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Author Topic: Fallout: Into the Mutant's Den  (Read 4696 times)

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Offline FoxfyrTopic starter

Fallout: Into the Mutant's Den
« on: July 27, 2010, 10:29:29 PM »
WE ARE NO LONGER ACCEPTING APPLICATIONS SAVE FOR THOSE WHO HAVE VOICED THEIR INTEREST BEFORE THE CUTOFF.  IF YOU HAVE NOT MADE THE CUTOFF BUT STILL WISH TO PARTICIPATE, PLEASE SEND ME A PM AND I WILL PUT YOU ON A WAITING LIST IN CASE A SPOT OPENS UP.





The Capital Wasteland. Those whoíve played Fallout 3 will immediately recognize that name and recall the images of the irradiated desert surrounding the scorched and crumbling metropolitan ruins of Washington D.C. Itís a place Iíve spent many hours exploring (and dying) in myself, and by degrees I came to think that such a fascinating place with such a rich mythos might be a good setting for our own unique adventure.

This RP will be run by BigBadWolf and myself.  I am the one who guides the story, Wolf will be the one in charge of the combat system (which he will explain).  But before I go into any more detail on what my plans are, allow me this: For the benefit those of you who are unfamiliar with the story of the Fallout Universe, and for the sake of this OOC, Iíd like to take the time to set the stage for you. A bit of a history lesson but bear with me, please.





Background:

War. War never changes.



The year is 2275, or so it is believed.  Ever since the bombs dropped nearly two-hundred years ago, lighting up the planet in bursts of nuclear fire, time held little meaning.  Major cities in China, the USSR, and the United States were rendered into nothing more but dust and rubble in less than two hours.  The resulting nuclear winter killed off nearly everything else.  The geography and climate of the Earth was changed significantly. Entire mountain ranges were created as the ground buckled and moved under the strain of the cataclysmic pressure produced by numerous, concentrated atomic explosions. Rivers and oceans around the world were contaminated with the resulting radioactive fallout released by the relatively low-yield nuclear weapons used by all sides, and the climate changed horrifically. All the regions of the Earth, regardless of their location, suffered from a single, permanent season once the initial dust blasted into the atmosphere by the nuclear explosions had settled - a scorching, radioactive desert summer.



Throughout the United States, underground bunkers were established as safe havens for those rich and famous enough to afford them.  These people resided in their shelters for well over a hundred years before even the first Vault Dweller stepped foot onto the Earthís surface.  Some established fortified cities thanks to the Garden of Eden Creation Kit that each Vault was supplied with.  Most either suffered problems during the century that resulted in the annihilation of the entire population residing within or deemed the anarchy of the world to be too dangerous and opted to seal themselves in their reinforced shell.



Those who were showered with high levels of radiation and were unfortunate enough to survive became Ghouls, though their body and minds decayed over the centuries, the radiation all but stopped their aging.  Every ghoul that is alive today were the very same people who had witnessed the day the Earth was cast into a Nuclear Holocaust.  There are also a wide array of creatures who had managed to survive the radical climate change, though their appearances scantly resemble their former ancestors.  Their forms changed by the radiation to suit their needs to survive the wasteland with savage claws and sheer size.



Despite the hardships of the global cataclysm, a small percentage of humanity was able to endure.  These people were forced to carve whatever shelter they could to protect them from the horrors that lurked in the wastes, be it murderous raiders, savage creatures, or rogue robots.  All but a select few of this class live impoverished and struggle to maintain law and order within their city walls.  Some embrace the lawlessness of the land, becoming raiders or slavers that seek nothing but their own survival at the cost of those around them.  Fewest of all make a living by wandering the wastes, living day by day immersed in the dangers of the land as they seek their own means of survival.  Scavenging the ruins of a dead planet for food and goods, their shelters consist of whatever they manage to come across by nightfall and are rarely revisited.



Such is life on the ruined planet, scorched by the technology of humanity whose few surviving descendants are forced to reap what their kind had sown so long agoÖ




Our Story:

Rivet city is the largest human settlement in the Capital Wasteland, carved out of the remains of a ruined aircraft carrier.  The only way to access its interior is through a motorized gangway and when combined with the significant number of patrolling guards, it makes it one of the safest places to reside.  Everything from merchant stalls to a well-funded science and medical lab could be found nestled in the belly of the armored hauls.  Most of the ships interior is accessible to its citizens, though there are still several places that have been sealed from even security personnel.  Although most of these sections are locked off because of the damage and decay it had suffered over the centuries, there are a handful that are done so due to the volatile contents that lie dormant and away from prying humans.

One such location can be found directly below Rivet Cityís marketplace.   It was inevitable that some mischievous scavengers would work sneak their way past the patrols and security measures to get to these restricted sections of the ship.  On this particular day, at the peak hours of business, one such scavenger had been rummaging around in one of the shipís munitions caches for arming jets.  In the process of rummaging, the person caused the payload storage to detonate inflicting massive damage to the surrounding rooms.  The steel floor of the marketplace became a torrent of shrapnel that killed a few but wounded dozens of citizens, travelers, and personnel alike.

The medical clinic is overwhelmed with the wounded and dying, although they had enough supplies to stabilize most of them, they do not have what they need to ensure their survival by the end of the week.  The Rivet City council knows of a reserve of medical supplies located in The Capital Mall, but lacks the able bodies to retrieve it.  It was impossible to find a group of volunteers to do it because The Mall is now a bombed-out warzone occupied by Super mutants. The park itself has been replaced by a series of trenches, fences and bunkers in fortified positions where the Super mutants  are entrenched. Crossing this part of The Mall will involve heavy combat, but the various Metro stations on each side of this zone offer relatively safe passage.  Seeing no other choice, they send out a radio broadcast across the Capital Wasteland offering a generous reward for all who aided in the mission to retrieve the medical supplies.
« Last Edit: July 28, 2010, 02:21:06 PM by Loki Aesir »

Offline Tydorei

Re: Fallout: Into the Ogre's Den
« Reply #1 on: July 27, 2010, 11:38:26 PM »
How should our applications look? Name, Age, Gender, Personality, Appearance, Background. Am I missing something?

Offline Ironwolf85

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Re: Fallout: Into the Ogre's Den
« Reply #2 on: July 27, 2010, 11:50:39 PM »
could be interisting, let's see where it goes...

Offline FoxfyrTopic starter

Re: Fallout: Into the Ogre's Den
« Reply #3 on: July 28, 2010, 12:20:35 AM »
BigBadWolf will provide the character templates... whenever he gets on next <_<;

Offline TheHangedMan

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Re: Fallout: Into the Mutant's Den
« Reply #4 on: July 28, 2010, 05:42:33 AM »
You know, just the other day, I was thinking it would be fun to play a Fallout RP. Count me in, please!

Edit: Addendum: Something that may be of interest, it allows you to plan out a F3 character build online. Very simple and easy to use. http://vault106.com/
« Last Edit: July 28, 2010, 05:43:53 AM by TheHangedMan »

Offline Scya

Re: Fallout: Into the Mutant's Den
« Reply #5 on: July 28, 2010, 07:24:43 AM »
Color me interested in this.

Offline BigBadWolf

Re: Fallout: Into the Mutant's Den
« Reply #6 on: July 28, 2010, 08:13:35 AM »
To clear things this will be a system based game, but don't let this frighten those who are unfamiliar with. Before I continue I can help anybody with the system, so you can ask here or PM me. But I preffer to use this topic. So the rulebook can be find here:
http://www.paforge.com/submissions/fallout/fallout_pnp_2_0.pdf

When I refer to pages in the book it's the pdf's page number not the book's itself. This way you jump the right page.

Before I move to details later today I'll post my character here so you will see how should it look like, and I hope it will help to create your own. I post here a short guide how to make your character. For those who played any kind of Fallout game it will be enough but I tried to made this useful who don't have any experience with Fallout yet. There is six not so difficult steps to create your character. (Every character will be human and I created these steps to consider that)

Step 1

First you must decide what kind of character want to play. If you had the basic idea of your character it will help a lot to create the system based elements. So what is required:

Name
Age
Gender
Appearance
Background
Personality

Step 2

For now every character will be human so you don't have to choose race. So the first step to create your primary statistics. I'll also refer them as attributes. A character has the following attributes (more info at page 15):

Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck

Each of them starts at 5 point and you can distribute 5 points them. So you can raise a certain attribute. However you can decrease them too and the point you have subtracted can be added on a different attribute. For example you don't want a strong character so you decrease your Strength by 1 and that point can be added another attribute. Each attribute can not be lower than 1 and higher than 10 (and is true in later too). You can check yourself after you adjusted your attributes by sum them. If the result is equal 40 then you distribute all of your available points.

Step 3

You've now got the primary statistics, now you have to calculate the secondary statistic. (For more detail see page 17):

Hit Points (HP): 15 + (STR + (2 x EN))
Hit Points per level: 3 + (1/2 * EN) (rounded down)
Armour Class (AC): AG
Action Points (AP): Based on Agility, see the table below.
Carry weight: 25 x STR lbs.
Melee Damage: Based on strength, see table below.
Poison Resistance: 5 x EN
Radiation Resistance: 2 x EN
Gas Resistance: 0 / 0
Electricity Resistance: 30%
Damage Resistance: 0%
Sequence: 2 x PE
Healing Rate: Based on Endurance, see table below.
Critical Chance: LK

Action points
Agility    AP   
1
5
2 - 3
6
4 - 5
7
6 - 7
8
8 - 9
9
10+
10
Melee Damage
     Strength     
   Melee Damage   
1 - 6
1
7
2
8
3
9
4
10
5
11
6
12
7
Healing rate
Endurance
Healing rate
1 - 5
1
6 - 8
2
9 - 10
3
11+
4

As you see these statistics based on the attributes. If you not satisfied with your secondary statistics you may adjust you attributes, but make sure you not break any rule what was described there.

Step 4

It's time to calculate your skills (for more details see page 19). There is not much to do just calculate them.

Small guns5% + (4 x AG)
Big guns0% + (2 x AG)
Energy weapons     0% + (2 x AG)
Unarmed30% + (2 x (AG + STR))
Melee20% + (2 x (AG + STR))
Throwing0% + (4 x AG)
First Aid0% + ( 2 x (PE + EN))
Doctor5% + (PE + IN)
Sneak5% + (3 x AG)
Lockpick10% + (PE + AG)
Steal0% + (3 x AG)
Traps10% + (PE + AG)
Science0% + (4 x IN)
Repair0% + (3 x IN)
Pilot0% + (2 x (AG + PE))
Speech0% + (5 x CH)
Barter0% + (4 x CH)
Gambling0% + (5x LK)
Outdoorsman0% + (2 x (EN + IN))

Again you may adjust your attributes. Once you've done you must choose 3 tag skills. Whichever skill you choose it gets a +20% bonus and later you can increase this skill twice faster than non tag skills.

Step 5 [optional]

You can choose traits to your character if you wish. You can find the traits list and descriptions in the rulebook at page 12. You could have maximum two traits, but you can choose only one or none at all.

Step 6

Now that your character statistics is done, you need to buy your equipment. In the wasteland real money is a rare thing so they use bottle caps as money. You can find the equipment list at page 75. Consider each item price as bottle caps. You start with 5000 bottle caps. You can buy anything, however you had to explain in your background if you buy high tech stuff.
To make things easier I also created four starting kits for various types of characters, so you can pick one. Or you can pick one keep most of the items and sell a few of them. You will get their value in bottle caps and you can buy something else. I also added a few useful equipment, which are not in the rulebook.

Additional equipment
Name
Description
Price
Gourd (empty)A gourd which capeable of contain 2 litre of fluid.
5
1 litre clean waterNot poisoned and not radiated (at least that was that the merchant said...)
25
Army rationIt contains a meal. They are mostly prewar produced.
12
Back packA regular backpack.
50
HaversackA haversack made of textile and leather.
30
Tinned food It contains simple but tasty meals. You just heat it and eat it.
20
TinContains vegetable or just one kind of meat.
10
Salted meatMade from brahmin.
8
Grappling ironYou can climb on cliffs or houses with a grappling iron and a long rope.
20
Spare parts (mechanical)      Contains screws, nails, spirals, cogwheels etc. Usefull when you want to reapair something.
150
Spare parts (electrical)Contains wires, resistors, transistors etc. Useful when you want to repair something electrical.
250
Poor clothingYour cloth has holes, damaged zippers and your boots leak.
100
Good clothingRegular cloths for everday use.
300
Practical clothingWorking overalls or clothes which were designed for heavy use such as cross the wastland.
450
Elegant clothesA very decent clothing which also contains jewels and everything else what is need for a good appearance.
650

Starting kits:

Mercenary kit
Combat knife (165)
Colt .45 (425)
50 bullets .45 (150)
AK Ė 74 (1600)
150 bullets 7.62 (300)
Leather Armour (700)
3 flare  (30)
2 stimpack (300)
1 gourd full of clean water (2 litre) (55)
6 packet army ration (72)
Good clothing (300)
Back pack (50)
Rope 10 meters long  (25)
228 bottle caps

Thief kit
Switchblade (50)
4 Throwing knife (400)
Sig-Sauer P220 9mm (1000)
40 JHP 9mm (400)
20 AP 9mm  (250)
Winchester Sawed-Off Shotgun (800)
20 12 Gauge Shotgun Shells (Slugs) (150)
Leather jacket (250)
2 stimpack (300)
1 gourd full of clean water (2 litre) (55)
5 salted meat (40)
Lighter (10)
2 ropes 10 meters long (50)
Grappling iron (20)
Lockpick (40)
Electronic Lockpick (250)
Good clothing (300)
Haversack (30)
3 smoke grenade (420)
185 bottle caps

Medic kit
Colt 6520 10mm Pistol (250)
60 JHP 10mm (900)
Leather jacket (250)
7 stimpack (750)
1 gourd full of clean water (2 litre) (55)
5 Tinned food (100)
Lighter (10)
Backpack (50)
Good clothing (300)
Scalpel (140)
Doctor's Bag (450)
2 Medical kit (600)
Geiger Counter (300)
3 Antidote (350)
195 bottle caps

Technician kit
Claw hammer (40)
.357 Magnum Revolver (450)
50 bullet .357 Magnum (150)
Pump-Action Shotgun (800)
40 12 Gauge Shotgun Shells (Buckshot) (300)
Leather armour (700)
2 stimpack (300)
Practical clothing (450)
Flashlight (15)
Vehicle repair kit (500)
10 salted meat (80)
1 gourd full of clean water (2 litre) (55)
Backpack (50)
Spare parts (mechanical) (150)
Spare parts (electrical) (250)
Geiger Counter (300)
710 bottle caps

Note: Between bracelets is the value of the item.

Offline BigBadWolf

Re: Fallout: Into the Mutant's Den
« Reply #7 on: July 28, 2010, 08:16:16 AM »
You know, just the other day, I was thinking it would be fun to play a Fallout RP. Count me in, please!

Edit: Addendum: Something that may be of interest, it allows you to plan out a F3 character build online. Very simple and easy to use. http://vault106.com/

It's good, but as you see we use the older but more detailed system.

Offline schnookums

Re: Fallout: Into the Mutant's Den
« Reply #8 on: July 28, 2010, 11:12:10 AM »
Might be interested in this. I will ask the inevitable questions; adult content, or just violence and explodeyness?

Offline Kaizen

Re: Fallout: Into the Mutant's Den
« Reply #9 on: July 28, 2010, 11:23:35 AM »
I'm interested.  I'll start reading the rulebook and coming up with character ideas.

Offline elfguy

Re: Fallout: Into the Mutant's Den
« Reply #10 on: July 28, 2010, 11:31:07 AM »
I don't typically play system games but Fallout 3 is one of my most fav games ever so I will get something up for this.

Offline elfguy

Re: Fallout: Into the Mutant's Den
« Reply #11 on: July 28, 2010, 12:15:25 PM »
Name: Jane

Age: 20

Gender: F

Appearance: http://www.totalprosports.com/wp-content/uploads/2010/04/Girls-with-6-packs-23.jpg

Background: Jane was born in Megaton, and lived her childhood there. However, all her life she's wanted to leave the closed walls and explore the wasteland. At 16, she equipped herself, and left town. Through her travels, she got very familiar with the various locations of the wasteland, and got pretty good at handling herself. However, the loneliness was hard to endure, so when she heard the call for a group of volunteers, she decided to accept.

During her travels, the very first serious weapon (other than wooden bats and steel bars) was a super sledge, which she found on a group of dead Brotherhood of Steel members. Her already fit physic allowed her to use it almost exclusively, and through fighting mostly with the heavy weapon, she has become quite strong.

Personality: She is outgoing, very social, and playful. However, if pushed, she can get quite dominant and ruthless when the need arises. She's not the most intellectual girl, preferring action over long thought processes, and often speaks her mind openly, even when she shouldn't. She is fairly skilled with various weapons, but often prefers to take a good melee weapon and bash her enemy's skull open. She is strong enough to defend herself in the wasteland. She is also very resilient and rarely turns down a challenge.

Strength: 8

Perception: 4

Endurance: 9

Charisma: 4

Intelligence: 4

Agility: 6

Luck: 5

Hit Points (HP): 15 + (STR + (2 x EN)): 41

Hit Points per level: 3 + (1/2 * EN): 7

Armour Class (AC): AG: 6

Action Points (AP): Based on Agility, see the table below.: 8

Carry weight: 25 x STR lbs.: 200

Melee Damage: Based on strength, see table below.: 3

Poison Resistance: 5 x EN: 45

Radiation Resistance: 2 x EN: 18

Gas Resistance: 0 / 0

Electricity Resistance: 30%

Damage Resistance: 0%

Sequence: 2 x PE: 8

Healing Rate: Based on Endurance, see table below.: 3 fast metabolism: 5

Critical Chance: LK: 5

Small guns    5% + (4 x AG): 29% tag: 49%

Big guns   0% + (2 x AG): 12%

Energy weapons        0% + (2 x AG): 12%

Unarmed   30% + (2 x (AG + STR)): 58%

Melee   20% + (2 x (AG + STR)): 48% tag: 68%

Throwing   0% + (4 x AG): 24%

First Aid   0% + ( 2 x (PE + EN)): 26% tag: 46%

Doctor   5% + (PE + IN): 13%

Sneak   5% + (3 x AG): 23%

Lockpick   10% + (PE + AG): 20%

Steal   0% + (3 x AG): 18%

Traps   10% + (PE + AG): 20%

Science   0% + (4 x IN): 16%

Repair   0% + (3 x IN): 12%

Pilot   0% + (2 x (AG + PE)): 20%

Speech   0% + (5 x CH): 20%

Barter   0% + (4 x CH): 16%

Gambling   0% + (5x LK): 25%

Outdoorsman   0% + (2 x (EN + IN)): 26%

Fast metabolism, bloody mess

Equipment:
Sling (20)
Super Sledge (3750)
1 stimpack (150)
1 gourd full of clean water (2 litre) (55)
6 packet army ration (72)
Leather armor (900)
53 credits

« Last Edit: August 03, 2010, 11:13:42 AM by elfguy »

Offline TheHangedMan

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Re: Fallout: Into the Mutant's Den
« Reply #12 on: July 28, 2010, 01:11:51 PM »
Name: Grim
Age: 22
Gender: Male
Appearance: Blonde haired, blue eyed, with a  medium build. He bears a small scar on his forehead that looks like it could have been from some sort of slashing attack. He has several similar scars on his chest, though his clothing hides it.

Personality: Eccentric and neurotic.
Background: Grim was born the son of a traveling merchant, and it was expected that he would, one day, take over the business. His father made sure he led a good life, and learned much about  business... lessons which, really, he didn't pay much attention to. Ever since he was a teenager, Grim has been rebelling against his father, not wanting the path in life he follows to be picked  for him.

So one day while his father was leaving for a particularly long journey, Grim decided he was going to help himself to the private cap stash in the house, leave his father a note, stock up on things around his town, and headed north. He has recently arrived in the Capital Wasteland, unsure of where he has come from, or where he is going.

Being an introvert has led him to take well to the lonely existence of traveling, though necessity has often seen him working with others. After all, it is very, very easy to get killed out in the Wasteland.  Grim only just arrived to Rivet City, having come here with a group of other travelers who continued on their way elsewhere. He didn't really trust them much, but oh well. Who can you trust these days, anyways?

He has adventured for nearly a year now, and he continues to adventure, hanging onto what some may call a childish and foolish hope. He hopes that one day, he will find a place that is perfect. Maybe not Eden, or Paradise, or any of those things people talk about... but just some place that is perfect to him.

His special gun (the modified MP5) was designed by an expert weaponsmith in his home town for him.


Statistics


Strength
   4   
Perception
   8   
Endurance
   6   
Charisma
   4   
Intelligence
   6   
Agility
   7   
Luck
   6   

Max HPCurrent HP
   31      31   
Level   1   
AC                   
   7   
AP                   
   8   
Carry weight
   60   
Melee Damage
   1   
Sequence         
   16   
Healing rate     
   2   
Poison Resistance
   30%   
Radiation Resistance
   12%   
Gas Resistance
   0/0
Electricity Resistance
   30%   
Damage Resistance
   0%   
Critical chance
   6%   

Current XP          XP to next level
0
1000
HP / Level
6
Skill Point / Level
17
Trait
Small Frame
Effect
You are not quite as big as everyone else, but that never slowed you down. You can't carry as much, but you are more agile. You get a 1 point bonus to agility, but your carry weight is only 15 lbs x strength.
PerksEffect
Small guns
53%
Big guns
14%
Energy weapons
14%
Unarmed
52%
Melee
42%
Throwing
28%
First Aid
28%
Doctor
19%
Sneak
26%
Lockpick
25%
Steal
21%
Traps
25%
Science
24%
Repair
18%
Pilot
30%
Speech
20%
Barter
36%
Gambling
30%
Outdoorsman
44%



Equipment: (19 pounds)
Leather Jacket (250)
Good Clothing (300)
Winchester Widowmaker (800)
H&K MP5 (Stock (500), Silencer (500) upgrades) (1100)
12 gauge shotgun shells (buckshot) 40x (300)
9mm JHP 60x (600)
Flares 2x (20)
Lockpick  (40)
Flashlight (15)
Stimpak 2x (300)
1 litre clean water 3x (75)
Backpack (50)
Salted Meat 5x (40)
Gourd 2x (filled with water, above) (10)
100 bottle caps
« Last Edit: August 03, 2010, 09:44:39 AM by TheHangedMan »

Offline FoxfyrTopic starter

Re: Fallout: Into the Mutant's Den
« Reply #13 on: July 28, 2010, 02:18:06 PM »
Wow... That did not take long for this RP to get filled.  I'm going to go ahead and close enrollment save for all who posted before this announcement.

If you have posted you interest before this, feel free to throw up a CS.

Offline FoxfyrTopic starter

Re: Fallout: Into the Mutant's Den
« Reply #14 on: July 28, 2010, 02:59:39 PM »
Name: Kitai
Age: 23
Gender:  Female
Appearance:

Background: Ever since she was a child, Kitai had been a trouble maker as she grew up in the city of Megaton.  She was notorious for getting into places where she didnít belong.  Both of her parents died when she was young when their trading caravan was overtaken by Super Mutants.  She had opted to remain home from that particular trip, a decision that saved her life.  For the next few years, she was raised by a family friend, Doroga, who worked as a merchant in the town.  Although Kitai lived on her own, Doroga looked after her and hired her as an errand runner just to give her something to occupy her time.  The layout of Megaton allowed Kitai to hone her abilities in parkour for the sake of getting around quickly while performing her task.  As she grew, she became bored with simply running errands and had taken up the art of larceny.  It was only a matter of time until her skills were noticed by those like her and she was offered a membership to the Thieves' Guild.  After being told all the benefits that comes with membership, Kitai eagerly accepted and enjoyed all the new toys and fences she had access to.
Personality: Whereas stealing is a way to provide for her basic needs, mischief is her primary form of entertainment; she lives to see the reactions of her victims.  Kitaiís actions are well calculated to be both efficient and flawlessly timed whenever possible, she does not lend herself well to impulsive decisions.  Despite her lighthearted nature, it isnít uncommon for her to get on the nerves of other people at times due do her skepticism, sarcastic comments, and foolish games. Despite whatever hostility she incurs from her friends, Kitai is always willing to apologize or forgive and will remain unyieldingly loyal to them.  Although she is a kleptomaniac, she still has a conscious that makes her tolerable to the citizens and prevents her from joining a gang of raiders.  All of her marks are able to spare what she takes, only affected by the inconvenience of having to replace it; though there are a few instances where she sees something particularly eye-catching that she cannot resist but to own.  Kitai goes to great lengths to avoid injuring anybody she steals from, unless she considers them to be bad people.  In the latter, she holds no reservations to taking all she can and will not hesitate to defend herself with lethal force.




Statistics


Strength
   5   
Perception
   9   
Endurance
   5   
Charisma
   6   
Intelligence
   8   
Agility
   9   
Luck
   6   

Max HPCurrent HP
   30      30   
Level   1   
AC                   
   9 + 8 = 17   
AP                   
   9   
Carry weight
   50/75 
Melee Damage
   1   
Sequence         
   18   
Healing rate     
   1   
Poison Resistance
   25%   
Radiation Resistance
   10%   
Gas Resistance
   0/0
Electricity Resistance
   30%   
Damage Resistance
   0%   
Critical chance
   6%   

Current XP          XP to next level
0
1000
HP / Level
5
Skill Point / Level
16
TraitEffect
Small Frame+1 AG, Carry Weight = 15 x ST
Gifted+1 Stats, -10% Skills, -5 Skill Points/Level
PerksEffect
Small guns
51%
Big guns
8%
Energy weapons
8%
Unarmed
48%
Melee
38%
Throwing
26%
First Aid
18%
Doctor
12%
Sneak
42%
Lockpick
38%
Steal
17%
Traps
18%
Science
22%
Repair
14%
Pilot
26%
Speech
20%
Barter
14%
Gambling
20%
Outdoorsman
16%




Gear
Combat Knife (165)
Sig-Sauer P220 9mm (Silenced) (1000+500)
40 JHP 9mm (400)
20 AP 9mm  (250)
Winchester Sawed-Off Shotgun (800)
20 12 Gauge Shotgun Shells (Slugs) (150)
Leather jacket (250)
2 stimpack (300)
1 gourd full of clean water (2 litre) (55)
5 salted meat (40)
Lighter (10)
2 ropes 10 meters long (50)
Grappling iron (20)
Lockpick (40)
Electronic Lockpick (250)
Good clothing (300)
Haversack (30)
2 smoke grenade (280)
Molotov Cocktail (50)
60 bottle caps
« Last Edit: August 26, 2010, 10:19:09 PM by Loki Aesir »

Online Rachubka

Re: Fallout: Into the Mutant's Den
« Reply #15 on: July 28, 2010, 03:08:59 PM »
Drat. lol Too laaaate?

Offline Kaizen

Re: Fallout: Into the Mutant's Den
« Reply #16 on: July 28, 2010, 03:09:10 PM »
Name: Redrick aka 'Red'
Age: 27
Gender: male
Appearance:
Background: Born and raised in Rivet city, Red spent his childhood reading books and racing anything with a motor around the outskirts of the city.  Employed in the medical lab, he is eager to get his hands on the medical supplies in The Capital Mall.  Red was one of the few who actually volunteered from within the city.  He is a capable pilot and has no fear when it comes to driving a new vehicle whether it be a go-kart or a bulldozer.
Personality: Red is a laid back individual, he would prefer not to get involved with anything physically demanding, but when motivated, he will put his all into whatever task is at hand.
Statistics


Strength
   4   
Perception
   10   
Endurance
   4   
Charisma
   4   
Intelligence
   6   
Agility
   7   
Luck
   5   

Max HPCurrent HP
   27      27   
Level   1   
AC                   
   7 +29   
AP                   
   8   
Carry weight
   47/100   
Melee Damage
   1   
Sequence         
   20   
Healing rate     
   1   
Poison Resistance
   20%   
Radiation Resistance
   8%   
Gas Resistance
   100/0
Electricity Resistance
   30%   
Damage Resistance
   0%   
Critical chance
   5%   

Current XP          XP to next level
0
1000
HP / Level
5
Skill Point / Level
22
TraitEffect
Good Natured+20% First Aid, Doctor, Speech, Barter
-10% Small Guns, Big Guns, Energy Weapons, Unarmed, Melee
Skilled +10% to all skills, +5 skillpoints per level
 Perk every 4 levels instead of every 3
PerksEffect
Small guns
33%
Big guns
14%
Energy weapons     
14%
Unarmed
52%
Melee
42%
Throwing
38%
First Aid
78%
Doctor
71%
Sneak
36%
Lockpick
37%
Steal
31%
Traps
37%
Science
34%
Repair
28%
Pilot
64%
Speech
50%
Barter
46%
Gambling
35%
Outdoorsman
30%





   Armour nameCombat Leather Jacket
   Armour Class
20
   Normal
2 / 20%
   Laser
0 / 20%
   Fire
2 / 25%
   Plasma
0 / 10%
   Explosion
0 / 20%
   Weight
7
   Condition
10


   Armour nameCombat Helmet
   Armour Class
9
   Normal
0 / 0%
   Laser
0 / 0%
   Fire
0 / 0%
   Plasma
0 / 0%
   Explosion
0 / 0%
   Weight
0
   Condition
10




Melee Weapons
Name    Min Str.    AP Single    AP Targeted    Damage    Range    Weight    Condition 
Scalpel
(+10% doctor skill when necessary to use - pocket)
1
3
4
1d8+3+MD
1
1
10





Ranged Weapons
Name
Min Str.
Ap S
Ap T
Ap B
Clip
Ammo
AC mod
DR mod
Damage
Range
Weight
Condition
Desert Eagle 44
(belt holster)
4
5
6
-
8
.44 Magnum JHP
0
-10
1d8+10
19
5
10
Frag Grenade (2)
(clipped on belt)
3
5
-
-
-
-
-
-
1d12+22
15
1(x2)
10





Other Equipment
NameAccommodationWeight
44 Magnum JHP x36backpack1
44 Magnum JHP x 16pocket1
Poor clothingon the body10
Gasmaskstrapped around neck3
Doctorís Bag back pack10
gourd full of clean water (2 litre)back pack4
tinned food x 2back pack2
Back packon the char's back6
2 rations back pack2
2 Stimpackbackpack 0
2 Antidotebackpack 0
bottle cap x 211backpack0












« Last Edit: August 03, 2010, 11:12:20 AM by Kaizen »

Offline FoxfyrTopic starter

Re: Fallout: Into the Mutant's Den
« Reply #17 on: July 28, 2010, 03:41:08 PM »
Drat. lol Too laaaate?

Yes, we have a lot of people who have reserved spots.  If we find some openings, I'll send you a PM to see if you are still interested.

Offline Tydorei

Re: Fallout: Into the Mutant's Den
« Reply #18 on: July 29, 2010, 01:27:30 AM »
Work in progress. I got the hard part done. Now just the easy crunchy bits left.

Name: Maka
Age: 21
Gender: Female
Appearance: http://fc02.deviantart.net/fs51/f/2009/290/0/5/Post_Apocalyptic_by_poibuts.jpg
Background: Maka was raised by Jason, one of the guards of Rivet City, after he saved her from the raiders that killed her father taken her mother just outside the border of Rivet City. Growing up with Jason as a role-model Maka became familiar with weapons and eventually joined the security forces when she came of age. With the recent accident, Maka was stunned by the lack of volunteers willing to go and retrieve the medical supplies needed. Maka had her mind set to go however, for Jason was one of the ones injured in the accident and needed those supplies. She also knew that if Jason was able he would of went on the mission himself, no matter how bleak the odds were.
Personality: Maka is a stoic and brooding individual, who always expects the worse. She is distrusting of strangers and never gives people the benefit of doubt. Even among people she knows she is mostly quite and aloof, as if unsure if her interacting would upset people.

Strength: 5
Perception: 6
Endurance: 6
Charisma: 3
Intelligence: 7
Agility: 10
Luck: 3

Hit Points (HP): 32
Hit Points per level: 6
Armour Class (AC): 10%
Action Points (AP): 10
Carry weight: 125
Melee Damage: 1
Poison Resistance: 0%
Radiation Resistance: 0%
Gas Resistance: 0 / 0
Electricity Resistance: 30%
Damage Resistance: 0%
Sequence: 12
Healing Rate: 4
Critical Chance: 3%

*Small guns- 65%
Big guns-   20%
Energy weapons- 20%
Unarmed   60%
Melee   50%
Throwing   40%
First Aid   24%
Doctor   18%
*Sneak   55%
Lockpick   26%
Steal   30%
Traps   26%
Science   28%
*Repair   41%
Pilot           32%
Speech   15%
Barter   12%
Gambling   15%
Outdoorsman   26%

Traits: Fast Shot, Fast Metabolism

Equipment:

H&K P90c (2500)
Colt 6520 10mm Pistol (250)
30 10mm AP rounds (525)
10 10mm JHP Rounds (150)
Combat Knife (195)
Leather Armor MK II (1000)
Tool Set (50)
Flashlight (15)
Spare Parts Mechanical (150)
Gourd fill of clean water (55)
Backback (50)
5x Army Rations (60)
« Last Edit: July 30, 2010, 03:38:25 PM by Tydorei »

Offline FoxfyrTopic starter

Re: Fallout: Into the Mutant's Den
« Reply #19 on: July 29, 2010, 09:51:00 PM »
Do technical traps like gun turrets count as traps or as subjekt to the repair skill?

Wolf is going to have confirm this, but I would assume those remain under the traps skill.

Offline BigBadWolf

Re: Fallout: Into the Mutant's Den
« Reply #20 on: August 02, 2010, 05:13:05 AM »
I'm glad to see so many people to intrest our game and even the system based thing didn't chase them away. I'm sorry I write this late, but my internet connection died so I couldn't post my character as an example, but I see you figured it out nicely.
However I have intentions to make some kind of character sheet, then I can PM the code who feel s/he would post that way. I think when all character is ready we could start another thread just for the characters.

Offline BigBadWolf

Re: Fallout: Into the Mutant's Den
« Reply #21 on: August 02, 2010, 05:16:52 AM »
Do technical traps like gun turrets count as traps or as subjekt to the repair skill?

It's repair skill. Some technical traps could be disarm with the traps skill, like explosives. But very high tech or very complicated traps require repair skill and a turret is rather a defense system than trap.

Offline FoxfyrTopic starter

Re: Fallout: Into the Mutant's Den
« Reply #22 on: August 02, 2010, 09:15:12 AM »
I would like everybody to have character sheet up by the end of Wednesday so that we fan finally get this RP rolling.  If Ironwolf85 and Schnookums do not have their characters up by then, then I will likely pull in some people who are on the waiting list to fill their slots.  If you need more time for whatever real life issue arises, send me a PM so that I know you still intend on filling one out and the cause for your delay and I'll take it into consideration.

Offline BigBadWolf

Re: Fallout: Into the Mutant's Den
« Reply #23 on: August 02, 2010, 09:56:31 AM »
Name: Christian Aerlon (The pocket man)
Age: 26
Gender: Male
Appearance:
He is a tall guy with short brown hair and brown eyes. He looks at least 30 years old or more, because his tough life. His clothes look dirty but if someone examine them with care it will turn out that they are in good condition. They could also notice that his clothes have a lot of pockets. Larger or smaller they are everywhere. Even on his armour.

Personality: He usually silent and don't like being in the center of attention. At least not any more. He couldn't trust people easily he rather trust machines.

Background:
Christian was born in a small town named Twilight Star. From his childhood he was interested in any kind of technology. Lucky for Christian Twilight Star was founded just about two hours from a ruined city. Most of the people of Twilight Star were scavengers, who went to the ruined city and brought back anything what has a value.
From a young age of 12 Christian frequently accompany his father on his trips to the city. But Chris not just wanted to find valuable items but to make them work. Mostly he figured out things on his own since there wasn't anybody who could teach him. At the age of 20 he was a good technician and became a big help of the city.
Twilight Star flourished and more and more people settle down. Of course the town's wealth didn't remained unnoticed. Raiders began to attack the town. The townsfolk tried to resist but it was futile. The raiders took what they worked so hard and killed many of them.
At that point the leaders of Twilight Star started to pondering the idea, they had to leave the area. But a day before they could make the decision something unexpected happened. A vehicle, a functioning vehicle arrived in the town. They were members of the Brotherhood of Steel. They made the deal with leaders. They ensure the protection of the town for exchange supply and fresh recruits.
Amazingly the Brotherhood kept his word and not just defended the town but also wiped the raiders out of the area. It was time for Twilight Star to keep up bargain. Christian was the first ones who joined the Brotherhood. His parents and the leaders didn't like the idea, because he was a fine technician. However Christian couldn't be happier because he knew he had the opportunity to work and to know the most advanced technology in the wasteland.
He learned much at the Brotherhood. But maybe the most important knowledge he acquired the ability of reading. He also learned how two drive various vehicles and of course how to repair them. They also taught him how to fight, because no member of the Brotherhood could be lack of fighting skills.
As time passed he became a leader of a squad. They completed a few successful missions. Then trouble struck again. After a mission on their way home to the bunker Super mutants attacked them. They caught them by surprise. Three men of his team had died the rest were injured. There was no way to save their equipment and the Humvee so as the leader he decided to destroy it. So the mutants couldn't use it either.
The managed to reached the bunker, however the general who was in charge in the bunker was very displeased with his performance. The Brotherhood examined what happened and they decided it was Christian fault. He was the leader and on top of that he drove the car. The rules of the Brotherhood of Steel were very strict. It helped a little that Christian destroyed the Humvee and probably this act saved him from execution. However just throwing him out wasn't a good idea because he still was one of best technician. So the general decided he make an example out of him.
At sunrise in front of the whole bunker they told the charges against Christian, then they burned a sign on his left scapula with an incandescent iron. Then they placed him one of the Brotherhood's labour camps. It was the Brotherhood terminology to salves. However in these camps were raiders, bandits and other defeated enemies of the Brotherhood. Because of it they made his life a hell. Every day they beat Christian and he was frequent guest in the infirmary.
But after two months of endurance and planning he managed to escape from the camp. He left the area and headed east. He knew very well he can't return to his home because the Brotherhood would look him for there first. So he started wander in the wasteland. He accepted any kind of work. Mostly he helped towns and cities to repair whatever was needed. Of course he avoiding any kind of contact to the Brotherhood.

Statistics


Strength
   5   
Perception
   5   
Endurance
   6   
Charisma
   4   
Intelligence
   8   
Agility
   8   
Luck
   3   

Max HPCurrent HP
   32      32   
Level   1   
AC                   
   28   
AP                   
   9   
Carry weight
   125/94   
Melee Damage
   1   
Sequence         
   10   
Healing rate     
   2   
Poison Resistance
   30%   
Radiation Resistance
   12%   
Gas Resistance
   0/0
Electricity Resistance
   30%   
Damage Resistance
   0%   
Critical chance
   3%   

Current XP          XP to next level
0
1000
HP / Level
6
Skill Point / Level
21
TraitEffect
Tech Wizard+15% lockpick, science, repair
-1 Perception
PerksEffect
Small guns
57%
Big guns
16%
Energy weapons     
16%
Unarmed
56%
Melee
46%
Throwing
32%
First Aid
22%
Doctor
18%
Sneak
49%
Lockpick
38%
Steal
24%
Traps
26%
Science
47%
Repair
59%
Pilot
26%
Speech
20%
Barter
16%
Gambling
15%
Outdoorsman
28%
Armour nameLeather Armour MK II
Armour Class
20
Normal
3 / 25%
Laser
1 / 30%
Fire
1 / 17%
Plasma
1 / 30%
Explosion
1 / 25%
Weight
10
Condition
10
Melee Weapons
Name    Min Str.    AP Single    AP Targeted    Damage    Range    Weight    Condition 
Combat Knife
2
3
4
1d12+4
1
2
10
Ranged Weapons
Name
Min Str.
Ap S
Ap T
Ap B
Clip
Ammo
AC mod
DR mod
Damage
Range
Weight
Condition
.44 Colt Magnum Revolver
5
4
5
-
6
.44 Magnum AP
-10
0 ignores DT
1d6+11
6
6
10
Colt Hunting Rifle
5
5
6
-
10
7.62mm
0
0
1d10+9
45
11
10
Other Equipment
NameAccommodationWeight
44 Magnum AP x 14pocket1
7.62mm x 40pocket1
Practical clothingon the body10
Lighterpocket1
Vehicle repair kit back pack20
Rope 10 meters long back pack10
LockPickpocket1
gourd full of clean water (2 litre)belt4
gourd full of clean water (2 litre)back pack4
tinned food x 2back pack2
Back packon the char's back6
Geiger counter back pack5
Stimpackpocket0
bottle cap x 10pocket0


« Last Edit: August 03, 2010, 08:55:40 AM by BigBadWolf »

Offline BigBadWolf

Re: Fallout: Into the Mutant's Den
« Reply #24 on: August 03, 2010, 09:11:30 AM »
Name: Jane

Age: 20

Gender: F

Appearance: http://www.totalprosports.com/wp-content/uploads/2010/04/Girls-with-6-packs-23.jpg

Background: Jane was born in Megaton, and lived her childhood there. However, all her life she's wanted to leave the closed walls and explore the wasteland. At 16, she equipped herself, and left town. Through her travels, she got very familiar with the various locations of the wasteland, and got pretty good at handling herself. However, the loneliness was hard to endure, so when she heard the call for a group of volunteers, she decided to accept.

Personality: She is outgoing, very social, and playful. However, if pushed, she can get quite dominant and ruthless when the need arises. She's not the most intellectual girl, preferring action over long thought processes, and often speaks her mind openly, even when she shouldn't. She is fairly skilled with various weapons, but often prefers to take a good melee weapon and bash her enemy's skull open. She is strong enough to defend herself in the wasteland. She is also very resilient and rarely turns down a challenge.

Strength: 8

Perception: 4

Endurance: 9

Charisma: 4

Intelligence: 4

Agility: 6

Luck: 5

Hit Points (HP): 15 + (STR + (2 x EN)): 41

Hit Points per level: 3 + (1/2 * EN): 7

Armour Class (AC): AG: 6

Action Points (AP): Based on Agility, see the table below.: 8

Carry weight: 25 x STR lbs.: 200

Melee Damage: Based on strength, see table below.: 3

Poison Resistance: 5 x EN: 45

Radiation Resistance: 2 x EN: 18

Gas Resistance: 0 / 0

Electricity Resistance: 30%

Damage Resistance: 0%

Sequence: 2 x PE: 8

Healing Rate: Based on Endurance, see table below.: 3 fast metabolism: 5

Critical Chance: LK: 6

Small guns    5% + (4 x AG): 29% tag: 49%

Big guns   0% + (2 x AG): 12%

Energy weapons        0% + (2 x AG): 12%

Unarmed   30% + (2 x (AG + STR)): 58%

Melee   20% + (2 x (AG + STR)): 58% tag: 78%

Throwing   0% + (4 x AG): 24%

First Aid   0% + ( 2 x (PE + EN)): 26% tag: 46%

Doctor   5% + (PE + IN): 13%

Sneak   5% + (3 x AG): 23%

Lockpick   10% + (PE + AG): 20%

Steal   0% + (3 x AG): 18%

Traps   10% + (PE + AG): 20%

Science   0% + (4 x IN): 16%

Repair   0% + (3 x IN): 12%

Pilot   0% + (2 x (AG + PE)): 20%

Speech   0% + (5 x CH): 20%

Barter   0% + (4 x CH): 16%

Gambling   0% + (5x LK): 30%

Outdoorsman   0% + (2 x (EN + IN)): 26%

Fast metabolism, bloody mess

Equipment:
Sling (20)
Super Sledge (3750)
1 stimpack (150)
1 gourd full of clean water (2 litre) (55)
6 packet army ration (72)
Leather armor (900)
53 credits

I checked your character and find a few problems. You miscalculated your Gambling and Melee skills. Your critical chance is also lower with 1%.
The leather armor costs only 700 not 900 which means you have 200 bottle cap extra.
In the super sledge hammer description the book mentioned the item is produced by the Brotherhood of Steel. You should write a few words in your background how your character could obtain one.