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Fallout: New Canada- Nuclear Winter


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TentanariX

TentanariX

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Re: Fallout: New Canada- Nuclear Winter

All characters start off with a melee weapon or low to medium grade gun (Lets not get crazy now) of their choice, clothing and light armor of ther choice, 2 stimpacks, 1 repair kit, and 50 ammunition for said weapon. Characters starting in a vault will be issued a crate cotaining a random melee and ranged weapon, ammo, 2 stim packs, a super stim, and a 'surprise'.
 

GargantuaBlarg

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Re: Fallout: New Canada- Nuclear Winter

Wait, we're going from a percentile system to d20? ...I am slightly apprehensive. Also, why are we not using the Big Guns Small Guns skills again?

Farout Canadia Style

Name: Michelle Whelps
Gender: Futa. Or chick. Fuck, can't decide. <_>
Age: 25, ayup.
Affiliation: Eh.
Occupation: Eh.
Karma: 0
Reputation: Neutral, eh.
Status: Eh.

HP: 200/200
AP: 10/10
Level: 1 (0/10)

Radiation: 0/400

7 STRENGTH
2 PERCEPTION
10 ENDURANCE
4 CHARISMA
2 INTELLIGENCE
10 AGILITY
5 LUCK

Carry Weight (S): 0/105
Damage Resistance (E): 10%
Fire Resistance (E): 10%
Poison Resistance (E): 10%
Radiation Resistance (I): 5%
Fatigue (E): 50

SKILLS
Barter (C): 12
Energy Weapons (P): 8
Explosives (P): 8
Lockpick (P): 8
Medicine (I): 8
T Melee Weapons (S): 18 > 36
Repair (I): 8
SCIENCE! (I): 8
T Sneak (A): 24 > 48
Speech (C): 13
T Unarmed (E): 24 > 48

TRAITS
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.
+
PERKS
30% electrical resistance (Human)

Mysterious Stranger (Abominable Alpaca)

Or that one that gives you an extra SPECIAL point, if that's too stupid.


Swag:
Knife 1d6

Maple Leaf Bikini ( ) (clothing) 0 DT
Canadian Flag Speedo (clothing) 0 DT
I can have two swimsuits, right? Or do I have to trade in my parka?
Parka (light armor. Like, I dunno - 5 DT?)

2 stimpacks
1 repair kit
50 bullets for my knife


Backstory thingy:
Many supply ships were sunk in Hudson Bay during the Great War, many of them containing valuable pre-war ammunition, weapons, long-lasting and mostly-edible rations, and technology. Michelle, possessed of incredible fortitude (and being too airheaded to think up the millions of reasons that it's a shitty idea), dives into the waters to try and salvage such treasures, letting her partner handle the whole selling/fixing it up/using the fishing radar to find stuff. Totally accompanying/accompanied some neat loot on a caravan to where-ever-the-game-is-happening.
Also runs a sushi eatery on the side. Three-eyed fish is good eatin's. Also dabbles in Teppanyaki and all those other fancy-knifing related things.

Have I mentioned that she lives in Churchill, Manitoba? I might have forgotten that.

Pic:


Bonus pictures that I had a really hard time deciding through!







 
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xgkf

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Re: Fallout: New Canada- Nuclear Winter

=== Character Sheet ===
Name: Valarie
Gender: Female
Age: 23

Affiliation: CanaCo Courier Service
Occupation: Courier

Karma: Neutral
Reputation: Neutral

Status: Normal

=== S.P.E.C.I.A.L. ===
STRENGTH: 4 (4)
PERCEPTION: 6 (6)
ENDURANCE: 6 (5+1)
CHARISMA: 7 (6+1)
INTELLIGANCE: 4 (4)
AGILITY: 6 (5+1)
LUCK: 7 (5+2)

=== Stats ===
HP: 170/170
AP: 83/83
DT: 1d6

Level: 1 (0/10)

Radiation: 0/400

Carry Weight = 12/60
Critical Chance = 10%
Damage Resistance = 10%
Fire Resistance = 10%
Poison Resistance = 10%
Radiation Resistance = 8%
Fatigue = 30

=== Skills ===
Barter: 20
Energy Weapons: 18
Explosives: 18
*Guns: 36
Lockpick: 18
Medicine: 14
Melee Weapons: 14
Repair: 14
Science: 14
Sneak: 18
*Speech: 40
*Survival: 36
Unarmed: 18

=== Traits/Perks ===
Traits:
Trigger Discipline: Guns and energy weapons you fire are 20% more accurate, but you fire them 20% more slowly. The AP cost for your guns and energy weapons is also 20% higher.
Whore: NPCs will start off friendly towards you, but will be more interested in sex. You also cannot turn down sex from any non-mutated human.

Perks:
Black Widow: +10% damage to the opposite sex and unique dialogue options with certain characters.

=== Inventory ===
Weapons:
Desert Eagle [2d8 Damage] (1)

Apparel:
Mercenary Wanderer Outfit [Clothing: 1d6 DT] (1)

Aid:
Repair Kit (1)
Stimpack (2)

Misc:


Ammo:
Desert Eagle Rounds (50)

=== Bio/Description ===
Under construction.

Reference image: http://www.ulmf.org/bbs/album.php?albumid=591&pictureid=10637
 
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TentanariX

TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Pre Existing Factions

-

New Factions

New Canadian Mounted Police
The New Canadian Mounted Police is the largest and possibly best armed and supplied force in New Canada. Dressed in armored and modified versions of the traditional mountie uniform, the members of the NCMP are trained extenisvely in the use of firearms and mounted combat. The ride on Moose Mammoths, big horner bulls or brahmin; and have been charged with keeping the peace in Canada.
The Parkas
The Parkas are the largest and possibly most dangerous group of organized criminals in New Canada. They dress in medium to heavy armor, either underneath over top of big thick heavy parkas of various fur, material and colors. Their faces are always covered by their hoods, snow goggles and a scarf or long turtle neck pulled over their mouths. They use either rifles, sub machine guns, or the occasional super sledge. And are either accompanied by Night Stalkers or the rare Yao Guai.
The Goal Tenders
The Goal Tenders are a group of chem pumped and pyschotic and extremely dangerous hockey equipment wearing raiders. Almost always carrying things like Buff Out, Psycho or some other chem, they are always ready for a fight. They will almost always attack enemies and nuetrals on sight. They focus mostly on melee wielding powerfists, hickey sticks, or supersledges and are as lethal and brutal in close quarters as Ceasers legion. If you encounter them, give them a wide birth and try to pick them off at a range.
The Frost Giants
The frost giants are nomadic group of pale blue, green and occasioanl albino white supermutants of abnormal hieght and build. They are fairly simple as most of their ilk carry simple weapons like clubs and supersledges, though the rare few and higher ups of their society, as it were, are capable of using firearms and explosives. They are not openly hostile, but are not friendly to Norns or any one associated with them due to ther constant quarrels over land. They most usually accompanied by Yao Guais.
The Norns
Norns are a rare, mildly mutated and mostly human group of settlers along the northern edge of Canada and the Canadian-Alaskan border. Their exposure has caused them to be only taller then most humans and have slightly more muscualture as a whole. They form small tribal communities, and are a warrior like people. They are honorable and hard working folk. They are somewhat untrusting of large groups like the NCMP but are openly hostile to any raiders or gangers such Powder Gangers, Parkas, or the likes; and will attack any Frost Giant or associate there of on sight. They use mostly machetes, super sledges, pistols and rifles.
CanaCo Courier Service
Canaco is Canada's largest and most leading courier company. They dleiver packages from Ottawa all the way to New Vegas and the east coast. They openly deal with the Leigon, the strip, the NCR, NCMP or any one with enough caps. However, jobs that travel very far out of the border or that are especially dangerous naturally require a heftier fee.
(descriptions to come later.)
 
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TentanariX

TentanariX

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Re: Fallout: New Canada- Nuclear Winter



Staring Point - Edmonton, Alberta
NCMP HQ - Toronto, Ontario
Norn and Frost Giants - Northern Territories
Canadian Legionarrie Sect - St Johns, Newfoundland
CanaCo Main Office - Ottawa, Ontario

Persons of Note

Gregg Louisson (Alberta chapter of CanaCo CEO)

Commander Richard King (head of the NCMP)

Lauffey (Chieftan and ruler of the Frost Giants)

Troubadore (leader of the Norns)

Jack Daviesson (leader of the Parkas)

Jason Vorredwing (head of the Goal Tenders)

Thomas Haines-Stevenson (Founder of CanaCo)

Maximus Brutimus (Officer in charge of Canadian Legionarrie sect)
 
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xgkf

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Re: Fallout: New Canada- Nuclear Winter

Question: Do we get Pip-Boys, or some other means of easy access to maps/statuses/radiation levels/etc. for our character?
 
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TentanariX

TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Yes. All characters start with a brand spankin shiny new Pip-Boy, to check their status etc.
 

Aust_Nailo

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Re: Fallout: New Canada- Nuclear Winter

Character Sheet
Name:Alexia Carthwright
Gender: Female
Age:29
Affiliation:New Canadian Mounted Police (Former)
Occupation:Former Record Keeper/Wandering Scholar
Karma:Neutral
Reputation:Neutral
Status:Normal

Stats:

HP:130

Level: 1 (0/10)
Radiation: 0/400

Carry Weight (S): 21/60
Critical Chance (P): 10%
Damage Resistance (E): 7%
Fire Resistance (E):7%
Poison Resistance(E):7%
Radiation Resistance (I):9%
Fatigue (Ex5): 25

Skills:

Barter (C):16
Energy Weapons(P):20
Explosives(P):20
Lockpick(P):20
*Medicine (I):36
Melee Weapons (S):12
*Repair (I):36
Science (I):18
*Guns (A):32
Sneak (A):16
Speech (C):16
Unarmed (E):14

SPECIAL:

Strength:4
Perception:8 (6+2)
Endurance:5
Charisma:6
Intelligence:7 (5+2)
Agility:6 (5+1)
Luck:4


=== Traits/Perks ===
Traits:
Trigger Discipline: Guns and energy weapons you fire are 20% more accurate, but you fire them 20% more slowly. The AP cost for your guns and energy weapons is also 20% higher.

Four Eyes: +2 Perception when wearing Glasses, -1 base perception when not

Perks:
Rapid Reload: All of your weapon reloads are 25% faster than normal.
=== Inventory ===
Weapons:

1. Hunting Rifle [2d8 damage]
Weight: 6

Apparel:

1: Armored NCMP Uniform (Patches removed and without hat)
Light Armor: 8 DT (That Sound Reasonable?) (Weight:12)

2: Winter Traveling Clothes (Pants, boots, thick socks, heavy shirt, heavy coat, warm hat, gloves)
Clothing: 1d6 DT, Weight: 3


Aid:
Repair Kit (1)
Stimpack (2)

Misc:
Locket
2 pairs of glasses

Ammo:
Hunting Rifle Ammunition(50)

=== Bio/Description ===
The daughter of a mid ranking officer of the NCMP (Father) and an NCMP record keeper(Mother), Alexia was raised in some measure of comfort (As comfortable as one could given the condition). Her mother used her position as a record keeper to give her daughter a large variety of books to read and even taught her many things from said book. Alexia's father also did his best to his only child was safe and taught the girl how to use a fire arm. The young Alexia used what free time she had fixing random gadgets and studying the local wild life.

Eventually her parents passed on, victims of the worlds harsh ways. By then, Alexia was of age and began working for the NCMP much like her parents. She took her mothers job as a record keeper and took to the job quite well. She continued her intellectual pursuit in relative quite but her curiosity was growing too strong and she would eventually leave the NCMP. Taking what gear she could, she cut her ties with the organization and took to studying the land around her, hoping to compile a history of the land. Some had to do it, and it would be her.

Appearance: Standing at just about 6’ 1’’, Alexia has piercing green eyes and chin length silver hair that she ties in a bun or ponytail. Has slightly pale skin due to her work (Which meant alot of time indoors). She also tends to carry a messenger bag loaded with books. (Not sure if this is allowed, cause the bag and books are nothing that benefit her. )
 
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TentanariX

TentanariX

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Re: Fallout: New Canada- Nuclear Winter

Enemy Probability Chart

d100 roll for type (also based on luck and location)

Insect
*1-15 Mantis
16-30 Bloatfly
31-45 Ant
46-75 Scorpion
76-100 Cazadore (Only with luck of 3 or lower)

11-20 Cattle

21-30 Lizards
*1-33 Geckos
34-84 Lake Lurks
85-100 Death Claws (Only with luck of three or lower, and in low population/no population area , read: wilderness, etc.)

31-40 Cyberdogs/Tunnelers

41-45 Mutant Plants (Only in Wilderness)

46-50 Plant People (Only in Wilderness, labs, etc.)

51-55 Ghouls (Only in ghost towns, vaults, and/or wilderness)

56-60 Super Mutants (Only in Northern Terrortories)

61-70 Centaurs (Only in Wilderness)

71-80 Yao Guai (Only in dense forests, mountains also a luck of 3 or lower)

81-90 Night Stalkers (Only in Wilderness)

91-100 Aliens (Only with Wild Wasteland)

d100 roll for number

50 or higher there is an enemy for each character in your party whether or not it's a temp ally or not does not matter, then another roll that if it is 65 or higher there are two enemies, and then a third roll that if it's a 85 or higher there are 3 monsters or enemies, and then finally if it's a 100 there are 4 enemies to deal with.
 
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the_taken

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Re: Fallout: New Canada- Nuclear Winter

=== Character Sheet ===
Name: Kali
Gender: Female
Age: 21

Affiliation: Frost Giants
Occupation: Salvager

Karma: Neutral
Reputation: Neutral

Status: Normal

=== S.P.E.C.I.A.L. ===
STRENGTH: 6
PERCEPTION: 3
ENDURANCE: 6
CHARISMA: 6
INTELLIGENCE: 9
AGILITY: 3
LUCK: 7

=== Stats ===
HP: 190 ((6+6+7)*10)
AP: 74 (65+3*3)
DT: 2

Level: 1 (0/10)

Radiation: (immune)

Carry Weight = 90
Critical Chance = 9.5%
Damage Resistance = 11.5
Fire Resistance = 9.5
Poison Resistance = 9.5
Radiation Resistance = 12.5
Fatigue = 30

=== Skills ===
Barter: 17 (2+2*6+7/2)
Energy Weapons: 11 ( 2+2*3+7/2)
*Explosives: 26 (2+2*3+7/2, +15 Tag)
Guns: 11 (2+2*3+7/2)
Lockpick: 11 (2+2*3+7/2)
Medicine: 23 (2+2*9+7/2)
*Melee Weapons: 37 (2+2*6+7/2, +15 Tag, +5 Brute)
*Repair: 53(+) / 48 (2+2*9+7/2)(+10 trait, +15 Tag)
Science: 23 (2+2*9+7/2)
Sneak: 11 (2+2*3+7/2)
Speech: 17 (2+2*6+7/2)
Survival: 17 (2+2*6+7/2)
Unarmed: 22 (2+2*6+7/2, +5 Brute)

=== Traits/Perks ===
Traits:
"NOPE.": You get +10 to repair (added above), 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.
: Opposite sex characters react more favourably. However, same sex characters are annoyed by you.

Perks:
Level 1 - Intense Training - Luck (added above)

Mutations:
Brute: + 1 Strength and Endurance, -1 Intelligence, Charisma and Agility (already calculated above), +5 to Unarmed and Melee, 30% increase to DT
Blue Skin: Decorative Effect.
Extra-arms: Two-extra functional arms. Decorative effect for now.
RAD Immunity: No further RAD or Mutation Gain.

=== Inventory ===
Weapons:
Wrench 1d6

Apparel:
(DR 2, DT 0, 100HP, weight 1, value 6, +5 Repair)
(DR 0, DT 2, 100HP, weight 3, value 50)

Aid:
2 Stimpacks

Misc:
1 Repair Kit

Ammo:
25 Nuts
25 Bolts

=== Bio/Description ===
Kali somehow ended up with the Frost Giant Super Mutants as an infant, who quickly exposed her to "The Green Stuff" to make her one of them. They believed they were exposing her to same strain of FEV as other Nightkin Super Mutants, and her skin did turn blue, but it was contaminated and gave her an extra pair of arms. And unlike other Super Mutants, Kali grew up with a full human brain, and developed a curiosity for mechanical devices. She set out from the Frost Giants when she heard some woman talking about how jealous they were of her obvious feminine figure compared to their asexual muscle-bound builds. She feared being discriminated against for attracting other men's attention.

Like other Nightkin, Kali doesn't like being stared at intensely, though she is quite friendly and eloquent (for a Super Mutant). Like all super mutants, she knows how to swing blunt instruments and her fists, but prefers handling machinery and fixing things than bringing violence. She does really like explosives, though.
 
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Diagasvesle

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Re: Fallout: New Canada- Nuclear Winter

This has got my interest since I finally thought to check this place. Anyhow, hopefully this will allow multiple character interactions and or stuffs.

*Aims to make a muscled mechanic doctor slut with moon tits!* Mmmm not really sure how this is going to work well..

Since there are already so many mechanics :V going to be making a doc.
 
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the_taken

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Re: Fallout: New Canada- Nuclear Winter

Just an extra character, since female mechanics seam to be a popular choice. This one's a typical wandering gunman.

=== Character Sheet ===
Name: Spud
Gender: Male
Age: 20-something

Affiliation: CanaCo Courier Service
Occupation: Courier

Karma: Neutral
Reputation: Neutral

Status: Normal

=== S.P.E.C.I.A.L. ===
STRENGTH: 3
PERCEPTION: 9
ENDURANCE: 5
CHARISMA: 3
INTELLIGENCE: 3
AGILITY: 9
LUCK: 9

=== Stats ===
HP: 170 ((3+5+9)*10)
AP: 92 (65+3*9)
DT: 2

Level: 1 (0/10)

Radiation: 000/400

Carry Weight = 90
Critical Chance = 40.5%
Damage Resistance = 9.5
Fire Resistance = 9.5
Poison Resistance = 9.5
Radiation Resistance = 7.5
Fatigue = 25

=== Skills ===
Barter: 12 (2+2*3+9/2)
Energy Weapons: 12 ( 2+2*9+9/2)
Explosives: 24 (2+2*9+9/2)
*Guns: 41(+), 39 (2+2*9+9/2)(+15 Tag)
*Lockpick: 39 (2+2*9+9/2)(+15 Tag)
Medicine: 12 (2+2*3+9/2)
Melee Weapons: 14(+), 12 (2+2*3+9/2)
Repair: 12 (2+2*3+9/2)
Science: 12 (2+2*3+9/2)
*Sneak: 39 (2+2*9+9/2)(+15 Tag)
Speech: 12 (2+2*3+9/2)
Survival: 16 (2+2*5+9/2)
Unarmed: 16 (2+2*5+9/2)

=== Traits/Perks ===
Traits:
- Due to your small size, you have +1 Agility (added above) but your limbs are more easily crippled (25% extra limb damage).
- Guns and energy weapons you fire are 20% more accurate, but fire 20% less quick, and AP cost for your guns and energy weapons are 20% higher.

Perks:
- All of your weapon reloads are 25% faster than normal.

=== Inventory ===
Weapons:


Apparel:
- DT 1, HP 100, weight 9, value 50, Melee weapons +2, Guns +2,
- HP 10, Weight 1, Zey do nothing!

Aid:
2 Stimpacks

Misc:
1 Repair Kit

Ammo:
7 clips of 7x.45 Auto Rounds

=== Bio/Description ===
A man of few words and small stature, Spud grew up in a NCMP protected village with aspirations of being a wandering hero. He delivers for the Couriers as a way to earn a modest amount of caps as he travels from place to place, and has earned a reputation for being a decent shot in a gunfight, disappearing when he needs to, and getting into places he probably shouldn't.
 
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