Wanted: Bounty Hunters (Filled)

Started by MetroFallout, January 18, 2020, 11:11:12 AM

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MetroFallout



Now that I've got your attention, this is a group RP based on the Fallout universe with an original plot that takes inspiration from The Mandalorian. Think of this as a heavily modified total conversion playthrough with cherry-picked mechanics that will remain friendly to established lore in terms of how it'd play.

Plot: The Mojave Wasteland is a lawless frontier in the wake of the first battle for Hoover Dam between the New California Republic and Caesar's Legion. Roving gangs and criminal syndicates have started appearing in droves due to the increased presence of arms in the territory and the sudden settling into an uneasy cold war after the Legion defeat at Hoover Dam between the two major power blocs.

Meeting force with force, bounty hunting firms have risen up to try to maintain a semblance of order, offering rewards to those with the gumption to pursue bounties. After a while, the major firms coalesced into a guild to consolidate the manpower and coordinate with local law enforcement authorities in various towns and the NCR.

You are a bounty hunter. That much is known. How much experience you have, what your background is... that is up to you.

Recently, the Guildmaster had received a very unusual bounty request and had been mulling over how to present the request to those that he feels would be able to take on the bounty in question. Sparse in details, rich in mystery and reward, what could the bounty be?

Erotic content ratio: 70-80% plot expected, potentially even more plot.

Characters: I have no real preference regarding what sort of character a prospective player plays as long as it makes sense and is interesting. If you would like to play a non-bounty hunter character, please do take note that their inclusion in the story has to make sense. With regards to pairings that involve my Mandalorian stand-in though, I would like to keep to my on/offs. Also, I would like to keep the set a limit of perhaps... four characters, give or take one, for now.

Character template:

Name:

Age: (use 2278 as a reference point)

Birthdate:

Species type: (biological, synthetic, robotic, mutated)

Species:

Height:

Weight:

Description of Appearance:

Faceclaim (optional):

S.P.E.C.I.A.L: (strength, perception, endurance, charisma, intelligence, agility and luck stats from 1-10, can be boosted beyond 10 by power armor, drugs, equipment and physiology) 

Skills: (denote which skills are tagged with a {t}, calculated using the Fallout New Vegas system)

Perks:

Attire/Clothing style (non-combat, optional):

Armour:

Weapons:

Combat gear:

General Inventory:

Carry Weight:

Special Belongings (optional):

Background / History:

Note for stats, skills, perks and inventory weight: Stats, skills and perks will have a role in the story in terms of what your character will be able to achieve without help on their own, inventory weight can be ball-parked.

TerribleTira

So uh... what genre is this? I could see bounty hunters across a slew of settings.

MetroFallout

Quote from: TerribleTira on January 18, 2020, 04:21:56 PM
So uh... what genre is this? I could see bounty hunters across a slew of settings.

It's a WIP that I posted before sleeping. Give me a bit to put the details in.

icecradle

interested and loitering for the moment (because Fallout=Life)
AA // OO // Requests

MetroFallout

Quote from: icecradle on January 19, 2020, 08:46:09 AM
interested and loitering for the moment (because Fallout=Life)

Do you happen to be on E's Discord? If you're interested in talking about details, I can answer questions in a more direct way via DMs.

JFD99


Levi

A Working Progress.             Posting responses are: Slow.    Updated

MetroFallout

Quote from: Levi on January 21, 2020, 12:28:10 PM
I'm interested
Thanks for your interest, I am still working on details for this RP.

MetroFallout

Quote from: JFD99 on January 21, 2020, 11:36:55 AM
Also curious about this one :)

If you're on E's Discord, you can reach out to me via DMs if you have any questions.

MetroFallout

#9
Skill list:

Barter (Proficiency at trading and haggling. Also used to negotiate better quest rewards or occasionally as a bribe-like alternative to Speech.)
Energy Weapons (Proficiency at using energy-based weapons.)
Explosives (Proficiency at using explosive weaponry, disarming mines, and crafting explosives.)
Guns (Proficiency at using weapons that fire standard ammunition.)
Lockpick (Proficiency at picking locks.)
Medicine (Proficiency at using medical tools, drugs, and for crafting Doctor's Bags.)
Melee Weapons (Proficiency at using melee weapons and crafting melee weapons)
Repair (Proficiency at repairing items and crafting items and ammunition.)
Science (Proficiency at hacking terminals, recycling energy ammunition at workbenches, crafting chems, and many dialog checks.)
Sneak (Proficiency at remaining undetected and stealing.)
Speech (Proficiency at persuading others. Also used to negotiate for better quest rewards and to talk your way out of combat, convincing people to give up vital information and succeeding in multiple speech checks.)
Survival (Proficiency at cooking, making poisons, and crafting "natural" equipment and consumables. Also yields increased benefits from food.)
Unarmed (Proficiency at hand-to-hand fighting.)

Skills cap out at 100

Certain perks and traits are omitted due to the nature of the RP. Perks that affect hitpoints, critical hits, damage as well as weapon range (for thrown weapons) will be omitted from the list. Action points will govern hits on enemies (1 AP for a normal hit, 2 AP for a critical hit), movement in combat (for closing in or for retreat), retrieval of inventory items during combat (1 AP to browse inventory, 2 AP to retrieve one item at a time, 1 AP to reload) as well as automatic success in performing tasks in combat as long as the skill/material requirements are met. Amount of action points a character has is governed by the Fallout 1 and 2 formula of 5+(agility/2) plus whatever perks they have that increases their AP. Perk acquisition rate is 1 per 2 levels and level cap is 50. Perks can be acquired without level restrictions. You can choose up to 2 traits when making your character. The amount of PC companions you can get is determined by your half of your charisma score rounded down. Players can add their own perks alongside the ones listed on a case-by-case basis.

Traits

Bruiser (+2 Strength, -2 AP)

Gifted (+1 to all SPECIAL stats, 5 less skill points per level up)

Jinxed (more chances of failure both around you and more failures for you)

Logan’s Loophole (chems last twice as long and addiction rate is reduced to zero, level cap reduced to 30)

Night Person (+1 intelligence and +1 perception between 6pm and 6am, -1 intelligence and -1 perception between 6am and 6pm)

Skilled (+5 skill points, one perk every 2 levels)

Small Frame (+ 1 agility, carry weight=150+[strengthx5])

Wild Wasteland (adds ‘wacky’ content and modifies existing encounters, prevents access to some ‘sane’ content)

Perks

Action Boy/Girl (5 agility required, 3 perk ranks, +1 AP per rank)

Animal Friend (6 charisma, 45 survival required, 2 perk ranks, 1st rank animals will not attack unless attacked first, 2nd rank animals will assist you in a fight against non-animals)

Note regarding Animal Friend: this affects brahmin, mole rats, feral dogs, rats, coyotes, geckos, mutant hounds, wolves etc. Does not work on larger predators and animalistic abominations such as deathclaws.

Awareness (5 perception required, ability to discern a target’s physical status and weapon(s) from a distance)

Black Widow/Lady Killer (unique dialogue options and higher likelihood of success in speaking with opposite sex)

Bonus Move (5 agility required, 3 perk ranks, +2 AP per rank for use in movement only)

Bonus Rate of Fire (6 perception, 6 intelligence, 7 agility required, ranged attacks cost half as much AP)

Burden to Bear (6 strength and 6 endurance required, +50 carry weight stacks with Strong Back)

Cult of Personality (10 charisma required, NPCs will always view you favorably, regardless of your reputation or their alignment, excludes PCs and PC companions)

Demolition Expert (explosions from timed explosives always explode on time and triggered explosives always go off when triggered)

Explorer (higher chance of finding special places and people in random encounters)

Flower Child (5 endurance required, 50% less likely to be addicted to chems, and withdrawal time and effects are halved)

Fortune Finder (8 luck required, additional money is found during random encounters)

Kama Sutra Master (5 endurance and 5 agility required, Some NPCs are more likely to have sex with user)

Magnetic Personality   (less than 10 charisma required, +1 to the number of PC companions who can be recruited)

Master Trader (6 charisma, 60 barter required, all items cost 25% less to buy)

Mental Block (resistance to psychic attacks)

Mutate! (change one of your traits)

Mysterious Stranger (7 luck required, chance to gain a temporary ally in random encounters)

Quick Pocket (inventory browsing during combat is free, items take 1 less AP to retrieve each)

Ranger (chances of hostile random encounters are reduced)

Rapid Reload (reloads cost no AP)

Robotics Expert (50 science required for first rank and 75 science required for second rank, robots can be shut down if you sneak up on them [1st rank], robots can be hacked and taken over if you sneak up on them [2nd rank])

Scrounger (ammo found in random encounters are doubled in amount)

Strong Back (5 strength and 5 endurance required, +50 Carry Weight)

Tag! (Tag one additional skill)

Weapon Handling (less than 10 strength required, strength requirements of weapons reduced by 2)

MetroFallout

Do take note that this is a non-exhaustive list and may be refined at a later point.

DracoNeurosis

Just curious - is this concept still in the making, or has it been put aside for the time being?

MetroFallout