Pat
Three Thousand Club
Set in 2277, Fallout 3: Vaults and Vagabonds, is heavily inspired by the game and to a lesser degree the lore of Fallout 3. The most notable difference between this particular installment in the ongoing Fallout Series and this RP is that James and his son, the boy that otherwise in time becomes both the Lone Wanderer and the protagonist of Fallout 3 the player controls, do not gain entry to Vault 101. All characters, within the original party anyway, will originate from Vault 101 and have grown up together within the aforementioned fallout shelter. While this as said will be significantly based upon Fallout 3, it shouldn't be confused as a copy of it. NPCs, quests, towns, everything, absolutely everything, can and often is subject to change, however minor or major it may end up being.
Another matter of note is this: characters are not invincible. The Capital Wasteland is as advertised, a chaotic, lawless, place, the pinnacle of prewar American glory brought to a horrifying low that would make the founding fathers turn in their graves. Those caught unprepared will suddenly, and all-too-likely, violently, die. Characters can go on to accomplish similar or perhaps even identical feats as the Lone Wanderer did and much more, from joining existent factions to making their own, but not nearly as easily. Each gunshot blasted at your character can potentially kill, so make sure to act accordingly. Finally, player versus player combat is allowed and encouraged. There will be no overreaching plot everyone must participate in, nor a group after the original characters open the vault door everyone has to travel with. Do whatever you want to do, make your own story, on your own terms.
The character application for this roleplay will be provided below so interested parties may get a head start on creating their characters. Please PM them to me when they are completed for review. It was created specifically to be completable within a matter of minutes, so it would be appreciated if they're completed within a timely manner. Additional details may be added to the sheets so long as they don't noticably impact how long it takes to complete them. All characters will be children, teens, and then reach adulthood, together, so don't add an age yet.
Character Application
Sex:
Name:
Alignment: (Evil or Neutral or Good).
Appearance:
(33 points to spend)
S: 1.
P: 1.
E: 1.
C: 1.
I: 1.
A: 1.
L: 1.
Strength determines how much your character can lift or carry, starting skills for melee and unarmed, and lastly directly impacts the damage of all melee attacks. Strength is important for any character that wants to get up close and personal.
Perception determines how well your character can see. Perception factors into skills like doctor, lockpick, and traps. Perception is important for any rogue or thief character.
Endurance determines how hardy your character is and directly plays into hit points, in addition to impacting their outdoorsman skill.
Charisma determines how good your character is at talking to people. Charisma has an effect on the barter and speech skills. Notably, charisma influences how attractive your character looks, with a value of one being blindingly ugly and a value of ten being absolutely stunning.
Intelligence determines how quickly your character thinks and how much they know. Intelligence matters for many skills, including but not limited to: repair, science, and first aid. Perhaps most importantly, it directly influences how many skill points your character receives when leveling up.
Agility determines how fast and dexterous your character is. A high score in agility allows them to react faster and aim better. Agility matters for nearly all ranged weapon skills, impacts your number of action points, and how much your character can move on a given turn.
Luck determines what dice rolls will give your character a critical success or critical failure, with the added benefit of altering every skill in the game. Luck also is capable of stacking the odds of certain situations more in your character's favor.
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