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NSWRPF Archive Banished From the Earth - A Fallout RP

Discussion in 'Non-Star Wars Role Playing Archive' started by Hammurabi, Feb 1, 2009.

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  1. Hammurabi Force Ghost

    Member Since:
    Jan 14, 2007
    star 4
    War. War never changes.

    The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower.

    But war never changes.

    In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into quarreling, bickering nation-states, bent on controlling the last remaining resources on Earth.

    In the year 2077, after millennia of armed conflict, the destructive nature of man could sustain itself no longer. The world was plunged into an abyss of nuclear fire and radiation. But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history. For man had succeeded in destroying the world - but war... war never changes.

    Initially, a quiet darkness fell across the planet, lasting many years. Few survived the devastation. Some had been fortunate enough to reach safety, taking shelter in great underground vaults. When the great darkness passed, these vaults opened, and their inhabitants emerged to begin their lives again.

    When the doors of Vault 22 eventually slid open, its residents decided they didn?t want to to associate much with the broader world. They formed a fairly insular farming community. Occasionally traders or will stop by, and sometimes raiders set upon the settlement. On rare occasions, the village will send some of its members out into To journey out into the world is fraught with peril. Today, however, you have been called on to provide for the Vault. From the moment you step outside, however, your life is on the line.

    Good luck with that.


    [image=http://crispen.typepad.com/photos/uncategorized/2007/06/06/fallout3.jpg] [image=http://gamersushi.com/wp-content/uploads/2008/09/ghoul.jpg] [image=http://www.consolemonster.com/media/0000000824/screenshots/0000000824-L-2fe6055.jpg]

    Welcome to the world of tomorrow. Specifically, welcome to the Fallout world. Following a nuclear conflict in 2077, the world descended into chaos and anarchy as billions died and every world government disintegrated. Our story begins nearly a century after the initial shock of the war. You begin as a Vault Dweller in the wastes outside of what once was Boston, Massachusetts. From these humble origins, these characters will have the opportunity to become great heroes - or infamous villains.

    For our game, we will be using Fallout tabletop roleplaying rules. That means that instead of the typical, entirely word-based format used on these boards, players will be beholden to follow the ruleset that can be downloaded here. There?s also a wiki on the tabletop (which is't as good, and won't be considered as reputable as the official manual), as well as another useful wiki on the Fallout world. I?ve also set up a Google Site for this game specifically, which can be found here. There?s not much there yet, but I?ll be adding to it as we go on, and I?d like to get the site?s URL in the opening post.

    For those of you who?ve never tried pen-and-paper roleplaying before: don?t worry about getting involved in this. We?ll be going over things as we go along. This shouldn?t be a bad introduction to the word of tabletop RP, as the Fallout system seems fairly simple compared to some of the other systems out there. If you?ve played any of the Fallout games (more so for the first two games), you already have used a very similar system.

    In any case, Rules and Character Sheet are posted below. If you need any help on your CS please let me know.

    Rules:
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  2. Hammurabi Force Ghost

    Member Since:
    Jan 14, 2007
    star 4
    Okay, I've decided to start approving character sheets. I'll still be accepting them for another week or so, so get them in while you can.
  3. TheManinBlack Jedi Master

    Member Since:
    Aug 1, 2007
    star 4
    Name: Dante Wells

    Age: 143

    Race: Ghoul

    Appearance: A tall scrappy man, with one red eye on his forehead, and one green one on his left. He wears long dull grey dusters and a long clean dull grey jacket and shirt. Has a long blowers hat over his head, covering up most of his long, wispy and lush palm leaved that grow on his head and back.

    His flesh has decayed into a lumpy brown mess, looking more like wood or mud then skin. Despite this, he still looks somewhat muscular, in a refined restricted sort of way. Though Palm Tree leaves grow on his long chin, Wells doesn't bother covering them up.

    Personality: Dry, cold man. Has seen to much of the human condition to be really surprised by anything, and that is not a good thing. Most of what he?s seen has crafted the once optimistic young man into a bitter nihilist. Loves baseball though!


    Character History:

    From the moment Dante was born it seemed unlucky was tattooed on his weathered forehead. Born before the fateful shooting war between China and America, he grew up in a nearly idyllic environment, for everyone else but him. The reason why is simple, even if you change your name, your religion, and are an all star quarterback, fate will make sure you at least keep the Russian accent. Yes, Dante Wells at one time had a much longer and less American last name. It has been so long since he heard it or spoke it he has long forgotten however. What he didn?t forget however was that his father was a famous engineer and his mother was a legendary surgeon in the Motherland. But they had much longer brighter dreams than helping out there fellow brothers against the American capitalist pigs. They wanted to be American Capitalist pigs!!!

    What they forgot is this, no matter who many times you recite the Pledge of Allegiance, the Smiths next door will always look at you funny if you don?t fit in with WASP standards. Despite being the first in his class, one of the best pitchers his High School ever saw, he was always forced to be the sidekicks to the Grognak the Barbarians of the school. Even if he was the person who carried the team, or won the high school essay contests ?America what does it mean to me?, if you heard the teacher?s it would have been second place who really won.

    Still this was a small problem at best. He was happy to go off to Harvard and become a doctor just like his mother. Sure his father was a little disappointed, but his Sister Kelly followed in his footsteps, so who cares? His father might have tried to shove down Tech manuals down his throat, but to bad.
    After graduating in the top ten percent of his medical class, he was offered a job at Med-Tek, as the Chicago branches assistant research supervisor, a job he proudly declared whenever he got the chance, which MAY be why he didn?t have any friends. Of Course, after an insider trading fiasco, where the man who employed him tried to hightail it to England with $15,000,000 in cash, everyone he hired was kicked to the curb. Instead he was forced to be an ethics supervisor in a Mary May branch in Boston, where all he did was sit around an office all day, witch he was practically locked in, to help clean up the company?s image. He wasn?t supposed to do any actual work, so he was somewhat glad when the shooting war began. It least it was something exciting, and if it weren?t for the decayed skin and hideous appearance it would have been worth it.

    Since then in exchange for being the Vault?s doctor, Dante was offered the Vaults protection and services, as long as he stayed in designated areas. It was boring, but hey, you have to make a living somehow.

    S.P.E.C.I.A.L.:
    Strength: 5
    Perception: 6
    Endurance: 5
    Charisma: 6
    Intelligence: 8
    Agility: 5
    Luck: 5


    Skills: (place an asterisk in front of each of your three tag skills)
    (place an asterisk in front of each of your three tag skills)

    Unarmed: 50
    Melee Weapons: 50
    Throwing: 30
    Small Guns: 35
    Big Guns: 20
    Energy Weapons: 20
    First Aid 32
    Doctor: 49 *
    Sneak: 30
    Steal : 25
    Lockpick: 31
    Traps: 31
    Science: 62 *
    Repair:
  4. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    I have been approved by the Code of Hammurabi. :)

    Name: Cadillac Brown
    Age: 34
    Race: Human (Caucasian)

    Appearance
    He's average height for his race, but carries a tad too much weight for that height. With a short, neatly-trimmed black beard and compelling blue eyes, he carries himself smoothly anyway, and he has a winning smile. He wears a faded pair of ancient Levis (won in a game of three-card stud), a black vest and a white collared shirt. He would also be wearing a fedora with this, but he lost it in a game of poker three weeks ago. His most precious possession is an old J-200 Gibson acoustic guitar which is never far from his side, nor the twelve remaining replacement strings he's got left. He doesn't wear cowboy boots; just a faded old pair of Doctor Martens instead. You have to keep some practicality in your existence.

    Personality
    Cadillac's a bit bipolar, although it's a short oscillation range. Most of the time he's a laconic, half-smiling fellow with a witty remark to cheer things up, but particularly when the nights grow cold, he can be a little melancholy. Even so, you only get the depths of this melancholy when he plays a few blues tunes on his guitar. Rest of the time he's generally first to be last into a fight (though not the last to start it), not above snarkiness, but funny some of the time. This veneer he maintains hides a deep insecurity as to his own worth -- even from himself.

    Character History
    Cadillac was originally marked for great things. He was given a name of power from the Old Time for this reason, and initially he was pressured heavily by his hardworking parents to excel at academics and botany in readiness for the Opening of Vault 22. That didn't come to pass, sadly; Cadillac's talents ran much more to gambling, card-sharkery, and a certain undefinable luck that seemed to cling to him like a bad smell. He was charismatic, though, and quickly learned how to talk with and socialise with people. He also got half-decent at small arms, as most of the vault dwellers did over the years.

    Many arguments with his parents in his teens led to him turning his back on the productive life they'd imagined for him. Cadillac spent a lot of time in the Vault's music collection, even going so far as to steal a record which he played over and over, feeling empathy in its music: the record of a long-gone black musician named Robert Johnson. From a long time ago. In a land far, far away. He also listened to the various other "collections" which had made it into the Vault.

    It was this theft, amongst other indiscretions, that led him not so much to volunteer to be part of the group leaving Vault 22 to explore the outside world as being volunteered. A card game with the son of the Vault's Director -- in which Cadillac obtained the guitar he now carries -- was, if you will, the final straw.

    Cadillac's purpose in life, if any, is to simply find a purpose for his existence. He's together with the remainder of the group to help how he can without getting himself killed. Until he finds a purpose, there are cards, and the thrill of chance favouring him, and the lonely notes of a blues guitar.

    S.P.E.C.I.A.L.: (40 Character Points to distribute)
    Strength: 4
    Perception: 5
    Endurance: 5
    Charisma: 9
    Intelligence: 4
    Agility: 7
    Luck: 6

    Skills: (place an asterisk in front of each of your three tag skills)
    Unarmed 30% + (2 X (7 + 4))= 50% -10% (Good Natured) = 40%
    Melee Weapons 20% + (2 X (7 + 4)) = 40% -10% (Good Natured) = 30% (NB 50% with One Handed Weapons)
    Throwing 0% + (4 X 7) = 28%
    *Small Guns 5% + (4 X 7) = 33% -10% (Good Natured) = 23% (NB 43% with One Handed Weapons)
    Big Guns 0% + (2 X 7) = 18% -10% (Good Natured) = 8%
    Energy Weapons 0% + (2 X 7) = 14% -10% (Good Natured) = 4%
    First Aid 0% + (2 X (5 + 5)) = 20% +20% (Good Natured) = 40%
    Doctor 5% + (5 + 4) = 14% +20% (Good Natured) = 34%
    Sneak 5% + (3 X 7) = 26%
    Steal 0% + (3 X 7) = 21%
    Lockpick 10% + (5 + 7) = 22%
    Traps 10% + (5 + 7) = 2
  5. blubeast1237 Force Ghost

    Member Since:
    Apr 10, 2007
    star 5
    GM Approved.

    Name: Bernard Jo (BJ) Falke
    Age: 29
    Race: Human

    Appearance
    Bernard is slightly tall and muscular. Long arms, a hunched over posture, and long black hair make BJ look like the king of creepy. His parents passed on a mutation that gives him gold colored skin and white eyes. BJ normally wears a white tanktop with green sweatpants along with brown sandals. He wears red gloves that he found while digging through his dead grandfather's old belongings.
    Personality
    Ever the thrill seeker, BJ is always looking for adventures and challenges. Does not belong to a clique of people and has a wide diverse array of associates, not friends because he trusts no one. Optimistic, loud, and wild, he likes to have fun and treats most people kind. Strives for self improvement and utter domination of his opponents which has led to his never quit attitude. Rough around the edges in the emotional department, mainly because he doesn't have alot of experience with the opposite sex. Dreams of grand adventures and dangerous expeditions across the desolate lands of remaining earth.
    Character History
    When BJ was six years old, he decided that he liked to lift heavy things, climb, run, and win. These were the regular daddlings of a young child, but few children keep true to their childhood dreams and goals and seek out accomplishing them. He works out regularly, does many challenges and stays away from things that could hinder his success. His parents died when he was twenty two, but had already raised an educated man who could take care of himself. He gathered most of his heritage and sold it away for whatever profit he could make and wandered around the vault helping with maintenance. The only posession that he still has from his family is a chest full of his grandfather's things. His grandfather was a pilot and BJ never got a chance to know him and there are many things in the trunk that still amaze him and signify a better time.

    Now that the vault is open, BJ has gathered his wits about him and looks to a brighter future, literally, and helping make a better life for the people of the vault, who he has come to think of himself as a protector of, though no official rank has been given.

    S.P.E.C.I.A.L.
    Strength: 9
    Perception: 5
    Endurance: 8
    Charisma: 3
    Intelligence: 5
    Agility: 8
    Luck: 2

    Skills
    *Unarmed 30% + (2 X (8 + 9)) = 64%
    *Melee Weapons 20% + (2 X (8 + 9)) = 54%
    Primitive Weapons 0% + (4 X 8) = 32%
    Small Guns 5% + (4 X 8) = 37%
    Big Guns 0% + (2 X 8) = 16%
    Energy Weapons 0% + (2 X 8) = 16%
    First Aid 0% + (2 X (5 + 8)) = 26%
    Doctor 5% + (5 + 5) = 15%
    Sneak 5% + (3 X 8) = 29%
    Steal 0% + (3 X 8) = 14%
    Lockpick 10% + (5 + 8) = 26%
    Traps 10% + (5 + 8) = 26%
    Science 0% + (4 X 5) = 20%
    Repair 0% + (3 X 5) = 15%
    Pilot 0% + 2X (8 + 5) = 26%
    Speech 0% + (5 X 3) = 15%
    Barter 0% + (4 X 3) = 12%
    Gamble 0% + (5 X 2) = 10%
    *Outdoorsman 0% + (2 X (8 + 5)) = 26%

    Traits
    +Heavy Handed - 4 points added to Melee Damage, Critical Hits do 50% normal damage and targets get 50% chance to avoid a critical hit.
    +Fast Metabolism - 2 points added to healing rate, but radiation and poison resistance start at 0.

    Perks (these are acquired as you level)

    Secondary Statistics
    Hit Points: 15 + (9 + (2 X 8)) = 40
    Armor Class: 8%
    Action Points: 5 + (8 / 2) = 9
    Carry Weight: 25 + 25 X 9 = 250 lbs.
    Melee Damage: 4 + 4(Heavy Handed) = 8
    Poison Resistance: 0(Fast Metabolism)
    Radiation Resistance: 0(Fast Metabolism)
    Gas Resistance: 0/0
    Electricity Resistance: 10%
    Damage Resistance: 3
    Damage Threshhold: Armor Related
    Sequence: 2 X 5 = 10
    Healing Rate: 3 + 2(Fast Metabolism) = 5
    Critical Chance: 3
    Karma: TBD
  6. Hammurabi Force Ghost

    Member Since:
    Jan 14, 2007
    star 4
    All right, a couple other people have expressed interest, so I'll wait a few more days. I'd like to get this up and running pretty soon, but just so everyone knows, I'll be very busy up until Thursday, and after that I'm going on a trip over the weekend, so this might have to be delayed another week if that's okay with everyone. Hopefully I'll be able to get some of this done before then, or update the thread while I'm away, but I'm not counting on it.
  7. Hammurabi Force Ghost

    Member Since:
    Jan 14, 2007
    star 4
    I'm still waiting for a couple people to finish up their character sheets, but I'll be gone for the weekend anyway. We'll probably be starting sometime next week. In the meantime, feel free to take a look at the items section of the manual. I'm going to allow everyone to spend 600 caps to begin with, with a maximum of 400 caps on any one item.

    You can also feel free to list any other personal items your character has. These items won't cost you anything and won't be assigned a carry weight value, as long as they don't serve any practical function in the game. I do ask that you keep it reasonable, though - too much stuff and I might have to set some limits.
  8. Beeblebroxh2g2 Jedi Knight

    Member Since:
    Feb 13, 2009
    Name: Arian Halleck
    Age: 17
    Race: Human

    Starting Inventory: M1 Garand Rifle, Scalpel, Lockpick, Flashlight

    Appearance: A deep rooted scorn for living beings has manifested itself in dark clothes, with brown stains strategically applied to blend with the rusted walls of the vault, and incidentally, the environment outside of it. With his hair cropped short for visibility reasons, Halleck looks military. He is, in fact, quite the opposite, and a search of his person is likely to turn up not only several stolen objects, but the means to obtain them. Having read histories on strategies of perception, he wears an eyepatch over his left eye during the day to keep it acclimated to darkness. His other eye, a clear grey blue, peers judgingly from it's deep eye socket. A thin boy, he has concentrated less on brute strength and more on his ability to get from place to place. As such, his lean musculature can be seen perching on overhanging pipes and outcroppings just as often as it's seen on the ground.
    Personality: Sarcastic, scornful, mean, and incredibly intelligent, Arian is what every angsty teenager wishes they were. His scathing remarks often hit their mark as often as his bullets do. He is well aware of his worth, and of his gifts. He has a feeling that if he gets close to someone, he could be a good friend, but his arrogance has prevented a friendship close enough to find out.
    Character History: Ever since he crawled out of his playpen for the first time, Arian had sticky fingers and a dead eye. His adoptive parents always used to tell him that he threw temper tantrums with remarkable accuracy, and his skill carried over to projectiles. He stole a slingshot from the locker of an older classmate during his first year in school, and was soon the source of many shattered windows, egos, and most importantly, rules. ((OOC: I know this history is a bit sparse. That is intentional. This character is supposed to be a loner. I want that to extend to his bio. What you see is pretty much what other people in the vault would be able to tell you. The rest of his history, personality, etc, will be revealed through RP. I look forward to playing with you all.))

    S.P.E.C.I.A.L.:
    Strength: 5
    Perception: 9
    Endurance: 5
    Charisma: 3
    Intelligence: 10
    Agility: 10
    Luck: 6


    Skills: (place an asterisk in front of each of your three tag skills)
    Unarmed 50%
    Melee Weapons 40%
    Primitive Weapons 30%
    *Small Guns * 55%
    Big Guns 10%
    Energy Weapons 10%
    First Aid 18%
    Doctor 34%
    *Sneak * 45%
    *Steal * 40%

    Lockpick 19%
    Traps 19%
    Science 30%
    Repair 20%
    Pilot 28%
    Speech 5%
    Barter 2%
    Gamble 20%
    Outdoorsman 20%

    Traits: Gifted, Chem Reliant

    Perks: (these are acquired as you level)


    Secondary Statistics: (Basic formulas are provided here for most of these. It's up to you to do the math. Some of these don't follow a simple formula; for these, consult the manual.)
    Hit Points: 30
    Armor Class: 10
    Action Points: 10
    Carry Weight: 150
    Melee Damage 1
    Poison Resistance: 25
    Radiation Resistance: 10
    Gas Resistance: 0/0
    Electricity Resistance: 0
    Damage Resistance: 0
    Damage Threshold: (armor related)
    Sequence: 18
    Healing Rate: 1
    Critical Chance: 6
    Karma: (this score will be assigned by GM upon reading your profile. Most fresh characters start with karma around zero.)
  9. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    OOC: After reading Beeblebrox's CS I realised I hadn't done up a starting inventory, so I've gone back and put one in. In doing so two points I need to note:

    (1) I had to up my ST by 1 and lower my LK by 1 in order to be able to use pretty much any handgun in existence -- minimum ST of 3 and all that. So I've recalculated the stats based on that singular change on the assumption that's not a problem.

    (2) Damn, stuff is expensive...especially ammo, which I assume we have to buy and isn't given out carte blanche. I figured individual rounds of ammo or part-boxes would be available, so I calculated what a single round of .45 ammunition would be worth and bought 8 rounds rather than the full 50. I assume that's okay? If not, I'll go reorganise the inventory, but I'd hate to lose the Fonz look... :D
  10. Hammurabi Force Ghost

    Member Since:
    Jan 14, 2007
    star 4
    OOC: I forgot to mention this, but don't worry about ammo. I'll give everybody a decent starting supply of ammo for whatever gun (or guns) they start with. Ammo might become a scarce resource at times during the game, but everyone will start with at least enough to get by.

    As for last-minute modifications to characters, feel free to make changes. As long as I know about it, it shouldn't be an issue. I should also encourage players to take a look at the lower values on their character sheets - the Fallout system can sometimes be punitive to values at the lower end of the spectrum (generally three or below can cause significant problems for you, but I would take a second look at any value below five). If there's a particular area you'd like to specialize in, you might like to take a look at some of the requirements for perks you'd be interested in later down the road. Keep in mind, you'll have a limited ability to upgrade your core SPECIAL stats as you level. But don't count on getting much out of it.

    Anyways, we'll be starting sometime next week.
  11. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    OOC: Oooo, now I can afford the Fonz's style and some firepower to back it up! Retooled inventory is part of my post now.

    Also, knocked Luck down to 6 and boosted Strength and Endurance by 1 each. Hopefully that "Gambler" perk'll come in handy later on... :D
  12. Apadamek Jedi Knight

    Member Since:
    Jul 26, 2007
    star 3
    Name: Michael Starnes
    Age: 27
    Race: Human

    items Rope(25, 10lbs), Shovel (25, 15lbs), Stimpack (150), Butchers Cleaver (110), Club (10), Spear (80), 2 Flashlights (30), 5 Flares (50), 2 healing powder (100).

    Appearance: Michael is a strong burly man with a short beard and mustache that completely covers his lower face, he wears a warm black jacket of unknown make, bulky gloves, jeans under snowpants and a large beanie hat. Beneath his regular gloves are fingerless gloves for when he needs his fingers to be more agile.
    Personality: Gruff, but incredibly patient. He doesn't care much for people but has been known to make exceptions, he does have a good sense of humor even though he finds some things funny that others don't.
    Character History:
    Michael Starnes was born the son of one of the few traveling merchants. Life on the road was tough, Michael had to learn to hunt and kill from a young age to help with food. His father was not an educated man, but intelligent he knew how to survive in the rough world they lived in. Michael learned all that he could from his father, from learning to care for animals (mainly hunting/guard dogs) to learning how to catch and kill them. He also learned how to survive in the wild, but was unable to learn his fathers knack for bartering.

    Because of this his father concentrated more and more on bartering, trusting his son to do most of the hunting and food gathering. As the world stayed the same and Michaels father became older he decided to try and join one of the vault communities. Michael came along but always yearned to go back out, venturing away from the community as often as he could.

    S.P.E.C.I.A.L.:
    Strength: 8
    Perception: 7
    Endurance: 8
    Charisma: 1
    Intelligence: 6
    Agility: 7
    Luck: 3

    Skills: (place an asterisk in front of each of your three tag skills)
    *Unarmed 80%
    *Melee Weapons 70%
    Primitive Weapons 28%
    Small Guns 33%
    Big Guns 14%
    Energy Weapons 14%
    First Aid 30%
    Doctor 18%
    Sneak 23%
    Steal 18%
    Lockpick 23%
    Traps 23%
    Science 24%
    Repair 18%
    Pilot 28%
    Speech 5%
    Barter 4%
    Gamble 15%
    *Outdoorsman 48%

    Traits: (choose up to two)
    Heavy Handed
    Skilled
    Perks: (these are acquired as you level)
    Secondary Statistics: (Basic formulas are provided here for most of these. It's up to you to do the math. Some of these don't follow a simple formula; for these, consult the manual.)
    Hit Points: 39
    Armor Class: 6
    Action Points: 8.5
    Carry Weight: 255
    Melee Damage 3
    Poison Resistance: 40
    Radiation Resistance: 16
    Gas Resistance: 0
    Electricity Resistance: 0
    Damage Resistance: 0
    Damage Threshhold: 0
    Sequence: 14
    Healing Rate: 2
    Critical Chance: 3
    Karma: TBA

    ((pleasure to be here))
  13. Maarek-Stele Jedi Knight

    Member Since:
    Nov 6, 2006
    star 1
    (( 'lo all. Managed to get in just before we start! Looking forward to it.))

    Character Sheet:

    Name: Robert Williams
    Age: 24
    Race: Human

    Appearance: Rob isn't exactly intimidating, but his serious face (generally smudged with oil or grease) tend to make people pay attention when he decides to speak with authority about one of his fields of expertise. His hair is cropped relatively short, but he proudly maintains a handlebar mustache. He's generally either wearing a jumpsuit to take the brunt of the grime while he's repairing things, or a leather jacket he managed to trade for upgrading a pipboy for his cousin. He is almost never without his most prized of possessions: a relic of the old world--a Savard's #91 Boston Bruins jersey.

    Personality: For being an inhabitant of a post apocalyptic world, Rob's fairly cheerful. Most anything can be fixed, even if it might be awhile before you can find a replacement part. Of course, he hasn't gone out into the wider world yet. We'll have to see how seeing the outside world'll change him.

    Character History:
    You're born in the vault, you'll die in the vault-- Robert Williams seems to be following the standard. Born in Vault 22, Rob took to technology early thanks to the teachings of his father, who maintained the Vault's PipBoys. Rob's GOAT exam put him in a related field, and he's been helping maintain some of Vault 22's critical systems since. While not trying to find new ways of keeping the water filtration system jury-rigged into running, Rob enjoys going through what historical sources the Vault has remaining. Since inheriting his grandfather's Boston Bruins jersey, Rob's been hellbent on finding out more about the illusive and ancient bloodsport known as Hockey.

    S.P.E.C.I.A.L.:
    Strength: 4
    Perception: 4
    Endurance: 4
    Charisma: 7
    Intelligence: 8
    Agility: 6
    Luck: 6

    Skills:
    Unarmed : 40%
    Melee Weapons : 30%
    Primitive Weapons : 24%
    Small Guns : 19%
    Big Guns : 2%
    Energy Weapons : 2%
    First Aid : 36%
    Doctor : 37%
    Sneak : 23%
    Steal : 18%
    Lockpick : 35%
    *Traps : 40%
    *Science : 67%
    *Repair : 59%
    Pilot : 20%
    Speech : 55%
    Barter : 48%
    Gamble : 30%
    Outdoorsman : 24%

    Traits: (choose up to two)
    Good Natured
    Tech Wizard

    Perks: N/A

    Secondary Statistics:
    Hit Points: 27
    Armor Class: base 6, 17 with armor
    Action Points: 8
    Carry Weight: 125
    Melee Damage: 1
    Poison Resistance: 20%
    Radiation Resistance: 8%
    Gas Resistance: 0/0
    Electricity Resistance: 30%
    Damage Resistance: 0%
    Damage Threshhold: See leather jacket stats.
    Sequence: 8
    Healing Rate: 1
    Critical Chance: 6 LK
    Karma: [TBD by GM]

    Equipment: 105 caps, 27 lbs
    Leather Jacket
    -W: 5 lbs, AC: 8, N: 0/20, L: 0/20, F: 0/10, P: 0/10, E: 0/20
    Leather Cap
    -AC: 3
    Boots (1) 5 lbs
    Lighter (1) 1lb
    Flashlight (1) 1lb
    Tool Set (1) 15 lbs
    Savard #91 Bruins jersey
  14. Hammurabi Force Ghost

    Member Since:
    Jan 14, 2007
    star 4
    My most sincere apologies to all those who have put their time and effort into this thread, but right now, I'm going to have to put this on indefinite hold. It's been sitting around on hold for a while, and I just don't feel capable of starting this up right now. I would absolutely love to, but I just don't have the time. There's a decent chance that I will start this up again this summer, but there are other concerns at play - for one, I have great trouble seeing myself running a pen-and-paper game.

    Again, I'm very sorry to those who've invested themselves in this. But I just can't run it right now.
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