Post by southpaw on Apr 10, 2015 14:47:51 GMT
Stick your characters here!
I need your Name, SPECIAL, Feats, HP, AC, Carry Limit, Equipment and some form of Background. It can be as sparse or as elaborate as you wish.
SPECIAL
Strength: - Measure of strength.
Perception: -Use of five senses.
Endurance: - Your health and fitness.
Charisma:- Attractiveness and likeability
Intelligence:- Intellect, curiosity and critical thinking.
(Also effects energy weapons)
Agility:- Test of quickness and reflexes.
(Also effects guns)
Luck:- How lucky you are
To get your stats for these, you roll 4, 6 sided dice. Get rid of the lowest one, add the rest together, and there you are. You need to do that for every skill except luck. When you have your 6 scores you're free to put them in whichever slot you wish. Luck is a slightly different skill. Basically the way it will work is sometimes I'll give you a bonus to various things for being lucky (finding something, overhearing/spotting something useful) but in combat it'll make it easier to land critical hits. For every 3 points of luck you have, your crit roll will be lowered by one. So normally a crit is when you roll a 20 on a d20 dice. IF you have 3 luck, you'll crit on a 19/20, 6 points you'll crit on 18/19/20 and so forth. To keep this balanced, to add a point to luck you will need to strip 2 points from your other skills. So to get the 3 luck to lower your crit you need to give up 6 points from anywhere else.
For your other skills, 10 points is average and gives you a 0 modifier to rolls for that skill. For every 2 points either way, you get a +/- 1. In practice:
6/7 -2
8/9 -1
10/11 +0
12/13 +1
14/15 +2
And because its useful to know, this is how combat will be rolled:
Melee/Thrown: D20+Str to hit. Damage is d20+Str.+weapon damage
Ranged: D20+Agi. to hit. Damage is D20+weapon damage
Energy weapons: D20+Int to hit. Damage is D20+weapon damage
As with Sloth's game, I'll be rolling these myself, but at least you'll understand how your scores are being tallied.
HP/AC
AC: 10+Agility modifier+Armour
HP: 10+ Endurance (all points) + Strength modifier.
Carry Limit
Strength x 10
Feats (You can have 3 feats, but only 1 that is a combat skill. Balance issue since ya'll have guns)
These are the ones I came up with but I'm perfectly happy for you to come up with your own. Drop me a PM with it and I'll give you a yay or nay
Double Tap: You may make two attacks with an accuracy penalty.
Combat Readiness: You can never fall victim to a surprise attack (expect some of these in the Wastes. )
Battle Hardened: You start with a bonus +5 to hit points and gain more per level up.
Quickdraw: You may ignore the initiative order and make an attack with an accuracy penalty. Also allows you a surprise attack against unprepared enemies, again with an accuracy penalty.
Sleight of Hand: Cheating at cards, picking pockets, concealing a weapon. These come easy to you.
Dual-wield: You can dual-wield handguns or melee weapons with a -1 accuracy to the off-hand weapon instead of the standard -3
Poison Bomb: Medical knowledge doesn't have to be used for good. You effect enemies in a 5 metre spread with a poison that does light damage and lowers their chance to hit for 2 turns.
Medic: Can deal with more grievous injuries.
Ed-E: You have a little Ed-E drone to help you along. Can deploy him in combat where he will attack independently with energy weapons. Low hit points however and if destroyed he will need to be repaired.
Scrounger: Increased chance of finding phat lootz. Allows you to dismantle things for components.
Repair: Much better ability to repair things be it robots, machines, weapons, whatever. I'll also let you Macguyver some shit if you make it halfway convincing. Or you can be boring and just make IEDs and nail bombs I guess.
Equipment - (Start with 2000 caps each) Everyone starts with: backpack, 2 stimpacks (heal), 4 days food, matches, sleeping bag and a pocket knife.
Note on Capacity: I'm not going to be anal about counting ammo, but if you're rocking a 2 shot shotgun and a six shooter I'm not going to let you spray like you have a machine gun. The assumption will be that you reload whenever you can, but sometimes there's not going to be an obvious pause for you to do so if you have multiple attacking rounds. You're free to say you reloaded instead of attacking for a turn.
Handguns - Short range
.32 Pistol, (Low damage, low capacity, easily concealable) 180 Caps
.357 revolver (Good damage, single action, low capacity) 250 Caps
.44 magnum (High damage, double action, low capacity, Strong recoil) 400 Caps
9mm Pistol (average damage, high capacity) 400 Caps
Laser Pistol (Average/Good damage, high capacity) 450 Caps
10mm SMG (Good damage, high capacity, strong recoil) 550 Caps
.45 SMG (medium range, good damage, high capacity) 700 Caps
Shotguns - Short/Medium range
Single Shotgun (High damage, accurate, slow firing) 650 Caps
Sawn-off (Short range, Very high damage, low capacity) 500 Caps
Lever Action (Medium range, High damage, high capacity) 750 Caps
Pump Action (Medium range, High damage, High capacity) 1000 Caps May choose to load this one with slugs instead of shot, change to Long range and Good damage
Rifles - Medium/Long range
Hunting Rifle (Long range, High damage, accurate, bolt-action) 700 Caps (Add scope for an extra 150)
Winchester Rifle (Medium/Long Range, Good damage, Lever action) 750 Caps
Service Rifle (Long range, average damage, high capacity, semi-auto) 900 Caps
Assault carbine (Medium/long range, average damage, high capacity, auto) 1200 Caps
Laser Rifle (Long range, good damage, semi-auto, accurate) 950 Caps
Plasma Rifle (Long range, High damage, Semi-auto) 1000 Caps
Melee
Brass Knuckles 50 Caps
Combat knife 100 Caps
Machete 200 Caps
Fire Axe 180 Caps
Police Baton 150 Caps
Entrenching Tool 180 Caps
Ripper (mini chainsaw) 300 Caps
Sledgehammer 250 Caps
Power Fist 500 Caps
Throwing Knife 100 Caps each
Explosives
Dynamite 200 Caps
Grenade 350 Caps
Nail Bomb 250 Caps
Pulse grenade 300 Caps
Armour
Light:
Brahmin Skin (+1) 200 Caps
Leather Armour (+2) 280 Caps
Gecko-Backed Leather Armour (+4) 350 Caps
Medium
Combat Armour (+5)700 caps
Combat Armour Reinforced (+6) 750 Caps
Van Graff Combat Armour (+7) 850 Caps
Heavy
Metal Armour (+8) 1000 Caps
Helmet
Welding Mask (+1) 100 Caps
Metal Helmet (+2) 180 Caps
Combat Helmet (+3) 300 Caps
Reinforced Combat Helmet (+5) 450 Caps
I need your Name, SPECIAL, Feats, HP, AC, Carry Limit, Equipment and some form of Background. It can be as sparse or as elaborate as you wish.
SPECIAL
Strength: - Measure of strength.
Perception: -Use of five senses.
Endurance: - Your health and fitness.
Charisma:- Attractiveness and likeability
Intelligence:- Intellect, curiosity and critical thinking.
(Also effects energy weapons)
Agility:- Test of quickness and reflexes.
(Also effects guns)
Luck:- How lucky you are
To get your stats for these, you roll 4, 6 sided dice. Get rid of the lowest one, add the rest together, and there you are. You need to do that for every skill except luck. When you have your 6 scores you're free to put them in whichever slot you wish. Luck is a slightly different skill. Basically the way it will work is sometimes I'll give you a bonus to various things for being lucky (finding something, overhearing/spotting something useful) but in combat it'll make it easier to land critical hits. For every 3 points of luck you have, your crit roll will be lowered by one. So normally a crit is when you roll a 20 on a d20 dice. IF you have 3 luck, you'll crit on a 19/20, 6 points you'll crit on 18/19/20 and so forth. To keep this balanced, to add a point to luck you will need to strip 2 points from your other skills. So to get the 3 luck to lower your crit you need to give up 6 points from anywhere else.
For your other skills, 10 points is average and gives you a 0 modifier to rolls for that skill. For every 2 points either way, you get a +/- 1. In practice:
6/7 -2
8/9 -1
10/11 +0
12/13 +1
14/15 +2
And because its useful to know, this is how combat will be rolled:
Melee/Thrown: D20+Str to hit. Damage is d20+Str.+weapon damage
Ranged: D20+Agi. to hit. Damage is D20+weapon damage
Energy weapons: D20+Int to hit. Damage is D20+weapon damage
As with Sloth's game, I'll be rolling these myself, but at least you'll understand how your scores are being tallied.
HP/AC
AC: 10+Agility modifier+Armour
HP: 10+ Endurance (all points) + Strength modifier.
Carry Limit
Strength x 10
Feats (You can have 3 feats, but only 1 that is a combat skill. Balance issue since ya'll have guns)
These are the ones I came up with but I'm perfectly happy for you to come up with your own. Drop me a PM with it and I'll give you a yay or nay
Double Tap: You may make two attacks with an accuracy penalty.
Combat Readiness: You can never fall victim to a surprise attack (expect some of these in the Wastes. )
Battle Hardened: You start with a bonus +5 to hit points and gain more per level up.
Quickdraw: You may ignore the initiative order and make an attack with an accuracy penalty. Also allows you a surprise attack against unprepared enemies, again with an accuracy penalty.
Sleight of Hand: Cheating at cards, picking pockets, concealing a weapon. These come easy to you.
Dual-wield: You can dual-wield handguns or melee weapons with a -1 accuracy to the off-hand weapon instead of the standard -3
Poison Bomb: Medical knowledge doesn't have to be used for good. You effect enemies in a 5 metre spread with a poison that does light damage and lowers their chance to hit for 2 turns.
Medic: Can deal with more grievous injuries.
Ed-E: You have a little Ed-E drone to help you along. Can deploy him in combat where he will attack independently with energy weapons. Low hit points however and if destroyed he will need to be repaired.
Scrounger: Increased chance of finding phat lootz. Allows you to dismantle things for components.
Repair: Much better ability to repair things be it robots, machines, weapons, whatever. I'll also let you Macguyver some shit if you make it halfway convincing. Or you can be boring and just make IEDs and nail bombs I guess.
Equipment - (Start with 2000 caps each) Everyone starts with: backpack, 2 stimpacks (heal), 4 days food, matches, sleeping bag and a pocket knife.
Note on Capacity: I'm not going to be anal about counting ammo, but if you're rocking a 2 shot shotgun and a six shooter I'm not going to let you spray like you have a machine gun. The assumption will be that you reload whenever you can, but sometimes there's not going to be an obvious pause for you to do so if you have multiple attacking rounds. You're free to say you reloaded instead of attacking for a turn.
Handguns - Short range
.32 Pistol, (Low damage, low capacity, easily concealable) 180 Caps
.357 revolver (Good damage, single action, low capacity) 250 Caps
.44 magnum (High damage, double action, low capacity, Strong recoil) 400 Caps
9mm Pistol (average damage, high capacity) 400 Caps
Laser Pistol (Average/Good damage, high capacity) 450 Caps
10mm SMG (Good damage, high capacity, strong recoil) 550 Caps
.45 SMG (medium range, good damage, high capacity) 700 Caps
Shotguns - Short/Medium range
Single Shotgun (High damage, accurate, slow firing) 650 Caps
Sawn-off (Short range, Very high damage, low capacity) 500 Caps
Lever Action (Medium range, High damage, high capacity) 750 Caps
Pump Action (Medium range, High damage, High capacity) 1000 Caps May choose to load this one with slugs instead of shot, change to Long range and Good damage
Rifles - Medium/Long range
Hunting Rifle (Long range, High damage, accurate, bolt-action) 700 Caps (Add scope for an extra 150)
Winchester Rifle (Medium/Long Range, Good damage, Lever action) 750 Caps
Service Rifle (Long range, average damage, high capacity, semi-auto) 900 Caps
Assault carbine (Medium/long range, average damage, high capacity, auto) 1200 Caps
Laser Rifle (Long range, good damage, semi-auto, accurate) 950 Caps
Plasma Rifle (Long range, High damage, Semi-auto) 1000 Caps
Melee
Brass Knuckles 50 Caps
Combat knife 100 Caps
Machete 200 Caps
Fire Axe 180 Caps
Police Baton 150 Caps
Entrenching Tool 180 Caps
Ripper (mini chainsaw) 300 Caps
Sledgehammer 250 Caps
Power Fist 500 Caps
Throwing Knife 100 Caps each
Explosives
Dynamite 200 Caps
Grenade 350 Caps
Nail Bomb 250 Caps
Pulse grenade 300 Caps
Armour
Light:
Brahmin Skin (+1) 200 Caps
Leather Armour (+2) 280 Caps
Gecko-Backed Leather Armour (+4) 350 Caps
Medium
Combat Armour (+5)700 caps
Combat Armour Reinforced (+6) 750 Caps
Van Graff Combat Armour (+7) 850 Caps
Heavy
Metal Armour (+8) 1000 Caps
Helmet
Welding Mask (+1) 100 Caps
Metal Helmet (+2) 180 Caps
Combat Helmet (+3) 300 Caps
Reinforced Combat Helmet (+5) 450 Caps