I just wanted to start one of these because I made classes and weapons for this thing about two weeks ago. here is the basic weapons/class list
Worker: someone like you and me, goes to work, has dinner, the nukes fall, runs to the gun store. Uses pistols. moderate health. Can use speech better than other classes, but not as skilled in combat abilities
Hunter: someone who hunted in life, good at it to. Uses shotguns and rifles. high health. Can use stealth, but lacks in speech and other non combat abilities.
Inmate: a hardened murderer who will work with you, but would kill you for a twinkie. Uses the shiv(normal through electro) and fists. High health. Has good speech abilities, but is likely to get seen do to height and size
Raider: hates working with people who don't support the killing, raping, and stealing lifestyle, but you have guns, and in this world, guns are nice. Uses heavy weapons and grenades more effectively than other classes. Moderate health. Can use stealth
Soldier: was sent in to control the riots, now the barricades are empty and he has an automatic weapon, and that armor helps to. Uses automatic and laser weapons(not the laser sword or laser shiv). High health. Moderate speech ability and is likely to be spotted do to the noise of his pack. Can leave pack behind and retrieve it later to lessen noise
Knights-man: has gone insane and thinks he is a knight of old, good with a sword and shield, luckily, he has armor. Uses swords and shields(no shivs or general melee weapons) can only use metal and chain mail armor. Extra high health. can use shield to block enemy attacks, but is highly detectable and only can use the speech skill on others who have gone insane, but is the only class that can do this.
Weapon classes:
Laser: laser rifles and pistols. Special weapon: laser sniper/"twin"VX laser pistol. laser weapons will occasionally not work quite right, "jamming", firing in a wrong direction, and even having a small explosion in the weapon, overheating it for about two minutes.
Shotguns: slow and powerful weapons. special weapon: auto shotgun. shotguns are ineffective if the enemy is specified to be far away.
Rifles: more powerful than the shotgun, but slower and in some cases, has to be reloaded after every shot. Special weapon: MI garand/Beretta 50. rifles are great at long range, but the ones with scopes are worse at shorter ranges.
Pistol: standard, revolver, and high caliber pistols. Special weapon: 50 caliber pistol/automatic pistol.Pistols have a low range and low fire power, but are a good back up if you fight a a long range and end up at close range. you can use two at the same time to increase firepower.
Automatic: assault rifles and sub machine guns. Special weapon: mini gun/AK74 high caliber mod. assault rifles have good range and have a high fire power, but the length makes it not as useful at close quarters. the sub machine gun is the opposite, good at close quarters, but low range and firepower.
Shiv: a makeshift knife, mainly found in prisons. Special weapon: electro shiv/laser shiv. like all melee weapons, the shiv can not be used when the target is specified to be at a range, but is very effective at most other times.
Sword and shield: swords and shield, as the knights once used. Special weapon: laser sword/holey sword.swords have longer range than most other melee weapons, but is still only effectively usable at close quarters.
Heavy: rocket launchers, flame thrower, and grenade launchers. Special weapon: Davey Crockett nuclear missile system/M21 flame thrower/RX5 rocket launcher. flame throwers can be used at any range, but is most effective at close or moderate range. Missie launchers are usable at any range, just not recommended at close. grenade launchers are not usable at close quarters because they take a second to arm, but are very effective at moderate or long range.
Grenades: hand and stick grenades. Special weapon: holy hand grenade/thermite grenade. grenades are usable by any class, but the raider can use them to better effect, doing more damage to enemies with health, and killing more enemies without health.
General melee: clubs, knives, and other things that you hit people with. Special weapon: titanium bowie knife/mace. can be used by all character types. can not be used at long range, very effective at close
Stats:
Health: general resistance to damage. Damage is dealt in high and low. Low will lower health a quarter. Like high to moderate3. the majority of attacks are low. The 3 at the end means three more low attacks and the character is at low health. When a character is at low0, they are out of combat until A) they are given a health item or b)the combat ends. If this does not happen with in ten minutes then they are auto revived with moderat2 health. High attacks do one half and are exclusively done by heavy weapons. after each battle health is automatically set back to full
Stealth: Can be used to sneak past enemies, steal from containers without being noticed, and pick pocket. getting spotted is where the enemy sees you and starts attacking. if the team starts to run or makes a lot of noise(firing an un-silenced gun, for instance) and combat starts the knights man, soldier, and convict are all more easily spotted than other classes.
Speech: can be used to persuade enemies away from combat and is dictated simply by what you say. If you have a well thought out argument about how killing you would just be a wast of ammo, then that might work. If you say "let us pass plz" then that might just make them more mad.
story: One day, a large battle happened by an old mental institute. During the combat, some raiders went in and found, to much astonishment, that it still had some patients living inside. They all believed that they where knights, but seemed friendly enough and showed the raiders their safe room that was filled with the mad scribbles of the demented that used to stay here. They called for the fighting to stop when they found what look like a map inside. It lead to a fortress off on an island just outside the city. You(the players) decided to go off as a group to find it. This is where the story picks up.
Any other suggestions would be appreciated. Just make your base character and I'll check back tomorrow to get things started.
PS: I am excepting other ideas for classes and weapons, or if you don't want classes I'm fine with that.
Worker: someone like you and me, goes to work, has dinner, the nukes fall, runs to the gun store. Uses pistols. moderate health. Can use speech better than other classes, but not as skilled in combat abilities
Hunter: someone who hunted in life, good at it to. Uses shotguns and rifles. high health. Can use stealth, but lacks in speech and other non combat abilities.
Inmate: a hardened murderer who will work with you, but would kill you for a twinkie. Uses the shiv(normal through electro) and fists. High health. Has good speech abilities, but is likely to get seen do to height and size
Raider: hates working with people who don't support the killing, raping, and stealing lifestyle, but you have guns, and in this world, guns are nice. Uses heavy weapons and grenades more effectively than other classes. Moderate health. Can use stealth
Soldier: was sent in to control the riots, now the barricades are empty and he has an automatic weapon, and that armor helps to. Uses automatic and laser weapons(not the laser sword or laser shiv). High health. Moderate speech ability and is likely to be spotted do to the noise of his pack. Can leave pack behind and retrieve it later to lessen noise
Knights-man: has gone insane and thinks he is a knight of old, good with a sword and shield, luckily, he has armor. Uses swords and shields(no shivs or general melee weapons) can only use metal and chain mail armor. Extra high health. can use shield to block enemy attacks, but is highly detectable and only can use the speech skill on others who have gone insane, but is the only class that can do this.
Weapon classes:
Laser: laser rifles and pistols. Special weapon: laser sniper/"twin"VX laser pistol. laser weapons will occasionally not work quite right, "jamming", firing in a wrong direction, and even having a small explosion in the weapon, overheating it for about two minutes.
Shotguns: slow and powerful weapons. special weapon: auto shotgun. shotguns are ineffective if the enemy is specified to be far away.
Rifles: more powerful than the shotgun, but slower and in some cases, has to be reloaded after every shot. Special weapon: MI garand/Beretta 50. rifles are great at long range, but the ones with scopes are worse at shorter ranges.
Pistol: standard, revolver, and high caliber pistols. Special weapon: 50 caliber pistol/automatic pistol.Pistols have a low range and low fire power, but are a good back up if you fight a a long range and end up at close range. you can use two at the same time to increase firepower.
Automatic: assault rifles and sub machine guns. Special weapon: mini gun/AK74 high caliber mod. assault rifles have good range and have a high fire power, but the length makes it not as useful at close quarters. the sub machine gun is the opposite, good at close quarters, but low range and firepower.
Shiv: a makeshift knife, mainly found in prisons. Special weapon: electro shiv/laser shiv. like all melee weapons, the shiv can not be used when the target is specified to be at a range, but is very effective at most other times.
Sword and shield: swords and shield, as the knights once used. Special weapon: laser sword/holey sword.swords have longer range than most other melee weapons, but is still only effectively usable at close quarters.
Heavy: rocket launchers, flame thrower, and grenade launchers. Special weapon: Davey Crockett nuclear missile system/M21 flame thrower/RX5 rocket launcher. flame throwers can be used at any range, but is most effective at close or moderate range. Missie launchers are usable at any range, just not recommended at close. grenade launchers are not usable at close quarters because they take a second to arm, but are very effective at moderate or long range.
Grenades: hand and stick grenades. Special weapon: holy hand grenade/thermite grenade. grenades are usable by any class, but the raider can use them to better effect, doing more damage to enemies with health, and killing more enemies without health.
General melee: clubs, knives, and other things that you hit people with. Special weapon: titanium bowie knife/mace. can be used by all character types. can not be used at long range, very effective at close
Stats:
Health: general resistance to damage. Damage is dealt in high and low. Low will lower health a quarter. Like high to moderate3. the majority of attacks are low. The 3 at the end means three more low attacks and the character is at low health. When a character is at low0, they are out of combat until A) they are given a health item or b)the combat ends. If this does not happen with in ten minutes then they are auto revived with moderat2 health. High attacks do one half and are exclusively done by heavy weapons. after each battle health is automatically set back to full
Stealth: Can be used to sneak past enemies, steal from containers without being noticed, and pick pocket. getting spotted is where the enemy sees you and starts attacking. if the team starts to run or makes a lot of noise(firing an un-silenced gun, for instance) and combat starts the knights man, soldier, and convict are all more easily spotted than other classes.
Speech: can be used to persuade enemies away from combat and is dictated simply by what you say. If you have a well thought out argument about how killing you would just be a wast of ammo, then that might work. If you say "let us pass plz" then that might just make them more mad.
story: One day, a large battle happened by an old mental institute. During the combat, some raiders went in and found, to much astonishment, that it still had some patients living inside. They all believed that they where knights, but seemed friendly enough and showed the raiders their safe room that was filled with the mad scribbles of the demented that used to stay here. They called for the fighting to stop when they found what look like a map inside. It lead to a fortress off on an island just outside the city. You(the players) decided to go off as a group to find it. This is where the story picks up.
Any other suggestions would be appreciated. Just make your base character and I'll check back tomorrow to get things started.
PS: I am excepting other ideas for classes and weapons, or if you don't want classes I'm fine with that.