All new characters, new location....
It's all good to me regardless of the style, genre, etc.
Your sig is disturbing me, though.
So, for Keny’s first RP we have decided a whole bunch of stuff, and nothing, all at the same time. The GM position is tainted with a whole bunch of “I don’t want the responsibility”, so I think our goal is to play this sandbox style. We can decide OOC what we all want the main goal to be and how we plan on forcing the characters to grow and destroy things/create things. I don’t mind adding posts and NPC’s to move things along, but I also wont hate on anyone else who gets the inspiration to do the same.
The Idea’s that have been thrown around are Boardwalk Empire, Boardwalk Empire with Zombies, Fallout and Fallout with Lycans/Vampires. While all of these ideas are amazing and I would be willing to participate in any of them I believe Fallout is the winner. Unless you all decide otherwise below. Fallout 1? 2? 3? New Vegas? Combination, just use the world? Where should we start? What kind of characters are you guys thinking?
This thread is to make the idea concrete and to see who wants to participate.
if you have read amory wars feel obligated to PM me.Originally Posted by Foxesmonsters exist
"We are all in the gutter, but some of us are looking at the stars." - Oscar Wildegenre of choice is macabre
if you have to choose between 2 evils
choose the one you've never tried before."Alcoholic friends are as easy to make as sea monkeys." Burroughsdon't be pretentious
it isn't classy
All new characters, new location....
It's all good to me regardless of the style, genre, etc.
Your sig is disturbing me, though.
Last edited by Genghismike; 10-25-2012 at 04:32 PM.
Keny's brother here.
Sounds like he, Jorick and I are all in whenever shit's decided. I like the idea of Fallout a lot, and there's three known and established areas to choose from if we don't have the story in a new location. So there's a LOT of potential here.
So if we choose Fallout, where would you guys want the setting to be?
Wait a minute... yes I do. However, it's already been done.
Due to the cataclysmic third world war, civilization has been left in ruins, a smoldering wreckage of its former glory. Over two hundred years have passed since the Great War which shattered the world, and drove a select number of inhabitants into the self-sustaining Vaults which preserved them from the carnage. Over time, some of the Vault Dwellers have emerged from their underground bunkers, and life has resumed in the wake of the destroyed world.
2052 to 2076: The Resource Wars, the Building of the Vaults and the Beginning of the End
Following decades of increased privatization on a global scale and deterioting relationships between international governments, the Resource Wars erupt in April 2052. Over the next two-plus decades, skirmishes major and minor rage as the world's superpowers confront one another. The feud, which has its roots in the rising prices of the world's oil supply, quickly flares into a multi-national rush for control of every available natural resource. Notable events include the collapse of both the United Nations and the European Commonwealth, the destruction of Tel Aviv beneath a nuclear conflagration, China's invasion of Alaska and the United States' annexation of Canada. This period also sees the more widespread use of biological warfare, which proves to have lasting consequences.
With the world crumbling all around, the United States government commissions the construction of a series of subterranean shelters to be built by the Vault-Tec corporation. These "Vaults," as they are dubbed, are designed to house a maximum of 1,000 individuals; only 122 are ever built. As we now know the Vaults were in fact a series of unique social experiments, each subjecting its residents to a different set of factors. The ultimate goal of these experiments was to develop plans for re-colonizing the planet in the aftermath of whichever cataclysmic event required the use of the Vault in the first place.
October 23, 2077: "The Great War"
After decades of feuding over the world's resources, the breaking point is finally reached. No one knows who the first one was to press the button, but in the space of roughly two hours on October 23, 2077, nuclear arsenals across the world are emptied as nations effectively destroy one another in a single, collaborative action. The long years of needless death and destruction in a fight to control Earth's resources are made futile as society comes crashing down in less time than it takes to watch the average movie. The survivors refer to this man-made apocalypse as "The Great War."
2080 to 2160: Humanity Re-emerges
The years immediately following humanity's near-destruction are unsurprisingly murky. History begins to be written once again in 2080, when non-Vault survivors begin to emerge from hiding. For many - in relative terms anyway, considering that a majority of the world's population was simply wiped out in 2077 - survival is far worse than an immediate death in the initial explosions would have been. Prolonged exposure to radiation for humans and lower life forms alike results in mass mutations, essentially creating a race of post-apocalyptic ghouls.
It isn't until more than a decade after the bombs fall that Vaults begin to open on the remains of the planet. Some settlements build up around these emptied shelters, such as Vault City, originally Vault 8. Other Vault dwellers simply move on, unwilling to continue calling the shelter of the Vault their home. Some new towns are added to the map as a result, such as the trading center known as The Hub.
Although this is primarily a period of rebuilding for the world, it is also not without its conflict. The quasi-religious faction known as the Brotherhood of Steel works out some internal differences while The Hub becomes the center of what would be known as the Great Merchant Wars. It is also during this time that Richard Grey, the mutant who would come to be known as The Master, begins to secretly build up his army of super mutants.
2161: The Vault Dweller and the Super Mutant Army
The year 2161 is a pivotal one for two reasons. On the grand scale, a Brotherhood of Steel squad on patrol makes a shocking discovery when they find a dead super mutant in the badlands. This event marks humanity's first glimpse of the impending onslaught. Or it would have, had a certain hero not risen to the occasion. Speaking of... elsewhere in the world Vault 13 enters crisis mode when their Water Chip, a microchip responsible for regulating and cleansing the shelter's water supply, breaks down. An individual known only as the Vault Dweller - our aforementioned hero - is sent off into the badlands, tasked with finding a replacement chip. Surprisingly, this seemingly minor quest turns out to have far-reaching consequences when the Vault Dweller is unwittingly swept into the path of the Master's overarching plans. The Vault Dweller's initial foray into the world beyond Vault 13 refers to the early events of the original Fallout.
2162: The Vault Dweller's Exile
The Vault Dweller's quest ends with a greater success than anyone could have suspected. Upon obtaining the sought-after Water Chip in Necropolis, he learns that Richard Grey - now "The Master" - has been using a pre-war bioweapon to breed an army of super mutants. It is shortly after this that Grey's super mutants decimate Necropolis, a city built by the twisted residents of the only Vault that didn't close throughout the Great War or the years that followed. Upon learning of The Master's plans, the Vault Dweller sets off to stop the threat at its source. His efforts are monumentally successful: before the year is even half over, he has killed The Master and reduced the facility where the super mutants are created to a pile of rubble. Though he is declared a hero upon returning to Vault 13, the Vault Dweller is immediately sent into exile as a result of the changes wrought upon him by his travels through the world. The homeless hero travels north, where he finds the village of Arroyo and starts a family. These events mark the close of Fallout.
2241: The Chosen One and the Quest for a GECK
As Earth continues to recover, residents in the Pacific Northwest section of the United States suffer through their worst dry season in post-war memory. The Chosen One, son of Arroyo's Village Elder (and of the Vault Dweller's daughter), is sent out to locate a Garden of Eden Creation Kit, or GECK. These suitcase-sized items are said to contain all of the building blocks necessary for creating a sustainable community in the post-apocalyptic world. These mark the early events of Fallout 2.
2242: The Fall of the Enclave
The Chosen One's journey brings him to his grandfather's former home of Vault 13, which is believed to contain two GECKs. He arrives to find it almost completely deserted. As it turns out, the Enclave - a warrior faction containing the remnants of the United States government - kidnapped Vault 13's inhabitants shortly before the Chosen One's arrival, spiriting them away to their base of operations aboard an offshore oil rig. A similar fate befalls the town of Arroyo, which the Chosen One learns when he returns from his journey. Enraged over the loss of the two communities, the Chosen One makes his way to the Enclave's oil rig. It is there that he learns of the Vaults' true purpose as social experiments. The sealed Vault 13 inhabitants made them ideal subjects for the Enclave's own experiments with the same virus The Master used to create his super mutants. The Chosen One takes definitive action upon learning of this: he destroys the oil rig and Enclave leader President Dick Richardson along with it. In making his escape, the Chosen One also rescues the survivors of the Vault 13 and Arroyo raids. These events mark the close of Fallout 2.
2277: The Unknown Future
Across the country and 25 years after the fall of the Enclave, Vault 101 cracks open its doors for the first time since the bombs fell. Being that the Vault's original purpose as a social experiment was to never open for any reason, this is a noteworthy event. The reason for the change in plans is Vault 101 Dweller, an inhabitant whose father has mysteriously disappeared. No one knows how his father left or why, but the shock of the loss is enough to send Vault 101 Dweller into the wide open world waiting just beyond his sealed front doors.
Appearance: (Pic or Description)
List under Construction
Starting Stats: (Total must equal 40. Each stat must have at least 1 up to a max of 10)
Starting Skill: (Pick 1)
Barter: Proficiency at trading and haggling. Also used to negotiate better quest rewards or occasionally as a bribe-like alternative to Speech.
Energy Weapons: Proficiency at using energy-based weapons.
Explosives: Proficiency at using explosive weaponry, disarming mines, and crafting explosives.
Guns: Proficiency at using weapons that fire standard ammunition.
Lockpick: Proficiency at picking locks.
Medicine: Proficiency at using medical tools, drugs, and for crafting Doctor's Bags.
Melee Weapons: Proficiency at using melee weapons.
Repair: Proficiency at repairing items and crafting items and ammunition.
Science: Proficiency at hacking terminals, recycling energy ammunition at workbenches, crafting chems, and many dialog checks.
Sneak: Proficiency at remaining undetected and stealing.
Speech: Proficiency at persuading others. Also used to negotiate for better quest rewards and to talk your way out of combat, convincing people to give up vital information and succeeding in multiple speech checks.
Survival: Proficiency at cooking, making poisons, and crafting "natural" equipment and consumables. Also yields increased benefits from food.
- - - Updated - - -
Work in Progress, but it's what I've got so far.
Also started on making a random enemy generator. Thus far I've gotten a prototype Raider Generator completed which seems to function well. Will PM it to anyone who wants to check it out.
Discuss, whatever. Questions, shoot em to me.
Last edited by Genghismike; 11-07-2012 at 09:48 PM.
Updated with the starting stats. This would affect the starting skills.
For RP purposes, since I'm not certain how well the math portion of what I have in mind would go over, it would serve to get a better feel with what your character can do as opposed to the other rpers involved.
And someone needs to make a character sheet, with at least the starting stats and the preferred Skill of choice. I want to test this stat/skill calc I made.
I might be interested in this. I'll have to see if I can come up with any interesting characters though. In the meantime, as this would be my SECOND RP (Got way more experience than you DK): how do these stats work, and what influence do they have on the game?
Currently, they'd be used to see how well you are in certain areas. Stats affect skills, carry weight, etc.
Later, when I've worked more on the sim aspect, it'll be just like playing fallout. Higher the stat, the easier to do things. Like disarming mines. Or picking locks.
Things of that caliber will be done based upon a roll to randomize the success/failure. Life sucks, sometimes you fail. The more you do something, the better you are at it, the more likely you'll be successful.