The Protector's Complex - RP (Beta)

Post » Thu May 03, 2012 11:18 am

http://i1201.photobucket.com/albums/bb345/Tickchicktock/ProtectorsComplex.png

(NOTE: All information has a chance of being changed. If you really do/don’t like, or are confused by, a particular part of it, please say so.)
The Guard’s attachment to the one they defend must be powerful, and there must be an absolute need to keep that individual alive, to the extent that life would be unthinkable without their presence in the world. As the protector, each one’s reasons can vary, but what matters is that they perceive it as more than a job – that they could get yet again – but as guarding an irreplaceable being. Even with the continuous fine-tuning of the process used to create reliable, undefeatable protectors, dedicated to one person for a lifetime, it is imperfect. Which is why we have “The Final.”

The Plot

__In a northern part of former Oklahoma, several projects – some military – were made in a science facility, now called The Sun. Its elite 25%, the “Natives,” are each protected by a specific Guard – often picked when the Native is 3-5 years – that dedicates their life to defend them. The process to train them – and know and love the Native they protect – lasts until they reach fifteen or older, and their Native reaches five or older, in which they take The Final. This test is what proves whether the pair is strong enough, and functional enough, to be worthy of returning to The Sun.
__The most recent test (in 157 years-after, or 2234) - for a new batch of the Generation 3 Guards and the first batch of the Prototype 4 Guards – has just begun. All of the Guards and the Natives will be sent, together, in a remote location; unconscious during the trip there. Those of The Sun have placed keys, a]nd clues to where the keys are, across the map. The goal for the Testers is to find a key so as to be allowed back into The Sun, find The Sun, and survive long enough to return there.



The Focus of the RP:

The focus of the RP will be (1) on the political, psychological, and ethical situation of this Protector’s Complex and The Sun’s community – and about the way they all socialize in the RP with each other under these cultures - and (2) the aspect of survival, as everyone is trying to keep or improve their current life.
It is a Fallout RP, but will be so in the sense of its setting and, perhaps, references to events on the west coast around that time or before. Similar to a Vault-styled RP (With its own, fan created experiment.) or an RP set directly after the Great War. It is highly encouraged that, if you have any Fallout-y ideas to add, to bring it up/use it; you will be credited for it. Actual things from Fallout(like lifeforms) will be here, and I will do my best to make interesting and new content that fits Fallout's atmosphere.

This RP is, undeniably, more complicated than average. However, I made it such to try to make it as clear as possible in my attempts to blend a more traditionally styled RP with a writing-styled RP loosely, and to make a more fleshed out world ahead of posting the RP that can be explored.

What You Do:

The motive your character will probably have, if nothing else. Though you are certainly allowed to give them any that would make sense.
_As a Guard or Native of the newest Generation 3 or Prototype 4 groups, the Testers, your goal is to survive and pass the test, and find home so that you can return to your community.
_As anyone of the previous Generation 3 groups(those that failed previous tests), or anyone of the generations prior to the third, you play an Outcast that has been unable to return home due to their failure – depending on how or why, they may or may not continue to try to win. Your motive might not be returning home and/or proving yourself any longer.
_As anyone else, which will only be a later option to play (unless you’re a newcomer to the northern/central part of Oklahoma entirely), your motive can be, essentially, anything.




Notes on Gameplay:

This is an important, if long, list, due to the fact that I won't be following the traditional form of a written RP, entirely. Please read.
  • There will be updates, descriptions, and possibly images to help give everyone a full understanding of the going-ons of this RP. There will probably be one big update post for every RP day that passes, consisting of a summary of what has happened, along with some new event(s) occurring to look into.
  • Your character can die. I will give you the chance of such when it’s possible, and if you go through with the risk, I might roll to see if your character lives, but only if it seems like a very serious possibility(if I don’t, then your character is guaranteed safety). Your chances will change based on what you do, and how interesting/helpful/effective/etc what your character does is.
  • Both because there may be those completely unfamiliar with Tabletop RPs and because I have never set up a system for it, before, myself, I am loosely applying stats and such to this game, and using Fallout’s system (in a more open/creative way for the player). Use your stats as a way to consider how things should go for your character; I will only use rolls if I feel it’s truly necessary.
  • I will be doing the rolling, and stating the results, to be completely positive there is no worry of cheating from anyone. I don't plan on rolls being remotely as frequent as a Tabletop RP.
  • The map has been planned out and made, but you have to discover the locations yourself. All of the Testers will be placed in the same spot, and I will show areas to you as you discover them - I will put an updated map publicly for every place known about by more than two characters(and known by two players or more).
  • Characters that have been in the lands for longer will probably know more, and I will give you information you would otherwise not know, if you make such a character.
  • (For those aiming to get keys), clues are not required. They simply make it far easier to find, as you will have to discover them on your own – the characters are not told of a key or clue’s location ahead of time.

The Rules:

  • Respect others.
  • At least one paragraph's worth – four sentences – per post. Only consistently ignoring this rule will be considered an offense, breaking it once in a while is understandable.
  • If you have any questions, about rules or otherwise, please PM me or ask in the OOC thread. You might not understand something, but you need to learn about it if you don’t.
  • The general standards of RPing(no godmodding, no powerplaying, etc.) must be followed.
  • PM your character sheet. To both the Co-GM(if there is one) and myself. What information that should be secret to the public, but known to us (you must say everything about the character ahead of time), should be colored something other than the default white.
  • Any information secret to your character(s), must be secret to other players who don’t know it, themselves. It’s meant as a way to make the RP a bit more interesting, and not painfully easy(as finding the keys/clues could be a lot quicker if you know exactly where to look, for example).
  • A character may be edited, in any way, five days after you first posted with them. After that, they must be exactly how you said - ignoring variables like character development.
  • You may have as many characters as you like, and make them whenever you like – except for the Testers(the non-Outcasts). You must make them at the beginning of the RP, as there won’t be a new group for another year.
  • If you play a Guard or Native(and the partner is still alive), you must have another player RP that partner to your Guard/Native, unless there’s absolutely no one else who wants to be. If you find someone to do such, you must discuss what the relationship is like, as it varies from each pairing, and these people will have known each other for most of each other’s lives. You may do so publicly or privately, but if there is information that others shouldn’t know, do not share it.




The World

Test Requirements:

There are different standards for the Native(or Guarded/Elite) and Guard.
Guarded:
Must own a key and be able to survive well enough to return home. If they manage to do this,
in the end, on their own, they receive a special kind of honor for being strong enough to live.

Guard:
Must own a key and do their job well enough to return home with their Native. Those that
cannot both find a key and keep the Native they Guard alive are banished from home,
having a special kind of shame if failing the latter.





Map

Will be linked after the RP is started. Will change/grow with every update, as the land is explored.




Notes on Cultures

The more critical things to keep in mind when making a character from a certain place, that should be known ahead of time. There will be more cultures revealed (and use as a background for a character) throughout the RP.

The Sun:
The Sun received so little damage from the Great War that it essentially had no impact, directly. And with their excellent defenses and tall and protective walls, nor did they receive any indirectly. Although information had been lost, much of what a pre-war citizen would know of history and society is still remembered and taught - though certain subjects are not taught to the Guards(nor is this fact announced). Unlike much of the world, The Sun managed to preserve its knowledge, technology, etc. - albeit with slight differences due to the fact it was a science facility. Without the oppression of the pre-war government, The Sun has allowed, for the most part, freedom of speech and the like and allowed culture to progress. It has gotten to the point that The Sun typically feels superior to the average outsider, and is disgusted by any noticeable, lingering influence of any kind from 2077 or earlier.
User avatar
KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Thu May 03, 2012 4:28 am

The Character Sheets


Key(for the Guard Character Sheet):
Generation 1
Generation 2
Generation 3
Prototype 4

Note: Essentially, everything has a certain amount of freedom to it. If you can give a reason as to why your character can do ___, or knows ____, you can do that. Your character could know how to fly a plane, or own a deathclaw, if your reasons for it are fair.
Also: Do not mention what doesn’t matter. (Example:) If you have no perks, do not have a “Perks:” category.



The details on the character sheet(About Stats, About Skills, etc.) are not entirely following Fallout's system, so - to those who are familiar with RPing/Fallout, as well as newbies - don't skip this.
About Stats:
Spoiler

Stats: Natural/genetic strengths and weaknesses.


This will be, essentially, S.P.E.C.I.A.L. However, there will be “sub-stats.” You split the points for the main stat into the sub-stats. Charisma is the one you must have. Otherwise, sub-stats are purely up to you.

Example 1:

If your character is blind, but has great hearing, put down all the senses as sub-stats and split the points up accordingly. If not, and there’s nothing else you’d want to do, don’t put down any sub-stats at all.

Example 2:

Charisma(10 Points):
-Social Skills(7 Points)
-Looks(3 Points)

This character would be ridiculously more skilled than average at socializing and winning people over with their personality, and slightly better than average in looks.
(The average-person's Charisma is at the level "5," and so the value(split evenly) of the average person's Social Skills and Looks would be "2.5.")
NOTE: The average person's number of points in a sub-stat is found though the formula ( (5) / (TOTAL # OF SUB-STATS) ). Look below:
Example 3:

*So, in Example 2, there are 2 sub-stats for Charisma:

(5/2)=2.5.

Therefore, the average person's looks would be "2.5," as well as their social skills.
To find the worst possible sub-stat score, make the formula ( (1) / (TOTAL # OF SUB-STATS). To find the best possible sub-stat score, make the formula ( (10) / (TOTAL # OF SUB-STATS) ). You can find the range of points this way. (Ex.: Social Skills and Looks would range from ( (1/2)-(10/2) ). Or 0.5 - 5 points.)

Ignoring automatic variations, and variations because of your specific character, there are “5” points to add, in total. It will be different with what kind of character, and if your plans for your character give them more or less points to add(being especially awesome versus disabled/dying).
About Skills:
Spoiler

Skills: What abilities and knowledge your character has, from experience.

This follows the set in Fallout: New Vegas. The skills for all characters starts at “15.” The average character, without any individual changes made by you, would have “15” points to add to any skill.
Because these are so general, you must add(as a description) what your character is specifically good at in a skill.

Example:
Character A
is very good at computers – everything to do with how to make them. But otherwise isn’t skilled in the fields of science even remotely. So:

Science: 30
-Very skilled in computers, and anything somehow involving how to make them, but nothing else.

Character B knows a lot of basic things about most things in science, but isn’t actually all that skilled in any of it. So:

Science: 30
-Has a vast amount of knowledge in many basic things about science, but isn’t actually skilled in any particular field.

Character A would be treated as if they had a “Computer” skill at 30, but 0 for essentially anything else(which means (s)he would only know the most common knowledge about anything), while B would have something below 30, but above 15 about anything. Having better knowledge than the average about near everything, but not actually having much skill in it, so that (s)he could do anything very big.
(Note: Lower natural ability does affect how well you might learn a skill. Lower intelligence makes it more difficult to complete activities requiring cognitive skill, for example.
About Perks:
Spoiler

Perks: What advantages they have because of their place in life.

It could be because of their skill, or their connections, or anything of the like (The better the Perk is, the more they cost(points)). An average character, without any individual changes made by you, starts with "10" points to add, and everyone picks (optionally) one or two perks.
It can be from the Fallout series (if it makes sense) or made up. If made up, you must give it a name and explain it, offer a cost you think its worth, and I'll tell you if I think it should be lower or higher(I'm open to discussion on these prices). If not made up, state its name, and I'll decide the cost. Like all aspects of the character sheet, you can change the perks up until the first five days after your first post with them. Once the character is made, all perks are gained from character development, events, etc. They do not cost anything, but can not be obtained in any other way.

About Traits:
Spoiler

Traits: One good thing for one bad thing. Your character gets an advantage for a disadvantage that is, roughly, equally as important.

Like Perks, it is optional - though you may have no more than two. It could be anything you made up, or that the Fallout series has provided. If it’s not from the Fallout series, you must give it a name, and then explain it(describe how it works, and then the effect it has).
There are no points needed for any trait, the cost is the requirement of a disadvantage.

Example:
Gifted(from Fallout 1):
"You have more innate abilities than most, so you have not spent as much time honing your skills."

+1 to all SPECIAL stats - but all skills are -10% at the start, and you receive 5 less skill points per level.

A Few Other Key Things:
Spoiler

These details are important due to the culture of The Sun. Therefore, they will be given a brief description here.
Status:
The amount of respect and privilege one gets is, to an extent, based on this. One can raise their status, but it is difficult to move from the one you were born in. The Elite are their own class, though they're rarely referred to as such - usually being called "the highest class," or "Natives" - because they are typically descendant of the scientists, who lived there before the Great War. Therefore "native" to The Sun. The Guard consists of the Upper and Lower class, the Upper being below the Elite, and the Lower being the bottom of the hierarchy.

Heritage:
Everyone within The Sun has their heritage recorded - telling whether they are descendant of the one tribe that joined The Sun, the military that had been there by the time of the Great War, or the scientists. In more recent history, the population has begun to slightly ignore this system, and heritages have become more frequently mixed. However, all citizens of Generation 1, practically, were only one of the three. It was taboo, and still now not entirely acceptable. Those with most of their genetic relation to the scientists in past are most commonly in the Elite, though not 100% of the time. Those with enough blood otherwise are almost always within the Upper or Lower Guard classes.

Advantages/Disadvantages with Guards and Natives:
With the exception - to an extent - of the Generation 1's Guard, Natives have far more free will. But Guards have more points to use. With every generation, there are more points and bonuses for less willpower and more extreme characteristics in their nature(such as their relationship with the Native).
The Guard does have free will, but they severely lack it - all the more so whenever it involves their partner. They can even hurt said partner, if they have some "disorder" in their relationship (for lack of a better word), but in the end the Guard has an instinct(literally, after Gen. 2) to defend them.

Guard:

Name:
[ First Last ] Nickname
Note: You do not have to follow this format if an Outcast and if they have a different name now, but (if they do) you still must mention their former one in the proper format.
Position:
[ Guard ] (Outcast)
Remove "(Outcast)" if your character is not one.
Age:
[ 37-72 ] [ 22-52 ] [ 15-38 ] [ 15-25 ]
Gender:
[ M/F ]
Status:
[ Class(Upper/Lower) - Generation Number(1-4) ]
Heritage:
[ % (Tribal, Troop(for those descendant of the Military), and/or Native) ]
Guards should be no more than 50% Native. Generation 1 Guards should be 0% Native.
Native(the one they Guard):
[ First Last ]
Note: Mention, if the Native is no longer around, why.(Only for Outcasts)


Description and History:

Explain, specifically, why they find the Native they protect important - remember that the feeling should be extremely powerful. Generation 1 and 2 were made to grow up with theirs, and pair with those they got along with very well. Generation 3 and Prototype 4 were, along with this, given some genetic modification to, naturally, find a strong appeal of some sort toward their Native, and an absolute necessity to defend them. Many of these relationships have flaws, even if it is just in that the Guard feels it too powerfully, and so it is highly encouraged you have a flaw about the relationship (especially since this is a part of the main conflict). Also, detail their history - how did they live in The Sun, how did they grow up in that culture and with the Native they were meant to protect, what was their life otherwise like, etc. etc. The Outcasts should have a history about what happened to cause them to fail the test(purposefully or accidentally) and what they did during and after.

Personality:

At least one important flaw is required. Unless it is extremely severe, any flaw in the Guard's behavior in the relationship with their Native does not count.

Appearance:

A description of how they look.

Apparel, Weapons and Inventory:

(For the Testers:) This will be changed throughout the RP, based on what your character does. They all begin with casual clothing, and the most basic kind of weapon that they are most skilled with(if melee weapons, they would get a dagger, if guns, they may get a BB gun or weak pistol, etc.). They'll be given three days worth of food and water(for themselves and their Native).
(For the Outcasts:) It greatly depends on what they have done since they left The Sun. They started out the same as the Testers will, and will have gained everything from their actions after their test began. Though not impossible, it is unlikely they have anything very high-tech.

Strengths/Weaknesses:

A general description of one's abilities. Again, there must be at least one important flaw(or weakness, in this case).
Stats:
Points to Spend: 5, 7, 8, 12
Skills:
Points to Spend: 15, 20, 26, 39
Perks:
Points to Spend: 10, 15
All Guards have at least one perk that, in some way, helps them protect their Native. Generation 1's is optional and (if you decide to take it) would be caused psychologically, a few of Generation 2(and any of 3 or 4) would be aided by genetic bonuses. This perk is "paid for," until it costs more than 5 points. After which, you'd have to spend points.(So a Guard-specific Perk that cost 10 points would only cost you 5.) Prototype 4 Guards get another additional 5 points to spend due to their trait(see below).
Traits:
For All Prototype 4 Guards:
Guinea Pig: You're the scientists' guinea pig, a part of their latest experiments in genetics.You are far better in natural ability,
but are genetically unstable and are at a severe risk of failure.
You have 50% more points for the character build than Generation 3, but must succeed 25 checks, that happen when I announce them, to survive.
(Math will be explained in detail if you take a Proto. 4 Guard).

Copy and Paste This Format for the Character Sheet:
Spoiler
[b]Name:[/b][size=3][ First Last ] Nickname[/size][b]Position:[/b][size=3][ Guard ] (Outcast)[/size][b]Age:[/b][size=3][color=#696969][size=3][ 37-72 ][/size][/color][size=3] [/size][color=#808080][size=3][ 22-52 ][/size][/color][size=3] [/size][color=#C0C0C0][size=3][ 15-38 ][/size][/color][size=3] [/size][color=#FFFFFF][size=3][ 15-25 ][/size][/color][/size][b]Gender:[/b][size=3][ M/F ][/size][b]Status:[/b][size=3][ Class(Upper/Lower) - Generation Number(1-4) ][/size][b]Heritage:[/b][size=3][ % (Tribal, Troop(for those descendant of the Military), and/or Native) ][/size][b]Native:[/b][size=3][ First Last ][/size][center][b]Description and History:[/b][/center][center][b]Personality:[/b][/center][center][b]Appearance:[/b][/center][center][b]Apparel, Weapons and Inventory:[/b][/center][center][b]Strengths/Weaknesses:[/b][/center][b]Stats:[/b][b]S.[/b]_5_[b]P.[/b]_5_[b]E.[/b]_5_[b]C.[/b]_5_[size=2]-Social Skills:_-Looks:_[/size][b]A.[/b]_5_[b]L.[/b]_5_(Points to Spend: [color=#696969]5,[/color] [color=#808080]7,[/color] [color=#C0C0C0]8,[/color] or [color=#FFFFFF]12[/color])[b]Skills:[/b][list=*][*][size=3][b][Title Here]:[/b] _15_[/size][/list](***Only List Skills Lower or Higher Than 15 Points.  Add a New Skill if There's No Other that Fits.***)(Points to Spend: [color=#696969]15,[/color] [color=#808080]20,[/color] [color=#C0C0C0]26, or[/color] [color=#FFFFFF]39[/color](You may give a certain skill more if you have a good explanation for it.))[b]Perks:[/b](Optional for Gen 1, (who can, but doesn't have to have) the Perk to better guard is required otherwise.(Can be any cost.))[b][Title Here][/b][size=3][Description Here][/size][size=3]-[Cost Here(1-10)][/size](Points to Spend: 10, [color=#FFFFFF]15 for Proto. 4[/color](Ignoring the 5 free points for the Guard-oriented perk.)[b]Traits:[/b](Optional...)[size=3][b][Title Here]:[/b] [General Description & Explanation Here][/size][size=2][Advantage and Disadvantage Here][/size](...Except for Proto. 4)[size=3][b]Guinea Pig:[/b] You're the scientists' guinea pig, a part of their latest experiments in genetics.You are far better in natural ability, [/size][size=3]but are genetically unstable and are at a severe risk of failure.[/size][size=2]You have 50% more points for the character build than Generation 3, but must succeed 25 checks, that happen when I announce them, to survive. [/size][size=2](Math will be explained in detail if you take a Proto. 4 Guard).[/size]



Guarded/Native:

Name:
[ First Last ] Nickname
Note: You do not have to follow this format if an Outcast and if they have a different name now, but (if they do) you still must mention their former one in the proper format.
Position:
[ Native ] (Outcast)
Remove "(Outcast)" if your character is not one.
Age:
[ 30-62 ] [ 15-42 ] [ 13-28 ] [ 8-15 ]
Gender:
[ M/F ]
Status:
[ Class(Elite) - Generation Number(1-4) ]
Heritage:
[ % (Tribal, Troop(for those descendant of the Military), and/or Native) ]
Should be, minimally, 50% Native. Generation 1 Guards should be 0% Tribal or Troop.
Guard:
[ First Last ]
Note: Mention, if the Guard is no longer around, why.(Only for Outcasts)


Description and History:

Explain the Native's attitude toward their Guard, and the relationship as a whole. They are raised to trust and like their Guard - and some in Generation 3 and 4 are even slightly, mentally conditioned - but they have (for the most part) free will. As a result, the experience is different for the Natives and Guards. Also, detail their history - how did they live in The Sun, how did they grow up in that culture and with the Native they were meant to protect, what was their life otherwise like, etc. etc. The Outcasts should have a history about what happened to cause them to fail the test(purposefully or accidentally) and what they did during and after.

Personality:

At least one important flaw is required.

Appearance:

A description of how they look.

Apparel, Weapons and Inventory:

(For the Testers:) This will be changed throughout the RP, based on what your character does. They all begin with casual clothing, and the most basic kind of weapon that they are most skilled with(if melee weapons, they would get a dagger, if guns, they may get a BB gun or weak pistol, etc.). They'll be given three days worth of food and water(for themselves and their Guard).
(For the Outcasts:) It greatly depends on what they have done since they left The Sun. They started out the same as the Testers will, and will have gained everything from their actions after their test began. Though not impossible, it is unlikely they have anything very high-tech.

Strengths/Weaknesses:

A general description of one's abilities. Again, there must be at least one important flaw(or weakness, in this case).
Stats:
Points to Spend: 5
Skills:
Points to Spend: 15
Perks:
Points to Spend: 10
Traits:
Note: Unlike the Guards in Gen. 2-4, they do not have any Traits (or Perks) based on genetic boosts made by the scientists.

Copy and Paste This Format for the Character Sheet:
Spoiler
[b]Name:[/b][size=3][ First Last ] Nickname[/size][b]Position:[/b][size=3][ Native ] (Outcast)[/size][b]Age:[/b][size=3][color=#696969][ 30-62 ][/color] [color=#808080][ 15-42 ][/color] [color=#C0C0C0][ 13-28 ][/color] [color=#FFFFFF][ 8-15 ][/color][/size][b]Gender:[/b][size=3][ M/F ][/size][b]Status:[/b][size=3][ Class(Elite) - Generation Number(1-4) ][/size][b]Heritage:[/b][size=3][ % (Tribal, Troop(for those descendant of the Military), and/or Native) ][/size][b]Guard:[/b][size=3][ First Last ][/size][center][b]Description and History:[/b][/center][center][b]Personality:[/b][/center][center][b]Appearance:[/b][/center][center][b]Apparel, Weapons and Inventory:[/b][/center][center][b]Strengths/Weaknesses:[/b][/center][b]Stats:[/b][b]S.[/b]_5_[b]P.[/b]_5_[b]E.[/b]_5_[b]C.[/b]_5_[size=2]-Social Skills:_-Looks:_[/size][b]A.[/b]_5_[b]L.[/b]_5_(Points to Spend: 5)[b]Skills:[/b][list=*][*][size=3][b][Title Here]:[/b] _15_[/size][/list](***Only List Skills Lower or Higher Than 15 Points.  Add a New Skill if There's No Other that Fits.***)(Points to Spend: 15(You may give a certain skill more if you have a good explanation for it.))[b]Perks:[/b](Optional)[b][Title Here][/b][size=3][Description Here][/size][size=3]-[Cost Here(1-10)][/size](Points to Spend: 10)[b]Traits:[/b](Optional)[size=3][b][Title Here]:[/b] [General Description & Explanation Here][/size][size=2][Advantage and Disadvantage Here][/size]



Other:

For those that do not originate from The Sun. (Note: Please ask me what the options are, specifically, before you do this. At this very moment, the only option is that you're a newcomer from outside Oklahoma, traveling through, but there are other groups you can be a part of, and I'll make them an option when I am close to revealing them/have revealed them.)

Name:
Can be anything, essentially. You don't require a last name or the like, either, if they don't have one.
Age:
Try to keep the age realistic.
Gender:
Male/Female
Race:
And by "Race," I mean whether they are a human or ghoul, or super-mutant, etc. etc.
Origin:
Where they come from, in no more than a few words.


Description and History:

Explain, specifically, where the character comes from and what has happened in their life.

Personality:

At least one important flaw is required.

Appearance:

A description of how they look.

Apparel, Weapons and Inventory:

It may be, technically, anything. However, you must explain how they possess what they do in the "Description and History" section - and it has to make sense.

Strengths/Weaknesses:

A general description of one's abilities. Again, there must be at least one important flaw(or weakness, in this case).
Stats:
Points to Spend: 5
Skills:
Points to Spend: 15
Perks:
Points to Spend: 10

Copy and Paste This Format for the Character Sheet:
Spoiler
[b]Name:[/b][size=3][Text Here][/size][b]Age:[/b][size=3][Text Here][/size][b]Gender:[/b][size=3]Male/Female[/size][b]Race:[/b][size=3][Text Here][/size][b]Origin:[/b][size=3][Text Here][/size][center][b]Description and History:[/b][/center][center][b]Personality:[/b][/center][center][b]Appearance:[/b][/center][center][b]Apparel, Weapons and Inventory:[/b][/center][center][b]Strengths/Weaknesses:[/b][/center][b]Stats:[/b][b]S.[/b]_5_[b]P.[/b]_5_[b]E.[/b]_5_[b]C.[/b]_5_[size=2]-Social Skills:_-Looks:_[/size][b]A.[/b]_5_[b]L.[/b]_5_(Points to Spend: 5)[b]Skills:[/b][list=*][*][size=3][b][Title Here]:[/b] _15_[/size][/list](***Only List Skills Lower or Higher Than 15 Points.  Add a New Skill if There's No Other that Fits.***)(Points to Spend: 15(You may give a certain skill more if you have a good explanation for it.))[b]Perks:[/b](Optional)[b][Title Here][/b][size=3][Description Here][/size][size=3]-[Cost Here(1-10)][/size](Points to Spend: 10)[b]Traits:[/b](Optional)[size=3][b][Title Here]:[/b] [General Description & Explanation Here][/size][size=2][Advantage and Disadvantage Here][/size]
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Lovingly
 
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Post » Thu May 03, 2012 12:12 am

~*Reserved*~


For Characters, Updates, and Credit in future.



You are now free to announce your wish to join, create character sheets, comment, etc.

This will be OOC, much like an interest thread, until/unless there's enough force behind it to start.

Please, even if you don't wish to join, but read through this, comment here with constructive criticism on its strengths and weaknesses. This is a beta version.

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Kit Marsden
 
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Post » Wed May 02, 2012 10:31 pm

Wow Tick, this looks amazing, seriously how much work have you put into this?

I've only had a brief skim through but I think I understand the concept, I'll probably read it all through a couple more times to get a better understanding of it. Admittedly as a Brit I have no idea about the Oklahoma area so I'll have to look up some info there. Still, I'm really interested so consider this me saying I'd love a place if you'll have me?
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Umpyre Records
 
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Post » Wed May 02, 2012 9:29 pm

Wow Tick, this looks amazing, seriously how much work have you put into this?

I've only had a brief skim through but I think I understand the concept, I'll probably read it all through a couple more times to get a better understanding of it. Admittedly as a Brit I have no idea about the Oklahoma area so I'll have to look up some info there. Still, I'm really interested so consider this me saying I'd love a place if you'll have me?

Thank you very much. :] And quite a lot, especially as I tried to edit it/clean it up where I could, and then would change entire concepts.
If it's at all difficult to understand anything, please state so - and be as detailed as possible about where/how/why. As someone who's thought through this multiple times, the concept's easy for me to get as I know it by heart - I have trouble knowing when people are getting it with ease and when I'm making it impossible to comprehend.

Oklahoma is only very loosely important, in part because I don't live there and couldn't find enough about it to where I'd be satisfied. To do that would have required getting books about it, probably, and researching for another good while. Most of what I do is based on my own ideas, though a little bit to some of it is inspired by southern or western U.S. history that Oklahoma might have been a part of. The environments, though, I tried to keep true to what Oklahoma can potentially have. Nonetheless, you're welcome to research it. :] Might be even able to contribute some ideas to the RP, if you have any.

And you're certainly welcome to join. :] At this point, only nine, I think, actual player-pairings (the Guard and Native pairings, that is) would work, if everyone was to have a chance to return home. But I can change that - I just don't plan on having to worry about that.
In any case, that's the only form of a restriction on joining, I'm happy to have anyone here - so long as they follow the rules.
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Jeff Tingler
 
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Post » Wed May 02, 2012 11:54 pm

This looks bloody awesome! Unfortunately I've never played a tabletop game and don't know dog about Oklahoma. Hopefully I end up participating but if not good luck, reading this was awesome enough; the actual RP should be unbelievable. :D
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Assumptah George
 
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Post » Thu May 03, 2012 2:26 am

Ooo I do have a question actually. May well be an incredibly unintelligent one but, how do the Native-Guard relationships work, in Rp terms?
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Ash
 
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Joined: Tue Jun 13, 2006 8:59 am

Post » Wed May 02, 2012 10:46 pm

This looks bloody awesome! Unfortunately I've never played a tabletop game and don't know dog about Oklahoma. Hopefully I end up participating but if not good luck, reading this was awesome enough; the actual RP should be unbelievable. :biggrin:
Thanks very much. :] Flattering to hear people say such.

I might need to edit the thread to make that sort of thing more clear, then - what you need to know and the like, how it works, etc.
When I say that, I just mean more traditional RPs in general - as tabletop was the first. The Fallout series started, essentially, as a traditional RP if it was a video game. It's less so now(or, if not, less blatantly so), but it still applies to 3 and New Vegas. All of the "traditional" aspects have to do with the fact that the character sheet has aspects of it - and much of that, to make it easier on everyone, was based on the Fallout 1/Fallout: New Vegas systems. The one other factor is that there might actually be a few equations involved (which I need to discuss with my far more tabletop RP-savvy father), and there will be rolls in specific cases. But they're both mainly important to me, and how I deal with the RP - they aren't things you need to worry about, though you're welcome to look into what I do and tell me if you think there's an error/issue that should be given attention. :]

It won't matter in any serious way - Oklahoma. ;] It's mainly just for the environment/just the setting. There is importance where it is due to the Great War and the like, and there's one or two things inspired by history it might be involved in, but that's it.

Athell- I encourage all questions, including the "stupid" ones - you could ask me what "word" means, and I wouldn't care. It's better to ask now than make some silly mistake later. ;]

In RP terms? Well, it's a big deal in every sense, or nearly every sense. It should effect a person's motivations/emotions/choices extremely - more and more so with every generation, to the extent that Gen. 1 is the only one with truly complete free will. Though even they are influenced by it. So, just on a psychological/character level, it should be an important part of who they are and what they do. Both have some sort of appeal to the other - whatever form of appeal it may be, it's there. It's unlikely they'll be commonly separated, and most would be extremely uncomfortable, lonely, or otherwise upset/freaked out without their company. They are taught/raised/trained to care about each other in a way that's beyond the strength a family/close one might typically have in normal situations. The Guard has the worst of this, and (again) gets more and more this way with every generation(though it varies on the individual in each, still) - Proto. 4 is the most dangerous to be of the lot, and to be guarded by, in some ways because they are the most likely to be dysfunctional as a consequence of how extremely they feel about the person they guard. And because they're genetically unstable.

To show how different the relationship can be, even though it's still the Native-Guard relationship, here's two examples (I may add this on the RP posts):
Pair 1:
Appeal for the Guard (Gen. 3) - Looks to the Native as a sibling, if one never had any annoyance toward that sibling ever and instead excessive affection alone.
Appeal for the Native - The reverse, though far less potently. They would not have the genetic modification that would make them, on instinct, care about the other. They have been taught to/raised to from childhood to do so. As well as to depend and trust in them.

Result: The Guard feels they must defend the Native out of their sibling-like responsibility over them. Big Brother/Big Sister type thing. This goes to the extent that suicide would be preferable to the younger Native dying. The Native looks up to the Guard, like a sibling, and trusts they will protect, feed, and otherwise help them/do things for them. This could go to the extent that the Guard is nearly slave-like. However, because the Guard only wishes to help/protect the one they love, and the Native has mutual feelings, this pair is mostly functional and would have a decent chance of survival.

Pair 2:
Appeal for the Guard (Proto. 4)- Is, literally, the Native's "biggest fan." Overly loving, approving, etc. of them. Yet obsessive and possessive of them, and feeling what they do to the extent it makes them extremely insecure about the relationship. Will die for them, like the other, to an even more extreme sense, but has the appeal to an extent that it causes (a) severe disorder(s).
Appeal for the Native-Has grown to be, like all Natives, largely dependent on the Guard - looking to them to do most things, and certainly looking to them for help and companionship. This person might begin to learn better, and realize they need to get out of the relationship/not trust the Guard, but (even with their free will) might have difficulty leaving that person.

Result: The relationship could easily turn into something abusive, in one or more ways. A Guard is meant to do everything for the Native (particularly guarding, obviously), but this does not make all of these Guards unable to hurt them. This might cause problems in multiple ways. The Guard might take things too far when protecting the Native, might hurt the Native if they feel they deserve more from that person, might try to isolate them from others so that the Guard can keep the person to themselves, etc. etc. This would make survival a lot more difficult, and makes the relationship a lot more dysfunctional - this pairing would have a far
poorer chance than the first.

Note that there can be a "flaw" in the relationship that has to do with the relationship not working as it intended. Such as when the Native and/or Guard do not feel the dependency/affection/appeal toward one that they should. Making cooperation and staying together far more difficult for those who's relationship developed as expected. It's just a different issue from what I wanted to show.

Otherwise, in the RP, what happens to a Native can effect a Guard's very abilities. Giving them a boost/bonus when situations become extremely fatal/stressful. If a Guard tries to not do what their Native wants, tries to hurt them (if they are not already to the point of some sort of disorder), does not protect them, etc, then that will probably call for a roll to see if they manage to fight what is becoming increasingly instinctual for them. And, if something bad happens to either or the like, that might call for a roll to suggest the direction it might affect them.
This relationship, essentially, is put as the most important thing to both of these people's lives. Before any other family or friends. It is required so that the Guard does as they were intended to, and so that the Native doesn't just run off and leave them behind out of something silly like boredom. Self-preservation, yes, but not out of anything else.

I admittedly am not positive by what you meant by the question, so please clarify if I didn't answer correctly. :]
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Theodore Walling
 
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Joined: Sat Jun 02, 2007 12:48 pm

Post » Thu May 03, 2012 12:03 am

Wow Tick, this does look great. Since 2300 is dead (again) maybe I will drop some other characters to free up some time. I will read through this in its entirety tonight at work, and see if it's even something I could do. The amount of effort you put into this is awesome, and such an interesting concept.
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Susan
 
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Joined: Sun Jun 25, 2006 2:46 am

Post » Wed May 02, 2012 9:33 pm

Snip

That's excellent thanks Tick, I'll probably aim for a Prototype 4, I love the idea of a genetically unstable character.
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Sammygirl500
 
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Joined: Wed Jun 14, 2006 4:46 pm

Post » Thu May 03, 2012 11:58 am

I haven't read everything, I haven't had the time to check it all out, but some questions I do have, that you might want to address better and more clearly just for the background of it all is:

1) What exactly is The Sun? A Vault, scientific settlement, what? What is it about The Sun, that is so interesting, it makes these people want to return to it, after being led unconscious away from it? Is it a place for science experiments?

2) What exactly are these keys? Are they literally like a key, like say for a door or car type of key? Or are they something more abstract? How do Guards/Natives know about these keys? Are they trained or told what to look for, when trying to return to The Sun?

3) Are these Guards genetically created, like in a tube and grown, or are they just Gen. 1's, 2s, 3's, and 4s through birth? Why are they made to be so loyal and attentive?

4) Besides their duty, what makes a Guard and Native different from one another? Are they chosen from one lot of children or whatever, to be made into Guards or Natives? What makes Natives so special, they need guarding?

5) The whole Outcast aspect just doesn't make sense to me. What's their roll in all this? Are they trouble for Guards/Natives trying to get back to The Sun, like Raiders, or what? If someone were to play a Outcast, what is their roll in the whole aspect of the game?

6) Also, those who look to join, are also able to play as an Other. Are they allowed to be Guards, or are they just wanderers?

7) What is the whole society and mindset these people are apart of? In The Sun that is.
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Charles Mckinna
 
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Joined: Mon Nov 12, 2007 6:51 am

Post » Wed May 02, 2012 11:30 pm

Would it be alright if I played a Gen. 2 Guard whose Native has died and wishes to help other pairs escape back to the Sun? Basically an Outcast with a story.

Aswell I have quite a few questions but I shall have to compose them all first as that was quite a read.

The Questions

1.) As Dr said just what are the keys? Literal keys, key cards, or something more abstract?

2.) When exactly do the Natives and Guards get sent to the remote location for the final? It says that at age 3-5 the Native will receive a guard, but then states that at 3-5 for the Native and 15+ for the guard they can be sent for the final. That means I could have a 15+ year old guard and a 3 year old native. Seems odd when the bond is supposed to be developed over a lifetime. A more thorough explanation would be nice.

3.) So now I come to the map, if the map is already planned we will be telling you the direction we head from the start and that is how you will keep track of our locations? Seems like a good system. Eg, I tell you we head north for X number of hours, you tell us when we stumble upon a location of importance and the terrain etc.. etc..

4.) Still talking about the map. When we are at locations will we be given free range on equipment and containers and other useful items there, or will you run it like a tabletop where you describe to us what things are there? This especially applies to keys. Eg, I arrive at a lighthouse, you tell me that there is a locked chest, I break in and you tell me what loot I find or will it be a more traditional RP. Eg, I arrive at the lighthouse and I am given free range over what items are there. Obvious rules against power gaming apply.

5.) So we come to stats. We only get a bonus 5 point for SPECIAL. Otay that’s cool. But why? If skill checks are not necessarily going to be used ever, are they to be used as a road map for our characters strengths and weaknesses like in any general RP? (This applies to skills as well, and to an extent perks?)

6.) When will skill checks and stat checks be applied in game? Could we have a possible example.

7.) So for Perks when we send you our CS we will put down Perks and we will approximate values for cost? Then you will tell us which ones cost what and adjust prices and message us back about necessary changes? Am I correct.

8.) It would appear that Second Gen Guards only get 1 Perk up to a cost of 5 points? This true? L

9.) Co-GM needed?
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Andrea Pratt
 
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