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| Character Concept Repository; Read before drafting a character! | |
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| Tweet Topic Started: Aug 20 2011, 01:31 AM (905 Views) | |
| KvP | Aug 20 2011, 01:31 AM Post #1 |
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I've uploaded a FONV-system character sheet and Mical's Fallout PnP 2.0 sourcebook. Refer to character creation in the 2.0 book where necessary, and mock up a character (irregularities in system will be smoothed out by me, just let me know what, if anything, you're unclear on). The races to play are: Human, Ghoul, and Super Mutant. Ghoul and Mutant have different stat / perk / trait rules than humans, so look them up if you want to play as one. Beyond that, rules are: - No chaotic evil characters. Not that there alignments in SPECIAL, but you know what I mean. No being out to wantonly murder and destroy. I'm not that good at being a DM nor am I that patient. You don't have to be Jesus but you can't be a psychopath. Them's the rules. - No nightkin. Keep all Malkavians in White Wolf games. If you want, you can whip up a backstory for your character. I strongly recommend this and will afford goodies (starting equipment, perks, etc) for those who do. However for human characters it is not strictly needed. For ghouls and muties, it would help. You can bounce ideas off of me here in this thread. I'm pretty easy. I'd tell you to refer to the Mary Sue checklist but you know what? That's probably not a problem with a post-apoc setting. But whatever. I'm going to treat you all like adults (/ treat this like a video game) and tell you the basic setup of the game: You are off doing something in the wasteland when you lose time and awake in a strange place with people you don't know. Your character will be from the 4 Corners States area, which is a big area (Colorado, Utah, New Mexico, Arizona). Set up your character around that. *edit - Alright, so here's what we need right at the moment... Character Sheets - Character Concepts / Backgrounds - Also if you want you can use a picture (or a sketch, like Khar's) as your "visual concept" for your character. This is fairly standard practice in PbP games. You just insert a picture in the first post of a thread where your character is introduced. Edited by KvP, Aug 26 2011, 02:14 PM.
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| Del Adams | Aug 21 2011, 06:04 PM Post #2 |
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Are traits/perks identical? Also – I've attached my mocked-up character sheet for Del Adams, a gunslinger modeled after Yul Brynner's Magnificent Seven character (with a little Westworld thrown in for fun). I'm kind of torn on whether to just focus on the gunslinging stuff or to try and make him a compelling talker. Obviously his low charisma stat hurts that, but still. Feedback would be cool. |
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| KvP | Aug 21 2011, 08:57 PM Post #3 |
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Looks good from my end. I'll have to modify it a bit if we're going with the FONV system - I think the math for adding up skill numbers is a bit different (much smoother bell curve, tag skills in the 30's, lowest skills in the teens) and we'll have to adapt things like skill-points-per-level as well (the first two Fallouts, as you'll remember, had skills that went up to 300 instead of 100). I might have to drop Sawyer a PM on SA, who knows if he'd answer. Otherwise, great work. Like I said, if you want to you can come up with some sort of compressed life story for the guy - he's 40, so he's probably been around the block somewhat. Edited by KvP, Aug 21 2011, 09:03 PM.
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| KvP | Aug 21 2011, 09:01 PM Post #4 |
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The focus of your character is up to you, but you might collate with the other guys in the party and come up with a sort of team combo thing (similar to cleric/fighter/thief/mage classic RPG party) if you want to just focus on being the deadeye. You're not taking Gifted, so you should be able to become proficient in a few skills beyond your tags. Make your character the way you want him to be. |
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| KvP | Aug 21 2011, 10:48 PM Post #5 |
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Actually you know if we're going with the FONV system the easiest way to hash out most stats is to start up a game and make the character. |
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| Alex C | Aug 22 2011, 05:00 PM Post #6 |
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For the record, I'm thinking of making a burly dude who was in a scavenging/mining outfit rather than a speech or tech oriented character. Probably take Gifted and Heavy Handed or Gifted and Fast Shot. Tag skills I'm still waffling about.
Edited by Alex C, Aug 22 2011, 05:01 PM.
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| KvP | Aug 22 2011, 06:04 PM Post #7 |
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Heh, we're going to have a combat-heavy party. Whatever works! Also before you confirm, you should look over the new CS and the changes to PnP 2.0 that I posted. Edited by KvP, Aug 22 2011, 06:05 PM.
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| Alex C | Aug 22 2011, 09:30 PM Post #8 |
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Ham-Fisted was a mutie only trait from Tactics, right? Just asking because dabbling in both forms of CQC has a symmetry to it I like but is kinda expensive otherwise. |
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| KvP | Aug 22 2011, 10:04 PM Post #9 |
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Yeah. |
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| Del Adams | Aug 22 2011, 11:28 PM Post #10 |
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heyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy you should post the F:NV errata sheet in here!! and also maybe mention things you mighta missed. like does tagging skills just give a 15-point boost, like in F3/:NV? |
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| KvP | Aug 23 2011, 08:15 AM Post #11 |
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Errata is up in first post! And yes, flat 15 bonus. |
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| KharBevNor | Aug 23 2011, 05:27 PM Post #12 |
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My character concept is a tribal medicine woman. I drew a picture:![]() Her name is Perla, and she's 28. in her tribe the healers spend a long apprenticeship memorising all the various lore and knowledge and myths of the tribe, then they get sent out into the wastes for a while to wander and gain some more wisdom, perhaps for a set period of time (i.e. until a certain astrological event) Until this time she is effectively ostracised, and if she tries to return back to her village before the proper time everyone will turn their back on her, and she'll either be exiled or perhaps simply fail the initiation right and become a normal member of the tribe again. She's not sure what decision the elders would make because no one has ever come back too soon. Most people don't actually come back at all, but she's got enough self-confidence to be sure the wastes won't get the better of her. She has a reasonable knowledge of primitive medicine and survival skills, and a bit of skill with a spear and knife. She carries various prepared herbs and other items, such as a waterskin and a small knife, in pouches and belts hidden under her shapeless outer garments. Although she knows how to use her spear, and how to make poison for its tip, she is not very strong, nor exceptionally skilled, and prefers to fight only when strictly necessary. She believes strongly in her own tribes mysticism, and will often take auguries before undertaking an important action. Traders visit her tribe, and they speak a relatively unwarped standard tongue. She was about halfway through her quest when she got dropped in to all this nonsense. Her traits are Chem Reliant (all that good shamanic peyote) and Small Frame, tagged skills are Melee, Medicine, Survival. |
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| KvP | Aug 23 2011, 06:22 PM Post #13 |
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Most excellent! I think this will be quite good. |
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| Bryan | Aug 24 2011, 12:14 AM Post #14 |
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Alright, I'll attach the character sheet once I get the last few details answered. Derek Tweedy is a 26 year old Scribe born and raised among a Brotherhood of Steel chapter based out of the remnants of Kirtland Air Force Base near Albuquerque, New Mexico. Due to his relatively limited stature and athletic abilities, he was considered a poor candidate for Paladin training, so he elected to pursue scribehood instead. Fortunately, he proved to be a quick and adept study at both hacking and mechanics, and shows particular interest in repairing and assembling pre-war weaponry. He has drawn the ire of the elders of the chapter for being somewhat lackadaisical in his attitude towards seizing technology and knowledge that has proliferated to the 'outside', but they have begrudgingly allowed him to act as a form of envoy to the nearby wasteland settlements, trading minor medical or mechanical services for food and water necessary to keep the chapter sufficiently supplied. As such, he has a degree of negotiating experience and general people skills slightly above a typical member of the close-minded Brotherhood. His general attitude is genial, if not necessarily gregarious, and he enjoys his time outside of the fortifications and the 'stuffy' high-ranking Paladins and Scribes. Despite not receiving the same degree of combat training as a young Knight, he has shown reasonable skill with a laser pistol, although he prefers relying on his quick reflexes and quicker trigger finger over more traditional conceptions of 'marksmanship'. SPECIAL is 4, 6, 4, 5, 7, 8, 6. Traits are Good Natured and Finesse. Tagged Skills are Energy Weapons, Science, and Repair. Hope that works, I picked BoS because it made the most in-universe sense considering my tagged skills, I sort of went from there to justify my SPECIAL and Traits. Presumably his sudden disappearance would lead the rest of the chapter to assume he deserted, which could lead to some interesting high-level special encounters later on if you decide the Brotherhood would come after him. Edited by Bryan, Aug 24 2011, 12:50 AM.
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| KvP | Aug 24 2011, 12:34 AM Post #15 |
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FYI, you can only take 2 traits. Also there's an updated Character Sheet in the OP with the correct skill calculations. Otherwise, looks good to me! The other potential background would be a Vault background, but BoS works.
Edited by KvP, Aug 24 2011, 12:38 AM.
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| Bryan | Aug 24 2011, 12:38 AM Post #16 |
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Whoops, forgot that part. I'll take out Fast Shot, then. |
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| Del Adams | Aug 24 2011, 12:04 PM Post #17 |
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Del Adams never had a nickname. Never had time for one. No. You do as much runnin guns as Del Adams has, you ain’t ever in a place long enough to get one. He says he was born near Modoc. Bout forty years back. One of the few things he ever tells anyone. His dad knew guns. That’s how he knows guns. And that would usually be all he would say, until time came when he had need to speak. Which isn’t to say Del’s bad with people. He’s good with negotiatin prices. He just doesn’t have much interest in diplomacy otherwise. The people who want to make deals aren’t much the people interested in keepin their side. When you do your talking with guns, your side of things is clear and it is permanent. There are people across the NCR who do know his face, if not his name – lent his face once to a Ranger recruitment poster in the Boneyard. But you can’t live as a hired gun for a quarter of a century and not make acquaintance. Bartenders, mostly. Salvage shop owners with ammo in their scrapheap. And the people he’d done jobs for, of course. He did never volunteer his name to them but if they asked he had no problem with telling. He knew a few other runners, too. Most of them good men with guns. A couple of them just good men. And when his travels brought him and one of the few gunmen he could maybe call a friend to a small farmin village on the Nevada frontier that was besieged by raiders hungry for the farmers’ crops, and when the farmers hired the gunmen to defend the walled-in cluster of hovels, knowing those men came in handy. The villagers gave him everything they had. He’d never done a job worth that much before. Del left them with enough ammo to last them the night and made off into the wastes, found couriers, brought the gunmen to the town. The raiders brought the town under siege. Then they lifted it. The gunmen rode out to track them down, only to find out they’d been tricked. The raiders had stolen into the village and taken the farmers hostage. Or, sort of hostage. They’d worked out a deal, see, the raiders’ de facto leader told them. Del and his men could leave. Which is exactly what happened. For a while. And then Del and his men turned around and took the village back anyways, did exactly what they’d been paid to do. Good men were killed that day – burned to ash by plasma weapons, bashed inwards by Power Fists, shot through the skull at point blank range. But all the raiders died, many by the villagers’ hands. As the leader of the raiders lay dying, a bullet from Del’s gun having gone through his armour and into a lung, he asked Del what made a man like him come back. And before Del could think of an answer, the man died. Del and the other man who’d come to the town with him, well, they were the only ones left standing. And they rode out into Nevada and its bloodred mountains and dried-up lakes, and there they did part ways. But they were not victorious in it. In the shimmering seared air in the distance he could see the motions of the farmers as they danced around a bonfire of the raiders’ bodies. The other gunmen, the men who’d been dulled by the wasteland, only for this last shot at doing something for reasons besides money laid in the ground. Men like Del, they only do one thing. Men like Del only ever lose. Edited by Del Adams, Aug 24 2011, 12:06 PM.
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| KvP | Aug 24 2011, 01:11 PM Post #18 |
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Very nice. A little bit incongruous that you'd be level 2 after 25 years of adventuring but stranger things have certainly happened. I'll write up bonus stuff for you soon. OP updated with pertinent stuff. |
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| Phil | Aug 24 2011, 11:05 PM Post #19 |
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Spencer Freeman isn't exactly sure how old he is. He was born after the Great War, becoming a ghoul around a century ago from a radiation leak in an old power plant that he was searching for useful items, nearly losing his life and becoming horribly deformed and doomed to live the long life as a ghoul. Outcast and ostracized for his appearance, he learned to be self reliant, wandering the wastes learning to be wise to the ways of a post apocalyptic deserts, scavenging became a way of life. From time to time he met others like him, and eventually became part of a community of ghouls, prospecting for useful scraps and relics of the old world to barter with. He has grown used to his life as a misshapen creature, and all in all is well balanced. Spencer isn't the bravest of people, preferring to stand well back of the action and shoot enemies with a good rifle. From having to scrounge through centuries old ruins filled with nasty inhabitants he's gotten quite stealthy and somewhat talented at opening locks. Spencer has seen a great deal of death in his lifetime, and for some strange twist of fate people seem to die in horribly spectacular ways around him, a habit which has developed quite the nervous tick to actions and sometimes causing his gravelly voice to squeak. Special is 5, 7, 5, 3, 7, 5, 8 Traits are Bloody Mess and Night Person; Tagged Skills are Lockpick, Sneak, and Guns. I'll fill out the rest of the character sheet tomorrow. Thought the party could use a scout and roguelike character with some color! Very unpleasant colors accompanied by a stale, rotten odor, granted, but I felt we needed a ghoul. Edited by Phil, Aug 24 2011, 11:07 PM.
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| Bryan | Aug 25 2011, 12:33 AM Post #20 |
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I thought about making a ghoul but the 6 Agility cap was a real bummer. |
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