Post by Dullahan on Jan 8, 2012 23:34:45 GMT -5
The Lone Wanderer
John
Height: 6'2
Weight: 225
Hair: Brown
Eyes: Blue
Abilities
Intelligence: 4
Strength: 3
Agility: 3
Speed: 3
Durability: 3
Health: 3
Energy: 9
Regen: 5
Actions
Close Combat: 3
Strength Bonus or Weapon Modifier
Hand to Hand Combat
Self Defense
Ranged Combat: 6
VATS
Shotguns
Pistols
Rifles
Energy Weapons
Sniper Rifle
Technology: 5
Intelligence Bonus
Hacking
Repairing Equipment
Computers
Explosives
Black Ops: 4
Sneaking
Infiltration/Exfiltration
Sniping
Lockpicking
Inventing: 4
-2: Requires Schematics(can't build something he's never seen before)
Social Skills: 5
Paragon
Wasteland
Brotherhood of Steel
Diplomacy
Etiquette
Medical Healing: 3
Modifiers
Targetting: 3
Dogmeat
Wealth: 0(Has a house in Megaton, but other than his equipment he rarely has much in the way of caps or value, preffering to travel light and keep his equipment repaired)
Deep Reserves: 2
Fawkes(The Wanderer can recruit Fawkes at any time. He hasn't since the raid on the Purifier, because he has been searching, and needed to be alone for that. But...he could if he wanted to.)
Equipment
Ranger Battle Armor: +4 Defense
Combat Shotgun: +3 WM, Limited Range, X3 Damage
Hunting Rifle: +3 WM, Increased Range, X2 Damage
Sniper Rifle: +4 WM, Increased Range, X2 Damage
10mm Pistol: +2 WM, Only as a last resort weapon.
Nuka Grenade: +5 WM, Area effect, range is only as far as he can throw. It creates a blue fireball that does 4 stones of damage to all enemies that enter the flames for 2 panels after use. Note, because of how agressive Dogmeat is, John is reluctant to use the weapon, as it puts him at great risk.
Bottlecap Mine: 6 stones of damage to anyone who steps on it. Require 1 panel of prep time.
Shishkebab: +4 WM, Close Weapon, a melee weapon that is a flaming sword fueled by a motorcycle gas tank. Catches enemies on fire, dealing 3 red stones of damage per panel. Toughness still applies.
VATS: Vault Assisted Targetting System. Using this, there is no Situational modifier for Called shots on any part of the body of an enemy. This can only be used for 4 shots with automatic weapons or
3 with pump weapons.
Pip Boy 3000: Contains GPS, radio reciever, geiger counter, and information storage, and central unit for information storage. Contains Schematics of Bottlecap Mine, Shishkebab and Nuka Cola Grenade.
Geomapper: A device given to him by Donovan of Reilly's Rangers. It gathers information on the locations John is at, and downloads it to his Pipboy, so Reilly can gather it later. Whether Reilly will want the information from other worlds, is hard to say, but details.
Challenges
Compulsion to Stick Up for the Underdog: 5w. In the Wasteland, any attempt to help another can easily result in death. But the Wanderer can't help but aid others when he can. Despite the constant threat of death, and the likelyhood that each attempt will get him killed.
Deadly Enemies: 3w. Talon Company, Slavers and the Enclave. The Talon Company has been hired on multiple occasions to kill him, each one resulting in their deaths. When John discovered two encapmpents at the Lincoln Memorial and at Paradise Falls of Slavers, he exterminated the both of them, resulting in making a ton of enemies of the few survivors. And he was responsible for the destruction of President Eden, and of Raven Rock of the Enclave. All in all, being a nice guy can still make you a lot of enemies
Intense Hatred: 4w. Of Slavers and the Enclave, the Slavers due to the lives they constantly destroy, and the Enclave because they killed his father. If faced with either, he WILL hunt them, he WILL kill them, and nothing or no one will talk him out of it.
Homesick 3w: He's known as the Lone Wanderer. And it's true. He's always wandering. Whether he knows it or not, he's looking for a home. A place he can call his. Megaton is nice, but it's just...not what he wants. It's to small, to little. Rivet City has to many politics and other issues going on. The Citadel is a military base, and though he likes the Brotherhood, there are things they do he can't stand. And he can't return to Vault 101, and wouldn't live there if he could. What it is he really wants...he doesn't know yet.
Vulnerable Loved One: 2w. He has one person he cares about above all else. Amata. Despite being the new Overseer of Vault 101, he still worries about her. A large reason being she's the only trace of his old life left.
Dogmeat
Intelligence: 1
Strength: 4
Agility: 3
Speed: 3
Durability: 4
Health: 4
Energy: 12
Close Combat: 4
Strength Bonus or Weapon Modifier
Claws: 3
Animal Senses: 3
Toughness: 2
Australian Cattle Dog. Intensely loyal to the Wanderer, he'll throw himself at any enemy, no matter how strong.
Bio
Born in Vault 101, from a young age, the Wanderer was always one to stick up for others. Whether it was himself with the local bullies or Overseer, or his best friend Amata, no one pushed him around. Life in the Vault wasn't pleasant, but it was safe. Life seemed pretty set up. Live, maybe fall for Amata, grow old, have kids, die, all in the Vault....then his Father left. In the ensuing escape, he was forced to kill a couple of guards, and had to threaten the Overseer to escape. To the Wasteland. There, his need to aid others continued to drive him, as well as a need to see his father. Whether is was gathering information for the Wasteland Survival Guide, helping Vault 101, fighting through a horde of Super Mutants to save Reilly's Rangers, annhilating a group of Slavers to save a bunch of kids, he never hesitated to do what had to happen to help others. Despite being only 19, he was forced very quickly to become a master with all types of Ranged weapons, of Diplomacy, and an expert with modifying junk to make new weapons. Eventually, he faced down the last remnants of the US government, the Enclave. He talked President Eden into self destructing, annhilating the Enclave Base, and killed Colonel Autumn, destroying their chain of command. He activated Project Purity, providing free clean water for the entire wasteland. He was lucky to survive that encounter. Now, with his loyal follower Dogmeat, he wanders the wastes, helping where he can, wherever possible. The Last Best Hope for Humanity. Alone. And always wandering. Looking for something that may never be found...
John
Height: 6'2
Weight: 225
Hair: Brown
Eyes: Blue
Abilities
Intelligence: 4
Strength: 3
Agility: 3
Speed: 3
Durability: 3
Health: 3
Energy: 9
Regen: 5
Actions
Close Combat: 3
Strength Bonus or Weapon Modifier
Hand to Hand Combat
Self Defense
Ranged Combat: 6
VATS
Shotguns
Pistols
Rifles
Energy Weapons
Sniper Rifle
Technology: 5
Intelligence Bonus
Hacking
Repairing Equipment
Computers
Explosives
Black Ops: 4
Sneaking
Infiltration/Exfiltration
Sniping
Lockpicking
Inventing: 4
-2: Requires Schematics(can't build something he's never seen before)
Social Skills: 5
Paragon
Wasteland
Brotherhood of Steel
Diplomacy
Etiquette
Medical Healing: 3
Modifiers
Targetting: 3
Dogmeat
Wealth: 0(Has a house in Megaton, but other than his equipment he rarely has much in the way of caps or value, preffering to travel light and keep his equipment repaired)
Deep Reserves: 2
Fawkes(The Wanderer can recruit Fawkes at any time. He hasn't since the raid on the Purifier, because he has been searching, and needed to be alone for that. But...he could if he wanted to.)
Equipment
Ranger Battle Armor: +4 Defense
Combat Shotgun: +3 WM, Limited Range, X3 Damage
Hunting Rifle: +3 WM, Increased Range, X2 Damage
Sniper Rifle: +4 WM, Increased Range, X2 Damage
10mm Pistol: +2 WM, Only as a last resort weapon.
Nuka Grenade: +5 WM, Area effect, range is only as far as he can throw. It creates a blue fireball that does 4 stones of damage to all enemies that enter the flames for 2 panels after use. Note, because of how agressive Dogmeat is, John is reluctant to use the weapon, as it puts him at great risk.
Bottlecap Mine: 6 stones of damage to anyone who steps on it. Require 1 panel of prep time.
Shishkebab: +4 WM, Close Weapon, a melee weapon that is a flaming sword fueled by a motorcycle gas tank. Catches enemies on fire, dealing 3 red stones of damage per panel. Toughness still applies.
VATS: Vault Assisted Targetting System. Using this, there is no Situational modifier for Called shots on any part of the body of an enemy. This can only be used for 4 shots with automatic weapons or
3 with pump weapons.
Pip Boy 3000: Contains GPS, radio reciever, geiger counter, and information storage, and central unit for information storage. Contains Schematics of Bottlecap Mine, Shishkebab and Nuka Cola Grenade.
Geomapper: A device given to him by Donovan of Reilly's Rangers. It gathers information on the locations John is at, and downloads it to his Pipboy, so Reilly can gather it later. Whether Reilly will want the information from other worlds, is hard to say, but details.
Challenges
Compulsion to Stick Up for the Underdog: 5w. In the Wasteland, any attempt to help another can easily result in death. But the Wanderer can't help but aid others when he can. Despite the constant threat of death, and the likelyhood that each attempt will get him killed.
Deadly Enemies: 3w. Talon Company, Slavers and the Enclave. The Talon Company has been hired on multiple occasions to kill him, each one resulting in their deaths. When John discovered two encapmpents at the Lincoln Memorial and at Paradise Falls of Slavers, he exterminated the both of them, resulting in making a ton of enemies of the few survivors. And he was responsible for the destruction of President Eden, and of Raven Rock of the Enclave. All in all, being a nice guy can still make you a lot of enemies
Intense Hatred: 4w. Of Slavers and the Enclave, the Slavers due to the lives they constantly destroy, and the Enclave because they killed his father. If faced with either, he WILL hunt them, he WILL kill them, and nothing or no one will talk him out of it.
Homesick 3w: He's known as the Lone Wanderer. And it's true. He's always wandering. Whether he knows it or not, he's looking for a home. A place he can call his. Megaton is nice, but it's just...not what he wants. It's to small, to little. Rivet City has to many politics and other issues going on. The Citadel is a military base, and though he likes the Brotherhood, there are things they do he can't stand. And he can't return to Vault 101, and wouldn't live there if he could. What it is he really wants...he doesn't know yet.
Vulnerable Loved One: 2w. He has one person he cares about above all else. Amata. Despite being the new Overseer of Vault 101, he still worries about her. A large reason being she's the only trace of his old life left.
Dogmeat
Intelligence: 1
Strength: 4
Agility: 3
Speed: 3
Durability: 4
Health: 4
Energy: 12
Close Combat: 4
Strength Bonus or Weapon Modifier
Claws: 3
Animal Senses: 3
Toughness: 2
Australian Cattle Dog. Intensely loyal to the Wanderer, he'll throw himself at any enemy, no matter how strong.
Bio
Born in Vault 101, from a young age, the Wanderer was always one to stick up for others. Whether it was himself with the local bullies or Overseer, or his best friend Amata, no one pushed him around. Life in the Vault wasn't pleasant, but it was safe. Life seemed pretty set up. Live, maybe fall for Amata, grow old, have kids, die, all in the Vault....then his Father left. In the ensuing escape, he was forced to kill a couple of guards, and had to threaten the Overseer to escape. To the Wasteland. There, his need to aid others continued to drive him, as well as a need to see his father. Whether is was gathering information for the Wasteland Survival Guide, helping Vault 101, fighting through a horde of Super Mutants to save Reilly's Rangers, annhilating a group of Slavers to save a bunch of kids, he never hesitated to do what had to happen to help others. Despite being only 19, he was forced very quickly to become a master with all types of Ranged weapons, of Diplomacy, and an expert with modifying junk to make new weapons. Eventually, he faced down the last remnants of the US government, the Enclave. He talked President Eden into self destructing, annhilating the Enclave Base, and killed Colonel Autumn, destroying their chain of command. He activated Project Purity, providing free clean water for the entire wasteland. He was lucky to survive that encounter. Now, with his loyal follower Dogmeat, he wanders the wastes, helping where he can, wherever possible. The Last Best Hope for Humanity. Alone. And always wandering. Looking for something that may never be found...