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Dice Fallout 3: Vaults and Vagabonds - Characters and Guidelines

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Pat

Three Thousand Club

Sex: Male.
Name: Rigal McCurry, also known as Atlas.
Alignment: Good.
Appearance: Red hair, Brown Eyes, Tall for his age, Built like a football player with broad shoulders and defined muscles.
Personality: Joker, laid back, however, he is a berserker when pushed too far albeit it takes a whole lot to get him there.

S: 8.
P: 7.
E: 5.
C: 5.
I: 5.
A: 5.
L: 5.

Action Points: 7.
Hit Points: 5.
Melee Damage Bonus: 8.
Skill Points per Level: 15.
Critical Success Range: 5.
Critical Failure Range: 95.

Big Guns: 10.
Energy Weapons: 15.
Melee Weapons: 18.
Small Guns: 20.
Throwing: 18.
Unarmed: 18.

Barter: 15.
Doctor: 17.
First Aid: 27.
Gambling: 15.
Lockpick: 17.
Outdoorsman: 15.
Repair: 15.
Science: 15.
Sneak: 20.
Speech: 20.
Steal: 20.
Traps: 17.


Sex: Female.
Name: Angel Sapphire.
Alignment: Good.
Appearance: Medium length blonde hair up in a ponytail, blue eyes, tan skin, cute body.
Race: Caucasian.
Height: Five feet.
Build: tall, skinny, agile, quick, can fit into tight spaces.
Starting Garments: vault suit.
Starting Equipment: N/A.
Personality: Shy, timid, quiet, caring, sweet, outgoing after getting to know someone.

S: 3.
P: 4.
E: 4.
C: 10.
I: 5.
A: 10.
L: 4.

Action Points: 10.
Hit Points: 4.
Melee Damage Bonus: 3.
Skill Points per Level: 15.
Critical Success Range: 4.
Critical Failure Range: 94.

Big Guns: 14.
Energy Weapons: 19.
Melee Weapons: 17.
Small Guns: 24.
Throwing: 17.
Unarmed: 17.

Barter: 24.
Doctor: 13.
First Aid: 23.
Gambling: 24.
Lockpick: 18.
Outdoorsman: 13.
Repair: 14.
Science: 14.
Sneak: 24.
Speech: 24.
Steal: 24.
Traps: 18.


Sex: Male.
Name: Alexander Malkin.
Alignment: Neutral.
Appearance: Black hair, Caucasian, yellowish eyes.
Personality: Intelligent, not really much of a fighter as he tends to be the lazy sort. He'd rather think his way out of a situation than use brute force. He also has the uncanny ability to simply disappear when conflict begins.

S: 3.
P: 6.
E: 5.
C: 4.
I: 9.
A: 7.
L: 6.

Action Points: 8.
Hit Points: 5.
Melee Damage Bonus: 3.
Skill Points per Level: 23.
Critical Success Range: 6.
Critical Failure Range: 96.

Big Guns: 13.
Energy Weapons: 22.
Melee Weapons: 16.
Small Guns: 23.
Throwing: 16.
Unarmed: 16.

Barter: 14.
Doctor: 21.
First Aid: 31.
Gambling: 14.
Lockpick: 19.
Outdoorsman: 20.
Repair: 24.
Science: 24.
Sneak: 23.
Speech: 20.
Steal: 23.
Traps: 19.


Sex: Male.
Name: Dominic Delento.
Alignment: Good.
Appearance: rather unremarkable in everything, except for a white patch in his messy brown hair, from when, as a child, he got scared half to death by a radroach while exploring the darkest nooks and crannies of the vault's machinery area.
Outlook: A carefree dreamer that's hard to anger, with a fiery determination and the wish to become a Hero everyone looks up to, like the great Grognak or one of those cowboys from the comic books!

S: 5.
P: 5.
E: 5.
C: 5.
I: 5.
A: 5.
L: 10.

Action Points: 7.
Hit Points: 5.
Melee Damage Bonus: 5.
Skill Points per Level: 15.
Critical Success Range: 10.
Critical Failure Range: 100.

Big Guns: 15.
Energy Weapons: 20.
Melee Weapons: 20.
Small Guns: 25.
Throwing: 20.
Unarmed: 20.

Barter: 20.
Doctor: 20.
First Aid: 30.
Gambling: 20.
Lockpick: 20.
Outdoorsman: 20.
Repair: 20.
Science: 20.
Sneak: 25.
Speech: 25.
Steal: 25.
Traps: 20.


Sex: Male.
Name: Chris Whitton.
Alignment: Good.
Appearance: Brown hair, caucasian, blue eyes.

S: 2.
P: 5.
E: 4.
C: 6.
I: 9.
A: 7.
L: 7.

Action Points: 8.
Hit Points: 4.
Melee Damage Bonus: 2.
Skill Points per Level: 23.
Critical Success Range: 7.
Critical Failure Range: 97.

Big Guns: 14.
Energy Weapons: 23.
Melee Weapons: 16.
Small Guns: 24.
Throwing: 16.
Unarmed: 16.

Barter: 19
Doctor: 21.
First Aid: 31.
Gambling: 19.
Lockpick: 19.
Outdoorsman: 20.
Repair: 25.
Science: 25.
Sneak: 24.
Speech: 23.
Steal: 24.
Traps: 19.
 
Guidelines

1. Swearing, moderate gore, adult themes, ect, are allowed and occasionally prevalent in this.
2. Characters can die. Be prepared for that.

Combat Actions​

Attack - All weapons should have an action point stat that tells you what it costs to fire them. Unarmed attacks always cost two action points unless something else modifies it.

Aim - You can take time to aim. Aiming costs two action points and improves your aim by 10%.

Reload - Reloading ranged weapons costs 4AP in the case of energy weapons and 3AP for standard firearms.

Melee attack with a firearm - Should you need to melee attack with a firearm it costs 4AP unless you have a bayonet, in which case it costs 3AP.

Activating an object/grenade - Pushing buttons, pulling pins on grenades, lightning molotovs, etc, costs 1AP.

Throwing an object - Throwing any object costs 3AP.

Study Target - You can take time to examine an object or person. It costs 3AP to do so and you receive a +10% to your outdoorsman skill

Skill Checks - Making a science/first aid/lockpick/etc check requires 5AP.

When you want to do something that would require a roll as it is related to one of your skills or SPECIALS, post your attempted actions in the thread, it being ambiguous whether or not they succeed. Try to fit as much into each post to keep from having large groups of one sentence messages. By this, I mean if you are doing an action that does not directly effect your future choices then go ahead and make them (Such as trying to repair your gun, regardless of if you fail or succeed to repair it we can assume you move on rather than standing there). When in combat, everyone should sequence up to five actions. When entering combat you have twenty AP and regenerate as many AP points as you have in your CS your turn. I roll for initiative for characters to determine order in combat.
 
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