Fallout RP (Full, No Open Slots)

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The Lyre

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Diana had made the announcement - in two days, her calender would mark the beginning of a new year, and, as they did every year, Vault 29's doors would open.

Within the next two days, one worker robot would be chosen by Diana to leave the vault, and that robot would be accompanied by a group of randomly selected vault citizens. The intention being for the robot to check conditions on the exterior of and around the vault, whilst the chosen individuals would scout the surrounding area, and would report whether or not the area was habitable to Diana.

The problem being, however, that every year of the centuries Diana had done this, not a single robot nor human had ever returned. Diana surmised that this meant the outside area was uninhabitable and hazardous, and waited another year before selecting another robot, and more individuals.

Thus, being selected to leave is not an opportunity for the citizens of Vault 29, it is considered a death sentence. A very vague, uncertain death sentence, but a death sentence nonetheless. Diana recognises this, as does every vault dweller under her guidance, but Diana asserts, as she always has done, that populating the outside world is a necessity for the human race to survive.

This presents another problem. Diana claims no knowledge of the outside world, nor does she seem able to tell what year it is, where Vault 29 is located in America, or even what year she was installed into the ZAX Machine Intelligence that initially ran the vault. In fact, her measurement of yearly cycles are an approximate measurement of days since she last opened the doors. Hardly a perfect system, before even taking into account the fact that this process dooms several individuals to death. Regardless, Diana has performed this almost ceremonial process for centuries, and she is not about to stop now.

In two days, her calender will mark the beginning of a new year, and, as they do every year, Vault 29's doors will open.

And welcome to my attempt at a Fallout RP - Dastardos has transferred the doomed title of GM to me, and I'll be trying to stop it from repeating history, as it has many...many times.

The first chapter of this RP will take place within Vault 29. There are conflicting pieces of canon for this vault, so I thought I would quickly explain exactly what kind of vault you are in.

Vault 29's initial purpose in the Vault Experiment was to record separation between parents and children. The only residents of Vault 29 were families consisting of elderly or dying parents, and infant children. Yes, within a year or two of Vault 29 being sealed, all the adults, with any knowledge of the outside world, were dead. The remaining infants were raised by the robots, equipped with software prepared for such a role, and Diana.

Diana was not part of Vault 29's official purpose. In fact, Diana's origins are unknown to the residents - as soon as the vault sealed, the ZAX Machine Intelligence (An A.I. Overseer, really) received orders, with the correct security codes, to erase its primary software, and replace itself with Diana.

To Vault 29, Diana is almost a goddess - she is the omnipresent, omnipotent, all-seeing mother of the vault residents, and she has been for centuries. The first generation to grow up within Vault 29 did so with no knowledge of the outside world save for educational films, and within the next two generations, these no longer worked. Vault 29's residents have plenty of academic knowledge, as well as familiarity with anything they might encounter outside the Vault, but they have no knowledge of their history. To them, the outside world is not just an impossibility, it is a non-entity, unknowable and unreachable.

And you're one of these idiots.

If this notion hasn't already smacked you in the face due to my massive lack of subtlety in the intro, let me fill you in; you are going to be one of the lucky people selected to leave the vault. Not to worry, hundreds of years ago Harold did exactly the same thing (really, he was from 29, look it up) and he turned out just fine. Except for the whole tree business.

Whilst you are welcome to carry over a previous character from whatever Fallout RP you may or may not have played, I have changed the system when it comes to skills and points. To you, the system will mostly be the same, with somethings removed, some things added, but the determination of success and combat have been changed...hopefully for the better...ish.

Firstly, decide on your basic info and background - if you're carrying over a character, then you already know all this, but for anyone creating anew, here's a very, very basic template;

Name: Captain Obvious.

Gender: Shouldn't be too tricky.

Vault Occupation: The same as Way of the Wastes, something that clearly shows where your talents lie, from Public Relations to Security Officer, or even chicken-soup-dispenser repairman.

Biography and Appearance: Biography needs to at least show the bare essentials - obviously you haven't got much of a life story, seeing as you've been living in a vault, but try to include your character's personality, psychology, attitudes to living and working in Vault 29.

Okay, so providing you know who your character is and what kind of person they are, look below for how to translate their skills and personality into stats.

Your base statistics, along with an outline of how they will affect your character in this RP;

Strength: Determines a base additional damage modifier with melee weapons, as well as your skill in close combat. Note; has NO effect on combat with fist weapons or unarmed combat.

Perception: Determines your sequence* in combat - a high perception allows you to attack before others in combat. Also determines your ability to detect enemies. Finally, modifies the Energy Weapons, Explosives and Lockpick skills.

*(In RP terms, this means you're more likely to shoot an enemy before he shoots you, potentially avoiding damage if he snuffs it. Furthermore, no matter who posts first, or if two player actions conflict, the highest Sequence will act first in combat. There are other ways to improve Sequence, however, so it is not essential to spend points in PE.)

Endurance: Modifies your base hit points, as well as modifying your Big Guns and Unarmed skills. Also determines resistance to radiation and poisons.

Charisma: Modifies your Speech and Barter skills. Speech is fairly self expalantory, Barter will allow you to gain discounts (Yessum, the currency of Caps will be present) with traders.

Intelligence: Modifies your Repair, Science and Medicine skills.

Agility: Modifies your Small Guns and Sneak skills.

Luck: Gives a very small bonus to all skills, as well as modifying your chance of critical hits in combat. A very high or low luck will also, at times, affect minor events*. If a bomb explodes miles away, a character with a luck of 1 can expect bits of debris to somehow land on his head.

*(This is more for plot elements, comic relief etc. - you'll never die of bad luck, nor will you be stumbling over gatling lasers if you've got a luck of 10.)

You have 33 points to spend in SPECIAL, all attributes starting at the lowest of 1. So, all of your stats start out at 1, and you have 33 points to spend in raising them to a maximum of 10. Therefore, seven 1s + 33 = 40. So, your total stats by the end of spending will be 40.

To clarify - you have 33 to spend, up to a total of 40 SPECIAL points.

This is the same as Pie's original system...mainly because it is in fact the one S.P.E.C.I.A.L. uses. So if you're carrying over a character, you need not make any changes here.

This is essentially the same as the previous systems, with the removal of certain skills - for reference, I am using Fallout 3's list, which, whilst more compact, is much easier to use in an RP, in my opinion. Basically, I'm taking out skills I believe will be irrelevant.

You have a total of 39 points to spend here, giving you an average of 4 for each skill. Assume all skills are at 1 for this. Your total for all skills after spending 39 will be 52.

As with previous systems, the maximum without traits is 7, and the minimum without traits is 1.

The difference here is not just that you are strictly limited to how many points you can spend - I am using the special system for skills, too - the points you spend here will relate to how high your skill is out of 100 for determining success. However, for you it is exactly the same as before, albeit with a few skills taken out, and a limit on the points you can spend.

Again, after spending 39, the total will be 52.

Combat Skills:

Small guns:1

Big Guns:1

Energy weapons:1

Unarmed:1

Melee Weapons:1

Explosives:1


Active:

Sneak: 1

Lockpick:1

Science:1

Medicine:1

Repair: 1


Passive:

Speech:1

Barter: 1

Again, slightly different, as the rules are changed.

You are free to create your own traits, but do NOT assign any values - simply say what is increased and what is decreased, as I'll need to decide for myself what effectively balances it. Don't worry, I'll be fair, only reason I'm not letting you do it yourself is because you probably aren't too familiar with GURPS, Special etc.

Below are some example traits;

Finesse: Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits.

Heavy Handed: You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage. This trait cannot be selected with Finesse.

Kamikaze: By not paying attention to any threats, you can rush in where angels fear to tread. You are easier to hit, but you act earlier in combat.

Lone Wolf: You work best alone. When unaccompanied or away from the group, you recieve a bonus to hit and damage. With others, however, you recieve a penalty to hit and damage.

Sex Appeal This trait increases your chance of having a good reaction with members of the opposite sex. Unfortunately, this trait tends to annoy members of your sex.

One Hander: One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.

Bruiser: A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! You recieve a bonus to damage in melee and unarmed, but you act slower in sequence.

I've deliberately left out the numerical modifiers - again, because I don't want you to have to adjust to a new system, and because they're always -2 for +2, -1 for +1, etc. etc.

Again, this is different from previous systems. It's just a roll of a D100 to determine success; if your small guns skill is 70, then the dice roll must equal 70 or less to be a success. Critical failures are 20 or more above the value, meaning that if you use traits to raise a particular skill, that particular skill may be exempt from critical failures. A skill of 100 is always a success, but your character would need to be very one sided to approach 100.

The weapons are, again, borrowed from Fallout 3 - any non-unique weapon from that game can be found - or made - in this RP. Here's the list itself, followed by their base damage per second - so yes, you may disagree that a sniper rifle is less powerful than a chinese assault rifle, but I'm taking into account that you'll be firing 3 to 4 shot bursts with automatics.

Furthermore, keep in mind that the lower the DPS, the more likely you are to find it - yes, the highest DPS of Small Guns is far, far higher than that of melee, but you are more likely to find a Super Sledge than a Scoped 44. Magnum. To balance this, small guns also starts out with much smaller DPS than unarmed and melee.

Unarmed/Fist Weapons;

Brass Knuckles - Base Damage 9

Spiked Knuckles - Base Damage 14

Power Fist - Base Damage 27

Deathclaw Gauntlet - Base Damage 28

Melee Weapons;

Police Baton - Base Damage 9

Knife - Base Damage 11

Baseball Bat - Base Damage 12

Tire Iron - Base Damage 13

Switchblade - Base Damage 14

Lead Pipe - Base Damage 20

Combat Knife - Base Damage 20

Chinese Officer's Sword - Base Damage 23

Sledgehammer - Base Damage 30

Ripper - Base Damage 30

Super Sledge - Base Damage 37

Small Guns

Chinese Pistol - Base Damage 3

B.B. Gun - Base Damage 3

10mm Pistol - Base Damage 16

Hunting Rifle - Base Damage 16

Sawed-Off Shotgun - Base Damage 24

Assault Rifle - Base Damage 32

10mm SMG - Base Damage 35

Combat Shotgun - Base Damage 35

Sniper Rifle - Base Damage 42

Chinese Assault Rifle - Base Damage 44

Scoped .44 Magnum - Base Damage 63

Energy Weapons;

Laser Pistol - Base Damage 11

Laser Rifle - Base Damage 21

Plasma Pistol - Base Damage 23

Gauss Rifle - Base Damage 29

Plasma Rifle - Base Damage 42

Big Guns

Missle Launcher - Base Damage 36

Minigun - Base Damage 50

Flamer - Base Damage 64

Gatling Laser - Base Damage 80

Fat Man* - Base Damage 443

*(You'll only be getting one of these babies if a Behemoth is charging towards you. So no, don't pick Big Guns for the Fat Man. Furthermore, all big guns are rare, and dangerous to go up against, it is not recommended to only be proficient with Big Guns)

Obviously this is a lot to read, one massive wall of text, but I assure you it is mostly the same as the previous games, and things like the weapon lists are just for later reference.

I have many locations planned, a lot of room for free roaming of the wastes, and, well, a loose but good plot. So, yes, I dumped tons of text, but it is worth joining, just in case this one suceeds.

All are welcome, remember the humans-only rule for now. PM me with questions, suggestions, sheets and requests to be ghoulified/super mutant...ified during the plot.

Not to say that if you don't PM me, it can't happen, but if you WANT to be a ghoul, tell me so.

As before, remember to show your skills as 7 (8) etc. if they're affected by a trait, and, well, do the sheet the same as you would with previous installments of this seemingly doomed series.

...Hopefully this'll be fun!
 

Spartan Bannana

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Ahhh, yes, the doomed Fallout RP's, Pie's died at page 10, mine never got off the ground, people stopped posting for Dastardos, hopefully this will fare better in your hands.
I really want this to work, and so I contribute by giving one more towards the required chars to start.
Name: Vincent Halcoy
Gender: Male
Occupation: PR officer/Propaganda Administrator
Appearance: Short cut blond hair, perfectly rugged face, not athletic but in good shape and good looking.
Backround: Vincent Halcoy was born into the family of Vault 29's lead repair officer. His father had a fascination with machines, and in a place with so many, he was almost never around. As a result, Vince grew up not doing all then normal things a boy would do, like playing baseball in the atrium or building model cars. Instead, Vince spent most of his time practicing speeches and reading, he never thought what he did was unnatural. despite all this, he was well liked by all of his peers due to a certain rapport he carried, and if someone didn't like him, he could always convince the other kids to beat the offender up, or just luck/talk his way out. He took his G.O.A.T and was told to become a marriage counselor because of his natural charisma. Vince scoffed at this suggestion and decided that instead he would become a politician, working his way up through the "government" of the vault, and eventually becoming the head of Public Relations, which basically meant keeping the citizens pacified and unaware of anything they didn't know about already.
Strength: 1

Perception: 5

Endurance: 1

Charisma: 10

Intelligence: 10

Agility: 3

Luck: 10
Combat Skills:

Small guns: 5

Big Guns: 1

Energy weapons: 6

Unarmed: 1

Melee Weapons: 1

Explosives: 1

Active:

Sneak: 3

Lockpick: 4

Science:7

Medicine: 6

Repair: 4

Passive:

Speech: 7

Barter: 7
EDIT:
Sex Appeal: This trait increases your chance of having a good reaction with members of the opposite sex. Unfortunately, this trait tends to annoy members of your sex.
Technical Fighter: You know how Energy and Small guns work, having studied them, and that means you know how to use them-but that doesn't mean you can aim!
 

The Lyre

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Jul 2, 2008
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All done perfectly - you do indeed have a total of 65, which means you haven't done it wrong at all.

That said, you don't have any traits - which is fine, if you don't want any, but taking one or two is a good idea. No more than two, however...I probably should have mentioned that, the limit on traits is two.

Welcome aboard, once I know if you want any traits I can start tallying up your skills proper in relation to SPECIAL.
 

xXGeckoXx

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Jan 29, 2009
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Work in progress

Character:

Name: Gecko

Gender:Male

Vault Occupation: Armour Technician (he designs fashions and helps build experimental armour.

Biography and appearance: Gecko was born in the vault and lived his early child hood in peace and lived like a normal kid eating vault administered food and getting his pip-boy at the age of ten. At 16 the big day of the G.O.A.T came and upon testing the testers found he had some skills in technology and was sent to act as an assistant for a high up scientist. when he first came to his job he was amazed to find that this scientist was a 16 year old with bright orange hair and headphones (looks like the main character from "the world ends with you"). This bright spark was working on a special kind of mechanized Armour made using the original appearance of the T-4x power Armour but the Chest pulled inwards and the shoulder ads turned into normal shoulder pads. Basically the body structure made more comfortable but bulkier. The helmet was modified so that less lighting was around the eyes instead the glass was replace with a high tech screen which acted as a real time targeting system for the suits many weapons. the cylinders on the front where changed to look a bit like this:
The rest of the helmet looks pretty much the same as the normal one. When He joined he immediately fell in love with the Armour and to his surprise the scientist allowed him to try it on. Gecko began using this Armour and it to the scientists surprised he excelled at managing the vault tech computerized system that managed the suit (this had proved too complicated for most normal security guards. He soon realized that the true meaning and power of this next generation experimental Armour was being hidden from the higher ups. Without the Armour Gecko Has dark green hair (to the extent that it looks black) that is always messy and disorganized in all directions. He wears a green short sleeved shirt and green trousers (but he often wears other things too).

S.P.E.C.I.A.L and stats:

S.P.E.C.I.A.L:

Strength:4
Perception:10
Endurance:10
Charisma:1
Intelligence:10
Agility:2
Luck:3

Stats:

Combat Skills:

Small guns: 7

Big Guns:7

Energy weapons:7

Unarmed:3

Melee Weapons:1

Explosives:7

Active:

Sneak: 4

Lockpick:6

Science:7

Medicine:4

Repair: 7

Passive:

Speech:2

Barter:2

i also think i got this wrong so can you just double check

Traits:
Heavy Armour: Increases his endurance by 2 and makes him nearly bullet proof against small gun weapons. The weakness I that his resistance to energy weapons is low and he also loses 1 strength as it is being taken up by his Armour. He is also flame retardant but at a certain temperature he will also take damage.

Weapon modification: Adds to energy weapons and makes them very powerful however the gun will overheat if used too much in which case Gecko will not be able to use it. This also damages the weapon. This adds a chance that enemy's will burst into flame in an AOI manner but when this happens the gun will overheat faster.
 

SnowCold

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Oh man, I wanted to be the charismatic guy D=
Oh well...
Name: Partick Helsi

Gender: Male

Vault Occupation: PipBoy Programer

Biography and Appearance: Patrick was born to the vault 29 soccer team couch (So they can preserve sports, like the baseball team in 101) and a robot repairwoman. He always loved to see his mother work with the robots, conecting them to the computers, making changes in the coding, and somehow it made them work again! Ever since, he improved his computer skills over his childhood, There are even leagends that he hack the teaching robot to sing:'I am a little monkey, look at me sing'. The G.O.A.T exam said he should be the Pipboy programmer, and in his work, he learned all about pipboys, and thier secret function(Three more colors, Speech, Dictonary, Nuclear self distruct, ect...), and Even made himself a stash of adult sized suped-up Pipboy (The 'Pipmen'!) for him and his close friends.
Patrick is now 30 years old, very thin and fragil, and pale (like the rest oh the dwellers), and basicly, He is a whimp.



S.P.E.C.I.A.L:

Strength: 1

Perception: 9

Endurance: 1

Charisma: 6

Intelligence: 10

Agility: 5

Luck: 8




Skill[z]

Combat Skills:

Small guns: 7

Big Guns: 2

Energy weapons: 7

Unarmed: 1

Melee Weapons: 1

Explosives: 3

Active:

Sneak: 4

Lockpick: 5

Science: 7

Medicine: 7

Repair: 7

Passive:

Speech: 2

Barter: 1



Traits:

Finesse- what you said

Truth Detector- +2 to see if some one is lying, but -2 when trying to lie your self (is this ok?)

EDIT: stats fixed
 

revolverwolf

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Jul 1, 2008
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So how many people do we need for this? You can add one to how many people are interested. Expect a character sheet soon.
 

The Lyre

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Two cock ups;

I somehow managed to cock up the maths behind skills; the number should be 52, not 65, I'm really sorry about that.

Snowcold; your skills can only be a maximum of 7.

Sorry about this, it's because of a cock-up when rewriting that part.

So, to clarify, the total for skills should be 52, not 65, I thought something was up when I saw that my tests were a fair bit lower than the two so far.

I'll be editing this in now, once again, sorry.

As for how many people we need - at least...5 or 6, but I would prefer a few more than that. Preferably, 8 players, but I can make do with 5 or 6.
 

Dastardos

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Wow yours looks a shit load better than mine was. This actually sounds like loads of fun. I like the story you got going with the Vault and everything.
 

InvisibleMilk

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Nov 19, 2008
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Lemme know if this is ok or if i need to change

Name: Mortimer Ledson

Gender: Male

Vault Occupation: Vault doctor

Biography and Appearance: Mortimer was born in Vault 29. He led a usual vault-dweller's life, from the mindless droning of how important the Glorious, Illustrious, Magnificient Diana! His parents were medical bots and they taught him how to apply stimpacks, clean wounds, diagnose diseases, etc. He eventually took his GOAT and the test showed that he was to be an intern to the medical unit in the vault. There, he soaked up all the medical knowledge his brain could take. He learned life is easier to end than fix. He learned vital points, where to kill, and what to avoid during a surgery. His major pleasure was fixing and mending the broken and scarred. He is caucasain (Caucasion? idk), 5'9, 120 pounds, slim fellow. He has brown hair he wears in a ponytail past his shoulders a couple of inches. Bright blue eyes, and a mole on his neck. He wears the standard Vault 29 suit with a doctor's coat over it.

Strength: 1

Perception: 10

Endurance: 1

Charisma: 3

Intelligence: 10

Agility: 4

Luck: 4



Combat Skills:

Small guns:5

Big Guns:3

Energy weapons:5

Unarmed: 3

Melee Weapons:3

Explosives: 3

Active:

Sneak: 5

Lockpick: 3

Science: 5

Medicine:7

Repair: 5

Passive:

Speech:4

Barter: 1

Traits:
Good Natured:You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but other skills are substantially improved.

Jinxed: The good thing is that everyone around you has more critical failures in combat, the bad thing is - so do you! If you or a non-player character have a failure during combat, there is a greater likelihood that the failure will be upgraded (or is it downgraded) to a critical failure.

EDIT: changed around my S.P.E.C.I.A.L
 

Spartan Bannana

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Qayin said:
I somehow managed to cock up the maths behind skills; the number should be 52, not 65, I'm really sorry about that.
Does that mean I have to take 13 away from my skills?
 

ThePoodonkis

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Apr 22, 2008
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Spartan Bannana said:
ThePoodonkis said:
May I join?
he still needs more, so yes.
Thought I'd be cordial in my entry.

Name: Lydia McVay.
Gender: Female

Occupation: Security.

Personality/Psychology: Always optimistic. Friendly. Selfless. Somewhat of a pacifist, but if a fight is necessary, she will fight.

Appearance: shoulder-length brown hair, thin, about 5'11". Vault 29 security armor and helmet.

Background: Lydia has wanted to be a security officer since she was little. Her parents were both Security officers, they taught her at a young age the tricks of the trade. She wanted to follow in their footsteps because she loved helping others when they needed it. Her GOAT even said she would be best suited as Security. She never really liked the fighting, though. If there was an alternate way of ending a fight, she had a knack for finding and taking that route. This ability makes he good at speaking with others to resolve a problem peacefully.
Strength: 6
Perception: 6
Endurance: 6
Charisma: 6
Intelligence: 5
Agility: 6
Luck: 5
Combat Skills:

Small guns: 7

Big Guns:1

Energy weapons:1

Unarmed:1

Melee Weapons:5

Explosives:5

Active:

Sneak: 5

Lockpick:5

Science:5

Medicine:5

Repair: 5

Passive:

Speech:7

Barter: 3

Sex Appeal: This trait increases your chance of having a good reaction with members of the opposite sex. Unfortunately, this trait tends to annoy members of your sex.

One Hander: One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.

Let me know if there's a problem.
 

The Lyre

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Jul 2, 2008
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Argh, why must the world still move whilst I sleep?!

Yes, I'm still accepting players, so all still welcome.

Spartan; due to me being a complete tard over the simplest of sums, I'm afraid you must subtract 13 points from your skills, and I also need to make sure everyone else has, too...unless they made it after I edited in the correct amount...

God I hate me.

Gecko; you have no stats, skills or traits, meaning that right now I can't use your character sheet. Also, whilst I am accepting this experimental armour, don't expect it to just reflect all damage.

Okay, it would seem that everyone's skills are now in order.

This RP is still completely open, and providing Gecko adds in the required...additions...(Shush, I just woke up) then we'll have 5 sheets, and a few more who have shown interest.

As we may be starting tomorrow, I thought I should put up the basic rules;

1 post per GM post; I post, you all post once, repeat.

Once you leave the vault - i.e., within half of the first chapter, I will not tell you which direction to go - I'll have a location in each direction, and it is up to you to pick North, West, etc. I will usually go with the majority, but if, say, two large groups want to go East and West, I will split you up, providing you both meet up afterwards.

A bit ambitious to try and simulate the wastes as best as possible, but it shouldn't be too difficult...right?

To summarise; I post, you post, we all post for free roaming goodness.
 

Spartan Bannana

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Wait...wasn't Poodonkis supposed to have a backround on his char? Or did actual character depth become optional.
Oh, and I edited in an appearance as well as took 13 away from my skills.
 

The Lyre

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Spartan Bannana said:
Wait...wasn't Poodonkis supposed to have a backround on his char? Or did actual character depth become optional.
Oh, and I edited in an appearance as well as took 13 away from my skills.
No, I missed that in my rush to check skills.

Poodonkis, you do require a background and personality for your character.
 

the fifth

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May 14, 2008
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Name:Jim Moors
Gender: Male
Vault Occupation: General Labor
Background: Jim was an average child, he did nothing particularly well. The placement test only confirmed this so they made him a laborer. The only outstanding feature about him was his obedience. Anyone he accepted as authority could tell him to do almost anything and he would do it. He developed this particular trait because of events in his childhood. When he was younger he was not as social as the other children and so they teases him until an adult interfered and stopped it. Afterwords he followed this man everywhere until the day the man was chosen to go outside. Ever since then Jim wanted to go out side and finish his mentors work.

S.E.C.I.A.L.
Strength: 10
Perception: 4
Endurance: 10
Charisma: 3
Intelligence: 4
Agility: 5
Luck: 4

Combat
Small Guns: 4
Big Guns: 4
Energy Weapons: 4
Unarmed: 6
Melee Weapons: 4
Explosives: 5

Active
Medicine: 2
Sneak: 4
Lockpick: 3
Science: 4
Repair: 4

Passive
Speech: 3
Barter: 5

Traits
Kamikaze: By not paying attention to any threats, you can rush in where angels fear to tread. You are easier to hit, but you act earlier in combat.
Pack Animal: You are very good when there is people around to work with but alone you are a little lost