Alright, so here are the rules.
1. Try to make your character interesting. it doesn't have to be a Shakespeare level character, but "random merc" won't cut it.
2. I know fallout frequently uses some very adult themes, but I'm going to try and stay away from that.
3. Please don't argue or harass other players. I.e., no trolling.
Basic character creation:
This will all be based on the S.P.E.C.I.A.L. character system. if you do not know what that is, here's a rundown. (Note: no skill can be lower than one or higher than ten).
Each letter in special stands for something, listed below.
Strength (Determines climbing ability as well as some stats and whether you meet the strength requirement on a weapon. It also determines carry weight. I.E., how much you can carry.)
Perception (Determines whether or not you spot enemies, traps, etc)
Endurance (Determines Hit points and damage taken. You multiple by 10 to determine level one, then just add on the score from then on.)
Charisma (Only determines skills.)
Intelligence (determines skill points received when you level up.)
Agility (Determines how fast you are, jumping ability, and how fast you draw your weapon.)
Luck (Crit chance, amount of loot found, and influences gambling games.)
You receive 20 skill points at the beginning of the game to allocate to your S.P.E.C.I.A.L. As you level up, you take addition skill points each level. Instead of putting them in your S.P.E.C.I.A.L. stats however, you put them into these skills below.
Barter Proficiency at trading and haggling. Associated Stat: Charisma
Energy Weapons Proficiency at using energy-based weapons. Associated Stat: Perception
Explosives Proficiency at using explosive weaponry, disarming mines, and crafting explosives. Associated Stat: Perception
Guns Proficiency at using weapons that fire standard ammo. Associated Stat: Agility
Lockpick Proficiency at picking locks. Associated Stat: Perception
Medicine Proficiency at using medical tools, drugs, and crafting medical supplies. Associated Stat: Intelligence
Barbarian Proficiency at using melee weapons, as well as bows and arrows, etc.Associated Stat: Strength
Repair Proficiency at repairing items and crafting items and ammo. Associated Stat: Intelligence
Science Proficiency at hacking terminals, recycling energy ammo at workbenches, and crafting energy ammo. Associated Stat: Intelligence
Sneak Proficiency at remaining undetected and stealing. Associated Stat: Agility
Speech Proficiency at persuading others. Associated Stat: Charisma
Survival Proficiency at cooking and surviving in the wastes. Endurance
Unarmed Proficiency at unarmed fighting, as well as how well you use advanced disarming, tripping and stunning techniques. Associated Stat: Endurance
Each point in S.P.E.C.I.A.L. means 2 points in each stat, with the exception of luck which is divided by two, rounded DOWN and applied to all stats. You can also "tag" three skills, allowing you to raise it by 15 immediately.
Items:
Items will be found throughout the game. At the start, you can pick one apparel, two weapons(One ranged and one melee), and 5 bits of misc stuff. On the weapons there is a strength requirement. If you are one point under, then you can use it at an accuracy penalty. If you are three points under, it cannot be used. We will not be playing with skill requirements. ou all start out with a Pip-boy 3000a, Which has a Geiger counter.
Apparel:
Brahmin-Skin outfit: Agility+Endurance +1, No DT (Damage Threshold)
Pre-War business-wear: Speech +5, No DT
Engineer Outfit: Repair +5, no DT
Leather Armor: 2 DT
Weapons:
Laser Pistol (Damage per shot: 7 Damage Per Second: 23 Strength Req: 1 Ammo: E.Cells)
32. cal pistol (DAM: 12 DPS: 17 SR: 2 A: 32.Cals)
Bow (DAM: 15 DPS: 15 SR 4 A: Arrows)
Knife (DAM: 15 DPS: 20 SR: 1)
Combat Knife (DAM: 20 DPS: 15 SR: 1)
Misc:
30ft rope (1bs)
Fission battery (6lbs)
Grappling hook (2lbs)
Walking stick (3lbs)
Underwater Breathing apparatus (takes up 3 spots)
Water: Pure (+10 H.P. -80 Hydration) (5) (Takes up only one spot) (1lbs each)
Water: Dirty (+3 H.P. -80 Hyd) (10) (1lbs each)
Water: Irradiated (+2 H.P. +3 Rads -80 Hyd) (15) (1lbs each)
100 extra 32.Cals
100 extra E.Cells
100 extra Arrows
Stealth boy (5lbs)
Food (-50 Hunger)
Races:
The following are the races available to you:
Super Mutant (1st gen) Rather intelligent, but totally infertile. Strong as well, all strength requirements are -2
Super Mutant (2nd gen) Dumb and slow, But incredibly powerful. All strength requirements -4, but take -2 to intelligence.
Goul: Frail, but immortal (to old age). Also infertile and immune to radiation poisoning. All strength requirements +2
Human: Very basic. Nothing taken away, but nothing extra given.
Radiation, Hunger, etc.
We will be playing under the Hardcore mode rules, so you have to keep eating, sleeping, and staying hydrated to avoid dieing. For radiation, if you get too irradiated you die, or get radiation poisoning.
XP:
Don't worry about it, I'll tell you when you level up.
And that's all you need to know! If there are any other questions, feel free to ask.
1. Try to make your character interesting. it doesn't have to be a Shakespeare level character, but "random merc" won't cut it.
2. I know fallout frequently uses some very adult themes, but I'm going to try and stay away from that.
3. Please don't argue or harass other players. I.e., no trolling.
Basic character creation:
This will all be based on the S.P.E.C.I.A.L. character system. if you do not know what that is, here's a rundown. (Note: no skill can be lower than one or higher than ten).
Each letter in special stands for something, listed below.
Strength (Determines climbing ability as well as some stats and whether you meet the strength requirement on a weapon. It also determines carry weight. I.E., how much you can carry.)
Perception (Determines whether or not you spot enemies, traps, etc)
Endurance (Determines Hit points and damage taken. You multiple by 10 to determine level one, then just add on the score from then on.)
Charisma (Only determines skills.)
Intelligence (determines skill points received when you level up.)
Agility (Determines how fast you are, jumping ability, and how fast you draw your weapon.)
Luck (Crit chance, amount of loot found, and influences gambling games.)
You receive 20 skill points at the beginning of the game to allocate to your S.P.E.C.I.A.L. As you level up, you take addition skill points each level. Instead of putting them in your S.P.E.C.I.A.L. stats however, you put them into these skills below.
Barter Proficiency at trading and haggling. Associated Stat: Charisma
Energy Weapons Proficiency at using energy-based weapons. Associated Stat: Perception
Explosives Proficiency at using explosive weaponry, disarming mines, and crafting explosives. Associated Stat: Perception
Guns Proficiency at using weapons that fire standard ammo. Associated Stat: Agility
Lockpick Proficiency at picking locks. Associated Stat: Perception
Medicine Proficiency at using medical tools, drugs, and crafting medical supplies. Associated Stat: Intelligence
Barbarian Proficiency at using melee weapons, as well as bows and arrows, etc.Associated Stat: Strength
Repair Proficiency at repairing items and crafting items and ammo. Associated Stat: Intelligence
Science Proficiency at hacking terminals, recycling energy ammo at workbenches, and crafting energy ammo. Associated Stat: Intelligence
Sneak Proficiency at remaining undetected and stealing. Associated Stat: Agility
Speech Proficiency at persuading others. Associated Stat: Charisma
Survival Proficiency at cooking and surviving in the wastes. Endurance
Unarmed Proficiency at unarmed fighting, as well as how well you use advanced disarming, tripping and stunning techniques. Associated Stat: Endurance
Each point in S.P.E.C.I.A.L. means 2 points in each stat, with the exception of luck which is divided by two, rounded DOWN and applied to all stats. You can also "tag" three skills, allowing you to raise it by 15 immediately.
Items:
Items will be found throughout the game. At the start, you can pick one apparel, two weapons(One ranged and one melee), and 5 bits of misc stuff. On the weapons there is a strength requirement. If you are one point under, then you can use it at an accuracy penalty. If you are three points under, it cannot be used. We will not be playing with skill requirements. ou all start out with a Pip-boy 3000a, Which has a Geiger counter.
Apparel:
Brahmin-Skin outfit: Agility+Endurance +1, No DT (Damage Threshold)
Pre-War business-wear: Speech +5, No DT
Engineer Outfit: Repair +5, no DT
Leather Armor: 2 DT
Weapons:
Laser Pistol (Damage per shot: 7 Damage Per Second: 23 Strength Req: 1 Ammo: E.Cells)
32. cal pistol (DAM: 12 DPS: 17 SR: 2 A: 32.Cals)
Bow (DAM: 15 DPS: 15 SR 4 A: Arrows)
Knife (DAM: 15 DPS: 20 SR: 1)
Combat Knife (DAM: 20 DPS: 15 SR: 1)
Misc:
30ft rope (1bs)
Fission battery (6lbs)
Grappling hook (2lbs)
Walking stick (3lbs)
Underwater Breathing apparatus (takes up 3 spots)
Water: Pure (+10 H.P. -80 Hydration) (5) (Takes up only one spot) (1lbs each)
Water: Dirty (+3 H.P. -80 Hyd) (10) (1lbs each)
Water: Irradiated (+2 H.P. +3 Rads -80 Hyd) (15) (1lbs each)
100 extra 32.Cals
100 extra E.Cells
100 extra Arrows
Stealth boy (5lbs)
Food (-50 Hunger)
Races:
The following are the races available to you:
Super Mutant (1st gen) Rather intelligent, but totally infertile. Strong as well, all strength requirements are -2
Super Mutant (2nd gen) Dumb and slow, But incredibly powerful. All strength requirements -4, but take -2 to intelligence.
Goul: Frail, but immortal (to old age). Also infertile and immune to radiation poisoning. All strength requirements +2
Human: Very basic. Nothing taken away, but nothing extra given.
Radiation, Hunger, etc.
We will be playing under the Hardcore mode rules, so you have to keep eating, sleeping, and staying hydrated to avoid dieing. For radiation, if you get too irradiated you die, or get radiation poisoning.
XP:
Don't worry about it, I'll tell you when you level up.
And that's all you need to know! If there are any other questions, feel free to ask.