You are a party of scavengers, mercenaries and the like, Adventurers of the Wasteland, if you will, having met on the road throughout the course of the last few days - joining together for the journey to New Vegas.
You've decided to travel there in hopes of making it big through work in the area, people 'like you' always seem to be in high demand around those parts.
You've also recently heard rumors on the road that war, indeed, never changes - and Caesar's Legion may be making another advance Westwards, possibly looking for another chance at taking Hoover Dam. If true, this could mean even more work, and even bigger money.
But only just now has the mining community of Sloan finally come within clear view on the road up ahead, and beyond it, the towering casinos of The Strip. Dusk is just beginning to fall, so you may need to stay in Sloan for the night, though at least you'll get a nice view of the city's lights. You've always heard them described as a thing of near unparallelled beauty out here in the vast desert wastelands, and until now you've seen only a faint glow on the horizon.
- - - - - - - - - - -
This is a Forum RPG taking place in (an expanded) Fallout setting. As you might have gathered from the intro, you players will form a party of Mercenaries/Scavengers of the like with a common goal, having met on the road to New Vegas - you've decided to band together.
A few random notes:Here's OOC:
http://www.bay12forums.com/smf/index.php?topic=130734.0Yeah, suddenly another Fallout game. I love the Fallout universe, but it's not one I often use with RPs and unfortunately I didn't get a chance to join up in the other game - so here's one of my own.
Of course, you don't necessarily need to be a Mercenary, Scavenger or whatever, that just makes you joining up with the others for the long term easy to explain.
Combat is turn based - and it goes by an Action Point system.
(Usually characters will have 8 in total, various actions take a variable amount of points to perform, as you might expect.)
In case you don't know about this neat little trick: If you see text like
This with the dotted line, mouse over it for a little tooltip.
I do make use of this a lot, usually for things like items, but I think I recall someone mentioning it didn't work for them a long while back - so let me know if it doesn't work for you.
And lastly, you might want to post before you begin work on a character sheet. I think the player limit will be 6, but I'm not entirely sure yet.We're full up for the time being.
Character Application:Character's Name:
Character's Gender:
Character's Age:
Character's Race: (Human, Ghoul, Super Mutant (See Below for More Information))
Character's Physical Description:
History:
S.P.E.C.I.A.L: (You have 5 Points to spend, You can also take points from one stat to place in another. See Below for more Information)
Strength: 5
Perception: 5
Endurance: 5
Charisma: 5
Intelligence: 5
Agility: 5
Luck: 5
Tag Skills: (Pick 3)
Small Guns
Big Guns
Energy Weapons
Explosives
Melee Weapons
Unarmed
Throwing
Doctor
First-Aid
Lockpicking
Repair
Science
Traps
Sneak
Barter
Speech
Pilot
Outdoorsman
S.P.E.C.I.A.L:Strength:
1 Strength: +2 Melee Weapons, +2 Throwing
Strength also determines your Carry Capacity/Weight: You start with 25 + (Strength x 25)
Many weapons require a minimum amount of Strength to operate.
Perception:
1 Perception: +2 Energy Weapons, +2 Explosives, +2 Lockpick, +2 Traps
1 Perception also adds an Additional 2% Accuracy with all weapons, up to a maximum possible bonus of 20%. It also adds +10% Chance of spotting a sneaking enemy (This chance modified by the enemy's Sneak skill of course).
Endurance:
1 Endurance: +2 Unarmed, +2 Big Guns
Endurance also determines your health, Your Starting Health is: 75 + (Endurance x 20), and you gain 5 (+ Half of your Endurance) Health per level.
Charisma:
1 Charisma: +3 Speech, +2 Barter
A fight often proves itself much more dangerous than a mere conversation would.
Intelligence:
1 Intelligence: +2 First Aid, +2 Doctor, +2 Science, +2 Repair, +2 Outdoorsman
Intelligence also determines two other things: When you level up, all players get at least 10 Skill Points to level their skills, but with every 2 intelligence you get a bonus Skill Point to spend, at 10 Intelligence you will have 15 Skill Points to spend each level.
If you have 3 or less intelligence, even some simple conversations may be confusing to you.
Agility:
1 Agility: +2 Sneak, +2 Small Guns, +2 Pilot
1 Agility will add a bonus +1 Dodge Class. (Dodge Class essentially being the number an attacker has to make a skill check against, before modifiers like distance and such.)
Luck:
1 Luck: +1 To all Skills
Luck determines a lot of things, too many to list here, but the luckier the person, the more good things will happen to them.
Races:Humans:
Default stats and such.
1-10 Points for all S.P.E.C.I.A.L attributes.
Ghouls:
Immune to Radiation Poisoning
Maximum of 8 for the Charisma Attribute
Maximum of 9 for the Strength Attribute
Maximum of 12 for the Intelligence Attribute
Super Mutants:
Immune to Radiation Poisoning
4-14 points for the Strength Attribute
2-12 points for the Endurance Attribute
Maximum of 8 for the Agility Attribute
Maximum of 7 for the Charisma Attribute
Requires Large Armour/Clothing but they have a natural +2 Bonus to Strength for the purposes of meeting weapon requirements and making Strength Checks.
They are incapable of using many Small Arms.
-10 Dodge Class due to their Size, but a bonus +10 starting health, and +2 Health per level.