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 Fallout-Fate experiment

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Mr Allen J
Patches
Surprise
Snowy
Admiral Ji
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Admiral Ji
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 5:56 pm

You can use the die icon in the add reply to not need to summon additional Eo posts.

So yeah patches. I guess all that's left for you right now, as the only one done, is to chop your aspects into easier to use sentences.

Though I suppose we might need to. Seems editing your post edits the die roll?

Yeah it does. Damn.
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Snowy
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 5:59 pm

We used to have an option to have dice rolls made by someone else. It seems to have vanished.

Edit: All right, who deleted the GM from the user list? This is what he existed for.
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Snowy
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 6:10 pm

and now it summons a dummy account instead of me.
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The_GM
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 6:10 pm

The member 'AW' has done the following action : Dice roll

'fudge' :
Fallout-Fate experiment - Page 5 Minusvd Fallout-Fate experiment - Page 5 Minusvd Fallout-Fate experiment - Page 5 Zerov Fallout-Fate experiment - Page 5 Minusvd
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 8:36 pm

Redone...


Julius Bean

High concept: Sketchy doctor, not too invested in his job.

Trouble: A scam went awry and pissed off a gang of wastelanders.

Phase one: Bean was running through one of his typical scams when he opened his office to a badly wounded individual, and gave the guy a painkiller and slapped duct tape on him to close the wound. He claimed that it was a miracle pill that should fix him up in no time and he demanded a high price in exchange for using the resource on him. The ecstatic client did so compliantly and walked out with the pain numbed by the pill. Predictably, he died from blood loss later that night. The next morning brought him a gang to his doorstep that forced him to make a hasty getaway from the city with just a briefcase full of supplies, and requiring him to cover his tracks to avoid a further confrontation with them.

Aspect: "Self-serving", "Every man for himself", take your pick.

Skills:
Lore +4
Crafting +3, Deceive +3
Resources +2, Notice +2, Rapport +2
Will +1, Stealth +1, Shoot +1, Provoke +1

Stunts:

Fast Talk: You get a +2 to overcome obstacles with Deceive, provided you don’t have to talk to the person you’re trying to deceive for more than a few sentences before blowing past them.

Specialist: You get a +2 to all Lore rolls relating to medicine.

Always Making Useful Things: You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.

Body Language Reader: You can use Notice in place of Empathy to learn the aspects of a target through observation.
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Admiral Ji
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Admiral Ji


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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 8:52 pm

Well it's more of a take your pick.

Now your trouble is way too vague at the moment for me to use it, firstly. We need to discuss exactly who this gang is, and why they'd want you dead.

Also make sure all of your aspects, yes even your trouble though it's a little harder and I'll help you rationalize that one, can be used both in and out of your favor.

I'd like to note your current phase 1 aspect doesn't really seem like it could be used FOR you. So it'd probably do better as a trouble, unless you can explain to me how you'd invoke it in your benefit.



Minor in universe aside, being a doctor post great war isn't as hard as it was previously. In all honestly, the painkillers probably should have just saved the guy's life. A lot of FEV (Forced Evolutionary Virus) and inoculations hit the US of A before the great war, intended to combat the great plague. Most people legitimately can't get sick from diseases, and don't suffer infections, except from unusual sources. Painkillers and a bandage probably fixed him up fine.

We'll probably ignore that in universe aside though. I guess.
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 9:17 pm

The aspect would likely just leave him feeling less morally inclined to stick with the group and just book it. If a giant robot marine dude smashes through the wall, he'd probably just run for it. As for the gang, I've no idea about who they could be. Probably a gang with a lot of power. As for why, we could assume that the guy he failed to properly serve medical attention to was one of the leaders or officials or something.

Ah. This is where my lack of knowledge about Fallout especially shows. I figured that the painkillers would just numb the pain and he'd bleed to death that night while he's asleep.
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Admiral Ji
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 9:44 pm

That's the opposite of good. That doesn't even help you at all either. You just mentioned all the ways I'd use it against you.

As for the gang, thank you, most helpful. Part of this is group world building, Patches. That's fine. But it's not a gang anymore. You pissed off the... The Bomb Squad. Notorious raiders, predisposed to explosive ordinance.
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 9:50 pm

Then I'm not sure what aspect I could come up with that could be both beneficial and detrimental. How about "Doctor at heart"?
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Admiral Ji
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeWed 05 Jun 2013, 9:59 pm

That would work and be serviceable for both of us, yes. Now we need to change your first adventure so that makes sense that we could pull that from that.

So your trouble, to make more concise: Bomb-Lord's got it out for me.

And if you trim everything after the comma on your high concept, everything looks fine.
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeThu 06 Jun 2013, 2:05 am

Missing some stuff, but here's the new character, such as he is right now.

Heinz Hanes of the Waltonites
Wears a white T-shirt with complex familial designs stained on it in red
The Waltonites are a tribe that has spent the last couple of centuries locked in an enormous Super Wal-Mart. Said Wal-Mart had enormous reserves of food and its own independent power source; the assorted shoppers inside were trapped by debris when the bombs went off, developing their own insular culture. During his rite of passage involving sampling the "forbidden" foods in the back, he got high on spores and woke up miraculously in the outdoors, having somehow discovered the maintenance tunnel.

High Concept:
Probable savior of the Waltonite clans (as weird as the outside is, at least it has renewable food)

Trouble: First Time Outside the Walmart (How can you stand this weird blue ceiling?)

Phase One: After waking up outside the Supercenter, Heinz's first order of business was trying to figure out where he was. After an hour or so of walking, he finally found the remnants of the sign, which he was able to identify as being the front of the Center. He may not have been far from home, but he was still farther from it than anyone else had been in centuries. So he then set about looking for other supercenters to move to, or at least something that would make "outside" a worthwhile place to be. On the one hand, he found something he'd never even seen before: fresh berries on the bush. On the other hand, he also found moosetitans. While this might have caused most men to become a fine paste, they seemed to have an aversion to his trusty bar of soap.
"The only bathed man in the Yukon"




Skills:

Fight +4
Physique, Burglary +3
Athletics, Will, Rapport +2
Investigate, Notice, Empathy, Deceive +1


Stunts:

Javelin Thrower: Can use fight to throw any melee weapon not exceeding one hand, or one that is designed to be thrown. May only attack from one zone away, not two.
Tough as Nails. Once per session, at the cost of a fate point, you can reduce the severity of a moder- ate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether

Best Foot Forward. Twice per session, you may upgrade a boost you receive with Rapport into a full situation aspect with a free invocation.


Last edited by AW on Sat 08 Jun 2013, 12:12 am; edited 1 time in total
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeThu 06 Jun 2013, 8:41 am

This should do it.

Jester wrote:
Redone...


Julius Bean

High concept: Sketchy doctor, not too invested in his job.

Trouble: Bomb-lords' got it out for me.

Phase one: Bean was running through one of his typical scams when he opened his office to a badly wounded individual, after giving him some half-assed treatment and demanded a high price in exchange, he died predictably from blood loss later that night. The next morning brought him a gang to his doorstep that forced him to make a hasty getaway from the city with just a briefcase full of supplies.

Aspect: Doctor at heart

Skills:
Lore +4
Crafting +3, Deceive +3
Resources +2, Notice +2, Rapport +2
Will +1, Stealth +1, Shoot +1, Provoke +1

Stunts:

Fast Talk: You get a +2 to overcome obstacles with Deceive, provided you don’t have to talk to the person you’re trying to deceive for more than a few sentences before blowing past them.

Specialist: You get a +2 to all Lore rolls relating to medicine.

Always Making Useful Things: You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.

Body Language Reader: You can use Notice in place of Empathy to learn the aspects of a target through observation.
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Admiral Ji
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeThu 06 Jun 2013, 4:46 pm

Good 'nuff.

So Patches you have the following:

1 point and 2 point point physical stress boxes.

1 p, 2 p, and 3 p mental stress boxes.

You have the standard Mild, Moderate, and Severe consequences.
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Shade
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeThu 06 Jun 2013, 11:05 pm

Old Scars/The Walker

High concept: Idealistic, Yet Hardened, Wanderer

Trouble: Unable To Let Go

Phase one: Old Scars greatly angered a few factions to the south when he spent time there. As one of the better warriors of his tribe, he led a series of cunning guerilla strikes against Caesar's Legion until eventually their tribe was worn down through attrition. They were scattered: those who were found were killed, and the rest fled into the wastes. Old Scars fled north to avoid the wrath of Caesar-he intended to cut east once he got to the northern edges of the US, but one excursion led to another, and soon he was following the coastline, noticing it was colder with each passing day-and each passing day was shorter and shorter. And then, Alaska.

Aspect: Consummate Survivor, Yet All The More Guilt-Ridden For It

Skills:
Will +4
Fight +3, Physique +3
Notice +2, Lore+2, Investigate +2
Rapport +1, Shoot +1, Empathy +1, Stealth +1

Stunts:

Tribal Wisdom: Old Scars has a +2 boost to Lore checks regarding Nature: particularly, geography, zoology, toxicology, and botany.

Float Like A Bloatfly...: Old Scars' experience with traversing some of the burned-out, derelict cities of the West Coast have let him learn how to roll and take less damage from larger falls. So, whatever check that would be...?

...Sting Like A Cazador: Old Scars has a +2 to checks regarding the creation of poisons from basic herbs and whatever chems he can get his hands on, thanks to knowledge used in their brief yet costly war against the Legion (does not overlap with Tribal Wisdom)

Stubborn Bastard: Old Scars, through countless hours having his skin blasted by the winds of the Divide and the icy chill of the Canadian wastes, is more resistant to the elements, and gains +2 to Physique checks regarding inclement weather/conditions

As for his tribe, I gave it some thought and think they will be based in an agricultural area, somewhere. Perhaps a university's area for research, greenhouses and whatnot along with fields for pasture. The bombs didn't hit them directly, but the radiation-along with, perhaps, some nasty Pre-War experimental technology (some twisted experiment like the Think Tank or Vault-Tec would do) led to some interesting changes in the local flora and fauna. The locals had to quickly adapt to the developing animal and plant life and their culture became centered around mastering the new, harsh elements, with park rangers and botanists skyrocketing in social prestige. They quickly learned means of identifying harmful properties of all thew strains, along with beneficial ones, and the threats posed by the creatures mutating in their midst and the predators stalking their farm animals led to a close-knit society. It was never able to sustain very large numbers, but intelligent planning and a rapidly developing knowledge of natural remedies, along with sources of food, kept the group alive through the years. They were able to resist the nastier effects of radiation (for the most part: a few ghouls originally left the society, horrified with what they had become. In the centuries to come, they wold assist the tribe from afar, garnering a reputation as the "Fleshrunners") through reserves of radiation medicine and, uh, I dunno, some healing properties of some plant. Their culture was never particularly combat oriented, albeit used to dealing with nasty predators, and when rumors of the Legion reached their ears (they had a loose confederacy with a few nearby tribes, and were treated well due to their nature as medicine men and skilled farmers) Old Scars and a few others quickly began organizing a defense. They couldn't bring themselves to employ a "scorched earth" defense against the Legion, but instead loosed a few of the nastier creatures and plants against their attackers repeatedly. This resistance was fairly successful for a few months, meriting the deployment of Legate Graham to crush the tribe. The tribe (still unnamed, I was hoping it would come to me by now) scattered, with a few members running in search of the Fleshrunners and a few managing to survive in the Legion as primitive doctors. The rest, butchered.




Think I'm doing this right? Still have to come up with a vague idea of what tribe he was from. Hm.


Last edited by Shade on Fri 07 Jun 2013, 1:02 am; edited 1 time in total
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeThu 06 Jun 2013, 11:47 pm

Aw, I miss Jingobot. I also switched to playing a Tribal so you could still play that character and we wouldn't have two robots in the party.
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Admiral Ji
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeFri 07 Jun 2013, 12:06 am

I'm curious as to where you got weird odd numbers for your stunts. It really does say to just use +2's.

Minor aside, I didn't mention it so yes, you couldn't have known, this is set around 2240. The legion has yet to be founded. About 2242.
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeFri 07 Jun 2013, 12:53 am

AW wrote:
Aw, I miss Jingobot. I also switched to playing a Tribal so you could still play that character and we wouldn't have two robots in the party.

Oh, really? My bad, I completely missed that. I can still use the robot, although I'm considering leaning away from the tribal focus a bit and just having him be more of a wanderer. Don't want to make him too much like Ulysses-I'm finding it difficult to make a character set in the Fallout-verse that doesn't resemble a pre-existing character already.

And as for the numbers, I uh, kinda just threw them out there. I'll change them all to 2. I'm sort of winging it on my knowledge of the FATE system, feeling a bit over my head, but I think as soon as we actually start doing the game it will make more sense.

EDIT: Just added his tribe's history into my last post and changed those numbers around.

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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeFri 07 Jun 2013, 1:37 am

Again, Legion doesn't exist yet. :P

Also due to how character generation works, I'm going to need to ask you to change your phase one story. Because two other characters have to have had a bit part in there. Kind of hard to justify that way down there.
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeFri 07 Jun 2013, 2:21 am

I'll fix that tomorrow: now, sleep beckons.

I'm assuming it's kosher for that to still be in his backstory, albeit not his Phase One?

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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeFri 07 Jun 2013, 3:05 am

Yeah, it's fine. I expect you be fairly old from the journey though.

As an aside, I'd suggest ditching your stunt for avoiding falls. In the wonders of the north, there's not that much in the way of high up places.

Could I also get you to explain your trouble to me? I'm not really sure what to use it for. Especially with the whole not in the legion thing.





Honestly, being a loud mouth robot of anger and rage was going to do a lot to lighten the mood of this game. :P
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeFri 07 Jun 2013, 8:18 pm

Well, with another tribal character, I could still do the angry rage bot....it is tempting.

As for his Trouble, I was going in a different direction initially and then he started writing himself and I completely forgot that was still there. So I need to change that to a relevant Trouble, it seems.
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PostSubject: Re: Fallout-Fate experiment   Fallout-Fate experiment - Page 5 I_icon_minitimeFri 07 Jun 2013, 8:35 pm

Well to be honest, do whatever you want. It's not like I'm here to force you. Yet.
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