Monster post, for which I apologise but this contains EVERYTHING you need to make a judgement if this game is for you and also to create your character.
Please DO NOT post character sheets up in this thread. Please PM them to Urbanzorro and I. We'll then run our eye over them and siggest any changes needed or okay them.
Also please don't discuss betwen yourselves which type of character you will be playing. Why will become clear later but we do not want a designed, balanced party of characters. Some inbalance or duplication of skills is much more realistic and will we hope result in better RPing as you work out choices and tasks.
First, some RESOURCES
for you all:Fallout 3 Wiki
- loads of info about the game - history, characters, maps, weapons, creatures, places... you name it, this place has a page on it.Character Images
- not all the people who appear in the game but a lot of them. Useful for images for your character in this game.More Character Images
- ditto. Same website but for some reason some different characters appear in this listing.General game images
- for atmosphere and styling of the game universe.
It is 200 years after the bombs fell in 2077, so the RP is set at the same time as the computer game. You will be Vault Dwellers in Vault 111 which is sited on the game map somewhere near the old capital city of Washington, which means it is not going to be a problem if you know the map intimately - a basic guide will be supplied soon after the game starts.
Vault 111 was sealed successfully and withstood the bombs and no radiation leaked in but one detonation very close by distorted the door and collapsed the entrance tunnel outside it burying the Vault and entombing its inhabitants. Fortunately the nuclear reactor, water purifiers and air intake and filtering equipment all survived more or less intact so everyone within lived, though there have been a number of fatalities over the years from people unable to deal with the permanent enclosed spaces. Vault 111 has thus remained (involuntarily) sealed for 200 years.
Your characters are ordinary Vault-Dwellers with a variety of vanilla jobs and lives. You were born underground and you expect to die underground. You can choose a character of any age (with a minimum of 18 plus we would advise against being elderly or infirm) and any trade (we will supply a list of jobs shortly but if you can think up others that there might be in a Vault, feel free to suggest them) and the game will start with you all inside the Vault. The people should generally be very ordinary with no supermen or superwomen please.
However there has been, for at least ten years, sounds of movement from outside and discussion among the the Vault's senior personnel and Town Council has agreed that the noises that include tapping sounds in garbled morse code indicates that people outside have survived the war and are tunnelling into the collapsed Vault entrance to open it up. The fact that the sounds outside have been going on so long appears to be an indication that the surface dwellers do not have powerful digging machinery or other hi-tech tools so the general assumption among the Vault Dwellers is that the supremely technological world your great(x6)-grandparents knew is no longer there. What is there is quite unknown and what the people digging down to open the door are like is also a mystery.
The Vault Overseer and the Sheriff have taken precautions to arm the on-duty Security Team in the event the outsiders are hostile though this is not thought to be the most likely scenario.
The game will open with the breaching of the Vault door and the surface people entering.
Everyone in the Vault has access to this guide
, produced by Vault-Tec, the corporation that designed and built the vaults.
The Vault community is led by an Overseer but he/she will not be allowed as a character. They will remain an NPC as will the head of security, the Sheriff. The Sheriff also holds the keys to the armoury in case anyone was wondering. BTW there were around 800 people in the Vault when it was sealed, so its a pretty big bustling place. There's around 500. There is a general mindset that the community is shrinking and eventually it will die out; this puts a negative outlook generally over the Vault dwellers future.
Everyone born here has never seen daylight so there should be a facility where people can get a healthy weekly dosage of UV rays so that they are not all pasty white and suffer from SAD. Vitamin D (among other medicinal drugs as needed) is also a regular intake for all Vault dwellers.
I want to stress too that there is a real chance of character death in the game.
If that happens you will be welcome to create a new one - if death happens before you leave the Vault you will be another Vault 111 dweller; if it happens in the wasteland you can play another 111 dweller who happens to be out there too; or a wastelander who joins/befriends the group (and of suitable level/skills).
A note on living quarters/conditions:
A married couple get an apartment of a bedroom and a living space. Once they have a child that reaches age 10, they are allocated an apartment with a second bedroom. If they have 2 children, the kids must share. Three or more kids allows a third bedroom. Once children reach 18 they move to the unmarried dorm and the parents downsize to a smaller apartment. If a partner dies the widow also moves to the dorms. This is harsh but it ensures the most efficient use of the few large apartments available.
The only exceptions to this are the heads of departments. The Overseer has his/her own living quarters next to their office. The senior doctor has an apartment adjacent to the sick bay and the Chiefs of the different engineering facilities likewise live near their work. All of these personnel have slightly better quality living quarters than ordinary families. The security team have their own dorm/barracks with a male and female room but two deputies are bedded in each general male and female dorm at all times to keep an eye on things and to act as a 24/7 presence in case of problems. The personnel allocated here are rotated every three months or so and will have a secure locker for their baton and side arm (if allocated).
A note on current security readiness:
The armoury is at the Security Barracks adjacent to the Sheriff's living quarters. It consists of a small room with a couple of gun cabinets. For 1000 Vault dwellers where the envisioned time underground might only be 1 to 2 years 50 officers were considered sufficient by the Vault's designers. The armoury's contents reflect this number of officers. Batons are in daily use while usually only the Sheriff bears a pistol, however he has allocated a daily rota of two platoon leaders who also each carry a sidearm. Usually armoured utility overalls will be worn, the helmets being kept in lockers in the barracks to be worn only if an incident requiring their use arises. The platoon leaders are rotated periodically so that everyone has an opportunity to try their leadership skills and the barracks has a firing range though ammo in the case of Vault 111 is in extremely short supply.
However in recent months as the sounds of digging outside have become much more noticeable more precautions have been taken. An listening post has been established in the main door lock. This is staffed by a platoon leader and 4 officers at all times with 2 shotguns and 3 pistols. Of the other officers around 15 carry pistols and in the event of a breach the unarmed security team are under orders to muster at the barracks where the remaining firearms will be handed out.CHARACTER CREATION:
Here is the character sheet with the stats system and 'shopping list' of stuff you can buy to equip your character at the start of the game. Please don't be put off! There is a lot here because its comprehensive, but once you break it down and deal with it section by section it is all quite straightforward and much of it, like the weapons listings is repetitive.
The only equipment you can buy with your 20 points are those items with a cost
written beside them. However this is a role-playing game so if you can think of something not on the lists that you think a Vault-dweller might reasonably have, please send your ideas to the GMs. If we approve it we will give you a cost and effect within the game rules.
There are a couple of items that cost different for different genders or age groups - the retro sci-fi world of Fallout 3 is not a place of such equality as our own world.
The post below this is the Perks system based on the Fallout 3 game, so please be aware that the Perks you can select at game start will affect your character stats... or in other words you can design your stats to take on board the benefits of the three starting Perks you choose.
If you have any questions, fire away here. Proposed character sheets to me and Urban by PM please.
Appearance: (an image from a character in the game please or an actual photo or artwork from the 1950s in order to maintain consistent style and mood)
Any details of appearance you wish to add:
Details of character and backstory:
Job: (please choose one from the list below)
Home Location: (2nd Level = individual apartments for married couples and upper level citizens, 1st Level = male and female dorms for all other citizens)
Vault Security Team personnel (Deputy)
Medical Team (Doctor, Nurse)
Maintenance (all engineering jobs and broken down by department: Reactor Plant, Water Recycling and Purifying, Electrical, Plumbing, Air Filtration, Facilities)
Community (jobs dealing with Vault personnel and their lifestyles rather than jobs that keep the Vault running such as hair styling, seamstress, retail, masseuse, beautician, child care, journalist, cafeteria waitress, etc)
For locations of homes; doctors and senior personnel in some departments such as science and maintenance, even if unmarried, will have small apartments on Level 2. All other unmarried personnel in the dorms on Level 1. If you plan to be married and your partner is an NPC that is acceptable. If your partner is another PC, please check with the GMs first.The SystemStatsAssigned Stats
Each player is given 45 points to assign to the following stats as they see fit, with the exception of the Ranged Attack stat which is determined solely by the equipment a character carries. There is no maximum for any stat, but the minimum for a single stat is 3, anything lower will unbalance the system against
Health: How much damage your character can take before loosing their mortal coil.
Ranged Attack: (Derived from weapons)
Strength: The amount of damage your character can do in melee combat.
Accuracy: Your character's ability to hit what they are aiming at.
Agility: Your character's ability to avoid incoming attacks.
Intelligence: Your character's intellectual abilities.
Defense: Your character's ability to resist incoming damage.
Perception: Your character's ability to detect others and things out of place in their surroundings.
Stealth: Your character's ability to avoid detection.
Luck: The likelihood of good or bad things just happening around your character.
When you submit your character sheet please list the Basic stats and then beside those any mods given by weapons, armour or Perks. This makes calculating the correctness of the character sheets much easier! Thank you!Decision Influenced StatsKarma:
A measurement of your good or bad deeds and how you are perceived by the inhabitants of the Wasteland. You gain titles displaying your achievements and each decision you make takes you further down the path of positive, negative, or neutral Karma. Each Karma title brings with it certain advantages and disadvantages. The titles are as follows:Devil:
(only available after chapter 10) Only the truly evil will ever find themselves possessing the title "devil." For these men and women doing good in the wastes is honestly harder than doing evil. This is a Very Evil trait.Effects:
Most 'evil' factions will not attack you, 'evil' characters will be friendly to you, 'good' factions will turn hostile very easily towards you, +5 to Influence (explained below), +3 Damage vs 'Good' characters, access to the "Devil's Spawn" perk.Ne'er do Well:
Try as you may, try as you might, you just never seem to do right... It's not that you want to be evil you were just born that way. This is an Evil trait.Effects:
Evil characters will be friendly to you, +1 Damage vs 'Good' characters.Adventurer:
Balance in all things, that is the path to true greatness. This is a Neutral trait.Effects:
Neither good nor bad characters will be overly hostile or friendly to you, +1 Barter Skill.Saint:
Do unto others what you would have them do unto you, that is how you live your life and it serves you well! This is a Good trait.Effects:
Good characters will be more friendly to you, +1 Defense vs 'evil' charactersMessiah:
(only available after chapter 10) Behold, won of the few who represents all that is good in mankind! This is a Very Good trait.Effects:
'Good' factions will not attack you, 'Good' characters will be friendly to you, 'Evil' factions will turn hostile very easily towards you, +3 defense vs 'Evil' characters, access to the "Wasteland Saint" perk.Derived Stats
Each of these stats covers a specific aspect of some of the activities your character may find themselves doing in the game. You cannot directly alter them except via Perks (explained later). They are being revealed simply to keep you informed.Repair Skill:
This skill determines your success or failure when trying to repair things found in the wasteland. It also determines how long it takes you to conduct repairs. It is influenced by your Perception and Intelligence.Lockpicking Skill:
This skill determines your success or failure when trying to break into a locked door or compartment in the wasteland. It is influenced by your Perception and Stealth.Barter Skill:
This skill determines how good you are at getting NPC's to trade with you. It is influenced by your Intelligence and Luck.Influence Skill:
This skill determines how good you are at convincing NPC's to give you what you want through negotiation, fear or intimidation. It is influenced by your Strength and Karma.Equipment
Each player is allocated 20 points to spend on equipment as they see fit. With the limits that a character has 12 equipment slots and the maximum number of weapons that can be carried is 3 and the maximum number of pieces of armour is 2 (helmet and body). Other items include clothing, ammunition, explosives, chems, sustenance and sundry items. Where no cost is given, the item may not be purchased at the game start but it is listed here for clarity.Weapons
This category consists of the different items available to for use in attacking others with both ranged and melee attacks. Note that where ranges are mentioned these are determined by the GMs.Un-powered Melee WeaponsImprovised Weapon:
Includes all general improvised concussive blunt weapons such as Crow Bar, Tire Iron, Wrench, Table Leg, Hammer, Lead Pipe, Length of Scaffold Pole, Pool Cue, Rolling Pin, etc.Effect:
Damage = Strength +1Cost:
1 Baseball Bat:
Typical Vault sports equipment, of rock-hard polished hickory, can be swung faster and hit harder than the above with a longer reach, also superior because unlike an improvised weapon it has a proper grip and is weighted to deliver a blow. These are not found out in the wasteland or only very rarely due to most having rotted away with age.Effect:
Damage = Strength +3Cost:
2 to characters under age 21, 3 to others.Sledge Hammer:
Very heavy and with long reach but slow to swing.Effect:
Damage = Strength +5. Causes -1 Agility to wielder.Cost
2 to engineer characters, 4 for others. Knife:
Includes various types such as Switch Blade, Combat Knife, Meat Cleaver, Bread Knife, etc - fast and can do lots of damage in skilled hands but needs agility to use well, otherwise mostly useless.Effect:
Damage = Agility +3Cost:
Standard Vault security issue - very fast in use but of low striking power. Mostly useful against un-armoured opponents like radroaches, mole-rats and annoying Vault teenagers.Effect:
Damage = Strength +2. Causes +1 Agility to wielderCost:
3 to security personnelBrass Knuckles:
Simple and quick, also can be worn/used without it taking up the use of that hand such as melee weapons do. Low damage.Effect:
Damage = Strength +1Cost:
1 to male characters, 2 to female charactersSmall Guns - Handguns10mm Pistol:
Standard Vault security issue, low hitting power but fair range. A silencer is available for this weapon.Effect:
+4 Ranged AttackAmmo:
10mm ClipSawn-off double barrelled shotgun:
Standard Vault security issue for serious times. Rare but immense punch at very short range such as across a room. Of little use beyond about twenty feet. This gun is very simple to use and can be wielded by those unused to firearms. It's spread of pellets does not require an accurate aim, thus it gives an Accuracy bonus.Effect:
+6 Ranged Attack at very close range, +1 Ranged Attack at longer range. +2 Accuracy.Ammo:
Shotgun shells box
Note: The firearms are not available to purchase with your 20 points, even if you are Security Personnel but they may become available to characters in-game. For obvious reasons in the case of a breach of the main door by unknown persons the Security Team will be the first to be issued them and the Sheriff's orders are that all off-duty Security Personnel should muster at the armoury if the main door is breached, whether with hostile intentions or not.Clothing and Armor
Both armor for protecting your character, and clothing to make them more appealing to those around them are available for selection here.Clothing Vault 111 Jumpsuit:
A Vault jumpsuit is a set of standard clothing worn by all inhabitants of Vault-Tec Vaults. The number of the Vault is on the back of the suit. Vault suits can be skin tight, or less form fitting at the wearer's choice. Made of a relatively tough material they are good for providing protection from the elements but not quite as effective against weapons. Effect:
none but protection from dirt and maintaining your modesty!Cost:
0 for the first suit, 1 for each subsequent suit.Vault 111 Lab Uniform:
Clothing issued to each Vault's scientific personnel. They are more a symbol of status than anything else. Effect:
1 for doctors and science lab staff, 3 for others.Vault 111 Utility Jumpsuit:
A modified version of the standard Jumpsuit designed for manual labor and routine repair the gauntlets are removed and it has no sash on the left shoulder and breast. The outfit features high-top, converse-like, red shoes which is a contrast to its generally grubby appearanceEffect:
+1 Agility, +1 DefenseCost:
1 for technicians and engineers, 3 for others.Pre War Baseball Cap:
A red baseball cap, the kind worn on those hot summer days before the Great War. Effect:
2Bomber Jacket/Biker Jacket:
A short leather coat, lined and warm, also cool... if you get my meaning. With so few opportunities to express individuality in the Vault, some people, mostly youths have taken up to manufacturing or repairing various jackets to leave their mark in the community.Effect:
+1 Luck, +1 DefenseCost:
Every character has one of the following items. A Pip-Boy does not take up any item slot or a free hand to use. Pip-Boy 3000:
The RobCo Pip-Boy 3000 is one of the models of the Personal Information Processor electronic device series manufactured by RobCo Industries. The Pip-Boy holds a surprisingly large amount of information and can transfer data to and from holodisks and from data tubes with a suitable hard connection. It displays information in bright green on its black 4" x 2" screen. With a suitable cable connection and camera attachment it can record sound or video footage for later playback. Its primary uses are monitoring the user's health (pulse, temperature, heart rate, blood sugars and blood pressure) and mapping the surrounding terrain via Lan-Tec's "Geo-Zap" powerful radar and sonar pulsed data gathering technology (with the option to call up large map blocks of several hundred miles). There is a built-in Geiger counter and its screen can double as a reading lamp. Other features include a buddy chat program, timer and alarm function as well as a personal log system, reading material storage, even simple games and a radio!Effect:
Character can always communicate with other characters who have a Pip-Boy, character will always know their location, character will be notified when they are in a high radiation area, +2 Perception and -2 stealth when lamp illuminated in a dark area, character has access to the knowledge on the Pip-Boy network thread of the RP.Cost:
0ArmourVault 111 Security Helmet:
A riot helmet with a hinged Plexiglas visor commonly worn by Vault security officers.Effect:
2 for security officers.Vault 111 Security Armor:
A suit of armor worn by Vault security officers. It consists of a padded stab-proof vest to provide it's wearer with basic protection. Effect:
3 for security officers.
The Extras category consists of explosives, ammo, chems, sundries and other useful items that do not fall into the above categories. When used the effects of chems are immediate and last for a fixed time period adjudged by the GMs but will usually be sufficient for one combat or at most about 20 to 30 minutes in-game. Ammo is used to supply a character's weapons (when it is needed), for the sake of simplicity all forms of ammo will be broken down into 'clips', 'boxes', 'charge packs', 'canisters' or similar which imply a small quantity. Except for some special weapons like the Fat Man, missile launcher and hand grenades these contain enough ammo to supply a character's weapon for a modest amount of combat or practice. All 'Extras' items are stack-able up to four per slot but the Karry-All has a capacity of 'pockets'. For example a character has a rifle, a pistol and baseball bat as their three weapons. For armour they have a Vault security armour suit. They are not wearing a helmet but choose a baseball cap as headgear giving a +1 perception bonus. This leaves 7 equipment slots free and they fill #1 with 3 10mm clips for their pistol, #2 with 2 .32 boxes for their rifle, #3 and #4 with two frag grenades each, #5 with 4 stimpacks, #6 with a Karry-All containing 4 bottles of water and 4 days food and #7 with a Fat-Man warhead (being carried for someone else).
Note how the slots are 'stackable': here slots #1, #2 and #5 show how multiple items of the same type are stacked; likewise the Karry-All is a 'stackable' container but using a different stacking logic. It has 8 'pockets' each capable of holding one item; food, drink, tool kits, sundries, clothing or ammo inside it. This makes it useful for carrying a bunch of items you have only 1 of, since otherwise these would occupy a 'stackable' full slot. Slots #3, #4 are filled by two more bulky items each. Slot #7 is filled with a non-stacking bulky single item. By sharing loads a party of travellers can carry more equipment.
In case people are confused about the 2 armour slots, this excludes clothing so a player can buy (for example) a Security Armour Suit, a Security Helmet and a baseball cap, but one piece of headgear is stowed in an equipment slot. The same applies if, for example you purchase a Utility Jumpsuit, a leather jacket and a baseball cap - three items but either the Util Suit or the leather jacket is stowed in an equipment slot. This generally applies only to clothing items, not armour.
We have used this system as it saves having to calculate the weights of everything, allows characters to transport a realistic and easily measured amount of gear but still forces some limitations and decisions on the player. It takes a small amount of record-keeping but we feel it is a good compromise towards realism while maintaining some simplicity.
When submitting your character sheet please list your weapons, armour and equipment against the 12 slots available like this:
WP-EQ = A weapon or equipment slot
AR-EQ = An armour or equipment slot
EQ = An equipment slot
Karry-All if chosen:
Pull pin, count to five, throw. Hope that storage for 200 years in an ammo locker hasn't made it a dud.Effect:
+6 Ranged Attack damage against all enemies within close range of the target.Stacking:
2 per slot.Molotov Cocktail:
A mix of petrol and melted rubber in a glass bottle with a rag wick. Light and throw. More amusing that dunking Sugar Bombs in Nuka-Cola. Effect:
+5 Ranged Attack damage against all enemies within close range of the target, -1 Agility to all enemies within close range of the target.Stacking:
1 per slot.Cost:
1 (per Molotov) for security and engineering personnel, 2 (per Molotov) other characters.Pulse Grenade:
As with the pulse rifle a device to combat robots and turrets and other such electrical targets. Hand thrown. Can sometimes be a dud due to poor storage conditions. Very useful however for fighting robots in buildings, roll one around a doorway and PAHZAP!Effect:
+6 Ranged Attack against all robotic enemies within close range of the target.Stacking:
2 per slot.
AmmoAmmo Clip or Box:
A standard term for a small quantity of small gun ammo. Effect:
Each Clip or Box allows the use of an applicable calibre weapon for a moderate period of use.Stacking:
4 per slot.Charge Pack, Fusion Cell Pack or Pulse Cell Pack:
Slang terms for the different energy modules used to power energy weapons and powered melee weapons. Effect:
Each Charge Pack allows the use of an applicable energy weapon for a moderate period of use.Stacking:
4 per slot. Heavy Weapon Ammo:
Most Big Gun ammo is too big for containers such as clips, boxes or charge packs to be practical. In these cases the ammunition is usually specified individually. Effect:
Each ammunition supply contains a specific number of projectiles.Stacking:
1 per slot.
A Stimpak, or Stimulation Delivery Package, is a type of hand-held medication used for healing the body. This item consists of a non-intravenous nozzle for containing and delivering the medication and a gauge for measuring the status of the stimpak's contents. When the medicine is applied, it provides immediate healing of the body's minor wounds.Effect:
Health instantly regained by 3 points Stacking:
4 per slot.Cost:
2 (per Stimpack), but 1 for DoctorsRad-Away:
An intravenous chemical solution that bonds with radiation particles and passes them through your system. It cannot be used to keep away radiation when entering radioactive areas like Rad-X, but instead is used after receiving radiation to rid yourself of some of it. Effect:
Character's Radiation level instantly brought down by one levelStacking:
4 per slot.Cost:
2 (per Rad-Away), but 1 for Engineers/Technicians/DoctorsRad-X:
An intravenous chemical solution that bonds with radiation particles and expels them from your system instantly. It's use was as a pre war industrial drug issued to workers in high-radiation zones inside power and manufacturing plants and waste disposal sites. It was also used by the military.Effect:
Character is resistant to radiation for a period of timeStacking:
4 per slot.Cost:
3 (per Rad-X), but 2 for Engineers/TechniciansPsycho:
A form of injected drug composed of strange, unknown chemicals of military origin, that comes with its own unique delivery system. It was designed at the orders of General Constantine Chase and is supposed to increase the combat potential of a soldier, whilst dampening higher mental functions, making for fearless determined troops. Effect:
+3 Strength for a period of time, -2 Intelligence for a period of time.Stacking:
4 per slot.Cost:
3 (per Psycho)Med-X:
A highly potent painkiller when injected, it makes the user impervious to pain to a degree. Effect:
+2 Defense for a period of time.Stacking:
4 per slot.Cost
2 (per Mex-X), but 1 for DoctorsMentats:
This pre-war chem was created by Med-Tek. They were designed to increase memory related functions and speed up other mental processes. These red pills were a popular party drug, widely appreciated for their effect on creativity. Effect:
+2 Intelligence, +2 Perception for a period of time,Stacking:
4 per slot.Cost
2 (per Mentat), but 1 for Science Lab staffJet:
Jet is a powerful methamphetamine that stimulates the central nervous system. The user is filled with a rush of energy. Effect:
+2 Agility for a period of timeStacking:
4 per slot.Cost
3 (per Jet)
The tools of the trade for a doctor. Contains generic drugs, bandages, thermometers, diagnostic equipment, sterilizing balm and other items and can be used by a doctor character to heal light wounds and reduce fevers. Note the Medical Bag does not contain any of the specifically named chems but is a general tool for healing.Effect:
Health regained by 5-10 points but requires several hours rest. Can also diagnose infections, diseases and addictions. Can heal crippled limbs but requires several hours rest. Cost:
2 points (doctor characters only)Stacking:
1 per slot, cannot fit into a Karry-All. (Duh. Whut? We named it a Karry-All guys! It's not!)Engineers Tool Belt:
Electrical, Plumbing, Air Filtration and Reactor Plant engineers tend to carry the tools of their trade around on hip-belts with various pouches and loops. Useful for various repairs. During Vault 111s engineer's long war against machinery breakdowns and the constant need for maintenance in small spaces the original steel toolboxes so common at first were abandoned for the more useful canvas or leather tool belts which allowed engineers and workmen to ascend and descend ladders and crawl into ducting and other tight corners and still take all their tools with them.Effect:
To be announced. Cost:
2 points (engineers only)Stacking:
1 per slot.Scientists Analysis and Testing Kit:
Depending on the branch of science can be used for a variety of diagnostic, repair and testing procedures.Effect:
To be announced. Cost:
2 points (science lab staff only)Stacking:
1 per slot.Sewing Pouch:
Useful for a seamstress to mend clothes and even sew armour panels onto jumpsuits if the need arises.Effect:
Allows clothing and light armour repairs. Cost:
1 point to female characters, 4 points to male characters.Stacking:
1 per slot.Karry-All:
A standard Vault-issue knapsack that hangs from one shoulder strap. Is commonly used by Vault-dwellers for their shopping or for kids to take books to class. The bag is of durable Plas-Weave and comes in neutron-black, vault-blue, Uncle Sam-brown, or mountain-grey
with the Vault number stencilled on.Effect:
Occupies one equipment slot but has within it 8 slots of mixed types. Cost:
1 per slot (one only may be carried).Water Bottle:
A glass bottle useful for water, Nuka-Cola or more serious beverages.Effect:
Liquids are vital and must be taken daily in large quantities. Note that Vault water is pure and non-irradiated.Cost (full of water):
1 point. Note, supplies of Nuka-Cola ran out in Vault 111 many, many decades ago.Stacking:
2 per slot.Food:
General Vault food of a pre-processed nature created in the Vault's hydroponics deck.Effect:
Food is essential in some form twice a day for good health and fitness.Cost (2 meals):
2 per slot.Moonshine:
Um, yeah. Some people get a bit bored of water and coffee and tea and they get inventive. And this is the result. Processed from sugars, yeasts, food tablets and anything else that looks like it has potential, the result is a crude vodka-like drink. It helps some people forget how shitty life is.Effect:
+2 strength, -1 intelligence, -1 agility (for a limited time).Cost (bottle):
2 per slot.Condition of Weapons and Clothing, and a note on Ammo and eating/drinkingCondition:
Both weapons and armor degrade a small bit each time they are used. If left without repair every weapon and piece of clothing in the wastes would eventually break and cease to function. For the purpose of this game there will be two simple conditions: "Functional" and "Broken." We considered varying levels of damage and functionality but decided these would be too much work to book-keep (easy in a computer game, hard in a GM-run RPG)
Equipment in Functional condition represents a good level of repair, the best one can hope to achieve in the wastes. They will work as they are intended to and suffer no malfunctions.
Broken items are weapons and armor that are so damaged they are now useless. A broken gun will no longer fire, a broken melee weapon will be too fragile for use, broken armor will be little more than weight on a character's back. Repairs
Repairing things takes time, skill, tools, parts, and considerable effort. In order to represent this the only way to make repairs on armour or a weapon is to first locate a similar item (a chart of which weapons repair which ones will be supplied and updated after the start of the game) and strip it down for parts. This can be done in the field or in the comfort of a safe place. These parts count as an Extra item not a weapon or piece of armour. The next step is to take the armour/weapon parts, and the armour suit/weapon to be repaired to a work bench and make the repairs. A character's repair skill will determine just how useful the repairs made on their weapon and/or equipment are.
At the early stages of the game a character may simply not have the skills to fix things, or the co-operative skills of more than one character may be needed. Or more than one item may need to be cannibalized to produce enough spare parts.Ammo
Nearly every weapon in the wastes requires ammunition. This ammunition is measured in clips, boxes, packs, etc. Both the counting and appearance of ammunition will be handled by the GMs. Players do not need to keep a bullet count. Note that energy weapons and powered melee weapons use energy cells of various kinds. These serve the same function as other ammunition clips or packs.Sustenance
We do not intend to bog everyone down with the boring and annoying minutae of having to regularly eat and drink and keep detailed track of this. However the wasteland is a hot, dry and hostile place so we would like the players to please ensure their characters are aware of the dangers of such an environment and respond to it by making a small effort to eat and drink IC from time to time. The GMs won't throw a fit over this if you go thirsty or hungry but if after two days a character hasn't made an effort to do both then the party may find carrying an unconscious and dehydrated person to be rather troublesome! The practice of having at least 1 days water on you (a bottle) and one day's food (2 meals) - each of these costs a point each at game start - would cover this. The GMs would assume this to be consumed at the end of a day.