Alright, here we go. First round of approvals. Based on your character sheet, you will also get access to a unique perk that will affect rolls plus other mechanics yet to be introduced. I'm also going to provide you with your equipment stats in the Discord once I'm finished balancing them over the weekend. (Also dealing with IRL shenanigans atm but what else is new?) [@Abstract Proxy] You are officially approved. You will get double approved and a second trait if you choose to make your character speak in a Bostonian Russian accent. [hider=TRAIT: A Darkness Burning In the Light] Your life of crime and brutality in the descendants of the Russian Mafia has lended you a keen sense of the local criminal underworld in the area. Whenever you commit an illegal act of crime that would be considered illegal by the laws of the settlement you inhabit or any other illicit actions that harm an innocent, you gain an extra dice to roll during any skill test. However, the challenge rating of any action which is lawful that you will undertake will increase by a level of one. [/hider] [@Peik] Hog is approved. Yey. [hider=TRAIT:Praise the Unity] You are a Gen 1 Super Mutant made in the pits of Mariposa. You get an additional +2 to your Strength and Endurance and are immune to the effects of radiation. Unfortunately, you gain a +1 in DC in all interactions that involve humans and human NPCs are more likely to act negatively towards you. Seriously, dude, look at your skin, look at your lips! [/hider] [@Eviledd1984] Everything is generally fine but I have several issues with the backstory of Aaron. His father’s status as an NCR soldier doesn’t make sense and if he was killed in the battle for Caesar’s Legion, does this mean his father migrated to Hawaii and then, all the way back to California? People just don’t do large migratory treks ala Oregon Trail in Fallout, especially to unknown lands like the Aloha Isles. It also doesn’t specify how your character managed to end up on the Green Horizon. Did they travel to the states to continue their dream of being a scavenger/part-time singer? The internal motivations in his backstory seem frankly sporadic as well. Putting aside the fact that juvenile detention in Fallout for most factions would equate exile, death or forced conscription; I find it hard to believe that a I get that you’re going for the archetype of a swashbuckling rogue but how does your OC decide to switch from a thief to a bard and then, to a scavenger? There needs to be a more consistent throughline and justification other than ‘just because’. This sheet remains unapproved for now. [@Letter Bee] No problem with anything other than the fact I’m probably gonna use your takes on how FO4 and FONV ended in broad strokes for the timeline of Aloha. A New Vegas independence/Mr House ending would make sense for how I envision the NCR and the Institute are a bunch of silly nincompoops. [hider=TRAIT: Hotel California] You are a member of the NCR military with all the training that suits you. You get +1 to your damage rolls whenever you use rifles, SMGs, ARs, grenades, revolvers or any old fashioned gunpowder weaponry. However, whenever you use a energy weapon or attempt to roll any other weapon skill, the skill test is increased by 2. [/hider] [@DeadDrop] Everything about the character so far is alright. Just keep in mind your skills can't be higher than 3 and you need to redistribute them. Approved. [hider=TRAIT:Mercantile] You have an extraordinary silver tongue in the realm of bartering and trade. You get an extra die to roll during any dialogue with a merchant or tradesperson of some kind. However, any complications you generate during bartering will generate a scenario where an enemy NPC will attempt to rob you blind of all your caps. [/hider] [@Randomguy] Approved except just add a sentence or two about APGA and your OC’s history with them/ [hider=TRAIT: Robotics Expert] You gain an extra die on all rolls concerning interacting or interfacing with robots. Additionally, you now have the ability to hack any robots and recruit them as permanent companions. However, hacking requires a CR of 5. [/hider] [@Starlance] Approved. [hider=Good Natured] You gain a +1 to your Speech, Barter, Repair and Science skills whenever you perform a good deed for others. However, breaking the law comes less naturally to you and thus, you gain a -1 to any skill and attribute checks that will be used to perform immoral deeds. [/hider] [@Theyra] Approved [hider=Good Evening, Sir!] You are a Mr Handy produced by the finest at General Atomics. You require no food, water and are immune to poison and radiation. However, you take +1 damage from all EMP attacks. Additionally, you have four arms which can be customised to either have a claw, a buzzsaw or any small weapon which could be conceivably fitted on a robotic limb. [/hider]