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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Well, I am just really enjoying GMing my Fallout Savage Worlds conversion. So much so, that I'm opening up to a second group to walk the wastelands of post apocalyptic Florida.

If you were in the interest check that turned full recruitment, this is your second chance. If you never heard of it, well, its been awesome, and you can check the game to see yourself my style.

Here's some stuff from the last recruitment, copied here for your convenience:

Crunch:
I have been working on a conversion for about...well off and on two years, but with long breaks, so probably six months of work. I've converted most Perks to Edges, converted almost every item, almost every chem, almost everything from every game that isn't part 4, since that only recently came out and I haven't gotten to play it much yet. I've also added shields (since why wouldn't you take a police riot shield or a trashcan lid or such if you have a free hand), and I feel the SW rules will add a few nice twists to Fallout, like dual wielding or whatnot. My document is about 90 pages so far, but that counts the Bestiary and GM notes for my home game I'm running. I've been leaking data on discussion page as needed, but the full rules won't beout until my wife, a pro graphic designer, can get time to PDF it up all nice, so I can host it on my own site for credit so someone doesn't steal all my work (not to pat my back but this is seriously in depth). We have been hitting significant delays with that, so I will copy and paste what you need for brand new characters here.

Flavor:
The game would take place in Florida, and would be a sandbox style. The players would all be exiles from Vault 2, in Miami (which was hit HARD by the nukes). This vault like so many had a flaw: this vault's flaw was a lack of birth control anywhere...no education, no materials, and no videos or data files with any information on it. After the vault hit capacity, the Overseer's solution was to calculate the number of people born in a year, subtract those who have died, and exile that amount of people from the vault by pure lottery. This is how the players are thrust into the wasteland. Further, every year those making the drop are chosen at random as well, and drop locations are never in the same location twice, all to prevent people from finding their way back to the vault (which would he difficult in any case; exiles are suited in a radiation suit on the way out because Miami is still pretty dense with the rads, and are left with no gear when they reach the drop point. After all, that's precious supplies the dwellers remaining could use!)

On group actions:
My thoughts are to have the actions of both the RL and the both PbP groups affect the world, and possibly have to deal with the results of each other's actions...but that may be hard to pull off due to time differentials. Still, so far its been a blast.

What's happened in Florida:
In the Fallout universe, you ask? I won't tell it all, but...

Daytona has become a deathrace colliseum, where slaves are forced to race mad max style psycho fusion powered vehicles in a Mario kart on crack style entertainment for the masses.

Saint Augustine is a good three feet underwater, as are most coastal regions, and oversized gators with petrified scales roam the waters, but there is treasure to be found in its buildings, or so they say.

Tampa has become a Tortuga-like pirate's haven, with no law, and five gangs living in uneasy harmony having agreed to a peace treaty. They align for ourside threats, but otherwise keep their distance. Anything and everything can be found on their black market, but you might get stabbed on your way there.

Orlando is a haven for feral ghouls, a collection of ruins and rubble, but in its center lies Kingdom. Did you know below Disney lies a secret city connecting all of its parks? A few people know that, but fewer still know that in the future it becomes a Vault-City like example of safety and technology. Still, non-citizens have to pay outrageous ticket prices for entry, and so a shanty town has sprung up outside of its gates.

Jacksonville? Mutants in NAS Jax and Brotherhood scouring Mayport for weaponry. Usually the Brotherhood keeps to their base doen south in Kennedy Space Center, though, where they've set up a makeshift base as they siphon it for tech.

...And much more. I just thought I'd give you an idea, though. Oh, and don't go near the everglades if you value your life. I warned you.
Old friends include Deathclaws, Geckos, variant Cazadores, Geckos, Ghouls, Centaurs, and more! I have finished just about everything but tunnelers. New friends include the Palmetto Radroaches, Janus Panthers, Boomer Frogs, and other Florida wildlife gone Fallout style!

I post mostly off my phone, so we've been free form combating instead of map based. I don't like it as much, but I can't find a decent way to do maps on my phone. Take a look at the gameplay if you need details.

What am I looking for in a player?

Consistency. Character development. Role-playing. Pushing. Actually posting regularly. I got very lucky that my other group is all of that.

So, if you're interested, I want to know a few things:

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

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

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.)

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.

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.

6. If you want to throw a quick build together from some of

the new characters conversion stuff:

Here's a few brief snippets from my conversion that will be useful for character generation:

Hindrances (new)

The following hindrances are available in addition to the standard hindrances in the core Savage Worlds book. Any of the originals can still be taken, however, and none of the following are required.

Chem Resistant (Major): The character’s metabolism doesn't react to chemicals very well. For a chem to have any effect, the hero has to make a Vigor check

Fast Metabolism (Minor): The character’s metabolic rate is twice normal, which causes him/her to be less resistant to poison and radiation, but heal faster. -1 penalty to Rad Resistance checks and to Vigor checks when afflicted by poison; +1 to natural healing checks.
Edges (new)

The following Edges are available in addition to the standard edges in the core Savage Worlds book. Most of the originals can still be taken (see the “Removed Edges” section), however, and none of the following are required.

Novice Edges
Adrenaline Rush (Vigor d8): Get a bonus to damage rolls with fighting weapons equal to the number of wounds you're suffering.

Black Widow/Lady Killer/Confirmed Bachelor/Cherchez La Femme: Pick a gender; receive +1 damage versus humans of that gender; also receive +2 to charisma with human members of that gender if they are attracted to members of your gender. All four edges are mutually exclusive.

Cannibal (Vigor d6): May eat human flesh to gain a soak roll on a preexisting wound, even after the golden hour has passed. Requires a full meal from a fresh body. Will result in -4 charisma if discovered and possibly aggression from those who witness.

Child at Heart (Charisma 0+): +4 charisma when dealing with children
Entomologist (Smarts d6; Science d6): +1d6 damage to mutated insects with any attacks.

Flower Child (Vigor d6; Spirit d8): +2 to chem addiction checks, withdrawal time is halved.

Heave, Ho! (Strength d8; Fighting d6 or Explosives d6): Double range of thrown weapons that you have at least d6 skill in.

Hunter (Survival d6): +1d6 damage versus animals and mutated animals.

In Shining Armor (Repair d4; Science d8): Metal or power armor you wear gains an additional +2 armor versus lasers.

Light Touch (Agility d8): When wearing light armor (armor that has no pace penalty) or no armor, you get +1 damage on raises with your attacks, and enemies get -1 damage on their damage with raises against you. Regular hits are unaffected.

Rad Child (Vigor d8): +2 to vigor rolls when resisting Radiation effects

Snakeater (Vigor d6): +2 to vigor rolls when resisting Poison effects

Removed Edges

(Basically, if it involves magic or power points, it's out. Also, money-based traits, for this particular campaign's purposes, but they could work in the setting in general.)
- Adept
- Arcane Background (any)
- Arcane Resistance /Imp. Arcane Resistance
- Champion
- Gadgeteer
- Holy/Unholy Warrior
- Mentalist
- New Power
- Noble
- Power Points
- Power Surge
- Rapid Recharge / Imp. Rapid Recharge
- Rich/Filthy Rich
- Soul Drain
- Wizard

Some stuff you might not see there (Run and Gun, for example) are a bit more powerful on Savage Worlds than Fallout the way I made them, and are a bit higher level.
There is further stuff added, but given that you are only Novice to start, and will be without equipment to begin* (probably...I'll get to that when I choose a group), equipment isn't necessary, and I can show you the higher level stuff when you get closer to it. Should anyone get turned into a Ghoul or Super Mutant I'll share the stuff for their races at that point.
The only other thing you should know is that Radiation is a third path towards incapacitate, similar to Wounds and Fatigue, and much like how Wounds and Fatigue stack with one another for penalties but not for determining if you are incapacitated, Radiation stacks with both for penalties but not determining if you are incapacitated.
Chem Addiction is resisted with Spirit with a modifier depending on the Chem. IF you start with a chem addiction in character creation with the Habit Hindrance whether major or minor, then you are mentally addicted to that Chem, not necessarily physically, and a doctor cannot cure you (though you can buy off hindrances with leveling up through the usual rules)


...Well, you're welcome to do so if you wish, but it isn't (yet) required...though it certainly shows enthusiasm. Deluxe Explorer's edition is the core set I'm using.

Let me know if you have questions!


Oh, yes, I should say this recruitment will last until this coming Sunday, and I'll make my decisions by then and we can probably start next Monday, December 7.


The Green Tea Overseer wrote:
Orlando is a haven for feral ghouls

Soooo just like actual Orlando. :P

I'm not surprised your other game is going well - it sounds like a ton of fun and you've got some fantastic players in it. I am not super familiar with Savage Worlds, but I may need to give myself a refresher and apply for this.


No problem. Let me know if you have any questions.


Why exactly are the sexuality perks mutually exclusive? Are there no bi- or pansexual people in post-apocalypse Florida?


Newbonomicon wrote:
Why exactly are the sexuality perks mutually exclusive? Are there no bi- or pansexual people in post-apocalypse Florida?

Because bonuses to rolls are a big deal in Savage Worlds. Nothing says you can't be bi or pan, but you can't get a bonus to rolls against all humans.

It's simply "Pick a gender, get these bonuses".


I know Cherchez La Femme and Confirmed Bachelor were only in NV, and I was fairly certain it was possible to take both applicable perks for your character's gender in that one... but I might be wrong, it's been a while. Anyway, I'll look into Savage Worlds.


Actually I like Rynjin's point. You can be into both, but that doesn't mean you get a bonus with both.


Okay, I'll officially throw my hat into the ring.

Questions and Answers:

The Green Tea Overseer wrote:
1. Familiarity with Fallout and it's incarnations. (Moderately important.)

I haven't played Fallout 1 and 2 in a few years, and I haven't started 4 yet. I'm in the middle of replaying through Fallout 3 (and then New Vegas) while I wait for 4 to drop in price. I'm reasonably familiar with 3 and NV. Oh, and I've played Brotherhood of Steel (somewhat ashamedly)

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

When I was 18, I spent a year living just outside Orlando, in Winter Park, and spent some time in Gainesville, but that was a good 10+ years ago so take it with a grain of salt that I actually remember much. I can tell you that I saw some amazing and small concerts at The Social.

The Green Tea Overseer wrote:
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.)

Mmm I've been on here for coming up on 3 years, and I'm about to clear 4,000 posts. Longest game I was in were two that were just over 2 years, which eventually fell apart due to the GM's schedule (same GM for both games) and losing a few players.

Longest one I'm in currently is at about ~20 months? It'll be 2 years in early April. And I'm astoundingly essentially playing two characters in it like a lunatic.

On the flip side, I am almost entirely new to Savage Worlds.

The Green Tea Overseer wrote:

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.

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.

6. If you want to throw a quick build together

I'll need to put some time into what I want to accomplish as I write the actual backstory and personality more, but I'm basically thinking of a character who's a Medic/Scientist type, and dabbles in Machinery some.

I had imagined her having been a med student prior to the nukes, but if we were born in the vault obviously that'll be a different story which is also fine. Likewise her age is somewhat contingent on the history, but I was imagining mid to late 20's, maybe pushing 30 at the oldest. Dry-witted, smart, strong-willed, not super useful in a fight, but indispensable outside of one.

My build is currently looking something like this, though obviously it is a first draft.

- Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
- Skills: Fighting d4, Guns d6, Healing d6, Notice d8, Persuasion d4, Repair d6, Science d8, Stealth d4, Survival d6
- Hindrances: Code of Honour or Curious for the Major. Minors would be Loyal and Fast Metabolism.
- Edges: McGyver


This takes place roughly a year before Fallout 4, about a decade after Fallout New Vegas. We hammered the year out on the recruitment thread for the last game, but that's the his of it...you all would be several generations born into the vault.


I'm interested! Though I've never played a Savage Worlds game, I do own the rulebook.

1. I've played Fallout 1-4 and New Vegas, so I'm pretty familiar with the setting. It's been a while since I've played the first two games and 3, but I've played a ton of NV and 4 recently.

2. I am aware of Florida, but I haven't been there. So I'm pretty ignorant beyond the stuff they teach you in school.

3. I've been in a number of pbp games and have made the attempt to run a few. I'm currently running one and playing in two more, so I tend to post fairly regularly. I do miss a day or two here and there, though.

4. My concept right now is something of a wanna-be survival expert. He's spent much of his time growing up attempting to get any remembered information about life aboveground from everyone else in the vault (which lead to him having very few friends) and studying a smuggled in scout manual. His main focus would be on stealth, fighting and guns (fighting and guns being much more interesting subjects to the people he badgered about "trees" and "roughing it" and stealth being important for his habits of collecting bits of oral history surreptitiously).

5. Beyond immediate survival, his goals would be to obtain practical knowledge of the Florida wasteland and disseminate said information to show that lousy Overseer how important he really is. Successfully hunting dangerous critters on the surface is also a major part of the goal, as well as exploring what remains of Florida. Eating an alligator and becoming an "apex predator" seems important to him, though it's probably a bad idea.

Dark Archive

Yes, yes, yes!

However, as stated by James, I also have little experience sadly with Savage Worlds. I know Deadlands is connected I believe.

1.) I've only played Fallout 3 and NV, with some play of 4. I'm pretty good with the lore, even of the past games I haven't yet played (1, 2, and even a bit of tactic and Brotherhood).

2.) Been there when I was young a few times (really only to Disneyland and around the Tampa but that was it. All I remember was that it was hot and humid, which wont be good with radiation.

3.) A few Pbp games, but still relatively new to table top. However, I always do my best to learn and take advice from those of more experience. The more I play, the more, the more I'll learn.

4.)A smooth talking hacker. Back in the vault growing up, he'd manipulate others into doing work for him, either black mailing them by hacking into their terminals, or talking his way out of trouble. By the time he is kicked out, I'd say he'd be in his early twenties. A good face man for a group dealing with more civilized peoples of the Wasteland, or hacking computer terminals, with a good CHA and INT scores, but moderate to poor in others. Definitely a support role.

5.) Survive! That is what he, or maybe a she possibly depending on how I feel will attempt to do. They'll use what ever they can to survive out in the wastes, with a big middle finger to the overseer.


Was in the last thread. Would it be alright if I put up my character concept from there?


thegreenteagamer wrote:
This takes place roughly a year before Fallout 4, about a decade after Fallout New Vegas. We hammered the year out on the recruitment thread for the last game, but that's the his of it...you all would be several generations born into the vault.

Cool, thanks, I'll go with that as I write out the actual backstory! I should have it together by about Wednesday I think.


I am interested, though i lack a knowledge of SW rules. Are those available somewhere free or cheap?

1. Familiarity with Fallout and it's incarnations. (Moderately important.)
Played 3, 4, and beat them. Played 2 and tactics a bit. Played and beat New Vegas but didn't like it all that much (storyline wasn't engaging).

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

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.)
Extensive. I check daily at least once. If there is nothing for my character to say, I won't post that day, but if a few days go by and nothing for me to say (for instance someone else has the limelight for a bit or my character is in a separate scene that finished and other folks are still doing stuff that has to be resolved before the group moves forward) then I will post in discussion just to let folks know I havent dropped off.

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.
Though I was interested in playing a Super or a Ghoul, I am thinking a science/medicine/chemist type. Someone who might experiment on themselves just a little bit. Or if that is too "off" perhaps someone who is good with robots.

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.
Ghoulify or FEV myself, or upload my brain into an Assaultron, or something suitably wacky. Those were always my favorite parts of Fallout.


Alright, I think I have an idea of what sort of character I want, so here's that information you asked for!

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

Very familiar! I pay a lot of attention to lore in games.

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

I know the names of some cities, but that's about it.

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've been pretty heavily involved in PbP stuff for quite a while now, and I try to be as active as possible.

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.

He's been raised on stories of the U.S. military and their valiant fight against communism, having learned from pre-war propaganda locked in with the first generation in the vault, and fancies himself a soldier. Before being exiled, he was a mechanic.

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.

He'd like nothing more than to get his hands on a suit of power armor and a minigun or gatling laser, so he can take the fight to the communists! Or raiders, or ghouls... he's not entirely sure what a communist is, anyway.

Dark Archive

Ok, I think I figures it out for my math, please correct mistakes.

Name: Hunter Diaz Arrache
Attributes: Agility D6/Smarts D8/Spirit D8/Strength D4/Vigor D4

Skills: Lock picking D4/Guns D4/Stealth D4/Notice D8/Repair D4/Streetwise D4/Science D8/Persuasion D8

Hindrances: "Major" Bad Luck, "Minor" Cautious and Phobia (Alligator)

Edges: Lady Killer

Bio: Hunter is, by some if not everyone in the Vault, not the best sort of guy to hang around. A slacker with a silver tongue, Hunter works desperately to repair failing electronics inside the vault, a near unending task he hates with a passion. If work is to be done, Hunter always seems to weasel out of it.He mostly spends his time hacking into other residents terminals for fun, figuring out why Mr. Miller is visiting Mrs. Kate in the men's bathroom, or why Mr. Baxter spends soo much time at the vault entrance.

Description: A blue eyed male with dirty blonde hair. He stands at about 5'9" and is a little on the skinny side. His skin shows hints of Puerto Rican ancestry, but is muted by the lack of real sun light.


This looks great! I'm going to answer your questions in a bit, but I first have a question of my own: Does Vault Two put an age range on its lottery, or do we have kids being sent to their early deaths? Are elders who can barely walk being sent out of the vault to gasp for air until they die? Does this vault's leader put any restrictions at all on who is shot out of the safety of their home and into the radioactive beyond? Just want to know what sort of unfortunate implications might occur because of this whole "lottery of doom" business. Seems important.


DekoTheBarbarian wrote:
Was in the last thread. Would it be alright if I put up my character concept from there?

Absolutely. That's why I linked this in the old thread.


Tenro wrote:
I am interested, though i lack a knowledge of SW rules. Are those available somewhere free or cheap?

It's not OGC, so free is not available (without, you know, less legal means). The hardcover book is like ten bucks, so I can only imagine how cheap the PDF is.

There's some wikis out there where you can get the jist of it before buying, but I haven't found the complete rules anywhere yet for free.


SunstonePhoenix wrote:
This looks great! I'm going to answer your questions in a bit, but I first have a question of my own: Does Vault Two put an age range on its lottery, or do we have kids being sent to their early deaths? Are elders who can barely walk being sent out of the vault to gasp for air until they die? Does this vault's leader put any restrictions at all on who is shot out of the safety of their home and into the radioactive beyond? Just want to know what sort of unfortunate implications might occur because of this whole "lottery of doom" business. Seems important.

I'm thinking that it's a system where anyone is possible, but not everyone has the same amount of tickets input. (To allow people to choose the Young hindrance, if they're crazy bold and stupid enough so inclined to give it a try), everyone gets a ticket at age 10, then five at age 18...and minor crimes and offenses are punished with additional tickets added to the lottery pool, which are never removed. Although if you're retirement age, they take out those extra five you had for being an adult.

It's a desperate system, because they're at least a generation into max capacity, and have been double bunking and working the generators and water purifiers to the max safe capacity for many years now. The previous Overseer wanted to instill a euthanasia program, and this was the kinder, gentler alternative his assistant, the current Overseer, suggested. They would just open up the vault like Vault City did, but Miami is a serious hot zone, and they don't have a GECK because the bombs dropped before theirs was delivered.

Dark Archive

How is my crunch, I'm new to Savage Worlds somewhat.


Looks like you have one more skill point unused, and you haven't used your bonus points from hindrances, which can be spent on attributes, edges, or skills.

Remember, the traditional edges are still around; you don't have to only choose new stuff, if you're stuck on what to do with the bonus points from the hindrances.

Dark Archive

Thanks.


Still very interested in this one. I posted in the other thread.

1. Your knowledge of the Fallout universe. I've played all the games extensively...like hundreds of hours into each one including Fallout 1 (and Wasteland 1 & 2)

2. Your knowledge of Florida. I'm from Louisiana, but one of my better friends lives in Orlando (and works at Disneyland) so my knowledge of Florida is I'd say above average

3. Your PBP history/experience. I've been on the boards about 4 years, I've run games for nearly 3. I have two long running games still going, one is a homebrew/module based game in Falcon's Hollow, the other is an Iron Gods game with the same group. The FH game has nearly 8k posts, the IG game has about 5k posts.

4. Your experience with Savage Worlds. 0, never played it but I'm a quick learner and I'll pick up the PDF's if I need to

5. Your character concept - mechanics/what you want him to do. My favorite Fallout characters are always the techy Mr. Fixit sorts (which is why I'm pumped about the weapon building in F4). I'd like to make a character that is all about fixing tech and using tech. He can supplement as the party "Doctor" also. If there will be that sort of thing.

6. A brief story. Hmm. I don't know enough about the story background but I'm thinking the character would be a tinker/scientist type that is kinda geeky and an introvert. He was "cast out" of his Vault because he tinkered with the wrong thing and angered the Overseer

Dark Archive

Hi there!

I can't pass by a SW game without begging, pleading, and cajoling for a chance to enjoy it's open wonderfulness and wonderful openness, so let's begin!

First off, for any of you who do not yet have the basic rules, there is a quick start guide for free here.
It's not all of the rules, but it is most of the good rules, so it serves the purpose in a pinch. (There's also a combat cheat sheet. You're...gonna need that. =)

Oh hey look! Questions! They deserve some answers!

1. I've been onboard the Fallout train since it pulled outa the station. Played 1, solved 2 (twice!), I not only purchased retail but even enjoyed Tactics, played Brotherhood (for some reason), and I've played 3. Once it went off the turn-based tracks my interest waned, but I backed and enjoyed Wasteland 2 and I'm pleased to say that it followed the spirit -quite- well.

2. I know not of this "Florida" of which you speak, but I spent some time at Ft. Sam Houston in Texas, so I'm familiar with the "hot, dry, hot (in that order)" terrain for which the southern states are known.

3. When I play a game I'm usually the one posting 2 times a day to add depth and flavor. I've noticed that PBPs run off energy, and energy cometh from posts. I've rarely had a game lag because of too many posts.

4&5: These two seem to go hand-in-hand. Since it's a sandbox, my natural tendency is to try to act as a stabilizer and set up trade routes and permanency; try to improve the landscape, and get rich doing it. Also, since the Fallout world is driven by gear, a capitalist just seems in order.
My character's primary drives would be to: 1) Research and find where the fault I just came from is, and 2) help form a stable enough town so that the excess population will actually -want- to leave.

I'm thinking a grinning salesman/Commander-type. I've never done the Command-Natural Leader thing, but I've always wanted to.
(Ummmmm, and cannibal. Kinda the 'nice face with dark secret thing'. *heh* =)

6. I don't have my book with me, so allow me a wee bit to meditate on this and I'll throw some numbers up later. =)

Dark Archive

Ok, Deadlands is connected to SW, so I'm somewhat in the know.


Florida is hot, but it is never anything close to dry. It usually feels like a bathroom after someone just got done taking a 90 minute shower from May to September. October to April is heaven, though.

Just thought I'd share that, since you're familiar with hot/dry. Most of us would vacation in Arizona like it was a wonderful get away.


thegreenteagamer wrote:

Florida is hot, but it is never anything close to dry. It usually feels like a bathroom after someone just got done taking a 90 minute shower from May to September. October to April is heaven, though.

Just thought I'd share that, since you're familiar with hot/dry. Most of us would vacation in Arizona like it was a wonderful get away.

From what we've seen of the Fallout world so far, though, it's probably much drier than it used to be.


Newbonomicon wrote:
thegreenteagamer wrote:

Florida is hot, but it is never anything close to dry. It usually feels like a bathroom after someone just got done taking a 90 minute shower from May to September. October to April is heaven, though.

Just thought I'd share that, since you're familiar with hot/dry. Most of us would vacation in Arizona like it was a wonderful get away.

From what we've seen of the Fallout world so far, though, it's probably much drier than it used to be.

Well, most of Fallout is on the west coast, which is all desert.

Actually a few coastal cities are underwater.

Sovereign Court

1 person marked this as a favorite.

What the heck, I'll come up with something. Probably an engineer who worked on the water pump system that kept the Vault from flooding. Maybe an environmental scientist who worked on the closed ecosystem balancing.

I am one of the original designers of Fallout.

About 55 seconds in.

Dark Archive

Fixed

Name: Hunter Diaz Arrache

Attributes: Agility D6/Smarts D8/Spirit D8/Strength D4/Vigor D4

Skills: Lock picking D6/Guns D4/Stealth D4/Notice D8/Repair D4/Streetwise D4/Science D8/Persuasion D8

Hindrances: "Major" Bad Luck, "Minor" Cautious and Phobia (Alligator)

Edges: Lady Killer, Attractive

Bio: Hunter is, by some if not everyone in the Vault, not the best sort of guy to hang around. A slacker with a silver tongue, Hunter works desperately to repair failing electronics inside the vault, a near unending task he hates with a passion. If work is to be done, Hunter always seems to weasel out of it.He mostly spends his time hacking into other residents terminals for fun, figuring out why Mr. Miller is visiting Mrs. Kate in the men's bathroom, or why Mr. Baxter spends soo much time at the vault entrance.

Description: A blue eyed male with dirty blonde hair. He stands at about 5'9" and is a little on the skinny side. His skin shows hints of Puerto Rican ancestry, but is muted by the lack of real sun light.


Jesse Heinig wrote:

I am one of the original designers of Fallout.

About 55 seconds in.

That is awesome.


1. Familiarity with Fallout and it's incarnations

Ha. Haha. I'm so weird. See, I have never actually played a Fallout game before, but I have been reading about the lore/creatures/factions for years. I absolutely love the concept of the Fallout universe, and roleplaying in the world would be a joy for me. Due to certain complications, I can't see myself getting my hands on a copy of one of the Fallout games soon, but I would like to think that I'm somewhere near as informed about the universe as most players are.

2. Familiarity with Florida

I have family in Florida, and visit consistently. No issues here.

3. Your PbP history and posting habits

I'm somewhat of new to PbP, but I have been actively participating in both The Development Project and the Magecraze PbPs.

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.

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.

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.

As a player, I just want exploration, both in my character and your interpretation of this world. Playing a curious yet soon-to-be emotionally damaged adolescent lends itself to experimental character development, and I seek to do some good roleplaying as well as playing the stealthy canary that is sent down the mineshaft when things look uncertain.

6. If you want to throw a quick build together:

I'll get this completely pinned down later. Her edge is without a doubt going to be the assistance of an animal companion, and her drawbacks will be loyalty and youth. Stealth will be maxed. Unsure about the other skills as of yet. I think that her boosted abilities will be a d8 on spirit and a d6 on agility. Kids are quick little boogers, and tend to have an overwhelmingly optimistic outlook on life. I tend to think that my character is a bit on the immature side for her age, as living in a sheltered vault with a stupid amount of children doesn't exactly cater to maturity. Something tells me that this immaturity is going to be gone fast when she sees the full glory of the outside world.


Jesse Heinig wrote:

What the heck, I'll come up with something. Probably an engineer who worked on the water pump system that kept the Vault from flooding. Maybe an environmental scientist who worked on the closed ecosystem balancing.

I am one of the original designers of Fallout.

About 55 seconds in.

Wow! That's awesome!

Not gonna lie, guys, this guy's probably getting a serious advantage on that fact alone. I loved part one; it was the first sandbox videogame I ever played. I still miss the old school third person styles of part 1&2 to this day (although I still like the new ones).

I'm considering a larger party for this group...five...maybe six players.


So is this taking place concurrently with our game, before or after, or in an alternate universe sort of deal?


Yorick here. Alias is done up and a quick backstory has been included that contains some incredibly rough notions on the type of character she is and what kinds of goals she has in mind. Open to any feedback!


Rynjin wrote:
So is this taking place concurrently with our game, before or after, or in an alternate universe sort of deal?

Concurrent. Starts more or less a week later, depending on how far you guys get by the time this group starts Monday. Obviously they won't be dropped in the same area, and won't meet up or interact with you as this is a seperate game...but if one of you does something epic, like, say, nukes a town, the other group would hear about it in passing. They're from the same vault you were, but remember, the drop zones are never the same place twice, and rarely the same escorts.


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

1. Shooting has been split into Guns (Agility), Energy Weapons (Smarts) and Explosives (Strength). Explosives is used to both throw and shoot explosive type weapons. Guns covers slugthrowers and archaic weapons such as a bow. Energy Weapons are laser, plasma, gauss, Tesla, etc.

If an edge requires a minimum shooting skill, any of the three shooting skills will fill that prerequisite, but you only gain the benefits of the edge for the skill you have prerequisites of. Example - signature weapon edge requires d10 shooting, you can fill the prerequisite with explosives d10, but then the weapon you get the benefit with has to be explosive.

2. Tracking has been folded into survival.

3. Throwing is gone. Use fighting to throw spears, knives, etc., or explosives to throw grenades, etc.

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


NenkotaMoon wrote:

Fixed

Name: Hunter Diaz Arrache

Attributes: Agility D6/Smarts D8/Spirit D8/Strength D4/Vigor D4

Skills: Lock picking D6/Guns D4/Stealth D4/Notice D8/Repair D4/Streetwise D4/Science D8/Persuasion D8

Hindrances: "Major" Bad Luck, "Minor" Cautious and Phobia (Alligator)

Edges: Lady Killer, Attractive

Bio: Hunter is, by some if not everyone in the Vault, not the best sort of guy to hang around. A slacker with a silver tongue, Hunter works desperately to repair failing electronics inside the vault, a near unending task he hates with a passion. If work is to be done, Hunter always seems to weasel out of it.He mostly spends his time hacking into other residents terminals for fun, figuring out why Mr. Miller is visiting Mrs. Kate in the men's bathroom, or why Mr. Baxter spends soo much time at the vault entrance.

Description: A blue eyed male with dirty blonde hair. He stands at about 5'9" and is a little on the skinny side. His skin shows hints of Puerto Rican ancestry, but is muted by the lack of real sun light.

By my count you still have two points from your hindrances to spend; you had four, but it appears you spent two on an edge (one edge comes free). You can either get one more edge, two skill points, or one point for an attribute.

Hint - Vigor is one of the only ways to get health in the game besides armor or the Brawny edge.


Here's my character submission- I'll make the alias if I make the cut. Open to any and all build advice/criticism: I've never played Savage Worlds before, after all.

"Badger" Bloom- aspiring master survivalist

Spoiler:
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8

Fighting d8
Guns d8
Stealth d8
Survival d6
Notice d6
Climbing d6

Edge- Brawny

Hindrances- Overconfident (major), stubborn (minor), vengeful (minor)

Bio: The rest of the Vault called John "Badger" after he just wouldn't stop bothering the old timers (and then the middle aged folks, and anyone he thought might have escorted the exiles onto the surface...) for information passed down about the surface. And while he didn't immediately take a shine to the nickname, eventually he had to admit that he grew to like the sound of it. Pity that he spent so much time trying to get revenge (nonlethal revenge, of course) on his great uncle Blake for calling him that in the first place.

So, yeah, maybe Badger's a little bit stubborn- but if folks just started listening to him once in a while, maybe realizing that he knows exactly what he's doing, things might have gone a little smoother for everyone. But that's just fine, he learned how to make himself seem scarce when tempers got too hot and there was always those decaying Call of Nature magazines to study up with.

It was always a surprise that more folks weren't as curious as Badger about what goes on "upstairs" as he used to say. But it just goes to show that someone needs to go up there and civilize it all for them; someone to show them the way in the new world that waits up in the sunlight. And Badger Bloom, he's sure that he's the man for the job! And when the Overseer wouldn't accept his bid to volunteer, well... he took the time to "volunteer" himself with a sudden rise in nuisance infractions against all the folks that belittled him through the years.

They're steamed now, but Badger's got a feeling they'll thank him in the end.

Appearance: Badger's a tall and thick young man of 26 years. Given the many, many hand-me-downs that Badger and the rest of the Vault 2 residents have had to live with, he's styled himself a rugged mohawk and beard to complete the appearance of being a potential rough and tumble wild man. The white dye down the center of his hair and beard is just the cherry on top.


Answers from previous thread:
1) I've played Fallout 1-3, New Vegas, and BoS, though only 3 and NV to completion. Recently bought 1 and 2 on the Steam sale and am going through them again.

2) No real knowledge of Florida, only been once several years ago.

3) Been playing PbP for most of the year, though I've played live games for several years now.

4) Only played one SW game, and I'm still in it. Still learning the rules but I think it's going well.

5) My concept is a very animal-oriented person, easily taming the various creatures that find their way into the Vault. It was just shear dumb bad luck that (s)he got kicked out. Taking the Animal Friend edge as soon as I can.

6) Will have a better background when actual recruitment comes around.

Will work on stats when I get more time.

Dark Archive

You know what, nevermind, I can't play this game. I have no clue wtf I am doing anyway. Sorry. Maybe another time.


NenkotaMoon wrote:
You know what, nevermind, I can't play this game. I have no clue wtf I am doing anyway. Sorry. Maybe another time.

Alrighty then.

Dark Archive

Jesse Heinig wrote:
I am one of the original designers of Fallout.

...

*blink* *blink*

...

*falls to knees*

WE'RE NOT WORTHY! WE'RE NOT WORTHY! WE SUCK! WE ARE SPACKLE!!

Whoa. Yeah, this is all 31 flavors of awesomesauce. Now I feel a need to kick my character up to 11 so I get a chance to play with the man the myth the legend.


Atlas, I forgot to reply to your earlier post, but yeah, I have no problem with the leadership type character, as long as you can handle all the work it takes to run extras. I think SW is really suited well that type, and have never seen anyone try it out. It might be more difficult with a freeform game than with a map, though. Just make sure you're committed to the amount of work that will take in character and out (gangs don't just spring up out of nowhere) if you're sure that's what you want to do and I have zero issues.

If anyone can recommend anything I can use for mapping on a phone I'm all ears. I usually only get my computer online a couple times a week, but I update on my phone usually multiple times a day.


Well, with something like google docs you could upload images, i'd have to look around for an image program on phones with layers. Paint.net perhaps? I have a tablet app that does maps as well, when i get home i'll check if it can be on phones. I wanna say it is called dungeon sketch.

Sovereign Court

Quick note, I'm currently mid-way through rearranging my home, and a bunch of my game books are boxed up waiting to move from one room to another, pending new arrangements of bookshelves -- so it will take me a day or two to dig up my Savage Worlds core book.

Dark Archive

Shiny!

Character here for Atlas2112

I think the math should be good, and he's got room to grow. If selected I'll fill out his backstory. =)

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