Post by The Villa Strangiato on Nov 4, 2016 21:28:48 GMT -4
Life sucks, and life really sucks when you live in an alternate universe where nuclear armageddon erases societal order, and creates a new, irradiated wasteland.
Which you can explore.
Wastelands
Wastelands that are able to be explored will only cover the 3D games currently out: Fallout 3, Fallout New Vegas, and Fallout 4. This creates less of a headache and I'm a lazy slob.
The available wastelands are:
Capital Wasteland (Fallout 3)
Commonwealth (Fallout 4)
Mojave Wasteland (Fallout New Vegas)
Races:
Human: A jack of all trades and master of none, humans are common life found all over the US and world. If you need me to explain this to you, you're an idiot. Most settlements or factions allow human members.
Ghouls: Ghouls resemble zombies of our time. Except ghouls can either be the stupid or really cool. Victims of being over exposed to radiation, being a ghoul can be a blessing in disguise or a really stupid idea when you took that experimental radiation drug. Needless to say, Ghouls gain the Blessing in Disguise perk upon start, which allows you to be in the presence of feral ghouls without them trying to kill you. Ghouls also have other perks, depending how irradiated you are. Ghouls, like humans, are allowed into most settlements are factions, however they face discrimination from their fellow humans.
Robots: Robots are well, robots. Designed after, before, or depending how much Med-x one typically ingests during a nuclear holocaust, during the great war. Robots have the advantage of protection, and are typically well liked for companions, as they can be modified to an endless degree. Robot characters start out with more DR and DT than the ghoul or human (depending on make and model, as well as third party modifications), however they can't use weapons pr clothes, unless they are equipped with them, such as an integrated laser arm. Robots, upon starting however, gain the Reflector perk, which negates 10% of damage from laser or energy weapons. Robots are, if they aren't reprogrammed, generally allowed in most settlements or factions, just keep in mind you're free, walking scrap metal.
Super Mutants: Super mutants are the hideous products of the Forced Evolutionary virus, and are generally not a welcome sight in the wastelands of the united states, however some have banded together and formed warlike tribes, raiding settlements and factions alike. However, some have settled down in settlements or wherever, tired of killing. Super mutants, depending on how unlucky you were, gain two perks for each FEV formula, you can only choose one formula. The Mariposa formula nets you the On the Fly and The Friend of my Enemy perks, which allow you to add ten points to Science and Repair, and the chance that enemies may flee upon sight. The vault 87 formula gives the Dead or Alive and Warface perks, which gives 20 points to DT and DR automatically upon start, and the chance that mutants can spawn to help you in battle. Super mutants, in short, are generally disliked and frequently discriminated upon in the wastes, however looting and shooting seem much more fun.
Factions, please join one.
Vault Dwellers: Vault dwellers are people that live or have lived in vaults. They should accurately be called lab rats. Vault dwellers gain the perk "Living Fossil", which grants a point to Charisma upon start, and most wastelanders will respect you, especially the Brotherhood of Steel and The Enclave. Vault dwellers can start in any wasteland and from any finished vault. In addition, Vault Dwellers start the game with their Vault Suit, and 3 Stimpaks.
Brotherhood of Steel: The brotherhood of steel are a bunch of nerds that like to keep to themselves or straight up make Die Hard a reality. There are three main chapters of this organization: The Mojave, Commonwealth, and Capital Wasteland. The Mojave chapter grants the "Bookworm" Perk, which allows one starting point in Intelligence. The Mojave chapter, however, is more secret than its two cousins, and more lame. The bunkers are guaranteed safe, however most settlements treat you like nothing special. The Capital Wasteland chapter is freaking awesome, and grants the "Goody Two Shoes" Perk, which , like Living Fossil, grants one point to charisma, and a 20% discount at any Brotherhood merchant. The Commonwealth chapter grants you the "Eliminator" Perk, which grants 15% more damage with any weapon against wasteland creatures, Feral Ghouls, and Super mutants. Upon starting a BOS character, you are automatically equipped with a set of Brotherhood Combat Armor, a Laser Rifle or Pistol, and 50 MFC, as well as 2 stimpaks. BOS members can start in any wasteland, and are hostile to all members of the Enclave.
The Enclave: The Enclave is said to be a secret faction of members of the olden US government. Members of the Enclave are generally disliked in the wasteland, and depending who shows more force, the Enclave are either booted out or welcomed with open arms in most settlements. Members of either the Mojave or Capital Wasteland chapters are granted different perks. The Mojave chapter grants the "Great Old One" perk, which grants 10 DT and DR, as well as a point to Intelligence. The Capital Wasteland chapter grants the "Official One" perk, which allots two points to Charisma. Upon starting, you are equipped with Enclave Combat Armor, a Laser Rifle or Pistol, 50 MFC, and 2 Fragmentation grenades. Enclave members can spawn in only the Mojave and Capital wastelands. BOS members are hostile on sight.
Raiders: Raiders are the bane of everyone to ever live, except raiders. Raiders are people that made poor life decisions, or someone pointed a finger at your parents and said "Your son/daughter is going to experience terribleness." Raiders are a catch all term for wastelander thugs. Raider Characters gain the "Less Professional" perk and "Devil's Advocate" Trait, which makes all NPCS hostile regardless of faction (other than raider), and 20% more accuracy with ballistic weaponry. Raiders start the game with a Stimpack, A pistol of choice with a caliber no higher than .45. Raiders can start in any wasteland.
Gunners: Gunners are considered to be heavily armored thugs comparable to Raiders, but not to the level of the Enclave. Members of the Gunners have access to high grade weaponry and armor, and possess a few vertibirds. Gunners start the game with the "Gunner" Perk, which allows 25% greater weapon accuracy. Most organized factions are hostile to Gunners, and if a settlement has enough firepower, then a few settlements. Gunners can only start in the Commonwealth.
The Institute: Born from the minds of the world's nerdiest college freshmen, the Institute is a fairly old faction in the Commonwealth. However, since juniors>all, the Institute are considered the Commonwealth's boogieman. They kidnap people and replace them with synthetic humans, or synths. Choosing this faction nets you the "Bump in the Night" Perk, which grants 2 intelligence, and 20% more durability with Institute gear, such as Institute rifles, lab coats, etc. The institute is despised everywhere, and you should be cautious of revealing if you're with these guys. Members of the Institute are playable only in the Commonwealth, and to some extent the Capital Wasteland.
The Railroad: The Railroad, as it implies, is a secretive organization based on the 19th century Undercover railroad. The Railroad risk their lives to help escaped synths live a new life in the Commonwealth and Abroad. The Railroad faction automatically gives you the "Agent of Fortune" perk, which grants +10 to Sneak and Barter. The Railroad is liked mostly everywhere, save BOS or Institute places. The Railroad is hostile to BOS and Institute members, however you could change that. The Railroad is playable only in the Commonwealth.
The Minutemen: The Minutemen were drummed up for some dude that really felt Murican. The Minutemen can be considered the most Neutral faction of the Commonwealth, however they can be considered the laziest and hardest to gather without fighting with each other as the internal power vacuum collapses on itself when their leader dies. Being a member of these folks grants the "Frontiersmen" Perk, which gives a higher DR/DT when wearing Minutemen clothing, and 20% more damage when wielding Minutemen weaponry. Minutemen are not hostile to any faction and can only start in the Commonwealth.
Wastelander: Wastelanders are just your average dudes. They don't pick fights with anyone unless they deserve it, and are generally anyone who doesn't belong to a faction. Wastelanders start the game with low tier armor and weaponry, which is defined as weapons or armor that can't exceed 10 DPS or DT/DR, however if your character had a good life and a bad life choice are two, maybe there'll be an exception, it depends on weather I feel like it or not.
And that's really it. Obviously no lore-unfriendly stuff or pulling a Jesus. That being said, please pick 40 SPECIAL stats, 2 Traits (Non DLC), 4 perks from any Game (No DLC, and as long as they match your SPECIAL level). You are allowed to buddy up with someone you like, just say the word. Each ISRP I accept will NOT follow any game's storyline. If you object please do say so. I will add or delete some parts of the game world, for example the 9mm pistol from FNV might be ported to the Commonwealth, or more quests.
Name:
Age:
Gender:
Race:
Faction:
SPECIAL:
Wasteland:
Bio:
Buddy ISRP? (Y/N):
Follow Game Storyline? (Y/N)
Which you can explore.
Wastelands
Wastelands that are able to be explored will only cover the 3D games currently out: Fallout 3, Fallout New Vegas, and Fallout 4. This creates less of a headache and I'm a lazy slob.
The available wastelands are:
Capital Wasteland (Fallout 3)
Commonwealth (Fallout 4)
Mojave Wasteland (Fallout New Vegas)
Races:
Human: A jack of all trades and master of none, humans are common life found all over the US and world. If you need me to explain this to you, you're an idiot. Most settlements or factions allow human members.
Ghouls: Ghouls resemble zombies of our time. Except ghouls can either be the stupid or really cool. Victims of being over exposed to radiation, being a ghoul can be a blessing in disguise or a really stupid idea when you took that experimental radiation drug. Needless to say, Ghouls gain the Blessing in Disguise perk upon start, which allows you to be in the presence of feral ghouls without them trying to kill you. Ghouls also have other perks, depending how irradiated you are. Ghouls, like humans, are allowed into most settlements are factions, however they face discrimination from their fellow humans.
Robots: Robots are well, robots. Designed after, before, or depending how much Med-x one typically ingests during a nuclear holocaust, during the great war. Robots have the advantage of protection, and are typically well liked for companions, as they can be modified to an endless degree. Robot characters start out with more DR and DT than the ghoul or human (depending on make and model, as well as third party modifications), however they can't use weapons pr clothes, unless they are equipped with them, such as an integrated laser arm. Robots, upon starting however, gain the Reflector perk, which negates 10% of damage from laser or energy weapons. Robots are, if they aren't reprogrammed, generally allowed in most settlements or factions, just keep in mind you're free, walking scrap metal.
Super Mutants: Super mutants are the hideous products of the Forced Evolutionary virus, and are generally not a welcome sight in the wastelands of the united states, however some have banded together and formed warlike tribes, raiding settlements and factions alike. However, some have settled down in settlements or wherever, tired of killing. Super mutants, depending on how unlucky you were, gain two perks for each FEV formula, you can only choose one formula. The Mariposa formula nets you the On the Fly and The Friend of my Enemy perks, which allow you to add ten points to Science and Repair, and the chance that enemies may flee upon sight. The vault 87 formula gives the Dead or Alive and Warface perks, which gives 20 points to DT and DR automatically upon start, and the chance that mutants can spawn to help you in battle. Super mutants, in short, are generally disliked and frequently discriminated upon in the wastes, however looting and shooting seem much more fun.
Factions, please join one.
Vault Dwellers: Vault dwellers are people that live or have lived in vaults. They should accurately be called lab rats. Vault dwellers gain the perk "Living Fossil", which grants a point to Charisma upon start, and most wastelanders will respect you, especially the Brotherhood of Steel and The Enclave. Vault dwellers can start in any wasteland and from any finished vault. In addition, Vault Dwellers start the game with their Vault Suit, and 3 Stimpaks.
Brotherhood of Steel: The brotherhood of steel are a bunch of nerds that like to keep to themselves or straight up make Die Hard a reality. There are three main chapters of this organization: The Mojave, Commonwealth, and Capital Wasteland. The Mojave chapter grants the "Bookworm" Perk, which allows one starting point in Intelligence. The Mojave chapter, however, is more secret than its two cousins, and more lame. The bunkers are guaranteed safe, however most settlements treat you like nothing special. The Capital Wasteland chapter is freaking awesome, and grants the "Goody Two Shoes" Perk, which , like Living Fossil, grants one point to charisma, and a 20% discount at any Brotherhood merchant. The Commonwealth chapter grants you the "Eliminator" Perk, which grants 15% more damage with any weapon against wasteland creatures, Feral Ghouls, and Super mutants. Upon starting a BOS character, you are automatically equipped with a set of Brotherhood Combat Armor, a Laser Rifle or Pistol, and 50 MFC, as well as 2 stimpaks. BOS members can start in any wasteland, and are hostile to all members of the Enclave.
The Enclave: The Enclave is said to be a secret faction of members of the olden US government. Members of the Enclave are generally disliked in the wasteland, and depending who shows more force, the Enclave are either booted out or welcomed with open arms in most settlements. Members of either the Mojave or Capital Wasteland chapters are granted different perks. The Mojave chapter grants the "Great Old One" perk, which grants 10 DT and DR, as well as a point to Intelligence. The Capital Wasteland chapter grants the "Official One" perk, which allots two points to Charisma. Upon starting, you are equipped with Enclave Combat Armor, a Laser Rifle or Pistol, 50 MFC, and 2 Fragmentation grenades. Enclave members can spawn in only the Mojave and Capital wastelands. BOS members are hostile on sight.
Raiders: Raiders are the bane of everyone to ever live, except raiders. Raiders are people that made poor life decisions, or someone pointed a finger at your parents and said "Your son/daughter is going to experience terribleness." Raiders are a catch all term for wastelander thugs. Raider Characters gain the "Less Professional" perk and "Devil's Advocate" Trait, which makes all NPCS hostile regardless of faction (other than raider), and 20% more accuracy with ballistic weaponry. Raiders start the game with a Stimpack, A pistol of choice with a caliber no higher than .45. Raiders can start in any wasteland.
Gunners: Gunners are considered to be heavily armored thugs comparable to Raiders, but not to the level of the Enclave. Members of the Gunners have access to high grade weaponry and armor, and possess a few vertibirds. Gunners start the game with the "Gunner" Perk, which allows 25% greater weapon accuracy. Most organized factions are hostile to Gunners, and if a settlement has enough firepower, then a few settlements. Gunners can only start in the Commonwealth.
The Institute: Born from the minds of the world's nerdiest college freshmen, the Institute is a fairly old faction in the Commonwealth. However, since juniors>all, the Institute are considered the Commonwealth's boogieman. They kidnap people and replace them with synthetic humans, or synths. Choosing this faction nets you the "Bump in the Night" Perk, which grants 2 intelligence, and 20% more durability with Institute gear, such as Institute rifles, lab coats, etc. The institute is despised everywhere, and you should be cautious of revealing if you're with these guys. Members of the Institute are playable only in the Commonwealth, and to some extent the Capital Wasteland.
The Railroad: The Railroad, as it implies, is a secretive organization based on the 19th century Undercover railroad. The Railroad risk their lives to help escaped synths live a new life in the Commonwealth and Abroad. The Railroad faction automatically gives you the "Agent of Fortune" perk, which grants +10 to Sneak and Barter. The Railroad is liked mostly everywhere, save BOS or Institute places. The Railroad is hostile to BOS and Institute members, however you could change that. The Railroad is playable only in the Commonwealth.
The Minutemen: The Minutemen were drummed up for some dude that really felt Murican. The Minutemen can be considered the most Neutral faction of the Commonwealth, however they can be considered the laziest and hardest to gather without fighting with each other as the internal power vacuum collapses on itself when their leader dies. Being a member of these folks grants the "Frontiersmen" Perk, which gives a higher DR/DT when wearing Minutemen clothing, and 20% more damage when wielding Minutemen weaponry. Minutemen are not hostile to any faction and can only start in the Commonwealth.
Wastelander: Wastelanders are just your average dudes. They don't pick fights with anyone unless they deserve it, and are generally anyone who doesn't belong to a faction. Wastelanders start the game with low tier armor and weaponry, which is defined as weapons or armor that can't exceed 10 DPS or DT/DR, however if your character had a good life and a bad life choice are two, maybe there'll be an exception, it depends on weather I feel like it or not.
And that's really it. Obviously no lore-unfriendly stuff or pulling a Jesus. That being said, please pick 40 SPECIAL stats, 2 Traits (Non DLC), 4 perks from any Game (No DLC, and as long as they match your SPECIAL level). You are allowed to buddy up with someone you like, just say the word. Each ISRP I accept will NOT follow any game's storyline. If you object please do say so. I will add or delete some parts of the game world, for example the 9mm pistol from FNV might be ported to the Commonwealth, or more quests.
Name:
Age:
Gender:
Race:
Faction:
SPECIAL:
Wasteland:
Bio:
Buddy ISRP? (Y/N):
Follow Game Storyline? (Y/N)