Yeah yeah yeah, I posted this a while ago in the interest checks... Of course, I didn't get the required amount of players to start (which was then four, I had three completed sheets, a WIP and two that were coming [and still are D:]), so I just abandoned it... But here it is again, in the regular section instead of interest checks, and hopefully more people will sign up this time! In the year 2077, the world could no longer withstand the constant conflict of the nations, and as such the world ended in a fiery war of nuclear weapons that only lasted two hours. It was during this time that the Brotherhood of Steel was founded, and during their early days they spread north to the Pacific Wasteland, formerly part of the Northwest Commonwealth and much earlier known as Oregon, hoping to find Vaults and hopefully no one there, if not no one that will want to force them out. But they got the Outcasts, a group of well-armed raiders that don't take kindly to boys in power armor who want to take their land... For years the Brotherhood and the Outcasts fought, resulting in many casualties and the loss of Brotherhood power in the Pacific Wasteland. Unable to fight off the Outcasts alone, the Pacific chapter of the Brotherhood recruited some of the locals and supplied them with armor and guns... Only for most the recruits to betray the Brotherhood and abandon them, taking the armor and guns with them. Most of the recruits that abandoned the Brotherhood established mafia families in Portland, a hive of villainy, such as the Parsons, the Cultons, the Cassones, and the Finizos. The rest came together as the Highwaymen, who believed in law and order and enforcing it in a way similar to that of the pre-war police, rather than the Brotherhood's idea of being tech-hoarding isolationists who kept to themselves. Now, the year is 2140, twenty-one years before a hero known as the Vault Dweller stopped the Master and paved the way for the New California Republic. One fateful night, November 19th to be exact, the door of Vault 49 opened and the residents set out. Some vault dwellers, however, didn't seem to hear the screech of the door... That's you. And that is where our story begins: on a lazy morning that will shape the fate of the Pacific Wasteland, as well as that of the Pacific chapter of the Brotherhood of Steel, the Outcasts, the Highwaymen and the various mafia families of Portland... I guess some things just never change. [u][b]READ:[/b][/u] Once three people have signed up and have been accepted, I'll post the intro in the IC. There's only six spots, and it's first come first serve, so act fast (if you post a WIP your reservation becomes invalid after three days, unless you have a good reason. Come on, guys, there isn't that many requirements to begin with)! Once they're gone, they're gone for good! [hider=Rules] [list] [*] No power-gaming (saying that you successfully did something without me stating you were successful, insta-killing enemies, etc.), it's not fun to play with OP Mary Sues/Gary Stus. [*] Going off rule 1, I don't want to see ANY Mary Sue/Gary Stu characters (where everyone loves them, they're ridiculously super-ultra-mega-hyper OP, and they're a master of everything). This mainly goes off personality and backstory, considering you have a limited amount of SPECIAL points to distribute. [*] Please keep player and character knowledge separate, combining them breaks immersion. [*] GM's word is law, basically meaning I spawn anything and everything in the world (I.E. attacks/ambushes, locations, random encounters), not you. Collab posts are an exception, but they must be made on my page on MeetingWords (which will be PMed to everyone who signs up) AND I have to approve of everything that happens in said collab post. Some might think this is rather strict, but this is so the RP doesn't go [i]too[/i] off course from the main quest. [*] This is an R/M Rating, so violence, death and dismemberment will be (rather graphically) described and strong language will be allowed (and sort of encouraged, considering this is post-nuclear America). If you object to these things, then I don't think this is an RP for you. Romance is allowed, but sex scenes must fade to black (you can take it to PM if you want). Also, for characters who want to go evil, rape isn't cool; no raping poor travelers that you come across, no matter if you go into detail or simply say '*insert character name* rapes the traveler'. [*] And the most important rule, have fun! Cliche, I know, but still. [/list] [/hider] [hider=Character Sheet] Name: Gender: Age (Can't be younger than 16 or older than 35): Physical Description (pictures are fine): Personality: Bio (at least a paragraph): Job (pick from this list: http://fallout.wikia.com/wiki/Generalized_Occupational_Aptitude_Test [it's an article on the G.O.A.T, but jobs are at the end]): Inventory (you MUST start with a Vault 49 jumpsuit and your Pip-Boy 2000. No weapons allowed): Rad Level (starts at 0. If it reaches 500, you mutate [either into a Super Mutant or a ghoul, depending on your Strength], and if it reaches 1000, you die): Strength: 5 Perception: 5 Endurance: 5 Charisma: 5 Intelligence: 5 Agility: 5 Luck: 5 You have 5 points to distribute among your SPECIAL attributes. [/hider] [hider=Combat, Stats and Health] We're using a simple system I like to call 'The Simple System', where only a six-sided die will be used. The die will be rolled during persuasion attempts and in combat, and I'm sure the stats will explain how it's used during those instances well enough. Stats: Strength determines your DAM (damage) with melee and unarmed weapons (so, for every point of Strength, it adds two points to your DAM). Each weapon also has a Strength requirement, so if you do not meet that requirement it will raise the minimum number needed on the die to hit by 1 (so if you have 1 Luck and don't meet the Strength requirement you will never hit). Perception determines your ability to spot things (so, you are more likely to find enemies that are hiding or hidden objects), and also determines your DAM with energy weapons (lasers, plasma, etc.) using the same idea of every point you get plus 2 DAM. Endurance adds 1 to your health for every point, and also determines your DAM with unarmed attacks (using the same formula mentioned in Strength and Perception). Charisma is your ability to persuade NPCs by modifying the minimum number on the die needed to succeed; for every two points, it lowers the number required by 1 (so, a character with 1 Charisma will need a 6 to succeed while a character 10 Charisma will always persuade). Intelligence determines when you level up (for every two points of Intelligence, it requires one less action [picking a lock, killing an enemy, persuading a character, etc.] to level up). Agility determines your ability to sneak, and the DAM of guns (using the same formula as Strength, Perception and Endurance). It also determines how many actions you can perform in a turn in combat, with every two points adding an extra Action Point (AP). Luck determines how likely you are to hit, by modifying the minimum required number on the die to hit using the same formula used in Charisma (so, 1 point of Luck requires a 6 to hit while a character with 10 will always hit). Your health starts at two, and one is added for each point of Endurance you have. Most enemies have four, five, or six health; tougher enemies have seven, eight, or nine, while some can exceed ten. Every time you get hit, one health is taken away. It works the same for when you attack enemies. There are critical hits, determined by a coin flip (which will only be flipped if the player wants it to) which must be heads to succeed, and a critical hit takes two health. There is also a critical miss when you get a tails, in which not only do you miss, but you also drop your weapon. Also, for every thing you do in a post, it takes one AP. So, things like attacking, switching weapons, switching armor, searching containers/dead bodies, doing conventional things (lockpicking, hacking, etc.) and using a stimpak take one AP. This is just so you can't hack into a computer while shooting and switching weapons and armor simultaneously while ALSO searching the corpse of a raider... Or something. For every 10 AC (Armor Class), you gain plus one health as long as you are wearing that armor. For every 10 DAM, you do plus one health damage (So a player with 10 DAM would take away two health with one hit, and three with a critical). [/hider] If you want to be a Co-GM, then I'll send you plans via PM. Going against these plans or abusing your power will result in me stripping you of your powers. First come first serve. Something of note: if you reach 500 rads and mutate, there's no going back. Certain penalties and benefits apply for whatever you mutate into, the two mutations being Super Mutants for players with a Strength and Endurance that combines for fourteen or more (meaning both have to be at least seven) or ghouls for players below that requirement. For ghouls, it means Charisma and Luck are lowered to 1 permanently (using the Intense Training or Almost Perfect perk when leveling up can't raise them), but you're resistant to radiation and your Perception is raised by 2 permanently. For super mutants, Intelligence is lowered to 1 (can be raised) and EVERYONE except for fellow mutants and a few humans will attack you, but your Strength and Endurance is raised to 10 permanently. Lastly, as with all my RPs few-liners (which I classify as anymore than 2 sentences in a post) are allowed and one-liners will be allowed if your schedule gets to be hectic (I.E. you can't post and or be on as often).