Fallout:Great FAQ and War Room
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  1. ISO #1

    Fallout:Great FAQ and War Room

    Fallout War Room

    Hello Vault Tec Administration
    In this Memo you may discuss plans outside of the actual wasteland however there is a few prerequisites

    • You Must clearly state who you disscuss with
    • You must of either met the person or have a functioning pipboy radio, which should be originally installed into your pipboy/girl with the other pipboy(s) frequency's
    • If you wish to keep your plans private feel free to create a quicktopic or ask vault tec admin to do such however it must all go througgh vault tec


    Otherwise feel free to discuss anything game wise or ask questions about what anything does skills, items etc as Vault tec Admin clearly states this as the war room and FAQ


    Spoiler : Death worlds info :

    RP name: The Executive Lord of Post-America
    Strength: 4
    Perception: 6
    Endurance: 4
    Charisma: 10
    Intelligence:10
    Agility: 2
    Luck: 4
    Tag skills: Science, Repair, Speech
    Morale code: Neutral
    Start equipment: 5
    Start abiltys: Genius, Heartless
    Start location: The Vault
    Quest : The Emperor

    Spoiler : Admirals info :

    RP name: Deez Nuts. HA! GOT EEM!! III Jr.
    Strength : 1
    Perception : 9
    Endurance : 1
    Charisma : 10
    Intelligence : 1
    Agility : 8
    Luck : 10
    Tag skills: Speech, Pickpocket, Guns
    Moral code: Chaotic
    Starting equipment: 3
    Starting perks: Ninja, Leader
    Starting location: Indie
    Quest: Custom Primary - (Become a mainstream rapper and produce a #1 single on Three Dogs station)

    Spoiler : Fatalis's info :
    RP name: Man
    Strength: 5
    Perception: 5
    Endurance: 5
    Charisma: 10
    Intelligence: 5
    Agility: 5
    Luck: 5
    Tag skills: Guns, Science, Speech
    Moral code: Lawfull
    Starting equipment: 1
    Starting perks: Leader, Good
    Starting location: Captured
    Quest: The Enclave

    Spoiler : Bruno's Info :

    RP name: Deez Nuts. HA! GOT EEM!! IV Jr.
    Strength : 1
    Perception : 9
    Endurance : 1
    Charisma : 10
    Intelligence : 1
    Agility : 8
    Luck : 10
    Tag skills: Speech, Pickpocket, Guns
    Moral code: Chaotic
    Starting equipment: 3
    Starting perks: Ninja, Leader
    Starting location: Indie
    Quest: Custom Primary - (Become a mainstream rapper and have all 10 tracks from his new Mixtape #1-#10 on Three Dogs station)

    Spoiler : Banana's info :

    RP Name: Nurse Joy
    Strength: 5
    Perception: 5
    Endurance: 5
    Charisma: 5
    Intelligence:7
    Agility: 7
    Luck: 6
    Tag skills: Survival, medicine, science
    Morale code: Chaotic
    Start equipment: 5
    Start perks: Schizophrenic, evil
    Start location: Captured
    Quest : Omnicidal

    Spoiler : Frogs info :

    RP name: Man's Best Friend
    Strength: 5
    Perception: 3
    Endurance: 9
    Charisma: 3
    Intelligence: 8
    Agility: 7
    Luck: 5
    Tag skills: Melee Weapons, Stealth, Medicine
    Moral code: Lawful
    Starting equipment: 2
    Starting perks: Schizophrenic, Good
    Starting location: Captured
    Quest: The Enclave

    Spoiler : RLVG's info :
    Name:
    • Willy Wonka



    S.P.E.C.I.A.L :
    • Strength: 8
    • Perception: 5
    • Endurance: 6
    • Charisma: 4
    • Intelligence:7
    • Agility: 4
    • Luck: 6



    Tag skills:
    • Medicine
    • Science
    • Speech



    Morale code:
    • Neutral



    Start equipment:
    • Katana
    • 5x Stimpacks
    • Leather Armor



    Start abiltys:
    • Schizophrenic
    • Ninja



    Start location:
    • Independant



    Quest :
    • Custom - Darkness of the World
    (Become the Martyr of the Wastelands and create an own faction)


    Spoiler : SuperJacks info :

    RP name: Ginger Ninja (Female)
    Strength: 5
    Perception: 7
    Endurance: 3
    Charisma: 8
    Intelligence:6
    Agility: 8
    Luck: 3
    Tag skills: Melee Weapons, Stealth, Speech, Unarmed
    Morale code: Neutral (Stealth, Lockpicking, Speech)
    Start equipment: 2
    Start abiltys: Ninja, Bisexual
    Start location: The Inn
    Quest : The Brotherhood

  2. ISO #2

  3. ISO #3

    Re: Fallout:Great FAQ and War Room

    Quote Originally Posted by Hypersniper View Post
    Still awaiting actions from 3 players by 1600 tomos, if no actions are through the story shall continue
    You should probably pm them and remind them to submit their actions.

    When do I submit my neutral moral code skill tags?
    Quote Originally Posted by MattZed View Post
    deathworld's and RLVG's suicides made me lul. I take a lot of pleasure in knowing that I gave you an night action, and that you used it to kill yourself.
    Quote Originally Posted by yzb25 View Post
    At least Mesk has lewdy lefty and raunchy righty. You're not even Canadian.
    Quote Originally Posted by FM-Shocked Kirby Face View Post
    Deathworlds is simply better than us at this game. Don't kill them for that.
    Quote Originally Posted by Stealthbomber16 View Post
    fucketh me in the ass

  4. ISO #4

  5. ISO #5

    Re: Fallout:Great FAQ and War Room

    Quote Originally Posted by Fatalis View Post
    alright i have no idea how much each action costs in AP
    Do we have movement points
    AND action points once arriving at location?


    e.g. 2 AP = 2 movements PLUS 2 actions

    Can AP be hoarded/stored for later use?

    E.g. You have 2 AP. You move once and have 3 APs at location.
    AND
    You have 2 AP, you move once, you take one action at location, you store one movement and one location action for next day.

    Limiting factor is movement to AP, but movement AP can be converted to location AP. E.G. 2 AP. You take no movement and use 4 AP at location. Max movement is limited to 2, cannot take no action to exceed travel past AP (2).

    Sound fair?
    Last edited by Frog; June 24th, 2015 at 05:11 PM.

  6. ISO #6

    Re: Fallout:Great FAQ and War Room

    Quote Originally Posted by Frog View Post
    Do we have movement points
    AND action points once arriving at location?


    e.g. 2 AP = 2 movements PLUS 2 actions

    Can AP be hoarded/stored for later use?

    E.g. You have 2 AP. You move once and have 3 APs at location.
    AND
    You have 2 AP, you move once, you take one action at location, you store one movement and one location action for next day.

    Limiting factor is movement to AP, but movement AP can be converted to location AP. E.G. 2 AP. You take no movement and use 4 AP at location. Max movement is limited to 2, cannot take no action to exceed travel past AP (2).

    Sound fair?
    that is how it worked in the first place, should of worded it correctly

 

 

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