The Savage Wasteland of Fallout

Game Master thegreenteagamer

Vault 2 had so many births that a second group has been exiled shortly after the first. This is their story.

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1. Familiarity with Fallout and it's incarnations. (Moderately important.)

I played Fallout 1 and 2. I also played Wasteland 1 and 2.

2. Familiarity with Florida (not very important, but it will let me know how much detail you need about where things are located, etc).

That's the state with the hurricanes and hanging chads, right?

3. Your PbP history and posting habits. (Rather important, but if I have any newbies, I will give preference to at least one, if not a couple, because we've all been one once.)

I'm currently playing in a campaign that's been going for about 2 years. I've played in a couple others that either completed or were ended by the GM. I post at least every couple of days as long as other people are posting. If not, I will wait as I don't like to post out of turn.

4. Your character concept. You are human vault dwellers being exiled at random lottery draw. This gives you a built in alliance to begin with.

Maximilian "Wrench" Benedictine Lynch VI is an engineer with a knack for knowing how to fix broken machinery. His family was very rich and bribed their way into the vault. While aloof, highly educated, and well-mannered, "Wrench" is not haughty about his family's past. He tries to be humble but his upbringing shows through in his speech and mannerisms.

5. Things you'd like to accomplish. This is sandbox, so I will try to build around your desires, but I will also push to get the game moving at times. It's easier to push with a goal or ten.

I'd like to be on a quest of some kind (like a looking for a water chip or GECK). Looking for some kind of tech to save the vault or the world.

6. If you want to throw a quick build together from some of
the new characters conversion stuff

I don't quite understand how these rules and stats work. I'm familiar with the SPECIAL system and other RPGs.


1. I have played a small amount of FO3, about half of FONV, and am mostly through FO4. The most interesting part has always been the world they created though. So well thought out!

2. I've been to Florida a few times, and I'm not opposed to just looking at a map to figure out what you're talking about :)

3. My best game lasted two and a half years and for the majority put up around five or six posts a day. I skip a day now and again, but post multiple on up days. I am in a bad slump right meow, as all of my consistent campaigns died off and I'm in a pool of flaky GM's and slow posters that kill campaigns. (Literally on my fifth try for the first book of Iron Gods)

4. He's a fiercely loyal and scrappy young buck with a knack for beating the crap out of things and a strong sense of virtue and family. I have yet to read up on the system, so I don't know exactly what his mechanics will look like, but I'll fix that soon.

5. This guy is taking the Katniss approach, getting his own butt thrown out in place of a family member. Therefore, he seeks mostly to make a home. He won't rest so long as there is someone that poses a threat to his loved ones, and you'd better believe that if he finds himself with power armor and a means of getting back, he will tear his way into Vault 2 again.

"Just what do you plan to accomplish by this?"

The young man stands, the blood dripping from his knuckles is only partly his own. He finishes tearing the ruined sleeve off of his jumpsuit and turns to face the one security guard left standing of the three man squad, the others injured or unconscious on the vault floor. "You're not taking that kid into the wasteland. Find some other way, but she doesn't have a chance out there."

The guard checks his Pip-Boy, and decides on his action. "I suppose there could be a change made to the roster. Oh look at that, the next name on the list, what do you think it says?" The sleazy guard holds a pair of restraints up toward the young man.

He looks back toward the room where the little girl is hopefully still sleeping, and then back at the guard, spitting out a mouth full of blood. "Aaron Lupine. They call me Wolf."


Name: Kristophe Kristophson
Race: Human (Vault Dweller)
Attributes: Agility D6/Smarts D4/Spirit D6/Strength D8/Vigor D8
Skills: Fighting d8, Guns d8, Explosives d8, Taunt d4, Guts d4, Swimming d6
Charisma 0
Pace is 6
Parry 6
Toughness 7
Hindrances: Illiterate (Major), Big Mouth (Minor), Quirk (Minor)[Braggart]
Edges: Berserk, Brawny
Bio: Kristophe was a bully. It’s not his fault really… He was kinda pushed into it. His dad was a Protector, his dad’s dad was a Protector…being a Protector for the Overseer was all that he knew. So, he did what Protectors did, he beat up those the Overseer said to beat up. He tossed out dozens of poor souls into the Florida Wasteland, he never thought once he would end up on the receiving end. Maybe the Overseer got tired of hearing his big mouth, but one day it all came back to bite Kristophe in the rear. Now he’s stuck outside the Vault wondering “What next?” I guess it’s time he begins reevaluating his life decisions.
Description: Kristophe is a big hairy guy. He is constantly cracking his knuckles and bragging about this exploit or some other.
Berserk* (N): Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target
Brawny* (N, St d6, V d6): Toughness +1; load limit is 8xStr instead of 5xStr


Niles, Illiterate is a minor hindrance, believe it or not. You have three minors listed, not two minor and a major.


So, got the crunch done, check out Aeryicka Hill. Let me know if I got all the crunch done right.

Also, how do you write up an animal companion for SW?


Dungeon Sketch


DekoTheBarbarian wrote:

So, got the crunch done, check out Aeryicka Hill. Let me know if I got all the crunch done right.

Also, how do you write up an animal companion for SW?

Stats look good.

You just take a standard dog to begin. After a session (or scene in this case, when I hand out exp), you roll 1d6, and on a 5 or 6, extras gain levels (dog is an extra). If he dies, however, your replacement animal you get for free is standard.

If you take the custom edge I made...I think Animal Friend based on the perk, it requires Beast Master and like d10 Spirit and some survival and to be seasoned (will double check when I get to my notes later and share all the prereqs then), then your pet becomes a Wild Card and gets exp with all of you like normal (but doesn't get his own Bennies - otherwise functions as a Wild Card in respect to wounds and a Wild die).


Tenro wrote:
Dungeon Sketch

Oh wow, man! I'll download and check that out tonight, see how it works.

Geeze, guys. So many good applicants, do you have any idea how hard you're all making my job? I've got two players from the last recruitment, someone handing me app links I desperately needed, good concepts and stories being sent left and right, and one of the original game programmers.

I'm glad I have until Sunday to mull this over.


Hmm, the Test Drive document has it listed as a major. Ok, will revise.

Name: Kristophe Kristophson
Race: Human (Vault Dweller)
Attributes: Agility D6/Smarts D4/Spirit D6/Strength D8/Vigor D8
Skills: Fighting d8, Guns d8, Explosives d8, Taunt d4, Guts d4, Swimming d6
Charisma 0
Pace is 6
Parry 6
Toughness 7
Hindrances: Overconfident (Major), Big Mouth (Minor), Quirk (Minor)[Braggart]
Edges: Berserk, Brawny
Bio: Kristophe was a bully. It’s not his fault really… He was kinda pushed into it. His dad was a Protector, his dad’s dad was a Protector…being a Protector for the Overseer was all that he knew. So, he did what Protectors did, he beat up those the Overseer said to beat up. He tossed out dozens of poor souls into the Florida Wasteland, he never thought once he would end up on the receiving end. Maybe the Overseer got tired of hearing his big mouth, but one day it all came back to bite Kristophe in the rear. Now he’s stuck outside the Vault wondering “What next?” I guess it’s time he begins reevaluating his life decisions.
Description: Kristophe is a big hairy guy. He is constantly cracking his knuckles and bragging about this exploit or some other.
Berserk* (N): Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, +2 Toughness; Roll of 1 on Fighting die hits random adjacent target
Brawny* (N, St d6, V d6): Toughness +1; load limit is 8xStr instead of 5xStr

Went with Overconfident, still fits the character idea...

My thoughts for Kristophe is for him to begin as a kinda petty bullyboy character that slowly moves into a more heroic or antiheroic role. His downfalls are his inability to think past his fists and his penchant for bragging and running his mouth about all manner of things. However, he is tough and determined and will eventually become very loyal to those he begins to think of as friends.


Sweet, definitely gonna get that when it's available. Also, one of my edges, Beast Bond I think, allows me to use my bennies on any animals I have.


I may have missed it earlier in the thread, but does anyone have links that may help me with character creation and/or a savage worlds SRD? I'm working with what little time I have right now to Apply to this and play with the ample time I'll have in a week or two :)


Unfortunately, there i no Savage Worlds SRD.

Fortunately, it's only $10 for the PDF, and it's well worth it IMO. Solid system, though I'm not a fan of the critical failure rules (never have liked those kinds of rules, never will).


The real basic rules are available and called "Test Drive". I got the PDF from the PEG website.

I plan on buying the entire ruleset soon.


Rynjin wrote:

Unfortunately, there i no Savage Worlds SRD.

Fortunately, it's only $10 for the PDF, and it's well worth it IMO. Solid system, though I'm not a fan of the critical failure rules (never have liked those kinds of rules, never will).

My in person table keeps watching me light up with glee as they fumble...and look so despondent as they Benny it so I can't come up with something creative.

Last night a called shot to the head against a deathclaw standing next to another player with a grenade rifle was fumbled, and I was so disappointed when the shooter Bennied it out and got a raise on the reroll.

They killed a deathclaw wild card those bastards! I didn't even kill one PC (but it did murder 80+% of the extras in that caravan, and wrecked 3/4 of the loot be for going down, so at least there's that).

I'm much more brutal of a GM in person than on PbP, because my face to face players care little about story. PbP for me is primarily about the story.


The ruleset isn't for sale as a pdf here on the Paizo much to my chagrin. I'd like to buy it here but I guess DrivethruRPG is where I'll have to go.

Dark Archive

Yeah, the SW system can be a bit of a bumpy ride getting used to it. But once you learn the whole 'bennies' management side of it, it can smooth out.

So, no sooner do I say that I'm not gonna write a backstory for this guy, then he starts stomping around in my head, and he won't stop until I get this down. So, here, a big, nice, rich character-developing backstory, with extra fries. Enjoy!

Background:
He never liked the Vault.

Even in his earliest memories he can't recall having good feelings about living there. It was crowded, it was bright, it smelled bad, it was hot. Even when it was cold it was hot. The press of bodies and watching eyes and scanning ears were everywhere. There was no place to be alone.

Well, there was one place.

He can't remember how found the mortuary, just one day, maybe he was 7, maybe 8. He was just walking the old familiar halls and somehow noticed a turn he'd not taken. Ever looking for new adventure, he walked the short, white, immaculately clean hallway. It ended at a single room where a white-clad man was hovering over an obviously dead body. The body was old man Johnson. Liked by few, missed by none. Thomas thought he should be afraid, scared of the dead body, but he wasn't. The vault was full of people, and this one just happened to be dead. More rations for us, one less draw for The Drop.

The white-clad man, a genius who was only called the Doctor, noticed Thomas after a while and invited him in to watch. He watched the Doctor prepare the body for Memory, and stayed until the Doctor turned off the light and went off.

The next day Thomas again visited the Doctor. And for many days after that.

No one bothered them, save for the dead, and the dead shared no secrets. Thomas and the Doctor shared many stories and talked of all things under the sun. It turns out that the Doctor was once high in the Overseer's employ, a merchant of sorts, and had a keen insight for how to deal with people. Off this treasure trove of insight the Doctor ladled out freely, and Thomas absorbed it like a dry sponge.

When Thomas was twelve a gang of bully learned where he had been spending his time. They expressed their disapprovement by locking him inside the Mortuary. They slammed the door and spiked the lock. By coincidence, either accidental or, more likely, planned, both the Doctor and Thomas' parents were called before the Overseer for some public nuisance and kept away.

For three weeks.

The Mortuary had running water. Cleanliness was ever needful and running taps disbursed their goods without trouble. So too a small bathroom was there, so there would be no need to interrupt ministrations to the dead to retreat to more public baths. But of food, there was none.

At least, none of the common sort.

Of course the room had a bunson burner, for basic alchemical requirements. And various flat objects made of steel can serve as plates, but of meat, the room had none.

Only the dead.

Three weeks later when workmen finally drilled out and replaced the Mortuary lock, instead of the young corpse they expected, Thomas walked out, nearly bouncing on his feet and grinning from ear-to-ear. The room smelled like a kitchen, though no food was in evidence.

Two weeks later as the Doctor ran over some inventory, his count came up short by four bodies. Shrugging, he dismissed it. Corpse could only go one place, so what did it matter that he couldn't say when they went from here to somewhere else?

Shortly thereafter Thomas applied for and was granted status as Assistant to the Doctor. Such an august title came with no extra rations, merely more duties...and a key to the Mortuary.

When he turned 18, the Doctor was called for The Drop. Thomas was the only one to miss him. The rest of the Vault noticed no change.

With none to report to, Thomas noticed that he was now able to stock pile the rations he normally would have eaten. He started a small black-market grocery, and soon found that he was welcomed everywhere, with open arms...and occasionally legs. The new found acceptance planed a permanent smile on his face. He grew to like people. He liked the looks on their faces when he sold them a full day's ration for half the price they could find elsewhere. He liked the looks of their children when he handed them a coveted NukaCola, at no extra charge. He liked his personal room--personal, because he paid his government-mandated roommate to live somewhere else. At last he had Status.

Above all he liked Darcia McCullum. The way that woman talked could just make his head spin. It mattered little that she currently shared her roof and bed with good ol' Mark. Mark was never one to -not- avoid conflict, and if turning the other cheek meant that Thomas could turn Darcia's cheeks, in the end it was a win-win that he could plan on.

What he didn't plan on was Percy.

Percy looked nothing like Mark and everything like Thomas, but in the Vault such a thing was hardly common. It didn't seem to bother Mark overmuch, especially since Thomas found himself giving more freely of his uneaten rations to the McCullum household. Thomas showered Percy with attention, which meant he often was playing with Harper. The girl was too smart for her own good. She'd ask questions and Thomas would answer them. She was learning all his secrets. And she would know how to use them.

Thomas pondered his situation and found himself happy. A woman, if shared; a son, if shared, and status, that was his. If given time he could change things. Make them better.

He was surprised when his name was pulled.

Perhaps the Overseer found out. Perhaps it was bad luck. It doesn't matter. He can change things.

Make them better.


cobbling a character together... had a question:

Regarding the Arrogant Hindrance, is that related to one area or a few areas, or everything? For instance, I am thinking of a science-ey character. It would make sense for him to be boastful in the realms of science, or when he could flout his knowledge over slack-jawed yokels, but it would hardly make sense for him to boast of martial puissance with arms as thick as wrenches.

EDIT: Also, I see you forbade Arcane Background (Any). If that stands, no problem, but I was thinking Arcane (Weird Science) would be fitting. Or would the Arcane Background be removed as a prerequisite for things like Gadgeteer?

EDIT AGAIN: Here is what i have so far for a character, awaiting ruling on that Weird Science and what it could mean for the other Edges I wanted. If Weird Science/Gadgeteer stay out, then I will probably put in MacGuyver and give myself some skill points or something.

Science Officer:
RACE: Human
+ 1 free edge

TRAITS:
d6 Agility
d10 Smarts
d4 Spirit
d4 Strength
d6 Vigor

SKILLS: (0pts left)
Boating: AGI
Climbing: STR
Driving: AGI
Fighting: AGI
Gambling: SMT
Healing: d8 SMT
Intimidation: SP
Investigation: d6 SMT +2
Knowledge: Computer d8 SMT +2
Knowledge: Electronic d8 SMT +2
Knowledge: Medicine d8 SMT +2
Knowledge: Science d8 SMT +2
Knowledge: SMT
Knowledge: SMT
Lockpicking: AGI
Notice: d8 SMT
Persuasion: SPT
Piloting: AGI
Repair: d8 SMT +2 (need +2dice on Weird Science)
Riding: AGI
Shooting: AGI
Stealth: AGI
Streetwise: SMT
Survival: SMT
Swimming: AGI
Taunt: SMT
Throwing: AGI
Tracking: SMT

DERIVED STATISTICS:
Charisma: 0
Pace: 6"
Parry: 2 =(2 + Fighting*0.5 + Shields)
Toughness: 4 =(2 + Vigor*0.5 + Armor)

EDGES AND HINDRANCES
You can take one Major Hindrance and two
Minor Hindrances. A Major Hindrance is worth 2
points, and a Minor Hindrance is worth 1 point.
For 2 points you can:
• Raise an attribute one die type, or
• Choose an Edge
For 1 point you can:
• Gain another skill point

HINDRANCES
Arrogant (Major)
Hard of Hearing (Minor) -2 Notice(Hearing)
Stubborn (Minor)

EDGES (need to work in Weird Science)
Gadgeteer (Free)
Mr. Fix It 1pt
Scholar 1pt; Computer/Electronic
Scholar 1pt; Science/Medicine
MacGuyver (IF I CAN WORK IT IN)


Arrogant is fine in a specific area if it's likely to actually cause problems. It's a major hindrance, and if it doesn't actually act as a hindrance, what's the point?

I didn't bother with weird science because aside from the enclave, science is a relic to be found, not a thing for the players to invent. Even the Brotherhood of Steel isn't making stuff as much as they are finding and fixing it. Weird Science changes the whole tone of the game in that way.

You didn't pay for that d8 notice. With it you're exactly 3 skill points over.

I think you misread the hindrance point cost of stuff. Two points for an edge, not one, so you can only have a max of 3 edges if you spend all four points on two extra.


It's official: My character has a name!

Meet Harper Beckett, the cautious but loyal fourteen year old who was sent out into the Wasteland to stave off her Vault's impending overpopulation. I wrote about her personality in my last post, of which I'll paste in the spoiler below.

Pasted from my previous post:
I'm extremely tempted to be the idiot brave soul who creates a young character. I've got the concept of a younger adolescent female who is a middle child of a family with half a dozen children. While she generally tries to tune out her siblings, she adores the baby of the family- age six. She finds constant inspiration in her youngest brother's innocence and explorative nature. While she herself was sure that she'd seen all that the vault had to offer, she and her brother constantly go on "expeditions" to find new adventures within their concrete prison and end up discovering all sorts of small unknown nooks and crannies within the vault's walls. As this explorative behavior wasn't at all condoned within Vault Two, and got the duo into trouble more times than can be counted, it ended up honing this character's sense of stealth to near perfection. With time on her hands and no promoted goal in life other than the survival of the human species, she found no activity more rewarding than sneaking past authority and into one of her secret crawl spaces.

Life in the Wasteland has shocked this character to her core. After being around so many human beings, especially her treasured brother for so long, she can barely function without them. With so few trustworthy humans in the Wastes, she'd follow the few that she knows well (her party) to the ends of the earth. Her loyalty knows no bounds. This dire loyalty, while sometimes a fault, ends up attracting love from a different kind of creature to her. Sometime during the early stages of the campaign, she ends up finding an animal companion who almost takes the place of her brother in her life.

Overall, the unnamed character that I envision in my head is an impressionable youngster who strives to find kindness in the chilling Wasteland. Whether this leads to the ending of a war or her early death is yet to be seen.

I've been working with Atlas on a backstory to tie our characters together. In the end, we've decided that Thomas was having an affair with Darcia McCullum, Harper's mother, who was never truly loyal to Mark Beckett. Harper never really knew that Thomas was her treasured younger brother's father. She viewed him as a family friend. The fact that their names were both pulled for The Drop was entirely coincidental, but it comforts Harper ever so slightly.

I have to go for now, but I'll get my stats posted tonight.


thegreenteagamer wrote:
Arrogant is fine in a specific area if it's likely to actually cause problems. It's a major hindrance, and if it doesn't actually act as a hindrance, what's the point?

noted. I will probably play it up as more than just knowledges but more like everything with Smarts. I imagine he is somewhat older and definitely was never a physical dynamo, so I likely wouldn't play it up in those instances because it just wouldnt make sense. Unless someone in the party is older, i will probably make many mentions of the follies of youth and extol the virtues of experience and knowledge.

thegreenteagamer wrote:
I didn't bother with weird science because aside from the enclave, science is a relic to be found, not a thing for the players to invent. Even the Brotherhood of Steel isn't making stuff as much as they are finding and fixing it. Weird Science changes the whole tone of the game in that way.

got it, i will take off Gadgeteer and Mr. Fix It as well

thegreenteagamer wrote:
You didn't pay for that d8 notice. With it you're exactly 3 skill points over.

I must be missing something. I have seven skills at d8 (costing two points each) and one skill at d6 (costing one point) to equal 15 points spent. They're all Smarts-related and under my Smarts dice, so the double cost doesn't come into play.

thegreenteagamer wrote:
I think you misread the hindrance point cost of stuff. Two points for an edge, not one, so you can only have a max of 3 edges if you spend all four points on two extra.

ah, you are right, i did. but with the loss of the two related to Weird Science, I am back within standards.

updated Sheet:

RACE: Human
+ 1 free edge

TRAITS:
d6 Agility
d10 Smarts
d4 Spirit
d4 Strength
d6 Vigor

SKILLS: (0pts left)
Boating: AGI
Climbing: STR
Driving: AGI
Fighting: AGI
Gambling: SMT
Healing: d8 SMT
Intimidation: SPT
Investigation: d6 SMT +2
Knowledge: Computer d8 SMT +2
Knowledge: Electronic d8 SMT +2
Knowledge: Medicine d8 SMT +2
Knowledge: Science d8 SMT +2
Knowledge: SMT
Knowledge: SMT
Lockpicking: AGI
Notice: d8 SMT
Persuasion: SPT
Piloting: AGI
Repair: d8 SMT
Riding: AGI
Shooting: AGI
Stealth: AGI
Streetwise: SMT
Survival: SMT
Swimming: AGI
Taunt: SMT
Throwing: AGI
Tracking: SMT

DERIVED STATISTICS:
Charisma: 0
Pace: 6"
Parry: 2 =(2 + Fighting*0.5 + Shields)
Toughness: 4 =(2 + Vigor*0.5 + Armor)

HINDRANCES
Arrogant (Major)
Hard of Hearing (Minor) -2 Notice(Hearing)
Stubborn (Minor)

EDGES
Scholar 2pts; Computer/Electronic
Scholar 2pts; Science/Medicine
MacGuyver Free from race

I will put together a background tomorrow.


Tenro wrote:
thegreenteagamer wrote:
You didn't pay for that d8 notice. With it you're exactly 3 skill points over.
I must be missing something. I have seven skills at d8 (costing two points each) and one skill at d6 (costing one point) to equal 15 points spent. They're all Smarts-related and under my Smarts dice, so the double cost doesn't come into play.

It's 3 points each for the d8's. You buy the d4, buy the d6, buy the d8. You don't get a free d4 like you do with attributes (Confusing, I know). Likewise the d6 skills cost 2 each.


Estelle Beaumont wrote:
Tenro wrote:
thegreenteagamer wrote:
You didn't pay for that d8 notice. With it you're exactly 3 skill points over.
I must be missing something. I have seven skills at d8 (costing two points each) and one skill at d6 (costing one point) to equal 15 points spent. They're all Smarts-related and under my Smarts dice, so the double cost doesn't come into play.
It's 3 points each for the d8's. You buy the d4, buy the d6, buy the d8. You don't get a free d4 like you do with attributes (Confusing, I know). Likewise the d6 skills cost 2 each.

Oh, dang. then i would think I would be WAY over 15. Looks like I am 8 over? Hmm, I will monkey with those tomorrow to get them back in standards.

Although, If I changed Arrogant to Elderly, that would give me 5 of the points needed, would make sense, and I could still play him as an old codger who people only keep around because he really does know stuff. I'd lose a point of Pace and a dice of Vigor, but that's why it is a major disadvantage, I guess, haha!


Woo! Okay, I've got Harper up and ready to roll! Err, sneak. Quietly. And not get hurt. I hope.

Stats:

Hinderances

Young (Major): Begins with an extra Benny per session, starts with ten skill and three attribute points.

Loyal (Minor): NEVER will betray a friend. Even if helping out a friend could get her killed, she would rather save her friend than live her life without them.

Quirk- Gunshy (Minor): After seeing a raider's broken gun malfunction and blow his hand off, Harper is scared of using guns. She's okay with using knives, bows, even certain explosives to suit her needs, but she hates touching guns.

Edges

Beast Master: Loneliness is a truly terrifying feeling, and Harper has learned this the hard way after being forced out of Vault Two and into the barren Wasteland. Luckily, her kindness attracts companionship from the most simple of beings: animals. A special animal that she meets after leaving the Vault is a figure who can begin to fill the void that Percy used to occupy.

Agility: Up two dice

Skills and Attributes

Agility: 1d10; Spirit: 1d8; Strength: 1d4; Smarts: 1d4; Vigor: 1d4

Sneak: 1d12 (6 pts); Survival 1d4 (1pt), Fighting 1d8 (3pts)

Parry: 6


Okay, I'll make my decision come Sunday at some point, so if you guys and gals have any other stuff to say, ask, or whatnot, please try to do so by tomorrow. I'm not giving a hard cutoff, but the later tomorrow, the less likely I am to give it heavy thought.

This is definitely a tougher call than last time.


Okay, sorry for taking so long, but I think I may have figured out my stats! Completely new to the system, but here goes.

Attributes
Agility d6
Smarts d8
Spirit d6
Strength d4
Vigor d6

Skills
Energy Weapons d8
Repair d8
Science d8
Notice d8
Piloting d4
Investigation d4

Edges
In Shining Armor
Command
MacGyver

Hindrances
Code of Honor (Major)
Loyal (Minor)
Delusion (Minor: Communists are still out there)


You have one more skill point, I believe. I count 14 spent.

Dark Archive

Deep in Residential Sector 12, two figures huddle close. They speak in the hushed whispers of the scared and powerless. She tries to hold his hand. He pulls away. It's easier that way.

"I've...I've bribed the High Secretary. Two days rations and the Vault's last chocolate bar got me the briefest glance. They've already made the List."

Her eyes begin to open wide at the news. A surprise Drop isn't unheard of. "Is anyone--"

"Yes." He nods, slowly. "Harper"

Her eyes immediately moisten. She dare not cry and startle the others in the next room, but despite her efforts a pained sob escapes her lips. "My little girl..."

"Shh. It's...it's okay. I'll take care of her."

The tears burst her defenses and silently flow freely. Her arms entwine his neck and she cries silently into his shoulder. He gently strokes her soft hair.

"You have to be strong now, Darcia. For Percy. At least until I find a way back."

She drew away then. The tears quickly drying as she got on with the rest of her life. "No one comes back."

"I know, but, did you ever think that the --"

The door opened, the outer light illuminating a frail teenage girl...who didn't know her life as she knew it was over.

"Oh, Harper, hi there, no, it's okay, I was..." he said as he rose to leave. He tussled her head as he paused in the doorway, looking at Darcia for the last time. "I was...just leaving."


I went ahead and made my character alias, because I like this guy. Let me know if anything is amiss. Thanks!


"Badger" Bloom wrote:
I went ahead and made my character alias, because I like this guy. Let me know if anything is amiss. Thanks!

Seems all added up right.


The Green Tea Overseer wrote:

Oh, crap, I forgot to mention this in the crunch and chargen stuff earlier; skill changes:

4. Science (Smarts) - new skill. Identify robots, hacking, stuff like that.

how does this interact with the specific "Science" field of the Knowledge skill?

Also, as the Scholar edge applies only to knowledge skills, I had planned on taking Knowledge: Science and getting the bonus. If Science is no longer a knowledge, but a separate skill, could I still use Scholar with it?


Yeah, I think using Scholar with it is fine. It's --mostly-- knowledge, but you can hack with it, and make a roll to turn off robots if you have the robotics expert edge. (That edge is Seasoned, so I didn't bother to include it with the info I provided all of you guys.)


I've decided on four players. I will be taking two more. I have private messaged those four; if you four have suggestions for other people you'd like to play with out of this group, please send me a private message - don't put it out here.

Player interaction is what makes a PbP in my opinion, so I will be taking those suggestions in mind when making the decision of the final two, because I am having a hard time deciding between the rest.


So, is there a situation in which having one but not the other (of "Science" and "Knowledge: Science") would screw me over? I am finding it difficult to afford both, even with additional skill Points from Elderly.

crunch:
RACE: Human
+ 1 free edge

TRAITS:
d8 Agility
d10 Smarts
d4 Spirit
d4 Strength (Maxed)
d4 Vigor (Maxed)

SKILLS: (0pts left)
Boating: d- AGI
Climbing: d- STR
Driving: d- AGI
Fighting: d- AGI
Gambling: d- SMT
Healing: d6 SMT (2pts)
Intimidation: d- SPT
Investigation: d4 SMT (1pts)
Knowledge: Computer d8 SMT +2 (3pts)
Knowledge: Electronic d8 SMT +2 (3pts)
Knowledge: Medicine d8 SMT +2 (3pts)
Knowledge: Science d8 SMT +2 (3pts)
Knowledge: d- SMT
Knowledge: d- SMT
Lockpicking: d- AGI
Notice: d8 SMT (3pts)
Persuasion: d- SPT
Piloting: d- AGI
Repair: d6 SMT (2pts)
Riding: d- AGI
Science: d- SMT
Stealth: d- AGI
Streetwise: d- SMT
Survival: d- SMT
Swimming: d- AGI
Taunt: d- SMT

DERIVED STATISTICS:
Charisma: 0
Pace: 5"
Parry: 2 =(2 + Fighting*0.5 + Shields)
Toughness: 4 =(2 + Vigor*0.5 + Armor)

HINDRANCES
Elderly (Major)
Hard of Hearing (Minor) -2 Notice(Hearing)
Stubborn (Minor)

EDGES
Scholar 2pts; Computer/Electronic
Scholar 2pts; Science/Medicine
MacGuyver Free from race

Lawrence is a tired old man, and has lived in the vault as Chief Science Officer now for over fifty years. A lifetime of sitting behind a terminal clattering away at the keyboard all day has taken its toll on his body: he is old, slow to stir, and doesn't have the greatest hearing. Despite his age, he can still type faster than most and has a steady hand for surgery and repairs. His hands work almost as well as his mind. "That soft-headed Overseer thought he could exile ME and keep my body of work? The joke's on him, that script I wrote to wipe my hard drives after 30 days ought to keep the bastards from getting my notes. I won't die this easily."

However, his wit and bull-headedness is about all he has going for him as he wakes up with the natural sunlight stabbing daggers into his eyes. "If I stick with these young ones, I'll be fine, in time."


Don't worry about it Tenro. I'm not that kind of GM. It's the spirit of the thing. If I wanted to be anal retentive and detail oriented, I'd be making this game out of a system much crunchier than Savage Worlds. :-D Science is Knowledge:Science is Science. I just made it a separate category because it would get a lot more use than most other knowledges in this particular setting.

Your numbers seem to add up.


Awesome, thanks.

I hope it isn't too off-putting that I put no points into combat things. It just didn't make sense.

He didn't do sports in the vault, he would have been too busy preparing for the G.O.A.T.

He didn't swing anything heavier than a typical hammer for repairs.

And, he didn't have to shoot anyone or even learn to use a gun, since there are security guards for that, and protocols that kept most of the troublemakers out of the labs.


Don't worry about it, Tenro. My character doesn't have anything in combat either. Unfortunately, there are more skills and stuff for your character concept than mine lol


I just wanted to jump on here and say please don't overlook me! As I am away this weekend I likely won't be able to crunch my character. I would gladly get a hold of the pdf if and when I am chosen, butI can't before. I am pretty good at builds, preferring the risky bigger weakness for bigger strength types. (I generally just cross my fingers and hope I'm not forced to make a will save.) Wolf can either be a brawler type or a savvy pistol user, depending upon which fits the party better. More likely a brawler and formerly vault security rookie, as it fits with the intro flavor I gave him.


thegreenteagamer wrote:
You have one more skill point, I believe. I count 14 spent.

Oh, you're right. I'll add a d4 in... throwing, then.


As I mentioned before, throwing has been folded into fighting or explosives, depending on what you're throwing.


Oh, right. Derp. Explosives, then! That's what I would have used it for anyway.


Here is GM Niles' character. Bully and braggart Kristophe Kristophson ready to adventure in the wastes...because War, War never changes.


Okay guys, here's the final list, in alphabetical order:

Atlas2112/Thomas Roland

DekoTheBarbarian/Aryicka Hill

GM_Niles/Kristophe Kristophson

JamesKeegan/"Badger"Bloom

SunstonePhoenix/Harper Beckett

YoricksRequiem/Estelle Beaumont

This was a hard call, and at least two of you were very close to some of those who made it.
Those of you who made the cut, there's some work to do in the discussion before you get to the gameplay thread.


Oh crap, I missed this! ... lol


Knight Apprentice S. Morrow wrote:
Oh crap, I missed this! ... lol

Now is your chance: Had a player drop out of Game A, and I am recruiting for his absence.

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