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Celtia Resident Karma: 19/0 403 Posts
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Character Backgrounds
No, you're not all couriers who were left for dead, almost killed just for the Platinum Chip you were sent to deliver. In fact, no-one here is.
The Mojave Wasteland and the city of New Vegas is home to so much more than Couriers. Post-Apocalyptia is filled with so much more than ex-Vault Dwellers, Chosen Ones and Lone Wanderers. Heroes can come from any walk of life, if you give them the chance...
Sample backgrounds for your character are listed below, a list that will update in time. Seperated into Faction-related backstories as well as Location-related backstories, each have their own benefits and penalties associated with them, and may change how the people of the Wasteland react to you, and your knowledge of the Wasteland and the people inside. Though this list is an attempt to cover most bases of Character-Creation, any player may PM me a different idea as long as it is plausible and fits into the existing Lore.
All backgrounds have their own benefits, usually including a perk-like benefit unique to themselves, listed in italics.
Brotherhood of Steel
EXILE
You were once a respected member of your Family in the Mojave. Paladin or Scribe, Knight or Scout, whatever you did was not enough to warrant your death, but enough for them to no longer call you kin. You can't go back, and there are many enemies of the Brotherhood should people learn your once-proud identity, so you have little choice but to leave it behind you as another life, and see more of the savage wasteland as you decide where, and how, to start anew.
- Improved Science
- Improved Energy Weapons
- Improved Unarmed
- Improved Sneak
- Improved one other skill (Stacks with Tagged skill bonus)
- Automatically gets training with Power Armour. While wielding any form of power armour, you gain +1 Strength in addition to existing bonuses.
EX-BROTHERHOOD
By choice, you left the bunker behind. Disillusioned by their ideals, or driven to something else by greed, you find yourself travelling the wasteland without your 'family'. Whether you still consider yourself a member of the Brotherhood or something else, you still hold a deep knowledge, and desire, of technology.
- Improved Science
- Improved Energy Weapons
- Improved Repair
- Improved Survival
- Improved one other skill (Stacks with Tagged skill bonus)
- Automatically gets training with Power Armour. If wielding any form of Power Armour, it grants you additional DT.
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NCR
EX-SOLDIER
You were once a serving soldier of the New California Republic, but found yourself either discharged or voluntarily quit, for whatever reason you had. Whatever you want to make of yourself, why you're here in the Mojave, is anyones guess, but that military training wasn't for nothing...
- Improved Explosives
- Improved Guns
- Improved one other skill (Stacks with Tagged skill bonus)
- Bonus point to any SPECIAL attribute
- Automatically recieves the 'Grunt' perk, regardless of level or skill requirement.
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Caesars Legion
DISSOLUTE
Once Legion, no longer. Whether you were a recruit or a legionary, it matters no more. Perhaps you saw, or were forced to do something you could not accept. Perhaps you did not slit your throat when captured, but escaped regardless and daren't return to the legion. Regardless of moral or survival reasons, you now find yourself alone in the Wasteland. Even if you've found friends, made a new life, you can only be certain that it will all be torn apart one day when your secret is revealed.
- Improved Melee Weapons
- Improved Unarmed
- Bonus point to Strength
- Improved Speech (Coercion)
- Penalty to Chem and similar medical Effects (Addiction more likely, benefits lesser)
- Improved benefit with armour. In addition, you are more likely to cripple enemy limbs and more resistant to having your own crippled if you are wielding a melee weapon.
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Great Khans
DRUG RUNNER
People not in your tribe may look down on you, but you hold an essential role for the proud, long-standing Great Khans. It's the equipment and cash that you bring from every corner of the Mojave and beyond that keeps the Khans alive, when everything is said and done. You've dealt - peacefully - with Fiends, the Crimson Caravan, Powder Gangers and more, and dealt - less peacefully - with the NCR and the Legion. A full-fledged Khan besides, your strength and endurance are as considerable as your talent for surviving long treks.
- Improved Survival
- Improved Speech (Coercion)
- Improved Speech (Diplomacy)
- Improved effect and lesser chance of addiction to all chems (does not apply to medicine)
- Bonus Point to Endurance
- Automatically recieves the "Strong Back" perk, when prerequisites are met
KHAN WARRIOR
Having passed the initiation ritual with flying colours, you are a dedicated, powerful and proud Khan Warrior. You realize that the Khan's are a dying tribe, but you have no intention of going quietly. Heading out into the wastes to make something of yourself and the tribe, or else to seek something that will change it's fate, you know that the challenges you face will only make you stronger.
- Significantly improved Melee Weapons
- Improved Guns
- Bonus Strength point
- Bonus Endurance point
- Gain a bonus to Damage Threshold, as well as an increase in overall health
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New Vegas Strip
GAMBLER
The Strip is merely your second home. Your real place is at the Roulette wheel, or in front of a slot machine, or playing blackjack. Quick-witted, able to judge odds well, and followed around by uncanny luck, you're really living the dream where you stand. You remain in luxury, but only as long as your caps keep flowing, and to do so you just have to keep winning. Without caps, you lose everything, you lose the strip, and then where do you have to go?
- Bonus point to Luck
- Vastly improved starting caps
- Improved Critical Hit chance
- Improved Speech (Persuasion)
- Penalty to Survival
- Begins with a Caravan Deck
- You attain Experience slower than usual, but gain more skill points to spend each Level Up
EX-CHAIRMAN
Shamed by Benny's plot, or forced to leave through other circumstances, your history means little now. Once one of the Strip's cats of cool, you find yourself on the streets, perhaps one of the first to have done so. As good as tribal once more, but without even a tribe left to speak of. Things are looking down for this cat.
- Improved Guns
- Improved starting caps
- Bonus point to Charisma
- Improved Speech (Persuasion)
- Improved starting weapon
- Attacks with a Sawed-Off Shotgun, knife weapon or silenced weapon have a higher rate of fire and shorter reload times, if applicable.
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Followers of the Apocalypse
FOLLOWERS GUARD
More than simple security, you are well-educated and dedicated to protecting the Followers from those who would seek to destroy or take advantage of them. Capable of taking out simple thugs, as well as holding your own in a firefight against trained mercenaries, hanging around the Followers has taught you a lot besides combat...
- Improved Medicine
- Improved Guns
- Improved Repair
- Bonus Intelligence point
- Bonus Perception point
- Stimpacks, Super Stimpacks and Med-X have increased effects. In addition, the Super Stimpack Debuff is less effective
DOCTOR
Intelligent, perceptive and presumedly charitable, you are perfectly capable of treating patients even when given inadequate supplies or unusual circumstances. A student of medicine and something of a scientist; in giving health to people you find your place, and your peace.
- Significantly improved Medicine
- Starts with increased Medical supplies
- Improved Survival
- Improved Science
- Bonus Intelligence point
- When used on yourself or on others, Stimpacks have an increased effect, and can heal crippled limbs slightly
CHEMIST
As a chemist of the followers, you are taught far beyond basic backyard chem mixes, but the more refined and helpful arts of making medicine and anti-addiction aids. Fixers, Hydra, Med-X and Stimpacks are all your specialty; but when times require it, and God forbid if they do, you can at least make some Jet and Psycho that won't kill their consumer.
- Improved Medicine
- Improved Science
- Significantly improved Survival when crafting
- Can create all chems and medicine automatically, with less ingredients, to greater effect
RESEARCHER
A thankless job, but an important one within the followers, you are a Researcher of some description. Whether it is seeing what can be done in Westside and Freeside, attempting to grow a certain plant, to getting ahold of Cazador venom, you more or less handle the dirty, boring or otherwise dangerous work of the Followers. Knowing is half the battle, and its knowing that's your job.
- Improved Medicine
- Improved Science
- Improved Survival
- Improved Barter
- Bonus Perception point
- Travelling and quests award bonus EXP to you
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Goodsprings
MILITIA
For the most part, you live an easy life. Goodsprings is a quiet, pleasant area. There's enough food to not go to bed hungry, enough water to wash your clothes as well as drink and enough alcohol to ignore the pull of the tales of the New Vegas Strip. But even Goodsprings needs protectors, those who will protect the people of the town from the lowliest of geckos and coyotes, to those who will band together to fight off bandits or rogue creatures twice the size of a man.
- Improved starting supplies (Food, Water, etc)
- Improved Guns
- Bonus Perception point
- When attacking an enemy focused on an ally besides yourself, critical hit chance is increased
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Freeside
FREESIDE THUG
Born, or ended up in, the 'city' of Freeside; desperation, greed or hatred led you to become what you were. A petty thug, using whatever weapons and whatever guile you had to lure or ambush travellers, merchants or other locals. Used to working in a group, and less than used to using reliable weaponry or armour. Freeside's collapse may have been recent, but you found yourself there recently as well, or have adapted quickly. Recently, though, you found yourself outside of Freeside's walls. Perhaps you attacked the wrong traveller, but managed to run away and survive. Perhaps you decided to make something else of your life. Whatever it is, you hope this new chapter of your life holds more promise than Freeside did.
- Improved Melee Weapons
- Improved Sneak
- Bonus Agility point
- When making a successful sneak attack, or attacking an enemy whom is focused on an ally besides yourself, you deal additional limb damage
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Westside
WESTSIDE MILITIA
A fighter for independance, you've had experience guarding Westside from all forms of threats, from radscorpions to maruadering Fiends. Your 'job' has insured food and a place to call home, but little to no solid payment in caps. What you have is a damn sight better living than what so many out there have, and you're happy to have it, but regardless of whether you're in it as a protector or oppurtunist, you feel your skills could be suited to much more...
- Improved Guns
- Improved Repair
- Bonus Perception point
- Gain a significant damage bonus with Guns against enemies that rely on Melee or Unarmed attacks; including animals
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Wastelander
COURIER
A messenger of the small Mojave Express, you live a dangerous life, but an honest one for the most part. Paid to deliver packages and messages all over the Mojave, you're used to spending days travelling the roads, surviving with whatever food and water you can carry. The hazards of the wasteland are numerous, but you've learnt to survive by travelling with others, or being a better shot than most, or being far sneakier than most. Whether you confront, avoid or outsmart whats in your way, you're a survivor by nature, and know many of the Mojave roads like the back of your hand.
- Improved Survival
- Improved Barter
- Improved starting funds
- Bonus Endurance point
- Begins with a Caravan Deck
- Can go longer without food, water and sleep without suffering penalties
'PROSPECTOR'
A polite term for 'scavenger', a prospector makes his or her living out on the Wastes, looking to find weaponry, apparel and any other technology or treasure to sell. The most succesful prospectors learn to live off the land, and are good at judging risk. Those that aren't often die of irradiation or monsters. As far as making a living, its not a valid long-term option considering the incredible risks, but perhaps you became a prospector to get away, or because there was no other option. Perhaps you love the savagery of the wasteland, or perhaps you're looking for that one big find that will let you retire in comfort.
- Improved Survival
- Improved Repair
- Improved Barter
- Improved Lockpick
- Improved Guns
- Improved Energy Weapons
- Choice of improved starting funds, improved starting apparel or improved starting weaponry.
- Automatically receives 'Pack Rat' perk when prerequisites are met
CARAVAN GUARD
Travelling the Mojave with a gun in your hand, you have a well paying, simple job. Of course, not necessarily the safest task at the best of times, you have to protect not only yourself but your employers from the worst the wasteland has to offer - fiends, fire ants, nightstalkers and worse. To stve off monotony until you make enough money to move your life to something more glamorous, you mingle with any and every town you come across, often making a tidy extra sum with every trip due to your expertise on the game of Caravan.
- Improved Guns
- Improved starting funds
- Bonus point to Perception
- Begins with an advanced Caravan Deck
- Improved accuracy against Mutated Animals as well as Fiends, Vipers and similar enemies
EX-CARAVANEER
Fortune, or financial savvy got you into the Caravan business. Whether you travelled to the Mojave Wasteland, or grew up there, you have become familiar with its roads and people, and know what to sell to whom and where. Of course, good things never last, and regardless of how large your business was before, you're back to square one, more or less. Whether you were forced to sell your business, or you had nothing left of it to sell, you still amassed more caps than most in the Wasteland to help drown out the past and start anew.
- Improved Speech (Persuasion)
- Improved Barter
- Bonus point to Charisma
- Significantly improved starting funds
- Caps found while travelling or looting are increased
MERCENARY
You fancy yourself something of an expert in combat, certainly you'd have to be to make a living off of it. From basic guarding duties to working with the NCR or a rich businessman, there are always people looking for talents such as yours, and you know it. Hopefully they know that nothing's free in the Mojave.
- Improved Barter
- Bonus point to Agility
- Minor Penalty to All Skills
- Significant improvement to Melee Weapons, Energy Weapons and Guns
- Weapon condition decays slower, ammunition weighs less
BOUNTY HUNTER
Bounty hunters go by a variety of names, usually depending upon how far they'll go for caps. 'Hired Assassin', 'Precise Mercenary' or even 'Hero'. You provide your services, for a fee, to anyone who wants somebody in particular dead, though where you draw the line is up to you. Depending on your employers, you may have taken down important Fiend, Legion or even NCR targets in your time, and you've learnt the value of making your kills without being drawn into a prolonged gunfight.
- Improved Sneak
- Improved Guns, Melee Weapons, Unarmed or Energy Weapons
- Improved Explosives
- After making a successful Sneak Attack, critical hit chance is increased significantly for a short time
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Enclave
REMNANT
The Enclave. The proud inheritors of the United States Government. Certain of their power, the Enclave once attempted to cleanse the wastelands and start their country anew, but their attempts ended in vain, foiled at every corner. The Enclave now lies in ruins, for the most part, but some old soldiers still survive. Perhaps your parents were Enclave, perhaps you yourself were decades ago. Regardless of how you were affliated with them, you still know much about what the organization was, even if you hide your knowledge. In your time in the Mojave, you have had time to reevaluate what the wasteland actually is...but you have yet to make your decisions of what to do about it.
- Improved Science
- Improved Speech (Coercion)
- Improved Energy Weapons
- Automatically gets training with Power Armour. In addition, you deal additional damage with all knives and rippers
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Fiends
EX-FIEND
Somehow, you left your chem-hazed past behind you where it belongs. Having left the 'group' with your head intact and your mind working, more or less, you've come out better than almost any other. Your horrible excesses on chems have taken their toll, but also have their uses. Whatever you choose to do know that you have broken free of that cycle, you can only hope its not too late for you to make your way in the world.
- One-point penalty to Intelligence
- One-point penalty to Perception
- One-point penalty to Endurance
- One-point penalty to Agility
- Improved Melee Weapons
- Improved Energy Weapons
- Improved Guns
- Improved Medicine
- Improved Sneak
- Improved Speech (Coercion)
- Starts with multiple Chems
- Chems last in less time, but have a vastly improved effect. While addicted to a chem, continuing to take that chem will stave off the addiction penalties for longer than usual
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Vault Dweller
VAULT 3 SURVIVOR
You were young when, so many years ago, your life suddenly changed forever. You were barely an adult - if even that - when the Fiends came. It hadn't been long since the Overseer first opened the Vault doors and begun to trade with the Mojave - such a short span of time that few remember the existence of the Vault's original dwellers, such as you - that the savagery of the Wastes was taught to all inhabitants in a final lesson of betrayal and violence. But the Fiend attack, led by Motor Runner over a decade ago, did not slay every inhabitant, as is thought by many. No, at least one, through remarkable fortune, survived and ran far from their home, far from the destruction of everything they ever knew. You.
- Severe Penalty to Survival
- Minor penalty to all skills
- Bonus three points to Luck
- Begins with a Pip-Boy 3000
- Experience gained is increased significantly
VAULT 21 WANDERER
Part of the same Vault as Sarah Weintraub and Michael Angelo, you grew up in the vault before its assimilation into Mr House's empire. Unlike many of its inhabitants, you have freely let go of its traditions and way of life, and have enthusiastically thrown yourself into the wonders of the Mojave. With a Pip-Boy on your wrist and a pistol by your side, you're ready to see the world outside of the Strip.
- Minor Penalty to all skills
- Severe Penalty to Survival
- Choose four Tag Skills instead of three
- Begins with a Pip-Boy 3000
- Improvement to all Tagged skills
Posted on 2011-09-09 at 09:30:08.
Edited on 2011-09-22 at 03:04:47 by Celtia
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Celtia Resident Karma: 19/0 403 Posts
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Skills & Level 1+ Perks
Everybody is unique, individual. Everybody has their talents, their tricks, their exclusive styles. It is their skills and traits that define how they will solve problems, and how they intend to survive the paths they walk.
Below is the list of skills. Most heavily inspired off Fallout: New Vegas, these skills will have as many uses as you can think of. Perhaps, if a door isn't too tough, you might blow it through with some C4, rather than picking its lock? In addition, similar to the game, I will on occasion PM players additional information that may help them when searching around or conversing with someone that is related to their skills (Example: Only laser weapons leave bodily burns like this)
All skills in this adventure are identical to Fallout: New Vegas, with the exception of 'Speech' which has been broken down into Coercion and Persuasion. Coercion is part modified by your Charisma, and part on your Strength. Though coercing/forcing/intimidating people has overall fewer uses (in general) than Persuasion, it is commonly more effective. When a Perk or otherwise mentions "Speech", it applies to both Coercion and Persuasion.
Unless your background allows otherwise, choose 3 'Tagged' skills to recieve bonuses in.
-Guns
-Energy Weapons
-Explosives
-Unarmed
-Melee Weapons
-Lockpick
-Medicine
-Repair
-Science
-Sneak
-Survival
-Barter
-Speech (Coercion)
-Speech (Persuasion)
Below is a list of Traits and Level 1+ Perks, with a quick description given to each one as well as their prerequisites. There are a vastly greater number of Perks in this game in order to make your character as individual as possible, and each perk may help you in conversation and dealing with problems it may not have originally been intended for (example - Shotgun Surgeon helping you shoot just where you need to at a basic door to blow the lock off).
Choose up to three Traits at first level, and one Perk for your First Level. The list of Perks will be updated in time, and you get one perk at every level, and two perks at every second level (2, 4, 6, 8, 10, etc)
You'll see new Traits and Perks, particularly Perks, that weren't in any of the Fallout Games. Be sure to read through carefully. Some perks are not there for balance reasons, such as Intense Training, but are offset by others instead. For example, the 'Visionary', 'Practical' and 'Oppurtunist' perks are something of replacements for Intense Training, and deal with every attribute except luck, but have their own restrictions as you can read below.
Traits
-"Built to Destroy": Increases Critical Hit chance, weapon condition decays faster.
-"Four Eyes": +1 Perception when wearing Glasses, -1 without.
-"Fast Shot": Increased firing speed for Guns and Energy Weapons, but decreased accuracy.
-"Good Natured": Bonuses to Speech (Persuasion), Medicine, Repair, Science and Barter; but Penalty to Energy Weapons, Explosives, Guns, Melee Weapons, Unarmed and Speech (Coercion).
-"Heavy handed": Melee and Unarmed attacks do more damage, but less Critical Hit damage.
-"Small Frame": +1 to Agility, but your limbs take more damage than usual.
-"Trigger Discipline": Increased accuracy for Energy Weapons and Guns, but decreased firing speed.
-"Claustrophobia": +1 Bonus to all attributes outside, -1 penalty to all attributes indoors.
-"Early Bird": +2 Bonus to all attributes between 6am and 12pm. -1 penalty between 6pm and 6am.
-"Balanced Sleeper": +2 Bonus to all attributes between 12pm and 6pm. -1 penalty between 12am and 12pm.
-"Night Owl": +2 Bonus to all attributes between 6pm and 12am. -1 penalty between 6am and 6pm.
-"Hot Blooded": Damage increase when below 50% health. Penalty to Perception and Agility when below 50% health.
-"Perfectionist": +5 Bonus to tagged skills, -5 penalty to non-tagged skills.
-"Jack of all trades, Master of None": +3 Bonus to non-tagged skills, -5 penalty to tagged skills
-"Absent Minded": -1 to Perception, but +5 bonus to Science and Medicine.
-"Taskmaster": -1 to Charisma, but +5 bonus to Speech (Coercion) and Survival
Level 1+ Perks
-"Black Widow"/"Lady Killer": Bonus damage and increased Speech when dealing with the opposite gender.
-"Cherchez La Femme"/"Confirmed Bachelor": Bonus damage and increased Speech when dealing with the same gender.
-"Friend of the Night": Eyes adapt to low-light conditions faster and more effectively. (Requires Perception 4 and Sneak 30)
-"Heave, Ho!": Throwing weapons, including Grenades, are thrown faster and further. (Requires Strength 4)
-"Hunter": Additional damage against all animals. (Requires Survival 40)
-"Rapid Reload": All weapons reload faster. (Requires Agility 5)
-"Retention": Skill Magazines have a considerably longer duration. (Requires Intelligence 5)
-"Swift Learner": +2 Bonus to all non-Tagged skills. (Requires Perception 5)
-"Trained Professional": +3 Bonus to all Tagged skills. (Requires Intelligence 5)
-"Gun Nut": +5 Bonus to Guns and +10 Bonus to repairing Guns. (Requires Repair 40 and Guns 30)
-"Electrician": Perfect-condition [75% or more] Energy Weapons deal increased damage. (Requires Repair 40 and Energy Weapons 30)
-"Cautious Traveller": +3 to Perception when detecting enemies outdoors. (Requires Luck 4 OR Perception 4)
-"Anaesthesist": All non-medical chems have a longer duration. (Requires Intelligence 4 and Medicine 40)
-"Lightfingers": Gain a bonus to Melee Weapons and Repair. (2 Ranks. Requires Lockpick 60)
-"Fatality!": Your Unarmed attacks do much more limb damage, and have a greater chance of dismemberment. (Requires Unarmed 40)
-"Post-Modern Duelist": Melee Weapon condition decays slower, and when using one, deal additional damage to enemy weapons. (Requires Melee Weapons 40)
-"Junk Rounds": Can improvise ammunition from scrap much better. (Requires Luck 6 and Repair 50)
-"Dreadnought": When wearing Heavy armour, your limbs are less likely to become crippled. (Requires 6 Strength and 4 Endurance)
-"In Shining Armor": When wearing metallic armour, increased DT against Energy Weapons, with a lesser DT bonus for eyewear. (Requires Repair 40 and Science 60)
-"Light Touch": When wearing light or no armour, critical hit chance is increased and enemy critical hit chance decreases. (Requires Agility 6 and Repair 60)
-"Visionary": +1 to Perception or Charisma (2 Ranks. Benefits only apply with Good Karma)
-"Practical": +1 to Endurance or Intelligence (2 Ranks. Benefits only apply with Neutral Karma)
-"Oppurtunist": +1 to Strength or Agility (2 Ranks. Benefits only apply with Evil Karma)
Posted on 2011-09-17 at 18:36:50.
Edited on 2011-09-22 at 03:14:02 by Celtia
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Celtia Resident Karma: 19/0 403 Posts
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Character Creation Rules
Okay, now for simplicity's sake, similar to the games themselves: Character creation is as simple as picking what you do and don't want, more or less. The exact values of your skills, bonuses and penalties are what I will calculate and get back to you on.
So, here is a 'Sheet' to copy and fill out to create your character. Do not attempt to calculate your own skills, or point out bonuses and penalties to attributes. They will be integrated afterwards, to keep things as simple as possible for the players.
Name: [Insert first and last names, if applicable]
Gender: [Insert Gender]
Character Background: [Insert the name of your chosen Background]
SPECIAL scores: [SPECIAL attributes act identical as in Fallout: New Vegas with the following exceptions:
1. Speech (Coercion) is affected by both Strength and Charisma
2. Though V.A.T.S no longer exists, except in rare cases, AP gained from Agility is still used to pull off particular combat stunts, such as difficult Grenade tosses, Sniping/long range shots and Melee/Unarmed special attacks
3. Instead of having 40 points to spend on SPECIAL scores, you ONLY HAVE 30 POINTS TO SPEND. This is to enhance the value of working in a group, and promote the individuality of the characters]
Strength:
Perception:
Endurance:
Charisma:
Intelligence:
Agility:
Luck:
Tagged Skills: [As usual, unless your background states otherwise, choose 3 Tag Skills.]
Traits: [Select up to 3 Traits for your character.]
Perks: [Select a Level 1 perk for your character. If you're unsure if your Skills will be high enough for the prerequisites of a perk, simply state what you want and a 'backup' perk or change if you want to make it regardless. Later 'level ups' will be easier to see whether you meet the prerequisites or not.]
Equipment: [If you wish to have a specific weapon, specific apparel, particular survival tools or additional supplies of something, add it/them here. If your background allows additional supplies of some kind, note what you'd like them to be as well.
The less items you choose the more starting Caps you'll have.
SPECIAL RULE, PIP-BOY 3000: The Pip-Boy, only able to be recieved through certain backstories or in-game, serves a variety of survival-based functions. An inbuilt Geiger Counter help those with less survival skill, as well as scanning items that allow for better bartering skill. Inbuilt Maps can also come in handy, and the wielder often has to carry less weight as Holotapes are simply loaded onto the Pip-Boy, rather than carried around in bulk. Finally, the V.A.T.S system allows you to use AP for quick superhuman bursts of reflexes and speed in combat, working even with low Combat Skills.]
Appearance: [Give a quick description of your character. You may note unusual apparel/accessories, scarring, hair colour, accent, height, etc. Please also mention what descent your character is (Asian, Caucasian, African American, Hispanic, etc).]
Backstory: [Give a backstory for your character. Be sure it relates to your background.]
Posted on 2011-09-17 at 18:37:32.
Edited on 2011-09-18 at 09:52:29 by Celtia
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