Welcome To Fallout, the world of post-nuclear America. The land of dreams is left to decay, and you my friends, are left to conquer it.
Fallout is set in the timeline which deviated from our own some time after World War II, and where technology, politics and culture followed a different course. In the 21st century, a worldwide conflict is brought on by global petroleum shortage. Several nations begin warring with one another for the last of non-renewable resources, namely oil and uranium; known as the Resource Wars, fighting begins in April 2052 and ends in 2077. China invades Alaska in the winter of 2066, causing the United States to go to war with China and using Canadian resources to supply their war efforts, despite Canadian complaints. Eventually the United States violently annexes Canada in February 2076 and reclaims Alaska nearly a year later. After years of conflict, on October 23, 2077, a global nuclear war occurs. It is not known who strikes first, but in less than a few hours most major cities are destroyed. The effects of the war do not fade for the next hundred years and as a consequence, human society has collapsed leaving only survivor settlements barely able to make out a living in the barren wasteland, while a few live through the occurrence in underground fallout shelters known as Vaults.
208 years after the nuclear war
Mankind has long since rebuilt societies, tribes, factions, and even economies. In fact, you are part of a trading company known all around as the Crimson Caravan Company. Based in New Vegas, Nevada; You are part of a small troupe who are ordered to expand territory, and discover new settlements to open trade routes.
Mankind has long since rebuilt societies, tribes, factions, and even economies. In fact, you are part of a trading company known all around as the Crimson Caravan Company. Based in New Vegas, Nevada; You are part of a small troupe who are ordered to expand territory, and discover new settlements to open trade routes.
Very simple guys, stick to the system. There should be ABSOLUTELY NO god-modding. I shouldn't even have to tell you this. The game is open-world, and the leader of the group determines where to go. Who is the leader? The leader is the person who's turn is first. There might be a few of ya, so I will order everyone in alphabetical order (numbers coming first), by your user names, not your character names. The leader is only the leader during travel, and once you are in a locale, the leader position will be handed down to the next person in line.
Now, when I say "open-world', I don't mean there is a pre-determined map of any sort, The game will span the ENTIRETY of the country. Using real locations, Fallout lore locations, and completely original locations to fill the world. Now, you probably won't see the entire country, because like I said, The game is open world.
I mentioned turns a little bit ago. Everyone will post by their turn, IE everyone goes in order. This can be anything, performing an action, thinking, speaking, as long as it is ONE post, it counts as a turn. now watch, As the role of the GM, I might have to post in between some of you, so don't get confused. WHOLE turns are when everyone goes, meaning your player turns are only sub-turns of the whole turn.Once everyone make a full cycle of their turns, the WHOLE turn ends, and then starts anew. I will make everyone have a chance to be a leader. To do this, once you are the leader, you will only be the leader until you arrive at a location, this is all the leader does, it does not mean anything else. Anyway, This should be enough for the group to travel from one place to another, and perform several actions. Keep in mind though, There are only leaders when you are traveling. Once you are in a location, everyone is free to do their things, like shop, talk, kill, eat, sleep, while still following their turn order. Combat works the same way. Once you leave a location, the leader position is then handed down to the next person in line.
Come fast, because I won't choose everybody. This is a tabletop game, too many players can be tedious, I want to keep you guys to a minimum. That being said, if you are in, prepare to commit. If it is your turn and you are idle for quite some time, I will have to continue for you, for the sake of the other players. Please let us know ahead of time when you can't play.
When creating a character, just do the basic character first. If you are accepted, I will create a new topic in the character sheet forum. I would advise having it open on a tab when you play. It will act as your pip-boy. Anyway, once created, we will do the skill point allocations and all that stuff.
man, sorry if this is too convoluted, I want to make this as close to the games as possible while keeping everything fair.
Now, when I say "open-world', I don't mean there is a pre-determined map of any sort, The game will span the ENTIRETY of the country. Using real locations, Fallout lore locations, and completely original locations to fill the world. Now, you probably won't see the entire country, because like I said, The game is open world.
I mentioned turns a little bit ago. Everyone will post by their turn, IE everyone goes in order. This can be anything, performing an action, thinking, speaking, as long as it is ONE post, it counts as a turn. now watch, As the role of the GM, I might have to post in between some of you, so don't get confused. WHOLE turns are when everyone goes, meaning your player turns are only sub-turns of the whole turn.Once everyone make a full cycle of their turns, the WHOLE turn ends, and then starts anew. I will make everyone have a chance to be a leader. To do this, once you are the leader, you will only be the leader until you arrive at a location, this is all the leader does, it does not mean anything else. Anyway, This should be enough for the group to travel from one place to another, and perform several actions. Keep in mind though, There are only leaders when you are traveling. Once you are in a location, everyone is free to do their things, like shop, talk, kill, eat, sleep, while still following their turn order. Combat works the same way. Once you leave a location, the leader position is then handed down to the next person in line.
Come fast, because I won't choose everybody. This is a tabletop game, too many players can be tedious, I want to keep you guys to a minimum. That being said, if you are in, prepare to commit. If it is your turn and you are idle for quite some time, I will have to continue for you, for the sake of the other players. Please let us know ahead of time when you can't play.
When creating a character, just do the basic character first. If you are accepted, I will create a new topic in the character sheet forum. I would advise having it open on a tab when you play. It will act as your pip-boy. Anyway, once created, we will do the skill point allocations and all that stuff.
man, sorry if this is too convoluted, I want to make this as close to the games as possible while keeping everything fair.
Name:
Gender:
Race:
Background:
Personality:
Gender:
Race:
Background:
Personality:
S.P.E.C.I.A.L stands for: Stamina, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. This system was created for specifically for the Fallout games. For your character, you must distribute 40 points into these catagories, for example: S=5 P=5 E=4 C=4 I=6 A=7 L=9. Dice rolls will depend on your character's stats and skills, depending on the action/situation. We will be using D20 Dice.
To give your character SPECIAL stats, edit your character post to include a SPECIAL section, and distribute 40 points among the stats.
To give your character SPECIAL stats, edit your character post to include a SPECIAL section, and distribute 40 points among the stats.
Small Guns----Effects your usage of handguns, shotguns, and conventional rifles.
Big Guns----Effects your usage of rocket launchers, grenade launchers, and other assorted weapons that would be classified as "big".
Energy Weapons----Effects usage of ray guns, plasma weapons, and laser weapons.
Unarmed----Determines the effectiveness of unarmed combat.
Melee Weapons----Determines effectiveness of using melee weapons.
Medicine----Determines the effectiveness of stimpacks, meds, and chems (drugs).
Sneak----Effects your ability to sneak, pick locks, and steal without being noticed.
Science----Effects ability to hack terminals and craft chems (drugs).
Repair----Effects ability to repair and craft items.
Speech----Governs your ability to barter, lie, and influence others.
Survival----Effects rad resistance, abilities to live off of the land, and cooking.
Everyone's skills start out at 20 (normally it would've been 15). Everyone has 3 tag skills of their choosing that will raise that skill by 15. The Shi's science and medicine skills are automatically raised by 15, almost like 2 extra tag skills. Ghoul's are completely rad resistant, and when irradiated they can slowly heal. Human's survival skill is raised by 15.
Big Guns----Effects your usage of rocket launchers, grenade launchers, and other assorted weapons that would be classified as "big".
Energy Weapons----Effects usage of ray guns, plasma weapons, and laser weapons.
Unarmed----Determines the effectiveness of unarmed combat.
Melee Weapons----Determines effectiveness of using melee weapons.
Medicine----Determines the effectiveness of stimpacks, meds, and chems (drugs).
Sneak----Effects your ability to sneak, pick locks, and steal without being noticed.
Science----Effects ability to hack terminals and craft chems (drugs).
Repair----Effects ability to repair and craft items.
Speech----Governs your ability to barter, lie, and influence others.
Survival----Effects rad resistance, abilities to live off of the land, and cooking.
Everyone's skills start out at 20 (normally it would've been 15). Everyone has 3 tag skills of their choosing that will raise that skill by 15. The Shi's science and medicine skills are automatically raised by 15, almost like 2 extra tag skills. Ghoul's are completely rad resistant, and when irradiated they can slowly heal. Human's survival skill is raised by 15.