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  • Locked thread
Went to Hell
Oct 29, 2011
I'm interested. Think I'll roll a Ghoul who buys people's goodwill as a wandering nuclear reactor mechanic (are there a lot of nuclear power plants in Tennessee?). He probably travels in a circuit between plants, performing annual maintenance on them. He might even be on the run from slavers who want to keep him around to maintain only their own reactor.

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Went to Hell
Oct 29, 2011

Ryuujin posted:

If you go glowing Ghoul we will all have to stay away from you, they give off rads per hour.

Don't worry, I won't! I'll be sure to pack plenty of Rad-Away too, just in case.

Went to Hell
Oct 29, 2011
Looking at a map of the US, it looks like there are three plants in eastern Tennessee, and two in north Alabama. I like to imagine that my character moves between these plants in an annual circuit. If the plot requires, he may have been driven further west by slavers or mutant-haters. He's pretty good at repairs, so that's how he makes himself useful.

Went to Hell
Oct 29, 2011
Here we go: Mossman the lonesome nuclear repair-Ghoul. I think I did it all correctly. Skill totals do not reflect equipment bonuses, so my Lockpick skill will be 41%, and Repair will be 50%.

Can I have a five-string banjo with three unbroken strings for flavor? Mossman likes to comb the wasteland for functional string replacements. He's not a very good banjo player, but he's getting better.





Mossman hails from Mictlan, the largest Ghoul settlement in Tennessee. Mossman has vague recollections of his pre-nuclear life as a technician at the power plant in Mictlan, and spent much of his post-nuclear life trying to minimize the radiation leak. Obviously, he had his work cut out for him.

After decades of growing dissatisfaction with the infighting among the five Ghoul factions of Mictlan, Mossman decided he'd had enough. He packed his meager belongings, said goodbye to his friends, and struck out on his own, finding work as a repairman, and specializing in the maintenance and patchwork of nuclear reactors. Mossman hopes to someday earn acceptance among the "Normies" by demonstrating his value as a rad-resistant Ghoul with technical aptitude.

Given that about half the Wasteland wants to enslave him while the other half wants to kill him, Mossman does not expect that day to come any time soon.


Picture coming soon. I don't have PMs, but I can be reached at wenttohell (dot) sa (at) gmail (dot) com.



Edit: Added backstory and email address.

Edit 2: Updated character sheet.

Edit 3: Added character pic.

Went to Hell fucked around with this message at 05:58 on May 27, 2013

Went to Hell
Oct 29, 2011

Dr.Idle posted:


@Went to Hell - You can definitely have a five-string banjo with three unbroken strings haha.

Derived Attributes
You have 28 HP. (15 + (4 + (7 x 2))) - 5

The electronic lockpick that yields the +20 bonus is 250 caps, you can get 20 bobby pins and buy everything else you have, and still have 20 caps left over for fliff money. The bobby pins will only grant a +1 bonus when you use one, and they can break, but it's better than nothing :shrug:

Your jumpsuit also grants you some resistance DT/DR that you'll want to fill out.

Other than that, I think everything checks out!


Thanks for double-checking my character sheet. I'll have a corrected version uploaded shortly.

The lockpick set I wanted to buy is not the electronic lockpick, but the standard lockpick on page 45. Hope that checks out, otherwise I'll grab those bobby pins, as you suggested.

Went to Hell
Oct 29, 2011
With regards to Perks that give a one-time bonus to skill rolls (like Medic, Mr. Fixit, or Negotiator on page 43), what does "one-time" mean exactly? Do I get the bonus on my next skill roll and then it's expended, or do I choose to expend it when I need it? Once I expend this bonus, does the Perk become essentially useless? Is there a way to recharge it, or replace it with another Perk?

Went to Hell
Oct 29, 2011
I'd like to be in the first batch. Might put together a back-up, in case everything goes tits-up.

Went to Hell
Oct 29, 2011
Quick update on my character sheet. I sold my knife and bought a gun + ammo with the stimulus.



Went to Hell
Oct 29, 2011

Dr.Idle posted:


@Went to Hell
  • Bonus 10% Normal DR just for being a ghoul
  • Fire DT/DR should read 1/10
  • Explode DT/DR should read 0/20
  • That Sig-Sauer P220 9mm costs 1000 caps, and you have a 100 after all your other equipment. I will give you a VP91Z (M9-FS) 9mm Beretta Pistol with 6/10 boxes of condition damage for 100 caps. It'll be at a -10% to hit penalty(I'll be posting a rules revision on item & armor condition). If not you can just buy some other weapons, save or something.


Ah, I see what happened. Heads up, guys! The charts in the back of the equipment file are not accurate! For example, the gun I bought was listed at 100 caps in the back, but is actually worth 1,000. I´ll take your Beretta offer, and look into finding spare parts with which to repair it. Thanks again for double-checking my character sheet, Dr. Idle. I appreciate it.

Went to Hell
Oct 29, 2011
There, final version of character sheet. Everything should check out now:



Went to Hell
Oct 29, 2011

Dr.Idle posted:

Checks for non-humans will be a die of their racial maximum for relevant attribute checks. This is mainly because Orokos will let you roll things like 1d9 or 1d17, but I think that would make the most sense, I'm up for discussing this though. It is not a rule I've ever implemented, mainly because I've never run it online. Just let me know your thoughts on it I guess.

I don't think that's such a good idea, and here's why:

According to this new rule, a Ghoul has an easier time becoming super-strong (only needs three points to go from average to maximum 3-6), than a human does (five points to go from 5 to 10), when I'm pretty sure it's supposed to be the opposite.

A Ghoul with Strength 5 (only a two-point investment, and the human average) has an easier time accomplishing feats of strength than does a human with Strength 8 (a three-point investment): Ghoul 83% vs. Human 80%. Still, the Ghoul can barely hold a rifle while the human is lugging around his minigun.

A Deathclaw with Intelligence 4 (a three-point investment, racial maximum) is effectively smarter than a Ghoul who puts all his points in Intelligence for 11 (out of a racial maximum of 13): Deathclaw 100% vs. Ghoul 85%.

Since all the races start out with 5 S.P.E.C.I.A.L. points to spend, they are effectively all worth the same, but with a roll-against-racial-max mechanic, things become more amorphous. Had this rule been implemented from the start, I think we would all have built our characters very differently.

The reason why the non-human races sometimes break the 1d10 scale is because they're super-human. This does not mean that a Ghoul with Perception 11 is impossible to sneak up on, however. According to the rules document, a roll of 10 is still always a failure (for the record, it says nothing about a roll of 1 always being a success, strangely enough). Circumstantial penalties can be implemented as well (your Int10 super-genius can solve basic algebra, no problem. But trying to decipher the constantly updating stream of binary code that tells you how to deactivate the nuclear launch sequence, while dangling upside-down from a rope with Armageddonists firing their assault rifles at you? That's maybe a -4 Int penalty to the roll).

I hope that illustrates my point clearly, and that my argument makes sense to you. There are definitely ways to design a system that uses variable roll-against mechanics, but Fallout is not one of those games.

Went to Hell
Oct 29, 2011
Hey QuantumNinja, I mentioned this in the other thread, but maybe this belongs here: I think your Pistol gives you a +6 bonus to all your damage rolls. I'm sure Dr. Idle can confirm/correct that for us.

Went to Hell
Oct 29, 2011
If you did, can we retcon it so that Mossman was about to start firing, but then he blinked and when he opened his eyes everybody was already dead? I think that, storywise, it'll really cement Jackie's status as a badass who ran into trouble, rather than some helpless girl out in the wastes.

Also, it's a hilarious image.

Went to Hell
Oct 29, 2011
According to page 20 of the Core Rules:

Fallout Core Rules, p.20 posted:

Targeted shots have an increased chance of dealing a critical hit to the area targeted, either crippling in the case of limbs, causing blindness in the case of an eye, or causing extra damage. Attacking a weapon, does not cause a critical, instead it automatically knocks the weapon out of hand and, in case the weapon condition rules are in play, fills one damage box.

If Dr. Idle wants to revise these rules, I'm cool. Just offering this as a guideline.

Went to Hell
Oct 29, 2011
Clearly, *I* am the one who should be running this game!

So, Mossman finds a suit of special modified Power Armor in the back of the pick-up. It's specially tailored so only Ghouls can wear it. With it, he can go Super Sayian 5 at will, and can generate light to form an energy katana. Also, the armor gives him +50% to Melee Weapons, +50% to Stealth and +75% to Gambling. Also, he can fly.

You guys can still hang out with him, because Mossman is a really cool guy and a loyal friend.

Guys?

...guys?

Went to Hell
Oct 29, 2011
Just chiming in to let Dr. Idle know that I (and everyone else, I'm sure) am still around, waiting for the game to continue. Finish up whatever you've got to take care of Dr. Idle, we'll wait.

Did we ever get a resolution to how Attribute rolls are going to work? I still argue for always rolling 1d10 against Primary Attributes, as I explained in my previous argument. Also - and I hate to be the rules lawyer at the table (I really do) - the book backs me up on this:

Fallout PNP Core Book posted:

Rolls Against __: When you see this, an action requires a dice roll against a specific Stat or Skill. Rolls against Primary Statistics use 1d10 and must make equal to or less than that particular Stat to succeed. If a roll of 10 is made, it always fails. Some rolls against Stats have penalties – this is where racial maximums will take effect.

Went to Hell
Oct 29, 2011

Dr.Idle posted:

I won't let you die from unreasonable injuries, even with a critical failure. Now if you had gotten peppered with a shotgun and were teetering on the verge of death, one wrong move might just end your life.

Here is my compromise, let me know if you all agree:

Revision to First-Aid/Doctor Skill use
Critical damage will only apply if, you are 5 HP or lower. Otherwise roll damage as listed for the skill in use.

Additionally, all failed checks of either skill when used outside of combat will have an applicable intelligence saving throw with a reasonable amount of advantage or disadvantage.

This looks fine to me.

Went to Hell
Oct 29, 2011
It's been two days now since Quantum posted in the playthread. Where is everybody else?

Went to Hell
Oct 29, 2011
Things are moving along nicely now. I'm excited! I hope we can keep up the momentum. I'm putting together a second character, just in case Mossman bites the dust. Put him in the back of the queue.


Mitch “Mighty Tiny” Mulligan

Race: Human (15% Electricity Resistance, Perks every 3 levels.)

ST 7 PE 4 EN 8 (9) CH 3 IN 5 AG 7 (8) LK 5

Traits:
Dwarf (-2AG, -1CH, +2EN, +10AC?)
Kamikaze (No AG to AC, +5 to Sequence)

HP: 38 (40)
AC: 0 (Base) + 10 (Dwarf) +1 (Brahmin-Skin Outfit) = 11
AP: 8 (9)
Carry weight: 200 lbs
Melee Damage: +2
Poison Resistance: 40% (45%)
Rad Resistance: 16% (18%)
Gas Resistance: 0/0
Electricity Resistance: 15%
Sequence: 8 (Base) + 5 (Kamikaze) = 13
Healing Rate: 8 (9)
Critical Chance: 5%

Skills (Tag skills:Big Guns, Traps, Pilot)
Small Guns 33% (37%)
*Big Guns 34% (36%)
Energy Weapons 14% (16%)
Unarmed 58% (60%)
Melee Weapons 48% (50%)
Throwing 28% (32%)
First Aid 24% (26%)
Doctor 14%
Sneak 26% (29%)
Lockpick 21% (22%)
Steal 21% (24%)
*Traps 41% (42%)
Science 20%
Repair 15%
*Pilot 42% (44%)
Speech 15%
Barter 12%
Gambling 25%
Outdoorsman 26% (28%)

Starting Caps: 250

Inventory
Brahmin-Skin Outfit (+1EN, +1AG, +1AC, 0/25N, 0/20L, 12/70F, 12/70P, 0/20E) 175
Brass Knuckles (Dmg 1d10+5, 3AP) 40
35 Caps
5 x Water bottles (irradiated)
5 x days worth of jerky (irradiated)
2 x Flares


Mitch “Mighty Tiny” Mulligan

Mitch Mulligan (“Mighty Tiny” to his friends) loves only three things: Loud noises, fast vehicles and big guns. And cheap beer. And leggy blondes. Come to think of it, there are few things Mitch doesn’t love. He’s a dyed-in-the-wool hedonist, born onto a dead world, dedicated to living life to the fullest. To pay for his decadent lifestyle, Mitch hires himself out as a caravan guard, and occasionally joins up with small-time raiders.

Just don’t pick him up or call him “Shorty.” He hates that.

Went to Hell fucked around with this message at 20:28 on Aug 3, 2013

Went to Hell
Oct 29, 2011
Hey Dr. Idle. Jolinaxas and I are a little confused about the timeline. Did we already sell the Tommy Gun, and buy new weapons and ammo for the 500 caps we got? If so, we might as well sell Lloyd's leather jacket while we're at it. Or we could give it to Sahen or Jackie. I guess that would be Joli's call.

If we've sold the Tommy (+500), I vote we trade it in for a Colt M1911 (-425), 20 x 9mm FMJ (-25), 20 x 12 gauge buckshot (-20), and 20 x 10mm FMJ (-15). If my math is correct - and there's a good chance it isn't! - that comes to +15 caps in our favor, which I figure Lloyd can pocket for now.

We have 34 x .45 caliber rounds in the truck, enough for almost five full magazines for the M1911. We also have 8 x shells of buckshot, but only 7 x .44 Caliber rounds. .44 ammo is expensive, but I guess Jackie can sell her 10mm to buy ammo for her new gun.

What are everyone else's thoughts on this?

Went to Hell
Oct 29, 2011
Dr. Idle: Whoops! 480 caps for the Tommy Gun, my mistake.

Quantum: You have a point there. We can sell the Tommy Gun for 480 plus the Desert Eagle for about 560, plus 115 for the .45 ammo, plus 28 for the .44 ammo, for about 1183 caps, total (provided Jolinaxas rolls well on his Barter check).

1183 Caps is pretty good money. For that, we can get:

1 x 10mm pistol for 250 caps
60 x 10mm FMJ rounds for 45 caps

That leaves us with about 800 Caps to split between the five of us, which we can then spend at our own discretion. Sound good?

Went to Hell
Oct 29, 2011
Dr. Idle, here's Mossman's layout from my notes, I hope it lines up with yours.

120 Caps, 650 Experience, 30 Karma

Utility Jumpsuit (+4 AC, 0/20N, 0/25L, 1/10F, 0/20P, 0/20E, +5 Lockpick, +5 Repair)
Expanded Lockpick (+40 to Lockpick)
Super-Tool Kit (+10 to Repair)
Wrench (Rng 1, Dmg 1d6+3, Single 3, Target 4)
Lighter
Flashlight
9mm Beretta Pistol (70% condition) (Rng 17, Dmg +6, Single 3, Target 4, Burst 4, Rounds 18)
54 x 9mm FMJ (Dmg 1d8)
120 Caps
Tin Lunch Pail
5 x Water bottles (irradiated)
5 x days worth of jerky (irradiated)
2 x cans of CRAM canned meat
2 x flares

Reputation: Johnnyville: You're liked in these parts. Your handy nature and overall demeanor have earned you some friends.

Went to Hell
Oct 29, 2011

Dr.Idle posted:


It's only been two weeks, but dealers are plenty and more often than not succumbing to their own supply. If anything, you may have stepped on a rival family member's toes, or somehow managed to piss off the higher-ups at silver slipper. Maybe your past was catching up with you with bad blood from a deal gone sour?

Wait, what kind of dealer was Jackie, anyway? A drug dealer? Because I thought she was a casino card dealer.

Can I just say how happy I am that this game is running at such a steady pace? I've been in three or four other games that died almost immediately after they started, so thank you to all of you for regularly posting in this game. I'm having a blast!

Also, on the off chance you guys didn't figure it out on your own, Pecker's place is called Park Rage because of the half-burned out neon sign on its side that reads:
PARKing gaRAGE

Went to Hell
Oct 29, 2011
1. Mossman initially distrusted Lloyd, but has seen him do honest work, and so has softened in his opinion. If he finds out that Lloyd and Chris are an item, his opinion of Lloyd would probably dip again. Mossman has yet to learn how ruthless a gunfighter Jackie is, and so his opinion of her has stayed positive. Mossman understands Sahen’s role in the group, but finds his presence disturbing most times. He’s also relieved to be rid of the Deathclaw, since it spooked him to no end. Zonta may be a dumb, uneducated tribal, but his heart seems to be in the right place, and tribals can be taught (Sahen proved as much to Mossman).

2. Mossman wants to bring enlightenment to the Wasteland through technology. He has a vague idea that he might be able to repair and re-harness the nuclear power plant in Mictlan, and thus solve at least some of the city’s infighting issues. Currently, he seeks parts, textbooks and schematics that might help him with this plan.
Mossman is an idealist with a thin cynical shell. He has yet to be impressed by any human organization, although he has heard good things about the Brotherhood of Steel far to the west. He doubts they have a ghoul-positive policy, but he allows himself to wonder sometimes.

3. Mossman has been around for a while, so not much would surprise him. Advances from organizations to the West - like the Brotherhood, the Enclave, or remnants of the Master’s Army - would surprise him, certainly. Any local warlords with ambitions of dominating Tennessee would also come as a surprise. The Armageddonists and the Refugium both come to mind.

4. Although they tend to carouse too much for Mossman’s taste, he believes that his companions can be turned to serve altruistic goals. He knows that Jackie seeks to end slavery, and he thinks he could dedicate himself to that cause as well.

Went to Hell
Oct 29, 2011
Look, one of 'em fights with pointy sticks and bits of string, the other is caked with blood and doesn't speak in complete sentences. I'm just sayin'.

Went to Hell
Oct 29, 2011
I think Quantum's right. I've definitely not included that in my character.

Went to Hell
Oct 29, 2011
Dr. Idle: As I mentioned, here's Mossman's stats, along with the truck's stats, according to my notes. Hopefully, everything lines up with your notes.


Mossman Level 3 (4,440/6,000) Karma +55

Race: Ghoul (60% Rad Resistance, 15% Poison Resistance, 10% Electricity Resistance, 10% Normal Resistance. -5 hit points at level 1. Perks every 4 levels.)

ST 4 PE 8 EN 7 CH 4 IN 10 AG 8 LK 8

Traits:
Gifted (+1 to SPECIAL, -10 to all skills, -5 skill points per level)

HP: 33 - 5 + 12 = 40 (+6/level)
AC: 8 (Base) + 15 (Leather Armor) = 23
AP: 9
Carry weight: 125 lbs
Melee Damage: 1
Poison Resistance: 50%
Rad Resistance: 74%
Gas Resistance: 0/0
Electricity Resistance: 10%
Sequence: 16
Healing Rate: 7
Critical Chance: 8%

Skills (Tag skills: Small Guns, Science, Repair)
*Small Guns 77%
Big Guns 6%
Energy Weapons 6%
Unarmed 44%
Melee Weapons 34%
Throwing 22%
First Aid 22%
Doctor 12%
Sneak 19%
Lockpick 16%
Steal 14%
Traps 16%
*Science 70%
*Repair 70%
Pilot 22%
Speech 15%
Barter 6%
Gambling 22%
Outdoorsman 34%

Perks:
Bonus: Johnnyville Science Fair: +1 EN when over 250 rads, +10% Outdoorsman, -1 Bonus to saves vs. Radiation

Gear
Leather Armor 700 (+15 AC, 2/25N, 0/20L, 0/20F, 0/10P, 0/20E) 8 lbs.
Expanded Lockpick 150 (+40 to Lockpick) 1 lb.
Duct Tape 1 lb.
Super-Tool Kit 100 (+10 to Repair) 10 lbs.
Wrench 65 (Rng 1, Dmg 1d6+3, Single 3, Target 4) 4 lbs.
Lighter 10
Flashlight 15 1 lb.
9mm Beretta Pistol (100% condition) 400 (Rng 17, Dmg +6, Single 3, Target 4, Burst 4, Rounds 18) 4 lbs.
78 x 9mm FMJ 25 (Dmg 1d8) 2 lbs.
1 x flare 1 lb.
1 x Stimpak

326 Caps

1/2 Ton Truck w/ Extended Fuel Cell Storage
Upgraded with 20 scraps

Top Speed: 80 MPH
Acceleration Rate: 140 ft per round
Braking Rate: 120 ft per round
Turning Radius: 25 ft
Driving Range: 280 Miles/Full Charge
# of Passengers: 3 in cab, 5 in bed.
Carry Weight: 4000 lbs.
Fuel: 13/40

Hit Points
Structural: 310
Engine: 80
Controls: 60
Drive System: 50
Tires/Treads: 35

Damage Resistance
N: 25, L: 10, F: 10, P: 10, E: 15

Truck Inventory
Sawed-off shotgun 100%
8 x Shotgun shells
Lighter
Rope
Knife 40%
2 x flares
Utility Jumpsuit 100 (+4 AC, 0/20N, 0/25L, 1/10F, 0/20P, 0/20E, +5 Lockpick, +5 Repair) 1 lb.
.38 Special Snub-nose revolver (30%) 350 (Rng 10, Dmg +7, Single 3, target 4, Rounds 5) 4 lbs.
5 x .38 rounds (Dmg 1d6)
Tin Lunch Pail 1 lb.
5 x Water bottles (irradiated) 5 lbs.
5 x days worth of jerky (irradiated) 5 lbs.
2 x cans of CRAM canned meat 2 lbs.

Components(in Truck)
5 x pieces of Circuitry (Value 30 a piece) 5lbs
6 x Springs (Value 15 a piece) 2lbs.
4 x Vacuum Components (Value 25 a piece) 40lbs.
2 x damaged Fusion Components (Value 15 a piece) 4lbs.
1 x Brahmin Hide (10), 5lbs.
2 x Animal components (20) 2 lbs.
4 x Plastic components (80) 4 lbs.





Edit: Added picture

Went to Hell fucked around with this message at 04:51 on Mar 29, 2014

Went to Hell
Oct 29, 2011
SevenSocks does bring up a good point. We might not be in an optimal position to negotiate with the Rosenthorpes just yet. Since Kommissar Kip seems to have dropped out of the game, can we keep Marx as an NPC liaison with Red Star? Or better yet, have him introduce us to a Red Star liaison, just in case Kip comes back.

What do we want from the Rosenthorpes? We want them to join their forces with ours. What are our forces? The six of us, plus maybe a squad of Red Star soldiers, plus whatever support UNITY can throw our way (maybe food and medicine, plus some loyal non-combatants).

What do we offer the Rosenthorpes? We can offer them exclusive rights to all the vice in Nashville, although we don't really have the strength or authority to enforce those rights yet. With the Star backing us, and a few months' work, we could probably drive out or recruit all the other gangs in Nashville, but that would involve a lot of violence and may be more trouble than it's worth.

Socks might be on to something: Playing the Armageddonists and the Rosenthorpes against each other might be the smart move, but it could be difficult. We can also frame it so that we offer the Rosenthorpes our aid in getting rid of the Armageddonists, since our team already destoryed the Huttons ("That one was a freebie, this next one'll cost you.").

I think we need to get bigger, do a little research, find people who will work with us. For now, maybe we can hang back and just observe how the Rosenthorpes operate, see if they're even people we want in our team.

At this point, as Jolinaxas has suggested before, it might be a good idea to go out looking for people to trade with, to secure weapons, food and medicine. Maybe we can start training an army out of UNITY? Not a large army, just enough that it would be easier for UNITY to defend itself, and to show the rest of Nashville that we're becoming a force to be reckoned with.

What do you guys think?

Went to Hell
Oct 29, 2011
You can get diagnosed with a burnout? Like, is that the medical term? Huh.

Edit: I hope that doesn't come off as my doubting you. I'm just genuinely surprised that burnout can be diagnosed.

In any case, good to have you back Kip. We could say that Marx was off yesterday, explaining the situation with his superiors, getting things squared off, maybe mustering some backup for driving out the Armageddonists.

Went to Hell
Oct 29, 2011
QuantumNinja, next time Mossman gets a chance, he'll make Jackie some Leather Armor. I can probably make armor for everyone, given enough time and resources. Note that the high-end stuff will have more expensive components, takes longer and has a higher chance of failure.

Do I have any requests?

Went to Hell
Oct 29, 2011
Hey, did all you humans pick your Perks when you hit level 3? If so, what Perks were they?

Went to Hell
Oct 29, 2011
I know that in the original video games (1,2 and Tactics), it started at level 3. I don't remember if they changed it to every other level in Fallout 3 and New Vegas.

The rulebook says that humans "gain a perk every 3 levels." I'm pretty sure that means level 3, 6, 9, etc.

Dr. Idle, care to weigh in?

Went to Hell
Oct 29, 2011

SevenSocks posted:

I think they do redo your base stats, you just add in the difference to your current skill. I think they're that far up the scale for balance reasons, but I don't know.

That's how I understand if, too. If, for example, you boost your Luck Stat, your Gambling skill will automatically increase by 5% (Base Gambling = Luck x 5%). Secondary Stats, like your Critical Hit Chance, also increase. Right now, Jackie's duster boosts her Charisma by one, which in turn boosts her Speech skill by 5% (Base Speech = Charisma x 5%) and her Barter skill by 4% (Base Barter = Charisma x 4%).

The reverse is true as well: When Mossman was recovering from surgery, his Endurance was down by two points. During that time, his max hp dropped, his Resistances lowered, and his Endurance-based skills were penalized.

Incidentally, raising your Endurance to an even number can significantly boost your hit points ((1 x your level) +2).

Went to Hell
Oct 29, 2011

Doctor Idle posted:

Curse my consistently poor grammar! lol.

Three children came to my home. I don't think I could manage three girlfriends as A. Disrespectful, but more importantly, B. I'm a scrublord, the worst scrublord.

Hey man, so long as everyone involved is a consenting adult, who are we to judge?

I posted a proposal for upgrades to Jackie and Chris' Dusters in the other thread. Tell me what you think.

Went to Hell
Oct 29, 2011

QuantumNinja posted:

What do y'all think of my spending some points on learning Lockpick? I already have tolerable agility, and it seems to be a skill we're mostly lacking. Either that or I'm most likely going to dump points into Gambling.

Also, to clarify, since my CHA is enhanced by my duster, should I recompute Speech and Barter using 5 CHA instead of 4 CHA (when wearing it)?

I'm going to start investing in Lockpick, but it might not be a bad idea for both of us to have some points there, in case we get split up (it seems to happen a lot).

Went to Hell
Oct 29, 2011
Updating and reposting from last page for easy reference:


Mossman Level 3 (4,475/6,000) Karma +55

Race: Ghoul (60% Rad Resistance, 15% Poison Resistance, 10% Electricity Resistance, 10% Normal Resistance. -5 hit points at level 1. Perks every 4 levels.)

ST 4 PE 8 EN 7 CH 4 IN 10 AG 8 LK 8

Traits:
Gifted (+1 to SPECIAL, -10 to all skills, -5 skill points per level)

HP: 33 - 5 + 12 = 40 (+6/level)
AC: 8 (Base) + 15 (Leather Armor) + 1 (Baseball Cap) = 24
AP: 9
Carry weight: 125 lbs
Melee Damage: 1
Poison Resistance: 50%
Rad Resistance: 74%
Gas Resistance: 0/0
Electricity Resistance: 10%
Sequence: 16
Healing Rate: 7
Critical Chance: 8%

Skills (Tag skills: Small Guns, Science, Repair)
*Small Guns 77%
Big Guns 6%
Energy Weapons 6%
Unarmed 44%
Melee Weapons 34%
Throwing 22%
First Aid 22%
Doctor 12%
Sneak 19%
Lockpick 16%
Steal 14%
Traps 16%
*Science 70%
*Repair 70%
Pilot 22%
Speech 15%
Barter 6%
Gambling 22%
Outdoorsman 34%

Perks:
Bonus: Johnnyville Science Fair: +1 EN when over 250 rads, +10% Outdoorsman, -1 Bonus to saves vs. Radiation

Gear
Baseball Cap 30 (+1 AC, 0/5N, 0/0L, 0/5F, 0/0P, 0/0E) 1 lb.
Leather Armor 700 (+15 AC, 2/25N, 0/20L, 0/20F, 0/10P, 0/20E) 8 lbs.
Expanded Lockpick 150 (+40 to Lockpick) 1 lb.
Duct Tape 1 lb.
Super-Tool Kit 100 (+10 to Repair) 10 lbs.
Wrench 65 (Rng 1, Dmg 1d6+3, Single 3, Target 4) 4 lbs.
Lighter 10
Flashlight 15 1 lb.
9mm Beretta Pistol (100% condition) 400 (Rng 17, Dmg +6, Single 3, Target 4, Burst 4, Rounds 18) 4 lbs.
78 x 9mm FMJ 25 (Dmg 1d8) 2 lbs.
1 x flare 1 lb.
1 x Stimpak

356 Caps

1/2 Ton Truck w/ Extended Fuel Cell Storage
Upgraded with 20 scraps

Top Speed: 80 MPH
Acceleration Rate: 140 ft per round
Braking Rate: 120 ft per round
Turning Radius: 25 ft
Driving Range: 280 Miles/Full Charge
# of Passengers: 3 in cab, 5 in bed.
Carry Weight: 4000 lbs.
Fuel: 13/40

Hit Points
Structural: 310
Engine: 80
Controls: 60
Drive System: 50
Tires/Treads: 35

Damage Resistance
N: 25, L: 10, F: 10, P: 10, E: 15

Truck Inventory
Sawed-off shotgun 100%
8 x Shotgun shells
Lighter
Rope
Knife 40%
2 x flares
Utility Jumpsuit 100 (+4 AC, 0/20N, 0/25L, 1/10F, 0/20P, 0/20E, +5 Lockpick, +5 Repair) 1 lb.
.38 Special Snub-nose revolver (30%) 350 (Rng 10, Dmg +7, Single 3, target 4, Rounds 5) 4 lbs.
5 x .38 rounds (Dmg 1d6)
Tin Lunch Pail 1 lb.
5 x Water bottles (irradiated) 5 lbs.
5 x days worth of jerky (irradiated) 5 lbs.
2 x cans of CRAM canned meat 2 lbs.

Components(in Truck)
5 x pieces of Circuitry (Value 30 a piece) 5lbs
6 x Springs (Value 15 a piece) 2lbs.
4 x Vacuum Components (Value 25 a piece) 40lbs.
2 x damaged Fusion Components (Value 15 a piece) 4lbs.
1 x Brahmin Hide (10) 10 lbs.
10 x Animal components (100) 10 lbs.
5 x Plastic components (100) 5 lbs.
1 x Scrap Metal (15) 1 lb.



Went to Hell
Oct 29, 2011
Oh, right. I guess I should have mentioned: Mossman definitely shared what he learned about those plants with the rest of the group.

I'm not actually sure what it implies about Red Jacob's operation. Apparently, the drugs they're making aren't very good for getting high, but they're good for poisoning people and animals? Is Jacob going to pull a Joker and poison the water reservoir?

Went to Hell
Oct 29, 2011
Doctor Idle, can you tell us some more about these Police gangs that we just encountered? I was under the impression that Neo Nashville was a mostly lawless town, and that any semblance of order only extended as far as each organization's turf.

That guy we saw in the blue rags with the seven-pointed star painted on, how much authority does he and his friends have in Nashville? I assume he acts as an enforcer within either the Confederacy's or the Church's territory (or both). Does he have any power beyond that? Are there other police gangs in the city? Do some of the organizations have multiple police gangs?

Went to Hell
Oct 29, 2011

SevenSocks posted:

If you need any help ballparking the scope of Went To Hell's request, I can provide these resources





I'm thinking maybe 5 plastic tech, 2 metal tech, 3 spring tech?

Thanks SevenSocks! That seems fair to me. What do you think, Doc?

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Went to Hell
Oct 29, 2011
I wanted to talk about where this game is going in the sense of power level.

All our characters seem pretty comfortable with the level of tech we've encountered so far. We've got a dedicated gunslinger, a couple tribals, a snake-oil salesman and a nuclear repairman. We're all dressed in either leather, hide or scrap metal armor, and packing either primitive or Small Guns-style weapons. Does anyone have any plans to upgrade to Big Guns or Energy Weapons?

Personally, I'm perfectly happy with sticking to the low-tech playstyle we've got going. I'm also open to the more high-tech parts of Fallout that might show up later. How does everyone else feel about it, though?

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