Posted 03 December 2011 - 12:11 AM
Storyline: Meet Omega Squad, the best of the best. Taken as the best operatives from the military's best special forces organizations (and other places), the squad becomes America's first power armor unit. The small, tightly knit squad wielding T-51b armor begins to cut a huge swath through Chinese forces in the battle for Anchorage Alaska. But, an experimental weapon goes off, and the team gets flash-freezed and buried under hundreds of feet of ice and rubble. For years. And years. And years. The glacier containing their bodies gradually floats downwards to Oregon, facing a warm water current, the ice blocks begin to thaw. And ancient warriors decades out of place begin to stir. Welcome to the Wasteland.
Faction/Type/Species: Make up one. You can be a Deathclaw for all I care, as long as you provide a reasonable explanation on how you got into this particular military outfit.
Strength- Affects strength requirement for weapons and amount you can carry. Melee and unarmed damage.
Perception- How far away you can detect enemies, how well an enemy can sneak up on you.
Endurance- HP per level, poison resistance, radiation resistance, and healing rate.
Charisma- Modifies NPC disposition.
Intelligence- Skill points per level, dialogue options.
Agility- Action Points for VATS, speed.
Luck- Increases chances for critical hit. Every point on luck gives you 1 point on every skill (if you have a Luck of 10, you gain 130 points to spend). Also affects other random things.
(maximum rank is 10, start out with 30 points.)
Energy Weapons (Perception)-
Melee Weapons (Strength)-
Starting skill level- calculated by associated stat. You gain 5 skill points for every point you put into its associated SPECIAL trait. So for example, if I had a Perception of 3, I would have energy weapons at 15, explosives at 15, and lockpick at 15. Keep in mind that SPECIAL traits have their own effect aside from the skills.
Perks(choose 2 from any game, but they have to have a lvl requirement of no more than 3):
Posted 21 December 2011 - 07:36 PM
Posted 27 June 2012 - 03:33 PM
Posted 27 June 2012 - 03:49 PM
Posted 27 June 2012 - 03:56 PM
Posted 27 June 2012 - 11:16 PM
Bio/Personality: They say war never changes. So then people have to change, science has to change. For change is the agent of mankind, and science is the agent of change. My great grandfather worked on the atomic bombs dropped on Hiroshima and Nagasaki. He worked to decrease the radiation fallout by 50% from the original prototypes. Up until the day he died, he believed it was the right option, that the bomb was a necessary alternative to potentially thousands of soldier and civilian deaths if the US had invaded the Japanese homeland. He also believed that technological progress in weaponry was inevitable. The world couldn't just forget nuclear energy, that much is certain. The atomic bomb was here to stay, might as well make it as clean as possible. Ironic how the tables turned.
I helped develop T-45d armor as an alternative to heavy-scale explosions. The same destruction that comes with carpet bombing an area with cruise missiles, now turned into an easily maneuverable, no-civilian-death package. This invention was different than the last one. The last one went wrong, horribly, horribly wrong. I should have seen the capacity of destruction science ultimately carries with it, I should have seen the consequences of making such a biological agent. But I was so caught up in the potential benefits, I lost sight of who I was working for. There are those who believe that science should be controlled, those who believed that science's only potential was in a destructive capability. More weapons, better weapons. When I developed the T-45, I demanded to be put into a combat squad of my own, as a science specialist, to make sure my technology wouldn't be misused. I just wanted to prove. I wanted to prove to the world that science could fix our problems. I wanted to prove to myself that I was in the business of saving lives, not destroying them. Sometimes I wonder how much my family history for war influenced my work. Sometimes I wonder how much of it I was really in control of. all of it- my life, my work. Sometimes I wondered if I was making a positive difference at all, or if I was simply a blind agent. A weapon-maker being manipulated to creating deadly tools for the US government to use against "the bad guys". Somehow, it didn't make much of a difference when the bomb dropped. In the last moments before oblivion, your whole life seems pathetically insignificant.
I had hoped to change the way science was seen, the way it was used in the world. But some things never change. Like War. War never changes.
Faction/Type/Species: Human, Pre-War affiliation- US Government.
Barter (Charisma)- 21
Energy Weapons (Perception)- 21
Explosives (Perception)- 21
Guns (Agility)- 26
Lockpick (Perception)- 21
Medicine (Intelligence)- 51
Melee Weapons (Strength)- 6
Repair (Intelligence)- 51
Science (Intelligence)- 51
Sneak (Agility)- 26
Speech (Charisma)- 21
Survival (Endurance)- 26
Unarmed (Endurance)- 26
Hunter- 75% more critical damage against creatures.
Friend of the Night- Night Vision (increased perception) in the dark.
Posted 28 June 2012 - 09:35 AM
Do You want THESE guys to win?!
Posted 28 June 2012 - 11:46 AM
Bio/Personality: Yusef was an immigrant to the United States before the war broke out. He hailed from a village in Afghanistan. During the war, the village became caught in the crossfire. Yusef has decided to take matters in his own hands. He had a penchant for explosives, which would help him out in his own revenge-filled crusade against the Chinese.
"The blood of the martyr must wash away the sins of war." Yusef, though resentful of the Chinese, wasn't known to cooperate with those outside of his kin. Cultural clashes were common and he wasn't a people person outside of his familiar surroundings.
Faction/Type/Species: Human, Pre-War affiliation- US Government.
Barter (Charisma)- 10
Energy Weapons (Perception)- 55
Explosives (Perception)- 55
Guns (Agility)- 25
Lockpick (Perception)- 55
Medicine (Intelligence)- 25
Melee Weapons (Strength)- 20
Repair (Intelligence)- 25
Science (Intelligence)- 25
Sneak (Agility)- 25
Speech (Charisma)- 10
Survival (Endurance)- 20
Unarmed (Endurance)- 20
Swift Learner--5% bonus whenever you earn experience points.
Light Touch--+5% crit chance, enemies suffer -25% crit chance. (Only while wearing light armor).
Let me know if I'm doing this correctly.
Posted 28 June 2012 - 12:28 PM
Posted 28 June 2012 - 03:10 PM
Posted 28 June 2012 - 04:20 PM
Posted 30 June 2012 - 11:59 AM
Bio/Personality: Tiburcio Rolando Vasquez was born to immigrant parents in the state of California. Living all over the state as his parents frequently changed residences to seek employment opportunities, Tiburcio and his family met with several people who didn't consider him to be "a real American" since he was born to parents from Mexico. He, along with his brother, sought to prove that they were as "real 'Merican as any white guy" by enlisting in the Armed Forces. It was there that he earned the nickname Pizza due to his love of the food.
One day, while fleeing from an enraged drill instructor for smuggling in an entire pizza box, he stumbled unto the Energy Weapons Training Range and, in an effort to "blend in" began to practice on the weapons range. Another nearby instructor, dismayed by the lack of aptitutde the current Energy Weapons trainees were displayed, was shocked by the way he took to the weaponry and immediately called for his transfer into his unit. His proficiency in Energy Weapons led him to rise through the newly formed Sunshine Regiment and would eventually led to recommendation to enter the experimental Powered Armor program.
Faction: United States Armed Forces > Omega Squad
Type: Energy Weapons Specialist
Energy Weapons 45
Melee Weapons 25
Intense Training - With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes. +2 to Perception
Posted 30 June 2012 - 03:19 PM
Name: Lance Garrigan
Barter (Charisma)- 6
Energy Weapons (Perception)- 11
Explosives (Perception)- 11
Guns (Agility)- 31
Lockpick (Perception)- 11
Medicine (Intelligence)- 21
Melee Weapons (Strength)- 58 (+7)
Repair (Intelligence)- 21
Science (Intelligence)- 21
Sneak (Agility)- 31
Speech (Charisma)- 6
Survival (Endurance)- 38 (+7)
Unarmed (Endurance)- 31
Perks: HtH Bonus, Toughness
Posted 30 June 2012 - 05:57 PM
If Sirmethos joins, we'll have 5 people. Enough for the purposes of this RP. So Sirmethos! Join!
Posted 30 June 2012 - 06:06 PM
Posted 30 June 2012 - 07:03 PM
Though yeah, I might go over my stats again real quick now that you mention it.
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