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  #16  
Old Aug 11th, 2024, 04:41 PM
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Name Andrew Forbes

Origin ghoul mercenary

Gender male

Age 24 at the time of the dropping of the bombs.

Personality
Andrew can be snarky as hell, particularly if he thinks someone is being stupid. Being old means he has no more craps to give in dealing with stupidity. He favours practical solutions to problems.
Whilst not overly social, he does make the effort, recognising it’s not healthy to be alone. However if you do earn his friendship, it’s for life. He will stick his neck out for you, especially if it’s for a kid. He lost his toddler son to the bombs, and later an adopted son to the Gunners. People hurting children is one of the few things that really anger him.
As for being a ghoul, Andrew has come to terms with it. People whom hate him for being a ghoul, just make him sad. However that doesn’t stop him defending himself if they attack him. He also has absolutely no problem with killing feral ghouls. They’re gone. People whom try to protect the ferals, are just dumb. Andrew remains exceptionally bitter about the anti ghoul laws in Diamond City.
In free time he either like to tinker with machines, or sit with a bottle of whisky and listen to the classical music radio. Sometimes he can even forget the bombs.

Physical description
Andrew is a tall drink of a ghoul. Bald and his eyes are bloodshot. He had been handsome before the war, though very little remains of that. He wears a tough outfit, consisting of combat boots, jeans, white t-shirt, and a black leather jacket. Additionally he has a leather armour chest piece. On his belt hangs a multi tool.
His hunting rifle is a well maintained but weathered weapon. It’s a relic from his first friend post ghouldom.

Background
Andrew Forbes came from Scotland to America’s Boston to sue the Croup family over a stock trade. He had also brought wife Fiona, and their toddler son, intending to also make a holiday of it. These plans are cut short by the fall of nuclear weapons. His family died but he survived. Losing his family and turning into a ghoul, was the most traumatic experience of his life. He wanders the new apocalyptic landscape, uncertain what to do.
He had a stroke of luck when he runs into Tom Winters, a retired veteran. He does not care Andrew is a ghoul. Andrew is never sure why Tom takes him in but he does. Under Tom’s wing, Andrew learns skills to survive. Shooting comes surprisingly naturally easy to him, impressing Tom. He also learns stealth and survival skills. Mechanical skills as well, but that’s something he developed more over time. As a team they survive the new order. Sadly Tom is not a young man, and it’s impressive he lives 10 years after the bombs, but he succumbs to a natural death. Andrew gives his friend a Viking burial, keeping his hunting rifle as a keepsake.
For many years and decades after, Andrew does mercenary work. Nothing changes for him for a long time. That is until he surveilled a small raider camp. He’s about to plan a a route around them when he spots the children. Three of them, two boys and a girl. They’re being kept in animal cages. Knowing this is something he couldn’t ignore, Andrew gritted his teeth, and sniped all the raiders in the camp. The children are called Peter, Colin, and Gwen.
Andrew intended to hand them off at the first settlement he found. However they grew on him, and Andrew started to teach them, what Tom had taught him so long ago. The ghoul was proud that all three were good shots. Eventually they reached Diamond city. Andrew got a job with security, to support his adopted family. Life was very good for a while. The children grew up. Peter and Gwen got married(to other people), and jobs. Colin joined up with the minutemen.
Life stopped being good for Andrew when the anti ghoul laws were passed. He was fired and forced out of the city, away from most of his adopted family. He manages to get word of where Colin is, and joins up with the minutemen. This is the group that includes Preston Garvey. Then it’s off to Quincy. Colin has a bad feeling about the place, and Andrew tries to calm him down, despite having the same feeling. History happens and the brave soldiers are forced into a retreat. Colin is hit by a plasma rifle in the retreat, disintegrated into green goo, in front of a horrified Andrew.

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

Skills
Athletics STR -
Barter CHA -
Big Guns END -
Energy Weapons PER -
Explosives PER -
Lockpick PER -
Medicine INT -
Melee Weapons STR -
Pilot PER -
*Repair INT 3
Science INT -
*Small Guns AGI 3
•Sneak AGI 3
Speech CHA -
*Survival END 3
Throwing AGI -
Unarmed STR -

Perks
Sniper
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Last edited by Acathala; Aug 12th, 2024 at 09:25 PM.
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  #17  
Old Aug 11th, 2024, 06:06 PM
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What sort of posting rate are you looking for here? I have some character ideas but probably couldn't do more than a couple of posts per week. Would that be a problem. I don't want to get overextended since I'm in some other games but am sure I could do that much.
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  #18  
Old Aug 11th, 2024, 08:10 PM
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One post a week at least.
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  #19  
Old Aug 12th, 2024, 08:25 PM
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Quick question, Togot. Are you not allowing the Minuteman origin from Settler's because Preston is technically the last? Are you locked to canon that way? This game feels like the ideal one for such a character, honestly.

Last edited by NoizePollution; Aug 12th, 2024 at 08:26 PM.
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  #20  
Old Aug 13th, 2024, 12:03 AM
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How do you feel about selling starting gear to modify weapons, like in history the weapon was modified since the character would not have the perk
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  #21  
Old Aug 13th, 2024, 02:55 AM
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NoizePollution, if you have the wanderers or settlements books you can use the origins and perks from them

Drinkslotsa, if you can afford the mod, I'll let you install it
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  #22  
Old Aug 14th, 2024, 05:45 AM
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Application
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Name: Chianna Macawi
Origin: Survivor - Settler
Gender: F
Age: 21

Personality: Strong-willed, stubborn, distrustful, and not one to happily chat away, Chianna can be difficult to get along with. However, once her friendship and trust are earned, she is fiercely loyal. She is also perceptive and can be quite persuasive when making a passionate argument for what she feels is right.

Physical Description: See right. Small, skinny and wiry, with tan skin and long, wild black hair

Backstory:
 


Attributes:
Strength 4
Perception 6
Endurance 4
Charisma 8
Intelligence 5
Agility 8
Luck 5

Skills:
Athletics STR +2
Barter CHA
Big Guns END
Energy Weapons PER
Explosives PER
Lockpick PER
Medicine INT +2
Melee Weapons STR TAG+1 (total +3)
Pilot PER
Repair INT
Science INT
Small Guns AGI +2
Sneak AGI TAG+1 (total +3)
Speech CHA +3
Survival END TAG+1 (total +3)
Throwing AGI
Unarmed STR +2

Carrying weight: 170lbs
Initiative: 14
Defence: 1
DR: Physical: - / Energy: - / Radiation: -
Health Points: 9
Melee Damage: +1CD

Equipment: (from melee weapons tag)Machete, (from sneak tag)x1 Calmex, tough clothing, switchblade, pipe gun with x6 +3CD rounds of .38 caliber ammunition, x2 purified water x1 iguana on a stick, 2 rolls on the random food table, beaded turtle amulet (personal trinket), 45 caps

Trait: (re-roll agility tests, carry weight is only 150+2xSTR)Small Frame

Perk: (At rank 1, whenever a creature NPC with the Mammal, Lizard, or Insect keyword would attack you, roll 1DCD : on any result other than an Effect, the creature chooses not to attack you, although it may still attack another character it can target. At rank 2, you can attempt a CHA + Survival test with a difficulty of 2 as a major action. If you succeed, the animal treats you as friendly and will attack anyone who attacks you. Mighty and Legendary animals are unaffected by this perk. Each time you take this perk, the level requirement increases by 5.)Animal Friend

Perk: (re-flavoured Can Do!) (When you are scavenging a location that contains food, you gain 1 additional random food item, without spending AP.)Scavenger

Last edited by Mitsubachi; Aug 20th, 2024 at 10:56 AM. Reason: Updated
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  #23  
Old Aug 14th, 2024, 08:44 AM
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Mitzy! Good to see you in this one.
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  #24  
Old Aug 14th, 2024, 08:50 AM
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I will try to get an application up this weekend. Every play through I've done in Fallout 4 has been done as part of the Minutemen and I see no reason to change now. Will take a look at everyone else's submissions to see what skills might be needed but I've got a pretty firm character idea in mind.
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  #25  
Old Aug 14th, 2024, 09:00 AM
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We're all minutemen though, right? From the first post: "You were one of the minutemen who came to offer aid, but sadly you failed." I wrote my backstory like I had joined them at some point before the story starts.
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  #26  
Old Aug 14th, 2024, 02:55 PM
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yes you are al minutemen but you don't have to use the minutemen origin if you dont want to
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Old Aug 14th, 2024, 03:36 PM
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All for One, One for All
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Name: Huntley 'Cutter' McAster
Origin: Minuteman
Trait: Trade caravan posts in your settlements attract traders every 5 days rather than 7. Settlements you establish, by any means, have a base Defense resource of 4. You gain either Energy Weapons or Small Guns as a bonus tag skill (your choice). Your Damage Resistance is increased by +1 while in cover, and you deal +1 DC damage while you and your companions are outnumberedUnited We Stand
Gender: M
Age: 27

Physical Description: Nearing thirty, Huntley carries the weight of the last decade heavy on his shoulders. He is still tall and fit but his injuries have made the exertions he used to find trivial into actual labor. He keeps his hair cut short, usually tucked under a Minuteman hat, but the shadow on his jawline looks more 8 o'clock than 5 o'clock. Dark, deep-set eyes peer from above narrow cheekbones and a nose that shows a history of breaks. His skin is weathered by his time travelling the wastes, giving him a look slightly older than his actual age.

He does his best to keep his uniform clean and tended, viewing it as the first sign to any newcomer of his affiliation. The Minutemen stand for something, and he stands for them. An allegiance he is not willing to hide. A necklace of brahmin teeth, a family tradition made from the teeth of all the brahmin he'd raised and put down, is a constant accoutrement. He carries a cane, though he only requires it when the weather is damp and his leg throbs like the wounds are fresh. The uneven gait with which he walks is distinctive, a slight drag on the left leg leaving scuffs on his boot that he frequently works to remove.

The Who and the Why: The McAster's are a farming clan who've had their hands in the dirt for as long as anyone can remember. They work a small plot situated on a rise over the old interstate with good views of the surroundings and soil that could be called somewhat arable. They produce tatos, razorgrain, melons...whatever seeds survived the prior season. It's a hard life but they grow enough to support their family and send extra for trade to Diamond City and Bunker Hill. Were it not for a travelling doctor and some desperate super mutants, Huntley probably would have lived and died that way.

He was 17 when his mom fell ill and his brother set out to bring help. The doc they came back with was full of stories about the wider wasteland and Huntley immediately fell in love with the concept of medicine. To mend what is broken and stave off death seemed so powerful to him at the time. The man provided salves and shots from his little brown bag and took the time to explain how it all worked when Huntley showed interest. Doc McGillis was an aging man, getting on in years and no longer the crackshot he used to be. Over the week that he was there, Doc convinced Huntley that he could learn a lot travelling the wastes and if they travelled together he would even train him in the craft of doctoring.

The mutants came calling the night before they'd intended to leave, and the McAster's responded in force. Capable shots all, the family held their ground for two days before the ammo ran low and the mutants made their charge. Only the whine of laser muskets and the rallying cry of a dozen Minutemen kept them from death. The Minutemen, backlit by the rising sun as they came over the rise and laid waste to the mutant invasion, were like angels in Huntley's mind. Doc McGillis didn't make it, but Huntely kept to his plan. He took the man's bag and joined up with the Minutemen without hesitation. His family, bred from independent stock, supported his choices.

So he served, learning medicine at the hands of Minutemen doctors and taking up the laser musket in the name of all that is good and right. Years of living the middle ranks, moving from settlement to settlement to apply his medical expertise and steady gun hand, have done nothing to harden his heart. He believe in the Minuteman dogma whole-heartedly and rails against injustice at every opportunity. He believes in the sanctity of life and offers his services to those in need regardless of behavior or belief. It was pursing that moral imperative that put him the radius of an enemy grenade and put shrapnel in his left leg and side. Months of recuperation, bed-ridden and angry at his own feeble flesh, left him with a notable limp and a harder stare.

Quincy really shook him, though. While he will never refuse aid when it is needed, he has seen even the best people turn on others when faced with hard choices. He, like most, barely escaped that conflict with his life and being on the run with the others has been difficult. His skill with doctoring is needed now more than ever but even that hasn't been able to keep everyone alive during their flight toward safety. He smiles less, laughs more quietly, and is slower to trust than he was in his youth. Loss of a friend or innocent party to violence often sends him into a malaise from which it takes days to recover and he goes to great lengths to ensure everyone around him is fighting fit, even sacrificing his own health and wellness when required.

Attributes:
Strength 4
Perception 6
Endurance 5
Charisma 7
Intelligence 8
Agility 4
Luck 6

Skills:
Athletics 0 || STR +4 || Total 4
Barter +3 || CHA +7 || Total 10
Big Guns +3 || END +5 || Total 8
Energy Weapons +3 || PER +6 || Total 9
Explosives +2 || PER +6 || Total 8
Lockpick 0 || PER +6 || Total 6
Medicine +3 || INT +8 || Total 11
Melee Weapons 0 || STR +4 || Total 4
Pilot 0 || PER +6 || Total 6
Repair 0 || INT +8 || Total 8
Science +3 || INT +8 || Total 11
Small Guns 0 || AGI +4 || Total 4
Sneak +2 || AGI +4 || Total 6
Speech +3 || CHA +7 ||Total 10
Survival +3 || END +5 || Total 8
Throwing 0 || AGI +4 || Total 4
Unarmed 0 || STR +4 || Total 4

Carrying weight: 190 lbs
Initiative: 10
Defense: 1
DR: Physical: - / Energy: - / Radiation: -
Health Points: 11
Melee Damage: 0

Equipment:

Reroll 1d20 on an STR or AGI test once per scene.Casual Clothing (stylized as a colonial field uniform)
Reroll 1d20 on a Barter or Speech check once per scene.Formal Hat
Girded Leather Chest Piece (P - 3; E - 4; R - 0; Torso)
Leather Arms (P - 1; E - 2; R - 0; Arms)
Leather Legs (P - 1; E - 2; R - 0; Legs)
Laser Musket (6CD Energy; Piercing 1, Accurate; RoF 0; Rng M; Two-Handed; W 13; Gain AccurateShort Scope, +1CD, 3 ammo per attackThree Crank Capacitor)
Fusion Cells (27)
First-Aid Kit
Stimpak x1
Purified Water x2
Iguana on a Stick x1
Fancy Lad Snack Cake x1
Personal Trinket (Doc McGillis' Stethoscope)
7 caps

NOTE: Sold one Fancy Lad Snack Cake, Casual Hat and Formal Clothing for 63 plus my 5 starting, bought leather arms x2 and legs x2 for 36, a three crank capacitor for 4 and a short scope mod for 11, and girded mod for leather chest piece for 10.

Perks: When you use the First Aid action to try to treat an injury, you can re-roll 1d20.Medic

Dice Ammo Roll:
10d6 3, 6, 3, 5, 5, 6, 1, 3, 6, 6 Total = 44

Dice Food Roll 1:
2d20 13, 9 Total = 22

Dice Food Roll 2:
2d20 6, 16 Total = 22

Last edited by NoizePollution; Aug 16th, 2024 at 04:56 PM.
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  #28  
Old Aug 16th, 2024, 09:45 AM
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Under construction. Thanks to Leftyy88 for using such a nice format. Hope you don't mind I'm copying you here. Will update this and find a decent picture for Rex over the weekend!


Quote:
Rex's App
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Name: Rex
Origin: Survivor - Wanderer
Traits: Gifted + 1 to Endurance & Perception. Heavy Handed Your Melee Damage bonus increases by +1CD. Your melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20.
Perks:
Jury Rigging: You can repair an item without needing to expend any components. However, the repair is temporary, and the item will break again on the next complication you suffer while using it. The complication range of all skill tests to use the item increases by 1, to the roll of a 19–20.

Gender: Male
Age: Mid 20's
Personality:

More than a little rough around the edges Rex always looks guarded and a little haunted. He tries not to dwell on his past, especially the time with the slavers, but it's clear it has all taken a lot out of him. In his time with the Minutemen he has started to come out of his shell a little bit and trust his new friends to a greater degree than he would have ever thought possible. His new sense of purpose and hope for the future is winning out over old trauma. Still though, everywhere he travels he always searches his surroundings, looking for any reminder of his long lost home. By now he knows he will probably never see it again, if it was even in the Commonwealth to begin with. But part of him still always yearns to find it.

Physical Description:

About five foot ten in height he has broad shoulders and a stocky build. Now that he is eating just a bit more regularly he is building up more muscle and filling out his frame a bit better. Dark brown curly hair and and slate grey eyes complete the picture. He is tanned and quite liberally scarred up from years of abuse and then life wandering on his own. On his left shoulder is a crude brand of an X, a mark that was used by the slavers to denote their property. Deep down he hopes for some sort of battle wound to help keep the brand from being so obvious in it's meaning.

Backstory:

Rex began his life living in some small, forgotten settlement hidden in the waste land. He grew up knowing nothing of the world beyond the narrow borders of this settlement and had no idea yet how cruel the world actually was. At around age five the settlement was raided by slavers and he was one of only a few survivors who were carried off into captivity. Given the trauma of the attack and the years of pain and suffering that followed most of the memories of his original life have been worn away till he has trouble recalling any of it.

His past was overwritten by the lessons he learned at the slavers hands. They held on to him, rather than selling him off, when it became apparent how hardy he actually was. The boy was capable of surviving a great deal of abuse and working long hours for a few crusts of bread and somewhere to sleep. As an added bargain for them he seemed to develop a knack for stripping down salvaged junk for useful parts as he grew older. They kept him busy, mistreated him casually and even started to accept him after awhile as an unofficial sort of mascot. None of this though seemed to translate into any better treatment or hope for a future.

About the time he was in his mid teens the band Rex was being held by stumbled across a Death Claw when they were relocating their base. The fight was a hot mess with the slavers clearly getting the worst of the engagement. Rex didn't hang around long enough to find out how it ended. Seeing his chance he managed to sneak away, slipping off into the wasteland and making a run for it.

For almost a decade he wandered alone, simply surviving and doing whatever he could to get by. By now he isn't even sure where his original home was and has very little clear memory of his past before the slavers came. At some point his wandering brought him into contact with the Minutemen. Admiring everything they stood for he found common cause with them and enlisted quite readily. The traveling involved suits him just fine and he has a deep seated need to make sure that no one else has to suffer as he did. At this point he has been with the Minutemen for about a year.


StatTotalBaseAdder
S.trength550
P.erception65+1
E.ndurance105+5
C.harisma550
I.ntelligence550
A.gility65+1
L.uck550

NameTotAddAbilSPECIAL
Athletics 725Strength
Barter725Charisma
Big Guns10010Endurance
Energy Weapons606Perception
Explosives606Perception
Lockpick606Perception
Medicine615Intelligence
Melee Weapons (Tag)835Strength +1 CD. Melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20.
Pilot606Perception
Repair725Intelligence
Science505Intelligence
Small Guns (Tag)936Agility
Sneak826Agility
Speech505Charisma
Survival (tag)13310Endurance
Throwing606Agility
Unarmed 725Strength Melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20.

Starting equipment:
Drifter outfit
Pipe wrench
Baseball Bat
A pipe gun, with 8 +4CD rounds of .38 caliber ammunition
x6 +3CD additional shots of .38 caliber ammunition
RadAway X1
Purified Water X2
Iguana on a stick X1


personal trinket: An old boy scout compass from before the war. Shortly after he was captured he found it where some slaver had dropped it and, recognizing it as having belonged to someone in his old settlement he has kept it hidden as a reminder every since.

Caps:

30


(Notes: Start with base 5 in all SPECIAL stats, add 4 to Endurance with our discretionary points and 1 to Agility. For the Gifted trait add 1 each to Endurance and Perception.
For the Heavy Handed trait Melee Damage bonus increases by +1CD. Melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20.

For skills tagging Melee Weapons, Small Guns and Survival. With the additional points, 9 + 5 for intelligence, he adds 1 each to Melee, Small Guns & Survival to reach the maximum of three. Then 2 each to Athletics, Barter, Repair, Sneak and Unarmed then 1 to Medicine.

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Last edited by Kepheren; Aug 24th, 2024 at 09:00 AM.
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  #29  
Old Aug 16th, 2024, 12:22 PM
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No problem, lol. I learned a lot about tables in the creation of that app. You and anyone else please feel free to use.
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Old Aug 16th, 2024, 12:39 PM
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Heh. Well, I suck at most things regarding computers so I would never figure out how to format that. Old dogs learning new tricks is kinda hard. Now for my next trick of trying to figure out how to resize that image so it doesn't eat up the whole page. >.<

Btw, I found that online so obviously someone created it. Is it proper for me to go see if I can find out who did it to credit them or something?
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