Of Molerats and Men (Character/Database Thread)
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Extreme =&gt; Extreme Small Groups =&gt; Topic started by: Urbanzorro on 17-01-2011, 19:36:31</h2>
		<dl id="posts">
			<dt class="postheader">
				Title: <strong>Of Molerats and Men (Character/Database Thread)</strong><br>
				Post by: <strong>Urbanzorro</strong> on <strong>17-01-2011, 19:36:31</strong>
			</dt>
			<dd class="postbody">
				<strong><span style="font-size: 24pt;" class="bbc_size">Known NPCs</span></strong><br><br><br>(http://th09.deviantart.net/fs8/PRE/f/2006/350/2/0/Fallout_by_hunqwert.jpg)<br><strong>Name:</strong> The Marshal (Real Name Unknown )<br><strong>Gender:</strong> Male<br><strong>Age:</strong> Unknown <br><strong>Affiliation:</strong> Unknown<br><strong>Details of character and backstory:</strong> The leader of the men and women attacking the vault....(further information unknown)<br><strong>Stats (45 points):</strong><br>Health: 6<br>Ranged Attack: 8(+2)=10 <br>Strength: 4<br>Accuracy: 6(+2+2+3w/pistol)=10;13w/pistol<br>Agility: 6(+1-2+3)=9<br>Intelligence: 6<br>Defense: 5(+3+8)=16 <br>Perception: 5<br>Stealth: 3(-1)=2<br>Luck: 4<br><strong>Equipment:</strong><br><br>The Marshal's Custom .44 Magnum: Standard pre-war army side arm, good hitting power and medium to long range, drawback is that few are around now so maintenance can be problematic and in untrained hands it can be dangerous. This weapon can be fitted with an un-powered scope. The report this weapon makes when fired can be quite loud. This specific .44 Magnum has been heavily customized, everything from the stock, to the sight, to the barrel has been fiddled with to provide its user with a truly deadly weapon. <br>Effect: +8 Ranged Attack, +2 Accuracy, -1 Stealth<br><br>Combat Duster: A brown duster who's inner lining is constructed of the same material used in flack vests. <br>Effect: +3 Defense <br><br>Combat Armor: Designed to sheath the human body as completely as possible in high durability armor. Combat armor is a series of plates affixed to a flexible body suit interwoven with thermal-dissipative membranes and bulletproof material. Conferring to the wearer significant protection against most types of damage, including laser, plasma, ballistic and blast damage. Without the extreme weight inherent in most battle armor systems <br>Effect: +6 Defense, -2 Agility <br><br><strong>Karma</strong><br><br><strong>Perks:</strong><br>Dodger<br>Your enemy cannot defeat you if he cannot touch you.<br>Effect: +1 Agility<br>Requirements:<br>Cost:<br><br>Lady Killer<br>"Well if she'd lived I'd have had to have married her"<br>Effect: -2 Defense to all female human enemies<br><br>Intense Training<br>With the Intense Training Perk, you can put three points into any one of your stats<br>Effect: +3 to player selected Stat<br><br>Sharpshooter<br>The talent of hitting things at longer distances.<br>Effect: +2 Accuracy<br><br><br>Bloody Mess<br>"By some strange twist of fate, people around you die violently. You always see the worst way a person can die."<br>Effect: Characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and you'll do +2 damage with all weapons."<br>Requirements:<br><br>Gun Slinger<br>You are an amazing shot while using a pistol (or similar one-handed weapon).<br>Effect:While using a pistol (or similar one handed weapon) your accuracy is increased by 3.<br>Requirements: Sharp Shooter <br><br>Concentrated Fire<br>You are very skilled a clipping your enemies' wings.<br>Effect: Enemies you attack are more likely to find themselves crippled or with a broken weapon<br>Requirements: Gunslinger <br><br><strong>Karma:</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102306/fallout/images/2/2a/Devil.png)<br>Devil: <br>Effects: Most 'evil' factions will not attack you, 'evil' characters will be friendly to you, 'good' factions will turn hostile very easily towards you, +5 to Influence (explained below), +3 Damage vs 'Good' characters, access to the "Devil's Spawn" perk.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Of Molerats and Men (Character/Database Thread)</strong><br>
				Post by: <strong>Haibane</strong> on <strong>17-01-2011, 21:11:25</strong>
			</dt>
			<dd class="postbody">
				<strong>Player:</strong> FLASH GORDEN<br><strong>Name:</strong> Sam Clarke<br><strong>Gender:</strong> Male<br><strong>Age:</strong> 21<br><strong>Appearance:</strong> (http://media.giantbomb.com/uploads/3/30014/1155455-leo2.jpg)<br><br>Sam wears a Vault 111 Utility Jumpsuit most of the time, rather than the shirt and pants in the picture. Also, glasses.<br><br><strong>Details of character and backstory:</strong> Born to Angela and Bruce Clarke, Sam had a relatively pleasant childhood. Considered a huge 'nerd' by many of his fellow young vault dwellers (except some of the girls who he seemed to hold a certain charm with), Sam enjoyed reading and learning immensely. His parents, Angela being a Nurse and Bruce working in the Reactor Plant, were more than willing to support these habits.<br><br>Upon reaching age ten, Sam and his parents moved to a new apartment, Sam received a room of his own. Here, he started to collect his own collection of books and diagrams and such of mechanical workings. He found that he absolutely adored the workings of machines, inner and out (and started to collect a small, hidden stash of poetry). Sam continued to do well in school, and upon reaching the age of sixteen, he took his G.O.A.T. Unsurprisingly to anyone, especially himself, Sam scored such that he was judged to be a member of the maintenance team.<br><br>Sam adjusted to this new carrier quite well, eventually moving over to his new dorm room and taking his favorite books and diagrams with him. Since then, Sam has dated around a little, fond of wooing ladies with poetry and song excerpts and such. He's not terribly skilled at making up new material by himself, but will try on occasion. Also, he finds himself highly, highly intrigued by the sounds of digging and such that come from beyond the vault door. He'd love to get out and see what the outside world has turned into, after all these years.<br><br><strong>Job:</strong> Maintenance (Electrical Engineer, fair hand at general mechanics) <br><strong>Home Location:</strong> 1st Level, Male Dorms<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 5 (5 basic)<br>Ranged Attack: 0+4=4 (basic 0, +4 10mm pistol, ammo - 1 clip)<br>Strength: 5 (5 basic)<br>Accuracy: 4 (4 basic)<br>Agility: 4+1=5 (4 basic, +1 Utility Suit)<br>Intelligence: 8+3=11 (8 basic, +3 Intense Training)<br>Defense: 4+1=5&nbsp; (4 basic, +1 Utility Suit)<br>Perception: 6+1=7 (6 basic, +1 Pre-War Baseball Cap)<br>Stealth: 3 (3 basic)<br>Luck: 6 (6 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: Improvised Weapon - Wrench (Damage = Strength +1, cost 1)<br>WP-EQ2: Baseball Bat (Damage = Strength +3, cost 2)<br>WP-EQ3: 10mm pistol (Damage = Ranged Attack +4, cost N/A)<br>AR-EQ4: Vault 111 Utility Jumpsuit (+1 Agility, +1 Defense, cost 1)<br>AR-EQ5: Pre War Baseball Cap (+1 Perception, cost 2)<br>EQ6: Karry-All (Occupies one equipment slot but has within it 8 slots of mixed types, Vault-blue, cost 3)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA1: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA2: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA3: Food x2 (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA4: Stimpack (health instantly regained by 3 points, cost 2)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA5: Mentats (+2 Intelligence, +2 Perception for a period of time, cost 2)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA6: Mentats (+2 Intelligence, +2 Perception for a period of time, cost 2)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA7: spare Vault 111 jumpsuit (cost 0)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA8:<br>EQ7: Engineer's Tool Belt (no effects listed yet, cost 2)<br>EQ8: 10mm clip x2 (ammo for 10mm pistol, cost N/A)<br>EQ9:<br>EQ10:<br>EQ11:<br>EQ12:<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Chapter 1:<br>Mr. Fixit<br>&nbsp; &nbsp;In addition to weapons and armor, on occasion, your character can fix broken machines, vehicles, and robots (spare parts will not be needed for these special repairs)<br><br>Lady Killer<br>&nbsp; -2 Defense to all female human enemies<br><br>Intense Training<br>&nbsp; +3 Intelligence <br><br><hr><br><strong>Player:</strong> THELIVINGWONDER<br><strong>Name:</strong> Amy Saunders<br><strong>Gender:</strong> Female<br><strong>Age:</strong> 26<br><strong>Appearance:</strong> At 5' 8", Amy Saunders is a long legged bundle of smiles trapped within the delightfully eccentric, four eyed form of a ponytail sporting bookworm. Quirky yet professional seems to describe Miss Saunders in a nutshell, and she's rarely seen wandering the Vault without her Lab Uniform and spectacles on. Bright, attractive, and gushing with personality, this is one scientist the vault surely would be worse off without.<br><br>(http://i61.photobucket.com/albums/h57/pumping1r0n/AudreyHepburn.jpg)<br><br><strong>Details of character and backstory:</strong> Amy has always lived beneath the surface of the Wasteland. As a child, growing up in the vault was as normal as not asking questions about the outside world, though curiosity has always been one of Amy's most passionate endeavors. Her father and grandfather were two of the vaults most brilliant scientists, and they both managed to impart their wisdom to Amy at an early age, and throughout most of her life before their passing. The circumstances behind Amy's fathers death have always proved quite suspicious to Amy, though she's always harbored something of an obsessive paranoia in regards to the Overseer and those with authority in the vault. Nevertheless, Amy has managed to prove herself amongst her peers and associates, and to this day has developed numerous programs and algorithms designed to increase both the efficiency and reliability of crucial system resources within the vault walls.<br><br>The wrench she carries to protect herself was given to her by a friendly member of the engineering crew – just in case those noises outside meant someone… or something… was trying to get in. <br><strong>Job:</strong> Science Team – General Applications<br><strong>Home Location:</strong> 2nd level apartment<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 5 (5 basic)<br>Ranged Attack: (No ranged weapons yet)<br>Strength: 3 (3 basic)<br>Accuracy: 5 (5 basic)<br>Agility: 5 (5 basic)<br>Intelligence: 8+5=13 (8 basic, +1 Lab Uniform, +1 Swift Learner, +3 Intense Training)<br>Defense: 4 (4 basic)<br>Perception: 6 (6 basic)<br>Stealth: 4 (4 basic)<br>Luck: 5 (5 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: Improvised Weapon - Wrench (Damage = Strength +1, cost 1)<br>WP-EQ2: <br>WP-EQ3: <br>AR-EQ4: Vault 111 Lab Uniform (+1 Intelligence, cost 1) worn over Vault 111 jumpsuit<br>AR-EQ5: <br>EQ6: Mentats x4 (+2 Intelligence, +2 Perception for a period of time, cost 4)<br>EQ7: Scientists Analysis and Testing Kit (No Effects listed yet, cost 2)<br>EQ8: Food x2 (4 meals, cost 2)<br>EQ9: Food x2 (4 meals, cost 2)<br>EQ10: Water Bottle x2 (full of water, cost 2)<br>EQ11: Water Bottle x2 (full of water, cost 2)<br>EQ12: Stimpack x2 (health instantly regained by 3 points, cost 4)<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Chapter 1:<br>Living Anatomy<br>&nbsp;-1 Defense towards all organic enemies<br><br>Swift Learner<br>&nbsp; +1 Intelligence<br><br>Intense Training<br>&nbsp; +3 Intelligence<br><br><hr><br><strong>Player:</strong> RAMSTER<br><strong>Name:</strong> Frederick Howard Jupiter<br><strong>Gender:</strong> Male<br><strong>Age:</strong> 28<br><strong>Appearance:</strong><br>&nbsp;<br>(http://media.giantbomb.com/uploads/3/30014/1163477-shrapnel2_large.jpg)<br><br>He lost the tips of the little and ring fingers of his left hand to electrical burns 3 years ago. His right arm bears a long scar he got from a piece of rusty rebar while tearing down a wall.<br><br><strong>Details of character and backstory:</strong> Frederick is a plumber by training, but he's more interested in wrecking things, and when he's in a bad mood, subtle sabotage. One of nature's congenitally suspicious characters, he's often seen skulking around the darker reaches of the Vault's machinery, either drinking moonshine and listening to the radio on his Pip-Boy, actually repairing something, or taking something apart for his own purposes. <br><br>He has a distinct weakness for alcohol other flammable and dangerous substances, and will play with them like a boy with his first chemistry set. So while he can't give you the chemical formula for hexane oxidising rapidly, he knows exactly what to put in a Molotov cocktail and how to improvise other explosives. To get his hands on dangerous substances, he's used to "finding" them lying around in some of the more secure areas of the Vault and getting out undetected, often via routes few other Vault dwellers know exist.<br><br>In his personal life, Howard is known to show off his scars to ladies, who are occasionally actually impressed, and get into fights while off his face on moonshine. While he's not the biggest or brawniest man in Vault 111, he's pretty indestructible, as some have found out after smacking him in the jaw with a crowbar, having it taken off them and been bludgeoned into the infirmary by him.<br><strong>Job:</strong> Maintenance - Plumbing<br><strong>Home Location:</strong> 1st floor male dorm<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 6+5=11 (5 basic +5 from Life Giver)<br>Ranged Attack: 0+3=3 (0 basic, +3 .32 revolver, ammo - 1 clip)<br>Strength: 6 (6 basic)<br>Accuracy: 5 (5 basic)<br>Agility: 5-1+1=5 (4 basic, -1 Sledgehammer, +1 Utility Suit)<br>Intelligence: 5 (5 basic)<br>Defense: 5+2=7 (5 basic, +1 Utility Suit, +1 Hardhat)<br>Perception: 5 (5 basic)<br>Stealth: 5+3=8 (5 basic, +3 from Intense Training)<br>Luck: 3 (3 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: Sledgehammer (Damage = Strength +5, Agility-1, cost 2)<br>WP-EQ2: .32 revolver (Damage = Ranged Attack +3, cost N/A)<br>WP-EQ3:<br>AR-EQ4: Vault 111 Utility Jumpsuit (Agility +1, Defence +1, cost 1)<br>AR-EQ5: Engineer's hardhat (Converted security helmet, Defence +1, cost 2)<br>EQ6: Engineer's Tool Belt (no effects listed yet, cost 2)<br>EQ7: Moonshine (+2 strength, -1 intelligence, -1 agility (for a limited time), cost 2)<br>EQ8: <br>EQ9: Rad-Away (Radiation level instantly brought down by one level, cost 1)<br>EQ10: Water Bottle (full of water, cost 1)<br>EQ11: Food x2 (2 meals, cost 1)<br>EQ12: Karry-All (Occupies one equipment slot but has within it 8 slots of mixed types, Vault-blue, cost 3)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA1: Molotov cocktail (+5 Ranged Attack damage against all enemies within close range of the target, -1 Agility to all enemies within close range of the target, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA2: Molotov cocktail (+5 Ranged Attack damage against all enemies within close range of the target, -1 Agility to all enemies within close range of the target, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA3: Spare Vault 111 jumpsuit (cost 0)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA4: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA5:<br>&nbsp; &nbsp; &nbsp; &nbsp;KA6:<br>&nbsp; &nbsp; &nbsp; &nbsp;KA7:<br>&nbsp; &nbsp; &nbsp; &nbsp;KA8:<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Chapter 1:<br>Living anatomy<br>-1 Defense towards all organic enemies<br><br>Life Giver<br>&nbsp; +5 Health<br><br>Intense Training<br>&nbsp; +3 Stealth <br><br><hr><br><strong>Player Name:</strong> RACHUBKA<br><strong>Name:</strong> Dr. Morgan Townsend <br><strong>Gender:</strong> Female<br><strong>Age:</strong> 29<br><strong>Appearance:</strong><br><br>(http://i183.photobucket.com/albums/x111/Lammy519/Animated/7b032ef3.jpg)<br><br><strong>Any details of appearance you wish to add:</strong> Morgan is naturally more on the fair side in terms of her skin tone. The image shows her perhaps after a few days of constant exposure to the elements in the Capitol Wasteland. Her eyes are a piercing green, her hair a dirty blond, much like her mother. The doctor is not very tall, standing at 5' 6"... with the help of her 2" heels. Being a doctor (and the daughter of one), Morgan stays in peak condition, following a proper diet and moderate physical activity.<br><br><strong>Details of character and backstory:</strong> Dr. Townsend became a doctor more out of consequence than desire. Growing up, she was eager to follow her father's footsteps in the medical field, and with his tutelage, along with the apparent aptitude in the art as derived by the G.O.A.T. test, her path was set. Becoming the head doctor at a relatively young age was due to her father stepping down, his age (and perhaps the stress of remaining within the vault for so long) was getting to him. Or so he claims.<br><br>Mrs. Townsend was more inclined to sewing and stitching. Although she wished upon her daughter something more substantial, such as a life in the medical field, she often times sat her little girl down and imprinted her life into her offspring. In all, Morgan led a rather typical life in the vault...<br><br>Except for those awkward years. Morgan is popular among her generation for reeling in the other boys when she felt like it, only to leave them sore when she was done with them. Perhaps it was her analytical mind that allowed her to say just the right things in just the right way to have them melting at her feet, but only the teenage Morgan could answer that. If she was put up to it, however, she may still be able to work her charms.<br><br>As for the doctor's switchblade, it was a memento given to her from her father. Likely a sign that he would have been fine and dandy if she had come into the world as a boy rather than a girl. Or so he says. Dr. Townsend's father is not one to impose himself, but when he does, he likes to be sure that no one knows about it. He was inclined to believe that the combination of being hold up for so long as well as occasional tinkering from the outside world would soon come toppling down on vault 111. It was what he considered a safety blanket. The baseball cap? That likely was just a purchase on wishful thinking.<br><strong>Job:</strong> Senior Vault Doctor<br><strong>Home Location:</strong> Second Level, apartment adjacent to the sick bay.<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br>&nbsp;<br><strong>Stats (45 points):</strong><br>Health: 4 (4 basic)<br>Ranged Attack: (No ranged weapons yet)<br>Strength: 3 (3 basic)<br>Accuracy: 3 (3 basic)<br>Agility: 5+1=6 (5 basic, +1 Dodger)<br>Intelligence: 8+2=9 (8 basic, +1 Swift Learner, +1 Lab Uniform)<br>Defense: 4 (4 basic)<br>Perception: 5+1=6 (5 basic, +1 Pre-War Baseball Cap)<br>Stealth: 6 (6 basic)<br>Luck: 6 (6 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: Switchblade (damage = Agility +3, cost 2)<br>WP-EQ2: <br>WP-EQ3: <br>AR-EQ4: Vault 111 Lab Uniform (+1 Intelligence, cost 1) worn over Vault 111 jumpsuit (cost 0)<br>AR-EQ5: Pre War Baseball Cap (+1 Perception, cost 2)<br>EQ6: Sewing Pouch (no effects listed yet, cost 1)<br>EQ7: Doctor's Medical Bag (Health regained by 5-10 points but requires several hours rest. Can also diagnose infections, diseases and addictions. Can heal crippled limbs but requires several hours rest, cost 2)<br>EQ8:<br>EQ9:<br>EQ10:<br>EQ11:<br>EQ12: Karry-All (Occupies one equipment slot but has within it 8 slots of mixed types, Neutron-black, cost 3)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA1: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA2: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA3: Food x2 (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA4: Food x2 (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA5: Stimpack (health instantly regained by 3 points, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA6: Stimpack (health instantly regained by 3 points, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA7: Rad-Away (Radiation level instantly brought down by one level, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA8: Mentats (+2 Intelligence, +2 Perception for a period of time, cost 2)<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Chapter 1:<br>Dodger<br>&nbsp;+1 Agility<br><br>Black Widow<br>&nbsp; -2 Defense to all male human enemies<br><br>Swift Learner<br>&nbsp; +1 Intelligence <br><br><hr><br><strong>Player Name:</strong> LEMON LIME<br><strong>Name:</strong> Alta C. Riley<br><strong>Gender:</strong> Female<br><strong>Age:</strong> 26<br><strong>Appearance:</strong> <br><br>(http://i694.photobucket.com/albums/vv301/mh0916/NovaFallout3.jpg)<br><br><strong>Any details of appearance you wish to add:</strong> Brown-Copper colored hair, icey blue eyes, around 5’ 9” tall. Long, lean, and a bit lanky. Toned body over all but not built with muscle, just enough to be quite flexible and best at hand to hand combat as opposed to using ranged weapons. Has glasses and is usually seen in basic jump suit/science get up. Always very practical with her clothes.<br><br><strong>Details of character and backstory:</strong> Alta, like everyone else was born in the vault, raised in the vault, and knows it as her only home. She was raised by her parents, Mother a nurse and Father an accomplished scientist and grew up in household filled with logic, science, and not so much emotions. They based her life in her education, constantly wanting her to learn, be smart, and continually gain knowledge. They knew it would keep her occupied and keep her from losing her cool in the tomb they were all made to live in. Her mother had seen to many people paranoid and uncomfortable that “lost it” and did not want that same fate for her daughter. She was always found with her lightly freckled face in a book reading anything she could get her hands on. Her passion for physics and biomechanics came in handy as she grew and pleased her parents greatly. Her mother passed away when Alta was about 18 when she got pneumonia, her father continued on and is still alive today and is a senior in the science department focusing more on technology (and is not directly working with his daughter). To this day she still works as a scientist, working her way up the ladder (I really want to make a DNA helix reference right now but I wont&nbsp; ).<br><br><strong>A little more:</strong> She was always a bit odd and not the best social skills, her parents constantly keeping her in the books and her feeling safer there. Although she always kept herself in shape. It kept her body nice and fit but she never really had lots of muscles. Stretching and keeping herself flexible was more her thing. Almost to the point of being a contortionist but not quite to that severe. Though when she does she can sit there and apply mathematics to the angle her hips and legs are at (things of that nature). She tends to view the world through math/physics tinted glasses. Very logical, which has hindered her love life and social life. She has friends and is a friendly person but never really excelled at being the life of the party and is usually a wall flower. She’s had a few boyfriends and only one really serious one but things didn’t end well and is now married to someone else. She does not like discussing it and it makes her uncomfortable when people bring it up especially since it’s not like she can avoid him. Alta is open-minded and has “noticed” women but never really though of them in any sexual way but is perfectly fine with same-sex couples and anything like that. <br><br><strong>Currently:</strong> She is finding the noises rather curious but her superiors have told her to keep to her work and she would be notified if her services were needed to further investigate the sounds. As a scientist it does spark her curiosity as to what is happening, especially since she hasn’t known anything but the vault she lives in and the books she’s read. Spending most of her time in the lab doing equations and scribing for the senior physicists. Not many new projects come along but when they do she is more than happy to work on them, loving puzzles, and anything that involves deep thought, and concentration.<br><strong>Job: Science Team:</strong> Physicist (main focus) /Chemist some biology experience.<br><strong>Home Location:</strong> 1st level female dorms.<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 7 (7 basic)<br>Ranged Attack: (No ranged weapons yet)<br>Strength: 5 (5 basic)<br>Accuracy: 4 (4 basic)<br>Agility: 6 (6 basic)<br>Intelligence: 8+2=10 (6 basic, +1 Lab Uniform, +1 Swift Learner)<br>Defense: 4 (4 basic)<br>Perception: 5 (5 basic)<br>Stealth: 3 (3 basic)<br>Luck: 3 (3 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: Switchblade (damage = Agility +3, cost 2)<br>WP-EQ2: Length of steel rod from retort stand (Improvised weapon, Damage = Strength +1, cost 1)<br>WP-EQ3:<br>AR-EQ4: Vault 111 Lab Uniform (+1 Intelligence, cost 1) worn over Vault 111 jumpsuit (cost 0)<br>AR-EQ5: Spare Vault 111 jumpsuit (cost 1)<br>EQ6: Scientists Analysis and Testing Kit (no effects listed yet, cost 2)<br>EQ7: Water Bottle (full of water, cost 1)<br>EQ8: Food (2 meals, cost 1)<br>EQ9: Mentats x2 (+2 Intelligence, +2 Perception for a period of time, cost 2)<br>EQ10: Stimpacks x3 (health instantly regained by 3 points, cost 6)<br>EQ11: Rad-Away (Radiation level instantly brought down by one level, cost 2)<br>EQ12: Sewing Pouch (no effects listed yet, cost 1)<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Chapter 1:<br>Mr. Fixit<br>&nbsp; &nbsp;In addition to weapons and armor, on occasion, your character can fix broken machines, vehicles, and robots (spare parts will not be needed for these special repairs)<br><br>Swift Learner<br>&nbsp; +1 Intelligence <br><br>Living anatomy<br>&nbsp; -1 Defense towards all organic enemies<br><br><hr><br><strong>Player Name:</strong> ZILLAH<br><strong>Name:</strong> Emily Steele<br><strong>Gender:</strong> Female<br><strong>Age:</strong> 23<br><strong>Appearance:</strong><br><br>(http://i279.photobucket.com/albums/kk137/HaibaneR/JennyStahl.jpg)<br><br><strong>Details of character and backstory:</strong> Emily was the only daughter of Margaret and Alan Steele. Her mother was a teacher in Vault 111, her father is a security guard. When Emily was fifteen, her mother disappeared under strange circumstances, which she never really understood or was told about. To this day, Emily's father refuses to discuss "the incident" with her.<br><br>Emily's parents sheltered her as a young girl, not allowing her to socialize with many other people. They were strict disciplinarians, instilling in her the belief that orders and rules are to be followed, and authority is important. This worked well for Emily as a young girl, but as she's grown older, Emily's been challenged a little, as she struggles at times to follow what's in the Vault 111 manuals and archives, even when the rules and guidelines are contradictory ... or, just flat-out wrong. She obeys those she believes are in authority to a fault, and is incredibly trusting ... the idea that someone might be tricking her, or lying to her, doesn't often occur to her.<br><br>Emily genuinely loves teaching, and loves explaining what she knows. She's very curious, almost to the point of being nosy. When she's not teaching, she usually can be found in a classroom, reading or experimenting with chemistry concepts. She doesn't have a good grasp on social etiquette, so she can come across as a know-it-all. If she feels threatened, she'll be tough as nails but smart - she'll fight if she believes that her best option, but will run to live and fight another day if she can. To her friends, though, she's fiercely loyal, and would do whatever she could to protect them if they were in danger, even if that meant harm to herself.<br><br>She's very sexually inexperienced, only having a few awkward fumblings in bed with a few boys. Discipline ... it gets her off a little. More than a little, actually. But she's too shy to ask for it from a potential lover. She's very book smart, but she doesn't always have a lot of common sense. And she's often unsure of herself when surrounded by people she doesn't know very well.<br><strong>Job:</strong> Science/General teacher (conducts G.O.A.T.s etc, as well)<br><strong>Home Location:</strong> 1st Level female dormitory<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 5 (5 basic)<br>Ranged Attack: (No ranged weapons yet)<br>Strength: 3 (3 basic)<br>Accuracy: 4 (4 basic)<br>Agility: 6+1=7 (6 basic, +1 Dodger)<br>Intelligence: 7+1=8 (7 basic, +1 Swift Learner)<br>Defense: 5 (5 basic)<br>Perception: 6+1=7 (6 basic, +1 Explorer)<br>Stealth: 4 (4 basic)<br>Luck: 5 (5 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: <br>WP-EQ2: <br>WP-EQ3: <br>AR-EQ4: Vault 111 Jumpsuit (cost 0)<br>AR-EQ5: <br>EQ6: Karry-All (Occupies one equipment slot but has within it 8 slots of mixed types, Mountain-grey, cost 3)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA1: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA2: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA3: Food x2 (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA4: Food x2 (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA5: Stimpack (health instantly regained by 3 points, cost 3)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA6: Straight Razor (counts as knife but not as a weapon, cost 2)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA7: spare Vault 111 jumpsuit (cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA8: Sewing Pouch (no effects listed yet, cost 1)<br>EQ7: Molotov cocktail (+5 Ranged Attack damage against all enemies within close range of the target, -1 Agility to all enemies within close range of the target, cost 2)<br>EQ8: Mentats x2 (+2 Intelligence, +2 Perception for a period of time, cost 4)<br>EQ9:<br>EQ10:<br>EQ11:<br>EQ12:<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Chapter 1:<br>Explorer<br>&nbsp; +1 Perception<br><br>Dodger<br>&nbsp; +1 Agility<br><br>Swift Learner<br>&nbsp; +1 Intelligence <br><br><hr><br><strong>Player Name:</strong> DASHENKA<br><strong>Name:</strong> Kenya Hamilton<br><strong>Gender:</strong> Female<br><strong>Age:</strong> 25<br><strong>Appearance:</strong> <br><br>(http://www2.fileplanet.com/images/190000/194401ss_sm2.jpg)<br><br><strong>Any details of appearance you wish to add:</strong><br><strong>Details of character and backstory:</strong> Outgoing and spontaneous, sometimes flirty. Been a DJ since her father quit being one. Living a calm and normal life, mostly dedicated to her work. Rumours go that people she has been with, mysteriously lost items. <br><strong>Job:</strong> Vault Radio DJ<br><strong>Home Location:</strong> 1st Level female dormitory<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 6 (6 basic)<br>Ranged Attack: (No ranged weapons yet)<br>Strength: 6 (6 basic)<br>Accuracy: 5+3 = 8 (5 basic, +3 Intense Training)<br>Agility: 5+1=6 (5 basic, +1 Dodger)<br>Intelligence: 5 (5 basic)<br>Defense: 4 (4 basic)<br>Perception: 5 (5 basic)<br>Stealth: 5+1 = 6 (5 basic, +1 Thief)<br>Luck: 4 (4 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: Knife (damage = Agility +3, cost 2)<br>WP-EQ2: Knife (damage = Agility +3, cost 2)<br>WP-EQ3: <br>AR-EQ4: Vault 111 Jumpsuit (cost 0)<br>AR-EQ5: <br>EQ6: Jet x3 (cost 9)<br>EQ7: Food x2 (2 meals, cost 1)<br>EQ8: Moonshine (+2 strength, -1 intelligence, -1 agility (for a limited time), cost 2)<br>EQ9: Rad-X (Character is resistant to radiation for a period of time, cost 3)<br>EQ10: Water Bottle (full of water, cost 1)<br>EQ11:<br>EQ12:<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Chapter 1:<br>Thief<br>&nbsp; +1 Stealth<br><br>Dodger<br>&nbsp; +1 Agility<br><br>Intense Training<br>&nbsp; +3 Accuracy<br><br><hr><br><strong>Player:</strong> MILES TRENT<br><strong>Name</strong>: Francis Luciano<br><strong>Gender</strong>: Male<br><strong>Age</strong>: 28<br><strong>Appearance</strong>:<br><br>(http://i14.photobucket.com/albums/a323/Robopoop/Bio%20Pics/826716-ken_ewers.jpg)<br><br><strong>Any details of appearance you wish to add</strong>:<br><strong>Details of character and backstory</strong>: The Italian migrant Luciano family was one of the last to huddle into the vault decades ago as a part of the engineering crew chosen to run Vault 111's maintenance, despite them being migrants and only respected because of their abilities in mechanics and repair. Since then, there had been many generations of Lucianos, all working the same job every day of their lives till the day of their deaths. The latest generation, raised by now American Italian birthed Henry and Anne Luciano, is the cool headed and dedicated Francis Luciano.<br><br>While a number of the engineers around the vault have the heavy muscles for the job, Francis is 'the small guy' who worked on the smaller, more intricate items like broken speakers and table lamps. Standing only 5'7", he really isn't the tallest guy around, which makes him an easy target to be picked on when he was a young teenager. He keeps himself ice cool nonetheless, an incredible composure and patience developed from 10 years of repairing some very delicate machinery that few had the steady hands or the mindset to do.<br><br>His experience comes down from the teachings of his father, grandfather and fore fathers before him, not just from the training he received from teachers in his field. His ancestry from the days the bombs fell pushed far enough to make his vocation as a facilities engineer almost traditional in practice, yet still welcome to innovative new ideas. With this in mind, he has been known to tinker with some very strange things in his free time, using whatever seemingly useless scrap he could find, inspired by the incredibly old holotapes, projector slides and holovids in the archives. His most renowned creation was the Rad Roach Trap, a device that functions much like a mouse trap but the actual trap itself is a deadly skewer that impales when triggered. 'Morbid and incredibly messy, but still effective', was the comment of one of his colleagues. He's also popular with the kids as a toy maker, constantly being bothered sometimes to make something new for them to play with.<br><br>Francis lives on his own in the 1st floor dorms, dedicated and dutiful in his work despite the boring hours in each shift. Every now and then, his parents would call to see how he was doing, constantly being pressured to do better and find himself a girlfriend as soon as possible. Despite his looks and demeanour, he has never had a woman in his life and seems too distracted by his work to take extended notice. He could be seen as socially awkward, having a habit of being too humble and reserved from parties and conversations, tending to believe that he really isnt needed at social gatherings and that his opinions doesn't really need to be heard until necessary. Yet, he exercises a certain kind of sly cunning derivative of his talent for new innovation. When he does find himself speaking, his voice is deep and his accent has a tinge of an Italian slur.<br><strong>Job</strong>: Maintenance - Facilities<br><strong>Home Location</strong>: 1st Level Dorms<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 5 (5 basic)<br>Ranged Attack: (No ranged weapons yet)<br>Strength: 4 (4 basic)<br>Accuracy: 4 (4 basic)<br>Agility: 6+1=7 (6 basic, +1 Dodger)<br>Intelligence: 8+3=11 (8 basic, +3 Intense Training)<br>Defense: 5 (5 basic)<br>Perception: 7 (7 basic)<br>Stealth: 3 (3 basic)<br>Luck: 3 (3 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: Knife (damage = Agility +3, cost 2)<br>WP-EQ2: Improvised Weapon – Sharpened Screwdriver (Damage = Strength +1, cost 1)<br>WP-EQ3: Improvised Weapon – Weighted Mallet (Damage = Strength +1, cost 1)<br>AR-EQ4: Vault 111 Utility Jumpsuit (+1 Agility, +1 Defense, cost 1)<br>AR-EQ5: Pre War Baseball Cap (+1 Perception, cost 2)<br>EQ6: Karry-All (Occupies one equipment slot but has within it 8 slots of mixed types, Vault-blue, cost 3)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA1: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA2: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA3: Food x2 (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA4: Food x2 (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA5: spare Vault 111 jumpsuit (cost 0)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA6: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA7: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA8:<br>EQ7: Engineer's Tool Belt (no effects listed yet, cost 2)<br>EQ8: Rad-Away x2 (Radiation level instantly brought down by one level, cost 2)<br>EQ9: Rad-X (Character is resistant to radiation for a period of time, cost 2)<br>EQ10:<br>EQ11:<br>EQ12:<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Chapter 1:<br>Mr. Fixit<br>&nbsp; &nbsp;In addition to weapons and armor, on occasion, your character can fix broken machines, vehicles, and robots (spare parts will not be needed for these special repairs)<br><br>Dodger<br>&nbsp; +1 Agility<br><br>Intense Training<br>&nbsp; +3 Intelligence <br><br><hr><br><strong>Player Name:</strong> MINOTAURUS <br><strong>Name:</strong> Gilbert Bates ("Gil")<br><strong>Gender:</strong> Male<br><strong>Age:</strong> 26<br><strong>Appearance:</strong><br>(http://i279.photobucket.com/albums/kk137/HaibaneR/doctor_lesko.jpg)<br><br><strong>Details of character and backstory:</strong> Gilbert Bates is an unmarried doctor and a general practitioner kept busy looking after the many minor and some major ailments of Vault 111's dwellers. From a very young age Gil showed an extremely high intelligence. His parents saw early on a strong aptitude for numbers and mathematics and encouraged these traits. He spent long hours studying and so his interactions with his peers were limited so he is a little socially awkward. He is your typical geeky nerd. Upon entering his teenage years, he was put on the medical fast track and this direction in his education was confirmed by his G.O.A.T. test results when he was assigned to the Medical Team, quickly rising to become one of the best young doctors. While he hasn't earned one of the valued doctor's homes, there is no doubt that one day he will. Or he would have, if it weren't for one minor thing. Overhearing two security guards talking about the tapping outside and how it might be people, Gil's interest was piqued. If curiosity really killed the cat, then Gil had better hope he has nine lives. After listening to the guards talk, and listening to their hunches, he decided he wanted to go out and examine these people. For once in his life, he devoted himself to something besides scholastic studies. He spent many, many hours working out in the gym. While his strength improved a little, he found out he was a lot more agile than expected. This is probably due to the fact that he's pretty skinny. He has been training for several months now, and is curious to find out exactly what the noises from outside will mean however there seems to be no change at all in the noises and if anything they have now stopped.<br><strong>Job:</strong> Doctor<br><strong>Home Location:</strong> 1st Level dorms<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 5+5=10 (5 basic +5 Life Giver)<br>Ranged Attack: (No ranged weapons yet)<br>Strength: 3 (3 basic)<br>Accuracy: 6+3=9 (6 basic +3 Intense Training)<br>Agility: 6+1=7 (6 basic, +1 Dodger)<br>Intelligence: 8+1=9 (8 basic, +1 Lab Uniform)<br>Defense: 4 (4 basic)<br>Perception: 5 (5 basic)<br>Stealth: 3 (3 basic)<br>Luck: 5 (5 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: <br>WP-EQ2: <br>WP-EQ3: <br>AR-EQ4: Vault 111 Lab Uniform (+1 Intelligence, cost 1) worn over Vault 111 jumpsuit (cost 0)<br>AR-EQ5: <br>EQ6: Karry-All (Occupies one equipment slot but has within it 8 slots of mixed types, Vault-blue, cost 3)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA1: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA2: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA3: Food x2 (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA4: Food x2 (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA5: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA6: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA7: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA8:<br>EQ7: Doctor's medical bag (no effects listed yet, cost 2)<br>EQ8: Rad-Away x2 (Radiation level instantly brought down by one level, cost 2)<br>EQ9: Med-X x3 (+2 defence for a period of time, cost 3)<br>EQ10: Stimpak x3 (health instantly regained by 3 points, cost 3)<br>EQ11: Mentats (+2 Intelligence, +2 Perception for a period of time, cost 2)<br>EQ12:<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Chapter 1:<br>Living Anatomy<br>&nbsp; -1 Defence on all organic opponents<br><br>Life Giver<br>&nbsp; +1 Health<br><br>Intense Training<br>&nbsp; +3 Agility<br><br><hr><br><strong>Player:</strong> WRITERSBLOCKADE<br><strong>Name:</strong> Herb Swann<br><strong>Gender:</strong> Male<br><strong>Age:</strong> 30<br><strong>Appearance:</strong> The man could, at best, be defined as a walking box. Broad shoulder, barrel chest, and a squared stance. He stands at 5’10 and weighs 200 pounds of hard working muscle. A look at the man’s hands and you wouldn’t think he could work on more delicate anything, let alone equipment, but he does, and does so in a flourish. <br><strong>Any details of appearance you wish to add:</strong> Tattoo of a wrench-wielding Vault-Boy with “Born to Wrench Havoc” written underneath on his right arm.<br><br>(http://i825.photobucket.com/albums/zz178/Writersblockade/SC-3engineer.png)<br><br><strong>Details of character and backstory:</strong> The news of the surface dwellers filled Herb with more curiosity than most. He saw the educational slides they showed of what the surface could be expected to be, and though he didn’t know if he wanted any part of cockroach he could waltz with, something other than the pipes he’s come to know as home could be an interesting addition to life in the Vault. <br><br>As a man, life has been pretty lonely for him. Save for the occasional prostitute, he hadn’t found anyone he could spend his life with…that is, he couldn’t find anyone that would want to waste their time with someone who needed a haz-shower before a REAL shower, and then a bed to crash in. He made no excuses for his life, as the options for anything else were stripped away from him, but it did give him time to tinker from time to time. Small little contraptions and sketches that made life a little more agreeable. He’d managed to keep the power spikes from affecting his dorm, and also made sure his pipes used the hot water they could have, was used as efficiently as possible. Taking work home with him never seemed all that bad and some of the more nicer neighbours couldn’t agree more, since he kept busy making sure they were taking care of as well.<br><strong>Job:</strong> Main Job is Reactor Plant Engineer, though he has helped fill in for Electrical Engineer on the odd day.<br><strong>Home Location:</strong> 1st Level male dormitory on the “bad” side of The Vault<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 6 (6 basic)<br>Ranged Attack: (No ranged weapons yet)<br>Strength: 8 (8 basic)<br>Accuracy: 5 (5 basic)<br>Agility: 4-1+1+3=7 (4 basic, -1 Sledge hammer, +1 Utility Suit, +3 Intense Training)<br>Intelligence: 5+1=6 (5 basic, +1 Swift Learner)<br>Defense: 6+1=7 (6 basic, +1 Utility Suit)<br>Perception: 4+1=5 (4 basic, +1 baseball cap)<br>Stealth: 3 (3 basic)<br>Luck: 4 (4 basic)<br><br><strong>Possessions:</strong><br>Pip-Boy 3000, cost = 0<br>Vault 111 Jumpsuit, cost = 0<br>Engineers Tool Belt, cost = 2<br>Sledge Hammer, cost = 2 (-1 Agility)<br>Vault 111 Utility Jumpsuit (x2), cost = 2 (+1 Agility, +1 Defense)<br>Pre-War Baseball Cap, cost = 2 (+1 Perception)<br>Karry-All (black), cost = 3<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: Sledgehammer (Damage = Strength +5, Agility-1, cost 2) <br>WP-EQ2: <br>WP-EQ3: <br>AR-EQ4: Vault 111 Utility Jumpsuit (+1 Agility, +1 Defense, cost 1)<br>AR-EQ5: Pre War Baseball Cap (+1 Perception, cost 2)<br>EQ6: Karry-All (Occupies one equipment slot but has within it 8 slots of mixed types, Uncle Sam Brown, cost 3)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA1: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA2: Water Bottle (full of water, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA3: Food (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA4: Food (2 meals, cost 1)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA5: Stimpak (health instantly regained by 3 points, cost 2)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA6: Rad-Away (Radiation level instantly brought down by one level, cost 2)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA7: Rad-X (Character is resistant to radiation for a period of time, cost 2)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA8: Spare Vault 111 Jumpsuit (cost 0)<br>EQ7: Engineer's Tool Belt (no effects listed yet, cost 2)<br>EQ8: <br>EQ9: <br>EQ10: <br>EQ11: <br>EQ12:<br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Mr. Fixit<br>&nbsp; In addition to weapons and armor, on occasion, your character can fix broken machines, vehicles, and robots (spare parts will not be needed for these special repairs)<br><br>Intense Training<br>&nbsp; +3 Agility<br><br>Swift Learner<br>&nbsp; +1 Intelligence<br><br><hr><br><strong>Player Name:</strong> THE VILLAIN<br><strong>Name:</strong> Samuel Reemes<br><strong>Gender:</strong> Male<br><strong>Age:</strong> 23<br><strong>Appearance:</strong><br><br>(http://media.giantbomb.com/uploads/3/30014/1155467-billy2_super.jpg)<br><br><strong>Any details of appearance you wish to add:</strong> The Eye Patch isn't real. Long story. Kind of embarrassing, don't ask.<br><strong>Details of character and backstory:</strong> Samuel Reemes always was the mean little kid. The bully instead of the bullied, he unfortunately ruined the old stereotype of bullies growing up to be nobodies. True he did seem rather aimless for a long time, that is until he found the remnants of the Western movies section. Loving the idea of the quiet stranger with fast fingers, Sam would finally take to weapons training. Maybe it wasn't a surprise that he had the natural talent to excel, but it was certainly interesting to see how far he'd go given his dislike of actual work. The bullying did tone down in his teens after Sam discovered girls, and now he's gotten rather diplomatic.<br><br>Now an adult, Sam got work as a security trooper. He's also considered one of the best gunslingers in the vault as well. As the G.O.A.T. has revealed he's not particularly smart or stealthy but he "flies like a butterfly and stings like a bee". As long as he doesn't have to make any important decisions for those around him it should be okay.<br><strong>Job:</strong> Vault Security Deputy<br><strong>Home Location:</strong> 1st Level Dorms<br><strong>Karma</strong><br>(http://images4.wikia.nocookie.net/__cb20100828102405/fallout/images/9/9a/True_Mortal.png)<br><br><strong>Stats (45 points):</strong><br>Health: 7 (7 basic)<br>Ranged Attack: (No ranged weapons yet)<br>Strength: 3 (3 basic)<br>Accuracy: 8+3=11 (8 basic, +3 Intense Training)<br>Agility: 3+1=4 (3 basic, +1 Security Baton)<br>Intelligence: 3 (3 basic)<br>Defense: 3+1+3=7 (3 basic, +1 Security Helmet, +3 Security Armour)<br>Perception: 7 (7 basic)<br>Stealth: 3 (3 basic)<br>Luck: 8 (8 basic)<br><br><strong>Possessions (20 points):</strong><br>WP-EQ1: Security Baton (Damage = Strength +2, +1 Agility, cost 3)<br>WP-EQ2: 10mm pistol (Damage = Ranged Attack +4, cost N/A)<br>WP-EQ3: <br>WP-EQX: (extra carrying slot for a gun)(Gun Nut Perk)<br>AR-EQ4: Vault 111 Security Armour (Defence +3, cost 3)<br>AR-EQ5: Vault 111 Security Helmet (Defence +1, cost 2)<br>EQ6: Karry-All (Occupies one equipment slot but has within it 8 slots of mixed types, Vault Blue, cost 3)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA1: Spare Vault 111 Jumpsuit (cost 0)<br>&nbsp; &nbsp; &nbsp; &nbsp;KA2: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA3: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA4: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA5: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA6: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA7: <br>&nbsp; &nbsp; &nbsp; &nbsp;KA8: <br>EQ7: Med-X (+2 defence for a period of time, cost 2)<br>EQ8: Stimpak x2 (health instantly regained by 3 points, cost 4)<br>EQ9: Food x2 (4 meals, cost 2)<br>EQ10: Water Bottle (full of water, cost 1)<br>EQ11: 10mm clip (ammo for 10mm pistol, cost N/A)<br>EQ12: <br><br><strong>Other:</strong><br>Pip-Boy 3000<br>Vault Dweller Survival Guide<br><br><strong>Perks:</strong><br>Lady Killer<br>&nbsp; -2 Defence to all female human opponents<br><br>Gun Nut<br>&nbsp; Extra Gun can be carried<br><br>Intense Training<br>&nbsp; +3 Accuracy<br><br><hr><br><strong>Our Gentlemen:</strong><br><br>Flash Gordon – Sam Clarke – Engineer-Electrical<br>Ramster - Frederick Howard Jupiter – Maintenance-Plumbing<br>WritersBlockade - Herb Swann - Engineering-Reactor<br><del>Miles Trent - Francis Luciano – Maintenance-Facilities</del> = on hiatus ufn<br><del>Minotaurus – Gilbert Bates – Medical Doctor</del> = on hiatus ufn<br>TheVillain - Samuel Reemes - Vault Security<br><br><strong>Our Ladies:</strong><br><br>Rachubka - Dr. Morgan Townsend – Senior Vault Doctor<br>TheLivingWonder – Amy Saunders – General Science Team<br>Lemon Lime - Alta C. Riley – Science Team-Physicist<br>Zillah - Emily Steele – Teacher<br>Dashenka - Kenya Hamilton – 'Radio One-Eleven' DJ<br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Of Molerats and Men (Character/Database Thread)</strong><br>
				Post by: <strong>Haibane</strong> on <strong>18-01-2011, 22:49:18</strong>
			</dt>
			<dd class="postbody">
				(http://i279.photobucket.com/albums/kk137/HaibaneR/Vault_111_Plan.jpg)<br><br>Vault 111 Schematic.<br><br>Please assume there are other levels and areas but which are not shown as they would be repetetive and are not necessary to the game. Principally there will be some kind of sports facility, a library, TV and music rooms, various small rooms for clubs so that 111 personnel can follow their hobbies and interests in like-minded groups, a swimming pool, UV tanning chamber, council chamber, other machinery spaces, various trunking/ducts/crawlspaces etc.<br><br>There are two types of doors shown on the plan - a narrow gap denotes an ordinary steel plate door that opens by pressing a touchpad. Those to private quarters my be locked with a digital code by the owner. They are not blastproof and might even jam open or closed if there is a blast nearby or a heavy blow to the door. More than one 111 Vault dweller has had to be cut out of their quarters by the maintenance crews after a domestic argument resulted in a heavy object such as a table, book case or person being thrown against the doors jammed them.<br><br>The other type of door is shown by a thin line with two thicker 'doorposts'. These are containment doors, double width and of heavier construction designed to contain flooding, fire, radiation leaks or blasts. They are usually locked in the open position but in times of emergency can be closed by keying a code on a number pad. Out of sheer laziness and lack of use (and because during the drills people kept forgetting) all the doors are now coded 1-2-3-4.<br><br>Not shown on the map but please consider it present is a small elevator just big enough for one gurney and a couple of people that connects the medical bay with the other levels, exiting in a screened off corner of the restaurant/cafeteria (level 1) and in the storeroom (level 3).
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Of Molerats and Men (Character/Database Thread)</strong><br>
				Post by: <strong>Haibane</strong> on <strong>22-01-2011, 20:50:19</strong>
			</dt>
			<dd class="postbody">
				<strong>WEAPONS DATABASE</strong><br><br><span class="bbc_u">Un-powered Melee Weapons</span><br><br><strong>Improvised Weapon: (http://images4.wikia.nocookie.net/__cb20091015145922/fallout/images/6/66/TIREIRON.png)</strong> Includes all general improvised concussive blunt weapons such as Crow Bar, Tire Iron, Wrench, Table Leg, Hammer, Lead Pipe, Length of Scaffold Pole, Pool Cue, Rolling Pin, etc.<br><strong>Effect:</strong> Damage = Strength +1<br><strong>Cost:</strong> 1 <br><br><strong>Baseball Bat: (http://images1.wikia.nocookie.net/__cb20081227211042/fallout/images/thumb/9/98/BASEBALLBAT.png/830px-BASEBALLBAT.png)</strong> Typical Vault sports equipment, of rock-hard polished hickory, can be swung faster and hit harder than the above with a longer reach, also superior because unlike an improvised weapon it has a proper grip and is weighted to deliver a blow. These are not found out in the wasteland or only very rarely due to most having rotted away with age.<br><strong>Effect:</strong> Damage = Strength +3<br><strong>Cost:</strong> 2 to characters under age 21, 3 to others.<br><br><strong>Sledge Hammer: (http://images1.wikia.nocookie.net/__cb20091015145530/fallout/images/9/9a/Sledgehammer.png)</strong> Very heavy and with long reach but slow to swing.<br><strong>Effect:</strong> Damage = Strength +5. Causes -1 Agility to wielder.<br><strong>Cost</strong> 2 to engineer characters, 4 for others. <br><br><strong>Knife: (http://images3.wikia.nocookie.net/__cb20091015144743/fallout/images/6/6e/Knife_FO3.png)</strong> Includes various types such as Switch Blade, Combat Knife, Meat Cleaver, Bread Knife, etc - fast and can do lots of damage in skilled hands but needs agility to use well, otherwise mostly useless.<br><strong>Effect:</strong> Damage = Agility +3<br><strong>Cost:</strong> 2<br><br><strong>Security Baton: (http://images3.wikia.nocookie.net/__cb20081103045526/fallout/images/e/e5/Fallout3security.jpg)</strong> Standard Vault security issue - very fast in use but of low striking power. Mostly useful against un-armoured opponents like radroaches, mole-rats and annoying Vault teenagers.<br><strong>Effect:</strong> Damage = Strength +2. Causes +1 Agility to wielder<br><strong>Cost:</strong> 3 to security personnel<br><br><strong>Brass Knuckles: (http://images3.wikia.nocookie.net/__cb20091015144215/fallout/images/8/8d/Brass_Knuckles.png)</strong> Simple and quick, also can be worn/used without it taking up the use of that hand such as melee weapons do. Low damage.<br><strong>Effect:</strong> Damage = Strength +1<br><strong>Cost:</strong> 1 to male characters, 2 to female characters<br><br><span class="bbc_u">Small Guns - Handguns</span><br><br><strong>.32 Revolver: (http://images4.wikia.nocookie.net/__cb20101204035911/fallout/images/thumb/9/9d/32snub_v2.png/830px-32snub_v2.png)</strong> Standard pre-war police issue, a very weak weapon having short range and low hitting power, but very reliable and spare parts are common everywhere.<br><strong>Effect:</strong> +3 Ranged Attack<br><strong>Ammo:</strong> .32 Box<br><br><strong>10mm Pistol: (http://images1.wikia.nocookie.net/__cb20091015150104/fallout/images/thumb/a/a5/N91PISTOL.png/830px-N91PISTOL.png)</strong> Standard Vault security issue, low hitting power but fair range. A silencer is available for this weapon.<br><strong>Effect:</strong> +4 Ranged Attack<br><strong>Ammo:</strong> 10mm Clip<br><br><strong>Sawn-off double barrelled shotgun: (http://images3.wikia.nocookie.net/__cb20091015150656/fallout/images/thumb/0/0a/SAWEDOFFSHOTGUN.png/800px-SAWEDOFFSHOTGUN.png)</strong> Standard Vault security issue for serious times. Rare but immense punch at very short range such as across a room. Of little use beyond about twenty feet. This gun is very simple to use and can be wielded by those unused to firearms. It's spread of pellets does not require an accurate aim, thus it gives an Accuracy bonus.<br><strong>Effect:</strong> +6 Ranged Attack at very close range, +1 Ranged Attack at longer range. +2 Accuracy.<br><strong>Ammo:</strong> Shotgun shells box
			</dd>
		</dl>
		<div id="footer" class="smalltext">
			
			<span class="smalltext" style="display: inline; visibility: visible; font-family: Verdana, Arial, sans-serif;"><a href="https://elliquiy.com/forums/index.php?action=credits" title="Simple Machines Forum" target="_blank" class="new_win">SMF 2.0.19</a> |
 <a href="https://www.simplemachines.org/about/smf/license.php" title="License" target="_blank" class="new_win">SMF © 2021</a>, <a href="https://www.simplemachines.org" title="Simple Machines" target="_blank" class="new_win">Simple Machines</a>
			</span>
		</div>