The great fallout RPG
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    The great fallout RPG

    In this adventure, you're in the universe of Fallout as you continue the quest in the deserted wasteland.



    S.P.E.C.I.A.L :

    Strength : Increases inventory space, allows use of heavy weapons and armor.
    Perception : Makes your character more perceptive to the surroundings and what happens, increases Lockpicking.
    Endurance : Increases Max HP, Radiation Immunity, Poison Immunity.
    Charisma : Increases your skills in Barter and Speech as well a larger influence in other people.
    Intelligence : Increases your Skill Point gained per level, allows construction of devices, increases Science.
    Agility : Increases your speed, action points and stealth.
    Luck : Increases the amount of money and exp gained by quests, increases chance to win, increases Gambling.

    The default is at 5, during start you can add an additional +5 points and to relocate default points.



    Skill Points : (All at default of 5, maximal of 100. During start you can add Tag Skills [+15 Points] to 3 skills)

    Combat :
    - Guns
    - Energy Weapons
    - Explosives
    - Unarmed
    - Melee Weapons

    Supportive :
    - Lockpicking
    - Medicine
    - Pickpocket
    - Repair
    - Science
    - Stealth
    - Survival

    Passive :
    - Barter
    - Gambling
    - Speech



    Basics :

    Karma : This is what determine the morale of all situations, interaction of players and the outcomes.
    - Evil : You're malicious and cold, no one trusts you and encourages good to attack you.
    - Neutral : You're neutral, leaning between the dark and light. No one understands you.
    - Good : You're the good kind of person, everyone trusts you and encourages evil to attack you.

    Morale Code :
    - Lawfull : You always follow the rules and law, adds +15 to Speech, Medicine and Unarmed.
    - Neutral : Neither Lawful or Chaotic, adds +10 to three chosen skills.
    - Chaotic : You're chaotic and never follow the rules, adds +15 to Explosives, Gambling and a chosen skill.

    Radiation : Certain areas are radioactive. Being there too long may cause bad effects.
    - Low Radiation 250 : You are feeling sick.
    - Medium Radiation 500 : You are feeling more sick, medical effects reduced by 75%.
    - High Radiation 750 : All stats reduced by 75% in addition to medical effects reduced by 75%.
    - Max Radiation 1000 : Death.

    Rested : You need to rest well and sleep enough.
    - Rested 1000 : Experience increased by 10%.
    - Tired 500 : You are becoming tired. All supportive skills reduced by 10.
    - Sleepwalking 0 : You are extremely tired. All skills reduced by 25 and all S.P.E.C.I.A.L. by 3.

    Caps : Bottle caps from old bottles. It is used as the currency and money.

    Bleeding : You are bleeding and are losing health depending on how fatal it is.

    Infection : Sickness like Flu and Viruses. May be fatal, can be spread, requires attention of a Doctor.



    Limbs : These are your arms, head and so. They can be crippled and require attention.
    - Head : While crippled, reduces eyesight and reduces intelligence by half.
    - Arms : While crippled, reduces the stability of using weapons and strength by 1 per arm.
    - Legs : While crippled, reduces your speed by half, reduces agility by 1 per leg.

    Other effects : Can happen, like a limb being permanentally blown off if careful or a missing eye.



    Start Perks : You can pick two options during the start, or pick none. Beneficial and disadvantageous.

    Heartless :
    - Your heart has been replaced by an advanced mechanical one. You are immune to poison, healing reduced by 75%.

    Evil :
    - You are evil in heart. Your Karma will be locked at Evil, granted more Evil options and Good actions is removed.

    Good :
    - You are good in heart. Your Karma will be locked at Good, granted more Good options and Evil actions is removed.

    Drug Addict :
    - Chemical negative effects are removed and will only benefit them. Massive negative effect upon not receiving Chems.

    Genius :
    - You're a genius. Grants double experience points, but at cost of -1 of all S.P.E.C.I.A.L except of Intelligence.

    Tough Guy :
    - Your limbs take 75% less damage, though you move 25% slower.

    Alcoholic :
    - Reduces intelligence by 2 points, though consuming Alcohol increases Charisma by 4.

    Bisexual :
    - Allows unique interactions with both genders and increases damage against them by 25%. Many will be creeped out.

    Pacifist :
    - Reduces all combat skills by 75% of their current points, increases Passive by 50% and Supportive by 25%.

    Ninja :
    - Increases Stealth, Pickpocket and Lockpicking by 50. Reduces strength by 3.

    Schizophrenic :
    - Mentally disturbed. Unique dialoges, different puzzles and unique ways of solving things as well more obscure.

    Scrooge :
    - Inventory space doubled, decreases Agility and Luck by half of the current points. Barter increased by 25.

    Leader :
    - You lead an unique faction. Factional members and the leader gain a 25% boost to Experience, difficulty doubled.



    Starting Equipment : You must pick a set of a starting equipment.

    1. 9mm Gun w/ 20 ammo, leather armor.
    2. Katana, 5 stimpacks, leather armor.
    3. Laser Pistol w/ 20 ammo, metal armor.
    4. 10 stimpacks, 10 lockpicks, regular clothes.
    5. 10 dynamites, Shotgun w/ 5 ammo, regular clothes.

    All receives this : A pair of sturdy leather gloves, two ropes, a backpack, a combat knife and a Radio.





    Weapon Types :

    Single Hand Gun (Revolver, Handguns, etc) :
    Weights less, deals less damage, smaller range, can be easily hidden.

    Medium Guns (Rifles, Shotguns, etc)
    - Weights more, deals more damage, medium range, easier to hit an armored target.

    Laser :
    - Uses Energy Ammo, tears soft targets (unarmored) but fails to hit armored.

    Plasma :
    - Uses Plasma Ammo, shoots very slow though the damage is great and can hit all targets.

    Explosives :
    - More difficult to find. Can be thrown and cause an Area of Effects. Brutal damage.

    Unarmed :
    - Not the best idea, though it is stealthy and allows strangling, knock outs and etc.

    Melee Weapons :
    - Swords, or anything used to attack in close range. Different effects by different melee weapons.




    Quests : Each quest is different, though these listed are the Primary Ones. Optional ones may be generated.



    Starting :

    The Inn :
    - A leader of a faction is recruiting in order to deal with his major task.

    Captured :
    - You were captured by the Enclaive and they are "subtly" recruiting you to their cause, with an explosive collar.

    The Vault :
    - You're in a vault, though the experiment has gone well - the age do not. Anarchy has risen and you need to escape.

    Independant :
    - You are randomly generated to a location, no starting quest has been initiated.



    Primary :

    The Prism Fang :
    - The raiders has become Organized, calling themselves the Prism Fang. End this faction!

    The Enclave :
    - The Enclave has grown too strong and is attempting to control all of the wasteland. Stop them!

    The Brotherhood :
    - The Brotherhood of steel has chosen you to lead them to destroying the enclave! But how?

    Mr. Jaoan :
    - A man naming himself Mr. Jaoan, has entered this wasteland. His goal is to purify the wastelands. Help him?

    Omnicidal :
    - You are a malicious person who seek destruction of the world. Your goal is to find a way to destroy it!

    The Emperor :
    - You are attempting to usurp the leadership of all groups, attempting to create a rebellion and name yourself Emperor.

    The Universe :
    - You are tired of this planet and has decided to find a new planet. But how?

    The New Overlord :
    - The new overlord has caused the union of Super Mutants and Night Kin. An union only, can be the start of a war?

    Custom Primary :
    - The player can decide upon a quest as long it is withing reason and possible.

    How to sign up:
    Type /sign with this below it
    RP name: Ron Richard
    Strength: 6
    Perception: 7
    Endurance: 5
    Charisma: 4
    Intelligence:5
    Agility: 8
    Luck: 5
    Tag skills: lock picking,barter,small guns
    Morale code: Neutral
    Start equipment: 4
    Start abiltys: None
    Start location: the inn
    Quest : the brotherhood of steel
    Last edited by Hypersniper; June 16th, 2015 at 09:41 AM.

 

 

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