Fallout: Great White North

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Kerr
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Fallout: Great White North

Post by Kerr »

Fallout: Great White North
Image
"Our dedicated boys keep the peace in newly annexed Canada."


War, war never changes.

The year is 2099, the day October 5th. 22 years ago a great war that lasted but two brief hours devastated the world as on October 23rd nuclear fire rained from the sky. When the smoke cleared nobody could be certain if it was America or China who had fired the first shots but ultimately such details matter little when faced with complete and utter devastation. The conflict had been brewing for quite some time, scarcity of resources led to the collapse of the European Commonwealth, The Chinese Invasion of Alaska and the annexation of Canada by the United States. Even now in The Great White North tensions between the remnants of two superpowers continue to brew and many believe a new conflict may soon erupt. You were part of a caravan travelling from Samson's Bay, a small seaside community just North of what was once Vancouver, east to the town of Elk Lake where the Elk Lake Military Base is located. Your cargo was cattle, cows, some of which had been heavily mutated in the years since the war. You were hired by the Mayor of Samson's Bay, a woman in her 60s named Judith Mills. You were to be paid in ammunition, food and water, things Elk Lake Military Base is meant to have in plentiful supply and items with real value in this harsh world. But your caravan was attacked by a pack of ghouls outfitted with firearms and melee weapons near the entrance to the town, mere kilometers from the base. You were badly injured, your cargo stolen and equipment was looted from your body as you barely clung to life. As you and your remaining companions lay in the snow you spotted a group of people walk over a distant hill. They wore blue jumpsuits with the number "115" in yellow on their backs. It was rescue but possibly not the kind you were expecting.
Fallout: Great White North
Fallout: Great White North is a Fallout Play by Post RPG (or RP as we tend to call them here) set in the Fallout Universe in the year 2099 in British Columbia, Canada. You can play as a human or a ghoul but keep in mind, lots of people dislike ghouls. For the purposes of this RP the events of my earlier Fallout RP Vault 54 are considered canon, apart from any stupid crap I did that contradicts existing lore. If you have no knowledge of Vault 54 don't worry, the most that will happen is a character in this is a character in thats sibling.

The RP starts with your characters after they have been rescued by a group of Vault Dwellers. Most of your equipment will have been stolen by the ghouls who assaulted you (things like weapons, ammo, stimpaks) although some will remain like what you were wearing (keep in mind this is Canada and winter is coming, dress warm) and other small knick knacks you might have had probably still remain like a watch, a harmonica, a comic book, a lighter, etc. Still I'm sure the kindly Vault Dwellers who saved you will outfit you with equipment shortly before sending you on some dangerous quest they have in mind. If you have any further question about the RP then ask away.

Bottlecaps don't exist as currency at this time in this part of the world. However bartering is common and some settlements do use different kinds of currency, it is said at the Elk Lake Military Base people trade using ration cards provided by the military that remains there.

If you want more information on the Fallout setting then check either of the Fallout wikis or ask me.

http://fallout.gamepedia.com/Fallout_Wiki
http://fallout.wikia.com/wiki/Fallout_Wiki

TV Tropes
Hey look, we have a TV Tropes page and everything.
http://tvtropes.org/pmwiki/pmwiki.php/R ... WhiteNorth

Map of Elk Lake
Here is a really terrible map of Elk Lake I made. Map is not to scale. Only major locations listed, there are minor locations and sub-locations not listed on the map.
Hidden:
Image
Key:
Dark Blue: Elk Lake (Lake) and Steep Hill River (north) and Grizzly River (south)
Purple: Elk Lake (Town)
Pink: Oil Pipeline
Orange and White Sections: Highway
Orange: Major Roads (countless other minor roads not listed)
Light Green: Lightly Wooded area.
Dark Green: Heavily Wooded area
Grey: Elevated Edges of the Valley (also heavily wooded)
Brown: Completely Deforested Area (North to Elk Lake Logging Camp)
Light Blue Star: Elk Lake Military Base
Red Star: Camp Elk Lake
Yellow and Blue Square: Vault 115
Game System

CASPIE
Hidden:
While CASPIE is far from perfect it will be adequate for the purposes of this RP as I need something to determine character attributes. Please don't min-max and have the points put in make sense in relation to your character.

Think of CASPIE as Fallout's SPECIAL without luck. You get 1 point in every CASPIE and then 29 points to spend in what attributes you want. All stats are capped at 10 or 1.

C= Charisma
A= Agility
S= Strength
P= Perception
I= Intelligence
E= Endurance

Charisma= A combination of appearance and charm.

Agility= Coordination and the ability to move quickly.

Strength= Raw physical strength.

Perception= The ability to see, hear, taste and notice things others may miss.

Intelligence= Knowledge, wisdom and the ability to think quickly.

Endurance= Stamina and physical toughness.

1 Very Bad
2 Bad
3 Poor
4 Fair
5 Average
6 Good
7 Very Good
8 Great
9 Excellent
10 Heroic

For the majority of people all their CASPIE stats would be between 3 and 8 inclusive. I don't want to see min-maxing for character creation purposes, have stats that make sense in relation to your character rather than putting points into stats you think are the best. Also keep your race in mind when crafting a character, a ghoul will likely have lower charisma but higher endurance.

When things need to be rolled I will be using two D10 dice to create a percentage. So that percentage could be anywhere between 0% (Two 0s) or 99% (Two 9s.) There will be no set measurement of damage however when people are hurt it will be described.
Skills
Hidden:
When making your character you pick 3 Tag Skills which your character is very proficient with. These are by no means the only skills your character has, only where they excel. You can mention other skills your character possess in your character sheet but they won't be as good at them. Every skill is derived from a CASPIE attribute. Skills follow along with descriptions of what the skills are:

Charisma:

Speech = Skill at persuading, seducing, deceiving and overall manipulating people by talking to them.

Agility:

Marksmanship = Skill at using firearms and energy weapons.
Sneak = Skill at remaining unseen, moving unheard and stealing.

Strength:

Melee = Skill at engaging in combat with your bare fists and with melee weapons like knives, clubs, axes, etc.

Perception:

Explosives = Skill at using and knowledge of various kinds of explosives like grenades, mines, remote explosives, flamethrowers and missile launchers.
Lockpick = Skill at picking locks, electronic and otherwise.

Intelligence:

Repair = Knowledge of how to operate and repair equipment and machinery.
Science = One's knowledge of highly technical skills such as computers, geology, biology, chemistry and physics.
Medicine = Impacts one's skill at treating wounds and understanding of the human body.

Endurance:

Survival = Practical knowledge of the outdoors, knowledge of tracking and the ability to live off the land.
Traits:
Hidden:
Traits are optional and something you can use to further specalise your character. Each trait has a positive and negative effect. You can have 0, 1 or 2 Traits.

One Hander:
One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.

This is My Boomstick:
These newfangled Energy Weapons are just a fad, there is a reason people continue to use kinetic weapons to this day. You excel at using traditional firearms but are less skilled with using energy weapons.

Blaster Master:
When two people of equal skill fight the one with the better equipment walks away the victor. You excel at non-kinetic weapons, the kind of weapons that fire laser and plamsa but are less experienced using traditional firearms.

Good Natured:
Violence just isn't in your nature. When it comes to combat you are out of your depth but you are better at speech, medicine, science and repair.
Character Creation
Hidden:
Here is the character sheet. Just copy and paste the code. If you have any questions or anything is unclear then don't be afraid to ask.

Code: Select all

[b]Name:[/b]

[b]Race:[/b] (Human or Ghoul)

[b]Age: [/b]

[b]Gender:[/b]

[b]Physical Appearance:[/b]

[b]Starting Apparel:[/b]

[b]Biography:[/b]

[b]C:[/b]
[b]A:[/b]
[b]S:[/b]
[b]P:[/b]
[b]I:[/b]
[b]E:[/b]

[b]Tag Skills:[/b] (Take any 3)

[b]Traits:[/b] (Take 0, 1 or 2)

[b]Other details that don’t fit into existing categories:[/b]
Sample Character Sheet: (Don't actually make your character this obvious of a copy of a fictional character, I'm just using Max here as an example.)
Mad Max wrote:Name: Max Rockatansky

Race: Human

Age: 48

Gender: Male.

Physical Appearance: Max is white with tanned skin, blue eyes and black hair that is starting to grey. He has stubble and of average height and build.
Spoiler:
Image
Starting Apparel: Max wears leather armour consisting of a black leather jacket, black leather trouser, a black t-shirt and black leather boots.

Biography: Max was born in Australia and lived there before the war. He was a police officer there, his seeming recklessness behind the wheel earned him the nickname "Mad Max." Six months before the war Max's partner in the police force, his wife and his child were all killed by a gang lead by a man known as "The Toecutter." Max got revenge and eliminated the gang, after that he left the police force and moved to Sacramento, he was there when the bombs dropped. Ever since then Max has been traveling north, scavenging and taking odd jobs to survive. Eventually he arrived at Samon's Bay and agreed to take a job traveling with a caravan to deliver cattle to Elk Lake Military Base.

C: 5
A: 7
S: 6
P: 6
I: 5
E: 6

Tag Skills: Marksmanship, Melee, Survival.

Traits: This is My Boomstick.

Other details that don’t fit into existing categories: Max carries a wind up music box which plays "Happy Birthday to You". Despite not living in Australia for a long time he still speaks with a strong accent. Is an expert driver but hasn't been behind the wheel of a car since before the war.
Rules
1. Forum Rules apply
2. No Godmodding. (Control other characters, determining the outcome of combat, changing the time, etc.)
3. Only post one attack per combat "turn." This being before I get back to you and post the results of your actions. I don't want to see posts like "James shot at Dennis 7 times, then his dog 3 times and then he ran up to the Alex and punched him in the face before tossing a grenade at Lisa."
4. One player character per person.
5. Try your best to use good grammar and spelling.
6. All out of character talk in hide tags after the RP starts. Hide tags that is. Double parentheses  aren't acceptable.
7. Characters have to be approved by me.
8. Keep in mind that you can die. If you die you can make a new character. PM me about it.
9. If you wish to join after the RP has started then PM about it. On the flip side if you are dropping out or going on hiatus for a while please PM me about it to let me know.
10. I will kick as a last resort if I really have to. Please don't make me.
11. Don't be afraid to talk me about things related to the RP. I'll try my best to answer what I'm asked and willing to answer. I won't for example tell you the true motivation of a character just because you ask out of character.
12. I am still the GM. So it is still possible for me to do things with my powers that aren't listed here under rules. But don't worry, I won't go mad with power.
Last edited by Kerr on Thu Dec 24, 2015 12:00 am, edited 9 times in total.
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Re: Fallout: Great White North

Post by Kerr »

Characters and Character Notes
Aarah as Christopher Guttenberg
Weapons and Ammo: AEP7 Laser Pistol. 30/30 Energy Cells in Pistol. 20 ammo in reserve. Security Baton.
Chems and other items of note: 2 Rad-X. 6 Stimpaks. Doctor's Bag and Repair Kit. 2 MRES. Vault 115 Water Canteen. Lighter. Knife. Holotapes - 115.
Notes:

Baloth-Kul as Richard
Weapons and Ammo: 45. Submachine Gun. 20/30 AP Ammo in Gun. 0 Ammo in reserve. Cowboy Repeater with 7/7 .357 bullets in gun. .45 Auto Pistol. 2/7 Bullets in Gun. 0 .45 ammo in resolve. 4 .357 bullets in reserve. 6 10mm bullets in one clip in reserve. 17 .44 magnum bullets in reserve. 1 Frag Grenades. 1 Flashbang Grenade. 2 Combat Knives.
Chems and other items of note:1 MRE. Vault 115 Water Canteen. Lighter. Knife. Repair Kit. Lockpicking Kit. Tire Iron. 1 Jimmy Hat (blue.) Flaregun.
Notes:

Unionhack as Dr. Lucas McWhite
Weapons and Ammo: Plasma Defender. 16/16 Energy Cells in gun (uses 2 per shot) AEP7 Laser Pistol. 30/30 Energy Cells in Gun. 16 Energy Cells in reserve.
Chems and other items of note: 2 Rad-X. 5 Stimpak. Doctor's Bag. 4 MRES. 2 Vault 115 Water Canteen. 2 Lighter. 2 Knives. Holotapes - My Music
Notes: Backpack.

Dirty Spaceman as Lester Mackenzie Sawchuk
Weapons and Ammo: N99 10mm Pistol. 9/12 10mm bullets in Gun. 12 10mm bullets in one clip in reserve. .44 Desert Eagle. 6/8 .44 bullets in gun. 16 .44 bullets in two clips in reserve. 1 Frag Grenade. 1 Flashbang Grenade. One handed hatchet.
Chems and other items of note: 1 Rad-X. 3 Stimpak. 2 MRES. 1 Pack of Mentats. 2 Med-X. 2 bottles of water. Vault 115 Water Canteen. Lighter. Knife.
Notes:

The SheoDovah as Grace Atkins
Weapons and Ammo: 44. Magnum Revolver. 2/6 bullets in gun. 6 bullets in reserve. One-Handed Hatchet. 1 Frag Grenade.
Chems and other items of Notes: Rucksack. Vault 115 Water Canteen. Repair Kit. Pieces of junk (burnt and broken holotapes you'd need a Wish Spell to fix.) Holotape - Grace's Mix
Notes:

Dead, Inactive and Absent Characters:
Hidden:
philfredobob as Ouyang Jié
Weapons and Ammo: N99 10mm Pistol. 12/12 10mm bullets in Gun. 12 10mm bullets in one clip in reserve.
Chems and other items of note: 1 Rad-X. Lockpicking Kit. 2 MRES. Vault 115 Water Canteen. Lighter. Knife.
Notes:

Musicman247 as Tabitha West
Weapons and Ammo: 1 Dud Frag Grenade. 1 Police Baton.
Chems and other items of note: 1 Rad-X. 2 MRES. Vault 115 Water Canteen. Lighter. Knife.
Notes:

Rook as Reese Byrne
Weapons and Ammo: Winchester Widowmaker Double Barrel 12 Gauge Shotgun. 2/2 Buckshot in Gun. 10 Buckshot 12 Gauge shells in reserve. 1 Police Baton.
Chems and other items of note: 1 Stimpak. 1 Rad-X. 2 MRES. Vault 115 Water Canteen. Lighter. Knife.
Notes:

MARS as Ronja "Ron-Ron" Jensdóttir (Sarah Gunn)
Weapons and Ammo: 2 Brass Knucles. 2 Frag Grenades.
Chems and other items of note: 1 Rad-X. 2 MRES. Vault 115 Water Canteen. Lighter. Knife.
Notes:

Hissien as Sylvia Goodcrow
Weapons and Ammo: : N99 10mm Pistol. 12/12 10mm bullets in Gun. 12 10mm bullets in one clip in reserve.
Chems and other items of note: Doctor's Bag.
Notes:

POMC S117 as Rick Bryans
Weapons and Ammo: .308 Battle Rifle. 7/8 bullets in rifle. 8 .308 bullets in reserve.
Chems and other items of note: Haversack with food and cigarettes. Water Canteen. Hunting Knife.
Notes:

Rook as Fai Zhòngrén (Typically goes by "Elijah")
Weapons and Ammo: Mauser M/96: 13/13 9mm bullets in Gun. 4 9mm bullets in reserve. AER9 Laser Rifle: 9/24 Microfusion Cells in Gun. AER9 Laser Rifle: 11/24 Microfusion Cells in Gun. 0 Microfusion Cells in reserve. 1 Machete. 48 10mm bullets in four clips.
Chems and other items of note: 1 knapsack, 1 Stainless Steel canteen, 2 lighters, 1 bloodstained Holy Bible, 1 inkpot of black paint, 1 inkpot of red paint, 6 Stimpack, 1 can of Pork N' Beans, 7 rolls of toilet paper, 2 fission batteries.
Notes:

The SheoDovah as Lodds
Weapons and Ammo: N99 10mm Pistol. 0/12 10mm bullets in Gun.
Chems and other items of note: Vault 115 Water Canteen. Knife.
Notes: 1 Spare N99 10mm Pistol.

The SheoDovah as Harry Grecks
Harry's stuff which is currently not on his person. Where is it now? Who knows?: 9mm Pistol. 13/13 9mm bullets in gun. 0 bullets in reserve. .308 Hunting Rifle with combat knife attached. 5/5 .308 bullets in gun. 0 bullets in reserve. Spiked Sledgehammer.

The SheoDovah as Tuck "The Omega" Balif
Weapons and Ammo: 5.56 Service Rifle. 18/20 5.56 bullets in gun. 0 5.56 bullets in reserve. .357 Single-Action Revolver. 5/6 .357 magnum bullets in gun. 0 .357 bullets in reserve. Machete.
Chems and other items of Notes: Broken .44 Magnum Revolver.
Notes:

The SheoDovah as Ashley "Lucky" Kenndy
Weapons and Ammo: N99 10mm Pistol. 11/12 10mm bullets in Gun. 12 10mm bullets in one clip in reserve. .308 Scoped Hunting Rifle. 4/5 .308 bullets in gun. 2 .308 bullets in reserve.
Chems and other items of note: Notepad and writing material. 2 Med-X. 1 Stimpak.
Notes:
Last edited by Kerr on Mon Jun 26, 2017 9:50 pm, edited 101 times in total.
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Re: Fallout: Great White North

Post by The SheoDovah »

Are we all humans? or can we be a ghoul?
RANDOM SILLY STATEMENT AS SIGNATURE!
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Re: Fallout: Great White North

Post by Kerr »

The OP wrote:....You can play as a human or a ghoul but keep in mind, lots of people dislike ghouls..

...Race: (Human or Ghoul)...
Yes you can play a Ghoul.
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Re: Fallout: Great White North

Post by The SheoDovah »

Yeah,, i kinda overlooked that. Dovah disapproves.


Is there any armour that's not allowed( Power armour being one of them due to how overpowered it would be)

Any thing that's not allowed? E.g. being part of the powered armoured corps
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Re: Fallout: Great White North

Post by Kerr »

I should mention it in case anyone tries, no you aren't allowed start with power armour. Or advanced combat armour. Really don't have anything stronger than regular combat Armour. If for some reason you have Chinese Stealth Amour it's the none turn invisible kind.

I don't mind spoiling this because I hinted at it in the OP and you'll find out soon enough. There are remnants of the Chinese Military (they came from a sub) and the United State Military in the area around Elk Lake. You can be someone who served in the US Military or was from China but you can't be from the groups located near Elk Lake.
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Re: Fallout: Great White North

Post by philfredobob »

Spoiler:
Name: Ouyang Jié, but most often goes by the romanised ''Gene O'Young'' for Americans

Race: Human

Age: 21

Sex: Male

Physical Appearance: A fit young man of Sino-Unangan parents, his skin tone is more on the darker side than his Chinese ancestors, though only slightly. His figure is lean but not lanky, and he stands at 5''5. His eyes are light brown, and take on a slim almond shape. His hair is black and cut short with a simple fringe, and his face bears a small but prominent and delicately trimmed mustache decorating his lip.

Starting Apparel: A thick grey button-up shirt worn under a leather vest, old patchy greenish-grey military khaki's, all covered by a winter fur coat. On his feet are an old but restored pair of grey Chinese army boots.

Biography:
Hidden:
In 2066, when the Chinese began their invasion of Alaska, Jie's Grandfather Ouyang Wei and his father Yong were among those serving with the Chinese Army. Wei was a lieutenant-colonel who ended up heading a force on the southwestern-most point of occupied Alaska, while Yong was merely a low level grunt stationed nearby. Wei, fiercely proud and loyal, pulled whatever strings he could to make certain that his son would be stationed near to him. His given reason was that he wished to be sure that Yong would maintain his courage and honour, but some suspected other more personal reasons. Yong was a scared young man at the time, but he steeled himself for the early days and stood his ground to make his father proud, despite his ever waning faith in the cause.

Over the course of almost ten years, the war in Alaska dragged on, and the Chinese soldiers grew wearier with every passing day, as their progress was slowly undone by the ever encroaching Americans, and their power-armoured specialists, and just as many others, even Wei the loyal soldier's patience wore thin. By 2076 the Americans had developed the superior T-51B power armour, and deployed it within mainland China. This ultimately caused an incredible strain on resources which led to a communications and supply breakdown between the mainland and the forces in Alaska, and as such the occupation forces fractured and bickered over what courses of action to take. It had reached a point where the different divisions across Alaska were practically ruled by their respective commanders, and at this point Wei had had enough. He attempted to get in contact with his son, only to discover that Yong had deserted the army almost a year ago, and had been on the run heading south. Upon learning this, Wei was surprised with himself for being so understanding, and found himself inspired by his son's example, suddenly taking in the full futility of their efforts against the US forces, who would be inevitably victorious. In the end he fought past his shame, gathered together some supplies, and set off after his son.

Wei searched for a long time along Alaska's southern coastal region, but the trail was fairly easy to keep once he learned more facts; Yong had not departed alone, instead he left with a group who had a plan to make their way to a nearby spy shelter they had learned of from one of their fellows, which was on the border with Canada. Wei encountered many from the group who had given up on finding the shelter, and they told him of his son's destination. After a few months from his desertion, Wei finally found his son, and they rejoiced at their reunion, and continued together. However, on January 10th 2077 it was announced that Alaska had been fully reclaimed by the Americans, encouraging the Ouyangs to end their journey quickly. They finally arrived at the shelter in early October, having to travel slowly to keep from detection. There they found the spies had given up and ended their own lives, so the Ouyangs and a couple of others settled the place quickly and began to make plans to escape the US. On October 23rd, their plans were utterly obliterated, and suddenly they were facing the total annihilation of everything and everyone.

Wei and his son stayed hidden for the first few days after the war, but what little radio chatter they'd heard on the 23rd made it seem like their area had been spared from some of the destruction, and thus Wei set out to find supplies and survivors. Eventually he returned with some survivors, among them the woman who would be Jie's mother. While Yong and the rest of the community were much less willing to leave the safety of their shelter, Wei would often head out to find more supplies or to look for more survivors. Over time he would travel further and further from the shelter, and for it he payed a terrible price. His skin dried up and began to flake, his hair fell out in clumps, and the radiation sickness seemed to depart, only to leave an odd and unsettling warmth in his belly. Wei had kept constant journals of each day since the start of the war, but on his final return to his family's shelter, he left the last of his diaries at the door and, unable to face his family in his horrific state, wandered off into the wastes.

Jie was born in 2078, a full year after the bombs fell. His family were still adjusting to the ever changing nature of the wastes above, but their isolation kept them mostly safe from the roving raiders and wasteland creatures that would feast on them. Over the course of his eventful childhood, Jie learned to live off the land alongside his family and rest of the shelter's residents, and his father taught him how to shoot a rifle. His mother was an American native, and as such he grew up mostly bilingual, though still bearing some traces of his father's accent. His knowledge of Mandarin was also a great boon for him, as it allowed him to follow along with the exciting adventures that had been left behind by his Grandfather in his series of Journals. Jie spent most of his free time reading and rereading them over and over again, from Wei's earliest entries in 2066 up to his ghoulified state after the war, Jie was enthralled with his Grandfather's exploits, and he looked up to him as one of the greatest of heroes. Unfortunately, Yong made it certain to his son that Wei's escapades beyond the shelter had resulted in his painful death to radiation, and he kept it as a cautionary tale for all in the shelter.

Over the years, Jie's small shelter grew into a thriving village, and Jie aided the village in any way he could, mostly through hunting, though occasionally, and against his father's better wishes, he ventured into old ruined buildings and picked through the rubble for supplies, and ended up picking up some valuable lockpicking skills along the way. When Jie turned 21, Yong decided it was high time he told Jie the truth about Wei, and handed him the final journal he had left so many years ago. Upon learning, Jie couldn't have been happier; his Grandfather was alive! his hero! the man who rescued so many from certain doom, who faced off against raiders and wild creatures of the early wasteland. Jie was ecstatic, so much so that he decided that he needed to find Wei. All his life, all he ever wanted was to be like Wei, and now he felt he had the opportunity to learn how from the man himself.

Finally, after a week of contemplating, Jie set off quietly in the night. He carried with him only what food and supplies he had gathered himself, so as not to steal from his family. It was not until hours later that Jie realised he had not said goodbye to his family. Saddened as he was, he steeled himself and carried on with resolve; dedicated to his quest to find his Grandfather. His only clue was Wei's final journal, which simply stated that he was heading east into Canada to see what was left. Jie's quest led him across a long trail, where he met many people and tried to learn about the new world, even taking up the name ''Gene O'Young'' for the sake of the Americans. His travels eventually led him to Samson's Bay, where he, now low on supplies, decided to take up a job with the caravan in order to re-equip himself and continue on his mission.

Alas, fate seems to have a different path laid out for him, and who is he to fight it?


C:4
A:7
S:5
P:7
I:5
E:7

Tag Skills: Marksman - Survival - Lockpick

Traits: This is My Boomstick

Other details that don’t fit into existing categories: Carries with him his Grandfather's most recent journal; it is very dear to him and he feels it might be important in order to help him find/prove his identity to his Grandfather. He is Idealistic and hopeful, but ultimately naive, and as such his social skills can fail him at times. He speaks and reads Mandarin Chinese, as well as slightly accented English.
Last edited by philfredobob on Mon Jul 06, 2015 5:53 pm, edited 10 times in total.
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Re: Fallout: Great White North

Post by Kerr »

Look great, I don't see any problems with it. I'll add you now. Also it'll be nice having 2nd generation Chinese considering the groups present in the RP. Also yeah, plot hooks as part of your character sheet. I love when players do that.

I'll be keeping track of characters in the second post, there I'll also have any notes relevant to the character like how much ammo they have for example.
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Re: Fallout: Great White North

Post by Aarah »

Is a general knowledge, i.e. just reading the basics from the wiki, sufficient to join?

I know some people will have indepth knowlegde of the weaponry and universe, and am wondering if a newbie to the genre will be a hindrance.
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Re: Fallout: Great White North

Post by Kerr »

General knowledge of the setting should be fine. This RP is set before any of the games take place in a location where none of the games have been and doesn't involve any of the groups or characters from the games. So you shouldn't need much knowledge of the Fallout setting to join.

If anything is confusing just ask me. I'll probably know and if I don't I can probably find out.
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Re: Fallout: Great White North

Post by The SheoDovah »

Will we have a chance to craft our own weapons? E.g. turn a rusty pipe into a rusty metal pipe with a knife attached to the end

For Ghouls, do we have an immunity to radiation?
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Re: Fallout: Great White North

Post by Kerr »

If you're skilled in repair and have the proper resources then I'm sure you'll be able to give it a shot.

Yes, ghouls are naturally immune to radiation. They're even healed by it. Fallout: Brotherhood of Steel this is not. But don't just think ah ha, ghouls are clearly superior, I will make one for min maxing purposes. When I say some people will hate you I mean they will really hate you, they might refuse to have anything to do with you or attack you on sight in fear of you devouring their delicious flesh. Some people are more accepting of ghouls than others. There are pros and cons to being a ghoul.

This is just an aside but I want to say it anyway. A non-combat character will be viable if you want to make that kind of a character. You can make a character with no combat skills who tags Speech, Science and Medicine and that kind of a character should be fine. Good in some scenarios, bad in others (if you find yourself in a fight you might have to run or cower behind others who can fight,) but overall they will be viable. In contrast if you just want to make a combat beast who tags Marksmanship, Melee and Explosives that'll be fine too.
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Re: Fallout: Great White North

Post by The SheoDovah »

Cool.

Will work on the Ghoul mcGhoulkin of something witty soon and avoid ripping off the stranger in broken hearts.
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Re: Fallout: Great White North

Post by Aarah »

Knight Captain Kerr wrote:You can make a character with no combat skills who tags Speech, Science and Medicine and that kind of a character should be fine.
You just described the character I wrote earlier/am still creating :)

Edit: And here he is!

Edit 2: Added some details.
Spoiler:
Name:Christopher Guttenberg

Race:Human

Age: 34

Sex: Male

Physical Appearance:
Christopher is fairly handsome, with a pale skin tone. Height of 5' 11'', grey eyes, dark blonde hair that falls to about 2 inches below his ears. Average build, no hair or distinguishing features on face.


Starting Apparel: Grey t-shirt with a navy blue jumper on top. Brown leather jacket with a fur collar trim. Dark denim jeans, thick socks and some chunky brown hiking boots. He wears a black beany hat on his head and black woollen gloves. Wears a Pip-Boy 3000 on his left forearm.

Biography:
Hidden:
Christopher grew up in Seattle, Washington, with his father, Michael, a prestigious doctor and his older brother, Seb. The Great War occurred when he was only 12 years old and he and his father managed to secure themselves a place in one of the vaults, Vault 5. His brother was away at college in Alaska when the bombs dropped, and Christopher was never able to find out if he survived.
The two Guttenbergs lived in vault 5 for the next 22 years, where Christopher learnt medical skills from his father and was popular amongst the inhabitants of the bunker. Though anatomy was his main focus, he had a keen interest in genetics, as well as fixing and maintaining machinery.
When attempting to open the exterior vault door in 2097, the residents found that the security code would not work. Believing the code to be incorrect, they remained inside. After over a year, the more restless amongst the survivors began experimenting with other possible problems with the console. After a few months an area of faulty wiring was discovered, eventually fixed, and finally, in early 2099, the door was opened. Now free, Christopher's first thought was to journey out to discover the fate of his brother. Though wanting to join him, he persuaded his father, who was in his 60's, to stay in the vault where it was safe.
Waiting for a scouting party to report back with news of the condition of the surrounding area, Christopher exited the vault with a small group in September. Having only been out in the world for around a month, he is unaware of the whole state of the human race and is finding the transition difficult. Currently at the start of his journey towards Alaska, he has broken company with his group, stopping in the small town of Samson's Bay, where he has joined a caravan transporting supplies to a military base nearby.



C:7
A:6
S:5
P:6
I:8
E:3

Tag Skills: Speech, Repair, Medicine

Traits: Good Natured

Other details that don’t fit into existing categories: Carries a photo of himself pictured with his brother and father, from when he was young. He can play the piano. Has a purple belt in karate from when he was a child.
Last edited by Aarah on Fri Jun 19, 2015 11:35 pm, edited 7 times in total.
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Re: Fallout: Great White North

Post by Kerr »

It looks fine, I just want to discuss parts of the sheet before I add you.

You would have been in an experimental Vault, you'd just be part of a control group. Experiments need control groups, that's why some Vaults work as advertised but they are still part of that experiment. Not that he would know the Vaults are experiments anyway, as far as your character knows Vaults work as advertised. Also I want to give the Vault a number in case it's referenced. How does Vault 5 sound? And does your character have a Pip-Boy (2000 model is like a PDA you carry, 3000 model is wrist mounted) seeing as they were in a vault?

The door of a Vault isn't on a timer where it won't open for exactly 20 years. You can have it be a problem with the door that took time to sort out if you want but the residents could have just chosen to not open the Vault in 2097 or open it but not leave. That happened with another control Vault, Vault 3. It doesn't have to have been an error.
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Re: Fallout: Great White North

Post by Aarah »

Vault 5 sounds good. Yeh, I meant control group vault, not non-experimental. The ones that ain't got crazy stuff going on in them!

Sorry, I forgot about the Pip-Boy. A 3000 model pip-boy would be fitting, I think. Would work well with his way of getting about and his skills also.

Oh I see, I was assuming the door was on a timer. In that case, I will go with there being a problem with the door security console. Perhaps there was a problem with the wiring? Would that do?
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Re: Fallout: Great White North

Post by Dirty Spaceman »

Oooh, man. Is it time for the comeback to RPing? It might be time for the comeback to RPing. I apologize in advance. I'm thinking Don Cherry mixed with Greatjon Umber. Also, because of the title of this RP, let me enlighten you all with the musings of Bob & Doug McKenzie.

My only question is, when do you plan on starting? I'm really busy right now with my high school graduation and exams, and I doubt I'll be able to finish any half-decent-quality sheet before the end of the week.
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Re: Fallout: Great White North

Post by Kerr »

Sounds good. Just change those things in your sheet (add that's it's Vault 5, add a Pip-Boy 3000 to Apparel and mention what caused the door to remain shut) I'll add you now.

---
I did think of that when I named the RP. We watched some Great White North in Canadian Studies in college.

I'm not sure when I'm going to start. I was thinking next weekendish but I'm not sure. Regardless seeing as you want to join, I'll wait for you to make a sheet.
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Re: Fallout: Great White North

Post by Baloth-Kul »

Backstory and such to be revealed if and when. Call him Richard, or Rick. He's not particularly friendly.
Hidden:
Name: Richard

Race: Human

Age: 41

Sex: Male

Physical Appearance: 6' 1", decently muscled. Paled tan. Brown eyes. Black, unkempt hair, full beard.

Starting Apparel: White fur winter coat, black leather armour, red plaid long sleeved shirt, white t shirt, faded denim jeans, black leather gloves, black leather boots

C: 3
A: 7
S: 7
P: 7
I: 5
E: 6

Tag Skills: Explosives, Marksmanship, Sneak

Traits: This is My Boomstick
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Re: Fallout: Great White North

Post by Kerr »

Sorry, you need to have backstory. I can't accept you without one. If you really want to keep it secret you can PM me it instead of listing it here.

Hmm, Cougars live in British Columbia.
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Re: Fallout: Great White North

Post by Unionhack »

Here we go.
Hidden:
Name:Dr. Lucas McWhite

Race: Human

Age: 31 (Born January 5th, 2068)

Sex: Male

Physical Appearance: Lucas McWhite is a caucasian man just nearing the end of his 'young adult' years. His dark brown hair is messy and unkempt, and his chin is framed by a rather thick goatee and beard. He has an athletic body, having exercised regularly for most of his life. He stands at an even 6'0". His eyes are green.

Starting Apparel: Thick black winter coat, blue jeans, thermal long underwear and brown boots. Wears a Vault 18 suit under his clothing and a Pip-Boy 3000B model on his left arm. He also wears a necklace with a pendant of an ox, the symbol of St. Luke, patron saint of doctors and his namesake.

Biography: Luke was born in 2068 in New Orleans, Louisiana, and was 9 years old living in Evansville, Indiana with his mother Joanna and his father Braden at the time of the apocalypse. His mother moved away to New Orleans after receiving a harsh backlash from her family and the family of her then-fiancee, Irvine Gilead, for cheating on Irvine while he was on a tour of duty with the Army. There she met Braden McWhite, a thirty-year-old doctor and descendant of Irish immigrants. They married while Joanna was pregnant, and moved to Evansville the year Lucas was born. The couple later had three other children; Gene in 2071, and twins Will and John in 2075.

Luke was a gifted child in school, and despite harsh bullying in his developing years, he was an incredibly polite and kind child. At 9, he and his family were selected to be sheltered in the nearby Vault 18. Like many Vaults, Vault 18 was the site of a social experiment by vault-tec, and only accepted families with at least four children. The experiment deliberately overpopulated the vault, resulting in a crowded life for the inhabitants.

Continuing his education, Luke followed in his father's footsteps and became a certified Physician after taking the G.O.A.T. There was never a shortage of patients since the overcrowded Vault breeded much disease. Eventually the stress of the inhabitants reached a breaking point, and in the year 2091, the Overseer of the Vault went mad and attacked the population with his security robots, intending to thin the population. Over 75% of the Vault's inhabitants were killed in the attack until the Vault Security officers were able to stop the attack and kill the Overseer. Lucas' parents both died in the attack, and the Vault residents were automatically given the Vault door code following the decrease of their population to a sustainable level. Unable to remain in a Vault where so much death occurred, the residents packed what they could and ventured out into the wasteland of Indiana, with Lucas acting as their doctor. Vault 18 was not supplied with a GECK.

The group of residents of Vault 18 would eventually split up or die out over the next 8 years, and Lucas found himself in the far north, performing medical services for many people. He found himself signing up for the caravan job for mayor Judith Mills, providing his skills as a doctor in case the caravan crew was injured in anyway. Unfortunately, he wasn't quite prepared for what came next...

C: 7
A: 5
S: 4
P: 6
I: 8
E: 5

Tag Skills: Medicine, Science, Speech

Traits: Good Natured

Other details that don’t fit into existing categories: Braden is, in fact, only Luke's stepfather. Luke's actual father is Irvine Gilead, my character from Vault 54. Luke doesn't know his real father's identity as his mother had never revealed it to him, but he was able to deduce that Braden was not his father with a few context clues and knowledge of Punnet Squares. All three of Luke's half brothers are alive. Gene is a mercenary somewhere in California, Will is a prospector somewhere in the Boston area, and John is a scavenger somewhere in the Texas area.

Irvine is still alive, though he is slated in his epilogue to die in the year 2100 defending a town from a feral ghoul attack.

Luke is able to play the violin. Unlike Irvine who fiddles, Luke prefers classical music. He does not own a violin at the present.
Hope everything checks out.
Last edited by Unionhack on Mon Jun 08, 2015 4:24 pm, edited 1 time in total.
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Re: Fallout: Great White North

Post by Kerr »

Huh, only families with 4 children. Interesting idea for a Vault. There was another Vault, Vault 27 which was purposefully overpopulated, had 2000 people when maximum capacity was 1000. But I'll add you now.

Do you want to add a Pip-Boy to your character sheet? You don't have to but Pip-Boys are cool and practical.
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Re: Fallout: Great White North

Post by Unionhack »

I went ahead and did so, I had forgot about that. Thanks!
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Re: Fallout: Great White North

Post by Aarah »

I presume anyone playing a ghoul won't have been part of the caravan party that was attacked, and instead maybe one of the attackers?

(Or maybe this is info you want to wait to reveal once the rp starts)?
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Re: Fallout: Great White North

Post by Kerr »

No. Ghouls players were part of the caravan that got attacked.

Ghouls are people just like humans. And just like humans not all ghouls get along.
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