These events take place 100 years after the radiation outside your vault has cleared the exact year 2177. There are 100 of you in this Vault your job protect them and keep them alive. This means trading with outsiders for food ,weapons ,ammo, water ,and other stuff.
I will be using Ascii draw for this so ya ascii maps people here is the character template.
Character Template:
Name:
Age:
Inventory: ( you have 100 caps )
Stats-
Hp:15 ( Unless you get a perk that increases Hp )
Ap:20
Strength:
Endurance: ( Say if you had 5 points in this which is the base you will get 5 hp per turn )
Charisma:
Intelligence:
Agility:
And 2 of the following starting perks.
Starting Perks:
Mechanic: + 1 to succsessful repair rolls
Gunslinger: when using a one handed weapon you do + 2 damage
Sceintist: Allows use of scientific workstation where you can make new chemicals and mess with energy weapons and so on
Trader: You get a 5% discount when trading
Defensive Mind: You gain the ability to upgrade your vaults defenses ( + 1 To upgrade rolls)
Hard Training: After years of training you have prefected the use of vats ( Aiming at the heads in vats cost 2 less ap and does 1 more )damage
Arms Master: You get plus 1 to rolls regarding making, repairing, and upgrading weapons
Fast Reload: It no longer takes a turn to reload heavy weaponry ( you can start off with some heavy weaponry )
Robo Master: You start with a Protectetron and have the ability to repair and make more
Entamoligist: You do plus 1 damage to Bugs
Scavenger: You get + 2 On rolls when scavenging put years spent searching the wastes have rusted your skills the base of the stats is now 4 ( keep in mind with a +2 if you roll a 2 you could find a mostly intact protectetron husk or 3 missles and a missle launcher so it may be woth it)
and the final one
Spray N' Pray- You do only 1 damage to your allies if they are caught in the cross fire
Weapons:
Guns:
Hunting Rifle - 20 caps ( 4 base damage range is 10 tiles accurately and anything up to fifteen u have 50% chance to hit 5 round clip(.223 rounds))
9mm Pistol - 10 caps ( 1 base damage. 5 tiles accurate up to 10 50% chance and 13 round clip (9mm rounds))
Missile Launcher - 50 Caps ( 15 Base Damage 10 tiles accurate 11 - 12 50% chance 1 round clip ( duh ) )
10mm pistol - 15 Caps ( 2 base damage 12 round clip and the accuracy is same as 9mm pistol (10mm Rounds))
Varmit Rifle - 20 caps ( 3 base damage. 8 tiles accrate 9 - 12 tiles 50% chance. 6 round clip (5.56 rounds))
Laser pistol - 25 caps ( 3 base damage. same accuracy as 9 and 10 mm pistol. 10 round clip (energy cells))
Laser Rifle - 75 caps ( 5 base damage. 12 tiles accurate 13 - 15 inaccurate 6 round clip (microfusion cells))
Plasma Rifle - 85 caps ( 6 base damage. 12 tiles accurate 13 - 15 inaccurate 4 round clip (microfusion cells)
Plasma Caster - 95 caps ( 5 base damage 10 tiles accurate 11 - 13 inaccurate fires 3 shots a turn 30 round clip(microfusion cells))
Laser RCW - 75 caps ( 4 base damage. 10 tiles away accurate everything above 10% chance shoots 10 times a turn 60 round clip(electron charge packs))
Riot Shotgun - 120 caps ( 8 Base damage. 5 tiles away accurate 6- 7 50% shots 2 times a turn 20 shell drum (12 gauge shells))
Sawed-Off Shotgun - 25 caps( 6 base damage. 3 tiles away accurate 4- 5 inaccurate shoots both shells at once( 12 gauge shells))
Caravan Shotgun - 100 caps ( 9 base damages. 5 tiles away accurate 6-7 inaccurate shoots one at a time 2 shell clip ( 20 gauge shells ))
Hunting Revolver - 95 caps
Hunting Shotgun - 145 caps ( 12 base damage. 6 tiles accurate 7-9 Inaccurate 5 Shell Clip ( 20 Gauge Shells )
LMG ( Light Machine Gun ) - 165 caps ( 4 base damage. 8 tiles accurate 9 - 12 Inaccurate 90 Round Clip ( 5mm Rounds ))
Plasma Pistol - 65 caps
Sniper Rifle - 125 caps ( 10 base damage. 12 tiles accurate 13-16 Inaccurate 5 Round Clip ( 308 Rounds ))
9mm Machine Gun - 38 caps
10mm Submachinegun - 49 caps ( 3 base damage. 10 tiles accurate 11 - 14 inaccurate 30 round clip can shoot 5 times ( 10mm Rounds ))
Gatling Gun - 205 caps
Assault Carbine - 119 caps
Grenade Rifle - 125 caps
Grenade Launcher -100 caps
( This is my own invention ) Plasma Mortar - 350 caps (25 base damage 15 tiles accurate 16 and up miss 1 round ( plasma canisters))
Cowboy Reapeter - 86 caps
Lever-Action Shotgun - 98 caps
Flamer - 65 caps
Incinerator -89 caps
Guass Rifle -
AK 112 -
Chinese Assualt Rifle -
M199 -
XL70E3 -
FN Fal -
M16A1 -
Ruger AC556F -
Steyr -
Tri-Beam Laser Rifle -
Gatling Laser -
Melee:
Power Fist - 60 caps
Pool Cue - 10 caps
Baseball Bat - 24 caps
Switchblade - 8 caps
Combat Knife - 98 caps
Sledgehammer - 87 caps
Super Sledge - 152 caps
Spear -59 caps
Crowbar - 25 caps
Bumber Sword - 149 caps
Rebar Club - 134 caps
Lead Pipe -
Nail Board -
Rolling Pin -
Police Baton -
Explosives:
Frag Mine
Powder Charge - 25 caps ( 6 base damage. Mine. 2 tile blast radius )
Frag Grenade - 25 caps ( 7 base damage. 1 tile blast radius 5 tiles thrown)
Plasma Grenade - 35 caps ( 8 Base Damage. 1 tile blast range 6 tiles thrown )
Dynamite - 15 caps ( 6 Base damage. 5 tile thrown 1 tile blast radius )
Flashbang - 12 caps ( Blinds Humanoid enemies for 1 turn. 6 tiles thrown hits 1 tile in each direction )
Moltov Cocktail - 15 Caps ( 6 damage. Burns Creatures with flesh to death in 2 turns )
Pulse Grenade -
Pulse Mine -
Plasma Mine -
Frag Mine -
Bottlecap Mine -
Armor:
Leather Armor - 50 caps ( 3 DT can take 1000 damage before breaking )
Vault 777 Suit - 2 DT Will absorb 100 damage before breaking - Free
Armored Vault 777 Suit - 4 DT will absorb 300 damage before breaking - 45 Caps
Reinforced Armored Vault 777 Suit - 6 DT will absorb 600 damage before breaking - 60 caps
Combat Armor - 89 caps
T - 51b Power Armor - 256 caps
Metal Armor - 49 caps
Desperado Outfit - 75 caps
Mercenary Body Armor - 57 caps
Kevlar Armor - 89 caps
Desert Ranger Armor - 125 caps ( must be friendly with Desert Rangers )
Docker Armor - 125 caps ( must be friendly with Dockers )
Ghoul Mask - 50 caps ( protects from feral ghouls)
Ammo:
Case of 9mm Rounds - 50 Bullets - 5 Caps
Box of 10mm Rounds - 60 Bullets - 10 Caps
Bundle of Energy Cells - 35 - 15 Caps
Set of Missiles - 3 - 25 Caps
Box of .223 Caliber rounds - 20 - 20 Caps
Box of 5.56 Bullets - 40 - 20 Caps
Box of 308 Rounds - 20 - 25 Caps
Case of 5mm Bullets - 100 - 50 Caps
12 Gauge Shells - 1 Cap Per shell
20 Gauge Shells - 2 Caps Per Shell
Crate of Microfusion Cells - 20 - 20 Caps
Flamer Fuel - 3 Per Canister
Plasma Canisters - 6 Per Canister
Energy Cores - 1 For 1 Cap
Gauss Clip - 2 Rounds per Clip 12 Caps
Food And Water
Cram - 2 caps
Military Rations - 5 - 12 caps
Purified Water - 12 caps
Dirty Water - 6 caps ( Undrinkable unless purified )
Blaco Mac - 3 caps
Gecko Steak - 5 caps
Brahamin Steak - 5 caps
Brahmin Meat - 2 caps ( Meat must be cooked )
Gecko Meat - 2 caps ( Must be cooked )
Bloatfly Meat - 2 caps ( Must be cooked )
Nuka - Cola - 12 caps
Sunset Saspirilla - 12 caps
Water Purifier - 200 caps
Bloatfly Steak - 7 caps
Squrriel Kebab - 3 caps
Squrriel Stew- 4 caps
Robots:
Robo Brain - 125 Caps ( Will do a Damage roll when bought to tell you its condition )
Partially Destroyed Robo Brain - 75
Protectetron -50
Partially Destroyed Protectetron - 25
Mr Gutsy - 70
Partially Destroyed Mr Gutsy - 35
Mr Handy - 25
Partially Destroyed Mr Handy - 15
Sentry Bot - 110
Partially Destroyed Sentry Bot - 55
Mark I - 50 Caps
Mark II - 55 Caps
Mark III - 63 Caps
Mark IV - 73 Caps
Mark V - 85 Caps
Mark VI - 96 Caps
Partially Destroyed Mark I - VI Turret - 89 Caps
Eyebot - 50 Caps
Partially Destroyed Eyebot - 25 Caps
Auto-Cannon - 100 Caps
Partially Destroyed Auto Cannon - 50 Caps
Experimental Tankbot - Unable to buy may get blueprints from the quest Favor For a Obsessed Robot Friend
(( All Robots require Robo Master or Robot Nut To repair ))
Perks:
Lvl. 2 Perks
Mechanic: + 1 to succsessful repair rolls
Gunslinger: when using a one handed weapon you do + 2 damage
Sceintist: Allows use of scientific workstation where you can make new chemicals and mess with energy weapons and so on
Trader: You get a 5% discount when trading
Defensive Mind: You gain the ability to upgrade your vaults defenses ( + 1 To upgrade rolls)
Hard Training: After years of training you have prefected the use of vats ( Aiming at the heads in vats cost 2 less ap and does 1 more )damage
Arms Master: You get plus 1 to rolls regarding making, repairing, and upgrading weapons
Fast Reload: It no longer takes a turn to reload heavy weaponry ( you can start off with some heavy weaponry )
Robo Master: You start with a Protectetron and have the ability to repair and make more
Entamoligist: You do plus 1 damage to Bugs
Scavenger: You get + 2 On rolls when scavenging put years spent searching the wastes have rusted your skills the base of the stats is now 4 ( keep in mind with a +2 if you roll a 2 you could find a mostly intact protectetron husk or 3 missles and a missle launcher so it may be woth it)
and the final one
Spray N' Pray- You do only 1 damage to your allies if they are caught in the cross fire
Sharpshooter - When using rifles your accurate range is increased 5 tiles and inaccurate range to
Extreme Chem User - Chems last three turns instead of 2
Survivalist - It now only takes 3 pieces of wood and a lighter to make a fire to cook food on
Gun Nut - You have studied guns for years ( + 2 damage when using pistols or weapons with 4 base damage or lower )
Current Players:
Name: Phantom
Age: 25
Inventory: Reinforced Armored Vault Suit with the numbers replaced by a Wolf Howling Towards The Moon, surrounded by Jackals, Hunting Rifle, Box of .223 rounds.
Stats: Small Guns, Repair, Speech.
Strength: 7
Perception: 5
Endurance: 4
Charisma: 6
Intelligence: 7
Agility: 6
Luck: 5
Perks: Arms Master, Trader.
Bio: Phantom has always been an odd one out in the vault, longing to leave, longing to visit places beyond. He had contacts with the Desert Rangers, Caesars Legion, The Followers of the Apocalypse, and The Shi but has long since stopped contacting them. The symbol of the Wolf relates to his status as a Loner and a difference among wastelanders.
Color: Green
Name: Taric
Age: 19
Inventory: Reinforced Armoured Vault 777 Suit, Hunting rifle, Box o' .223
Stats:
Hp:15
Ap:20
Strength: 5
Perception: 5
Endurance: 5
Charisma: 6
Intelligence: 8
Agility: 6
Luck: 5
Starting Perks:
Defensive Mind
Arms Master
Tags: Small guns, Traps, Repair
Biography: one of the younger dwellers, Taric has a surprising grasp of architecture and he also knows how to hold a rifle
Color: Blue
Name: Boomer
Age:25
Inventory:Missile Launcher, 6 Missiles, and Vault 777 Suit The back reads " Guard Captain "
Stats-
Hp:15 ( Unless you get a perk that increases Hp )
Ap:20
Strength: 6
Endurance: 7
Charisma: 5
Intelligence: 9
Agility: 5
Perception: 7
Luck : 5
Perks:
Robo Master
Mechanic
Color: Yellow
Tag: Repair, Science, Big Guns
name:John
inventory:vault 777 jumpsuit, laser rifle, crate of microfusion cells (20 c?) 15 caps
stats:
strenght:5
perception:6
endurance:6
charisma:2
intelligence:10
agility:6
luck:5
perks:scientist
robo master
Bio:John has been a rather different boy since he heard of the marvels the old ones made with their science and tech and he sees it as his goal to understand all of it including their robots......and weapons
Color: Brown
Name: Ochita
Age: 23
Inventory: Varmit Rifle, Leather armor, Box of 5.56 Bullets, Switchblade
(I should have spent 98 caps so the other 2 will be raw currency)
Stats:
Strength: 4
Perception: 5
Endurance: 6
Charisma: 8
Intelligence: 9
Agility: 5
Luck: 3
Tag skills: Guns, Science, Medical
Perks: Mechanic, Gunslinger
Bio: Ochita is one of the Vaults medical officers. Due to a recent event (the head scientist was blown up...) He had learned about science from him, eventually taking place as a medical/science officer. When he heard that some people had come here he brought a gun with a small amount of extra supplys and practiced with them. Now that people are leaving he wants to join them to see more and help them live.
Color: Red
Name: Org
Age: 32
Inventory:Armored Vault Suit, Hunting Rifle, Box of .223, 9mm Pistol, Box of 9mm,
Stats:
Strength: 4
Perception: 7
Endurance: 4
Charisma: 6
Intelligence: 7
Agility: 6
Luck: 6
Perks: Scavenger, Robo Master
Tag:Rapair, Small Guns, Science
Bio:Org grew up an orphan after his parents were killed by mutants. He traveled around scavenging parts and guns to sell. One day he found a Protectotron.
Color: Pink
Name: Pie
Age:32
Inventory:
Power fist (60 caps)
Vault 777 Suit (Free)
Whatever the ammo for the Power fist was
Stats-
Hp:15
Ap:20
Strength:10
Endurance:10
Charisma:10
Intelligence:1
Agility:1
Luck:8
Perks:
Emtynoligist
Scavenger
Bio: Pie like living in vault! Vault nice and warm! Pie get along well with people, escpecially childeren! Pie like hitting things! It fun! Pie good at finding things too! (Pie was born in the vault but was dropped on the floor a little to often by his parents when he was a baby, several years ago he decided to help the vault and went of exploring, he returned with a working power fist. Many people find his lack of grammar to be surprisingly endearing.)
Color: Solid Blue
Name: David Mullar
Age: 34
Inventory: Laser Rifle, Vault 777 Suit, Crate of Microfusion Cells, Squrriel Kebab, 2 caps.
Stats-
Hp:15
Ap:20
Strength: 5
Perception: 7
Endurance: 6
Charisma: 5
Intelligence: 7
Agility: 5
Luck: 5
Perks: Sceintist, Mechanic
Tags: Energy weapons, Medicine, Repair
Factions:
Red D's
-Dockers
--Neutral
White O's
-New Olympia
--Reputation Unknown
Brown R's
-RobCo Fanatics
--Trading Rights
Grey White A's
-Arctic Rangers
--Neutral
Yellow S's with whatever
-Sanders
--Trade Rights
Grey S's with White Background
-Super Mutants
--Hostile
Light Pink A's
-Atlantic Flying Union
--Reputation Unknown
Brown R's
-Raiders
--At War
Light Blue B's
-Brotherhood of Steel
--Reputation Unknown
Other V's
-Vaults
Yellow D's with Green Background
-Desert Rangers
--Neutral
Dark Ones
-???
--At War
Quest Section :
Siege Of Olympia -
Status: Doing
Rewards: Vault Gains Trade Rights, 500 Caps, 3 Laser Rifles, 12 Crates Of Microfusion Cells, and 5 Mark I Turrets
Quest Name:
How I Learned To Stop Worrying And Love The Bomb
Given By:
Arctic Ranger Lieutenant Frasier
Objective:
An important bomb stockpile that was held by the Olympia Guard Corps was taken over by Raiders. These raiders seem to be worshiping these things as "Removers". Apparently they think these descended from heaven to remove the Rangers.
Quest Name:
Metro 2171
Given By:
All Factions
Objective:
Yeah, you know those Dark Ones in the first post? Kill them or make peace with them.
Quest Name:
Eviction Notice
Given By:
Arctic Ranger Lieutenant Frasier, Neutrality Path.
Arctic Ranger Commander Alavarez, Pro Arctic Ranger Path.
Ranger Desmond, Pro Desert Ranger Path.
Objective:
The Arctic Rangers and the Desert Rangers have quite a shaky relationship here in the Pacific Northwest. Tensions need to be cooled down in the settlement of Prosperity Station, a quite famous trading hub up here, before any real operations get going. Either get them into a truce, or convince the residents of Prosperity Station to assist either faction in an armed takeover.