B0wcaster
Exiled
Your death means nothing to me... My karma is unaffected...
Posts: 40
Likes: 25
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Post by B0wcaster on Dec 8, 2015 4:03:14 GMT
use the % die rolling with SPECIAL. doing the skills wouldn't be hard. make all skill capped at 150%, max roll is 95% (cap is for penalty) skills work 5 + (int X 2) per lvl. hp starts at 30 + end then +3 hp per end per lvl. Having issues working the Action points, but i'll post something as soon as i come up with something. hp and ap are all figured out in that system, or are you talkin improvements? It was an idea. I was patrolling when I started this post.. didn't see that you sent one before it got out. sorry for this mix up. I'll go read up on what you've found
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Slimeball
Khan Raider
Put you in the desert under 30 feet of sand.
Posts: 146
Likes: 106
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Post by Slimeball on Dec 9, 2015 11:23:26 GMT
falloutpnp.wikia.com/wiki/Main_PageFallout PNP, read this up. its all new to me too, so lets all read this and learn it. after that we can discuss some changes and tweak it then ill start writing some shit to happen. do you intend to use the 3.0 rules they are working on or the linked 2.0 rules for download on nma? when i get time to read em all ill decide
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Dr. Mengelito
Khan Raider
Raiding for Newton!
Posts: 1,351
Likes: 753
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Post by Dr. Mengelito on Dec 9, 2015 11:31:17 GMT
do you intend to use the 3.0 rules they are working on or the linked 2.0 rules for download on nma? when i get time to read em all ill decide I, Meng the Merciful, relieve you from your real life duties and problems. ***grants***
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Slimeball
Khan Raider
Put you in the desert under 30 feet of sand.
Posts: 146
Likes: 106
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Post by Slimeball on Dec 9, 2015 11:31:38 GMT
oh, Meng. i wish it were that easy.
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Slimeball
Khan Raider
Put you in the desert under 30 feet of sand.
Posts: 146
Likes: 106
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Post by Slimeball on Dec 11, 2015 6:20:47 GMT
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Dr. Mengelito
Khan Raider
Raiding for Newton!
Posts: 1,351
Likes: 753
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Post by Dr. Mengelito on Dec 11, 2015 12:58:42 GMT
Having fled a reich in flames to fight the biological war for his race in the future "doc" entered the nazi cryovats to awake in latin america 150 years later. The freezing process of the 1940's had indeed damaged his memory and he took on the name given to him by the dirty tribals, "Mengelito". Still with a natural affinity for the medical arts he was worshipped as a demigod by the tribals who percieved his white skin, gentle ways and healing powers as him being a living incarnation of a local voodoo spirit. The tribals noticed their living god taking kindly to gifts of fruits and old world-tech and the local womenfolk took great interest in and courted his clinic.
That's when the bombs fell in 2077.
While the reservation of this jungletribe (wisely chosen as a secluded place to house the nazi cryochambers) where no prime targets for the bombs of the great war the heavy radiation and shockwaves from the blasts killed off most of the tribe leaving nothing but a handfull alive in the form of ghouls, amongst them, Mengelito. Driven off unjustly by the angry tribals when percieved as mere human and likely responsible for the wrath of their old gods, old doc wandered north, radiated, confused and alone. After a pirate's life on the high seas in the waters around Cuba Mengelito found himself at gunpoint in California by a gang of raiders known as The Khans. Killing his friend to survive the encounter and smack-talking over his dead body to impress the raiders before him Mengelito was recruited and quickly rose through the ranks. Partly leaving his medical career behind for human relations and propaganda - "doc" took on the roles needed of him in his new home amongst the raiders. With a tendency to wander off after nights of heavy drinking and psycho Mengelito found himself lost and far away from California, what adventures lie before him? Only time will tell.
Because war, war never changes.
Name: Doctor Mengelito Race: Ghoul S3 P7 E5 C10 I5 A6 L5
Minimum 1 4 1 1 2 1 5 Maximum 8 13 10 10 10 6 12
*Ghouls age very slowly, and their lifespan is a whopping 300 years past when they were exposed to the radiation. *Ghouls usually weight anywhere from 80 to 160 pounds, and stand anywhere from 1.5 to 2.5 meters tall. *Whether or not ghouls can reproduce is a subject open to scientific debate. *Ghouls have a natural 80% Radiation Resistance bonus along with a 30% Poison Resistance bonus. *Ghouls gain a perk every 4 levels. *Ghouls can wear any kind of armor that normal humans can wear.
Traits: One Hander One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem. You have a 40% penalty to hit with twohanded weapons, but get a 20% bonus to hit with weapons that only require one hand. Animals cannot choose this trait.
Small Frame You are not quite as big as everyone else, but that never slowed you down. You can't carry as much, but you are more agile. You get a 1 point bonus to Agility, but your Carry Weight is only 15 lbs X Strength.
Tag: Speech This is the skill of dialogue. The better your Speech skill, the more likely you will be able to get your way when talking to people. When there is a chance that an NPC might take your word, believe your lie, or just follow your instructions, this is the skill that is used. Initial Level: Starting Speech skill is equal to 0% + (5 X CH). Average characters will have a 35% skill.
Doctor A more advanced form of healing. You can heal serious damage and crippled limbs but not poison or radiation damage. Using this skill takes a while to perform. Every crippled limb will add to the time required to use the Doctor skill. You can play Doctor with yourself (except if you are Blind), or any other person / critter you choose to be kind to. *In addition, a character can deal 2d10 hit points in 1 hour by successfully using the Doctor skill. *You can only use the Doctor skill twice a day. Initial Level: Starting Doctor skill is equal to 5% + (PE + IN). Average characters will have a 15% skill.
First Aid The skill of minor healing. You will be able to heal minor wounds, cuts, and bruises with this skill. You can only use it three times a day, and it takes a little while to work. You can use it on yourself, or anyone you are feeling particularly nice to at the time. Initial Level: Starting First Aid skill is equal to 0% + (2 X (PE + EN)). Average characters will have a 20% skill. Each use of this skill takes 1d10 minutes and heals 1d10 Hit Points. You can only use this skill 3 times a day. For more information, see Healing in Combat: Damage and Death, below.
LVL4: Healer Each rank of this perk will increase the number of Hit Points healed by the use of First Aid or Doctor skills by 4-10 points (1d6 +4). The second rank adds +8-20 (2 X (1d6 +4)). Ranks: 2 Requirements: Perception 7, Agility 6, Intelligence 5, First Aid 40%, Level 3
LVL8: Healer Each rank of this perk will increase the number of Hit Points healed by the use of First Aid or Doctor skills by 4-10 points (1d6 +4). The second rank adds +8-20 (2 X (1d6 +4)). Ranks: 2 Requirements: Perception 7, Agility 6, Intelligence 5, First Aid 40%, Level 3
LVL12: Cult of Personality Everybody likes your character. EVERYBODY. Instead of getting a negative modifier for the "wrong" kind of karma, you get a positive modifier. Bad people like good characters, and good people like bad characters. Good still likes good and bad still likes bad. Go figure. Ranks: 1 Requirements: Charisma 10, Level 12
LVL16: Karma Beacon Your Karma ran over someone's Dogma. Karma is doubled for the purposes of reaction. Ranks: 1 Requirements: Charisma 6, Level 9
LVL20: Divine Favor A higher power has taken a liking to you. Anytime a roll fails, you have the option of re-rolling, but you must accept the results of the re-roll (you cannot re-roll a re-roll). You can only invoke your higher power once in a 24hour period. Ranks: 1 Requirements: Charisma 8, Level 14
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Does this build look legit? I hope the one-hander perk will make up for neglect of tagged combatskills and also aid when grabbing a knife or throwing a rock.
2 heals/healed injuries from doc + 3 heals from first aid should be able to keep the party going hopefully!
If I ever make it to level 16 everyone will applaud the atrocities I've commited and 10 charisma and speech should help us get around nasty speech-checks
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B0wcaster
Exiled
Your death means nothing to me... My karma is unaffected...
Posts: 40
Likes: 25
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Post by B0wcaster on Dec 11, 2015 19:57:15 GMT
Player Name: B0wcaster Character name: Johnny Ratmen Race: Human Special S.5 P.7 E.6 C.1 I.7 A.9(10, small frame) L.5 Traits: Small Frame Tags: Small Guns, Sneak, Outdoorsmen Growing up around the Flint Michigan area, Johnny Ratman has seen a few trials.. Starting at a young age, Johnny's father taught him to hunt and skin geckos, who to survive off the land, and how to take aim with a hunting rifle. By the time Johnny was 15, he was known to be the fastest Skinner in his village, and one of their best hunters. Just before Johnny's 17th birthday, a group of raiders attacked the small village. Though most of the hunters, women, and children were slaughtered before any warning was given, Johnny managed to sneak out of town while his dad did his best to cover his tracks.. Since that day, Johnny has wandered the wasteland. With his skill in guns and survival, he has taken a few odd jobs as a Bounty Hunter, Body Guard, Militia, and even tried being a Farm hand... But nothing made his as happy was just wandering the wasteland and seeing new places.. One day while scavaging in the ruins of Salt Lake City, Johnny came across a group of raiders.. after exchanging bullets for a few hours, Johnny was captured by the raiders.. After being drug to their encampment, and starved for 3 days, Johnny attempted to make a daring escape.. After killing 2 guards, he was taken captive again... Instead of killing him, they offered him a place among them... For 2 years Johnny worked with The Khans... in that time they sacked many settlements, raided caravans, and even took the fight and the New California Republic. Now the raiders are being hunted, and have scattered... Johnny finds himself alone yet again...
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Crikket
Raider Leader
The High Wizard
Posts: 316
Likes: 156
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Post by Crikket on Dec 11, 2015 20:53:24 GMT
I've got the backstory pretty much done but need to roll the stats and such. I'll edit it here later.
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Post by Elemenope on Dec 12, 2015 23:24:48 GMT
Name: Two-Toes Joey Race: human
ST: 6 PE: 8 EN: 6 CH: 3 IN: 4 AG: 8 LK: 5
traits: fast shot and bloody mess
tagged small guns, pilot and traps
Notes: Mutation from exposure to radiation caused his toes to melt together on both feet. Ugly face and physique. Smells bad.
Two-Toes Joey grew up in new reno. his family was in dept with the Bishops, so his mother had to work as a roulette dealer in the Shark Club, while his father was tasked with keeping the establishment "clean". Of course at the end of the month they could never seem to scrape together enough caps to pay out interests and since his father allways insisted that it would be too dangerous for him to stay at home alone, he spent most of his youth running around the Casino, looking at all the flashing lights and examining the strange behavior of the mungos. For years young Johnathan had miraculously managed to skive off work, but one day when he was about 12 years old, his mother explained to him that she would no longer prepare food for him, unless he started to work off the family dept. The following night Joey left the comfort of his home to live among the street children of new reno. Over time he was able to establish himself in a decent position in the pecking order, but the constant fear of running into Bishop goons, or even worse, his parents, drove him to leave the city. after joey had managed to "persuade" some of the younger children to steal a zip gun, a few rounds of .22 ammo and a bottle of water for him, he headed up north. keeping himself afloat with puny crimes was working for the time being, but even he could grasp that he would quickly outstay his welcome in every settlement he comes across. after intense contemplation joey made the decision to go on a tour, visiting the shadiest bars of the western wasteland, in hope of finding a gang of filthy beings like himslef.
i have a bit more of the story in my head, but i think that can stay like that for now so we end up in the same location and time.
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Spawn
Raider Captain
Long Live Bungo!
Posts: 259
Likes: 161
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Post by Spawn on Dec 13, 2015 0:15:45 GMT
Name:Yung Chance Race:Human Stats:STR:3 PE:6 EN:10 CH:6 IN:6 AG:10 LK:3 Traits: Good Natured,Small Frame Tags: Small Guns, Speech,Bartering Of unknown birthplace Yung Chance awoke to the smell of fire. Being badly wounded he found a ghoul who claimed to be a doctor slaughtering his village like the foul creature he was. Using his charm and dazzle he had the doctor carry him on his back to safety and became a part of the pact. He now uses this in to reveal some of his past life. Only having one possesion on his persons(A photo of a young strong man of wearing a uniform) he had no leads.
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B0wcaster
Exiled
Your death means nothing to me... My karma is unaffected...
Posts: 40
Likes: 25
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Post by B0wcaster on Dec 13, 2015 0:30:20 GMT
Ok, after you've picked your Race and Special this is what you do next. I suggest using this character sheet. i45.tinypic.com/21jaywo.pngHit Point: Base is 15 + STR + (END x 2) Skill Points: 5 + ( 2 x INT) per level Hit points per level: 3 + (1/2 END) Base AC: Total Agility Action Points: Agility #APs 1 5 2-3 6 4-5 7 6-7 8 8-9 9 10+ 10 Carry Weight: 25lbs + 25 x STR Melee Damage: Strength Melee Damage 1-6 1 7 2 8 3 9 4 10 5 11 6 12 7 and so on… Radiation Resist: 2 x End Poison Resist: 5 x END Gas Resist: 0/0 (unless stated otherwise by race) Electricity Resist: 0 (unless stated otherwise by race) Damage Resist: 0 (unless stated otherwise by race) Damage Threshold: 0 (unless stated otherwise by race) Sequence: PE x 2 Healing Rate: Endurance Healing Rate 1-5 1 6-8 2 9-10 3 11+ 4 Critical Hit Chance: Luck Tagged skills get +20% and grow at X2 the rate of non-tagged skills Skill Progression Current % Cost to Increase (SP) 1-100 1 101-125 2 126-150 3 151-175 4 176-200 5 201+ 6 Exp needed for next level Level XP Required 1 0 2 1,000 3 3,000 4 6,000 5 10,000 6 15,000 7 21,000 8 28,000 9 36,000 10 45,000 11 55,000 12 66,000 13 78,000 14 91,000 15 105,000 16 120,000 17 136,000 18 153,000 19 171,000 20 190,000 21 210,000 22+ 40,000 more XP per level
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Gimper
Raid Commander
Posts: 132
Likes: 143
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Post by Gimper on Dec 13, 2015 3:17:46 GMT
Zarak, The Grey Tribal Deathclaw *Scratch scruff* The once proud tribal deathclaw, Zarak, rummaged through the ruins of an abandoned village. Not much more than scraps of food could be found... His stomach growled louder than his own growl, and he was desperate to find something to eat. He remembered back to a time when there was plenty to hunt, back in his tribe further west. Brahmins were plenty, dogs, and even sometimes humans were on the menu. Back in that time, was when his tribe was taken from him. The metal humans came in and killed all of his family and friends. As a young lizard he was fortunate enough to learn stealthy tactics on hunts, in his own time. He used this skill to escape the wrath of the metal men flying in the metal birds, and was the sole survivor of his tribe. Years later, as a fully grown deathclaw, he still hadn't found a place to settle down and call his own. He was a vagabond, and traveled place to place managing to survive. *CLUMP CLUMP CLUMP* Loud foot steps snapped him out of his reminissing. His attention snapped towards the ruins of a certain building, where he barely noticed the sound was coming from. He deftly swept up to the edge of the building, and peeked around the side. A burley mutant was standing there, just begging to have a bite taken out of him... The hunger in Zarak's stomach was too much to handle, and he pounced from his hiding spot onto the mutant. The titans clashed for what seemed to be hours, trading deeps slashed and painful blows. Zarak thought he saw the mutant weakening, and went for his oppertunity. With a lightning fast dash, *CRACK* the mutants arm was severed, and Zarak had a meal. He decided to retreat with his meal, and made it back to a cave nearby. When the adreniline wore off, he felt a sharp pain in his tail and it kept getting worse. He looked back to find that the mutants arm wasn't the only extremity to be removed in the battle. The mutant had managed to cut off the giant lizards tail in the process. Both adversaries had managed to get their meal for the day. Zarak wasn't too worried about his tail, as he knew it would grow back soon enough. But for some odd reason, he felt some remorse for this mutant. This was odd, because it was a rare occurence for him to feel any emotion besides anger. He shrugged off the odd emotion and left the cave to continue on his journey. The next day, Zarak stopped near a river to cool off and hydrate. With his head in the water, Zarak didn't notice the one-armed mutant approaching him again. He heard the footsteps approaching at last, and whipped his head around with water still dripping from his scaly face. The mutant drew his Ripper, and began towards Zarak. Now, since Zarak's mind was no longer clouded with hunger, he could function properly. The mutants attack were quite quick and brutal, but with the loss of blood, and exaustion, proved no match for Zaraks liquid reflexes. As riled as the Deathclaw was, he still had no desire to fight the mutant for some reason. "STOP" Zarak rasped out in a deep and scratchy voice. The mutant, now very surprised, looked in shock trying to comprehend that this deathclaw could speak at all. They began a very primitive conversation, using mostly nods and grunts to acknowledge each other's querys, and the hostility ended. Now curious with one another, the two began to make amends and travel together. As months passed, the two created a strong bond of friendship. Known to the Deathclaw as "Joshua", the mutant taught Zarak proper human language the best he could. The Deathclaw had above average intelligence, even more so than most humans. The teaching task was easier than Joshua had expected. As hunger would kick in with Zarak, Joshua would do his best to keep him under control. The mutant created a crude, yet extremely effective collar and chain which kept Zarak at bay until a meal could be scrounged up. Eventually, Zarak could mostly control his rage. Sometimes however, no matter how hard he practiced self-control, the chain and collar would still be needed. The unlikely bond of friendship between the duo still remains, 2 years later. They are sometimes seen travelling together in the eastern wastes of post-apocalyptic Utah. MY PERCEPTION IS 4 NOT FUCKING 40 lol Also, my skill - Gore (Unarmed): Dmg: 2d8+MD, 75% chance of knockdown. AP Single: 4
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B0wcaster
Exiled
Your death means nothing to me... My karma is unaffected...
Posts: 40
Likes: 25
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Post by B0wcaster on Dec 15, 2015 19:31:22 GMT
Ok guys, I wanna stay on top of this idea we have going..
We have a character sheet, and a step by step guide on how to make your character..
We have a few players now that are done with their character, and I think we are still waiting on one or two more people to finish creating theirs.
Slimeball is going to be working on writing the story and placing hex-grid over pre-made maps.
So we can make the job easier on him, lets ALL look for maps and pass them to Slimeball so he can look them over a pick what ones he wants to use... Remember, the more we help him, the faster we can get this thing started...
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Post by Elemenope on Dec 15, 2015 20:16:05 GMT
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Dr. Mengelito
Khan Raider
Raiding for Newton!
Posts: 1,351
Likes: 753
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Post by Dr. Mengelito on Dec 15, 2015 22:28:47 GMT
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