Alright, I've just about got all the ones I want to use. My interfaces are full. I have two things I need.
- I have a series of histories I've already made, but they need descriptions and benefits/penalties. I'm asking you to fill them in for me.
- I also need more evil type histories. I have fiend, thief, bounty hunter, sleazy salesman, and great kahn. I need 3 more
So there it is, that's what I need. Below are the histories that I have. I won't reveal which ones are in which history brackets, and I actually wanted to keep the entire list a secret until the mod released, but I'm just out of ideas and need help.
Formatting Guidelines:
- The description should contain the benefits/penalites if possible. Similar to the Brotherhood description below.
- Benefits should equal no more than 20 additional skill points.
- Penalties should equal no more than benefits.
- SPECIAL Penalties should follow the above guidelines, except no more than 4 SPECIAL should be affected.
- Extra bonuses should not involve dialog or major game changing.
Feel free to edit or add anything to any of the below.
Bar Fly:
The wasteland is a lush garden of mutated beasts, undrinkable waters, and humans driven to cannibalism and beyond. You've given up trying and have been hiding behind a bottle for years. You're the town drunk.
Other Bonuses: While under the influence of alcohol (+1 Intelligence, +1 Agility, -5% Gun Spread),
Bounty Hunter:
+5 combat skills, -10 Speech
Brotherhood:
You are part of the mighty Brotherhood of Steel. Due to the training you received you gain the ability to wear power armor and are adept at using guns (+10 Guns). The Brotherhood was never known for stealthy approaches though, and you are no exception (-10 to Sneak).
Other Bonuses: Can use Power Armor. In the Brotherhood Faction (their enemies are your enemies).
Brotherhood Recreant:
You were once a member of the mighty Brotherhood of Steel. However, you have grown disillusioned at the current state of things and have renounced the ways of the Brotherhood (Shunned). You still remember some of your training (+5 Guns), though not all (-10 Science). Though you have gained new perspective on the world (+5 Survival).
Other Bonuses: None
Caravaneer:
You once ran a prosperous caravan, and your business experience shows it (-10% Buy Cost). However, hard times and recent attacks have whittled your capital down to nothing (-1 Luck). Out of resources and a job, you've struck out for New Vegas in the hopes of striking it big so you can rebuild your business.
Other Bonuses: Start with Long Haul Perk. (shotgun damage)
Fiend Raider:
Follower of the Apocalypse:
You were found as an orphan and raised by the Followers. They educated you (+5 Science, +5 Medicine) and taught you the history of the world. However, this knowledge comes at a price. Your training did not include combat, and so you are lacking in fighting skills (-5 to all combat skills).
Other Bonuses: Part of the Followers of the Apocalypse Faction (their enemies are your enemies).
Follower Apostate:
You were found as an orphan and raised by the Followers. They educated you (+5 Science, +5 Medicine) and taught you the history of the world. However, this knowledge comes at a price. Your training did not include combat, and so you are lacking in fighting skills (-5 to all combat skills).
Other Bonuses: Part of the Followers of the Apocalypse Faction (their enemies are your enemies).
Gambler:
Gladiator:
Early on you discovered a talent for fighting (+5 to Unarmed and Melee). You weren't interested in losing yourself to the chems to become a Fiend Raider, and the Jackals are just desperate yokels with sticks. You found a good place to earn caps and respect in The Thorn.
Other Bonuses: None
Great Kahn Member:
Immigrant:
Looking to escape your old life and past demons, you've travelled the wilderness on foot (+10 Survival), staying off the roads to avoid thugs and ruffians (-5 to combat skills). Drawn by the lights seen from miles in the mountains, you've arrived in New Vegas.
Other Bonuses: None
Legionary:
You were once part of a tribe that was incorporated into Caesar's Legion. Now you are forced to fight his enemies. Your former life as a tribal has afforded you some knowledge of the land (+5 Survival) and your training in the Legion has turned you into a true fighting force (+5 Guns). However, your lack of ....... (-10 Speech).
Other Bonuses: Part of the Legion Faction (their enemies are your enemies).
Legion Scout:
Mechanic:
You've always had an easy time with mechanical parts (+15 Repair). Furthermore, you seem to possess an aura around you and robots will never fire upon you unprovoked. Time spent talking to machines all day has left you a little awkward around your fellow humans (-10 to Speech).
Other Bonuses: Robots are friendly. Start with the Jurry Rigging Perk.
NCR Deserter:
NCR Scout:
As a scout for the NCR, you are very in tune with nature (+5 Survival). However, all this sneaking (+5 Sneak) around and not fighting have dulled your combat skills (-5 Guns).
Other Bonuses: Start with Light Step Perk.
NCR Trooper:
From a young age you always wanted to be a soldier. You joined the NCR Military and were shipped out to New Vegas. Your military training taught you how to fight (+10 Guns), but your upbringing in New California left you lacking in other areas (-5 Lockpick, -5 Survival).
Other Bonuses: Part of the NCR Faction (their enemies are your enemies).
Prospector:
Living the life of a prospector you've learned to find parts and pieces in the most obscure locations. You have also become conditioned to lugging all of your “treasures” around the wastes (+15 to Carrying Capacity). But with all the time in world, speed has never been on your side (-5% Speed).
Other Bonuses: Start with either Pack Rat or Scrounger Perk.
prosttute:
Sheriff:
You've spent most your life defending towns throughout the Mojave from evil. You’ve become adept at reacting quickly to dangerous situations when enacting the rule of law (+15 action points).
Other Bonuses: Start with The Professional Perk.
Slave:
Snake Oil Salesman:
Stranded Settler:
Your brahmin-drawn Corvega wagon was too obvious a mark, and you were lucky to make it away from the raiders with your life. Destitute and having lost everything, life's sick idea of luck has played out again and again as you survive by the skin of your teeth.
Other Bonuses: None.
Survivalist:
You've spent your life wandering the Mojave Desert. Due to radiation exposure you've developed a slight resistance to Rads (+10 Rad Resistance) and skill at desert survival (+10 Survival). Rock and sand fills your days, and you’ve never given much thought to technology (-5 to Science).
Other Bonuses: None.
Thief:
Town Resident:
A long-time resident of a small town, you've scraqed out a living in the dust bowl. Your close working with pre-war technology has given you smarts (+5 Repair, +5 Medicine, +5 Science), but has left your knowledge of the world behind (-5 Survival, -5 Guns, -5 Energy Weapons).
Other Bonuses: None
Village Idiot:
-3 int -10 speech, +10 barter, +small rep all good