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| Fallout-Fate experiment | |
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+5Mr Allen J Patches Surprise Snowy Admiral Ji 9 posters | |
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Admiral Ji Moderator
Posts : 1450 Join date : 2011-09-30 Age : 29 Location : The 14th floor of the final dungeon
| Subject: Re: Fallout-Fate experiment Fri 31 May 2013, 7:02 pm | |
| Hope I don't miss you because I'll be gone for a few hours starting now. | |
| | | Patches Advisor
Posts : 2050 Join date : 2011-09-29 Age : 28 Location : PA, USA
| Subject: Re: Fallout-Fate experiment Fri 31 May 2013, 7:12 pm | |
| I said tonight and you're telling me you'll be gone for a couple hours starting at 7 PM.
You primadonna bitch. | |
| | | Snowy Patrician of Ankh-Morpork
Posts : 1564 Join date : 2011-09-29 Age : 33 Location : Bird school, which is for birds.
| Subject: Re: Fallout-Fate experiment Fri 31 May 2013, 7:22 pm | |
| Yaaaaay timezones. I can probably help, though.
Specifically, hop on Skype. | |
| | | Patches Advisor
Posts : 2050 Join date : 2011-09-29 Age : 28 Location : PA, USA
| Subject: Re: Fallout-Fate experiment Fri 31 May 2013, 7:32 pm | |
| I can't right now for whatever reason. | |
| | | Snowy Patrician of Ankh-Morpork
Posts : 1564 Join date : 2011-09-29 Age : 33 Location : Bird school, which is for birds.
| Subject: Re: Fallout-Fate experiment Fri 31 May 2013, 9:32 pm | |
| It's okay, I ended up having to go soon after anyhow. | |
| | | Admiral Ji Moderator
Posts : 1450 Join date : 2011-09-30 Age : 29 Location : The 14th floor of the final dungeon
| Subject: Re: Fallout-Fate experiment Sat 01 Jun 2013, 12:03 am | |
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| | | Shade Common Poster
Posts : 557 Join date : 2011-09-29 Age : 79 Location : Whereverfore the booty lies, there do I follow
| Subject: Re: Fallout-Fate experiment Sat 01 Jun 2013, 2:18 pm | |
| I leave for five minutes and you guys fall apart without me. | |
| | | Admiral Ji Moderator
Posts : 1450 Join date : 2011-09-30 Age : 29 Location : The 14th floor of the final dungeon
| Subject: Re: Fallout-Fate experiment Sat 01 Jun 2013, 5:04 pm | |
| See this is why we need you, Shade-son. | |
| | | Mr Allen J User
Posts : 353 Join date : 2012-04-12 Age : 29 Location : Swag Town
| Subject: Re: Fallout-Fate experiment Sun 02 Jun 2013, 5:51 pm | |
| I'm a little overbooked at the moment. So I don't think I'll be able to do this. | |
| | | Admiral Ji Moderator
Posts : 1450 Join date : 2011-09-30 Age : 29 Location : The 14th floor of the final dungeon
| Subject: Re: Fallout-Fate experiment Sun 02 Jun 2013, 6:44 pm | |
| It's a play by post rp with posts by the nature of the system being smaller than the multiple paragraphs most people do. :P
But alright, sorry to see you go.
Shade, Patches, either of you still interested, or would you like to leave too? That's been happening a lot for some reason, so I need to know if I should bother keeping this thread open and worrying about it.
If it makes anyone feel better, I've updated the OP with something I hope is helpful. | |
| | | Patches Advisor
Posts : 2050 Join date : 2011-09-29 Age : 28 Location : PA, USA
| Subject: Re: Fallout-Fate experiment Sun 02 Jun 2013, 11:00 pm | |
| I'm still in. Can't do the sheet at the moment, but soon. | |
| | | Admiral Ji Moderator
Posts : 1450 Join date : 2011-09-30 Age : 29 Location : The 14th floor of the final dungeon
| Subject: Re: Fallout-Fate experiment Sun 02 Jun 2013, 11:03 pm | |
| As soon as you can friend, just the mere notion of progress is nice. | |
| | | Patches Advisor
Posts : 2050 Join date : 2011-09-29 Age : 28 Location : PA, USA
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 12:20 am | |
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| | | Admiral Ji Moderator
Posts : 1450 Join date : 2011-09-30 Age : 29 Location : The 14th floor of the final dungeon
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 12:27 am | |
| *Dies*
Alternatively, for as long as we can't sit down and just do it, toss out character ideas and chunks. | |
| | | Patches Advisor
Posts : 2050 Join date : 2011-09-29 Age : 28 Location : PA, USA
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 1:03 am | |
| I still like the sketchy doctor. | |
| | | Admiral Ji Moderator
Posts : 1450 Join date : 2011-09-30 Age : 29 Location : The 14th floor of the final dungeon
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 1:09 am | |
| Well yeah I understand. I want to help you make the sketchy doctor.
Hell, "Sketchy Doctor" is a decent starting High Concept. | |
| | | Solace Goddark User
Posts : 135 Join date : 2012-05-10 Age : 27 Location : Nowhere.
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 3:02 am | |
| "Sketchy Doctor" describes Mister Jester's profile picture perfectly, wouldn't you say? | |
| | | Admiral Ji Moderator
Posts : 1450 Join date : 2011-09-30 Age : 29 Location : The 14th floor of the final dungeon
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 3:45 am | |
| No because I don't watch Doctor Who and am unaware as to the sketchiness of that doctor in question. | |
| | | Shade Common Poster
Posts : 557 Join date : 2011-09-29 Age : 79 Location : Whereverfore the booty lies, there do I follow
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 5:04 pm | |
| I'd say it describes it even more accurately now. | |
| | | Patches Advisor
Posts : 2050 Join date : 2011-09-29 Age : 28 Location : PA, USA
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 7:42 pm | |
| Is this it?
What's your job in a few words? To cure the sick, heal the wounded, and to poison my rivals (or some other asshole).
What's your driving conflict? Wealth, mostly. To make the most of my dreaded existence in the wastelands, and to find a place where local cuisine isn't considered irradiated shrub roots and cockroach legs.
What's the cool character trait you got out of your origin story? A combination of intellect and charisma.
You had an adventure and one of the other players was in it. What was the take-away from that? My medical supplies and my patience.
One of the other players had an adventure and you were in it. Same question as before. My medical supplies and my patience; and I learned that the next guy is probably as much of a moron as the last one.
What skill are you fantastic at? Medicals - anything you'd need a doctor for; pharmacist, surgeon... mortician.
What two skills are you pretty respectable at? Persuasion, making a variety of different chems.
What skill are you okay at? In these lands, everyone's gotta know how to hold a gun, load one, and fire them.
What skill are you less okay at? Heavy-lifting... not so much my style; leave the sledgehammers to the cannon-fodder and the arm wrestling to the meat heads. | |
| | | Snowy Patrician of Ankh-Morpork
Posts : 1564 Join date : 2011-09-29 Age : 33 Location : Bird school, which is for birds.
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 9:07 pm | |
| You're close. Everything's not quite stated in the way it needs to be, but in most cases we have something we can work with. Mostly, think even fewer words - everything needs to be a single sentence, or in the case of your high concept, a few words. I'm putting the relevant excerpts from the book in spoiler tags. None of them are longer than a page. The important part that you want out of each part of this, before your skills, is to come up with an "aspect." Here's the official description: - Spoiler:
A lot of character creation focuses on coming up with aspects— some are called high concepts, some are called troubles, but they basically all work the same way. Aspects are one of the most important parts of your character, since they define who she is, and they provide ways for you to generate fate points and to spend those fate points on bonuses. If you have time, you really might want to read the whole chapter we have dedicated to aspects before you go through the process of character creation. In case you’re pressed for time, here are some guidelines for choosing aspects. Aspects which don’t help you tell a good story (by giving you success when you need it and by drawing you into danger and action when the story needs it) aren’t doing their job. The aspects which push you into conflict—and help you excel once you’re there—will be among your best and most-used. Aspects need to be both useful and dangerous—allowing you to help shape the story and generating lots of fate points—and they should never be boring. The best aspect suggests both ways to use it and ways it can complicate your situation. Aspects that cannot be used for either of those are likely to be dull indeed. Bottom line: if you want to maximize the power of your aspects, maximize their interest. When you’re told you need to come up with an aspect, you might experience brain freeze. If you feel stumped for decent ideas for aspects, there’s a big section focusing on several methods for coming up with good aspect ideas in Aspects and Fate Points. If your character doesn’t have many connections to the other characters, talk with the group about aspects that might tie your character in with theirs. This is the explicit purpose of Phases Two and Three—but that doesn’t mean you can’t do it elsewhere as well. If you ultimately can’t break the block by any means, don’t force it—leave it completely blank. You can always come back and fill out that aspect later, or let it develop during play—as with the Quick Character Creation rules. Ultimately, it’s much better to leave an aspect slot blank than to pick one that isn’t inspiring and evocative to play. If you’re picking aspects you’re not invested in, they’ll end up being noticeable drags on your fun.
item 1: your high concept. This is a good explanation, but the shorter description of "sketchy/unscrupulous doctor" was more in-line with what this needs to be. Don't worry overly about specifics, just get it short, sweet, and more or less close. We can change this as we go if something works out better. - Spoiler:
High Concept Your high concept is a phrase that sums up what your character is about— who he is and what he does. It’s an aspect, one of the first and most important ones for your character. Think of this aspect like your job, your role in life, or your calling—it’s what you’re good at, but it’s also a duty you have to deal with, and it’s constantly filled with problems of its own. That is to say, it comes with some good and some bad. There are a few different directions you can take this: • You could take the idea of “like your job” literally: Lead Detective, Knight of the Round, Low-level Thug. • You could throw on an adjective or other descriptor to further define the idea: Despicable Regent of Riverton, Reluctant Lead Detective, Ambitious Low-level Thug. • You could mash two jobs or roles together that most people would find odd: Wizard Private Eye, Singing Knight of the Round Table, Monster-slaying Accountant. • You could play off of an important relationship to your family or an organization you’re deeply involved with (especially if the family or organization are wellconnected or well-known): Black Sheep of the Thompson Family, Low-level Thug for the Syndicate, Scar Triad’s Patsy in Riverton. These aren’t the only ways to play with your high concept, but they’ll get you started. But don’t stress out over it—the worst thing you can do is make it into too big of a deal. You’ll come up with four other aspects after this one—you don’t have to get it all nailed right now.
2: your driving conflict, aka your "Trouble." "Wealth" by itself is just a life goal. The trouble is the main problem that will dog your character throughout the campaign or until you fix it. But we can work with this, make it something a bit more specific. Perhaps something like "will advance himself at any cost"? - Spoiler:
Trouble In addition to a high concept, every character has some sort of trouble aspect that’s a part of his life and story. If your high concept is what or who your character is, your trouble is the answer to a simple question: what complicates your character’s existence? Trouble brings chaos into a character’s life and drives him into interesting situations. Trouble aspects are broken up into two types: personal struggles and problematic relationships. • Personal struggles are about your darker side or impulses that are hard to control. If it’s something that your character might be tempted to do or unconsciously do at the worst possible moment, it’s this sort of trouble. Examples: Anger Management Issues, Sucker for a Pretty Face, The Bottle Calls to Me. • Problematic relationships are about people or organizations that make your life hard. It could be a group of people who hate your guts and want you to suffer, folks you work for that don’t make your job easy, or even your family or friends that too often get caught in the crossfire. Examples: Family Man, Debt to the Mob, The Scar Triad Wants Me Dead. Your trouble shouldn’t be easy to solve. If it was, your character would have done that already, and that’s not interesting. But nor should it paralyze the character completely. If the trouble is constantly interfering with the character’s day-to-day life, he’s going to spend all his time dealing with it rather than other matters at hand. You shouldn’t have to deal with your trouble at every turn—unless that’s the core of one particular adventure in the story (and even then, that’s just one adventure). Troubles also shouldn’t be directly related to your high concept—if you have Lead Detective, saying your trouble is The Criminal Underworld Hates Me is a dull trouble, because we already assume that with your high concept. (Of course, you can turn that up a notch to make it personal, like Don Giovanni Personally Hates Me, to make it work.) Before you go any further, talk with the GM about your character’s trouble. Make sure you’re both on the same page in terms of what it means. Both of you may want to find one way this aspect might be invoked or compelled to make sure you’re both seeing the same things—or to give each other ideas. The GM should come away from this conversation knowing what you want out of your trouble.
Phase 1: a story. First off, we need to know what happened in said story. Doesn't have to be long, just a quick summary. Then we need an aspect that comes from it. We're not looking to get items out of the story sections; we're looking for defining things about your character that you can call into play. - Spoiler:
Phase One: Your Adventure The first phase is your character’s first true adventure—his first book, episode, case, movie, whatever—starring him. You need to think up and write down the basic details of this story for the phase’s summary. The story doesn’t need to have a lot of detail—in fact, a pair of sentences works pretty well—because your fellow players will add in their own details to this past adventure in the next two phases (as you will to theirs). If you find yourself stuck, look to your character’s high concept and trouble. Find a dilemma that has a chance of throwing those ideas into focus. What problem do you get roped into because of your high concept or trouble? How does the other aspect help or complicate your life? Ask yourself the following story questions. If you have trouble answering them, talk to the other players and the GM for help. • Something bad happened. What was it? Did it happen to you, to someone you cared about, or to someone that you were coerced into helping? • What did you decide to do about the problem? What goal did you pursue? • Who stood against you? Did you expect the opposition you got? Did some of it come out of nowhere? • Did you win? Did you lose? Either way, what consequences arose from the outcome? Once you’ve come up with the adventure, write an aspect that relates to some part of what happened.
Don't worry about the other two stories yet. When everyone else gets to this point, we'll basically pass our respective adventures to the left and come up with those parts collaboratively. | |
| | | Snowy Patrician of Ankh-Morpork
Posts : 1564 Join date : 2011-09-29 Age : 33 Location : Bird school, which is for birds.
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 9:08 pm | |
| As for your skills, give me a minute while I find the appropriate ones in the book... Bear in mind, the less-okay skill is still one in which you are above average.
I have also realized that I much misread the number of skills you get. TO correct:
1 with +4 2 with +3 3 with +2 4 with +1
All other skills receive +0 by default.
You will also receive between 3 and 5 stunts, which we will worry about later. These are how your character tweaks the rules in certain situations or gives himself additional bonuses. These, we will worry about later, since they are skill-based.
The skills we have down for you right now are:
Lore +4. This is the closest we have to a "medicine" skill. We can tentatively get you a "specialist" stunt, so you're not just a well-learned person, you get an extra +2 when dealing with medicine. You will also use this skill in creating chems, so woohoo major bonus.
Rapport +3. This is the nice person's social skill. There's also Provoke for making people mad at you and Deceive for lying outright. Might want to couple this with Empathy, though maybe not at the same level. Empathy is your emotional awareness.
Shoot +2. Guns. Guns guns guns. Really self-explanatory, really.
This leaves you with a +3, 2 +2s, and 4 +1's to pick.
The full list is:
Athletics (move yo body) Burglary (what you'd expect) Contacts (you have friends in places) Crafts (making and fixing stuff) Deceive (liar liar) Drive (2 fast 2 furious) Empathy (noticing people's emotional states) Fight (hand-to-hand and melee) Investigate (for investigating places and things) Lore (you know a lot of things) Notice (Awareness) Physique (useful for wrestling bears and moving heavy couches; basically your strength and physical fortitude) Provoke (trolling) Rapport (persuading, being a cool guy) Resources (technically a background, but it's balanced in with the skills; how much money do you have) Shoot (guns guns guns) Stealth (being a ninja) Will (mental fortitude and equivalent of physique)
For you, I would recommend:
Craft: useful in a world where everything comes helpfully pre-broken. Resources: being a doctor probably pays pretty well. Will: brute mental force is a good counterpart to Lore Notice: Best to see the giant radscorpion *before* it gets in striking range Deceive: Because you totally didn't just lace that syringe, what are you talking about?
But you've got plenty of room to pick stuff, just let us know what you want.
Last edited by AW on Mon 03 Jun 2013, 9:43 pm; edited 1 time in total | |
| | | Shade Common Poster
Posts : 557 Join date : 2011-09-29 Age : 79 Location : Whereverfore the booty lies, there do I follow
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 9:43 pm | |
| Might as well have a go at it, then.
High Concept: Delusional Robot, Defender of the American Way
What's your job in a few words? TO PURGE THE WORLD OF COMMUNIST FILTH
What's your driving conflict? I HAVE SO MANY COMMUNISTS TO KILL AND SO FEW BULLETS. ALSO WHERE THE HELL IS THE REST OF THE UNITED STATES ARMY?
What's the cool character trait you got out of your origin story? (sound of speakers being adjusted) Extreme skill at terminating communists, dissidents, and "nonviolent protestors" with a variety of weapons.
You had an adventure and one of the other players was in it. What was the take-away from that? Numerous corpses along with several very frightened Brahmin. Also, I found the approximate melting point of a Super Mutant.
One of the other players had an adventure and you were in it. Likely a newfound fear for the US of A, as well as my irreplacable knowledge of field stripping both weaponry and people!
What skill are you fantastic at? Killing the fuck out of anything! This Mister Gutsy Mk. II unit is also extremely proficient at repairing weaponry or fellow robots, and defusing or making explosives of ALL KINDS.
What two skills are you pretty respectable at? I prefer to melt off my enemies faces at long distances, however I am a proficient fighter in close quarters as well. Furthermore, I have been trained in survival and fixing myself, along with crafting ammunition out of pretty much anything, including my personal recipe for napalm: the prime ingredient of which is communist blood.
What skill are you okay at? My commanding officers have instructed me to stay quiet when they undergo negotiations with Chinese officers. So be it! I have silenced weaponry, they were all dead soon enough!
What skill are you less okay at? I am told that I am not well-suited for dealing with small children, particularly ones that I may suspect of being Chinese sleeper agents! Furthermore, I have poor situational awareness, but this is not an issue as I am sure my requested reinforcements will arrive soon!
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Upon reading your new posts AW I realize I probably need to cut this down to one sentence per section, which I will do later. For now I shall bask in my extremely generic character's new glory. I'm going to try and think of some interesting ways to develop him beyond your average Mister Gutsy AI. | |
| | | Snowy Patrician of Ankh-Morpork
Posts : 1564 Join date : 2011-09-29 Age : 33 Location : Bird school, which is for birds.
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 9:45 pm | |
| I didn't explain the sheet too much, so it's really my own fault. | |
| | | Admiral Ji Moderator
Posts : 1450 Join date : 2011-09-30 Age : 29 Location : The 14th floor of the final dungeon
| Subject: Re: Fallout-Fate experiment Mon 03 Jun 2013, 9:47 pm | |
| If you want to keep the concept of Wealth for your trouble, you could use "In It For The Money". Sums up how you in fact want all the caps, and can be used for and against you, like troubles should. So everyone disregard the "Out of being with other people" because that's a step for later. And the best skill is a singular one. :P To give a strict way it works: You get one +4 skill, two +3 skills, three +2 skills, and four +1 skills. So list so many things you are good at for each section. So it sounds like you've run afoul of the People's Republic of Alaska then, Mr. Shade... I will say, I suggest if you be a robot you try to be one more or less human? There are androids in the setting. Your lack of hands, and all that. Or this SoB, painted how you like. Otherwise you know, you're not just generic, you're basically Sergeant RL-3. | |
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