Hidden 9 yrs ago 9 yrs ago Post by Karos
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Karos The Erudite Englishman

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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.
Hidden 9 yrs ago Post by Saarebas
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Saarebas Wandering Wild Magic Fanatic

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"Am I Machine?"

Name/Unit Designation
Unit-XL035
"Golem"


Description
Unlike many Synths created by the Institute Golem was not made to blend in among humans, he more resembles a Supermutant than a human. Golem stands at a staggering 8'5" and has a incredibly heavy set body build, weighing a little over eight-hundred pounds. His body was designed to be bulky and muscular, for combat purposes. Much like a Supermutant Golem is bald, no hair was incorporated anywhere on his body, and his skin is incredibly sickly looking. What breaks the illusion of him being a Supermutant are the parts of his metallic skeleton that aren't covered by his artificial skin, such as his hands which look more like clawed gauntlets. More over his power core is visible in the middle of his chest, it gives off the same faint red glow that his eyes do. His clothes are much more... clothes like when compared to a Supermutant's usual wardrobe of random garbage. He wears steel toed combat boots, along with a pair of armored combat pants, and a sleeveless trench coat with a hood large enough to cover his head.

Former occupation/Assignment
Like all of the Synths designed in the XL series Golem was made to be the Institute's answer to the Supermutant problem plaguing the Wastes. Golem, and the other XLs, were tasked with being able to track down Supermutants and eliminate them or if asked subdue Supermutants and transport them back for testing. Likewise the XLs were also used as guards for Institute field testers who had to venture out into heavily Supermutant infested areas.

Basic Personality traits
Protective
It is in Golem's programing to instinctively identify any potential threats and to neutralize them before they cause any harm to those he is charged with guarding, even if it means injury to his own being. This programing still seems to hold strong as he finds himself going out of his way to put a stop to harm befalling others.
Simple
The XL series was never designed to be highly intelligent, they were programed to be able to handle well in combat situations and have little problem solving skills beyond that. They aren't near the intelligent levels of the usual Institute Synth, but they are capable of forming their own thoughts and opinions given enough time.


Character Traits
Bruiser
Golem's larger body build makes him slower but stronger. He is like a walking tank, he can take a hit and give one back with twice the power.
Heavy Handed
Golem was made for getting up close and personal. Give him a super sledge, or just let him use his bare hands, and give him a target then watch him go to work.
Tight Nuts
Golem was built to take damage that would send other Synths to the scrap yard. You need something to hide behind in a Deathclaw attack? Golem is your best bet.


Skills
Melee Weapons
Anything from a large club to a super sledge is practically a weapon of mass destruction in Golem's hands.
Unarmed
Golem doesn't need a big stick to crack some skulls, his fists work just fine. A lights out punch from him will be the last time your lights are ever on again.
Throwing
Not everything is in swinging distance, that is why Golem has gotten use to hurling anything he can get his hands on at the things his fists can't reach. A rock has never been as deadly as when it is thrown by Golem.


Equipment
Four Repair Kits
100 Caps
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