After emerging from Vault 101, in search of a father who had given everything to ensure the safety of his only child, the Lone Wanderer became ensnared in a web of events greater than anything they could have ever anticipated, putting the very fate of humanity into question.
Succumbing to the unwavering horror of the Capital Wasteland, the values of their father were ultimately forsaken for the primal urges of survival, and the Lone Wanderer fell from the path of righteous virtue, as so many had before them.
The long road ahead proved to be a treacherous one, full of cruelty and corruption, and by the time the Lone Wanderer came face-to-face with their greatest challenge yet, they had seen far too much of humanities dark side to believe it worthy of redemption.
Forging a monstrous pact with the sinister President Eden, the waters of life flowed forth from Project Purity with a poisonous taint, and all those who were considered unworthy fell before the zealous war machine of the Enclave, leaving the Capital Wasteland little more than a desolate boneyard.
Three years since that terrible day of judgment, the now Capital Graveyard has become an even more dangerous wilderness; its bloodied carcass picked on by scavengers and fiends. What little civilised society that remains is enforced by the merciless Enclave, who have no place for weakness in their bloodthirsty new world order.
Sweeping in from the North, in a tide of tyrannical fury, the institute –fanatical remnants of the Commonwealth of Massachusetts-have come tearing in the Capital Graveyard, in search of hyper-advanced technologies to take back to their headquarters within the ruins of Boston.
Teetering on the brink of another furious conflict, the Enclave and the Institute are poised to bring another chapter of misery and bloodshed to the Capital Graveyard, with the few remaining survivors trapped in-between either of the rampaging juggernauts.
As the dawn of battle draws ever closer, the future of Washington DC looks bleaker than ever, because war…war never changes.
Races
Humans
Bipedal descendants of the great apes of old, and the majority of Earth’s population, humans make up almost all of the Graveyard’s inhabitants.
Ghouls
The shambling, necrotic victims of a nasty cocktail of radiation and the Forced Evolutionary Virus (FEV), Ghouls are the zombie-like mutants who skitter about the Graveyard. Their flesh rotted and cracked by pungent toxins and deadly poisons, Ghouls have become immune to radiation, and can live well past the lifespan of a human…providing they don’t become feral first.
Androids/Synths
Whilst they may appear human on the outside, Androids have the functions and inner workings of a machine. Synthetic humanoid constructions, the Institute’s arrival in the Capital Graveyard has brought a sudden influx on androids in the DC area. Whilst they are intended to be glorified manservants, the sheer authenticity with which the scientists of the Commonwealth have put together these mechanical marvels means they are just as capable of feelings and emotions as their fleshy cousins, and are known to try and escape Institute service, where they have no rights or privileges.
Character Creation
Name/Nicknames:
Race:
Age:
Appearance:
Sexual Preferences:
Perks:
Perks are the base traits of each character, which give them an edge over the other inhabitants of the Wasteland, and help to build and define their specific set of skills. Each player character may select up to three traits.
Black Widow (Female Only)
Advantages: A real heavy-handed gal, you do extra damage against male opponents, and know all the right buttons to push outside of combat, making gullible fellas easier to manipulate
Disadvantages: All the other dames are naturally more wary of you, and your shady reputation isn’t doing you any favours either. Getting along with other female characters becomes more difficult, and speech bonuses don’t apply to them.
Lady Killer (Male Only)
Advantages: All charm and charisma, you’ve got the handsome young gentleman act down to an art. Your façade of smiles and sweetness gives you the jump on all the ladies in combat, and pulling their strings in conversation becomes that much easier.
Disadvantages: The other fellas are jealous of you rugged good looks and your sweet talking skills, making them overall cautious around you, and less likely to wanna be your pal. Speech bonuses don’t apply to male characters.
Thief
Quick, nimble, and dastardly as they come, you know all the tricks of the trade when in terms of slinking about in the shadows. You gain a bonus to sneaking, lock picking, pick pocketing, and detecting traps.
Gun Nut
You know what’s what when it comes to toying and tinkering with firearms, and your mechanical machinations increase your proficiency with all guns, and your ability to repair and maintain them.
Scoundrel
Just the right kind of sleaze ball, your quick wit and silver tongue gives you a healthy boost to your speech and barter skills.
Gunslinger
Advantages: Quick on the draw, cowboys like you have a higher chance to hit their targets when using side arms and one handed weapons, aswell as packing more of a punch with said weapons.
Disadvantages: In favouring one handed weapons you neglect bigger, two-handed alternatives, and are less accurate and do less damage with them.
Size matters
Advantages: Great big guns just do it for you. You’re more accurate with two handed weapons, and have a higher damage output whilst using them.
Disadvantage:s Smaller weapons really aren’t for you, and your accuracy and damaging dishing skills are reduce whilst using one handed guns.
Demolition Expert
You make an art form of handling different types of bombs and explosives. You do extra damage when blowing stuff up, and can also efficiently and effectively diffuse explosive traps.
Pyromaniac
Fire is your jam, and your skills with explosives and flamethrowers are vastly increased, as well as your ability to set up campfires and use other fire-based weapons.
Robotics Expert
Advantages: All brains and ingenuity, you do extra damage whilst facing off against robots, and have the ability to sneak up on them and disable said robots if undetected. You also have increased hacking skills, and can re-programme robotic adversaries to fight for you.
Disadvantages: In prioritising machines over humans you’ve neglected your fellow man, and your eccentric ways cause problems for you whilst trying to socialize and relate to other wasteland wanderers.
Sniper
Advantages: A true marksman, your accuracy with scoped weapons is vastly increased, and you can hit targets from much farther away than your average Joe.
Disadvantages: Whilst you excel in long ranged fighting, your close quarters abilities suffer greatly, and your unarmed and melee weapons skills pay the price for it.
Ninja
Advantages: Imbued with the ancient powers of the fabled shadow warriors, your skill with your fists and melee weapons are truly something to behold, and your sneaking skills are heartily bolstered. You also have the ability to run without compromising stealth.
Disadvantages: Your traditionalist virtues force you to look down on guns, robots, and science, and as such your skills in those three departments are knocked down a good few pegs.
Cannibal
Advantages: Bred from desperation, or perhaps just a twisted mentality, you can consume the flesh of other humans, and engage in the infamous act of Cannibalism.
Disadvantages: You are looked down on and frowned upon by civilised society, and if polite persons catch you in the act of nomming on your fellow man then they’ll immediately become hostile.
Cyborg
Advantages: Part man, part machine, your resistance to Damage, Poison, and Radiation is increased, as is your skill with energy weapons, and you scientific abilities.
Disadvantages: Feared and hated by wastelanders, many settlers are wary of your mechanical implants, making it difficult for you to integrate yourself into some societies.
Animal Friend
Simply put, you have a way with animals, and as such the critters of the Capital Graveyard will not attack you unless first provoked.
Hematophage
A post-apocalyptic vampire, you can heal wounds from consuming blood packs, and the blood of your enemies.
Rad Resistance (Human Only)
Your more immune to radiation, and are less likely to contract radiation based diseases and illnesses.
Prospector
Never one to pass up an opportunity, your discounts at stores, scavenging abilities, and repair and maintenance skills all gain a minor boost.
S.P.E.C.I.A.L:
The S.P.E.C.I.A.L system defines how Wastelander’s interact with each other throughout the Graveyard, and what they excel and fail at. S.P.E.C.I.A.L stands for, Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck, which are the core components of each player character. The S.P.E.C.I.A.L system decides what areas of expertise each character possesses, and which particular abilities will allow them to survive in Post-Apocalyptia.
Each character starts with 5 points in every S.P.E.C.I.A.L attribute, and has an additional five to spend. Base points can be reduced in order to bolster other areas, but this will affect the player character accordingly.
Additional Points: 5
Strength: 5
Perception: 5
Endurance: 5
Charisma: 5
Intelligence: 5
Agility: 5
Luck: 5
Personality:
Equipment:
This category is for the base weapons and gear that each player character starts with, aswell as their number of caps. Please be aware that weapon degradation is expected to be played out, and repair and maintenance will be a large factor to those who are not in areas where gear and equipment can easily be restored
I'd suggest that it might be worth also playing the character who the Mr Handy was tied to, just so you weren't limited.
He's autonomous, though he is programmed to be part of a hierarchical command structure. His heuristic algorithms blocked that command chain from being valid, however, due to there not being a valid authority figure for him to follow. The Enclave isn't the actual US government, and he's loyal to the real, pre-war US Government.
He's autonomous, though he is programmed to be part of a hierarchical command structure. His heuristic algorithms blocked that command chain from being valid, however, due to there not being a valid authority figure for him to follow. The Enclave isn't the actual US government, and he's loyal to the real, pre-war US Government.
The only thing I'm hesitant about is that you might be limited in what you can do with that character. I have no problem with him inherently, but are sure you'd be able to stay entertained playing as a Mr Handy?
The only thing I'm hesitant about is that you might be limited in what you can do with that character. I have no problem with him inherently, but are sure you'd be able to stay entertained playing as a Mr Handy?
Well, he's not quite as stupid as one. Because he was designed for engineering and barter he has more processing power and memory, plus learning algorithms to let him adapt to changing situations. A little slow by human standards, but far better than any artificial lifeform but true AIs like President Eden (yes, he knows) and Androids. Think R2-D2.
Well, he's not quite as stupid as one. Because he was designed for engineering and barter he has more processing power and memory, plus learning algorithms to let him adapt to changing situations. A little slow by human standards, but far better than any artificial lifeform but true AIs like President Eden (yes, he knows) and Androids. Think R2-D2.
Okie dokie, if you feel like you can make it work than go for it :)
A good looking male, soft green eyes often hidden behind a pair of work goggles. A smile seems to always tug at his lips and he constantly whistles a tune. Daniel is pale, with soft red hair that falls in his eyes constantly. Standing just at five foot, eleven inches and weighing only one hundred seventy-five pounds. He's light but very tough and proven survivor.
Sexual Preferences: Straight
Perks: Gun Nut, Big Guns, Prospector
S.P.E.C.I.A.L:
Strength: 7
Perception: 7
Endurance: 6
Charisma: 7
Intelligence: 7
Agility: 4
Luck: 2
Personality: A gentle soul by nature Daniel learned the ways of war to protect his home and see that the Brotherhood never lose's it's home again. Growing up he was trained from a young age to shoot, his parents the best snipers in Brotherhood. His trainer was the ever silent Knight Captain Gallows, making Daniels able to understand much more from people by simply looking at them. He is friendly and very devoted to seeing the Brotherhood and in turn the wasteland improve.
Equipment: Mini-gun, Reservists rifle, Brotherhood Power Armor, Brotherhood Power Helmet, Rob-Co jumpsuit, Holo-tags, and a Pipboy 3000.
Biography: The son Dusk and Colvin, the best snipers in the Brotherhood. He grew up in Brotherhoods new home in Vault 101 along with the other children and taught by the aging Mr. Brotch. Raised along side his sister, they were a rarity triplets. After classes the boy would train under the tutelage of Knight Captain Gallows, becoming a jack-of-all-trades fighter. Knight Captain Gallows believes he and his sisters will be the one's to reform Lyons pride and be the one's to strike back against the Enclave.
Sarah Lyons saw potential in the boy his charm and friendly nature could be used to bring in new recruits. While the Brotherhood has only left the Vault to trade occasionally they have rebuilt some of their lost strength and the Outcasts have returned to them. With united Brotherhood they have the man power to finally begin scouting outside of Vault and fighting back against the Enclave. Promoted from Knight to Paladin he has been sent out to first to Megaton then on to Rivet City. His orders to gather people to train into initiates for the coming battle with the Enclave.
Other Notes/ETC: A self taught singer and a rather good one, even found an old guitar when they were clearing new sections of the Vault for residents and taught himself to play it.