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  #1  
Old Aug 10th, 2024, 12:27 AM
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Fllout 4 rise of the Minute Men


Game NameFllout 4 rise of the Minute Men
Game SystemOther Roleplaying Games
Themepost apocalypse survival
Flavoursci fi, post apocalypse, exploration, building a community
Plot SummaryWar...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 2077, the storm of world 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.

over 200 years have passed, but America is still rebuilding, still struggling to survive. Super mutants, mutated animals, malfunctioning robots, feral ghouls, and vicious raiders make life a daily challenge. A group of settlers dreamed of a better future, and they banded together to defend themselves and their neighbors. They called themselves the commonwealth minutemen. For many years they protected the people, but after losing their leader, they began falling apart. Then, the town of Quincy called for help. A dangerous mercenary group called the gunners were planning to attack the town. You were one of the minutemen who came to offer aid, but sadly you failed.

Quincy fell to the enemy, most of its inhabitants killed or enslaved, and what was left fled northwest, led by your superior officer, Preston Garvey. For weeks you have struggled to find a new place to call home, to be safe, where you could lick your wounds and gather your strength, but it’s been one disaster after another, witling down your numbers. Diamond city closed its doors to you, Bunker Hill turned you away. Now you have come to Concord, hoping to find refuge. What you found were raiders.

They have pushed you back into the history museum of freedom. Now you have barricaded yourselves in a room on the third floor. You are tired, and low on ammo, and the raiders are pounding at the door. In one last act of desperation, you plan to counterattack. You will either survive or go down fighting. This will be your finest hour.

Welcome to fallout 4 Rise the Minutemen. I am looking for 6 to 8 players to brave the nuclear wasteland of Boston and try to rebuild the minutemen. Fight raiders, super mutants, and irradiated monsters, establish diplomatic relations with settlements, scavenge for supplies, and become the heroes of the commonwealth. We will be playing the 2d20 modipheus core rule book. If you have never played fallout 4, or the fallout rpg before or don’t have a copy of the core rules, don’t worry, I am more than happy to explain them as we progress. The game allows for a staggering amount of customization of character, weapons, and armor, but we’ll take it one step at a time. You will be starting at level one. I intend for this to be a long game which does have a main story broken up by multiple side quests, but even after completing the main story the game does not have to end if we don’t want it to.


Feel free to ask any questions


Character creation

You have seven attributes which all start at 5. You have 5 points to spend to raise any that you like. You can lower any attributes to 4 to raise another attribute by one, but attributes can’t go below 4 or higher than 10.

Strength
Perception
Endurance
Charisma
Intelligence
Agility
luck

You also have 17 skills which each start at ranks 0. You can tag 3 of them, increasing them by 2. You also get 9 points plus your intelligence score to spend on increasing any skills you want. Each skill is associated with an attribute. When you make a skill check, you add your rank in the skill with the attribute to determine what you have to roll under in order to succeed. They can be raised to a maximum of 3 at level one. Each time you level up you get one skill point to increase a skill to a max of 6.

Athletics STR Lifting, pushing, pulling, jumping, running, and swimming

Barter CHA Buying and selling

Big Guns END Using heavy weapons such as miniguns, Fat Mans, and gatling lasers

Energy Weapons PER Using energy weapons such as laser guns, and plasma guns

Explosives PER Blowing things up, or stopping them from doing that

Lockpick PER Opening locks without the key

Medicine INT Healing people and stabilizing the dying

Melee Weapons STR Fighting people with bats, clubs, knives, boards, wrenches, and sledges

Pilot PER Flying and driving

Repair INT Fixing stuff, crafting things, and building machines

Science INT Hacking, programming, and brewing chems

Small Guns AGI Shooting people with pistols, rifles, and shotguns

Sneak AGI Moving quietly and staying hidden

Speech CHA Making friends, influencing people, and lying to them if you have to

Survival END Foraging, hunting, cooking, and enduring the wastes

Throwing AGI Launching weapons from your hands, like spears or knives

Unarmed STR Fighting without a weapon by making unarmed attacks

As well as your S.P.E.C.I.A.L. attributes and skills, you also have a number of derived statistics. These derived statistics are passive elements of your character.

Carry weight measures how much gear you can carry. You can carry a base of 150 pounds of equipment, plus your Strength attribute multiplied by 10. You can carry more by using perks, increasing your Strength attribute, and using equipment with extra carrying space.

Initiative determines how quickly you act in combat. It is equal to your PER + AGI (minus any penalties for being over-encumbered). This is a static number which determines your place in the turn order during a combat encounter—it isn’t a target number for a skill test. It can be modified by perks and the effects of encumbrance.

Defense statistic is the basic difficulty of any attacks made against you. It is based on your Agility attribute: AGI 1-8: your Defense is 1. AGI 9+: your Defense is 2.

Damage resistance to different types of damage is determined by your equipment and your perks. Damage Resistance (DR) is subtracted from damage inflicted of the same type before it reduces your health—physical Damage Resistance reduces physical damage, radiation Damage Resistance reduces radiation damage, etc.

Physical Damage Resistance is how much physical damage you can shrug off from an attack. Clothing and armor are the main sources of physical DR, depending on how they’re made, but mutations can also provide some natural resistance to incoming attacks. Physical DR normally varies by hit location, depending on clothing or armor.

Energy Damage Resistance is how resistant you are to energy damage, and it normally comes from clothing or armor that has been made in a particular way. Energy Damage Resistance normally varies by hit location, depending on the clothing or armor worn
Poison Damage Resistance is how much poison damage you ignore from toxins. perks and mutations provide poison DR, as can certain chems and consumables. You have a single poison DR value for your entire body—it doesn’t vary by location

Radiation Damage Resistance is rare but often vital, as it reduces how much radiation damage you receive from attacks and hazards, and it normally comes from protective clothing or armor, from chems like Rad-X, or from other consumables. Some creatures, like super mutants and ghouls, are entirely immune to radiation damage, as are machines such as robots. Radiation DR normally varies by hit location, depending on the clothing or armor you wear.

health points (HP) are determined by adding together your Endurance and your Luck scores. Your health points deplete as you suffer damage, and generally show how far you are from death.

Your melee damage statistic lists any bonus damage you do with melee weapons or unarmed attacks, due to having a high Strength attribute. You add the number of bonus Combat Dice listed to your melee damage rolls.
STRENGTH ATTRIBUTE ADDITIONAL COMBAT DICE
7–8 +1CD
9–10 +2CD
11+ +3CD

Starting equipment.
You get a default set of gear based on your origin. You also get additional equipment from your tagged skills.

Tagged Skill Bonus Equipment

Athletics Casual clothing x1 Buffout

Barter 2d20 additional caps

Big Guns x4 +2CD shots of flamer fuel

Energy Weapons Fusion cell containing x6 +3CD shots

Explosives x2 Molotov cocktails or x2 baseball grenades

Lockpick x4 +2CD bobby pins

Medicine x1 first aid kit x1 stimpak

Melee Weapons Machete or baseball bat

Pilot Broken car parts*

Repair Multi-tool

Science Labcoat x1 Mentats

Small Guns x6 +3CD additional shots of ammunition of a type already possessed

Sneak x1 Calmex

Speech Formal hat Formal clothing

Survival x2 purified water x1 iguana on a stick

Throwing x4 +2CD throwing knives or x2 +1CD tomahawks

Unarmed Brass knuckles

Perks are special bonuses that you can obtain to boost your character’s S.P.E.C.I.A.L. attributes, skills, give them a unique edge, or even a brand new ability. Perks are often tied to S.P.E.C.I.A.L. attributes or skills, enhancing them, or providing you with a totally new ability in a specific circumstance. Some perks can be chosen more than once—the number of ranks each perk has determines how many times you can take it. Each rank increases the effect of the perk, whether that’s providing the same bonus again, or increasing the effect of the ability the perk gives you. You start with 1 perk and can pick a new perk for your character whenever you gain a new level.


Each time you level up, your maximum health points increase by +1. You choose one skill to increase by 1 rank, up to a maximum of 6. You gain a single perk.





Origins
BROTHERHOOD INITIATE
 

GHOUL
 


SUPER MUTANT
 

MISTER HANDY
 

SURVIVOR
 

VAULT DWELLER
 

Perks

 


Application

Name
Origin
Gender
Age
Personality
Physical description
Backstory

s
p
e
c
i
a
l
skills
perk


DEADLINE 8/30

questionscan I sell my starting gear to buy something different?

Yes, you can sell your starting gear for full price to purchase anything you like

If you have the wanderers or settlements books you can use the origins and perks from them

Can i use an origin from the wanderers or settlements books?

if you have them, then yes, you can use origins and perks from those books

if i sell gear can i buy and install a mod for a weapon?

yes, if you can afford a mod, i'll let you start with it installed on your weapon.
__________________
I'm not intellectually arrogant, I'm just right all the time

Last edited by Togot; Aug 13th, 2024 at 02:57 AM.
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Old Aug 10th, 2024, 01:22 AM
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leftyyy88 leftyyy88 is offline
I'm all left
 
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Posting interest! I'm literally playing this on the Xbox right now lol. Need to read your primer above and our find the rulebook somewhere. Do you think drive through rpg sells it? I will look. (To the best of my knowledge that site is legal and you can buy pdf's or actual printed books. Got an AD&D 1e players guide from them last year.) But anyway, yeah will have an app tomorrow or Sunday!
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Old Aug 10th, 2024, 03:35 AM
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Maxim
Name
right-aligned image
Maxim
Origin
Survivor: Mercenary
Gender
Male
Age
24
Personality
Maxim is a hard man to get to know, not because he does not want to engage with others and make friends, but because he does not fully understand how to, on top of the fact that trust is hard to come by in the wasteland. Having spent most of his formative years in isolation, his conversational skills are somewhat lacking, and though he had to interact with others to survive, those interactions were limited and brief, focused solely around the task at hand.
  • Awkward - Common courtesies are mostly lost on Maxim. He will often forgo introductions or greetings in favor of jumping right into the point at hand, which, if pointed out, will make him fumble over his preplanned script. Compliments and small talk are a nightmare for the wastelander, and they make him visibly uncomfortable as he tries to sort through how to respond. His awkward standoffishness can come across as rude, which frustrates him endlessly, as he is a very well-meaning individual.
  • Curious - Though not with all aspects of life, there are some things that draw Maxim in and hold his attention. Though not incredibly intelligent, he does like to see and figure out how things work, which is partially why he became such a talented marksman in the first place. There are no devices more prolific in the wasteland than guns, so learning how to strip, clean, and maintain them was simply something he did for fun instead of speaking with people.
  • Focused - Once a task is at hand, it must be completed. Sidequests and distractions greatly trouble the young marksman, as getting off track prevents him from keeping his thoughts structured and in order. Sometimes, he will even get lost in the simplest of tasks, fulfilling the original goal to a degree far higher than intended just because the engagement was enlightening. When he is able to achieve his goals, he is quite a happy man.
  • Structured - There are checklists in his mind that cannot be skipped in order for him to maintain a harmony within himself. If these checklists are incomplete or done out of order, he can become quite agitated. Though it was much worse in his youth, as it became a personal goal for him to overcome that, there are still tell-tale signs that plans have gone awry and the anxiety is beginning to creep in. His acting skills are not good enough to disguise two decades of structure.
  • Kind-Hearted - Maxim always wants to do what is best, even putting himself in harms way to fulfill that desire. Though he may not always be able to communicate his willingness to put himself out there, he will help in little ways to signal his support until an understanding can be come to. While the wasteland makes it a difficult task to be a good person, the urge to see the best in people is just simply something that cannot be removed from his checklist.
Appearance
At first glance, you see a wastelander, with dirty hair, nails and clothes, nothing interesting about his tired brown eyes, his ruffled chestnut hair, or well worn apparel. Like many others, Maxim is another child of the waste just doing their best day in and day out. His clothing is practical, simply layered, to keep him warm in the cold nights of Boston, and to keep him safe by providing at least some small amount of armor. If there is one thing that separates him from the rest of the wasters, it is the cleanliness of his weapons.
Having a predilection for maintaining guns as a comforting habit benefits him by keeping them from breaking down.
  • Skinny - Food is scarce in the wastes, even during a successful hunt, one needs to be aware of the dangers of some of the meat in the wastes, meaning a lot of it goes to waste. Maxim is cautious but open to all sorts of food, but out of respect for his lifelong sidekick Dogmeat, prefers to shy away from dog meat, the one food that is actually moderately common and completely edible in his experience. Though he is lean, his skills with hunting have provided him with just enough resources to maintain a fairly well scheduled and busy lifestyle, especially considering he has more than one mouth to feed.
  • Well-armed - There is Maxim, Dogmeat and Cамосёк, a deadly trio that cross the wasteland in silence, always watching and waiting. Cамосёк is a heavily customized hunting rifle that has served as the primary weapon for the mercenary since the beginning. With each successful job, a new piece was added. Constantly cleaning, maintaining and repairing, Maxim would be hard pressed to decide whether or not his dog or his gun would be his closest companion. The rifle is slung over his shoulder on a well maintained leather strap when not in use, but is comfortably handled while on the move. The weapon does not leave his side at any cost.
  • Unkempt - His appearance is the last thing on his list to be double checked. This means the moment that there is something even more important, and there often is, he will attend to that task instead. Because it is so far down his list, the stress gained from not attending to it is negligible, though it does exist. When all is peaceful and the task can be attended to, he cleans up remarkably well, but unfortunately the time between cleaning is longer than it should be. His clothing is in stark contrast to his weapons, still stained with blood and dirt, with holes and tears from the constant travels about the wasteland.
  • Fidgety - Maxim has spent his life on the move. Moving from job to job, never knowing a place to call home. Restlessness is ever chasing him. If there is no target or goal at hand, then he defaults to weapon maintenance, canine training, or hunting for food.
    His mind is constantly racing, as is his body, with small movements such as clenching and unclenching his fists, bouncing his leg, or fidgeting with bullet casings or other small objects absentmindedly. The longer he is at rest, the more urgent the desire to get back on the move becomes.
History
Like his father before him, Maxim has taken up arms as a wanderer in the wasteland, just as his father had done before him. The trauma of tough men passed down along the line. He knows his mother only in vague memories, faceless, dark haired, filled with warmth. He knows his father only through their isolation, strict lessons in the harsh wilds, and the unmarked grave in the shadow of the Kingsport Lighthouse on the east coast of Boston. At 14, he was on his own, possessing only his fathers hunting rifle, named Cамосёк, named after a magic sword from an old Russian fairy tale, and living alone in a shack just off of the coast where he spent most of his time hunting mirelurks for food. Occasionally he would head over to salem, where he would sell the harvested meat and cleaned shells for ammo and luxury goods like Nuka-Cola.

The young boy resisted any attempts at befriending any of the locals, and went out of his way to disguise his tracks to prevent anyone from following him back to his home. His fathers lessons were ingrained within him, and he felt as though he could never trust anyone, which made all of his forays into society incredibly anxiety inducing experiences. Though he did not enjoy it, once a week he found himself in town, with his sled full of goods. He would compartmentalize his feelings, and treat it as just another stage of the hunt, and just like that, it became just another item on the itinerary. Without a goal or someone to give him a task, he remained in standby mode, performing the same actions over and over for six years. Hunting. Cleaning. Harvesting. Selling. The repetition was comforting, especially when he still had not processed his grief from the death of his father.

At twenty years old, there was a glitch in his programming when the path he had worn into the dirt was blocked by the visceral remains of a dog and radscorpion. The dog must have been attacked while she was trying to transport her puppies to a safer location, and she sacrificed herself to save the six puppies now crowding sadly around her still body. They were old enough to move around, but not be independent. Dropping some of the mirelurk meat on the ground to distract them, he buried her corpse and decorated it with pieces of the radscorpion carapace in respect to her sacrifice. With the dogs now following him, he brought them with him to Salem, where he was forced to change the schedule he had been prepared to fulfil. Not knowing where to go, he went off script with the woman at the market who he usually sold the mirelurk meat to. More than anything, she was surprised he could say anything other than the standard sales pitch.

Thankfully she accepted the puppies, but asked if he wanted to keep one of them for company, noting that she understood he lived alone. If he had not looked the puppy that she held aloft before her in the eyes, he might still be alone today. The soft, orange eyes were filled with trust, and before he could analyze the situation, he held it within his arms, turned, and marched his path back home. It was not until he had gotten back to his home, that he realized he had forgotten his sled, and had not accepted any money for the meat. Things had gone so far out of his comfort zone, that he decided he could not go back, and would have to relocate with his new friend. For days after, the people of Salem expected to see the awkward hunter who had been an odd, but comfortingly consistent part of their lives, would not be coming back.

Traveling further inland, he set up camp north of the river, still with access to mirelurks for easy hunting, but close enough to Bunker hill that he could sell the harvest. Now he had two mouths to feed, but the prey was consistent, selecting only the most choice cuts for himself and his new companion, they set about into creating a new routine. A year after arriving, after having managed to form a consistent schedule, there was yet another interruption. This time it wore armor and offered him a job that would allow him to truly use his skills. It was merely a blip, it was refused and he returned to his home, but the man would not be deterred. For the first time in memory, there was a knock on the door of the shack while he was preparing the evening meal for himself and Dogmeat. Freezing. He waited. Hoping that whomever was on the other side of the door decided that there was no one home. Another knock. Then a third. On the fourth, Dogmeat began to growl. When a voice told him to open up, he picked up his rifle and moved to the door. The same man had brought friends. All well armed, but no one pointing their weapons at least. The job was offered to him once more. The Gunners, as they called themselves, did not take kindly to being told no. With no choice other than to accept, Maxim would enter their employment as a marksman.

They offered some compromise in respect to his skills, allowing him to select which jobs he would take. He preferred targets with violent histories that would not be missed. The Gunners were not known for their morals, but he did not find himself aligning with their business practices. After three years of running with the mercenary group, they had begun to trust him well enough that his freedom was noticeable, which allowed him the opportunity to gather his belongings and flee to Quincy, where he believed he could be under the protection of the Minutemen, only as long as it took for his going AWOL to be forgotten. With him, he brought news, though he doubted he would be the only one who knew the Gunners were planning to attack. Even with their preparations and fortifications, they were unable to hold the town. Though he could have escaped on his own, he felt responsible for his failure, and took up arms, following Preston Garvey, holding up the rear as they escaped the town. Another home had been taken from him. Though they had escaped, their pursuers did not stop, and the guilt seized Maxim, who could not help but think his presence could be fueling their chase. Even if he left, he did not believe the mercenaries would stop, it would not matter if they did not know where he was, the Gunners would just kill them.

Their flight across the wasteland only garnered them more enemies seeking to finish them off. Everywhere they turned, they lost more and more of their companions, and though Maxim could not say that they were friends, the responsibility he felt to keep them alive weighed on him. For so long he had so little to care about, and now he was part of an ever shrinking group of people he could not help but have some hope in his heart that they would eventually make it to safety. Concord was a tiny corner of the commonwealth, and somehow even here they could not escape the danger. Fighting their way through the town against what seemed like endless waves of Raiders, they holed themselves away in the museum, the largest and most easily defensible building in the town. The wooden floors of the building creak loudly as the Raiders walk the halls, banging on the walls and doors, jeering and threatening them.


S - 4
P - 8
E - 5
C - 5
I - 6
A - 10
L - 4

Athletics | (STR-4) + 0 = 4
Barter | (CHA-5) + 0 = 5
Big Guns | (END-5) + 0 = 5
Energy Weapons | (PER-8) + 3 = 11
Explosives | (PER-8) + 3 = 11
Lockpick | (PER-8) + 0 = 8
Medicine | (INT-6) + 2 = 8
Melee | (STR-5) + 0 = 5
Pilot | (PER-8) + 0 = 8
Repair | (INT-6) + 3 = 9
Science | (INT-6) + 0 = 6
Small Guns | (AGI-10) + 3 = 13
Sneak | (AGI-10) + 3 = 13
Speech | (CHA-5) + 0 = 5
Survival | (END-5) + 3 = 8
Throwing | (STR-4) + 0 = 4
Unarmed | (STR-4) + 0 = 4

Traits & Perks
  • Gifted[Trait]
  • Sniper [Perk]
  • Dogmeat Perk]
Equipment
  • Tough Clothing
  • Leather Armor Chest Piece [Sold 25 Caps]
  • Leather Armor Right Leg [Sold 10 Caps]
  • Baseball Bat [Sold 25 Caps]
  • 45 CapsSuppressed 30 Caps.50cal Receiver 3 CapsRecoil Compensating 36 CapsVented Hunting Rifle + 29 CapsLong Scope [143 Caps] | Small Guns
    Damage: 8
    Damage Effects: Piercing 1, Vicious
    Damage Type: Physical
    Fire Rate: 2
    Range: Extreme
    Qualities: Two-handed, Reliable, Accurate, Suppressed
    Weight: 20Lbs
    Cost: 198 Caps
    Rarity: 2
    Cамосёк
  • 19 .50 Ammo [76 Caps]
  • 10+5 [5] .308 Ammo [Sold 45 caps]
  • Job Note
  • 1 Caps [Used 39]
  • Multi-Tool
  • Calmex [Sold 100 caps]
  • 6+3 [3] .308 Ammo [Sold 27 caps]
  • Dog Helmet [7 Caps]
  • Heavy Dog Armor [20 Caps]


Rolls
Origin Ammo
Dice Roll:
5d6 1, 3, 2, 5, 6 Total = 17

Skill Ammo
Dice Roll:
3d6 1, 6, 5 Total = 12


Here I come again Togot!
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Last edited by Drinkslotsa; Aug 16th, 2024 at 01:21 AM.
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Old Aug 10th, 2024, 08:24 AM
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@Drinkslotsa: Fast Shot and Sniper are mutually exclusive. Fast Shot means you can't Aim, Sniper requires you to Aim. For what you seem to be going for (shoot from the hip marksman) I recommend either Action Boy (that second attack you gain from Fast Shot doesn't take a penalty) or Center Mass (auto-target torso, reroll a d20 when doing so which means an overall accuracy bonus). Or you could keep Sniper and swap the Fast Shot trait.
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Old Aug 10th, 2024, 08:43 AM
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If you don't mind me reusing my old fallout character, I'd love to give this system a try.


right-aligned image
Name: Deacon Kairos
Origin: Vault-Descendant
Gender: Male
Age: 19
Personality: Deacon is observant and empathetic, often catching more than he let's on. Growing up with one foot in the Railroad never allowed any ideas of prejudice against synthetic beings to take root, and while neither of his parents extend their empathy quite so easily to ghouls and supermutants he doesn't see a difference. People are people (for good or ill) whether their flesh is steel, green, or irradiated.

He enjoys being around people, and is good at connecting, but will eventually feel the need to distance himself to mentally recharge. He doesn't consider himself a leader by nature but recognizes the need to step up when no one else will or can, and won't always wait to be asked when he sees that need. Given the option though he's much more comfortable fading in and out of the background of a settlement, interactions kept largely either casual or practical.

Regardless of the actual seriousness of the situation Deacon often behaves in a way that doesn't convey 'serious'. He enjoys joking as a means of lightening the atmosphere, or of taunting his foes, even if he's the only one that quite grasps what the joke is. Some of this is the result of his mother's retelling of folklore, or the children's shows she grew up with in the Ten no Hinansho. Unlike the american vault system the 'Celestial Refuge' maintained limited contact between satellites, resulting in limited continued cultural productions. Deacon has written up programs to allow for reproductions of his favorite stories, modified drones taking the place of actors, to put on performances for children.

Physical description: At 6'1, with room to grow a bit more, Deacon stands out a bit (literally) in most crowds. Icy-blue eyes and red-orange hair only makes him that much more memorable. In spite of his size, or perhaps slightly because of it, Deacon is a bit of a beanpole. He tends to distract from his scrawny frame with a loose-fitting leather flight jacket and wraparound scrap-cloth scarf.

For those that remember the nation his facial features are recognizably japanese, others assuming chinese, though many people have trouble noticing them at first glance behind the hair. His father claims their ancestry on his side is largely british, backed up by their lingering accent, but admits that tracking such things hasn't been a priority. Between that and his pale skin many assume he is irish rather than mixed japanese.

Backstory:
 

 


Discovered in a mostly destroyed capsule in a flash-fried former lake by the Railroad agent 'Deacon', her wounds still stitching themselves together even as she slept, Denui was initially taken for an advanced Synth model. The unexpected language barrier, initially confused for a programming error, meant that she was taken into their care before the truth could be conveyed. Fortunately while she couldn't speak english the written form was known to her, and eventually a line of communication was opened. Her technical expertise proved to be a boon to the organization and she stayed on to repay the people that had rescued her and made her comfortable in the days after losing everything she'd ever known. In time she fell in love with another technician, and a year later their son was born, named Deacon in honor of the man who had pulled her out of the crashed capsule.

When Deacon was five he, and his parents, were shocked to find that Denui's medical nanites had been passed down to her son albeit with reduced function. Attempts to propagate them through blood transfusions had always failed as the nanite's uncontrolled self-replication prohibitions prevented them from spreading to a host body that didn't already possess them, which had seemingly been bypassed through nine months of internal proximity and a shared genetic marker (possibly a result of the mixed nanite load from her own family). While he lacks the critical mass of nanites to effect rapid self-healing like his mother could, the baseline function of scrubbing his blood and cells of excess radiation has resulted in a level of health and adolescent growth abnormal for the nutrient-deprived surface.

Beyond his unnatural gift, Deacon showed a natural one for the technical. While a far cry from what she'd had access to before Denui still proved to be one of the top engineers in the wasteland, and she had Deacon pulling apart and reassembling Eyebots before his thirteenth birthday. He learned the ins and outs of the Hardest Science, the creation, maintenance, and use of firearms, from his father, Calon Kairos. And if nothing else had happened Deacon may very well have followed in either of his parent's footsteps, supplying technical expertise to the railroad.

Unfortunately at the age of sixteen the outpost he was living in was discovered by an overzealous Brotherhood of Steel inquisitor squad. While fleeing the truck they were in was hit with ordinance and buried under rubble. Deacon narrowly survived. His parents in the truck's cab, as he discovered after dismantling the door to get in, did not. Grabbing what supplies he could he dug his way free and limped away, where he was eventually found by a Minutemen patrol and given medical treatment.

Deacon didn't know the locations or identities of any other Railroad cells so he chose to make a living in trade with his skills with the people that had rescued him. Since linking up with various Minutemen outposts Deacon's made himself useful, repairing Eyebots and Guardiantrons for overwhelmed defenders and plunging deep into contested territories to provide initial relief to besieged settlements looking to join the collective defenders. He's had more than a few clashes with Brotherhood patrols, his propensity for energy small arms and flights of eyebots marking him as a 'dangerous individual with technology beyond his rights'. Of course, the time he had a few dozen Eyebots carrying an array of sheetmetal and cloth to impersonate the Prydwen, unintentionally prompting a few months of skirmishes between them and a now-defunct gang of wasteland raiders, may also have something to do with the animosity.


S 4
P 7
E 7
C 4
I 10
A 4
L 4

Tag: Energy, Repair, Science, Survival

Repair^ 5, Survival^ 5
Science^ 4, Energy^ 4, Barter 4
Lockpick 2
Athletics 1, Medicine 1, Pilot 1

Trait: Vault Kid (-1 Diff to resist disease, +1 Tag)
  • Vault Experiment: Medical Nantes (will be the explanation of certain perks I pick up, such as his starting perk of Solar Powered)
Perk: Solar Powered (-1 Rad Dmg per hour in sunlight)

Starting Gear:
Code:
  Vault Jumpsuit w/Treated Lining (Red/White Celestial Refuge variant)
  Utility Coveralls (Leather Flight Jacket)
  Synth R.Arm Armor w/Stabilized Mod and Resin Material
  Welder's Visor
  Pip-Boy (PersoCom Celestial Refuge variant)

  Laser Gun w/Photon Agitator and Recon Scope
  Fusion Cell (17+3CD shots) (plus converted 10mm ammo)
  Multi-tool

  Vault-Tech Canteen (Dirty Water)
  Dirty Water
  Gum Drops x4 (20)
  Mole Rat Meat x2 (10)
  Diluted Stimpack x2
  Bobby Pin x4
  0 caps
 Trinket: The Adventures of Kirbot! (Manga Holotape)
 


With your permission I'd like to request a few aesthetic alterations to my starting gear to reflect his foreign vault origin. The Vault Suit is white with red highlights, with a red circle on the back with the number '41' in kanji ( 四十一 ). The Pip-Boy (PersoCom) has a sleeker design than the american models and it's display is in japanese.

Also, question, is it possible to have done some trading before starting? Deacon's an energy weapon user and has no use for a 10mm pistol. I'd like to trade that in (plus some other stuff if necessary) to start with a basic Laser Musket or Laser Gun (1 rarity higher but only 7 and 19 caps more expensive respectively).

Last edited by AximusLokar; Aug 15th, 2024 at 08:44 AM.
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  #6  
Old Aug 10th, 2024, 10:36 AM
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You're right thank you, for now it was simply a placeholder for a quick post before bed, but I appreciate it
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Old Aug 10th, 2024, 05:09 PM
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AximusLokar, yes you change the flavor of your gear and yes you can sell your gear for full price to purchase anything you like
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Old Aug 10th, 2024, 05:32 PM
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A quick question then about the campaign. How close is this going to run to the normal start of Fallout 4? If the Minutemen are able to fight their way out of Concord do you intend for them to try to regroup in Sanctuary? And can we assume there is no Sole Survivor coming out of Vault 111 to help? I'm interested but just trying to get a feel for how you envision this going.
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Old Aug 10th, 2024, 06:48 PM
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I had some questions about the dice and rolls and found that the official site has a free quickstart PDF that includes some portions of the core rulebook. Might be helpful. It also has some pre-generated char sheets for reference. And you don't have to enter any payment info to get the free PDF.

Quickstart Guide - FREE.
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Old Aug 10th, 2024, 09:57 PM
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Lefty's App
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Name: Gus Gravelhead
Origin: Super Mutant - Brute: Gus is from the town of Huntersville in Appalachia. When the water became infected with the Forced Evolutionary Virus (F.E.V.), Gus fled the town. He had always been a timid guy and lived by himself at the edge of town. The other townfolk were grumpy at best trying to scrape by in the wateland, but when the virus infected everybody things got ugly fast. Gus up and left, looking for a more peaceful, or solitary, home.
Trait: Forced Evolution Your initial Strength and Endurance attributes are increased by +2 each, and your maximum Strength and Endurance are increased to 12, but your maximum Intelligence and Charisma are both reduced to 6. You may not have more than 4 ranks in any skill. You are completely immune to radiation and poison damage. You stand over seven feet tall, and your body is bulky and muscular. Your skin is green, yellow, or grey, regardless of what color it was when you were human. You do not seem to age, but you are sterile. You can only wear armor which has been made to fit a super mutant
Gender: Male
Age: Can't remember.
Personality: Gus started out as a quiet guy, kept to himself, didn't bother nobody. Oh, he helped out around town trying to survive with the others in the wasteland, but he never stuck around to talk afterwards and had few, if any, friends. But he never caused any trouble, so the others generally left him alone. That was all before the virus, though. Now he tries to control the rage brought about by the virus with physical conditioning. It's a common sight to see his face flush a deeper shade of green as his anger boils over, then watch as he falls forward and starts doing hundreds of pushups. Rage jumping jacks. Fury situps. And don't even get me started on the hatred squats.
Physical Description: Gus big. Real big. Not many people have seen him standing next to another super mutant, but his workout routines keep his muscles bulging and his belly trim. He doesn't smile often, and tries not to frown, but frowns inevitably creep up onto his face. He's too afraid of letting emotions get the best of him like the other super mutants, so he tries to school his face into impassive nothingness most of the time. His skin is a dark mossy green. He rarely wears shirts, just pants. All that extra cloth needed to cover his huge frame usually just gets in the way, so most days it's just the armor he picked up somewhere along the way.
Backstory: When that disease mutated the town, Gus left and wandered the wastelands for a time. By chance, he fell in with the Minutemen: some spark of mercy stayed the trigger finger of a Minuteman sniper and he started talking to Gus. When Gus showed that he meant no harm, the Minuteman invited the super mutant to join the Minutemen. Gus accepted. Life was good for a while, but then the call came from Quincy. Gus answered with a few others and now he's holed up in the museum wondering just how he got into this mess. He just wanted to be left alone.
Perk: IRON FIST: your unarmed attacks inflict +1DCD damage

StatTotalBaseAdder
S.trength1073
P.erception45-1
E.ndurance871
C.harisma45-1
I.ntelligence45-1
A.gility752
L.uck752

NameTotAddAbilSPECIAL
Athletics (tag)13310Strength
Barter404Charisma
Big Guns808Endurance
Energy Weapons404Perception
Explosives404Perception
Lockpick404Perception
Medicine624Intelligence
Melee Weapons13310Strength
Pilot404Perception
Repair624Intelligence
Science404Intelligence
Small Guns707Agility
Sneak707Agility
Speech404Charisma
Survival (tag)1138Endurance
Throwing1037Agility
Unarmed (tag)13310Strength

Starting equipment:
NOTE: all prices below are taken from Fallout 4 video game (well, from the wiki I found), not sure if the values translate to the ttrpg, will edit as needed.
Casual clothing - sold for 10 caps
x1 Buffout
x2 purified water
x1 iguana on a stick
Brass knuckles
Raider chest - sold for 18 caps
Raider left leg - sold for 3 caps
Pipe rifle - sold for 30 caps
6 +3CD rounds of .38 ammo - sold for 9 caps total, 1 each (assuming the CD was 1 each so 9 rounds total)
machete
personal trinket: A teddy bear
Caps: 5 starting + 10 + 18 + 3 + 30 + 9 = 75 from selling stuff

Buying:
Bladed super mutant helmet - 8 caps
Super mutant light body armor - 15 caps
Super mutant chains - 30 caps
Super mutant heavy gauntlets - 5 caps
Super mutant leg guards - 10 caps
New caps total: 75 - 8 - 15 - 30 - 5 - 10 = 7 caps
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  #11  
Old Aug 11th, 2024, 01:33 AM
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Quote:
Originally Posted by Kepheren View Post
A quick question then about the campaign. How close is this going to run to the normal start of Fallout 4? If the Minutemen are able to fight their way out of Concord do you intend for them to try to regroup in Sanctuary? And can we assume there is no Sole Survivor coming out of Vault 111 to help? I'm interested but just trying to get a feel for how you envision this going.
this game asks the question what if the sole survivor never left vault 111. it will follow you as the minutemen who strive to regrow their orginization and make the comonwealth safe for settlers. the institute is not the primary antagonist, though i won't spoil who is.
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Old Aug 11th, 2024, 04:44 AM
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Old Aug 11th, 2024, 12:50 PM
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Lemme see if I can throw something together. Haven't played this system since the beta, but I had a lot of fun with it.

EDIT: rethinking

 

Last edited by AlphaZ; Aug 13th, 2024 at 02:41 PM.
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Old Aug 11th, 2024, 02:16 PM
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I’m fairly certain the ghoul origins are missing.
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Old Aug 11th, 2024, 03:07 PM
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right you are. the ghoul can use any of the origins as the survivor. thank you for pointing that out
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