Board Thread:Roleplay/@comment-30655593-20190827174844

As said, Fallout inspired RP. Plan to have a mixture of old things from previous/current games and new things devised by me. All Mamono will only be based on the creature in the Wasteland so nothing like Lich's and Jinko's will be found here unless I decide to devise some Fallout variant. You may play as a Mamono, just ask me on my message wall to discuss it. There will not be leveling up and perks.

Character Sheet, optional seeing as it's quite large and if you rather just skip it then go ahead or make your own.

Name:

Gender:

Race: I will allow race bonuses. These are the following races available that I will let you play as. Lots of choices. I will allow humanoid male equivalents of the creatures listed from Deathclaw and down. Will be adding more as time goes on.

Human: Standard race, no positives or negatives

Super Mutant: 3+ to Strength, 3+ to Endurance and rad proof but 3- Intelligence, 2- Charisma, and -1 Agility.

Ghoul: 2+ Endurance, 2+ Agility and heal from rads but -3 Intelligence, -2 Strength and chems are less effective

Synth: 2+ Intelligence and 1+ to all other stats but Charisma, gain efficiency in energy weapons but vulnerable to energy weapons, especially electric and 1- Charisma

Mister Gutsy: 2+ Endurance, 3+ I, 2+ Perception, 1+ Strength, ability to float, wield three weapons and look in three directions, self upgradeable, no need to eat, sleep, or drink but vulnerable to energy weapons, especially electric, 2- Charisma, gets severely damaged by water and short circuit which will then require a system restart and run risk of getting hacked

Mole Miner: See in the dark, 2+ Perception during the night, ability to befriend Mole Rats, 1+ Intelligence but -3 Charisma, -3 Perception during the day and -3 Agility

Lobotomite: 3+ to four stats and -3 to three stats of your choice and being hit by electrical attacks 1+ to all stats for each hit for a short period and recharges energy but need to recharge energy or will die, vulnerable to energy weapons and mentally unstable to a degree but being hit with electricity improves mental condition

Deathclaw: 2+ Agility, Endurance, Strength, gain 2+ Strength when using no weapons, attacks using no weapons naturally causes bleeding, and gain the ability to intimidate animals and raiders into submission based on luck but gain inefficiency in all weapons, -3 Intelligence and Charisma

Radroach: 2+ Agility, Perception, resistant to rads and can glide but 2- Strength, Endurance and 1- Intelligence

Age:

Appearance: If choosing a race you don't know, simply look it up and then describe what you think a Mamono version of it would look like.

Personality:

Dislikes:

Likes:

S.P.E.C.I.A.L: You get 28 points and each stat can be maxed to 10. All stats already start with 1's, keep this in mind when allocating SPECIAL stats. Can go over with other bonuses from different sources such as traits. This is mainly to help get an idea of what kind of character you'll wanna RP is and help determine whether a character can do this or that such as: Metal door broke off its hinges and in the way, character requires X amount of strength. Human will have zero negative and positive bonuses. Stats cannot go into negatives. Will just remain at 1. All these stats mean:

Strength - Melee strength and moving objects

Perception - Long rage weapons, aiming, lockpicking, awareness, and driving skills

Endurance - Health, healing, holding breath how long one can run, resistance to pain, diseases, rads, chem addiction, and poisons

Charisma - Chance to convince characters to do things or give items/caps and better bartering prices

Intelligence - Medical, crafting and scientific knowledge, hacking, working with electronics and machines

Agility - Speed one can go, flexibility, sneakiness, and jump height

Luck - Determines what characters encounter and what they find such as weapons, armor, caps, and consumables. Also improves odds in random chance encounters

Trait: Optional. Gives character positive and negative bonuses. I will allow two. Like S.P.E.C.I.A.L, this is to help flesh out your character. Will be adding more of these as time goes on

Heavy Fisted: Gain +5 Strength while using unarmed attacks but -3 Agility and -1 Perception

Animal Friend: Able to call animals to your aid but for every animal that was called into battle dies -1 to Charisma and Perception. Animals called depends on luck

Scout: Gain 2+ Agility and 2+ Endurance but become inefficient with heavy weaponry and -2 Strength

Fortune Finder: Gain 3+ Luck and find rarer loot but when misfortune strikes, it strikes hard

Regular User: Chance of addiction is lowered but the potency is also lowered

Jinxed: -4 Luck for enemies around you but you also gain -4 Luck

Accelerated Metabolism: +3 Endurance when healing but hunger and thirst are increased

Night Person: 2+ Intelligence and Perception in the daytime but 2- I and Perception during nighttime

Juggernaught: Gain 4+ Endurance and efficiency with heavy armor but -4 Agility

Gifted One: 1+ to all stats but beware the dark...

Skilled: Become efficient to all weapon and armor but -1 to all stats

Ninja: Become efficient in quiet takedowns and +3 Agility while sneaking but -1 to Strength and Agility while not sneaking

Lady Killer/Black Widow: Gain 1+ to all stats when directly facing the opposite gender but -1 to all stats when its the same gender

Solar Powered: 2+ Strength and Endurance during the day time but 2- Strength and Endurance during the nighttime

Lead Belly: No radiation damage when drinking or eating radiated food but -2 Agility after eating/drinking

Lifegiver: Characters that have this trait have blood with unusual healing properties. A vial of blood from the user of this trait and replenish a single stimpack. Stimpacks made from the user's blood can only heal other characters not themselves. -1 Endurance per vial filled

Sniper: 2+ Perception when attacking from afar but 1- Perception when fighting up close

Demolitions Expert: Become efficient with explosives and 2+ Perception when using explosives but become inefficient at sneaking and -2 Perception when using any other weapons

Combat Ready: 2+ to Endurance, Strength, Agility, Perception when entering combat but 1- to all stats when out of combat

Aquaman/Aquagirl: Gain 2+ to all stats in the water or when raining but -1 Charisma and Intelligence when out of water

Pacifist: Gain 5+ Intelligence and Perception and gain 3+ Charisma when taking the non-violent route but 5- Strength and Endurance, become inefficient with all weapons, and -1 to all stats for every attack made

Weapon specialty:

Gear: No super powerful stuff. Keep to basic weaponry. Gear can be lost so be careful.

Job: e.g.: Medic, soldier, engineer, scientist, and so on and so on.

Backstory:

All characters will be new members joining a small mercenary group and will be meeting with one of the higher-ups for introductions.

My character

Name: Bruce Marrow

Gender: Male

Race: Human

Age: 28

Appearance: Average height man and prominent posture, green eyes, army buzz, a large scar going down the left side of his face over his eye, a bandage on the right of his forehead covering a cut and a bruise on his left cheek

Personality: Strict, kind, and hot-headed

Dislikes: Raiders, chems, and shady business

Likes: Alcohol, weapon modifications, and scenarios not ending in violence

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

S - 6

P - 6

E - 6

C - 3

I - 4

A - 5

L - 4

Traits: Combat Ready

Weapon specialty: Ballistic weapons, melee, unarmed

Gear: Backpack, unmodified 10mm pistol unmodified, unmodified combat rifle, 100 of 10mm rounds and .45 rounds, 5 days worth of food and water, 4 stimpacks, metal armor

Job: Soldier

Backstory: Bruce was born and grown up in the Wastelands in a traveling group of merchants. From his very first memories, he could remember being taught that if you wanna make it in no man's land that you're going need to learn how to fight and fire a gun and so he learned all he could from the people around him. Eventually, he left his group after several years, looking to make a name for himself and to maybe even bring some change to the Wasteland...

Start

11/25/3192

''It's been 203 years since the bombs dropped. I wonder what it was before then? I heard rumors, mainly from ghouls, that back then nobody needed to cave a skull in for dinner or backstab for a few caps. I even heard that they didn't even use caps back then. Used green, paper triangles called 'dollars' and coins. Always wondered what those were used for. Must have been great back then... Too bad I was born a few hundred years too late. Well, suppose I should clear up this entry, got some newbies to meet and show the ropes. Here's hoping they last and don't drop dead.''

- Bruce M.

''Bruce gets up from his desk while closing and packing up his journal. He had another long day ahead of him. He stepped out of his tent, using his hand to block the sun rays that beamed down on the Wasteland and started over to the recruitment tent. His group was eager to pack everything up and leave as they weren't in friendly territory.'' 