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| 04 Aug 2014 07:02 PM |
War. War never changes.
The Romans waged war to gather sla.ves and wealth. Spain built an empire for its lu.st for gold and territory. H.itler 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 reasons, the People's Republic of China would invade Alaska, the United States would annex Canada, and the European Commonwealth would dissolve into quarreling, bickering nation-states, bent on controlling the last remaining resources on Earth.
In 2077, the storm of war had come again. In two brief hours, most of the planet was reduced to cinders. And from the ashes of nuclear devastation, a new civilization would struggle to arise.
Before the bombs fell, a few were able to reach the relative safety of large underground shelters called Vaults. Your family was part of the group that entered into Vault 13. Imprisoned safely behind a blast door, under a mountain of stone, a generation has lived without knowledge of the outside world.
But life in the Vault is about to change.
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"Ah! You're all here, good. We've got a problem. The controller chip for our water purification system has given up the ghost. Can't make another one, and the process is too complicated for a work-around system. Simply put- we're running out of drinking water. No water, no Vault. This chip is crucial to our survival. And frankly, I think you all the only hope we have."
"You need to go find us another controller chip. We estimate we have 4 to 5 months (150 days) before the Vault runs out of water. We need that chip. We've marked your map with the location of another Vault, Vault 15. Not a bad place to start, I think...
...look, just be safe, okay?"
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After saying goodbyes to the only friends and family you've had all your life, the heavy door pneumatically slides open, revealing an airlock that hasn't been used for a quarter century. Warning bells sound and lights flash. The flourescent lights flicker on. Beside you, on your right, stand the other members of your expedition into the hellish wastes above. On your left, a computer terminal- green lines of text shimmer down the screen: "CHECKING HYDRAULICS: HYDRAULICS OPERATIONAL" "CHECKING CLEARANCE: CLEARANCE AVAILABLE" "CHECKING RADIATION LEVELS: NOMINAL" "ACTIVATING MOTOR" "OPENING VAULT BLAST DOOR".
The sirens grow louder, almost deafening. Their shrieks drown out the goodbyes and farewells of the crowd assembled behind you. A massive mechanical arm falls from the ceiling, hissing like a rattlesnake. It resembles a giant screwdriver, and that's exactly what it does. It grabs the inlet in the blast door opposite it, and the driveshaft inside spins until it's tight enough to pull back the massive solid metal blast door. The metal groans just as loud as the siren. Sparks fly from the opening as the door grinds backwards towards you. The screwdriver-like mechanism then drifts sideways along rails in the ceiling, rolling the blast door away from the opening.
Ahead, a dark, foreboding cave greets you. The first life you see outside the Vault- fungus, growing on the walls and at the base of the sharp stalactites that menace from the ceiling. You walk forward, cautious, stepping up through the emptiness formerly occupied by the blast door. You remind yourself, this is still Earth. But this world seems so alien. When the group clears the opening, the sirens that have fallen silent begin once more. More groaning, more grinding, more hissing of hydraulics- the impenetrable Vault blast door seals itself once again as it did so many years ago.
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[ RULES/INFORMATION ]
For those who have not played the Fallout series (or perhaps the first Fallout videogame, which this roleplay is based on), the Fallout series takes place in an alternate post-apocalyptic California (in the case of Fallout 3, Washington DC) after a devastating nuclear war. Before the war, 50's culture survived all the way up to 2077- although augmented by the miniaturization of nuclear reactors and energy production. As such, stereotypical 50's "sci-fi" technology such as laser and plasma weapons exist. Radiation is also somewhat different in the Fallout universe- it is much more possible to receive extreme mutations and many of the creatures you will encounter are a product of such exposure to radiation.
This roleplay is going to run like a Dungeons & Dragons roleplay, except for the lack of dice rolls. I will serve as the GM (Game Moderator). You can elect among yourselves a group leader or just take votes along the way. The combat will be turn-based. Each player will have a chance to target opponents. However, opponents may be killed by only one or two combats, so not everyone may have a chance to fire upon opponents.
Pretty standard roleplay rules- no Mary/Gary Sues, no godmodding/ubering, etc. Wait until I accept you before you start roleplaying. When I accept you, I will also give you your skills.
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[ CHARACTER SHEET ]
In the Fallout games, your starting skills depend on an attribute scale known as S.P.E.C.I.A.L. - Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. SPECIAL will determine your skills and thus determine how well you will do using certain weapons, bartering with merchants, or using medicine.
Each Special skill starts 5 (average). You will have 5 extra points to put into any category in any number (a maximum of 10 per category). In addition, you can remove points from certain categories to give more to others. I will check your SPECIAL stats, so don't try to cheat me out.
Character Name (full): Gender: @ge (19-21, please): (You have five extra points to add to any category) (You may remove points from category to add to new ones) (Maximum of 10 points per category, minimum of 1 per category) Strength: 5 Perception: 5 Endurance: 5 Charisma: 5 Intelligence: 5 Agility: 5 Luck: 5 Weapon (choose between a baseball bat, a 10mm pistol, or a laser pistol): Clothing/Armor (everyone starts with a Vault 13 jumpsuit): Vault 13 jumpsuit Personality: Biography (optional): |
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| 04 Aug 2014 07:27 PM |
Marked for later.
DUN DUN DUN, DUNHAM |
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| 04 Aug 2014 07:48 PM |
| Did..did you just take the original fallout intro? |
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hwen4
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| Joined: 11 Oct 2008 |
| Total Posts: 8538 |
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| 04 Aug 2014 07:48 PM |
Character Name (full): Daniel Mcbumpkin Gender: Male @ge (19-21, please): 19 (You have five extra points to add to any category) (You may remove points from category to add to new ones) (Maximum of 10 points per category, minimum of 1 per category) Strength: 6 Perception: 7 Endurance: 10 Charisma: 2 Intelligence: 6 Agility: 5 Luck: 1 Weapon (choose between a baseball bat, a 10mm pistol, or a laser pistol): Well, Daniel did have a laser pistol, but it broke. Clothing/Armor (everyone starts with a Vault 13 jumpsuit): Vault 13 jumpsuit Personality: Daniel is a fun loving rascal, living on the edge of life since the death of both his parents at the start of his life. He is dangerous, uncontrollable, and fun, running strait into danger with luck serving him... Never. Biography (optional): Born into the vault, the death of his parents by mysterious means made Daniel the "outcast" in fear that his unluckiness would spread like wild-fire... It did, and soon after the water-chip "Blew a fuse" Daniel was "Volunteered" in the tally of shortest stick, being forced into the wasteland. |
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| 04 Aug 2014 07:49 PM |
@mycousinblade
That's the point. This is basically Fallout 1 made into a group roleplay. |
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| 04 Aug 2014 07:57 PM |
Right.
Character Name (full): Kingsly Burton.
Gender: M.
@ge (19-21, please): 21.
Strength: 5
Perception: 7
Endurance: 5
Charisma: 5
Intelligence: 7
Agility: 7
Luck: 4
Weapon (choose between a baseball bat, a 10mm pistol, or a laser pistol): 10mm Pistol.
Clothing/Armor (everyone starts with a Vault 13 jumpsuit): Vault 13 jumpsuit
Personality: Your smarter than average guy, Kingsly often makes jokes that no one would get. He always finds a way to make an embarrassment of the people he hates, but seems to care greatly for his friends and family.
Biography (optional): No, Vault 13 dweller generic life.
Other: WHEN I LEVEL UP TO LEVEL 2, CAN I USE INTENSE TRAINING TO GET BACK UP TO LUCK 5?! I CAN?! OH BOY!
WHY, SO SERIOUS!? |
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| 04 Aug 2014 08:02 PM |
@hwen4
(Seeing as you're receiving the laser pistol, 10mm pistol, or baseball bat from the Vault Armory, I wouldn't see why it's broken. Especially since we literally just left the Vault. Still, if you want to fight with your bare hands, go ahead. You're accepted anyhow.)
(For those working on their applications or posting their applications, it may take me a while to calculate your starting skills.)
Daniel's Starting Skills:
Big Guns: 15% Energy Weapons: 15% Melee Weapons: 61% Small Guns: 40% Thrown Weapons: 40% Unarmed: 46%
Medicine: 37% Lockpick: 26% Repair: 26% Science: 30% Sneak: 25% Pickpocket: 20%
Barter: 24% Gambling: 23% Speech: 29% Survival: 13%
Health: 150 |
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hwen4
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| Joined: 11 Oct 2008 |
| Total Posts: 8538 |
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| 04 Aug 2014 08:06 PM |
| (Seeing how poor of luck Daniel is, I wouldn't doubt that his laser pistol would be malfunctioning right out of the box.) |
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| 04 Aug 2014 08:08 PM |
@mycousinblade
(Accepted. Also, Intense Training isn't a Fallout 1 perk. Sorry!)
Kingsly's Starting Skills:
Big Guns: 12% Energy Weapons: 12% Melee Weapons: 61% Small Guns: 42% Thrown Weapons: 47% Unarmed: 46%
First Aid: 37% Lockpick: 27% Repair: 27% Science: 39% Sneak: 32% Pickpocket: 27%
Barter: 30% Gambling: 32% Speech: 35% Survival: 11%
Health: 100 |
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| 04 Aug 2014 08:12 PM |
Character Name (full): James Miller Gender: Male @ge (19-21, please): 19 (You have five extra points to add to any category) (You may remove points from category to add to new ones) (Maximum of 10 points per category, minimum of 1 per category) Strength: 3 Perception: 1 Endurance: 2 Charisma: 10 Intelligence: 2 Agility: 5 Luck: 4 Weapon (choose between a baseball bat, a 10mm pistol, or a laser pistol): 10mm Pistol Clothing/Armor (everyone starts with a Vault 13 jumpsuit): Vault 13 jumpsuit Personality: A discipline teen that trust none of the security guards, except one of his fathers friend, Shawn Bruner. Biography (optional): After his parent's abandoned him to go to the surface when he was fifteen, he took one of his father's guns that he left on the bed. He knew how to shoot since his father teaching him, all he wanted is freedom from the vault and to explore the Waste. |
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| 04 Aug 2014 08:12 PM |
| So how many more players do you two want to wait for before we start? We can have others join in later on. |
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| 04 Aug 2014 08:15 PM |
@raptor1172
All SPECIAL skills start at first at 5 points. To begin with, you have 5 extra points to allocate. So your SPECIAL would look like S: 5 P: 5 E: 5 C: 10 I: 5 A: 5 L: 5. Do you want me to go with that or do you want to do yours over again?
I like the biography until you said your father left the Vault. In Vault 13, no one has left until this group, and no one has entered. |
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| 04 Aug 2014 08:17 PM |
Character Name (full):John Ronald Jackson Gender: Male @ge (19-21, please):21, Close to 22 (You have five extra points to add to any category) (You may remove points from category to add to new ones) (Maximum of 10 points per category, minimum of 1 per category) Strength: 5 Perception: 7 Endurance: 1 Charisma: 5 Intelligence: 7 Agility: 5 Luck: 5 Weapon (choose between a baseball bat, a 10mm pistol, or a laser pistol): Laser Pistol Clothing/Armor (everyone starts with a Vault 13 jumpsuit): Vault 13 jumpsuit, wearing an Overcoat over the jumpsuit (if that is ok) Personality: Loves technology. Paranoid. Has near-crippling claustrophobia. Biography (optional): Used to be the Vault's Engineer before asking to be replaced due to his Claustrophobia. Owns a laser pistol and carries it on him at all times due to paranoia.
If there is a problem, tell me. |
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| 04 Aug 2014 08:19 PM |
Excuse me, typo at Endurance. Endurance: 6 |
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| 04 Aug 2014 08:20 PM |
@block112233
No issues. If you do wear an overcoat, however, it'd be more a la a greaser's leather jacket (google Fallout 3's Tunnel Snakes). Is that fine with you? Once we get topside we'll be looting and you could find something else to wear if you wanted to. |
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| 04 Aug 2014 08:22 PM |
| I was hoping something like the detective's overcoat (like the one the mysterious stranger wears, or really anyone in 50's noir) but ok, Leather Jacket it is. |
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| 04 Aug 2014 08:26 PM |
| (I haven't been playing a Fallout for a while.) |
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| 04 Aug 2014 08:29 PM |
@block112233
(You might find something like that on the surface. Anyways, accepted.)
John R. Jackson's Starting Skills:
Big Guns: 15% Energy Weapons: 15% Melee Weapons: 60% Small Guns: 40% Thrown Weapons: 45% Unarmed: 45%
First Aid: 37% Lockpick: 26% Repair: 27% Science: 39% Sneak: 30% Pickpocket: 25%
Barter: 30% Gambling: 35% Speech: 12% Survival: 35%
Health: 110
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| 04 Aug 2014 08:30 PM |
@raptor1172
So do you want me to do all 5's and put charisma as 10? |
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| 04 Aug 2014 08:30 PM |
| Once we get raptor set up, I figure we'll start. Is that alright with everyone? |
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| 04 Aug 2014 08:31 PM |
| Disregard my last post, it seems raptor's offline. Do you three want to start? Others can join later. |
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hwen4
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| Joined: 11 Oct 2008 |
| Total Posts: 8538 |
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| 04 Aug 2014 08:33 PM |
| (Yeah, and er, what perk system are we doing? Every level like in Fallout 3, every 4 in Fallout 2 (And 1 I believe) or every two like in New Vegas? |
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| 04 Aug 2014 08:33 PM |
Lets go ahead, though id think Raptor wouldnt want to be left behind. Also, im curious, how do you plan to introduce other characters during the RP? Random wasteland encounters? |
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