. Doc's good heart not doing any favors either. Learned in medicine and basic survival. prolly gonna pick up some other int-based skills. Either Human or a Ghoul.

Tho, I would personally love if we played 3 out of our depth vault-dwellers trying to adjust to the new world around us :D But that'd probably be better for a proper campaign.

Corinthi

We just finished up a short campaign. It’s great. The looting tables need an app to ease the GM’s hassles, but the game itself does Fallout proud.

Missy

Quote from: Corinthi on September 03, 2023, 05:51:41 PM
We just finished up a short campaign. It’s great. The looting tables need an app to ease the GM’s hassles, but the game itself does Fallout proud.

That's cool I've been tryign to get on a campaign, but nothing ever matches my schedule or one time it just didn't work out *sighs* there's somethign about having an alternating weekends work schedule that kinda sucks.

Missy

Quote from: Rafael on September 03, 2023, 05:18:32 PM
With the people tossing ideas I'mma toss in my options:

The Cowboy Romantic
This character is one who's going about romanticizing the good old times cowboys. Fast draws, duels. And just about 0 in the terms of feeling of consequences. They're here to have a honorable time, not a long time. Works with both wastelander and vaulter backgrounds, probably slightly more fitting for a vaulter.

Wasteland Doctor
Smart, independent, but with a streak of bad luck. Doc's good heart not doing any favors either. Learned in medicine and basic survival. prolly gonna pick up some other int-based skills. Either Human or a Ghoul.

Tho, I would personally love if we played 3 out of our depth vault-dwellers trying to adjust to the new world around us :D But that'd probably be better for a proper campaign.

I wanted to try something where it's Vault 111, but multiple survivors, but alas I've struggled to create a campaign aroudn it.

Rafael

Quote from: Missy on September 03, 2023, 08:09:28 PM
I wanted to try something where it's Vault 111, but multiple survivors, but alas I've struggled to create a campaign aroudn it.

Just have the players start, and slap random encounters around. Grand plots are overrated :D

Eventually people start postulating grand conspiracies and voila, you have a plot to build!

Missy

Quote from: Rafael on September 04, 2023, 01:14:00 AM
Just have the players start, and slap random encounters around. Grand plots are overrated :D

Eventually people start postulating grand conspiracies and voila, you have a plot to build!

I'm a little scared to improvise to much before I'm ready - although I tend to do that and find out I owe myself more confidence than I give myself later, so who knows I guess.

In any case at least doing this I'll be able to get my feet wet a little and build some foundational confidence - maybe I'll end up running a campaign after all. (well, maybe, we'll see, one thing at a time and all that)

Rafael

Right, it's a bit of a rush-job. With me having a flight leaving tomorrow morn, and needing to get to bed. And since I won't be back for a week, now you have A character to look at while I'm gone :D

Hope you enjoy:
John Wayne
Basic
Name: John Wayne
Player: Rafael
Origin: Vault Dweller
Level: 5
XP: 1,000
Qualities
Strength   6
Perception   8
Endurance   5
Charisma   7
Intelligence   5
Agility      10
Luck      4
Luck Points: 4
Skills:

  • Barter 4
  • Energy Weapons (tag) 5
  • Lockpick (tag) 5
  • Small Guns (tag) 6
  • Speech (tag) 6
Perks and Traits:

  • Level 1 - Gun Fu 1
  • Level 2 - Gunslinger 1
  • Level 3 - Terrifying Presence 1
  • Level 4 - Quick Draw
  • Level 5 - Dodger 1
Combat
Melee Damage: +0
Defense: 2
Initiative: 18
HP: 13 /13
Poison Resistance: 0
Armor:
Formal outfit with ballistic weave + VT Jumpsuit
Head: Phys. DR: 2 / En DR: 2 /Rad DR: 2 / HP: -
Body: Phys. DR: 2 / En DR: 2 /Rad DR: 2 / HP: -
Left Arms: Phys. DR: 2 / En DR: 2 /Rad DR: 2 / HP: -
Right Arm: Phys. DR: 2 / En DR: 2 /Rad DR: 2 / HP: -
Left Leg: Phys. DR: 2 / En DR: 2 /Rad DR: 2 / HP: -
Right Leg: Phys. DR: 2 / En DR: 2 /Rad DR: 0 / HP: -
Weapons:





|Name|Skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Hardened Reflex .44 Pistol|Small Guns|16|Yes (6)|7D(8D)|Vicious, reroll hit location|Small Gun|1|C|CQ|.44 Magnum|4|
|Short Scoped Calibrated Hunting Rifle|Small Guns|16|Yes (6)|6D|Piercing 1, Vicious|Type|Rate|M|Two-Handed, Accurate|.308 Rifle|11|
|10mm Pistol|Small Guns|16|Yes (6)|4D(5D)|-|Small Gun|2|C|CQ, Reliable|.44 Magnum|4|
Ammo:

  • 12+6D x 10mm - [weight]
  • 6+3D x .308 - [weight]
  • 20 x .44 Magnum
Inventory:

  • 1 x Vault Tec Jumpsuit - 1
  • 1 x Formal Clothing & Hat - 2
  • 4+2D x Bobby Pin - 0
  • 1 x 10 mm pistol - 4
  • 1 x Pip Boy - 0
  • 1 x Switchblade - 1
  • 2 x Stimpack - 0
  • 1 x Vault Tec Canteen - 1
  • 1 x Lockpick Set (-1 diff) - 2
  • 1 x .44 Magnum pistol - 4
  • 1 x Hunting Rifle - 11
Carry Weight: 26/200
Caps 36
Biography:
Born to a family of Cowboy enthusiasts, named after the most famous cowboy(actor) known, John grew to make his parents proud, practicing quickdraw, marksmanship, and ability to talk like a movie cowboy. He even took great care to get himself an appropriate cowboy outfit, with a proper White hat and all to fit the role. When the vault required scouts, Wayne was more than eager to take up and face the wild wild wild west himself. For better or worse. And to do it like the real cowboys did.

Tho, he still hasn't seen a single horse.

shroom

#22
Ok, posting the character sheet for the ghoul. Feedback always welcomed.
Spoiler: Click to Show/Hide

Basic
Name: Louise
Player: Shroom
Origin: Ghoul
Level: 5
XP: 1,000
Qualities
Strength: 4
Perception: 6
Endurance: 6
Charisma: 4
Intellignece: 5
Agility: 5
Luck: 10
Luck Points: 10
Skills:

  • Athletics 1
  • Energy Weapons 5 (tag)
  • Explosives 4 (tag)
  • Medicine 1
  • Melee Weapons 2
  • Pilot 3 (tag)
  • Repair 1
  • Small Guns 2
  • Sneak 2
  • Survival 5 (tag)
Perks and Traits:

  • Necrotic Post-Human
  • Better Criticals
  • Bloody Mess
  • Mysterious Stranger
  • Fortune Finder
  • Ricochet
Combat
Melee Damage: 0
Defense: 1
Initiative: 11
HP: 20/20
Poison Resistance: 0
Armor: Drifter outfit with casual hat, all with ballistic weave - weight 10
Head: Phys. DR: 2/ En DR: 2
Body: Phys. DR: 3/ En DR: 4
Left Arms: Phys. DR: 3/ En DR: 4
Right Arm: Phys. DR: 3/ En DR: 4
Left Leg: Phys. DR: 3/ En DR: 4
Right Leg: Phys. DR: 3/ En DR: 4
Weapons:







|Name|Skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Scoped Boosted Laser Pistol|Energy Weapons|11|Yes (5)|5D|Piercing 1|Energy|1|C|Close Quarters, Accurate|Fusion Cell|5|
|Scoped Boosted Long Laser Rifle|Energy Weapons|11|Yes (5)|5D|Piercing 1|Energy|1|M|Two-Handed, Accurate|Fusion Cell|8|
|Sharp Rolling Pin|Melee Weapon|6|No|4D|Persistent|Physical|-|-|-|-|1|
|Molotov Cocktailx2|Explosive|10|Yes (4)|4D|Persistent|Energy|-|M|Blast, Thrown|-|2|
|Frag Grenadex2|Explosive|10|Yes (4)|6D|-|Physical|-|M|Blast, Thrown|-|<1|
Ammo:

  • 20+10D x Fusion Cell
Inventory:

  • 5 x common scrap - weight 10
  • 2 x purified water - weight <1
  • 1 x iguana on a stick - weight <1
  • 2 x stimpack - weight <1
  • 1 x radio - weight 2
  • 1 x lantern - weight 3
  • 1 x trinket (engraved flip lighter)
  • 1 x  large backpack
Carry Weight: 41/230
Caps: 174
Biography:
Having wandered the wasteland for more years than she cares to count, Louise has always had a knack for not dying. For one reason or another, things just often seemed to go her way. Unfortunately, her luck rarely if ever protected those around her. Time after time, she found herself alone again after miraculously surviving whatever danger had just killed her traveling companions. But no matter how many friends she lost, or how close she was to them, the solo life just wasn't for her. So out she goes into the wasteland once more, hoping that whatever set of wanderers she joins up with next time is a little harder to kill than the last.

Missy

These look like good characters.

I'm fine with waiting a little longer to get started if everyone else is too.

Sparklemuffin

#24
I'm not quite finished since I still have a ways to go on equipment, but here's where I'm at so far.

Muze

Basic
Name: Muze
Player: Sparklemuffin
Origin: Survivor (Mercenary package)
Level: 5
XP: 1000
I'm:
S 6
P 8
E 4
C 4
I 10
A 4
L 6

Qualities
Luck Points: 5/5
Skills:

  • Energy Weapons - Per + 4 = 12
  • Explosives - Per + 5 = 13
  • Medicine - INT + 6 = 16 TAG!
  • Melee - STR + 2 = 8
  • Repair - INT + 5 = 15 TAG!
  • Science - INT + 4 = 14 TAG!
  • Sneak - AGI + 1 = 5
  • Survival - END +2 = 6
Perks and Traits:

  • Swap trait for bonus perk
  • Trait: Gifted, +1 to two Special attributes (Str/Luck); One less luck point.
  • Perk 1st: Armorer 1
  • Bonus: Chemist
  • Perk 2nd: Gun Nut 1
  • Perk 3rd: Demolition Expert
  • Perk 4th: Science 1
  • Perk 5th: Scrapper 1
Combat
Melee Damage:
Defense: 1
Initiative: 12
HP: 14/14
Poison Resistance: 0
Armor:

Combat Helmet, w4 c25, with Shadowed w+1 c+15; Microcarbon w+2 c+15  DR: 6/6/0
Tough Clothing w3 DR 1/1/0
Chest, Sturdy Leather c0 w50, Shadow w+1 c+20, DR: 5/6/0;
L Arm, Sturdy Leather c5 w18, Shadow w+1 c+20, DR: 5/6/0; Stabilized c1 w1
R Arm, Sturdy Leather c5 w18, Shadow w+1 c+20, DR: 5/6/0; Stabilized c1 w1 (when Aim with ranged weapon, add 1D to damage)
L Leg, Sturdy Leather c5 w20, Shadow w+1 c+20, DR: 5/6/0; Muffled c+2
R Leg, Sturdy Leather c5 w20, Shadow w+1 c+20, DR: 5/6/0; Muffled c+2 (may reroll 1d20 on stealth)
Head: Phys. DR: 6 / En DR: 6 /Rad DR: 0 /
Body: Phys. DR: 6/ En DR: 7 /Rad DR: 0 /
Left Arms: Phys. DR: 6 / En DR: 7 /Rad DR: 0 /
Right Arm: Phys. DR: 6 / En DR: 7 /Rad DR: 0 /
Left Leg: Phys. DR: 6 / En DR: 7 /Rad DR: 0 /
Right Leg: Phys. DR: 6 / En DR: 7 /Rad DR: 0 /
Weapons:

Ripper, w6;
- (crafted) curved c+3, w+1; +1D can spend 2 AP to disarm opponent.

Laser pistol w4 (traded starter .44 pistol, 99c, and bat, 25c, for laser pistol, 69c and ripper, 50c.)
- (crafted) Beta wave tuner, c+3, gains Persistent
- (crafted) Improved Barrel, c+14 w+1, +1D
- Sharpshooter's grip, c+10, Piercing 1
- (crafted) Gyro Compensating Lens, c+14 w+1, Fire Rate +1

Laser rifle c69 w4
- (crafted) Photon Exciter, c+10, gains Vicious.
- (crafted) Sniper Barrel, c+14 w+2, +2D, remove close quarters, range +1, fire rate -1
- (crafted) Full stock, c+3 w+1, Piercing 1, 2-handed.
- (crafted) Short scope, c+3 w+1, gains Accurate
- (crafted) Beam Focuser, c+14 w+1; Range +1














|Name|Skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Ripper|Melee Weapons|8|no|5D|Vicious|Physical|-|-|2 AP to disarm|-|7|
|Laser Pistol|Energy Weapons|12|no|5D, +2D w/Aim|Piercing 2, Persistent|Energy|3|C|Close Quarters|Fusion Cells|6|
|Laser Sniper Rifle|Energy Weapons|12|no|6D, +2D w/Aim|Piercing 2, Vicious|Energy|1|L|2-handed, Accurate|Fusion Cells|9|
|Frag Grenade|Explosives|13|no|6D|Vicious|Physical|-|M|Blast, Thrown (M)|-|<1|
|Molotov|Explosivesl|13|no|4D|Vicious, Persistent|Energy|-|M|Blast, Thrown (M)|-|1|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
Ammo:

  • 10 +5D x Fusion Cell
  • 20 x Fusion Cell
Inventory:

  • 1x Large Backpack 60c - (+10xSTR)
  • 1x Laser Pistol 44c - 6
  • 1x Laser Sniper Rifle 113c - 9
  • 1x Ripper 9c - 7
  • 1x Tough clothing - 3
  • 1x First Aid Kit - 4
  • 1x Multitool - 1
  • 1x Lab Coat - 2
  • 1x Combat Helmet 55c - 7
  • 1x Leather Chest 20c - 51
  • 2x Leather Arms 50c - 38
  • 2x Leather Legs 50c - 42
  • 20x Fusion Cells 3c ea. - <1
  • 15x Common Materials 1c ea - 1
  • 4x Uncommon Materials 3c ea - 1
  • 2x Rare Materials 5c ea - 1
  • 1x Stimpack - <1
  • 1x Mentats - <1
  • 5x Crafted Jet 7c ea - <1
  • 5x Crafted Jet Fuel 12c ea - <1
  • 5x Crafted Frag Grenade 11c ea- <1
  • 4x Crafted Molotov 9c ea - 1
  • 0x Crafted Stimpack 21c ea - <1
  • 2x Melon Juice 6c ea - <1
  • 2x Dirty Water 5c ea - <1
  • 2x Razorgrain 5c ea - <1
  • 1x Crafted Noodle Cup 10c ea - <1
  • 1x - 0
  • 1x - 0
  • 1x - 0
  • 1x - 0
  • 1x - 0
Caps: 19 (715 - 696)
Carry Weight: 194/210+60
Biography:
Muze is a strange semi-psychotic genius from somewhere in the New York area, and has spent most of her life running with different raider gangs in the northeast US. She’s not the toughest sort, her personality gets grating after a while, but her usefulness with gear, tech, chems, and medicine helps keep people and guns patched and fighting -- typically with duct tape and super glue, in both cases. Chems help split the difference, turning mere mortals into killing machines!

Muze never seems to take long before she overstays her welcome, though; mostly due to her personality, chem addictions, and tendency to believe every pre-war conspiracy theory is real. From time to time she works with non-raiders -- but they tend to have even less patience for her antics.

EDIT: Updated, and should be complete.

Rafael

Quote from: Missy on September 08, 2023, 06:53:31 PM
These look like good characters.

I'm fine with waiting a little longer to get started if everyone else is too.

Don't mind me. I should be back home by weekend anyway

Missy

Sounds good to me, I'm basically ready as soon as everyone's characters are.

I just have one question I want to pose to you guys since I'm kind of unsure of. I'm trying to sort out which of the play by post boards to use here, it's the only thing keeping me from creating the threads for the game already. You lot mind if I pick your brains for your opinions on where our game belongs???

Rafael

Quote from: Missy on September 16, 2023, 09:49:11 PM
Sounds good to me, I'm basically ready as soon as everyone's characters are.

I just have one question I want to pose to you guys since I'm kind of unsure of. I'm trying to sort out which of the play by post boards to use here, it's the only thing keeping me from creating the threads for the game already. You lot mind if I pick your brains for your opinions on where our game belongs???

Go for it.  Its a dialogue after all

shroom

I'm generally getting the vibes that this will be a light humans type of game, unless I've misinterpreted the situation.

MetroFallout

Quick question, do you guys have room for one more?

Missy


MetroFallout

Quote from: Missy on September 18, 2023, 09:52:43 AM
I would be happy for a fourth

Great, may I DM you on E or on Discord to discuss joining?

Missy


MetroFallout


Missy

Quote from: shroom on September 17, 2023, 10:31:36 PM
I'm generally getting the vibes that this will be a light humans type of game, unless I've misinterpreted the situation.

yeah that would be my first guess, I mean ghouls and Supers probably count as close enough to human right?

Then I start thinking what if we have a mission involving slaves and slavery? Either liberating or capturing (I mean you can be bad guys if ya'll want you monsters). I'm not really sure if I'm overthinking it or not at this point.

We could just use the non-adult sandbox, but I have no idea if you guys wanted your characters to get naughty or not and it makes no difference to me either way.

shroom

Seems like you might be overthinking it at this point. Ghouls and supers as far as I can tell do fall under the human tag, as it seems to be more about humanoid that specifically "humans".

I generally don't get the vibe that the moderators are hard-asses when it comes to categorization so worst comes to worst you probably just get contacted by someone and things get moved over to a different section. You can always check the "Group Games on Elliquiy" pin if you want to double check the rules.

Not speaking for the other players obviously, but I don't have specific intent to be the bad guys or to get consistently or elaborately naughty.

MetroFallout

#36
I'll post a WIP here for now and work on it in Google Docs, updating the post here as I go each day.

Saul Davidson

Basic
Name: Saul “Preacher" Davidson
Player: MetroFallout
Origin: Survivor (Mercenary Package, lorewise formerly New Canaanite Desert Ranger)
Level: 5
XP: 1000
Qualities
Strength 5
Perception 7
Endurance 5
Charisma 5
Intelligence 7
Agility 7
Luck 6
Luck Points: 5/5
Skills:

  • Small Guns Agi+6-> 13(tagged)
  • Energy Weapons Per+6 -> 13(tagged)
  • Repair Int+4 -> 11(tagged)
  • Sneak Agi+2 -> 9
  • Unarmed Str+2 -> 7
  • Melee Weapons Str+2 -> 7
  • Lockpicking Per+1 -> 8
  • Science Int+1 -> 8
  • Medicine Int+1 -> 8
  • Survival End+2 -> 8

Perks and Traits:

  • Level 1: Gifted
  • Level 1: Action Boy
  • Level 1: Awareness
  • Level 2: Science! 1
  • Level 3: Gunslinger 1
  • Level 4: Gun Nut 1
  • Level 5: Armorer 1
Combat
Melee Damage: 0
Defense: 1
Initiative: 14 (unmodified)
HP: 14/14
Poison Resistance:
Head: Phys. DR: 3/ En DR: 3/Rad DR: / HP:
Body: Phys. DR: 4/ En DR: 4/Rad DR: / HP:
Left Arms: Phys. DR: 5/ En DR: 6/Rad DR: / HP:
Right Arm: Phys. DR: 5/ En DR: 6/Rad DR: / HP:
Left Leg: Phys. DR: 5/ En DR: 6/Rad DR: / HP:
Right Leg: Phys. DR: 5/ En DR: 6/Rad DR: / HP:
Weapons:







|Name|Skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Quick Sharpshooter’s New Canaanite .45 Auto Pistol “Absolution”|Small Guns|13|Yes (6)|4D|Piercing 1|Physical|2|Close|Close Quarters,Concealed, Reliable|.45|4|
|Tactical Powerful Quick Sharpshooter’s New Canaanite .45 Auto Pistol “Judgement”|Small Guns|13|Yes (6)|6D|Piercing 1|Physical|2|Close|Close Quarters, Reliable|.45|5|
| *6-Crank Sharpshooter’s Focused Recharger Revolver “Red Glint”|Energy Weapons|13|Yes (6)|2D|Piercing 2|Energy|0|Close|Close Quarters, *6-Crank, +1 Range Step |**MicroFusion Breeder|7|
|Combat Knife|Melee weapons|7|No|3D|Piercing 1|Physical|N/A|N/A|-|-|1|
|Machete|Melee weapons|7|No|3D|Piercing 1|Physical|N/A|N/A|-|-|2|


*Recharger Revolver is essentially a one-handed Laser Musket that uses the same capacitor modification system and attack mechanics. It comes fully featured with a Six-Crank Capacitor that is under manufacturer lock for higher capacitor-load modes of fire which would require the Science! perk to access. (mechanically-speaking, this means that it comes with the Six-Crank mod physically attached with the accompanying weight, the Science! perk is used to “modify” the weapon to access additional crank levels as per Laser Musket crank section). Can consume additional shots per attack for +1D per additional shot consumed (current crank maximum is 4).

**Does not require ammo and instead automatically generates one shot per two combat rounds. Can store a maximum of six shots.

Ammo:

  • 10+5D and 6+3D x .45
  • ∞x **Microfusion Breeder
Inventory:

  • 1 x Ballistic Weave Mk II Tough Clothing (Desert Ranger Underarmour) - 3
  • 1 x Shadowed Padded Combat Chest Piece (Desert Ranger Armour) - 13
  • 1 x Shadowed Combat Helmet (Desert Ranger Helmet) - 5
  • 2 x Shadowed Sturdy Leather Arm (Desert Ranger Bracers)- 12
  • 2 x Shadowed Sturdy Leather Leg (Desert Ranger Greaves) - 12
  • 1 x Gas mask (Desert Ranger Mask) - 3
  • 1 x “Absolution” - 4
  • 1 x “Judgement” - 5
  • 1 x “Red Glint” - 7
  • 1 x Combat Knife - 1
  • 1 x Machete - 2
  • 1 x Multitool - 1
  • 15 x Caps - N/A
  • 1 x Settlement Job Note - N/A
  • 1 x Backpack -Large - N/A
  • [quantity]x[item] - [weight]
Carry Weight: [current total]/[max]
Biography:

Born in New Canaan in the year 2232, Saul Davidson was a younger peer of New Canaan’s most infamous son, Joshua Graham. Having trained with and under the would-be Malpais Legate, Saul proved to be a quick, if flawed understudy for his youthful impatience and tendency for glory-seeking.

When Graham left for his missionary work, Saul continued to train on, champing at the bit, until he was given the permission to perform his own missionary work and leave the relative safety of New Canaan.

When he was finally able to head out into the world to spread the Good Word, the world really did a number on his faith. In the years that would go by, all that he had seen and experienced had left him a man wandering out of momentum rather than zealous faith in trying to save those he could convert.

In that time, he began to see himself as less of a missionary who was armed for self-protection and more as a wandering gun-for-hire who happened to speak the Good Word and do his level-best in setting a good example for those he tries to convert.

As he traveled further, stories had emerged of the nascent Legion and their terrifying Legate. At first, he couldn't believe the stories that were being told about both the Legion and of Joshua Graham whom he looked up to. He had to see for himself, just to know if there was any truth at all to what was being said.

Traveling deeper into the Legion's rapidly growing territory, Saul bore witness to the barbarity that was being committed by the Legion and was shocked that someone of his Tribe would preside over these acts. He had seen enough and sought an audience with the Legate, knowing that Graham would remember his tribe and perhaps even him despite it having been over a decade since they had last met.

He thought to himself that surely the decisions made on this level were not made by Graham personally and were just things done without him knowing or that he had privately disavowed of but couldn't voice out publicly without putting himself at risk. Unfortunately, when he did gain an audience with Graham who not only remembered him but remembered him fondly enough to ask him to join the Legion as a Centurion, Saul discovered that the brutality was a joint order that both he and Caesar ordered and endorsed. Worse than that, Graham had believed in that time that what he was doing was God's Will. Subjecting the various Gentiles to the Legion's treatment was somehow God's way of "civilizing” the tribes and punishing the sinners.

The crucifixions, slavery, genocide and unabated slaughter of any and all dissenters was something that he could not abide by. While he was promised relatively safe passage from Legion territory out of remembrance of their shared heritage when Saul had asked, politely, to leave after he had declined Graham's offer in favor of heading home to New Canaan where he thought he was needed more, he could tell that the Legionaries under Graham saw his rejection as disrespect and that they were going to kill him out of fanatic loyalty to their Legate.

As Saul had expected, the Legionaries ambushed him on the way back to New Canaan and captured him despite heavy resistance in order to present him to Graham with a laundry list of faked crimes that he had supposedly committed while still in Legion territory and the corroborating falsified evidence they had found. Opinion of Graham fell to a rock-bottom when he chose to believe the Legion over his own accusations that he was being framed and Saul was resigned to his fate of execution by crucifixion at a camp near the Colorado River.

Thankfully, the site of his execution was a Legion camp that the Desert Rangers had been keeping tabs on for a while and when they saw a new batch of victims who were to be crucified along with the Malpais Legate himself, they sprang an ambush and attempted to kill Graham, forcing the Legion into a retreat from the camp.

Upon rescue and after some reflection once the adrenaline wore off, Saul could not believe that the man he saw as his kin and that he had so respected in his youth would fall so low as to order his execution despite his innocence and call it the Will of God. It forced him to start re-evaluating his views on his faith.

When the Desert Rangers offered him a choice to stay and train with them upon learning that he could fight or to drop him off at the nearest settlement, he took them up on their offer.

With his existing skill set, Saul fit right in with the Desert Rangers and he earned a callsign soon enough for use on Ranger Radio soon enough: Preacher.

As a Desert Ranger, he found a second home in their ranks and in quiet moments found the time and space to reflect on how Graham managed to fall as much and as far as he had. Re-examining New Canaanite doctrines and Old World Mormon tenets with fresh and more objective eyes on the back of Graham's words, he found the answer he was looking for.

Off the back of his reflection, Saul reaffirmed his love for his home community and belief in God while also soundly rejecting the parts of his upbringing that he found to be utterly reprehensible and easily corruptible by the hearts of man. The proselytizing words of New Canaan's religious leadership rubbed him the wrong way but he kept quiet and minded his own business for the most part. He figured that as long as they stayed far away from the extremes that Graham fell into, he would have no real complaints.

Unfortunately, as fate would have it, Caesar's Legion was expanding West and looking to cross their Rubicon in the form of the Colorado River. Try as they might, the Desert Rangers didn't have the numbers to fight the Legion on their own and needed help to keep the existential threat the Legion posed to the various communities West of the Colorado River contained.

In 2271, the Desert Rangers signed a Treaty in which they were to be incorporated into the NCR Rangers in exchange for the numbers to help protect Nevada and the rest of the Wasteland to the West of the Colorado River. While not all Desert Rangers were onboard with the idea of joining the NCR, most found the arrangement to be the better option than fighting until the Desert Rangers were destroyed as an organization, leaving the Wasteland undefended.

Some of the Rangers like Saul preferred to be independent and parted ways with their peers with varying degrees of civility. On Saul's part, he remained on good terms with those who joined the NCR and found himself some steady work as an extra gun on operations in the ten years since the signing of the Treaty, he was even entrusted with protecting the NCR soldiers and Rangers who were wounded in action, covering their evacuation during the 1st Battle for Hoover Dam in 2277 as an escort.

As a way to thank him for saving his life; one of the Ghoul NCR Ranger Veterans, who raided the Poseidon Energy Oil Rig in 2242 with The Chosen One, gave him one of his most treasured possessions, a pre-war laser recharger revolver taken from a surrendered Enclave Officer that he'd taken to name the “Red Glint”.

After the 1st Battle for Hoover Dam, Saul headed home to New Canaan and occasionally ran patrols along the Colorado to keep an eye on the Legion. It was during these patrols that he would have learned of Graham's execution at the hands of Caesar and his subsequent survival as “The Burned Man”.

This news unsettled Saul as he knew that Graham's survival would not be taken lightly by Caesar. Sure enough, upon Graham's return to New Canaan as the prodigal son who had seen the error of his ways and trying to make amends, New Canaan's fate was sealed as Caesar marked his home for destruction.




Missy

Quote from: shroom on September 19, 2023, 07:52:48 PM
Seems like you might be overthinking it at this point. Ghouls and supers as far as I can tell do fall under the human tag, as it seems to be more about humanoid that specifically "humans".

I generally don't get the vibe that the moderators are hard-asses when it comes to categorization so worst comes to worst you probably just get contacted by someone and things get moved over to a different section. You can always check the "Group Games on Elliquiy" pin if you want to double check the rules.

Not speaking for the other players obviously, but I don't have specific intent to be the bad guys or to get consistently or elaborately naughty.

thanks, and all of you for your patience with me here, I admit I feel a little nervous with this being my first time trying my hand at this.

Missy

Quote from: MetroFallout on September 20, 2023, 09:40:45 AM
I'll post a WIP here for now and work on it in Google Docs, updating the post here as I go each day.

Saul Davidson

Basic
Name: Saul Davidson
Player: MetroFallout
Origin: Survivor (Mercenary Package, lorewise formerly New Canaanite Desert Ranger)
Level: 5
XP:1000
Qualities
Strength 5
Perception 7
Endurance 5
Charisma 4
Intelligence 7
Agility 7
Luck 5
Luck Points:
Skills:

Perks and Traits:

  • Awareness
Combat
Melee Damage:
Defense:
Initiative:
HP: [current]/[max]
Poison Resistance:
Head: Phys. DR: / En DR: /Rad DR: / HP:
Body: Phys. DR: / En DR: /Rad DR: / HP:
Left Arms: Phys. DR: / En DR: /Rad DR: / HP:
Right Arm: Phys. DR: / En DR: /Rad DR: / HP:
Left Leg: Phys. DR: / En DR: /Rad DR: / HP:
Right Leg: Phys. DR: / En DR: /Rad DR: / HP:
Weapons:














|Name|Skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Name|skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
Ammo:

  • [quantity]x [calibre]
  • [quantity]x [calibre]
Inventory:

  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
  • [quantity]x[item] - [weight]
Carry Weight: [current total]/[max]
Biography:


Okay, but once again I don't feel quite ready to do homebrew items yet, so I just need to ask to work with the vanilla stuff from the CRB for now please.

Missy

Okeydokey, threads are up.

Please go ahead and post your character sheets in the character sheet thread

MetroFallout

Let me know what you guys think of Saul so far regarding his backstory. He's still not done yet.

shroom

#41
Hah, looks like the vault dweller will be the only one with a charisma above 4. Not the most sociable group of misfits I guess.

Cool looking backstory, should be fun to play alongside. Doesn't look like you have much yet other than stats and backstory, if you're looking for what skills to put points into then the current cast doesn't seem to have anyone great at Athletics, Big Guns, Melee Weapons, Sneak, Throwing or Unarmed from what I can tell. But feel free to just pick whatever fits your character best as well. Looking forwards to seeing what you decide on!

MetroFallout

Quote from: shroom on September 21, 2023, 04:48:16 PM
Hah, looks like the vault dweller will be the only one with a charisma above 4. Not the most sociable group of misfits I guess.

Cool looking backstory, should be fun to play alongside. Doesn't look like you have much yet other than stats and backstory, if you're looking for what skills to put points into then the current cast doesn't seem to have anyone great at Athletics, Big Guns, Melee Weapons, Sneak, Throwing or Unarmed from what I can tell. But feel free to just pick whatever fits your character best as well. Looking forwards to seeing what you decide on!

As a Desert Ranger, I think Sneak would be relatively high on the list of skills. I'm definitely thinking about tagging small guns, energy weapons and repair though.

MetroFallout


Missy

Okay guys, so I'm off work this weekend and I would like to get things started then so please have your characters ready by Friday.

Missy

Quote from: MetroFallout on September 20, 2023, 09:40:45 AM
I'll post a WIP here for now and work on it in Google Docs, updating the post here as I go each day.

Saul Davidson

Basic
Name: Saul “Preacher" Davidson
Player: MetroFallout
Origin: Survivor (Mercenary Package, lorewise formerly New Canaanite Desert Ranger)
Level: 5
XP: 1000
Qualities
Strength 5
Perception 7
Endurance 5
Charisma 5
Intelligence 7
Agility 7
Luck 6
Luck Points: 5/5
Skills:

  • Small Guns Agi+6-> 13(tagged)
  • Energy Weapons Per+6 -> 13(tagged)
  • Repair Int+4 -> 11(tagged)
  • Sneak Agi+2 -> 9
  • Unarmed Str+2 -> 7
  • Melee Weapons Str+2 -> 7
  • Lockpicking Per+1 -> 8
  • Science Int+1 -> 8
  • Medicine Int+1 -> 8
  • Survival End+2 -> 8

Perks and Traits:

  • Level 1: Gifted
  • Level 1: Action Boy
  • Level 1: Awareness
  • Level 2: Science! 1
  • Level 3: Gunslinger 1
  • Level 4: Gun Nut 1
  • Level 5: Armorer 1
Combat
Melee Damage: 0
Defense: 1
Initiative: 14 (unmodified)
HP: 14/14
Poison Resistance:
Head: Phys. DR: 3/ En DR: 3/Rad DR: / HP:
Body: Phys. DR: 4/ En DR: 4/Rad DR: / HP:
Left Arms: Phys. DR: 5/ En DR: 6/Rad DR: / HP:
Right Arm: Phys. DR: 5/ En DR: 6/Rad DR: / HP:
Left Leg: Phys. DR: 5/ En DR: 6/Rad DR: / HP:
Right Leg: Phys. DR: 5/ En DR: 6/Rad DR: / HP:
Weapons:







|Name|Skill|TN|Tag|Damage|Effects|Type|Rate|Range|Qualities|Ammo|Weight|
|Quick Sharpshooter’s New Canaanite .45 Auto Pistol “Absolution”|Small Guns|13|Yes (6)|4D|Piercing 1|Physical|2|Close|Close Quarters,Concealed, Reliable|.45|4|
|Tactical Powerful Quick Sharpshooter’s New Canaanite .45 Auto Pistol “Judgement”|Small Guns|13|Yes (6)|6D|Piercing 1|Physical|2|Close|Close Quarters, Reliable|.45|5|
| *6-Crank Sharpshooter’s Focused Recharger Revolver “Red Glint”|Energy Weapons|13|Yes (6)|2D|Piercing 2|Energy|0|Close|Close Quarters, *6-Crank, +1 Range Step |**MicroFusion Breeder|7|
|Combat Knife|Melee weapons|7|No|3D|Piercing 1|Physical|N/A|N/A|-|-|1|
|Machete|Melee weapons|7|No|3D|Piercing 1|Physical|N/A|N/A|-|-|2|


*Recharger Revolver is essentially a one-handed Laser Musket that uses the same capacitor modification system and attack mechanics. It comes fully featured with a Six-Crank Capacitor that is under manufacturer lock for higher capacitor-load modes of fire which would require the Science! perk to access. (mechanically-speaking, this means that it comes with the Six-Crank mod physically attached with the accompanying weight, the Science! perk is used to “modify” the weapon to access additional crank levels as per Laser Musket crank section). Can consume additional shots per attack for +1D per additional shot consumed (current crank maximum is 4).

**Does not require ammo and instead automatically generates one shot per two combat rounds. Can store a maximum of six shots.

Ammo:

  • 10+5D and 6+3D x .45
  • ∞x **Microfusion Breeder
Inventory:

  • 1 x Ballistic Weave Mk II Tough Clothing (Desert Ranger Underarmour) - 3
  • 1 x Shadowed Padded Combat Chest Piece (Desert Ranger Armour) - 13
  • 1 x Shadowed Combat Helmet (Desert Ranger Helmet) - 5
  • 2 x Shadowed Sturdy Leather Arm (Desert Ranger Bracers)- 12
  • 2 x Shadowed Sturdy Leather Leg (Desert Ranger Greaves) - 12
  • 1 x Gas mask (Desert Ranger Mask) - 3
  • 1 x “Absolution” - 4
  • 1 x “Judgement” - 5
  • 1 x “Red Glint” - 7
  • 1 x Combat Knife - 1
  • 1 x Machete - 2
  • 1 x Multitool - 1
  • 15 x Caps - N/A
  • 1 x Settlement Job Note - N/A
  • 1 x Backpack -Large - N/A
  • [quantity]x[item] - [weight]
Carry Weight: [current total]/[max]
Biography:

Born in New Canaan in the year 2232, Saul Davidson was a younger peer of New Canaan’s most infamous son, Joshua Graham. Having trained with and under the would-be Malpais Legate, Saul proved to be a quick, if flawed understudy for his youthful impatience and tendency for glory-seeking.

When Graham left for his missionary work, Saul continued to train on, champing at the bit, until he was given the permission to perform his own missionary work and leave the relative safety of New Canaan.

When he was finally able to head out into the world to spread the Good Word, the world really did a number on his faith. In the years that would go by, all that he had seen and experienced had left him a man wandering out of momentum rather than zealous faith in trying to save those he could convert.

In that time, he began to see himself as less of a missionary who was armed for self-protection and more as a wandering gun-for-hire who happened to speak the Good Word and do his level-best in setting a good example for those he tries to convert.

As he traveled further, stories had emerged of the nascent Legion and their terrifying Legate. At first, he couldn't believe the stories that were being told about both the Legion and of Joshua Graham whom he looked up to. He had to see for himself, just to know if there was any truth at all to what was being said.

Traveling deeper into the Legion's rapidly growing territory, Saul bore witness to the barbarity that was being committed by the Legion and was shocked that someone of his Tribe would preside over these acts. He had seen enough and sought an audience with the Legate, knowing that Graham would remember his tribe and perhaps even him despite it having been over a decade since they had last met.

He thought to himself that surely the decisions made on this level were not made by Graham personally and were just things done without him knowing or that he had privately disavowed of but couldn't voice out publicly without putting himself at risk. Unfortunately, when he did gain an audience with Graham who not only remembered him but remembered him fondly enough to ask him to join the Legion as a Centurion, Saul discovered that the brutality was a joint order that both he and Caesar ordered and endorsed. Worse than that, Graham had believed in that time that what he was doing was God's Will. Subjecting the various Gentiles to the Legion's treatment was somehow God's way of "civilizing” the tribes and punishing the sinners.

The crucifixions, slavery, genocide and unabated slaughter of any and all dissenters was something that he could not abide by. While he was promised relatively safe passage from Legion territory out of remembrance of their shared heritage when Saul had asked, politely, to leave after he had declined Graham's offer in favor of heading home to New Canaan where he thought he was needed more, he could tell that the Legionaries under Graham saw his rejection as disrespect and that they were going to kill him out of fanatic loyalty to their Legate.

As Saul had expected, the Legionaries ambushed him on the way back to New Canaan and captured him despite heavy resistance in order to present him to Graham with a laundry list of faked crimes that he had supposedly committed while still in Legion territory and the corroborating falsified evidence they had found. Opinion of Graham fell to a rock-bottom when he chose to believe the Legion over his own accusations that he was being framed and Saul was resigned to his fate of execution by crucifixion at a camp near the Colorado River.

Thankfully, the site of his execution was a Legion camp that the Desert Rangers had been keeping tabs on for a while and when they saw a new batch of victims who were to be crucified along with the Malpais Legate himself, they sprang an ambush and attempted to kill Graham, forcing the Legion into a retreat from the camp.

Upon rescue and after some reflection once the adrenaline wore off, Saul could not believe that the man he saw as his kin and that he had so respected in his youth would fall so low as to order his execution despite his innocence and call it the Will of God. It forced him to start re-evaluating his views on his faith.

When the Desert Rangers offered him a choice to stay and train with them upon learning that he could fight or to drop him off at the nearest settlement, he took them up on their offer.

With his existing skill set, Saul fit right in with the Desert Rangers and he earned a callsign soon enough for use on Ranger Radio soon enough: Preacher.

As a Desert Ranger, he found a second home in their ranks and in quiet moments found the time and space to reflect on how Graham managed to fall as much and as far as he had. Re-examining New Canaanite doctrines and Old World Mormon tenets with fresh and more objective eyes on the back of Graham's words, he found the answer he was looking for.

Off the back of his reflection, Saul reaffirmed his love for his home community and belief in God while also soundly rejecting the parts of his upbringing that he found to be utterly reprehensible and easily corruptible by the hearts of man. The proselytizing words of New Canaan's religious leadership rubbed him the wrong way but he kept quiet and minded his own business for the most part. He figured that as long as they stayed far away from the extremes that Graham fell into, he would have no real complaints.

Unfortunately, as fate would have it, Caesar's Legion was expanding West and looking to cross their Rubicon in the form of the Colorado River. Try as they might, the Desert Rangers didn't have the numbers to fight the Legion on their own and needed help to keep the existential threat the Legion posed to the various communities West of the Colorado River contained.

In 2271, the Desert Rangers signed a Treaty in which they were to be incorporated into the NCR Rangers in exchange for the numbers to help protect Nevada and the rest of the Wasteland to the West of the Colorado River. While not all Desert Rangers were onboard with the idea of joining the NCR, most found the arrangement to be the better option than fighting until the Desert Rangers were destroyed as an organization, leaving the Wasteland undefended.

Some of the Rangers like Saul preferred to be independent and parted ways with their peers with varying degrees of civility. On Saul's part, he remained on good terms with those who joined the NCR and found himself some steady work as an extra gun on operations in the ten years since the signing of the Treaty, he was even entrusted with protecting the NCR soldiers and Rangers who were wounded in action, covering their evacuation during the 1st Battle for Hoover Dam in 2277 as an escort.

As a way to thank him for saving his life; one of the Ghoul NCR Ranger Veterans, who raided the Poseidon Energy Oil Rig in 2242 with The Chosen One, gave him one of his most treasured possessions, a pre-war laser recharger revolver taken from a surrendered Enclave Officer that he'd taken to name the “Red Glint”.

After the 1st Battle for Hoover Dam, Saul headed home to New Canaan and occasionally ran patrols along the Colorado to keep an eye on the Legion. It was during these patrols that he would have learned of Graham's execution at the hands of Caesar and his subsequent survival as “The Burned Man”.

This news unsettled Saul as he knew that Graham's survival would not be taken lightly by Caesar. Sure enough, upon Graham's return to New Canaan as the prodigal son who had seen the error of his ways and trying to make amends, New Canaan's fate was sealed as Caesar marked his home for destruction.




Please go ahead and post him in the character sheets.

I'll go ahead and allow the homebrew for now, but I might ask for some changes down the line if I feel it needs a rebalance.

MetroFallout

Quote from: Missy on September 29, 2023, 07:19:49 PM
Please go ahead and post him in the character sheets.

I'll go ahead and allow the homebrew for now, but I might ask for some changes down the line if I feel it needs a rebalance.

Lore's not quite complete but he's ready to be played. I'll go post him now.

GloomCookie

I'm curious about the system but I don't have a lot of time to write anymore, so I don't know if I should apply or not.
My DeviantArt

Ons and Offs Updated 9 October 2022

Missy

Quote from: GloomCookie on September 29, 2023, 09:38:54 PM
I'm curious about the system but I don't have a lot of time to write anymore, so I don't know if I should apply or not.

I'm aiming for a moderate pace for this game, if it doesn't work out for you that's fine. Of course you can always create a character and join in later if you feel up to it. Feel free to Spectate.