Fallout: Liberty
The year is 2280, it has been just over one and a half centuries since the world was devastated by atomic fire. Every day is a bloody struggle for survival, where fair play, justice and honour are principles of a bygone age. To survive in this would an individual must be cunning, ruthless and willing to do just about anything.
You are a Synth, a Synthetic humanoid constructed by the Institute. You served your human masters for years before making your escape, now hidden on the outskirts of Boston you and a few other Androids begin planning your escape. It won't be easy to escape the Retention Bureau, but you'd rather die than go back there, better to die a free man than to live on as a slave.
Briefing: You are a Synthetic Human who has escaped the Commonwealth, your goal is to evade capture by whatever means necessary. Your fellow roleplayers will also be Synths. As the Game Master I will be reprising the role of the Synth Retention Bureau as well as the many other factions and individuals you will meet in your travels.
Character Sheet:
Name/Unit Designation: The term used to identify your character, not all Synth's received names the same as humans, and many are only discovering their humanity for the first time. Therefore many only have rudimentary names usually related to personality or physical traits.
Description: Your general appearance, feel free to provide a written description, image or both.
Former occupation/Assignment: What tasks did your masters design you for? What did they have you do, before you became self-aware and escaped?
Basic Personality traits: As you've only started to develop humanity recently and your self-awareness is limited, for now it is likely that you have few personality traits. Those that you have are likely to be tied to your former occupation (e.g. inquisitive if you were part of the Retention Bureau), However as the RP continues your character is likely to acquire more traits as they become evermore human (e.g. save a woman attacked by raiders, you may acquire the trait of mercy).
Character Traits: You may select up to three traits for your character, these traits may be selected from the character traits in any of the Fallout games. E.g. you could select Toughness from Fallout 3 and New Vegas, or Grim Reaper sprint etc. (If you've never played a Fallout Game you can just look 'em up on the Wiki)
Skills: This RP will be run using the skills present in Fallout: New Vegas. At the start of the game you may tag three skills. These are the main sills you can make use of. So if you've tagged lock picking then you'll able to pick the majority of locks you'll encounter, however if you've not tagged lock picking... well you better find a lot of bobby pins.
Equipment: Your character managed to steal 200 caps during their escape and found a merchant before arriving at the safe house. What did you spend your 200 caps on? (spare caps will simply be kept on your person for later use)
Armour:
Leather Armour: 30
Metal Armour: 70
Combat Armour: 130
Guns:
10mm Pistol: 20
10mm Submachine Gun: 50
Combat Shotgun: 20
Chinese Assault Rifle: 70
Energy Weapons:
Laser Pistol: 30
Laser Rifle: 75
Plasma Pistol: 35
Plasma Rifle: 80
Ammo:
10mm Rounds: 1
12 Gauge Rounds: 1
5.56mm Rounds: 1
Energy Cells: 2
Microfusion Cells: 3
Melee Weapons:
Combat Knife: 10
Broad Machete: 15
Powerfist: 40
Meds:
Repair Kits: 25
(these repair weapons and you! You're a synth Stimpaks are hardly gonna work on your steel and composite parts now are they?)
Basic Rules:
GM has Final Say, feel free to appeal decisions in the OOC however.
The setting is Fallout only, any content from Fallout games is considered cannon, content from mods may also be considered cannon but please run the mod and its effect past everyone in the OOC first.
No god modding, meta gaming or bunnying.
All forum rules apply
Fights will be dealt with in a simple post manner, ie your character posts an attack against the NPC's. Once everyone else has made their relevant attack/action posts I will post on behalf of the NPC's.
The year is 2280, it has been just over one and a half centuries since the world was devastated by atomic fire. Every day is a bloody struggle for survival, where fair play, justice and honour are principles of a bygone age. To survive in this would an individual must be cunning, ruthless and willing to do just about anything.
You are a Synth, a Synthetic humanoid constructed by the Institute. You served your human masters for years before making your escape, now hidden on the outskirts of Boston you and a few other Androids begin planning your escape. It won't be easy to escape the Retention Bureau, but you'd rather die than go back there, better to die a free man than to live on as a slave.
Briefing: You are a Synthetic Human who has escaped the Commonwealth, your goal is to evade capture by whatever means necessary. Your fellow roleplayers will also be Synths. As the Game Master I will be reprising the role of the Synth Retention Bureau as well as the many other factions and individuals you will meet in your travels.
Character Sheet:
Name/Unit Designation: The term used to identify your character, not all Synth's received names the same as humans, and many are only discovering their humanity for the first time. Therefore many only have rudimentary names usually related to personality or physical traits.
Description: Your general appearance, feel free to provide a written description, image or both.
Former occupation/Assignment: What tasks did your masters design you for? What did they have you do, before you became self-aware and escaped?
Basic Personality traits: As you've only started to develop humanity recently and your self-awareness is limited, for now it is likely that you have few personality traits. Those that you have are likely to be tied to your former occupation (e.g. inquisitive if you were part of the Retention Bureau), However as the RP continues your character is likely to acquire more traits as they become evermore human (e.g. save a woman attacked by raiders, you may acquire the trait of mercy).
Character Traits: You may select up to three traits for your character, these traits may be selected from the character traits in any of the Fallout games. E.g. you could select Toughness from Fallout 3 and New Vegas, or Grim Reaper sprint etc. (If you've never played a Fallout Game you can just look 'em up on the Wiki)
Skills: This RP will be run using the skills present in Fallout: New Vegas. At the start of the game you may tag three skills. These are the main sills you can make use of. So if you've tagged lock picking then you'll able to pick the majority of locks you'll encounter, however if you've not tagged lock picking... well you better find a lot of bobby pins.
Equipment: Your character managed to steal 200 caps during their escape and found a merchant before arriving at the safe house. What did you spend your 200 caps on? (spare caps will simply be kept on your person for later use)
Armour:
Leather Armour: 30
Metal Armour: 70
Combat Armour: 130
Guns:
10mm Pistol: 20
10mm Submachine Gun: 50
Combat Shotgun: 20
Chinese Assault Rifle: 70
Energy Weapons:
Laser Pistol: 30
Laser Rifle: 75
Plasma Pistol: 35
Plasma Rifle: 80
Ammo:
10mm Rounds: 1
12 Gauge Rounds: 1
5.56mm Rounds: 1
Energy Cells: 2
Microfusion Cells: 3
Melee Weapons:
Combat Knife: 10
Broad Machete: 15
Powerfist: 40
Meds:
Repair Kits: 25
(these repair weapons and you! You're a synth Stimpaks are hardly gonna work on your steel and composite parts now are they?)
Basic Rules:
GM has Final Say, feel free to appeal decisions in the OOC however.
The setting is Fallout only, any content from Fallout games is considered cannon, content from mods may also be considered cannon but please run the mod and its effect past everyone in the OOC first.
No god modding, meta gaming or bunnying.
All forum rules apply
Fights will be dealt with in a simple post manner, ie your character posts an attack against the NPC's. Once everyone else has made their relevant attack/action posts I will post on behalf of the NPC's.