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 Fallout-Fate experiment

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Admiral Ji
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PostSubject: Re: Fallout-Fate experiment   Fri 31 May 2013, 7:02 pm

Hope I don't miss you because I'll be gone for a few hours starting now.
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PostSubject: Re: Fallout-Fate experiment   Fri 31 May 2013, 7:12 pm

I said tonight and you're telling me you'll be gone for a couple hours starting at 7 PM.

You primadonna bitch.

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Snowy
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PostSubject: Re: Fallout-Fate experiment   Fri 31 May 2013, 7:22 pm

Yaaaaay timezones. I can probably help, though.

Specifically, hop on Skype.

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PostSubject: Re: Fallout-Fate experiment   Fri 31 May 2013, 7:32 pm

I can't right now for whatever reason.

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PostSubject: Re: Fallout-Fate experiment   Fri 31 May 2013, 9:32 pm

It's okay, I ended up having to go soon after anyhow.

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Admiral Ji
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PostSubject: Re: Fallout-Fate experiment   Sat 01 Jun 2013, 12:03 am

Sorry.
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PostSubject: Re: Fallout-Fate experiment   Sat 01 Jun 2013, 2:18 pm

I leave for five minutes and you guys fall apart without me.

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PostSubject: Re: Fallout-Fate experiment   Sat 01 Jun 2013, 5:04 pm

See this is why we need you, Shade-son.
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PostSubject: Re: Fallout-Fate experiment   Sun 02 Jun 2013, 5:51 pm

I'm a little overbooked at the moment. So I don't think I'll be able to do this.

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PostSubject: Re: Fallout-Fate experiment   Sun 02 Jun 2013, 6:44 pm

It's a play by post rp with posts by the nature of the system being smaller than the multiple paragraphs most people do. :P

But alright, sorry to see you go.

Shade, Patches, either of you still interested, or would you like to leave too? That's been happening a lot for some reason, so I need to know if I should bother keeping this thread open and worrying about it.

If it makes anyone feel better, I've updated the OP with something I hope is helpful.
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PostSubject: Re: Fallout-Fate experiment   Sun 02 Jun 2013, 11:00 pm

I'm still in. Can't do the sheet at the moment, but soon.

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PostSubject: Re: Fallout-Fate experiment   Sun 02 Jun 2013, 11:03 pm

As soon as you can friend, just the mere notion of progress is nice.
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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 12:20 am

*classy finger guns*

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 12:27 am

*Dies*

Alternatively, for as long as we can't sit down and just do it, toss out character ideas and chunks.
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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 1:03 am

I still like the sketchy doctor.

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 1:09 am

Well yeah I understand. I want to help you make the sketchy doctor.

Hell, "Sketchy Doctor" is a decent starting High Concept.
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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 3:02 am

"Sketchy Doctor" describes Mister Jester's profile picture perfectly, wouldn't you say?

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 3:45 am

No because I don't watch Doctor Who and am unaware as to the sketchiness of that doctor in question.
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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 5:04 pm

I'd say it describes it even more accurately now.

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 7:42 pm

Is this it?

What's your job in a few words? To cure the sick, heal the wounded, and to poison my rivals (or some other asshole).

What's your driving conflict? Wealth, mostly. To make the most of my dreaded existence in the wastelands, and to find a place where local cuisine isn't considered irradiated shrub roots and cockroach legs.

What's the cool character trait you got out of your origin story? A combination of intellect and charisma.

You had an adventure and one of the other players was in it. What was the take-away from that? My medical supplies and my patience.

One of the other players had an adventure and you were in it. Same question as before. My medical supplies and my patience; and I learned that the next guy is probably as much of a moron as the last one.

What skill are you fantastic at? Medicals - anything you'd need a doctor for; pharmacist, surgeon... mortician.

What two skills are you pretty respectable at? Persuasion, making a variety of different chems.

What skill are you okay at? In these lands, everyone's gotta know how to hold a gun, load one, and fire them.

What skill are you less okay at? Heavy-lifting... not so much my style; leave the sledgehammers to the cannon-fodder and the arm wrestling to the meat heads.

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 9:07 pm

You're close. Everything's not quite stated in the way it needs to be, but in most cases we have something we can work with. Mostly, think even fewer words - everything needs to be a single sentence, or in the case of your high concept, a few words. I'm putting the relevant excerpts from the book in spoiler tags. None of them are longer than a page.

The important part that you want out of each part of this, before your skills, is to come up with an "aspect." Here's the official description:
Spoiler:
 


item 1: your high concept. This is a good explanation, but the shorter description of "sketchy/unscrupulous doctor" was more in-line with what this needs to be. Don't worry overly about specifics, just get it short, sweet, and more or less close. We can change this as we go if something works out better.

Spoiler:
 

2: your driving conflict, aka your "Trouble." "Wealth" by itself is just a life goal. The trouble is the main problem that will dog your character throughout the campaign or until you fix it. But we can work with this, make it something a bit more specific. Perhaps something like "will advance himself at any cost"?
Spoiler:
 

Phase 1: a story. First off, we need to know what happened in said story. Doesn't have to be long, just a quick summary. Then we need an aspect that comes from it. We're not looking to get items out of the story sections; we're looking for defining things about your character that you can call into play.

Spoiler:
 

Don't worry about the other two stories yet. When everyone else gets to this point, we'll basically pass our respective adventures to the left and come up with those parts collaboratively.

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 9:08 pm

As for your skills, give me a minute while I find the appropriate ones in the book... Bear in mind, the less-okay skill is still one in which you are above average.

I have also realized that I much misread the number of skills you get. TO correct:

1 with +4
2 with +3
3 with +2
4 with +1

All other skills receive +0 by default.


You will also receive between 3 and 5 stunts, which we will worry about later. These are how your character tweaks the rules in certain situations or gives himself additional bonuses. These, we will worry about later, since they are skill-based.

The skills we have down for you right now are:

Lore +4. This is the closest we have to a "medicine" skill. We can tentatively get you a "specialist" stunt, so you're not just a well-learned person, you get an extra +2 when dealing with medicine. You will also use this skill in creating chems, so woohoo major bonus.

Rapport +3. This is the nice person's social skill. There's also Provoke for making people mad at you and Deceive for lying outright. Might want to couple this with Empathy, though maybe not at the same level. Empathy is your emotional awareness.

Shoot +2. Guns. Guns guns guns. Really self-explanatory, really.

This leaves you with a +3, 2 +2s, and 4 +1's to pick.

The full list is:

Athletics (move yo body)
Burglary (what you'd expect)
Contacts (you have friends in places)
Crafts (making and fixing stuff)
Deceive (liar liar)
Drive (2 fast 2 furious)
Empathy (noticing people's emotional states)
Fight (hand-to-hand and melee)
Investigate (for investigating places and things)
Lore (you know a lot of things)
Notice (Awareness)
Physique (useful for wrestling bears and moving heavy couches; basically your strength and physical fortitude)
Provoke (trolling)
Rapport (persuading, being a cool guy)
Resources (technically a background, but it's balanced in with the skills; how much money do you have)
Shoot (guns guns guns)
Stealth (being a ninja)
Will (mental fortitude and equivalent of physique)

For you, I would recommend:

Craft: useful in a world where everything comes helpfully pre-broken.
Resources: being a doctor probably pays pretty well.
Will: brute mental force is a good counterpart to Lore
Notice: Best to see the giant radscorpion *before* it gets in striking range
Deceive: Because you totally didn't just lace that syringe, what are you talking about?

But you've got plenty of room to pick stuff, just let us know what you want.

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Last edited by AW on Mon 03 Jun 2013, 9:43 pm; edited 1 time in total
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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 9:43 pm

Might as well have a go at it, then.

High Concept: Delusional Robot, Defender of the American Way

What's your job in a few words? TO PURGE THE WORLD OF COMMUNIST FILTH

What's your driving conflict? I HAVE SO MANY COMMUNISTS TO KILL AND SO FEW BULLETS. ALSO WHERE THE HELL IS THE REST OF THE UNITED STATES ARMY?

What's the cool character trait you got out of your origin story? (sound of speakers being adjusted) Extreme skill at terminating communists, dissidents, and "nonviolent protestors" with a variety of weapons.

You had an adventure and one of the other players was in it. What was the take-away from that? Numerous corpses along with several very frightened Brahmin. Also, I found the approximate melting point of a Super Mutant.

One of the other players had an adventure and you were in it. Likely a newfound fear for the US of A, as well as my irreplacable knowledge of field stripping both weaponry and people!

What skill are you fantastic at? Killing the fuck out of anything! This Mister Gutsy Mk. II unit is also extremely proficient at repairing weaponry or fellow robots, and defusing or making explosives of ALL KINDS.

What two skills are you pretty respectable at? I prefer to melt off my enemies faces at long distances, however I am a proficient fighter in close quarters as well. Furthermore, I have been trained in survival and fixing myself, along with crafting ammunition out of pretty much anything, including my personal recipe for napalm: the prime ingredient of which is communist blood.

What skill are you okay at? My commanding officers have instructed me to stay quiet when they undergo negotiations with Chinese officers. So be it! I have silenced weaponry, they were all dead soon enough!

What skill are you less okay at? I am told that I am not well-suited for dealing with small children, particularly ones that I may suspect of being Chinese sleeper agents! Furthermore, I have poor situational awareness, but this is not an issue as I am sure my requested reinforcements will arrive soon!


---

Upon reading your new posts AW I realize I probably need to cut this down to one sentence per section, which I will do later. For now I shall bask in my extremely generic character's new glory. I'm going to try and think of some interesting ways to develop him beyond your average Mister Gutsy AI.

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 9:45 pm

I didn't explain the sheet too much, so it's really my own fault.

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PostSubject: Re: Fallout-Fate experiment   Mon 03 Jun 2013, 9:47 pm

If you want to keep the concept of Wealth for your trouble, you could use "In It For The Money". Sums up how you in fact want all the caps, and can be used for and against you, like troubles should.

So everyone disregard the "Out of being with other people" because that's a step for later.

And the best skill is a singular one. :P

To give a strict way it works:

You get one +4 skill, two +3 skills, three +2 skills, and four +1 skills. So list so many things you are good at for each section.

So it sounds like you've run afoul of the People's Republic of Alaska then, Mr. Shade...

I will say, I suggest if you be a robot you try to be one more or less human? There are androids in the setting. Your lack of hands, and all that.

Or this SoB, painted how you like.



Otherwise you know, you're not just generic, you're basically Sergeant RL-3.
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