IC Thread: http://forum.eternalcrusade.com/threads/the-peninsular-wasteland-fallout-rp-ic.50738/ Character Sheets & Party Inventory: https://docs.google.com/spreadsheets/d/1MviMljAKChml1M5UlWWGynic7wr4_Jl5DFvKxPEZ79g/edit?usp=sharing Current Goals: http://forum.eternalcrusade.com/threads/fallout-rp-planning-ooc-thread.50441/page-74#post-995805 Game System (as of now): Spoiler: SPECIAL You get 28 Starting points just as in Fallout 4 you start with every Special at least on 1, how you distribute them to a total of 28 is up to you. Strength Each point of Strength increases melee damage by 1 Perception Each point of Perception increases ranged damage by 1. Endurance Each point of Endurance reduces all damage by 1 Each point of Endurance grants +10 HP Charisma When persuading others or bartering with them, (roll equal or lower of stat on 1d12, may get bonuses/minus on GM discretion depending on environment as well as Perks and intended may affect this; It's harder to persuade someone who hates you, for example.) Intelligence Intelligence has no straight out advantage, but gives access to many useful perks (Crafting Gun mods, medic, hacker, etc.) Agility Each point increases Sneakiness by 1 (roll equal or lower of stat on 1d12, may get bonuses/minus on GM discretion depending on environment) Each point increases Max. Action Points by 0.3 (important for VATS / Crit. Hits) Luck Each point increases better special loot drop chance by 1 (roll equal or lower of stat on 1d12) Each point increases critical hit chance by 1 (roll equal or lower of stat on 1d12) Perks may take a bit longer to come up with, but I am probably gonna steal a good chunk from Fallout 4 in all honesty because I found them mostly well done ^^ Perk List & Information: Spoiler: Perks The number in the following perk list means which level of that SPECIAL stat you need in order to choose it. If you have 5 Strength you can take ANY of those perks, you don't need to get them in an order. I will allow each of you to start with ONE perk in order to make your character.... More special. To fit with whatever background you are going for. Along with that I want to remind you: You cannot increase the SPECIAL in level ups. There are other means to increase that (such as Training, Drugs (temporarily), possible implants and of course bobbleheads). Level Ups will grant you 1 new perk. Strength S1 Perk - Armorer, allows to craft Armor Mods S2 Perk - Major Pain, +10% damage on all melee attacks S3 Perk - Blacksmith, allows to craft Melee Weapon Mods S4 Perk - Fair Fight, chance to disarm opponent (1/2 Strength, 1d12 test, once per turn) S5 Perk - Lord of Destruction, +10% damage on all heavy weapons (incl. but not restricted to Missile Launcher, Gatling, Laser Gatling, Fatman) S6 Perk - Now I am Angry! +2 damage for every 10hp under half of maximum hp on all melee attacks. S7 Perk - Wasteland Slayer. +5% damage against Super Mutants, Ghouls and Wasteland Creatures S8 Perk - Brought a gun to a knife fight. +20% damage for all ranged weapons in melee range. S9 Perk - General Death. If your melee attack kills someone, you get 1 bonus hit to an immediate enemy in the same turn. S10 Perk - God of War, Every kill gives +0.1 melee damage, permanently (counts only for melee kills, even if you didn't had this perk before) Perception P1 Perk - Pickpocket, +2 on all pickpocket attempts (usually guaranteed success with Perception 10) P2 Perk - Locksmith, you can pick locks now! (Easy = +1/4 Perception | Medium = Perception | Hard = -1/4 Perception | Expert = -1/2 Perception; Bobby Pin breaks upon failure) P3 Perk - Rifleman, +10% damage with Rifles (Semi-automatic, two-handed weapons, incl. but not limited to Shotguns, Combat Rifle, Sniper Rifle, Laser Rifle, Plasma Rifle) P4 Perk - Gunsmith, allows to craft Ranged Weapon Mods P5 Perk - Eye for Weaknesses, use 1 turn in order to find a weak spot in the enemy and learn what sort of damage type is best to be used. P6 Perk - Demolition Man, Allows to craft demolitions, also +10% damage bonus on all grenades & mines P7 Perk - Vampire, +3 damage on all attacks while it's dark, no Perception loss against hiding enemies in darkness P8 Perk - You can run, but you cannot hide! +1/2 Perception on rolls against sneaking & invisible enemies P9 Perk - Master Thief (Ignore 1st failure on Pick-Pocketing or Lockpicking, also +1 on both) P10 Perk - Sniper, +15% damage with Rifles, +1 on all ranged crit. rolls Endurance E1 Perk - Cannibalism, you can now eat humans, just like back at home! E2 Perk - Anti-Rad, suffer 25% less radiation E3 Perk - Immortal, gain additional 5 HP per Endurance E4 Perk - Pain is weakness leaving the body! Ignore +1 more damage per Endurance E5 Perk - Sharkboy/Sharkgirl, breathe underwater E6 Perk - I can stop anytime! Immune to drug & alcohol addictions E7 Perk - Photosynthesis! +3 damage on all attacks while it's day, heal 1% health of max health per turn and remove 1 radiation level per turn E8 Perk - Radioactive Boy/Girl, Radiation heals you instead of harming you. E9 Perk - Just a flesh wound! Reduce all incoming damage by 10% E10 Perk - Indestructible, All armor (incl. Power Armor) protects 10% more. Charisma C1 Perk - Black Widow / Ladykiller, +2 damage against opposing gender +1 bonus on all persuasion attempts on opposite gender and usually not as difficult to persuade. C2 Perk - Bazaar-Man, per Charisma you buy 2% cheaper and sell 2% more expensive. C3 Perk - Alpha Dog, you can 'convince' dogs into stopping attacking you, also fellow dogs in the party get +10% damage bonus and suffer 1 less damage. C4 Perk - Trust me, come on! Others are more likely to believe your lies. C5 Perk - Inspiring Leader, all party members cause +2 damage on all attacks and suffer 1 less damage, incl. yourself. C6 Perk - Beastmaster, you can 'convince' wild monsters (except boss-monsters) with a persuasion roll, to bring it temporarily under your control. C7 Perk - Liar Liar, pants on fire! Your senses tingle when someone lies to you (most of the time) C8 Perk - Awesome First Impression! Factions and people you meet for the first time are more positively aligned towards you C9 Perk - Forgive me and my friends... Chance to make people/factions who dislike you to treat you as 'neutrals' again. (Does not work for individuals or groups who hate you as they shoot on sight) C10 Perk - GEDI (Global Entrepreneurship Development Institute) Mind Tricks, no more persuasion minus points, always roll against Charisma & Perks (A 12 is still a failure) Intelligence I1 Perk - "Chemistry Teacher" - You can now craft Chems (and/or combine them!)! I2 Perk - WWMGD (what would MacGuyver do?) - You get more boom for your gum. Allows you to get more scrap out of items or substitute crafting recipe parts with others, due to ingenuity! I3 Perk - "Digital Security Specialist" - You can hack into terminals now. I4 Perk - "Scientist" - You can craft now high-tech armor & weapon mods. I5 Perk - I can fix it! - Hacking, repairing and other scientific-related actions are easier, always roll against Intelligence & Perks (A12 is still a failure) I6 Perk - Medic! - Stim-Packs heal 66% (2/3) of max. health now! I7 Perk - Master through Experience! - Every 4 perks, gain 1 free, additional perk. (does not work retro-actively) I8 Perk - Mass Fusion certified Engineer - You can manipulate hacked robots now much better with detailed orders. I9 Perk - ALL YOUR POWER ARE BELONG TO US NOW! - Fusion Cores last longer in Power Armor and Fusion-Core based weapons. I10 Perk - Mother/Father Brain. - Solutions sometimes simply... Come to you. Agility A1 Perk - Sneaky Snake. Less likely to be detected when sneaking around (enemies roll on -1 of their perception on 1d12) A2 Perk - It's High Noon, in the Saloon. +20% damage with all Semi-Automatic pistols. A3 Perk - Ballroom Blitz! Action Points recover twice as fast in combat! A4 Perk - Can't touch This! na na na na! Chance to evade 1 hit per combt turn (1d12 roll against 1/2 Agility, except if stun or leg(s) too injured) A5 Perk - BAM! RIGHT IN THE KISSER! Gain +1 Melee Attack A6 Perk - DAKKA DAKKA DAKKA! +10% damage with Automatic Weapons (one & two-handed weapons, incl. but not limited to Uzi, Machine Gun, Full-Automatic Pistols, Laser Rifle with full-automatic mod, does not include gatlings) A7 Perk - Ninja/Kunoichi. First Ranged Sneak Attack cause x3 damage (instead of x2), First Melee Sneak Attack cause x4 damage (instead of x3) A8 Perk - Creeping Chameleon. Less likely to be detected when sneaking around (enemies roll on -2 of their perception on 1d12, can be combined with Sneaky Snake for a total of -3 Perception for enemies) A9 Perk - Kara-Gun-Te! Gain +1 Ranged hit in melee range. A10 Perk - Houdini. - Suddenly 'disappear'. Once per fight. (makes enemy lose track of you, completely, temporarily) Luck L1 Perk - Cap Collector - find more Caps, because dollars are useless! L2 Perk - Bullet Magnet - find more ammo, yay! L3 Perk - Bloody Mess! - Everyone tends to explode when you hit them, eww... (+10% crit. damage, enemies 'explode' more) L4 Perk - Vault Dweller's Guide to the Wasteland - 'Sense' POI's from a further distance. L5 Perk - Lucky Moron. Somehow you survive, despite the lack of any intelligence. ( Successfully roll under [Your INT - 12] on 1d12 to activate), whenever in danger or if in need of completing a non-intelligence required task, this may grant lucky surprises! L6 Perk - VATS H4x0r - Critical hits cause now +200% damage L7 Perk - Guardian Angel - An Angel of Death with a Chainsaw-Sword may appear to help you in combat ... Here and there... (Nobody knows who the hell that insane person is, but good thing he likes you!) L8 Perk - Leprechaun Detector. At the end of rainbows you may find pots of bottle caps! (And/or special items, beware the Leprechaun though...) L9 Perk - Did I do that? Roll 1d12 against Luck once per combat turn to see if your regular attack becomes a critical hit! L10 Perk - Aura of Misfortune. Guys who don't like you may experience... Ill fates.... Vault Starting Jobs: Spoiler - Security Guard, starts with Security Baton & Security Helmet, 1 Hand Melee Weapon with 14 damage per hit x3 and helmet that reduces all incoming damage by 1. (Suggested for Melee and/or Tank characters) - Engineer, starts with 3 Bobby Pins and a Monkey Wrench with 20 damage per hit x2 (Suggested for Sneaky characters) - Tunneler, starts with Nailgun and 20 Nails with 12 damage per hit x3 (x1 in melee) (Suggested for Ranged/Rifleman-esque characters) - Overseer's Assistant, starts with Overseer Password & Vault41 All-Access Key (restricted to 1 player) (Suggested for the Party Leader / Charisma Build) - Nurse, starts with 2 Stim-Packs, heals 33% max HP each (Suggested for the Scientist / Hacker and stuff of the group) - Cook, starts with 5 pieces of 'Mystery Jerky', heals 50 HP each (Suggested for the Support / Medic of the group) - ??? - Secret, only the one who is going to choose this is gonna get it. (Restricted to 1) And once you choose this... You have to deal with it. There is no asking first. If you want this, you get this. And you will cope with it till the death of your character. | Taken by @lord-watchman Dog Mechanics: Spoiler: Dog Mechanics Dog Perks: Puppy Eyes - Roll 1d12 against Charisma to make target like you, and thus the group (or distract them so they can get murdered) Leg Bite! - Special Melee Attack that does Strength *3 damage and stuns enemy for 1 turn. NECK BITE! (Requires Leg Bite!) - Jump and bite enemy in neck, does Strength * 5 damage and has 1d12 (Roll with 1/2 Strength) to insta-kill. Play Dead - Enemy believes you are dead/unconscious... But you are not, haha! They never see that coming. Sniff 'em out! - Pick up a trail after sniffing something that belongs to whomever you want to track Wasteland Mutt - Eating/Drinking stuff doesn't accumulate Rad, ain't matter da hell it is. Heavy Dog Armor - You can carry heavier armor now without slowing you down! Heavy Weapons Dog - The Dog can mount a heavy weapon on his back and control it with a trigger near his mouth that activates the mounted weapon if he bites it (Requires 'Heavy Dog Armor Perk', and a Heavy Weapon) Explosives, bad! - If a grenade is thrown at the dog or lands near him, he can simply kick it back. SPECIAL works for you like this: Strength Each point of Strength increases your damage by 3 ('bite' does a regular damage of 5 x 3, every 4 strength you get an additional attack, thus with Strength on 8 you cause 29x5 (145) damage) Might be very good at the start, but late-game will be.... Interesting. Perception Each point of Perception increases spotting stealthy enemies by 1 (Every turn 1d12 check against stealth enemies if they are around). Endurance Each point of Endurance reduces all damage by 3 Each point of Endurance grants +15 HP Charisma Less likely to be attacked by NPCs / Be primary target. Easier to persuade other Dogs (Especially female ones) to stand down, or 'join the pack' Every 3 charisma you can take another animal in your pack upon successful persuasion. (Those Animals can die, they won't just become 'unconscious') Intelligence You can do more tricks and understand humans easier Agility Each point increases Sneakiness by 1 (roll equal or lower of stat on 1d12, may get bonuses/minus on GM discretion depending on environment) Each point increases Action Points by 10 (important for VATS / Crit. Hits) Luck Each point increases better special loot drop chance by 1 (roll equal or lower of stat on 1d12) Each point increases critical hit chance by 1 (roll equal or lower of stat on 1d12) Char Sheet Template: Spoiler: Char Sheet Name: Age: (Not older as 40, not younger than 21) Gender: Job in Vault/Wasteland: Partner: (if applicable. Husband/Wife | Only relevant if another player is the Husband/Wife) Other Family: (if applicable. Sister/Brother/Children | Only relevant if another player is Sister/Brother/Child) SPECIAL (Total of 28, all Stats start on 1): Strength Perception Endurance Charisma Intelligence Agility Luck Start Perk: (Choose one from the Perk List) Fallout RP idea, see here - also as said, this will be in South Florida Area. Most likely you will start in a vault Downtown West Palm Beach, probably the storyline will get you in both directions south and north. In south being Miami, north being Orlando (Disney World) & Kennedy Space Center. With plenty of swampland to go around by, too! Factions such as joining Brotherhood of Steel will be a thing, but these matters will be party-based. Since I don't wanna split you lot up :X Also all (initial) players will be Vault Dwellers, everyone who later joins in can be .... Whatever. It will depend also a bit on party demeanor. For example they may hate Brotherhood of Steel or joined with Enclave or so, so obviously a new player cannot be BoS then XD I just wanna ask you lot regards combat system. Since that one is going to be tricky. Basically what I want is constant values to reduce rolling and chances and all that. I wanted to try that overall anyway versus RNG. So there is more clarity of what the heck is going to happen, making combat more predictable. Also I wanted to know whether you want permadeath or an 'unconscious' function, like in Fallout 4 where companions can't die. So basically as long as 1 member of the party is alive, the others will be fine, too. So what I think of for example is: Every player starts with 100HP (incl. Endurance being on 1) Every point of Endurance adds +10 HP and reduces incoming damage by 1 Every point of Strength adds +1 damage to melee weapons Every point of Perception adds +1 damage to ranged weapons Armor will reduce incoming damage by a constant value. I.E. if Leather armor has 2 Damage resistance and 1 energy resistance it means it will reduce 2 damage from regular weapons (melee & solid) but will only reduce 1 damage from energy weapons a 10mm Pistol without upgrades may cause 10 base damage each hit, which you can fire 3 times in a turn. In melee however you can only fire 1 time. (To balance melee vs. ranged) a baseball bat may cause 15 base damage each hit, which you can slam 3 times in a turn. But obviously only works in melee. I won't take reloading into consideration, but ammo. Since it's still a survival game. Ammo will be also taken out of the party inventory. Party inventory will be basically unlimited. Disclaimer: Preliminary numbers just to give you a feel so you can give me feedback of what you think. For info on what Vault you escape / how this is my idea: - Vault 041 - Vault's experiment was to have food only for 5 years in shape of animals, them being unable to reproduce - Thus leaving only humans left to eat - Overseer puts rule into effect that everyone who reaches the age of 40 gets butchered so that the other humans have food to eat - Reproduction starts relatively soon, but is not forced until someone is no parent and age of 30 in order to ensure food production continues - Players may be couples if they choose to - Nobody leaves vault because no clearance signal which reports that it's safe to go outside - After two hundred years (so it's like 2290, short after Fallout 4 I believe as FO4 starts 2287) the Vault is being raided by Raiders. Everyone will die, except the players who will repel the raiders, kill them and then have no other choice but go out. If this idea is not to your liking, I am open to counter suggestions. Interest Ping: @Colapse | @High_Adept_Zeth | @DaKaptin | @Vulpas | @lord-watchman | @DeranVendar | @Avenging-Angel | @Casavay
I like this Idea, Would we then also start out the Cannibal perk or not consider it very evil to eat other humans? For the death Function, I somewhat want unconscious. Will any of us be able to choose a previous profession in the vault that effects what are character has and is skilled in and if so what will our choices be for there previous profession? Example If I were to one to be a vault security guard and someone else a engineer, The Engineer would have better skills with repairing and I with combat Correct? If so what Profession does the vault have besides the basics? Are then any Doctors and scientists in the vault someone can pick to be that would effect there skills in the beginning.
Seems interesting I don't have any complaints other than the cannibalism is strange to me but other than that I think it could be fun. All of this makes sense to me and I think it should be done.
Also Will we have Charisma and Luck Specials as well? Agility could be Give 1+ to the possibility of Dodging a attack. Luck could give a person better rolls with Finding gear and other items. Charisma would be with dealing with other Factions and people.
Cannibalism sounds Vault Tech enough fer me, but I think I could think of a less cannibalistic experiment they could enforce. I'll do four; Experiment 1; Infestation. Insects are released after a preset duration of time and the food stores are significantly reduced. Vault tech's goal, to see how people would adapt to this possible development. Impact; Vault population takes to eating said pests to survive. (I vote locusts) Some resort to sacrificing limbs to feed starving members, loss of limbs implies great sacrifice for the whole and is seen with respect. Vault dwellers are prepared to eat just about anything. Inspired by Snowpiercer Experiment 2; Flooding. Sections of the vault become filled with water. Housing and critical systems are lost. Impact; Vault dwellers become adept swimmers and have taken to expanding into other areas. I.e. digging out from the existing vault without risking exposure. (Leads to inevitable discovery by raiders) Vault dwellers take on aquatic traits and increased lunge capacity. Inspired by Waterworld Experiment 3; Tiger. A live Siberian tiger was released after the vault door was sealed. Death and confusion ensued. To this day, they never found the tiger... Impact: A terrible fear of large felines and a strong desire to be prepared to fight off said tiger if it ever appears again. Some believe it was only a myth, made to scare the little dwellers. Then again, those scratch marks on the walls didn't make themselves. Inspired by Life of Pi Experiment 4; Placebo Effect. A highly advanced medically oriented vault. Each person was given a "special" injection that was to help keep them healthy. In actuality, these injections were sugar water. The medical equipment's real purpose was to monitor the effects of a whole vault that imagined it was healthier. Impact: A noticeably low rate of illness among the residence. Those who did become sick were simply written off as "unlucky" and to this day new dwellers at a popper age are given the "special injection". There are those who question this and have taken to researching what's actually in them. Leading to harsh penalties by the overseer. Inspired by King of the Hill [edited] Then again... those "special" injections could be a test form for a new strain of FEV? eh? Eh? Maybe not super mutant levels, but over a few generations, who knows what could be produced. But that would lead to sterility among dwellers so maybe not. Inspired by Pandorum Or we could just be a Lucky Control Group. One of the few not rigged to fail vaults, and instead enjoyed a boring but peaceful end of the world.
I like the cannibalism idea because it's so Vault-Tec and I have wanted to play a cannibal for a long time. But I can see how some people don't like the concept for reasons. Any of DaKaptin's suggestions sound good to me as alternatives, though. EDIT: Yes, I vote for the unconsciousness as long as we're not all dead route.
Yay for cannibals! Cause lets face it. At least one Vault would have had to resort to it. Why not make it part of the Vault-Tec Experiment? And as for the perma-death/unconscious question, I say unconscious (as long as those still standing emote running round and reviving those knocked out).
I've got to go to work but I would be interested in a Fallout RP. I'll say some more once I come back in anywhere between 3-8 hours. =)