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Old Oct 15th, 2023, 11:05 PM
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Fallout 4 the Minutemen



Game NameFallout 4 the Minutemen
Game SystemOther Roleplaying Games
Themepost-apocalyptic survival
Flavourpost apocalytic survival, diplomacy, settlement building, exploring, scavengeing
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, 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 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. 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.

after you make your application fel free to join the pregame thread where your characters are traveling the concord. this will give you a chance to get a feel for your character and interact with the other applicants, and give me an idea of what to expect from you. you can find it here.


Feel free to ask any questions
Deadline 10/30



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 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

Backgrounds

The minutemen are an open minded group who can't be too picky about their recruits, so long as you uphold their values and follow the rules. each origin comes with its own perks, and each sub origin has its own starting equipment.
BROTHERHOOD INITIATE
 



GHOUL
 


SUPER MUTANT
 


MISTER HANDY
 



SURVIVOR
 



VAULT DWELLER

 


you also get additional equipment from your taged 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.



application
Application

Name
origin
Gender
Age
Personality
Phsycial description
Backstory

s
p
e
c
i
a
l
skills
perk
Perks

 


Minutemen
PlayerCharacterOriginTagsPerk
Acathala Andrew Forbesghoul mercenaryRepair, Small Guns, Sneak,Survival Sniper
mightymconeshotTomSuper MutantMelee,Big Guns,SurvivalSlayer
The Rat QueenMonique Lucassurvivor TraderBarter, Speech, Survivalsmooth talker
Kenjitsu Shepherd Survivor MercenaryMedicine ,Repair ,Science ,Small GunsHealer
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Last edited by Togot; Oct 29th, 2023 at 02:38 AM.
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Old Oct 16th, 2023, 09:03 AM
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I think I’m interested. System looks similar to the Star Trek game I was in.
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Old Oct 16th, 2023, 10:05 AM
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So this will be much the same as your other Fallout game, just set in the Commonwealth and focusing on the Minutemen?
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Old Oct 16th, 2023, 10:55 AM
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Is a hunting rifle an accurate weapon?
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Old Oct 16th, 2023, 03:13 PM
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Is this the 2d20 system?
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Old Oct 16th, 2023, 03:53 PM
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Quote:
Originally Posted by mightymconeshot View Post
Is this the 2d20 system?
I think it is.
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Old Oct 16th, 2023, 04:27 PM
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So do I but I wanted to check first.
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Old Oct 16th, 2023, 04:55 PM
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Kepheron, it's the same system, but it's a different story and you have options for different origins.

Acathala, your accuracy is based on your stats more than the weapon. Hunting rifle would be small guns.

Mighty, yes it's a 2d20 system but you can use action points to roll up to 5

Last edited by Togot; Oct 16th, 2023 at 07:01 PM.
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Old Oct 16th, 2023, 06:31 PM
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Quote:
Originally Posted by Togot View Post
Kepheron, it's the same system, but it's a different story and you have options foe different origins.

Acathala, your accuracy is based on your stats more than the weapon. Hunting rifle would be small guns.

Mighty, yes it's a 2d20 system but you can use action points to roll up to 5
I was actually asking in relation to the sniper perk. Sorry for being unclear.
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Old Oct 16th, 2023, 07:11 PM
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Is the new Winter of Atom material allowed?
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Old Oct 16th, 2023, 08:54 PM
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@Togot, I'm interested in Vault dweller if you'd like me to PM you a pitch I had.

Scratch that Vault 75 will do.

Last edited by Jasontheswift; Oct 16th, 2023 at 09:02 PM.
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Old Oct 16th, 2023, 09:20 PM
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App - WIPName:
Origin: Vault Dweller
Gender: Male
Age: 30
Personality:
Physical description:
Backstory:

S 7
P 4
E 9
C 6
I 4
A 6
L 4

skills:
*Athletics STR 2
Barter CHA 1
Big Guns END -
Energy Weapons PER -
Explosives PER 1
Lockpick PER 1
Medicine INT 1
*Melee Weapons STR 2
Pilot PER 1
Repair INT 1
Science INT -
*Small Guns AGI 4
Sneak AGI -
Speech CHA 3
*Survival END 2
Throwing AGI -
Unarmed STR 2



perks:

Last edited by Jasontheswift; Oct 16th, 2023 at 09:42 PM.
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Old Oct 17th, 2023, 02:20 AM
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Acathala, yes it is accurate

mightymconeshot while i do have that book and considered using it, i'm still new to the fallout rpg so i wanted to keep things simple. also, while the synth has a lot of role play potential, mechanically i find them overpowered, so no i won't be using it
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Old Oct 17th, 2023, 01:05 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 6
Science INT -
*Small Guns AGI 6
•Sneak AGI 6
Speech CHA -
*Survival END 5
Throwing AGI -
Unarmed STR -

Perks
Sniper
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Last edited by Acathala; Oct 30th, 2023 at 09:22 PM.
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Old Oct 17th, 2023, 03:03 PM
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Togot
I’m very familiar with Fallout 4. Is there locations/things you would want me to stay away from, in my background?
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