Tales From the Post War

IHATETHISSIGNUP

Spazmatism
ReadtheRules.png

Along with everything else!

Edited from D.E.A.T.H.ly adventures rules, they are
  • Don’t try to take control of the story, but rather, progress with the story.
  • Don't spam.
  • Please don't metagame.
  • Please try and be fairly active, and let me know if you will be unable to do your actions.
  • Be useful with your actions, socialize with other players!
  • Stay in character.
  • Armor is played in DT, or Damage Threshold. Damage Threshold is where the damage is directly subtracted by the armor.
  • If your character is skilled with a pistol, they can use it while reloading a weapon that needs to be reloaded.
  • Despite having named clip sizes, this does not come into play unless it uses its entire clip in a single turn. (E.G. A double barrel shotgun firing twice per turn.)
  • PICK YOUR TARGET! Say who/what you're going to shoot, I will not allow blind firing or saying something like "the nearest one".
  • Only one move per turn. Any extra moves will be invalid.
  • Do not use abilities not on your character sheet, or I will turn them into the close ability your character has. Message me to add an ability.
  • How vehicle battles work: you have a couple weapons that were told when choosing your vehicle, and they are told next to your vehicle name. You must use those, unless you have a co-driver, in which case you can use inventory weapons for half damage, with big guns and lasers dealing full damage. If your car is destroyed, instead of outright dying, your character will be brought down to half their current health, and your weapons will still deal half damage (except in the aforementioned cases).
    [*]In the future, I will find a way to upgrade vehicles with new weapons and armor (maybe)
  • WARNING PG13
If a nuke fell today, your character would be from the outcome. Note: this takes place about 10 years after the bombs fell. This takes place in Massachusetts and the surrounding states.

  • You can get creative with your equipment such as a wrist-mounted rocket (non explosive) or a home made sledgehammer.
  • Please provide a picture (very much preferred).
  • They can have radiation-induced powers, but don't HAVE to have them.
  • The tech they carry can be a maximum of Gurps tech level 9 or below. Gurps tech levels:http://gurps.wikia.com/wiki/Tech_Level
  • You can always have no abilities and be a completely normal person.
  • If a weapon takes a turn to reload, I will allow them to deal more damage.
  • When first making a character, give them less powerful weapons, they will get more powerful weapons in the future.
Byron // dyer5lollipop

Byron is a fanatic with the medieval times, and wishes to reenact the ways of old with his melee gear and strong armor. He’s gone crazy. Byron is a strong man that stands 5’4” and has a large beard.
Male
The Brotherhood of Tinkerers Nomads
Alignment: Lawful Good
Current Car: Brotherhood of Tinkerers Troop Truck (Shared with Wolfgang)
HP: 300
Most Proficient Weapon Type: Melee (sharp) and fist
Least Proficient Weapon Type: Guns and energy weapons
C-chips: 0
Base ATK: 20
Items:

  • The hero’s blade: a wide, scratched up broadsword with a cracked green gemstone embedded in the blade on both sides. Deals 30 damage per swing.
  • The hero’s shield: a large shield that Byron had cut from a riot shield with a cracked green gemstone embedded in the center. If Byron has this equipped, add 10 dt. ONE USE LEFT
  • Beat-up knight armor: Has technology integrated in it to make it seem not so heavy, and has 5 dt.
  • PVC Fist-Hammer (Melee Blunt/Fist): A couple PVC pipes that can quickly be turned from a hammer to a fist, and Vice Versa. 10 damage.
  • Aluminum Can Plate Kit: Adds 1 Dt to armor it is attached to.
Ability: Basic Attack

Abilities:

  • Spin slash: Byron swings around barbarically with his blade in hand. Does 50 damage to all nearby creatures. 3 turn cool down.
  • Shield smash: Byron must be at least 20 feet away from the targeted creature to make this move. Byron runs up to a creature and bashed them with his shield. This deals 35 damage and stuns.
  • Intimidate: Byron’s eyes flare with rage and superiority in hopes to strike fear into the heart of the targeted creature. Removes target enemy's buffs and stuns.
  • Block: Byron chooses to block all attacks from him and one other character (optional) for one turn.
Passives:

  • Brave: Will face any situation without fear, even if the situation is ridiculously hard or impossible.
  • Seeing is believing: Byron will not believe in a concept or object if it is not physically visible.
Doctor Wolfgang Kruger // Matthus
A german field medic who has a secret passion for medical experimentation (at the peril of some). He is 5ft 11in. Has blue eyes and brown hair. No mutations. Has somehow not lost PHD due to medical malpractice. Deceptive. Sadistic. "Ze healing is not as rewarding as ze hurting!". Neutral Evil
Male
The Brotherhood of Tinkerers Nomads
Current Car: Brotherhood of Tinkerers Troop Truck (Shared with Byron)
HP: 200
Most Proficient Weapon Type: Bone Saw (Melee Sharp)

Least Proficient Weapon Type: Large Guns
(When using this weapon type, your character will deal less damage and will miss more often. Uses the same weapon types as above, but required.)

C-chips: 100 (C-chips are money, it defaults to 100)

Base ATK: 30 (Short for base attack)

Items:
  • Med Kit: A first aid kit full of useful medical stuff (healing and experimentation)
  • Field Medic uniform: A standard soldier armor/uniform with red crosses on it. (3 dt.)
  • 22. Targeting Pistol: Holds 10 Rounds per clip, 5 damage per shot, fires twice per turn. (Pistol)
  • PVC Fist-Hammer: A couple PVC pipes that can quickly be turned from a hammer to a fist, and Vice Versa. 10 damage. (Melee Blunt/Fist)
  • Aluminum Can Plate Kit: Adds 1 Dt to armor it is attached to.

Ability: Basic Attack

Abilities:
  • Precision strike: Using his smarts regarding biology, Wolfgang knows exactly were to hurt any living creature. (3x damage on one attack when activated [150 damage w/ Bone saw]) 3 turn cool-down
  • Heal: Uses med kit to heal 25 damage on a nearby target. 1 turn cool-down.
  • Experiment: (If spare body parts are available) Wolfgang can modify a target to try and improve (or alter) its stats (takes 3 turns to complete) This includes organ transplants/harvesting.
  • Poison: Stabs a enemy with a concoction that slows them and poisons them.
  • Sedative: Stabs an enemy with a sedative, knocking them out for 3 turns. The enemy is made a war prisoner if the battle ends while they are knocked out.

Passives:
  • Deceptive: Most people trust Wolfgang when they meet him due to his deceptive personality.
  • Sadistic: Wolfgang is also very efficient in 'physiological warfare'. He can scare and scar people with relative ease. Very good for interrogation or other wholesome activities. His team members are merely tools to him and he won't hesitate to run and leave them to their deaths (if need be).
The Tanker/tappaja100
A horribly mutated person obsessed with tech. Has survived nearly taking a nuke.
Male
The Brotherhood of Tinkerers
Current Car: Mini Cannon Crew
HP: 450
Most proficient weapon type: Large Guns
Least proficient weapon type: fist
C-chips: 75
Base ATK: 30
Items:
  • Custom armor made from pieces of a broken tank. 5 dt
  • Detached tank gun (large gun) (85 ATK) takes 1 turn to reload, also functions as melee (blunt) (45 ATK)
  • 22. Targeting Pistol: Holds 10 Rounds per clip, 5 damage per shot, fires twice per turn. (Pistol)
  • PVC Fist-Hammer: A couple PVC pipes that can quickly be turned from a hammer to a fist, and Vice Versa. 10 damage. (Melee Blunt/Fist)
  • Aluminum Can Plate Kit: Adds 1 Dt to armor it is attached to.
Ability: basic attack
Abilities:
  • High Explosive Round: Deals 70 damage to the target, but deals 35 damage to two extra targets. 1 turn needed to load, 2 turn cool down after shot.
Passives:
Radiation Immunity
Rami and Christian (Madder)
Rami is a 22 year old man with a genius IQ who lost his father in the nuke. Years of grief led to his depression, and the depression eventually developed into psychosis. The psychosis makes him have hallucinations, mainly of a figure, who calls himself Christian, that resembles his dead father but has seperated himself from Rami's personality, making Christian inherently evil. Rami makes attempts at erasing Christian from his mind very often, usually by means of Morphine injections, followed by Suboxone, a Morphine withdrawal medication.
Male
Nomads
HP: 320
Most Proficient Weapon Type: Energy Least Proficient Weapon
Type: Bow
C-chips: 30
Base ATK:15
Items:
  • Tattered Hoodie: Just a hoodie.
  • Morphine x9: Increases DR by 20 for the battle and makes them high.
  • Suboxone x9: Increases DR by 15 for the battle.
  • Longbow (Arrow): 10 damage, pierces armor. Well built given the circumstances, but doesn’t hold its own against a compound. Or a crossbow.
  • Desert Eagle (Large Gun): 40 damage. Despite being a “pistol”, this thing packs a punch, and an almost unmanageable kick. Good luck. (Requires being strong to be used well)
  • Scrap Knuckles (Fist):
    10 damage, bleed. Despite being illegal in Massachusetts, it’s not like MAKING one would be hard, right? Also, who’d stop you from bringing it in anymore?

Ability: Basic Attack
Abilities
Pain Switch: Christian can take over Rami's pain receptors, making Rami invulnerable to all non-DOT on-hit effects caused by enemies.
Control Switch: Christian can take over control of Rami's actions and voice, putting Rami's mind in a stasis and making Christian the active personality. This can be used to carry out actions that would make Rami morally outraged or otherwise agitated. Christian tries to hide this from Rami as much as possible.
Passives: Insane: Rami almost always appears insane and sometimes zones out, making allies reluctant to approach him and confused when in conversation. If Christian has taken over, Rami is relaxed and relentless, always exerting power and keeping up eye contact.
Akihiro Tanaki (Matthus)
Epic karate man with black hair. A young Akihiro, after marathoning 19 separate animes over the course of 2 months decided to commit his life to the martial arts (like his "heroes"). 20 years later (he is now 35), his training has paid off as he is now a master in an ancient pressure-point based fighting style. Like his inspirations (the anime heroes of old), he seeks to bring peace and balance to the world with the power of violence and discount karate. He will only use his powers for what (he believes) is good.
Lawful Good.
Male
Nomads
HP: 300
Most Proficient Weapon Type: Fists
Least Proficient Weapon Type: Any actual weapon (he fights with his hands not pointy sticks)
C-chips: 100
Base ATK: 40
Items:
  • Karate outfit. Does very little to protect one's body. A little intimidating to foes.
Ability: Martial Arts (an array of 5 rapid melee attacks that deals 70 dmg, 14 per hit)

Abilities:
  • Fists of Fury: Akihiro channels all of his pressure-point training into a flurry of precision strikes. These strikes to these pressure-points cause the body to collapse in on itself. Unless the target of this attack is immediate medical attention by a good doctor, the target will receive 500 damage at the end of their next turn. "Omae wa mou Shindieru". Takes 5 turns to charge after use. Does not recharge at the end of combat. Only works at melee range. Does not work on machines.
  • Defection: Akihiro uses his turn in preparation of an attack (his turn is wasted when he does this). The first attack to strike Akihiro or anyone in his immediate vicinity will be neutralized. Now Akihiro is not useless in vehicle combat. Takes 3 turns to recharge after use.
  • Leaping Strike: Akihiro leaps to a more-distant target and hits them with his fists for 30 dmg (this is more for mobility than any actual combat use). Takes 2 turns to recharge.
Passives:
  • Honor-bound: Will not back down from a challenge by those who are enemies to peace and balance. Can not be intimidated out of doing anything. Will not attack "friends".
  • Martial Arts Only: May not use any armor or guns.
Fred "the gunner" (tappaja100)
An extremely skilled gunsman from somewhere in Europe, he's a former member of one of the spec ops crews that all got broken when the bombs dropped.
Gender: male
Faction: Mercenaries
HP: 275
Most Proficient Weapon type: Pistol and rifle
Least Proficient Weapon Type: all melee
C-chips: 150
Base ATK: 25
Items:
  • Custom modified VSS Vintorez: A silenced VSS Vintorez sniper rifle. Hard to aim at close range. (60 dmg) (20 ammo cap)
  • Beretta 90two (20 dmg) (10 ammo cap)
(Fun fact: both are real guns and spelled correctly.)
  • Lightweight military armor: Simple lightweight suit of military armor (4 dt)
Ability: Basic Attack

Abilities:
Unload: fires up to 6 shots from any pistol, except ones that have ammo cap (clip size) less than 6, then it empties the mag. (Requires reload if gun mag's 6 or less.)

Passives:
Stealthy: He tends to usually get past enemies unnoticed when he wants to.
Sniper: will almost always hit his target at any distance, can't miss at close range.
Handy Manny (Matthus)

Polite and kind, this expert repairman who uses his vast array of tools to repair things. While he specialized in household appliances when the world was still running, he has learned to fix just about anything you could find in the wasteland. Excellent utility character, but not very skilled in combat.

Male

Faction- Brotherhood of Tinkerers

HP: 250/250

Most Proficient Weapon Type: Rifle

Least Proficient Weapon Type: Melee (sharp)

C-chips: 327

Base ATK: 30

Items:

  • Wrench: An old repair tool. Time has worn away the engraved labels, but that doesn’t mean it can’t still hit hard. (25 melee blunt damage).
  • El Aniquilador: A 20 gauge shotgun that belonged to Manny before the war started. It has become on of his most valued “tools”. An artistic wave-like pattern is engraved in the wooden stock. (40 at close range, 15 medium range, 5 damage at long range)
  • Bullet vest: A standard bullet-resistant vest (3 dt).
  • Red cap: A worn out baseball cap with a wrench logo on it. Lets people know Manny is a repairman so they don’t shoot him on sight unless he gives them a reason to (repairmen are a rare and valuable resource).
  • Toolbox: The MOST important thing about Manny. Used for repairman abilities.
Ability: Basic Attack


Abilities:

  • Repair: Manny uses his toolkit to repair an object. Restores uses on items that are used-up. Heals vehicles. (Restores 2 uses on an item and 100 vehicle health). Can not be used during battle.
  • Quick tune-up: Repairs vehicles, but less than Repair skill (only 50 hp). Can be used during battle. 2 turn cool-down.
  • Target key systems: Manny knows his way around mechanical objects. He can target a key component for x3 damage. Only works on machines (like vehicles [or robots?]). 3 turn cool-down.

Passives:

  • Rule of Acquisition #200: 'A man chooses no side but his own'. Manny knows that picking a side in conflicts can be quite dangerous. Unless he has already been forced to a side, he will try to stay away from the fight (so he doesn't look bad in front of the enemies [potential customers]).
  • Salvager: Manny knows what is and isn't useful among scrap components. He gets better loot from scavenging/salvaging.
'Mr. Burns' (Mr. Fury)
Male
Faction- Mercenary
HP: 200/200
Most Proficient Weapon Type: Energy(Honestly, I think this would probably be the most accurate thing for a flamethrower, idk, just going off of fallout logic)
Least Proficient Weapon Type: Guns
C-chips: 100
Base ATK:10
Items:
  • Homemade Flamethrower:A rather crude flamethrower, still quite painful to be burned by. 'Mr. Burns' is considering making an upgrade to allow it to spew acid as well. 25DMG, chance to set targets on fire. (Energy)
  • Flame-:red:ant Suit:Reduces damage from flames by 3/4, cannot be set aflame.
Ability: Basic Attack
Abilities:
  • Purifying Flames:Ups the amount of gas being used to feed the flames, increasing the heat. Doubles current flamer's damage along with the guaranteeing that the target will be set aflame. The flamer needs to cool down in the next turn.
  • Eject Cell:Eject your flamer's current cell and throw it at your enemies. Deals 5 Damage to all enemies as well as a chance to set all enemies aflame.
Passives:
  • Creepy: Most normal people do not want to be around you... For obvious reasons...
Putting the description down here.

'Mr. Burns' was a bit of a crazed religious loon before the war, the radiation after the war somewhat helped his state of mind, but he is still a little bit crazy, he came into possession of a flame-:red:ant suit, and some physics & engineering textbooks. He mostly ignored everything in the books except for anything related to chemical reactions. For a price tithe, he will fight cleanse the enemies of the client faithful. He also does not like mutants much, but will not go out of his way to kill them.
Test Subject 17245 (TS172)(person 999)
A simple AI with a body made of metal, 3 years after the war he woke up in a lab not knowing where who or what he was and then looked up to see his human creator. Who made him just to have a happy life and a friend. They had a great life together, until one day many strange people enterted with arms like his but a body like his creator. Then they killed his creator, so he picked up the small firearms his creator had on him and killed the intruders.
Gender: N/A
Faction: Mercs
HP:350
Most proficient weapon type: Pistol (or any other small firearms like smg’s).
Least proficient: Any melee.
C-chips: 150
Base attack: 25
Items:
Dual uzis: Two small uzis that deal 2.5 dmg per bullet with 10 bullets in each clip dealing a max amount of 50 dmg (pistol).
Ability: Pistol whip (slap them with my pistol dealing 25 dmg).
Abilities:
Spray n’ pray: I unload all of my bullets in my guns each dealing double damage hitting all my enemies in front of me (max dmg 100 recharge is 2 turns, evenly spread).
Overclck: I go into a overcharge making anyone who touches me take 5 dmg and gives armor piercing on my weapon (unless already has if so it deals +5 dmg), but has 1/5 chance to over heat which Stuns me for 1 turn.
Passives:
Emotionless: Being a robot I feel nothing so I DO NOT HAVE ANY MORALS I simply do what gets me paid, meaning intimidate, angered and buffs or debuffs that effect me via emotions do not work.
Mechanical: Unable to be healed normally and has to be repaired and can be hacked.
A Computer: He’s only there because he is a programmed computer so he can hack, is good at video games (surprisingly), knows how computers work, and knows a lot of information, but can be reprogrammed hacked etc. 3 passive DT.
___________________________________________
Nate

One of the founders and the General of the Brotherhood of Tinkers, he is well known in the faction for his tendency to go on solo missions, use a variety of weapons, and sing Seven Nation Army in battle. He is immune to radiation at the cost of being Radioactive at the same time.

Male

The Brotherhood of Tinkerers

HP: 200

Most Proficient weapon types: Energy, Rifle, Melee (Blunt), and Melee (Sharp)

Least Proficient weapon type: Large Gun

C-Chips: 600

Base ATK: 10

Items:

  • Can plated football chest piece: 5 defense, +10 healing given/taken outside of combat due to first aid kit stored on it. Homemade protection. (EQUIPPED)

  • Chainmail: 15 defense, extra damage taken from blunt objects, +10 basic attack damage due to FISTFUL OF STEEL. (EQUIPPED)

  • Rubber Mallet: 10 damage, Attacks twice per turn. Lightweight, fast, and durable.
  • PVC Nightstick: 10 damage, chance to KO. Filled with water to give it extra power in every swing.

  • Double barreled shotgun: 50 damage, attacks twice in a turn, takes a turn to reload. Don't want to be on the receiving end of this one.

  • M1 Garand: 70 damage, armor piercing. Gotta love the "Ding" after having filled the target with .308 bullets.
  • Nate's Machete: 30 damage, Attacks Twice Per Turn, Block-Ready. Built with a custom hand guard, you can never go wrong with this weapon.
Abilities:

  • Ability: Radiation Emission: Can emit radiation as they please.

  • Ability: Radiation Blast: Causes a local blast of radiation dealing 80 damage to those not protected.

  • Passive ability: Lucky mutation: Immune to radiation.

  • Debility: Radioactive: Always let's out minor amounts of radiation, slowly killing those not immune nearby. Also is easily detectable with Geiger Counters.
Heavy Weapons Specialist Jack

A bounty hunter, he found the right guys to build him a suit of power armor. He is top-of-the-line, being able to easily take a tank shell. No, seriously, a grenade went off next to his foot and the only reason he got hurt was because of the car crashing.

Male

Mercenary/The Brotherhood of Tinkerers

HP: 400

Most Proficient Weapon Types: Large gun, Fist, and Pistol

Least Proficient Weapon Types: Rifle and Arrow

C-Chips: ???

Base ATK: 40

Items:

  • MK IV Blast Proof Power Armor: 30 defense, immune to AOE attacks.

  • MK IV Wrist Launcher Mod: 0 damage, if it was the first time used in that battle, the targeted enemy flinches.

  • Custom RPG: 100 damage, deals 50 damage to two extra enemies, takes an extra turn to reload.

  • QuickDraw Custom Pistol: 10 damage, can be used while reloading the RPG.

  • Air horn: When used, gains the attention of ALL enemies.
Ability: Basic Attack

Passives:

  • Passive Ability: After Battle Stim: Upon exiting a battle, he instantly heals 85 HP if below 200 HP.

  • Passive debility: Clunky Power Armor: Can't gain haste, and takes bonus damage from electrical attacks.

  • Debility: Stays bought: Will refuse work if he is already hired.
Tod Ni Aisi

Once a scavenger, when the Mass Scavs and the County Raiders combined into the Mass Raiders, he joined the raiding parties as a Slicer unit, where he met his wife, Jane Aisi, the group’s flag bearer, or “standard”. In a raid, his platoon was mostly destroyed and he was taken prisoner, thinking he was the only survivor…

Male

Mass Raiders

HP: 150

Most Proficient Weapon Type: Melee Sharp

Least Proficient Weapon Types: Large Gun and Energy

C-Chips: 30

Base ATK: 10

Items:
  • 10/22. Rifle (Rifle): 5 damage, accurate, (silenced). Almost no kick, accurate, and although it isn’t actually silenced, it is quiet enough to not be heard over longer distances and can be silenced with almost anything it can effectively shoot through. (Need to be some sort of tinkerer to silence it)
  • Glock 18 (Pistol):
    10, can fire underwater. A fairly Durable handgun, one of the most useful in the wasteland.
  • Standard Slicer Armor: 2 DT, Equipped
Ability: Basic Attack

Passives:

  • Scavenger: If scavenging something, gets a better haul.

  • Recycle: Can modify moddable items with scrap.
Jane Aisi

A raider from when the bombs fell, she was originally part of the County Raiders, a small group that joined up with the Mass Scavers to make the Mass Raiders. She worked as the second in command and standard for her commander, a founder of the County Raiders. She admired her as a friend, and met her soon to be husband Tod Ni Aisi when the join up happened. During the third battle of the Hop Fort against the Brotherhood of Tinkerers, she was one of the only two survivors from her squad. Upon finding that her commander never returned from the battle and knowing her husband was likely captured, she quickly broke. She suddenly got more ruthless, and being the second in command of her former commander, she became a commander herself. She quickly staged an operation to get revenge on the BoT for her squad and rescue her husband, whom she has tracked down to a mad doctor in a cage.

HP: 120/120

Most Proficient Weapon Types: Energy and Pistol

Least Proficient Weapon Type: Large Gun

C-Chips: 200

Base ATK: 15

Items:

  • 22. Targeting Pistol (Pistol): Holds 10 Rounds per clip, 5 damage per shot, fires twice per turn. (X3)

  • Jane’s Lazer (Energy): 30 damage, pierces armor. Has a “clip” made out of a high power battery, and about 5 D batteries strapped to the side of the barrel. Carried by Jane, it fascinates her. She now uses it to superheat her enemies’ inner organs.

  • The Comrade’s Carbine (Rifle): The weapon of Jane’s fallen squadmate. Deals 25 Damage per shot, two shots per turn.

  • The Commander’s Glock: A Glock 18, a fairly reliable handgun, extremely valuable. Deals 15 damage per shot, one shot per turn, can fire underwater. Was once Jane’s commander’s Glock, She now uses it well.

  • 10/22. Rifle (Rifle): 5 damage, accurate, (silenced). Almost no kick, accurate, and although it isn’t actually silenced, it is quiet enough to not be heard over longer distances and can be silenced with almost anything it can effectively shoot through. (Need to be some sort of tinkerer to silence it).
Ability: Basic Attack

Passives:

  • Notable: May buff/give special abilities to weapons that are special to them.

  • Former bannerwoman: Passively buffs allies.
  • Anti BoT history: Deals extra damage to BoT characters, whether currently or formally, and generally has a harder time getting along with them.
(Insert Name Here) (Insert Player Here)
(Description, including backstory)
(Gender)
(Faction- Joinable right now are Mass Raiders, The Brotherhood of Tinkerers, Mercenaries, and Nomads.
HP: ???/??? (Max is 500)
Most Proficient Weapon Type: ??? (The weapon type they are most proficient with and goes through half armor when used by them, and the weapon they will most often use). The possible types are Energy, Large Gun, Rifle, Pistol, Arrow (bow and arrow, crossbow, etc), Melee (Sharp), Melee (Blunt), and Fist [optional]
Least Proficient Weapon Type: ???
(When using this weapon type, your character will deal less damage and will miss more often. Uses the same weapon types as above, but required.)
C-chips: ??? (C-chips are money, it defaults to 100)
Base ATK:?? (Short for base attack)
Items:
  • (Insert any items here)
Ability: Basic Attack

Abilities:
  • (insert any abilities here)
Passives:
  • (Insert any passive abilities/ debilities here)

Specify what your items and abilities do, don't make them over-complicated, and for the love of everything good, don't make it overpowered. Consider looking at currently active characters as a rule of reference.


All about tinkering, these guys were started by a group of people, including Nate. The are fair with what is given out, newbies get a standard issue kit of a 22 pistol, a PVC hammer-fist, armor plating, and a scraptop. Known to have an abundance of cars, they can travel if needed.
A group of raiders/scavengers who are known for their rivalry with the Brotherhood of Tinkerers, they often give new recruits equipment based on what they are skilled with, as to reserve the general resources.
While not technically faction, these guys can be paid to fight for you. The can have a "base faction" that they are reluctant to fight against, and more likely to fight alongside, and get the starting bonuses of.
While not technically a faction, this is the name bestowed to the factionless.
ERROR: UNKOWN, KNOWN DATA CORRUPTED
No one knows what caused the apocalypse. Some blame Russia. Some blame Korea. Some blame Terminators. Whatever caused it, the outcome was all the same: a time many call “The Post War”.


Some were lucky enough to survive. Some were even luckier, and, against all odds, were given endowed with powers, ranging from simple telekinesis to practically being glowing ones from the fallout games. Sadly, most of these “shifted” were horribly mutated physically, making them look like ghouls from fallout games… if they were lucky. Very rarely though, someone would be lucky enough to develop these powers without becoming a sentient zombie, making them excel and often shepard other survivors.


10 years after having getting nuked, the world was still quite radioactive. Some people have focused on improving on technology to improve the world, while others have somehow already devolved into tribes. It had not been long enough for any real difference in technology, with only crude lasers and energy rifles being made so far, but still long enough for the world to have divided into smaller factions.


Interestingly, some people made an effort to repair some of the cellular towers and keep the cellphones running. Often settlements would build themselves around wherever there was an undamaged cell tower, or wherever had the best wifi. Google somehow was able to survive the blasts, and has since become a major settlement, and they were finally able to become an internet provider. In other words, phones and internet were still a thing. As stupid as this may seem, there was good reason for this. Keeping the phones running allowed for quick easy communication, and the internet made cataloging new creatures and planning raids simpler. The one thing that wasn’t practical was how people still played video games.


Taking place in Massachusetts, you have arrived at the main military base of The Brotherhood Of Tinkerers, The Glowing Place, and were excepted. Soon after, however, the base was attacked by the Mass Raiders.
 
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I still check every day.
So... is this doomed?

@IHATETHISSIGNUP

Please stop bumping your Thread here. I understand that you want other members to participate, but it does not make it acceptable to bump Threads for this reason. We do not permit Thread bumps for this purpose. It can't be helped if other members are not participating, but having your Thread bumped like this and demanding people to participate makes other members less likely to want to participate ultimately.

I've deleted all of your posts except for the opening post. Please do not post again until another member has replied.
 
Well, here goes...

Byron // dyer5lollipop

Byron is a fanatic with the medieval times, and wishes to reenact the ways of old with his melee gear and strong armor. He’s gone crazy. Byron is a strong man that stands 5’4” and has a large beard.
Male
Alignment: Lawful Good
HP: 300/300
Most Proficient Weapon Type: Melee (sharp) and fist
Least Proficient Weapon Type: All guns and energy weapons
C-chips: 98
Base ATK: 20
Items:

  • The hero’s blade: a wide, scratched up broadsword with a cracked green gemstone embedded in the blade on both sides. Deals 60 damage per swing.

  • The hero’s shield: a large shield that Byron had cut from a riot shield with a cracked green gemstone embedded in the center. (See "Block")

  • Beat-up knight armor: Has technology integrated in it to make it not so heavy, and has 30 dt.

Ability: Basic Attack

Abilities:

  • Spin slash: Byron swings around barbarically with his blade in hand. Does 50 damage to all nearby creatures.

  • Shield smash: Byron must be at least 20 feet away from the targeted creature to make this move. Byron runs up to a creature and bashes them with his shield. This deals 100 damage.
  • Block: Byron chooses to block all attacks from him and one other character (optional) for one turn.

  • Intimidate: Byron’s eyes flare with rage and superiority in hopes to strike fear into the heart of the targeted creature.
Passives:

  • Brave: Will face any situation without fear, even if the situation is ridiculously hard or impossible.

  • Seeing is believing: Byron will not believe in a concept or object if it is not physically visible.
 
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Doctor Wolfgang Kruger // Matthus
A german field medic who has a secret passion for medical experimentation (at the peril of some). He is 5ft 11in. Has blue eyes and brown hair. No mutations. Has somehow not lost PHD due to medical malpractice. Deceptive. Sadistic. "Ze healing is not as rewarding as ze hurting!". Neutral Evil
Male
HP: 200/200
Most Proficient Weapon Type: Bone Saw (Melee Sharp)

Least Proficient Weapon Type: Large Guns
(When using this weapon type, your character will deal less damage and will miss more often. Uses the same weapon types as above, but required.)

C-chips: 100 (C-chips are money, it defaults to 100)

Base ATK: 30 (Short for base attack)

Items: Bone Saw: a large medical saw (about a foot long) (For cutting fools [and amputation]) (50 dmg per swing)
Med Kit: A first aid kit full of useful medical stuff (healing and experimentation)
Field Medic uniform: A standard soldier armor/uniform with red crosses on it. (25 dt.)

Ability: Basic Attack

Abilities: Precision strike: Using his smarts regarding biology, Wolfgang knows exactly were to hurt any living creature. (3x damage on one attack when activated [150 damage w/ Bone saw]) 3 turn cool-down

Heal: Uses med kit to heal 50 damage on a nearby target. 1 turn cool-down.

Experiment: (If spare body parts are available) Wolfgang can modify a target to try and improve (or alter) its stats (takes 3 turns to complete) This includes organ transplants/harvesting.

Passives: Deceptive: Most people trust Wolfgang when they meet him due to his deceptive personality.

Sadistic: Wolfgang is also very efficient in 'physiological warfare'. He can scare and scar people with relative ease. Very good for interrogation or other wholesome activities. His team members are merely tools to him and he won't hesitate to run and leave them to their deaths (if need be).
 
Bryon: HP 300/300
Wolfgang: HP 200/200

Nate:
"So only two recruits, huh? So we have a man in knight armor please don't be a fanatic please don't be a fanatic and a medic? So, are you here for guard duty, to serve your faction, money, or glory? I'll need to know this if your going to join the army."
 
"I am here to save everyone for the good of good...ness... YEAH! If it is glory I get, it is glory I shall have! I will go down in history as the greatest hero in the world! I will be the trebuchet, my sword the ropes, and my shield the projectile as I soar through the sky striking fear into the hearts of evildoers!" "I will dub this new era of reawakening the past... the new siege. Yes, that sounds good."
 
"Uh, sir? You know zat guns are a thing zat exists, ja? Is he ze only one I am working with? Because if so, I am kinda concerned for my safety."
 
Bryon: HP 300/300
Wolfgang: HP 200/200

Nate:
"Mother of god he is a fanatic. Anyways, if your looking to stay safe while making money, you can either be one of the guards or you can choose the much more dangerous line of work that is a bounty hunter for our faction, but seeing as you have medical training, you would work well as a combat medic or a doctor in the back lines. And you, my glory seeking knight friend, will be cannon fo- er, working in the front lines during battles. The rest of the time you will be a guard. What do you say?"
 
"Alright! Cannon fodder... hmph, I'll show him. I will take my job with pride! As for my healer friend, guns are simply for the weak."
 
"As mine grandfather always said, "Ze weapons of ze weak are designed to kill ze strong', sir knight. I will take ze job, but only for ze money. Also, why does zat man over zere have an gas-mask? Should I be concerned?".
 
@dyer5lollipop Bryon: HP 300/300
@Matthus Wolfgang: HP 200/200

Nate:
"The reason I wear a gas mask is not of your concern. Anyways, which one of the four job options are you going to choose, um..."

Soldier: "Wolfgang."

Nate: "Yes, which job are you going to choose, Wolfgang? I WILL choose for you if you don't. And, my dear knight, please wait a second for Wolfgang to respond and then I will take you two to the armory."
 
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