As Fallout 4 teasers trailer has been released and Bethesda are revealing at E3 i have decided to repost this
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