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Fallout: New Canada- Nuclear Winter


TentanariX

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Ive recently started playing New Vegas on my 360 and have gotten the inspiriation for a Fallout styled RP. As the title suggests it will take place in Canada- unless other people have anoter locale in mind. If everyone chooses Canada or a certain locale the title will be changed accordingly and everyone will begin at either a vault or point of their choosing. The leveling system will be based loosely off the Dark Gate System. Where XP will ve awarded fir combat situations between roughly 2-8 points, major quests and events will reward roughly 10-30, more so for defeating major foes and for significant and game changing events. At every 10 XP characters will level up granting them at minimum 10 Skill points and 1 perk. Everyone starts with 5 in all SPECIALs and 5 points to distribute them to whatever stat they wish to increase. I will try to work on the story and lore over the week. This is mainly an Interest Get thread.

All of the relevant information can be found here for now:
 

xgkf

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Re: Fallout: New Canada- Nuclear Winter

Interest. Got.
 

GargantuaBlarg

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Re: Fallout: New Canada- Nuclear Winter

Smut. Smut never changes.
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Lore

In 2067, the United States began to exert pressure on Canada to let US forces pass through Canada to reach battlefields in occupied Alaska. Canada briefly became diplomatically combative and resisted any attempts, but eventually American military units were allowed to pass through Canada. Over the next decade, the United States drew more and more on Canadian resources. Vast stretches of timberland were destroyed, drawing protests from the Canadian populace. With resources flowing through Canada, strained diplomatic tensions between Canada and the United States becoming problematic, and Canadian forces attacking the Trans-Alaska Pipeline, the country was annexed. In June of 2072, media declares the official US annexation of Canada, though technically it had begun about five years earlier. In February of 2076, Canada, now almost completely under US occupation, was finally annexed. Canadians began to resort to armed resistance, but were put down by US troops. Despite the war in Alaska ending in America's favor, Canada was still occupied by the US, and seemed to have been until the Great War.
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Character Sheet:


*Just ignore the Big and Small Guns slots.*
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Perks



New Perks

Atomic Sex Drive You gain 2X pleasure damage from ghouls, radiated humans, mutants and super mutants.

Irradiated Pussy/Sperm You get pregnant on a roll of 2-4 when ghouls, mutants, super mutants, and irradiated humans cum inside of you. But only on a one when by normal humans. Male PCs impregnate females on a roll of 2-4 (mutants/ghouls/etc) and 1 (Humans)

Lead Womb/Pure Genes You only get pregnant on a roll of one when inseminated by radioactive humans, ghouls, mutants and super humans, but on a roll of 2-4 from normal humans. (Vice versa for males.)

Cum Guzzler/Carpet Muncher Ignore all RADs from an enemy/NPCs sexual fluids, can substitute food. But your character faces a 50/50 to get addicted to sex, reducing healing from conventional foods by 50%.

Cleopatra [requires being at least Liked by the Leigon] Legion NPCs are friendly to your character, may sleep and shop at Legion occupied territories. But you become hates by NCR NPCs.

((More may come later))
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

More Perks

Kamikaze Dork Squad! [requires Kamikaze and four eyes] Revenge of the nerds! You regain AP at 1.5x normal rate, temporarily gain +1 agility and +2 perception when in VATS and +10% crit chance; but suffer -1 Endurance.

Resistance is Futile [special, requires to have organic parts replaced- spine, brain, and heart.] If you have the Sink Doc replace your organs and parts you gain +1 to Strength, Endurance, Perception, Agility and Intelligence permanently, but your AP regenerates 15-25% slower.

Mutated At every 100 RADs you can choose to reset your current RAD level in place of a mutation. However you lose karma if your mytations are discovered. At 3 Mutations you are considered a Ghoul, at 5 you are consdidered a True Mutant, at 7 you are considered a Super Mutant. At level 3 and lower you can hide mutations with a survival and sneak score of 30 or higher, at 5 lvl 50 is required, at 7 70 is needed. If you are discovered you gain infamy, Shunned at 30, hated at 50 and vilified at 70.

Mutation List
Claws - You gain an natural attack, bonus damage to unarmed, slight penalty to melee, repair, medicine, energy weapons and guns. Possible ability to inflict poison/RAD damage through attack in future.
Fangs - another natural attack, same as Claws, ability to regen health from biting live victims; probably 1/2 or 1/4 of the attack damage if not more.
Carapace - natural armor, slight DT increase or DR gain, harder to hide.
Radiation (poision/RAD emition) - posion AOE DPS attack, maybe like 3-5 health or so every second for like 10 sec./ 1 round.
Glowing - Glowing Skin, minus to sneak.
Stinger- another natural attack, single target Posion DPS attack, similar to Radiation
Wings- Minor slow flight gained, 1/2 of speed.
Antennae- Can be used to detect emotions and feelings in NPCs, similar to Aura Detect in Tentacle Souls
Heat Vision- lowlight vision, reduces penalties in low light environments.
Compound Eyes- +1 to perception, slight increase to accuracy/ hit chance when in VATS.
Night Vision - True Night Vision, black and white, but perfectly clear vision in darkness.
Chameleon Skin- Identical to Dark Gate Mutation, +5 to sneak.
Brute (Think The Hulk)- +1 to Strength and Endurance, -1 to Intelligence, Agility and Charisma, +5 to unarmed and melee, 30% increase to DT.
RAD Immunity (No further RAD or Mutation Gain)- Same as Naturally Warped/ Supernatural in Dark Gate.
Eye Beams- Special attack, Ignores DR and Armor, 3d6 damage for 1/2 of total current AP.

Mmmmm
Genetic Womb/Genetic Sperm You get pregnant on a roll of 2-4 for all mutants and humans. But pregnancy is far easier to deal with. Male PCs impregnate all types of female on a 2-4 but suffer increased libido. (Courtesy of Diaga)

These are all i can think of now, if anyone has any other suggestions/ideas or statistical mechanical details for them please let ke know. :)
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Traits:


New Traits:

I'm SPECIAL!~ One free point to go into any SPECIAL.

Blade Runner: When using knives, swords, spears, or any melee weapon; the wieght is reduced to 1/2, you gain +1 agility and Strength, and +10% critical chance- but do 33% less damage with guns, energy weapons or explosives, and suffer -1 Perception when wielding said weapons.

Live Free, Die Hard: When wearing no armor or clothes you gain +2 DT, +1 Agility, and Strength, +25% HP, and 10 more AP. But when fully clothed or wearing armor of any kind, you suffer -1 Strength and Agility and VATS takes up twice as many AP.

Whore/Manslut: You cannot turn down sex by any non mutated human, NPCs will start off friendly towards you, but will be more interested in sex.

BoomTown: When using Explosives you gain +10 AP, +33% Range, 1.5x damage, +33% reload speed, and +1 Agility and Perception. But suffer - 1 Agility and Perception, 50% slower reload, 15% less accuracy and 10 less AP with other weapons.

"I'M CHARGIN' UP MAH LAZURR!": You do +33% more damage, have +15% crit chance, and +20% faster reload speed with Energy Weapons, but suffer -10% crit chance, deal 25% less damage, and 15% slower reload speed with other weapons.

"NOPE.": You get +10 to repair, Can use wrenches and other tools as melee weapons, which do +15% more damage and have +15% crit chance, as well as explosives; but all other weapons do 20% less damage and have 15% less critical chance.
 
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keefa

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Re: Fallout: New Canada- Nuclear Winter

Hey this sounds like fun! I'm down for playing (first time I have done any of these so but I'm pretty quick on the uptake for most things!)

Also is there any material I should read that would help understand the game mechanics more?
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Weapons and Damage (Add appropiate weapon skill level)


Unarmed

Brass Knuckles 1d6-1
Spike Knuckles 1d10
Boxing Gloves 1
Plated Boxing Gloves 1d6-1
Powerfist 3d8
Mega Power Fist 4d10

Melee
Combat knife 3d10
Endboss Knife 5d6
Knife 1d6
Lil Jesus 2d6+2
Shiv 1d4
Switchblade 1d10
Throwing Knife 1d6
Club 1d6
Wakizashi 2d6
Crowbar 1d10
Wrench 1d6
Rock 1d4
Gold Nugget 1d6
(Refined)Uranium 1d6
Sharp Pole 1d4
Sharpened Spear 2d6
Spear 1d10
Louisville Slugger 3d10
Sledgehammer 1d10-1
Super Sledge 6d6
Ripper 4d8
Cattle Prod 2d10
Super Cattle Prod 4d8

Guns
.223 3d10
.44 Mag 3d6
9 mm 1d10
10mm 2d6
14 mm 2d10+2
Desert Eagle 2d8
Needler 3d8
Gauss 4d8
Zip Gun 2d6
10 mm SMG 2d6
Grease Gun 2d10
Tommy Gun 2d10
H&K G11 2d10
H&K G11E 2d10+3
P90c 2d8
Assault Rifle 2d8
FN FAL 3d6
FAL HPFA 2d10+2
BB Gun 1d4-1
Gauss Rifle 5d8+3
Pipe Rifle 2d6
Red Ryder BB 1d4-1
Red Ryder LE BB 4d6+1
Hunting Rifle 2d8
Scoped Hunting Rifle 2d10
Sniper Rifle 4d8+2
XL70E3 2d10-1
Combat Shotgun 4d6+1
H&K CAWS 4d6+1
Jack Hammer 3d10-1
Sawed off Shotgun 4d6
Shotgun 2d10+2
Bozar 6d6-1
Lt Support Weapon 3d10
M60 3d8+2
Minigun 2d6-1
Avenger 1d12+2
Vindicator 2d10-1
Flamer 9d10
Impr. Flamer 9d10
Rocket Launcher 10d10

Energy Weapons
Alien Blaster 9d10
Laser Pistol 2d10+2
Magneto 2d10+2
Phazer 3d10
Plasma Pistol 6d6-1
Solar Scorcher 6d10
YK32 Pulse Pistol 6d8-2
Gattling Lazer 5d8
Laser Rifle 5d10
Plasma Rifle 11d6-1
Turbo Laser Rifle 7d10
YK42B pulse Rifle 8d10-2

Thrown

Frag Grenade 6d6-1 exp. 3
Plasma Grenade 9d10 plasma 4
Pulse Grenade EMP 4
Holy Hand Grenade 50d10 exp.2
Molotov Cocktail 2d10 explosion 3
Rock 1d4
Gold Nugget 1d6
Uranium ore 1d6
Plant Spike 1d4-2
Flare 1
Spear 1d10
Sharpened Spear 2d6
Sharp pole 1d4
Throwing Knife 1d6
Dynamite 5d10
Plastique 8d10
 
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TentanariX

TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Armor

Light= 1-15 DT
Medium= 10-26 DT
Heavy= 20- 28 DT

Clothing

1-6 DT

((Note: This is all according to Fallout Wiki, and according to New Vegas stats. Im open for suggestions and they are subject to change. '3' ))
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Items

Weapon Mods



SnowGlobes



Skill Magazines



Skil Books



Consumables



Bobbleheads

 

the_taken

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Re: Fallout: New Canada- Nuclear Winter

Would you consider letting people take perks and/or traits from earlier Fallout games?
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Aye
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Enemies

Radscorpions

Standard
75 HP 5 DT 4 PER 20 +3/sec for 5 sec. Melee Damage\ Poison 3poison\ 5sec

Small
20HP 5DT 3PER 20 damage +3 damage for 5sec

Giant
130 HP 18 DT 6PER 60 damage +8 damage/sec for 10sec

Queen
200 HP 18DT 6PER 60 damage + 8 damage\sec for 10 sec

Mantises
Giant Mantis
50 HP 0 DT 6PER 25 Melee Damage

Female Mantis
50 HP 0 DT 6 PER 40 Melee Damage

Nymph
1 HP 0 DT 6 PER 1 melee damage

Zion Mantis
35 HP 0 DT 4 PER 45 Damage

Giant Zion Mantis
120 HP 0 DT 6 PER 110 Melee Damage

Ants
Giant Soldier Ant
75 HP 0 DT 3 PER 30 Melee Damage

Giant Worker Ant
30 HP 0 DT 3 PER 70 melee damage

Giant Fire Ant Queen
450 HP 0 DT 5 PER melee attack 55 damage, Fire Breath 8 damage + 2 fire damage \ 5 sec

Fire Ant Soldier
100 HP 0 DT 4 PER Melee Attack 40 damage, Fire Breath 4 damage + 2 fire damage \ 5 sec

Fire Ant Worker
55 HP 0 DT 2 PER 20 Melee Damage, Fire Breath 2 damage + 2 fire \5 sec

Bloatflies
Bloatfly
15 HP 0 DT 6 PER 7 Melee Damage

Legendary Bloatfly
2000 HP 20 DT 5 PER 450 Melee Damage

Cazadores
Cazador
200 HP 0 DT 9 PER Melee 70 damage, poison 3 damage \ 5 sec

young cazador
100 HP 0 DT 7 PER 30 Melee Damage

Legendary Cazador
400 HP 0 DT 10 PER 20 melee damage, poison 7 damage \ 5 sec

Giant Cazador
350 HP 0 DT 9 PER 80 Melee Damage, poison 3 damage \ 5 sec

Specimen 73
675 HP 0 DT 6 PER 70 Melee Damage, poison 3 damage \ 5 sec

Ice Cazador
200 HP 0 DT 9 PER Melee 70 damage, poison 3 damage \ 5 sec (Harder to see due to white skin being natural camouflage. Req. Perception check TN 20


Bark Scorpion
20 HP 2 DT 3 PER 25 melee damage, barkscorpion poison 3 damage \ 5 + -2 PER \ 30 sec

Centaurs
Centaur
100 HP 0 DT 6 PER 27 Melee Damage, Radioactive Spit 30 damage + 5 RADs \ 10 sec

Evolved Centaurs
150 HP 0 DT 7 PER 50 Melee Damage, Radioactive Spit 60 Damage + 10 RADs \ 10 sec

Giant Evolved Centaurs
220 HP 0 DT 8 PER Melee 70 Damage, Radioactive Spit 60 Damage + 10 RADs \ 10 sec

Nightstalkers

Nightstalker
110 HP 0 DT 9 PER 70 Melee damage Night Stalker poison 5 poison \ 5 sec, -2 END \ 60 sec

Pit Fighter
120 HP 0 DT 9 PER 70 Melee Damage

Young Nightstalker
70 HP 0 DT 8 PER 45 melee damage, NS poison 5 poison \ 5 sec, -2 END \ 60 sec

Legendary Night Stalker
250 HP 0 DT 10 PER 100 melee damage, poison 5 poison \ 5 sec, -2 END \ 60 sec

Shadis
675 HP 0 ST 9 PER 80 melee damage

Cattle
Bighorner
100 HP 0 DT 4PER 40 Melee Damage

Bull
120 HP 0 DT 4 PER 45 Melee Damage

Calf 50 HP 0 DT 2 PER 15 Melee Damage

Youngin
60 HP 0 DT 3 PER 40 melee damage

Brahmin
40 HP 0 DT 3 PER 2 melee damage

Cyberdogs

Cyberdog
75 HP 2 DT 0 PER 80 Melee Damage, sonic bark 36 damage

Military Cyberdog
75 HP 2 DT 5 PER 40 Melee Damage, Sonic Bark 36 Damage

Police Cyberdog
22 HP 2 DT 10 PER 30 Melee Damage

Yao Guais
Yao Guai
215 HP 0 DT 6 PER 70 melee damage

Cub
HP 65 0 DT 4 PER 25 melee damage

Giant Yao Guai
300 HP 0 DT 2 PER 60 Melee Damage

"Wendigo"
550 HP 2 DT 5 PER 130 Melee Damage, leap attack 170 damage, frost breath 10 damage + 3 cold \ 5 sec., 33% chance to immobilize target for 1 round

Ghouls
Feral
25 HP 0 DT 3 PER 5 Melee Damage, RAD Healing +10 HP, +100 RAD

Reaver
180 HP 0 DT 7 PER 40 Melee Damage, +10 RAD and -15 HP \ 4 sec.

Trooper
100 HP 0 DT 1 PER 20 Melee Damage RAD Healing, +10 HP, +100 RAD

Glowing One
240 HP 0 DT 5 PER 32 Melee Damage, Aura Explosion, 15 Damage + 5 RAD \ 3 sec.

Plant People
Spore Carrier
75 HP 0 DT 4 PER 25 melee damage, spore burst, 100 poison

Brute
125 HP 0 DT 5 PER 32 Melee Damage, spore burst 100 poison

Runt
50 HP 0 DT 3 PER 10 Melee Damage, spore burst 100 poison

Savage
175 HP 0 DT 6 PER 50 Melee Damage, spore burst 100 poison

Beast
300 HP 0 DT 7 PER 100 Melee Damage, spore burst 100 poison

Scavenger
250 HP 0 DT 6 PER 50 Melee Damage, spore burst 100 poison

Mutant Plants
Spore Plant
50 HP 0 DT 10 PER 1 melee Damage, spore spit 15 Damage

Giant Spore Plant
180 HP 0 DT 8 PER 1 melee Damage, spore spit 60 damage

"The White Lady"
675 HP 0 DT 7 PER 1 melee damage, spore spit 100 Damage

Lizards
Gecko
65 HP 0 DT 5 PER 35 Melee Damage

Hunter
100 HP 0 DT 3 PER 15 Melee Damage

Youngling
40 HP 0 DT 4 PER 15 Melee Damage

Silver
125 HP 0 DT 25 Melee Damage, Radioactive Bite +15 \ 5 sec.

Ice Gecko
165 HP 0 DT 7 PER 60 Melee Damage, Frost Breath 23 cold damage, 33% chance to immobilize target for 1 round

Legendary Ice Gecko
225 HP 0 DT 8 PER 115 Melee Damage, Frost Breath 23 cold damage, 33% chance to immobilize target for 1 round

Green Gecko
225 HP 0 DT 8 PER 75 Melee Damage, poison Spit, 8 poison \ 10 sec.

Giant Green Gecko 375 HP 0 DT 9 PER 95 Melee Damage, poison Spit, 8 poison \ 10 sec.

GOJIRA
8000 HP 0 DT 3 PER 100 Melee Damage, GOJIRA FLAME! 50 fire Damage + 5 damage \ 60 sec. (Only encountered if character takes Wild Wasteland Perk, and horrible luck.)

Deathclaws

Deathclaw 500 HP 15 DT 7 PER 125 Melee Damage

Alpha Male
750 HP 15 DT 8 PER 300 Melee Damage

Mother
700 HP 15 DT 8 PER 275 Melee Damage

Baby
100 HP 5 DT 6 PER 40 Melee Damage

Youngun
350 HP 5 DT 6 PER 40 Melee Damage

Blind
500 HP 15 DT 8 PER 125 Melee Damage

Legendary
1000 HP 15 DT 10 PER 250 Melee Damage

RAWR!
HP 900 15 DT 10 PER 350 Melee Damage

Stripe
850 HP 15 DT 10 PER 250 Melee Damage (Also only encountered through bad luck and Wild Wasteland.)

Barioth
1500 HP 15 DT 9 PER 300 Melee Damage, Frost Breath Frost Breath 50 cold damage, 33% chance to immobilize target for 1 round

Lakelurks

Lake Lurk
150 HP 0 DT 7 PER 40 Melee Damage, Shriek 60 damage, -10 PER \ 60 sec.

King Lakelurk
300 HP 0 DT 8 PER 70 Melee Damage, Shriek 60 damage, -10 PER \ 60 sec.

Tunnelers
Tunneler
75 HP 0 DT 3 PER 25 Melee Damage

Hulking
125 HP 0 DT 3 PER 35 Melee Damage

Venomous
50 HP 0 DT 3 PER 15 Melee Damage + 3 poison damage \ 5 sec.

Queen
475 HP 0 DT 3 PER 175 Melee Damage

Aliens (Only encountered through Wild Wasteland)
Alien
250 HP 0 DT 8 PER 0 Melee Damage \ 30 Ranged Damage

Captain
400 HP 0 DT 9 PER 0 Melee Damage \ 30 Ranged Damage

DEADPOOL, BITCHES!

???? HP ?? DT ??PER ??? Melee Damage, ??? Ranged Damage
 
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Mirchie

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Re: Fallout: New Canada- Nuclear Winter

Consider my interest piqued. I've been playing New Vegas for a while too, though I heavily mod my game (I love you FO and TES games for your moddability <3), still. Even without mods, the vanilla games are still fucking awesome. I'd love to play something like this.
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

UPDATE:

I think I may have forgot to mention this, but the game system will be ran off the simple d20 mechanic. Results will be based on a D20 roll, plus your SPECIAL rating, plus your Skill level. Defense will be your Agility/Strength vs your enemies Agility + d20. Stealth will be Percpeption+Agility/2 + Sneak. Repair, Science,Medicine is Intellignce/2 + specific skill level. Explosives, Energy Weapons and Lockpick is Perception/2 + Skill level. Melee Weapons is Strength/2 + Skill level. Unarmed is Endurance/2 + Unarmed level. Barter and Speech is Charisma/2 + Skill level. Guns is Agility/2 + Skill Level. Skills are 2 + (Relevant Statx2) + (Luck/2).

Example: A starting gun level of a character with an agility of 7 and luck of 5 would be:
2 + 14 + 3= 19.

All characters also add half their luck value to all die rolls.

Example: Oni is facing a Powder Ganger. He is trying to hit him with a rifle. His Gun score is 19, he rolls a d20 and gets a 13. His total roll would be 35. 19+13=32 + 1/2 of 5 is 3. 32+3= 35. The Powder Gangers defense is 2 + 12 + 3= 18. Oni would successfully hit the Powder Ganger.

VATS is mostly used to slightly increase to hit chance, when aiming for the torso, the character would get a +5 to hit, when in reasonable range or the circumstances are in their favor. When aiming for a specific body part, the character would get a percentile roll + 1/2 luck, + Perception chance to hit that particular area.

Example: Blarg is trying to hit an approaching Legionarrie's knife hand and disarm the enemy. Using VATS he sees that it is a 56% chance to hit the weapon hand. He rolls a 33. 33+3+6=42. He misses his target and the Legionarrie is now up in his face with a machete.

I hope I have made things clear enough.
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

I think i am now ready to begin accepting character sheets from x, blarg, keefa, mirchie and taken for test threads.
 

xgkf

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Re: Fallout: New Canada- Nuclear Winter

Cool.

Could you perhaps post an example character sheet explaining how to distribute stuff? I know you have the sample sheet image thing in your...3rd post, but that doesn't explain how many points and stuff we get to start out with to assign to things, or how many Perks/Traits you want us to pick out, or how/what we should choose for Affiliation or Occupation.

I mean, I know we start out with 5 base points in each S.P.E.C.I.A.L. stat that we can add/subtract, with 5 more that we can add where we want and all that. But what are the rules when it comes to choosing/distributing skills and perks beyond that?
 
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TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Here is a character sheet to help people get started:


The formula for starting skills is 2+(2 x SPECIAL)+ 1/2 LUCK.
You get 5 Points to put into your SPECIAL as you see fit starting with.
HP is derived by adding Strength, Endurance and Luck and multiplying by 10.
I'm not quite sure how to work the RAD level, I just put it at 400 max by now, Id appreciate if someone could refresh my memory on how I said Id handle RAD and Mutations. ^_^;;
Crit Chance is calculated by your Perception x 1/2 of your Luck SPECIAL.
Carry Weight is determined by multiplying your characters Strength by 15.
Damage, Fire and Poison Resistance is figured by taking your Endurance and adding half of your Luck SPECIAL.
RAD Resistance is the same, but uses your Intelligence in place of Endurance.

Everyone may have two Traits and One perk to start with. And even though I didnt put it on the sheet, you may have three skills that are "trained", which if I recall the game correctly; doubles said Skill. You also gain +10 Skills every level, in case I didn't mention that already. I hope that helps.
 
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