INTRODUCTIONWar... War never changes...
The year is 2281, the same year as the events in the Mojave Wasteland and the beacon of light known as New Vegas. Four years after the eastern water purification plant was activated. A vault dweller had, with the modest help of people that barely called the dweller ‘ally,’ had overcome many odds that kept thousands from achieving the same goal.
Yet four years ago, the Vault Dweller did just that. The purification plant was activated, yet little was heard of the dweller after that time. Their fate is unknown. Yet their exploits are revered, as the water that flows in lakes and rivers are once again safe to drink... and with the fresh water at their fingertips, very little seemed to stand in the way of Progress.
Humanity was slowly regenerating in the east, as the capital wasteland was being rebuilt in an image of old world glory. With readily available water, wars over the precious recourse grew fewer and fewer and larger colonies could be sustained with smaller and smaller recourses. Large cities soon sprawled up and a light seemed to peek out through the horizon.
Although the west was in the midst of civil war over who the ruling factions would be, the now clean and relatively safer east seeks to unite what was once the country once more. A gleaming gem in the waste... yet no matter how bright the future seems such a concept of rebuilding the world are large enough to bring pause to even the most optimistic of us.
Yet how would they rebuild a nation without knowing its history? Its combined history... Humanity survived a great war over 200 years ago that scarred the world and irradiated the land and its water. Those who survived did so in the protection of large underground Vaults. Far to the north of the Capital Wasteland is one of those vaults.
Along the coasts of the old world, the area once known as Cape Cod has not been spared the fate the rest of the world has succumbed to and is also irradiated. Yet it took many years, the cleansing waters have finally reached this forgotten land. Yet beneath the ground are people... beings oblivious to the goings on above them. The beings within Vault 122, the last vault ever created.
Vault 122, like many of the other Vaults built was built as a sort of social experiment. To see what stresses humanity as a whole could withstand while still being safe from the radiation above and still being able to one day repopulate and re-civilize the world. The single and most powerful challenge Vault 122 has is the fact that over half of the initial residence were put into pods.
Over 200 years have passed and the beings still remain in the pods. Many of them have malfunctioned, but most remain in-tact. Life continues as normal for the vault denizens, none of them with the jurisdiction or power to open the pods. None, other than the overseers who also have explicit orders from well before their own time to never open them unless in a time of great crisis.
Less than a day ago, a great catastrophe for the vault dwellers has occurred. A strange and terrifying metal being has crushed the hill the Vault was comfortably nestled in and destroyed much of the innards... and killed many of the dwellers.
Only a few remain, less than a hundred and most of the pods were crushed as well. Less than twenty. The overseer has seen to it that every one of the pods be opened and every being within is caught up to what has happened.
YOU are one of the beings within the pods. Your adventures and exploits are at your own discretion. Most of the Vault was laid to waste, and less than a month of fresh water remains. The food was artificial and antibacterial so it almost instantly rotted on contact with the dirty air, so it is up to you and other pod dwellers around you to save the Vault... the people within... and finding out what did this. The denizens around you are shaken, beaten and frightened.
As you look around you, the vault you were put into stasis in is almost no more. Corpses pushed to the side, but not buried or cremated. It is a grim situation you find yourself in, but it only serves to ignite your goal. Find your closest allies and head into the wasteland. Everyone is counting on... you.
As with Fallouts 1, 2, 3, New Vegas and several other Fallout spin-offs you will make full use of the S.P.E.C.I.A.L. system.
Your basic physical power. It will allow you to carry many things and operate even heavier things. It will also help you Overpower enemies at melee range.
The ability to see, hear, smell and feel. It will allow you to see farther away and even sense the most subtle of vibrations. It will also help you notice small things other people might miss all-together.
How tough you are in general. How well you can withstand being hungry, thirsty or tired to name only a few things. It will also allow you to take very many hits, and in extreme circumstances you can even handle being burned or irradiated.
How well you talk to people, how well people like you and how aesthetically pleasing you look in general. You are a people person this way! It will also help you talk people down from battles if it comes to that and prevent battles before they even start.
How smart you are in general and how well versed in old world history you are. But little else. Having a low intelligence may also cause your speech to be slurred. It will also help your skills when you level up and learn new skills as you progress.
How fast and, well... how ‘agile’ you are. A high agility will determine how quick you move as well as how well your hand-eye co-ordination works. It will also help with quick sleight of hand-like movements such as quick reloads, replacing a golden statue with a bean bag, etc.
While not directly contributing to much and having no real way to implement it into game-play, the GM- me: Will determine how ‘lucky’ your character is based on this. 5 will be normal luck, 10 will be godly luck and 1 will be doomed pretty much. But it’s your choice.
Sign Up Details. (DO NOT COPY AND PASTE THIS.)
Character Name: (First name required, second name isn’t required but you can put it if you wish.)
Age: (Before the Pod.)
Bio: (Before the war, before the pod, then right after being awakened should be covered.)
S.P.E.C.I.A.L.: (Note you have a free 5 to put anywhere.)
Strength: 5/10 (-/+)
Perception: 5/10 (-/+)
Endurance: 5/10 (-/+)
Charisma: 5/10 (-/+)
Intelligence: 5/10 (-/+)
Agility: 5/10 (-/+)
Luck: 5/10 (-/+)Note: These can be reduced to 1 or increased to 10 as you will. The total amount of points spread out to all cannot exceed or be less than 40. The 'Gifted' Trait gives 1 point to every S.P.E.C.I.A.L. increasing the viable number to 47 but revokes your ability to reduce them below 2.
(Remember: You have 5 additional points to put anyway. You can increase these and decrease these to your heart’s desire, but they cannot go below 1 or above 10... And there are 5 points of slack to work with.)
Skills: (Each skill starts at 5, and their governing S.P.E.C.I.A.L. will increase them by 2.)
Strength Governs – Melee Weapons.
Perception Governs – Energy Weapons/Explosives/Lockpick.
Endurance Governs – Survival/Unarmed.
Charisma Governs – Barter/Speech.
Intelligence Governs – Medicine/Repair/Science.
Agility Governs – Guns/Sneak.
Luck Governs – Everything at 1/4th efficiency. (+0.5 to all skills per. You may want it to be an even number.)
You also have 3 ‘tag’ skills which increase the 3 chosen skills by 15. Put them on anything, but mention or show which ones you put them on. Example of template and Tags below.
Energy Weapons: 5
Melee Weapons: 5
Unarmed: 20TFormula: All stats start at 5. Their corresponding S.P.E.C.I.A.L. increases it by 2 per point. Luck increases it by 0.5 per point. Certain traits come into effect for certain skills as well. Some may increase it by 5, others may reduce it by 5. Tagging it increases it by 15. It can never go above 100.
(You gain 5 skill points to distribute as you wish when you level up and 1 additional point per Intelligence.)
Traits: (You are needed to take 2 traits from the creation of your character. These traits are the underlying personality to your character. They give bonuses AND penalties.)Claustrophobia
: Being in cramped and confined spaces bother you greatly. All S.P.E.C.I.A.L.s are decreased by 1 when indoors, but INCREASED by 1 when outdoors. Affects the character’s judgment when inside a house or hole, (Or Vault) but makes them sane and calm when outside. Built to Destroy
: Increases the chance to outright mutilate someone, or perhaps destroy some piece of priceless technology. Increases damage to other enemies, but also reduces the effectiveness of equipped armor and makes them break easier. Also affects the character’s judgment when something fragile is nearby.Early Bird
: Your character loves to wake early- and retire early. Between 12 AM and 12 PM (Midnight to Morning to Noon.) your character gains +1 to all S.P.E.C.I.A.L.s but between 12 PM and 12 AM (Noon to Night to Midnight) your character loses -1 to all S.P.E.C.I.A.L.s. Also affects the character’s judgment after the early hours of the day, but accents them during.Fast Shot
: Increases firing speed, but reduces accuracy. Affects Guns, Energy Weapons and certain Explosives. Also affects the character’s judgment when waiting and doing nothing. All around makes the character more impatient.Four Eyes
: Your character’s eyes are naturally bad, but with some sort of Glasses: Your character is even better off than before! -1 to perception if you are not wearing any kind of glasses, and +1 to perception if you are wearing any kind of glasses. Also affects the character’s judgment if their glasses are knocked off or broken during combat. (HELP I CAN’T FIND MY GLASSES!)Good Natured
: All Combat Skills (Guns, Energy Weapons, Unarmed, Melee Weapons, Explosives and Sneak) are reduced by 5, but all Non-Combat Skills (Repair, Barter, Lockpick, Science, Speech, Medicine and Survival.) are increased by 5. Affects your character’s judgment to make them more of a pacifist, all around avoiding combat.Heavy Handed
: Increases Unarmed by 5 simply for taking this trait. You can no longer perform any ‘tricks’ with your unarmed combat, such as low blows or lucky hits, but your all around effectiveness with your fists are heavily accented as well. You feel less pain in your knuckles and your hand-eye coordination (At least when punching) is off the scale. Affects your character’s judgment, making them more direct and willing to solve problems with their fists.Hoarder
: Your character loves things. All things. Even useless things. You can carry an amount of shit equal to twice your strength instead of just your strength in general. Downside? You can’t DROP anything. You can only swap things out, and if you were to sell something, you would need to buy something else to replace it. You can only ever ‘drop’ something if you can’t even move anymore. Affects your character’s judgment in passing up even slightly useful things. Good luck leaving stuff behind.Hot Blooded
: Everything is serious for this character and not a boring serious. A HOT serious. During combat or events this character takes and deals additional damage with all things and when at low health- goes into a battle furor almost DOUBLING all combat effectiveness; however your character will be in a rage and cannot make any rational decision. (Intelligence and Perception reduced to 1.) Affects your character’s judgment by making everything serious. Cannot take a joke for anything and takes insults to heart.Loose Cannon
: You love to throw things. You love to throw them a lot. Your character can use junk and the environment itself as a weapon and throwing weapons are improved in both speed and power. You can even throw guns at people... just make sure to do it when ‘out’ of ammo. Downside is your character will tire out fast. Affects your character’s judgment when it comes to rational decisions, usually being a ‘loose cannon.’Trigger Discipline
: Polar opposite of Fast Shot and cannot be taken with Fast Shot either. You aim twice- shoot once. Your accuracy is greatly increased but your firing speed is greatly reduced. Even when in danger, you are trained to aim before you shoot, putting you in danger in close quarters. Affects you character’s judgment when it comes to quick decision making. Will likely come to the best decision when enough time is given however.Skilled
: All skills are increased by 5. AWESOME! Downside? You can’t gain perks as you trek through the wasteland. No ‘camel’ perks for drinking a lot of water and no ‘radical’ perks for being irradiated. You can gain perks as you level up as normal, but ONLY during level ups and the initial 2 traits. Affects your character’s judgment when it comes to... well, novices. Your character will likely be very pretentious when it comes to people who ‘they are better than.’ Will also likely get angry fast if someone is ‘better than them.’Gifted
: The opposite of Skilled and cannot be taken with Skilled. All S.P.E.C.I.A.L.s are increased by 1. AT ALL TIMES. Downside? All skills are reduced by 5 and when you level up, you gain 3 less skill points to work with. Ouch. Affects your character’s judgment to seem almost charmingly naive. Never having to work for anything and never focusing on many skills has left the character annoyingly optimistic. Nothing seems to bother this character- even if it should.
Personality Alterations by Traits:
Patient: Trigger Discipline
- Good Natured
Impatient: Fast Shot
- Built to Destroy
- Four Eyes
Joker: Loose Cannon
Serious: Hot Blooded
- Heavy Handed
Copy+Pastable Template Below. (DO COPY AND PASTE THIS.)
Trait 2:(Please note minor changes to the sign up, such as age. As stated above the age is relevant to 'before' being put into the pod. You may choose to leave this blank if you wish.)