Haha good to have a fan onboard :-) I guess you're right, perhaps part of my bias is that I haven't done enough trying out other character types. in fact only recently I made a bad melee oriented character for new vegas, to try out the other side of the dam.
I still honestly have a lot of exploring to do in that regard. I'm thinking when I get my of fixed I might buy the expansions to new vegas and give them a run instead of buying fallout 4.
Anyway I've been working in the skill perks, for the purpose of lightening I've basically combined the concepts, and I'm confident this will play well.
All of them are fantastic; Old World Blues being my personal favorite simply due to the amazing writing for the characters in the DLC. Just make sure to bring a character with very high speech and science or you might miss out on some of the hilarity!
A confident GM is always a good sign. I'll place my trust in you that it'll work well!
I'm not as avid of a Fallout player (I've only played four and New Vegas plus most of their expansions still haven't gotten through Old World Blues) but I've been reading and RPing in the universe before I was old enough to play them. By far my favourite parts of the games was the faction with all of their unique quirks like Slapshot Overtime being based off of what wastelanders thought hockey was like or the Colonel Minute Men with their rad laser muskets.
Well, we'll probably have the option to join up with a few familiar and new factions throughout this adventure. So that's worth looking forward to, yeah? If you need any help with Fallout lore, I'm sure Jesse and I can help you out a bit if needed anywhere.
So, notifying you both because this part is important; I've decided to just start on a character concept.
She's a sixteen year old punk girl without much respect for the Vault or it's ways of survival. She's meddled into about every kind of trouble you can imagine a kid would get into, some of them even being sexual, and seeming has no intentions to stop despite her parents' attempts to convince her otherwise; She low-key dreams of leaving the vault, though doesn't see herself having much success on her own, so she continues putting up with her Vault Life. Only after she eventually manages leaves the safety of the Vault (Within the roleplay, I imagine at some point.) will she realize how immature she is; And how quickly she'll need to grow if she wishes to survive even a day in the Wasteland.
Being trouble all-around, her S.P.E.C.I.A.L shall focus on a mixture of Perception, Agility, and Charisma. Mainly due to the fact she has a fairly fragile body, and therefor mediocre Strength and worse Endurance; So sneaking is important for her, and managing to convince or flirt herself out of possible trouble saves her heaps of pain while gaining her a potential profit inside and outside the Vault. Due to her troublemaking nature these three stats are perfect for her, as aside from the bonus to sneak, it benefits her lockpicking as well; Breaking into things inside the Vault was a common act she committed and got away with (She's been caught too though, and spent her fair amount of hours forced to stay inside her quarters). Though I have not done her stats yet, it's fair to assume she'll have average luck, so Stealing ought to be a fairly useful skill for her as well.
Overall, her weapons of choice will be small guns; melee weapons, at least light-weighted ones, if necessary. She'll punch and kick if she has to, but despite the fact she's a punk and tries to act tough, she doesn't hit very hard.
I mostly use Overhaul mods to raise the difficulty of the game and provide a more realistic survival experience. Aside from that, I have a few custom made companions for flavor. (A Radroach and Brahmin. My in-game character is quite insane.)
No progress today, I'm at a monthly workshop far from my normal campus, and forgot my laptop, tomorrow's workshop will likely be busier, but I'll bring laptop anyway in case I get a chance.
I'm aiming to get it worth beta testing by mid weekend.
@JesseJ Lookin' forward to it! Hope your workshops go well.
@Raddum Nice. I haven't played fallout 4 in a little while now (last time I played was around when Nuka World came out) but I remember using a the alternate start mod and trying to use a few race mods that didn't work very well. Also a mod that turns deathclaws into Randy 'Macho-man' Savage.
@Raddum I'd do the same if I had a PC. I'm stuck on console so console mods were a life saver even if they were for fallout 4. The old isometric fallouts look rad but I'm not tech savvy enough to figure out how to run them on my Mac laptop.
I've heard there's some decent console mods; Glad that people that can't afford good PC's can enjoy them now, even if there are restrictions. For your Mac, All I could suggest is to google it, that's what I do whenever I'm confused about something!
Skills and Perks are combined for simplicity, i'm thinking to include some 'traits' as well if anyone wants one let me know, and possibly some other Perks that aren't skills, though part of me says just cut it off there, if anyone wants a trait or other perk, just play that way, no need to codify it
Small guns: Dictates the ability to use small guns: (Minimum intelligence 3) L1: .32 pistol, 10mm pistol L2: 10mm SMG, Hunting Rifle L3: Sniper Rifle, Assault Rifle
Energy Weapons: Dictates the ability to use energy weapons: (Minimum intelligence 6) L1: Laser Pistol, Laser Rifle L2: Plasma Pistol, Plasma Rifle L3: Special
Big guns: Dictates the ability to use big guns: (Minimum Strength 6) L1: Flamer L2: Minigun L3: Rocket Launcher
Melee: Dictates the ability to use melee weapons: L1: Basic Melee (knife, bat, spear, pipe, hammer etc) L2: Combat Knife, Baton L3: Ripper, Super Sledge
Unarmed: Dictates the ability to use unarmed implements: L1: Boxing gloves, brass knuckle L2: Spiked Knuckles, Gauntlet Dagger, Special L3: Power Fist, Punch Gun
Explosives and Traps: Dictates the ability to use Explosives for throwing, traps and demolition: L1: Grenades, shotgun trap, bear trap L2: Dynamite/timer, Landmine L3: C4/remote, Special
Medicine: Dictates the ability to apply first aid and treat injuries: (Minimum Intelligence 5) L1: Apply first aid kit L2: Use Doctors bag, craft first aid kits (Minimum Intelligence 6) L3: Operate Medbay, craft doctors bag (Minimum Intelligence 7)
Science: Dictates the ability to hack terminals, use laboratories etc L1: Easy terminals, Basic laboratory crafting (Minimum intelligence 5) L2: Normal terminals, Intermediate laboratory crafting (Minimum Intelligence 6) L2: Hard terminals, Complex laboratory crafting (Minimum Intelligence 7)
Repair: Dictates the ability to repair and craft: (Minimum Intelligence 4) L1: Dodgy Repair, Basic Crafting L2: Reasonable Repair, Intermediate Crafting L3: Excellent Repair, Advanced Crafting
Lockpick: Dictates the ability to use pick locks: (Minimum Agility 5 Perception 5) L1: Easy Locks L2: Intermediate Locks L3: Hard Locks
Steal: Dictates the ability to steal: (Minimum Agility 6 Perception 6) L1: Small Items from pockets/packs L2: Reverse Pickpocket L3: Weapons from holsters, special
Speech/Barter: Dictates the ability to convince others and barter successfully: (Min Charisma 5) L1: Convince people with lower Charisma, low barter margin L2: Convince people with equal Charisma, moderate barter margin L3: Convince people with higher Charisma, high barter margin (Min Charisma 7) Gambling: Dictates the ability to gamble: L1: Basic Games, Low Stakes L2: Intermediate Games, Moderate Stakes L3: Complex Games, High Stakes (Minimum Intelligence 6, Charisma 6)
Outdoors / Survival: Dictates the ability to survive in the wasteland, and craft from the wild: L1: Basic harvesting skill, Basic wildcrafting, Basic Scouting (finding nearby locations) L2: Intermediate harvesting skill, Intermediate wildcrafting (Min End. 5 Per. 5 ) L3: Efficient harvesting skill, Complex wildcrafting, Advanced Scouting
Prospecting: Dictates the ability to find places worth prospecting and finding material within: L1: Basic material, Easy Finds, poor Seams (Minimum Perception 6) L2: Intermediate Material, Finds, and Seams L3: Complex Material, Challenging Finds, Profitable Seams
Characters can have up to three Level 1 skill/perks to start, an additional skill/perks can be chosen every 3rd level up.
Thanks, I should mention that if a PC wants to attempt an action they aren't skillperked to do, it'll be like -6 on the roll, so not impossible but much harder.
I've got two character ideas that I'd like to get your guys' opinions on.
First is a cowboy type dude, goin with small guns, gambling and survival. Generally going to be more stoic and collected than most people. I don't have a lot of ideas for him yet but I really love the idea of cowboys in the apocalypse (which is one of the reasons I love New Vegas). Might think about switching small guns for energy weapons for a more techie-cowboy.
Second idea is a relly loud patraotic guy who'll specialize in unarmed, big guns and somthing else that I've yet to think of. At first he'd be eager to complete his mission for the vault but after finding (and possibly joining, if that's a thing) some factions he'd be more open to spending the rest of his days bringing peace to the wasteland.
Sounds like you have more of an idea for a character when it comes to the second one, though personally I have no preference between the two. The cowboy using high-tech weaponry is classic, and there's nothing quite like a guy who'll punch just about anything in the face.